What do you need help on? Cancel X

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

Guide and Walkthrough by Dark Vortex

Version: 1.1 | Updated: 07/07/2008
Highest Rated Guide

====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====
         =----=----=----=----=----=----=----=----=----=----=----=----=
                              Starcraft: Brood War                       
                                FAQ/Walkthrough
                           By: Dark Vortex (Quan Jin)
                            darkvortexfaqs@ymail.com
                                  Version 1.0
         =----=----=----=----=----=----=----=----=----=----=----=----=
====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====

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 IV: The Stand............................[4100]
              4.2. Chapter V: The Iron Fist.........................[4200]
              4.3. Chapter VI: The Queen of Blades..................[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]
====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====

Brood War is StarCraft's only expansion pack. Along with it came a new 
campaign stretching around 24 missions (plus a few bonus missions) and new
units for every side to counter weaknesses and essentially perfect the game's
balance. 

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. 

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

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

           [Q] What's new in Brood War?

           [A] - Terran: Medic, Valkyrie units
               - Protoss: Dark Templar, Dark Archon, Corsair units
               - Zerg: Lurker, Devourer units
               - Chitinous Plating, Anabolic Synthesis for Ultralisks
               - Charon Boosters for Goliaths
               - 26 new missions
               - New music and sound effects

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

           [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. 

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

           [Q] What is Dark Reckoning?

           [A] It's a bonus mission you can unlock by completing Zerg Mission
               9 with more than five minutes remaining on the clock. 

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

====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====
         +-+ 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
     [C] --- Medic
     [Y] --- Valkyrie

   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)
     [A] --- Heal (Medics).
     [R] --- Restoration (Medics).
     [F] --- Optic Flare (Medics).

                            -+- Protoss Hotkeys -+-

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

   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)
     [D] --- Disruption Web (Corsair)
     [F] --- Feedback (Dark Archon)
     [C] --- Mind Control (Dark Archon)
     [E] --- Maelstrom (Dark Archon)

                             -+- Zerg Hotkeys -+-

     [S] --- Select Larva

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

   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 last three chapters of the StarCraft
campaign (that embody the Brood War expansion pack). 

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 Protoss, Terran,
and Zerg (in that order) as you progress. 

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

-------------------------------------------------------------------------------
         -+- 4.1. Chapter IV: The Stand                               [4100]
-------------------------------------------------------------------------------

            O=====================================================O
            O-----------------------------------------------------O
               The nefarious  Zerg Overmind  has been  destroyed 
               and the Protoss  homeworld of  Aiur  now lies  in 
               smoking ruins. As  the Executor of the  remaining
               Protoss forces,  you must now attempt to  reunite
               your beleaguered  people and  save them from  the
               ravenous Zerg  who still roam  mindlessly  across 
               the blackened fields of Aiur. 
            O-----------------------------------------------------O
            O=====================================================O

   +==============================+
    MISSION ONE : ESCAPE FROM AIUR
   +==============================+

    >> Bring Zeratul to the warp gate.

    You start off with Zeratul backed up by some Zealots and Dragoons. Send
    Zeratul forward and have the others follow him. Because he's cloaked, he
    won't be touched unless he happens to wander into the range of an 
    Overlord. Should you be approached by one, have your Dragoons take it
    down immediately. Group your units and have them move southeast. You'll 
    pass by a few damaged Protoss structures and come to a creep field. 
    Destroy the Nydus Canals immediately to stop Zerg reinforcements from 
    coming in. 

    Head further south and you'll arrive at a Sunken Colony. You could just
    move Zeratul in and have him destroy it. Sunken Colonies cannot detect
    cloaked units. However, there's a good chance that there's an Overlord in
    the area. Approach it with caution. Once it's out of the way, take out the
    remaining enemies in the area. Again, eliminate the Nydus Canal to stop
    reinforcements. At this point, the path will bend to the southwest. 
    Advance down and you'll find yourself at another Zerg fortification. There
    is a Sunken Colony here along with two Nydus Canals. 

    From here, make your way south toward the lower-left corner of the map.
    Along the way, you'll be met with two Zealots who notify you of a battle
    raging further to the south. Follow them to the southwest corner of the
    map and you'll walk in a huge battle. You have control of the mass of
    Zealots fighting the Zerglings. Let them dish it out among themselves and
    have Zeratul sneak in past the wall of Zerglings. Using him, destroy the
    Nydus Canals supplying the reinforcements and then focus on thinning out
    the remaining enemies in the area. 

    When the dust settles, gather up your remaining units and send them east.
    As soon as you see the burning Gateway, send a unit north to find two
    Dragoons. Incorporate them into your party and head northeast. You'll 
    again stumble upon a Sunken Colony. Concentrate your efforts on destroying
    it before it deals too much damage. Proceed past an Ultralisk Cavern and
    you'll meet some Ultralisks along the way. It's likely that you'll lose
    a few units fighting them off. Just do your best to keep Zeratul 
    protected. 

    When you reach the fork, choose either path (both lead to the same thing).
    At the apex of the loop, you'll find a group of Zealots fighting off a
    single Ultralisk. Assist them in killing it and have the surviving Zealots
    join your party. Proceed to the west and follow the path through another
    Spore Colony. Clear out any Zerg units that get in your way and continue.
    Eventually, you'll come across two Shield Batteries by two High Templars,
    an Archon, and some other reinforcements. 

    Use the Shield Battery to recharge any shields that need it. Gather up all
    your forces and split them up into groups. It's your choice whether or
    not to keep the High Templars separate or combine them into another
    Archon. The resistance encompasses a large amount of Zerg units though.
    When you're ready, send your units northeast where you'll come across a
    Nydus Canal. Be careful around here because there are at least a dozen
    Hydralisks burrowed in the area. When the area is secure, head south 
    towards the beacon. There are two more Sunken Colonies in the next sector
    accompanied with a load of Zerglings and Hydralisks. Make sure that 
    Zeratul stays alive over the course of the skirmish. After that, it's only
    a short walk to the beacon. Along the way, you'll encounter another
    Ultralisk. That shouldn't be a problem though. When you reach the beacon,
    the Zerg will attempt to overrun the base. Fenix and Raynor appear to hold
    the Zerg off long enough for Zeratul to step into the beacon. 

   +===============================+
    MISSION TWO : DUNES OF SHAKURAS
   +===============================+

    >> Establish a base and find the Dark Templar. 

    The mission puts you in a rather odd spot at the beginning. You don't have
    a base, though you do start with four Probes. The immediate vicinity is
    not suitable for a base. Send your units north and then west - head for
    the northwest corner of the map. Along the way, you'll come across two 
    Zerglings that your Zealots can easily expel. When you come in contact 
    minerals and a Vespene Gas geyser, establish your Nexus and start up your
    base as usual. While your Nexus is being constructed, consider putting up
    some Pylons. 

    As soon as the Nexus is completed, four Hydralisks will appear at the 
    south end of your base. Luckily, some Dark Templars will join you and  
    fight off the threat. They'll recognize Zeratul, though they are unclear
    as to what the Zerg even are. Fenix and Raynor will notify you that they
    are attempting to retake the warp gate. Your new objective will be to 
    destroy the Zerg base in this sector and reclaim the warp gate on this
    side. 

    >> Destroy the Zerg base. 

    Get a Gateway going and put up some Pylons at the south end of your base.
    The ramps there will be the Zerg's primary path of attack. You should not
    see any attacks coming from the east, though it may still be a good idea
    to position a few odd units there just in case. As soon as your funds
    allow, get a Gateway and Forge going and put up some Photon Cannons at the 
    aforementioned ramps to hold off the first few Zerg attacks. Don't focus
    so much on base defense this mission - you shouldn't be hit too hard at 
    all. 

    Work your way up the tech tree. While you're busy with that, send your
    Dark Templars southeast of your base. There's an iron bridge here that
    you can cross. Once on the other side, head due south to find a line of
    Sunken Colonies. Since they aren't detectors, they can't see your Dark
    Templars. Take out the line of three Sunken Colonies here and send in a
    few Zealots once the task is done. Now, group all your units together and
    send them southwest. Here, you'll find a Spore Colony surrounded by two
    more Sunken Colony. Focus on destroying the Spore Colony first to render
    the Dark Templars invisible before working on the remaining Sunken 
    Colonies. You might want to hightail your Zealots though. 
 
    Get a Shuttle running and put some Probes inside. Send them to the area
    you just cleared at the southwest corner of the map. The area is very
    rich in resources, so establish another base here. Consider putting up a
    few Photon Cannons in this sector as well. However, don't expect too many
    Zerg attacks to really come to this base. Even so, it's better to be 
    prepared than unprepared. You might want to group a bunch of Pylons down 
    here as well to save space in your main base.

    There are many ways to go about assaulting the Zerg base at the southeast
    corner of the map. I personally find a Reaver drop the best method to 
    effectively dispatching the Zerg with the smallest possibility of failure.
    Get at least four Reavers constructed (although the more, the better), 
    backed up by a force of Zealots, Dragoons, and preferably Dark Templars. 
    Make sure that all Reaver upgrades have been researched. Get the necessary 
    amount of Shuttles to transport all of your units and send it over to your 
    southwest base. From here, fly due east, hugging the southern edge of the 
    map until you approach the southeast corner. You might be attacked by one
    Spore Colony (and possibly a few Hydralisks along the way) but otherwise,
    you'll be relatively untouched. 

    As soon as you hit the southeast corner, drop off your units immediately.
    Have the Reavers use their scarabs on any units in the immediate vicinity
    that threaten you. Don't let your other units wander off towards the 
    base - keep them by the Reavers to ensure that they survive. Have them 
    help fend off any units that get too close to the Reavers. Once the area
    is somewhat secure, start moving your Reavers in toward the main part of
    the base. Use the scarabs to take out Sunken Colonies from far away. The
    secondary Hatchery is further to the north and the main Lair is more 
    towards the west. Once you've taken out both of them, piecing away at the
    rest of the base shouldn't be too tough. If the mission doesn't end, note
    that there are more Sunken Colonies in the center of the map by the warp
    beacon and along the east edge of the map as well. 

   +======================================+
    MISSION THREE : LEGACY OF THE XEL'NAGA
   +======================================+

    >> Destroy the Zerg cerebrates. 

    There's really nothing too remarkably about this mission. At the start, 
    put your starting Probes on resource gathering and start pumping out more
    Probes. A little bit into the mission, you'll be provided with four 
    Corsairs and two Shuttles. Let the four Corsairs move in and use their
    Disruption Web on the Spore Colonies nearby. Once your Dragoons drop, have
    them destroy the Sunken Colony first. Move your Corsairs back to your base
    and allow your Dragoons to piece away at the remaining Spore Colonies. 
    Since Disruption Web prevents everything from inside its area of effect
    from firing, keep your Dragoons out of it. 

    The map is split up into two islands. Your base and the area you just
    cleared to the northwest make up one of them. The enemy occupies the
    island to the southwest. You can expect many Overlords to come over to
    your side to drop enemy troops down. Although it isn't necessary to expand
    right now, make it a goal to keep the west edge of your island protected
    by Photon Cannons and Dragoons to discourage any Overlord threats from
    coming in. Doing so will prevent most attacks from even reaching the
    ground. 

    For now, build up a few Pylons to expand your base's reach. Construct a
    Cybernetics Core and Forge to unlock the advanced tech tree of buildings.
    You'll want to have a Robotics Facility and Robotics Support Bay for
    Reavers, along with a Starport and Fleet Beacon as well. Once your base
    is settled in, send a team of Probes to the northwest. Cross the iron 
    bridge to the area you cleared of defenses earlier in the game. Set up a
    second base to take advantage of the rich mineral deposits located here.
    Don't forget to put up Photon Cannons for defense here. 

    You will want to research Argus Jewel for your Corsairs because you'll
    probably be relying on them heavily during this mission. The Zerg base is
    surrounded by Spore Colonies on practically every side. You'll need to
    utilize Disruption Web to be able to land a force in there without taking
    too many casualties. Build up two more Corsairs to add to your starting
    force of six Corsairs and have them standby. Also build up a medium force
    of Reavers and back them up with Zealots, Dragoons, Dark Templars, and
    Scouts. Around five Reavers should be enough to effectively destroy the
    base. Load all the ground units up into Shuttles and have them move to the
    south edge of the map. 

    You can choose to tackle the base from any side really. However, I found
    that your forces will suffer the least amount of casualties if you make
    an assault from the southwest. Have your units move west from their 
    current position with your Corsairs leading the way. Immediately use 
    Disruption Web on the Spore Colonies that attack your units. Be aware that
    Disruption Web taxes a significant amount of energy. With Argus Jewel
    researched, you'll only be able to use Disruption Web twice before the
    Corsair becomes useless. Send any expended Corsairs back to your base so
    they don't get in your way. 

    Drop your units down at the southwest corner of the base. You'll be 
    countered mostly by Hydralisks and Zerglings burrowed under the ground.
    Keep your support units by the Reavers to defend them. Use the Reavers
    to take out Sunken Colonies from far away. One Hive is further to the
    north and the other is further to the east. Destroy both with a barrage
    of scarabs to stop any more reinforcements. You'll notice both Cerebrates
    right next to the huge Xel'Naga Temple in the middle of the Zerg base. 
    Use the Reavers to clear a suitable path for the Dark Templars to travel.
    Then, have your Dark Templars move up and destroy both of them to finish
    the mission. 

    As the mission ends, Kerrigan will appear to parley with Zeratul and
    Artanis. The Cerebrates you've just killed were her enemies as well, so
    she says. She requests to work out terms towards destroying the so-called
    common enemy she sees. 

   +=============================+
    MISSION FOUR : QUEST FOR URAJ
   +=============================+

    >> Bring Kerrigan to the Uraj crystal.

    The mission begins over an active Terran base governed by the UAE (more
    information on these guys later). Three Shuttles will move in to drop off
    three Reavers and three Dragoons right in the middle of it. Let your 
    Reavers take out the nearby Siege Tanks and then work on killing off any
    other units in the area. Clear out the SCVs nearby and take out the 
    Command Center. Another Shuttle will fly in momentarily to drop off 
    Kerrigan and some Probes to start your base with. 

    Begin constructing your base in the ruins of the original Terran base. 
    Have Kerrigan move around, taking out the remaining buildings in the area
    to clear some more room for base construction. After your Nexus is 
    complete, Artanis will tell you that you will be unable to use Stargates
    during this mission. This is a rather pressing issue - the lack of Scouts
    will make taking out Siege Tanks a greater chore than it normally would 
    be. 

    There are two ramps that lead up to your base. Both will see about an 
    equal amount of action. The first few attacks will most likely appear at 
    the east end though. For now, just split up your forces equally to hold 
    off enemy advances. You'll need more Pylons right away as well. Your base 
    probably won't start up too quickly. While you're still building up, 
    position your Reavers at the ramp to fend off any preliminary Terran 
    attacks. You'll face a few waves of Marines and Firebats at first. They'll
    eventually be replaced with waves of Goliaths, Vultures, and Wraiths 
    though. It'd be a good idea to have Photon Cannons around, along with 
    Observers if possible, to detect any cloaked Wraiths in the area. 

    There's a large Terran presence in this area. The first of their bases is
    only a short distance away to the southwest. Since the faster you take 
    that base out, the more resources will remain available to you, you'll 
    want to build up an attack force quickly. Because your Vespene Gas source
    isn't too great at the moment, you'll want to focus only on building 
    Zealots and Dragoons for this minor base. Get about eight Zealots and four
    Dragoons. Group them all together with the three Reavers you started out 
    with and send them to the southwest. You will first encounter two Bunkers 
    filled with Marines. Take them out with your Reavers (and their superior 
    range), kill the inhabitants, and proceed. 

    Do note that there is a Siege Tank located inside the base. It's somewhere
    toward the south end of the base. Try to seek it out quickly and destroy
    it before it can deal too much damage to your slow-moving Reavers. 
    Unfortunately, Siege Tanks can outrange Reavers. Once you've removed that
    threat, piecing away at the rest of the base shouldn't be much of a 
    problem. Once the area is clear, set up a secondary base here and take
    advantage of its resources. Put up more Photon Cannons for defense and
    place two more Gateways and a Robotics Facility. 

    Build three more Reavers. Assuming you kept your other three Reavers 
    alive, basic math gives us six Reavers in all. That should be enough to
    carry most of the weight around when dealing with the final Terran base
    to the south. Get a good number of Zealots, Dragoons, and preferably
    Dark Templars ready as well. Suggest bringing along two Observers to 
    scout out any cloaked Ghosts. Wraiths don't seem to have the ability to
    cloak during this mission. Group your units together, send them due
    south of your secondary base and clear the fortification you find there.
    Let your Reavers take out the Bunker and then move in your other troops
    to piece away at the remaining forces around here.

    Go up the ramp and head southeast. The main Terran base is just ahead. 
    With six Reavers, you shouldn't really have too much trouble getting
    through. The only issue would be the Siege Tanks in the area. They'll
    really prove to be quite an issue. If possible, let your Zealots soak
    up most of the fire; essentially, use them as bait while your Reavers get
    in position to take out the Siege Tanks. When the path is somewhat safe,
    send Kerrigan in to assist in the carnage. Make sure that she stays alive
    though! Work your way all the way to the Uraj crystal at the lower-right
    corner of the map. Its surrounded by some Missile Turrets and a few 
    stray units. Send Kerrigan down there to complete the mission. 

   +===================================+
    MISSION FIVE : THE BATTLE OF BRAXIS
   +===================================+
    
    >> Destroy all power generators to the UED blockade. 

    This is a painstakingly annoying mission. Start by putting your ground 
    units into the two Shuttles you start with. Artanis, along with three 
    Scouts, will be your main fighting force during this mission. You don't 
    have an access to a base during this mission. It's up to you to use your 
    forces to the best of your ability in destroying the five Power Generators 
    scattered around the map - they're marked as yellow blocks. 

    Bring your Scouts forward to meet up with two Observers. You'll see that
    there is a line of Missile Turrets on the ledge up ahead. Don't let your
    units wander in too far. Instead of directly assaulting this area, bring
    your units to the northwest. Stay along the edge of the Missile Turrets'
    range. When you reach an undefended platform (your third Observer is
    located here), drop off your ground units. With your Zealots and Dragoons,
    destroy ONLY the two Missile Turrets at the top of the ramp to your 
    left and the single Missile Turret further to the northeast. This will 
    clear a suitable path for your Scouts to travel through. Now, bring your
    units northeast and you'll wander near a Bunker. Have your Scouts and your
    ground troops converge on it and eliminate it quickly. 

    Once that Bunker is destroyed, take out the Missile Turret on top of the
    ledge with your Dragoons. Just further to the southeast is another Bunker.
    Repeat the process and take it out as quickly as possible. You should take
    minimal damage if you attack swiftly and in unison. The first Power 
    Generator is to the southeast. It's surrounded by Missile Turrets, but
    there's no need to take those out - once you destroy the Power Generator,
    all Missile Turrets on this platform will come under your control. Upon
    destroying the first Power Generator, you will be given reinforcements of 
    Dark Templars and Dragoons. 

    Fly your newly-acquired reinforcments in and group up with your remaining
    forces. Load up your Zealots and Dragoons into the other Shuttles and send
    them northwest across a ledge. You'll notice two Bunkers further to the
    northeast. Unload your Dark Templars and let them move up and eliminate
    the Bunkers. Because there aren't any enemy Missile Turrets in the area, 
    your Dark Templars will be undetected. Now, group up your ground units and
    send them northeast along the narrow path. Have your Scouts follow and
    scan the area to the right of the pathway. There's a Siege Tank located on
    a small platform. There is a Missile Turret in the vicinity, but you'll
    just have to contend with that while you destroy the Siege Tank. Once it's
    gone, just have your Scouts retreat and move your ground units further 
    north. 

    You'll eventually arrive at two Bunkers filled with Marines and Firebats.
    Immediately have your Dark Templars and Zealots take them out. You'll also
    be attacked by two Wraiths. Use your Dragoons to shoot them out of the
    air before they deal too much damage. Don't wander over to the southeast
    corner of the platform or else you'll be hit by a Siege Tank. Eliminate 
    the resistance and then take out the nearby Power Generator to gain 
    control of the Missile Turrets in this sector. You've probably lost a good
    deal of units in the assault - the reinforcements will make up for any
    lost troops. 

    Now, put all of ground units back into their Shuttles and fly towards the
    southeast corner of the map. Drop them off just south of the Missile 
    Turrets down there that are still active. Unload your Dark Templars first 
    and send them up the path to the northeast. Stop them when you come across 
    four Missile Turrets to your left and right. Move in the Dragoons and have
    them take out the Missile Turrets before moving in your Dark Templars 
    further in. You'll encounter two more Bunkers that, without the help of 
    any nearby Missile Turrets for detection, are powerless to stop you. 
    
    The third Bunker up ahead is in the range of some Missile Turrets. Send
    in all of your ground units this time to take it out with minimal 
    casualties. Destroy the Missile Turrets on this platform and then have
    your Dragoons take out the line of Missile Turrets further to the 
    northwest inside the trench. Now, bring in the Shuttles again and load up
    your ground units. Send only two Shuttles north to an undefended platform
    just southwest of the third Power Generator. Drop off the units without
    wandering into the range of a Missile Turret. Then, send another two
    Shuttles and so on. The reason you don't want to have all your Shuttles
    going in at once is that with too many Shuttles attempting to unload, some
    will try to find another suitable place to drop and subsequently fly into
    the range of a nearby Missile Turret. 

    Move your Dark Templars and Zealots south along the ledge. Take out the
    line of Missile Turrets you find here. Go down the ramp and destroy the
    two Bunkers further to the north by concentrating your units' fire. You
    will take a few losses, but it's really no big deal. From here, just 
    eradicate the remaining Missile Turrets along the south edge of this
    platform. Once the area is clear, move your Dark Templars to the northwest
    and take out a third Bunker. Bring your units back up the ramp, gather up 
    your Dragoons, and send all your units northwest along the upper pathway.
    
    Let your Dragoons run point and take out all the Missile Turrets in front
    of you. When you reach the corner, destroy the two Missile Turrets nearby.
    Once those are out of the way, send your Dark Templars back down the ramp
    and have them take out the Bunker at the base of the ledge. There are 
    Siege Tanks lining the area to the northwest. With the Missile Turrets out
    of the way, simply send in your Scouts to take out the Siege Tanks. Once
    the path is clear, group up your ground units again and have them continue
    along the upper pathway. Eventually, you'll come to another Bunker in the
    middle of a four-way intersection. Concentrate all your fire on it to 
    destroy it. Then, send your Dragoons along the southeast path. Use their
    superior range to destroy the third Power Generator. 

    With the surrounding Missile Turrets down, use your Scouts to take out
    any remaining Siege Tanks, Bunkers, etc. sitting in the vicinity. The
    reinforcements you receive will come in the form of High Templars, Reavers,
    and Dragoons. Bring all of your remaining units back to the four-way
    intersection by the third Power Generator and send them north and down
    the ramp. Destroy the nearby Missile Turrets with your Dragoons and have
    your Reavers take out the Bunkers in the distance. Don't waste any more
    scarabs on taking out the infantry though! Use Psionic Storm to tear them
    to shreds. 

    Be very careful of Siege Tanks in this area! You already have more than
    enough units - you can spare a few, so spread out your forces and try to 
    locate and destroy any Siege Tanks immediately. It's very important that 
    you DO NOT group your units together. When Missile Turret coverage becomes 
    minimal, send in your Scouts to do some mopping up. Once the area is 
    clear, move your units up the ramp onto the steel pathway. Destroy all of 
    the Missile Turrets here and proceed to the northwest. You'll encounter a 
    few Goliaths along the way. Eventually, you will come to a ramp at the 
    end. This ramp leads to the fourth Power Generator, but the path is laden 
    with Spider Mines. 

    Bring in your Observers that've probably been sitting idle for the entire
    mission thus far and have them scope out the Spider Mines. Use your 
    Dragoons and slowly progress through the area, destroying the Spider Mines 
    quickly and efficiently. This portion requires an intense amount of 
    patience. Try to avoid getting in the range of the Ghosts in the platform
    surrounding the fourth Power Generator. They'll use Lockdown at the first
    chance they get. Once the area is generally clear of Spider Mines, use
    your High Templars to cast Psionic Storm on the Ghosts. There two Siege
    Tanks deployed around the Power Generator as well. The best way to go 
    about taking them out would be to utilize Hallucination. Use the decoys
    to draw the fire of the Siege Tanks and then send in a High Templar for
    Psionic Storm. One Psionic Storm won't kill a Siege Tank, but it'll damage
    it enough for your Scouts to make a quick hit-and-run attack to finish it
    off. 

    Essentially, once the Siege Tanks are gone, you shouldn't have much 
    trouble clearing the area of remaining enemies. The Goliaths won't pose
    much of a threat. Be sure to weed out any remaining Spider Mines in the 
    area. Once the area is clear, load up your Dark Templars into a Shuttle
    and drop them on top of the platform to finish the job. Your final batch 
    of reinforcements will come in the form of Zealots, Scouts, Corsairs, and 
    an Arbiter. Load up all your units back into their Shuttles and position
    them near the remains of the fourth Power Generator. 

    The final Power Generator will be tough to breach. It's defended by three
    Battlecruisers and a whole bunch of Missile Turrets. The only suitable
    landing site is northwest of your current position. There are two two
    Missile Turrets located there. Use Disruption Web to disable them and
    then unload your ground troops. Destroy the Missile Turrets and hold this
    position against any incoming units. Keep your Arbiter out of harm's way, 
    as you will need it in the coming assault. 

    Move your Reavers in and take out the two Bunkers along the wall 
    surrounding the Power Generator. Now, destroy the line of Missile Turrets
    along the southern edge of the platform to create a hole for your Arbiter
    to fly through. Group up your ground units. Once your Arbiter breaches the
    wall, use Recall to send your ground units inside the barrier. Immediately
    use Stasis Field on one of the nearby Battlecruisers and send your Arbiter
    out of there. Send in your remaining Scouts and Corsairs (bar Artanis 
    because he cannot be killed) and have them focus on the two remaining
    Battlecruisers. Use Disruption Web on the Missile Turrets inside to 
    prolong your air units' life. Your ground units should be concentrating 
    all of their fire on the final Power Generator. Once it's finally
    destroyed, the mission will come to an end. 

   +============================+
    MISSION SIX : RETURN TO CHAR
   +============================+
  
    >> Retrieve the Khalis crystal with a probe or drone. 
    OR...
    >> Do enough damage to the Overmind to send it into remission. 

    This mission gives you access to both Protoss and Zerg technologies. The
    only catch is that you won't be able to really go up the advanced tech 
    tech tree for Kerrigan's forces. That means no Ultralisk/Guardian rushes
    for this mission. Note that only the Zerg side has access to a Vespene
    Gas geyser, so you can't just ignore it. Anyhow, start up your bases by
    getting some more Probes and Drones on gathering resources. Build an
    Extractor over the Vespene Gas geyser and transform the three Creep 
    Colonies into Sunken Colonies. To the west of your base, you'll notice
    that your Observer has picked up two burrowed Lurkers. Send over your
    Dark Templars and remove the threat there. 

    You'll mostly be hit by enemy Zergling and Hydralisk rushes for the 
    majority of the mission. Defenses of Photon Cannons and the like will be
    enough to fend most of them off. However, later in the game, invest in a
    few Reavers to stand guard at your base entrances. Keep an eye out for
    Mutalisks flying in as well - they have a knack for breaching undefended
    portions of your base. You'll see attacks coming from the ramp to the west
    along with from the southeast. 

    There's a nearby enemy Zerg base at the northwest corner of the map. You
    will want to take it out quickly to take advantage of the resource pile
    there. Luckily, the base is tiny and hardly defended at all. Get a second
    Gateway going and start pumping out a force of ten Zealots accompanied by
    five Dragoons. When you get there, go straight for the first Sunken Colony
    you see and then kill off the defenders (mostly Zerglings and Hydralisks).
    There are a few more Sunken Colonies around that are easily destroyed. 
    Watch out for any Lurkers in the area though. It'd be a good idea to have
    an Observer standing by to seek out and locate any burrowed Lurkers. Level
    the rest of the base and establish another base of your own at this
    location. 

    Now, there are two ways to complete the mission. You can choose to destroy
    (seriously damage) the Overlord located to the southwest or retrieve the
    Khalis crystal to the southeast. The former is much easier because you'll
    have to wade through fewer defenses. At your secondary base in the upper-
    left corner, get another Robotics Facility running and start creating some
    Reavers. The Overmind is surrounded by a well-fortified Zerg base that'll
    need a lot of firepower to take out. While you're getting some Reavers
    built, get about ten Dragoons and six Dark Templars ready as well. If you
    want to mix some Zerglings and Hydralisks in there as well, go right 
    ahead. Air units can also be useful, but the entire map is teeming with 
    Spore Colonies on nearly every plateau. If you aren't planning on buying
    a boatload of Scouts or a gigantic fleet of Carriers, don't even bother. 

    You'll want to end up with about six to eight Reavers. However, more is
    always better! Bring your units down the ramp to the south and follow the 
    path southeast until you reach the edge of some creep. Just beyond this is 
    a Sunken Colony and another ramp onto a plateau overlooking the west side 
    of the Zerg base. If you want, you can send a few Dragoons up there and 
    have them harass Zerg units from there. Push your other forces further 
    south towards the base. You will be met with resistance from a lot of 
    burrowed Hydralisks. Use your support units to take out individual Zerg 
    units whilst your Reavers fire at larger groups of units.

    As you progressively get closer to the Overmind, you'll need to contend
    with more and more resistance. Aim to take out the Sunken Colonies before
    they can deal any damage. Let your support units distract the Zerg
    defenders, keeping them away from your Reavers. Destroy the Hive once you
    reach it to shut down any chances of Zerg reinforcements. Once that's 
    gone, the rest of the base is history. Concentrate your fire on the 
    Overmind and destroy it to finish the mission. 

    Should you want to retrieve the Khalis crystal instead, you'll need to 
    have a very sizeable force of Reavers, Dragoons, and Dark Templars. Send
    them southeast of your Protoss base and head south until you find some
    creep. The way through is defended heavily by Sunken Colonies and burrowed 
    Zerglings. Don't even think about trying an air assault because the 
    surrounding plateaus are crowded with Spore Colonies. Yeah, that also 
    means you can't just have a Dark Templar run through and rip everything 
    apart by himself. Use the Reavers to take out large groups of Zerglings 
    along with the Sunken Colonies up ahead. Follow the twisting path until 
    you reach the Khalis crystal. From here, just have a Probe/Drone pick it 
    up. 

   +=============================+
    MISSION SEVEN : THE INSURGENT
   +=============================+

    >> Kill the traitor Aldaris. 
 
    This is the first mission in which you get to access the Dark Archon, the
    fusion of two Dark Templars. They are incapable of attacking, though they
    are gifted with a variety of invaluable skills, including Mind Control.
    Their Feedback skill can also kill High Templars in a single hit, making
    them extremely useful against the High Templar rushes that Aldaris will
    send at you. Note that you cannot create High Templars of your own during
    this mission for Aldaris has turned them all to his side. Note that you're 
    shown three locations on the world map. Each of them has Aldaris, but only 
    one of them is real. As luck would have it, the one farthest north is the 
    real Aldaris. 

    The mission starts you off with a fairly established base. You don't need
    to waste as much time building it up at least. Build more Probes and stick
    them on gathering resources. Get at least four new Photon Cannons covering
    both of the two entrances to your base. Bring the Dragoons on the  
    platforms further northwest back to your base and get your Dark Templars
    over to the front lines. You'll likely come other attack right away by
    enemy Archons and Zealots. Try to use Mind Control on the Archons that
    attack your base to convert them to your side. Don't bother converting
    individual Zealots - they're just a waste of energy. Consider researching
    the Argus Talisman at the Templar Archives to extend your Dark Archon's
    energy by 50 points. 

    Send a small team of Probes west of your base. You shouldn't encounter any
    resistance along the way but bring along a few Dark Templars and Dragoons
    just to be safe. You should arrive at an undefended resource pile. Buy a
    second Nexus and place it here. Don't forget to place an Assimilator on
    the Vespene Gas geyser as well. It'd be a good idea to fortify this base
    with some more Photon Cannons. Luckily, it's fairly close to your main
    base, so it shouldn't be too tough to send reinforcements back and forth.

    Put up a Stargate, Fleet Beacon, Robotics Facility, Robotics Support Bay,
    and an Observatory. Pump out a few Observers and scatter them around your
    base to scope out any enemy Observers in the area. Build some Reavers as
    well and have them defend the two entrances. They're great for countering
    enemy Reavers as well as breaking apart larger groups of units. Better 
    yet, have your own Dark Archons use Mind Control and convert them to your 
    side!

    When you can, build a Shuttle and transport some Probes, along with a few
    support units, to the northeast. There's another resource pile located
    on top of a plateau that's undefended. However, before you establish a 
    base here, be prepared to defend it heavily. It's best to have a defending 
    force ready to be stationed there before trying to build anything first. 
    The enemy will attack it relentlessly. The good thing about this is that 
    they'll pay less attention to your main base of operations. Once you begin
    to get it into shape, put up a Gateway and two more Stargates. 

    Now, each of Aldaris's locations is surrounded by a separate base. Since
    the two entities on the left and right are just apparitions, you only need
    to focus on taking out the northern base, the location of the real 
    Aldaris. Trying to engage the other two will just be a waste of resources.
    At your Stargates, begin building up a sizeable force of Carriers. For
    now, all you really need is about four. Be prepared to continually add to
    it though. If possible, gather up a supporting force of Scouts and 
    Dragoons. 

    Once your Carriers are ready, send them to an iron bridge located almost
    at the center of the map. It's just to the west of your third base. Cross
    the river and you'll come to a minor Protoss fortification of Dragoons,
    Zealots, and Photon Cannons. With four Carriers, you should have no 
    trouble clearing this spot of their presence. You'll notice that there's
    another resource pile here. However, by now, you should have enough 
    minerals and Vespene Gas to finish the rest of the mission with. 

    Directly north of here is the location of the Protoss base surrounding 
    the real Aldaris. It's heavily fortified with Carriers and a number of
    High Templars. Even worse, there is an Arbiter or two inside with the 
    means of using Stasis Field. However, with Carriers, you can simply 
    overpower whatever they throw at you. Continue production on Carriers
    until you have a running force of eight to ten. Build up a force of Dark
    Templars and Dragoons for support. Let them follow the Carriers and use
    them to draw some of the attention away from the Carriers themselves. If
    possible, have a few Dark Archons along to convert some of the enemy 
    Carriers to your side. 

    When you're ready, load your ground units into Shuttles and send your
    forces due north. You'll immediately come under fire from a defending
    Carrier. If you can, unload a Dark Archon and convert it to your side.
    From there, move your Carriers in and clear a suitable landing spot for
    your Shuttles. If you happen to come across an Arbiter, prioritize it
    immediately. Should one of your Carriers be locked down with Stasis Field,
    don't dote on it - it'll be invincible until the Stasis Field is lifted.
    Essentially, all you really need to do is let your Carriers sit in a spot
    and destroy everything in their immediate radius. Repeat this process as
    you progress slowly towards Aldaris. When you reach him, just attack him
    until he falls. Kerrigan will drop in and kill him herself. 

   +=========================+
    MISSION EIGHT : COUNTDOWN
   +=========================+

    >> Bring Artanis and Zeratul to the Temple.

    The mission puts you in control of two separate bases. Zeratul's base is
    located to the north and Artanis's base is located further south. Only
    Artanis's base has access to a Vespene Gas geyser though. As for enemies,
    you're up against a whole swarm of Zerg. Two huge Zerg bases occupy the
    areas northwest and east of the Temple in the middle of the map. Note that
    once you complete the first objective of sending Artanis and Zeratul to
    the Temple, you must defend the position for a whole FIFTEEN minutes. In
    this period, the Zerg will send everything they've got at you. Unless you
    are fully prepared for the coming onslaught, you'll be overrun in no time
    and the mission will be a failure. The key here is to fortify yourself and 
    acquire as many resources as possible to fund a force to defend the Temple
    once you've gotten to that point. 

    You already have a few buildings established to save some time. The first
    thing you'll want to do is to get a Stargate, a Robotics Facility, and a
    Robotics Support Bay running right away. Put an Assimilator on the Vespene 
    Gas geyser in Artanis's base and get a good number of Probes collecting 
    resources. Both your bases will be hit pretty hard throughout the length 
    of the mission. For Artanis's base, watch the bridge to the west at first.
    Enemies will also come from the northeast as well. For Zeratul's base, 
    keep your defenses focused primarily to the southeast pathway. Be sure
    to put a few Photon Cannons along the north side to fend off air attacks. 
    Zerg attacks will start out fairly weak - they'll first come in the form 
    of Zerglings and Hydralisks but gradually progress to Guardians and 
    deadlier units. Concentrate your Photon Cannons in key areas. When you get
    the chance, build a few Reavers just for defense - they're your best bet 
    against large groups of ground units. As always, have Dragoons and Scouts 
    ready to fend off enemy air attacks. 

    The map is occupied by three Zerg forces. One of them (Red), however, is 
    quite small and doesn't really hold much of a presence in the area. The
    first few attacks you'll face will likely come from said base. It can be
    reached by crossing the bridge northwest of Artanis's base. You can easily
    clear it with a force of about three Reavers. Be sure to upgrade scarab
    damage and send them northwest with some Zealots, Dragoons, and a few
    Observers to scout out any burrowed Lurkers. When you reach the edge of
    the base, blow up the Sunken Colonies and take out the Hydralisks that
    approach you. Your Reavers should easily be able to dispatch large groups
    of Hydralisks with their scarabs. Leave individual units to your other
    units though. 

    As you get closer to the Lair in the middle, move in your Observers and
    try to scout out the two Lurkers hiding underground. Take them out 
    quickly with your Reavers before trying to send any other units in. You
    should be able to overpower this small base quite easily once its defenses
    are out of the way. Clean up the remaining buildings and send in some 
    Probes to build another Nexus here to take advantage of the surrounding
    resources. With this base out of the way, attacks to your bases will be
    greatly reduced. In the case of Artanis's base, ground attacks will become
    a rarity. However, keep your air defenses vigilant. Guardians are still a 
    very dangerous threat. 

    At this point, what you want to do is to round up as many resources as
    possible. There's another lightly defended resource pile around the 
    southeast corner of the map that you'll want to take advantage of. Buy
    five Scouts and one Corsair and send them over to the lower-right corner
    of the map. From there, head north and you'll come across three Sunken
    Colonies. Let your Scouts take care of those before heading further north.
    Here, use your Corsair's Disruption Web to disable the single Spore Colony
    you find. Piece away at the remaining Sunken Colonies while you load up a
    Shuttle with some Probes. Once the creep recedes, build a fourth Nexus and 
    start gathering resources. However, do note that since this fortification
    is so close to the Zerg base, you'll be hit quite often. Make sure you
    get clusters of Photon Cannons up immediately. If possible, leave your
    Scouts there. 

    Now, begin to prepare a force to secure the area surrounding the Temple.
    If you can, send a few Observers into the area to scout out the area 
    around it. You'll notice that it has two Vespene Gas geysers nearby and
    a whole bunch of minerals. For now, put a bunch of Zealots, Dragoons,
    Dark Templars, and Reavers into Shuttles. You'll want a large enough
    force to clear out the defenses in the immediate vicinity of the Temple.
    Whatever you do, do not allow Zeratul or Artanis to enter the Temple at
    this moment. Clear the area of all Sunken/Spore Colonies and set up Scouts
    here and there to chase off any enemy incursions on your position. Get
    two Nexuses running in the area and start taking advantage of the 
    multitude of resources here. 

    It's time to set up the defenses. You should have plenty of resources
    available to you by now with that many bases running. Don't rely so 
    heavily on air units this time because you'll be hit by a ton of Scourges.
    Carriers, for this purpose, are a waste of resources. Even so, make sure
    you have a force of Scouts at hand. If possible, fill up every nook and 
    cranny with Photon Cannons. There's no rush to finish this task anytime
    soon. Just be prepared to fend off any Zerg units that happen to wander 
    in. 

    You should have at least 25 Photon Cannons running inside and outside of
    the perimeter surrounding the Temple. Be sure to group your Photon Cannons
    in clusters as opposed to just having them scattered about. Have about
    ten Reavers surrounding the Temple. Dragoons are particularly effective
    in knocking down air units, so invest in a good deal of those too. Long
    story short, just use up your entire stockpile of minerals and Vespene
    Gas. When you're ready, have Artanis and Zeratul enter the Temple. 

    >> Protect the Temple from the Zerg. 

    The first few attacks won't be too spectacular. Your Photon Cannons and
    Dragoons should be able to make short work of any groups of Mutalisks that
    attempt to come in. Eventually, you'll notice some Overlords trying to get
    in. They'll drop Ultralisks, among other ground units, that you do not 
    want to have to deal with. If possible, kill any Overlord before it can
    unload. 

    You'll be attacked by Guardians as well. They can outrange your Photon
    Cannons, making them an annoyance if you don't have the means to chase
    them off. Use your Scouts to hunt down any Guardians that threaten your
    Photon Cannons. Ignore any enemy attacks on your other bases - what's 
    important is keeping the Temple protected. As the timer ticks down, you'll
    be hit with larger and larger waves of Guardians and Ultralisks. However,
    if you've remained standing until now, holding off these final assaulters
    shouldn't be much of an issue. When the timer reaches zero, the mission
    will finally end. 

                                     - - -

    This concludes Protoss Campaign, Chapter IV: The Stand. 

-------------------------------------------------------------------------------
         -+- 4.2. Chapter V: The Iron Fist -+-                        [4200]
-------------------------------------------------------------------------------

            O=====================================================O
            O-----------------------------------------------------O
               Since the conflict  began in the Koprulu  sector,
               the   ruling  council   of   the   United   Earth 
               Directorate  has closely  monitored  its  wayward 
               Terran  colonies.  Having  witnessed this  steady
               advancement  of  the  Zerg  infestation  and  the 
               maneuverings   of  the  Protoss   throughout  the 
               Colonies,  the ruling council has finally  agreed
               to take control over the war-torn sector. 

               Learning that  a new Zerg Overmind has manifested
               itself upon the planet Char, the UED has sent its
               greatest Admiral,  Gerald DuGalle, to capture the
               creature.  As  Captain of  the  UED  fleet  under
               DuGalle,  your objective  will  be  to storm  the 
               Terran  Dominion  and  depose  of  its  dictator, 
               Emperor Mengsk I. 
            O-----------------------------------------------------O
            O=====================================================O

   +==========================+
    MISSION ONE : FIRST STRIKE
   +==========================+ 

    >> Destroy the enemy command center. 

    As one of your Marines will inquisitively remark at the start, it seems
    that you don't have any Vespene Gas geyser nearby. Looks like you'll have
    to make do with Marines and Vultures for now. Take some of your units and
    explore the area to the east. For now, you can make do a single Bunker
    filled with Marines covering the east end of your base. You'll want to 
    find a means of acquiring Vespene Gas to access the more advanced 
    technology obviously. 

    Train about eight Marines, group them with your two starting Siege Tanks
    (even though they lack Siege Tech, they're still useful as regular tanks),
    and send them east. You'll come across a few Firebats along the way. When
    you reach the southeast corner, you'll find a Barracks and a Supply Depot
    with some Missile Turrets nearby. Eliminate every unit inside this small
    fortification and level the structures. Return your Siege Tanks to base 
    and have your remaining Marines explore further to the north. Keep to the
    right to avoid wandering into the sights of some nearby Goliaths and
    Vultures. Eventually, you'll reach Samir Duran's little outpost. He'll
    agree to assist you. Once you take control, build a Refinery over the
    Vespene Gas geyser here. Research Siege Tech at the first chance you get 
    and deploy your Siege Tanks in suitable defensive positions. 

    Build an Academy and research Stim Packs and U-238 Shells. You can build
    an Armory if you want, but there's really no point to wasting time in 
    upgrading your armor units. Enemy attacks will be quite lax now that 
    you've eliminated the Barracks to the south. North of Duran's base is a 
    narrow path that leads into the back of the Dominion base. It's quite 
    useful because it'll help you avoid a crapload of Bunkers. However, you
    will want to remove the fortification at the very northeast corner of 
    the map first. Send a group of ten Marines up that path and find the 
    ramp west of the Barracks on the cliff. Destroy the buildings and clear 
    the area of any resistance. 

    Get a good force of about six Siege Tanks going and pump out some Marines
    to help back them up. Send your force north along the back path and you
    will end up arriving at the base. Destroy the single Bunker guarding the
    entrance and kill any resistance that attempts to approach your Siege
    Tanks. From here, just inch your Siege Tanks closer and closer to the 
    middle of the base. There's no need to destroy every single unit inside
    this base - your objective is just to eliminate the Command Center. Once
    it's destroyed, the mission will end. 

   +====================================+
    MISSION TWO : THE DYLARIAN SHIPYARDS
   +====================================+

    >> Steal battlecruisers. 

    You'll be introduced to the new Medic unit in this mission. They're 
    capable of healing infantry (along with SCVs, but you won't deal with them
    during this mission) that have been hurt. Since you'll mostly be working
    with infantry units during this mission, they'll be very useful. Anyway,
    the mission begins with a drop of a group of Pilots, Marines, and Medics.
    Scattered around the map are white beacons that signify the location of
    a Battlecruiser. It's your job to send your Pilots to each beacon without
    getting them killed. The Pilots are unarmed, so you'll need to rely on
    your other units to clear out the resistance in the area. 

    Gather up your Marines and have your Medics follow behind them. Focus on
    destroying the first Bunker along the way. Let your Medics stand nearby - 
    they'll automatically heal any hurt Marines. You really shouldn't lose any
    units at this point. Once the Bunker is out of the way, send one Pilot to
    the nearby beacon to hijack the first Battlecruiser. Now, work your way
    northwest and take out the two Bunkers to the left of the ramp. Again, 
    have your Medics standing nearby to heal any Marines that get hurt. Once
    the way is clear, send another Pilot to the second beacon. Finally, have
    your forces go up the ramp and destroy the two Bunkers there. Send your
    last Pilot to take the third Battlecruiser on this platform. 

    You'll be dropped some Ghosts and Medics in another portion of the map. 
    First, send a single Medic a bit further to the north and reveal the 
    Siege Tank located to the northwest. Use an Optical Flare immediately to
    reduce its sight to 1. That'll effectively disable that Siege Tank from
    firing on you. Now, bring your Medics onto the same level as the Pilots.
    Send two Pilots to the two beacons northwest of the Siege Tank you just 
    disabled. Hijack the two Battlecruisers there and then select your Ghosts.
    Have them head northwest along the metal pathway and find the ramp leading
    down. Quickly use Lockdown on the Siege Tank north of the beacon. Then
    use Lockdown on the next Siege Tank further to the east. Once the way is
    safe, send your remaining two Pilots to the beacons nearby. 

    Once you've captured those Battlecruisers, you'll be reinforced with a
    bunch of Goliaths, Marines, Ghosts, and Medics. You will also have four
    nukes at your disposal. Since there's only one Science Vessel in the area,
    simply cloaking your Ghosts and nuking all of the (conveniently) grouped
    defenses will be the most efficient way of getting through this area.
    First off, Lockdown the Science Vessel further to the northeast. Then,
    cloak one of your Ghosts and target a nuke right in the middle of the
    group of units beyond the Science Vessel. The nuke will take out the
    Science Vessel as well. Now, bring two of your cloaked Ghosts and have 
    them head up the ramp nearby. From here, target a nuke at both groups of
    enemies to the northeast and northwest. Use your remaining units to mop
    up any remaining opposition in the area. Once the platform is secure, have
    your Pilots traipse to the beacons. Be wary of Spider Mines though!

    Your next drop consists of two Siege Tanks, some Marines, and some Medics.
    As your Siege Tanks land, a nearby Ghost will use Lockdown on them. Have
    your Medics respond by using Restoration to clear the Lockdown status. 
    Kill off the Ghost quickly and move your Siege Tanks further northeast.
    Take out any Siege Tanks that approach you and deploy just outside the
    range of the Bunker along the path. Once the Bunker is cleared, have your
    Siege Tanks continue. When you just about reach the ramp leading down,
    you'll come under fire from a single Siege Tank. Immediately deploy and
    take out the threat. Be sure to destroy the nearby Bunker as well. 

    You can now take the four beacons along the west/north edge of the
    platform. Once you've acquired those Battlecruisers, take your Ghosts and
    cloak them. Move them up the ramp to the north and Lockdown the nearby
    Siege Tank. Then, proceed to Lockdown the Science Vessel up ahead. Head
    down the ramp into the pit and up the following ramp. There's another
    Science Vessel patrolling the area up ahead. Wait for it to appear before
    using Lockdown. Proceed past it and use Lockdown on the Siege Tank on top
    of the metal pathway (with a Bunker right next to it) before using 
    Lockdown on the final Siege Tank right next to the beacon nearby. Quickly
    take your Siege Tanks and use them to destroy the remaining Bunker. Once
    it's out of the way, send your Pilots to the two beacons left. You might
    be able to get there before the Lockdown wears off. If not, just use
    Lockdown again (alternatively, you can use Optical Flare) to disable the
    Siege Tanks. 

    >> Defeat the Dominion strike force. 

    You will be called to use those Battlecruisers you've just acquired to
    combat the retaliatory strike force en route. The odds are definitely in
    your favor - the coming battle shouldn't be too much of a trouble. 
    Gather your Battlecruisers and focus on one enemy at a time. Note that two
    Yamato Gun blasts will bring down a Battlecruiser instantly. Destroy every
    Battlecruiser to finish the mission. 

   +=================================+
    MISSION THREE : RUINS OF TARSONIS
   +=================================+

    >> Destroy Zerg hives to disable Zerg broods. 
    >> Bring Duran to the Psi Disrupter after Zerg hives are destroyed. 

    Watch the Dropship carrying Duran as it flies in and drops him off. Note
    the resource deposit it reveals at the southwest corner of the map because
    you'll probably want to colonize that early in the game. You will be 
    notified that the area is infested with a number of Zerg broods. It's
    recommended that you attempt to target the Zerg Hives - once those are 
    down, the brood that it controls will become docile. There's no need to
    level every base rather, you should attempt to target only the Hives. 

    Begin setting up your base, purchasing more SCVs to deal with the minerals
    and Vespene Gas. Get an Academy and Factory going as quickly as you can.
    Research Siege Tech and position a few Siege Tanks along the north edge
    of your base. Consider adding one or two more Bunkers along that area too
    to fend off Zerg attacks. Once you've fortified your base, you can work up
    the rest of the tech tree, setting down a Starport, Armory, and Science
    Facility. When you get the chance, load up a Dropship with some SCVs and 
    send them to the southwest to colonize the undefended resource pile there. 
    There's very little room to really expand so just build a Command Center 
    and Refinery. You might want to invest in a Missile Turret for defense 
    just in case some Mutalisks happen to appear. 

    The first Zerg Hive you should try to take out is the one closest to you.
    Luckily for you, there's a convenient plateau that overlooks the Hive,
    making a Siege Tank assault the best way to take it out. Build up about
    two to three of them and have around four Goliaths backing them up. It'd 
    be a good idea to bring a SCV along to repair the vehicles. Have your 
    units head up the ramp southeast of your base. Position your Siege Tanks 
    in a good spot that allows them to hit the Hive. Once the Hive is
    destroyed, that brood will not respond to you anymore. 
 
    Mop up the remaining structures and establish another base there once
    the creep recedes far enough. Definitely consider placing some Bunkers
    on the plateau where you deployed your Siege Tanks previously - Zerg 
    forces will constantly pass over that area. As for the Zerg Hive to the
    northwest, you can destroy it with a good force of Siege Tanks as well.
    However, you're probably going to want to add some more Siege Tanks to
    your pre-existing to force to guarantee the Hive's destruction. Once more,
    back the force up with some supporting Goliaths. Send those units 
    northwest of your main base and deploy your Siege Tanks at the base of
    the plateau by the Hive. Because you're firing to higher ground, 
    destroying this Hive won't be so easy. You'll need to make constant use of 
    Scanner Sweep in order to reveal the Hive. Expect a response from enemy
    Mutalisks and Hydralisks. Let your Goliaths wipe out any units that 
    threaten your Siege Tanks. Once that Hive is down, the brood will follow
    suit. 

    As for the Zerg base at the northwest corner, all you really need is a 
    sizeable force of Wraiths. There's not a single Spore Colony located 
    inside the base to counteract your air assault. Just fly a well-sized
    group of about eight Wraiths into the center and just focus all of your
    fire on the Hive. There are bound to be a few Hydralisks hiding - make
    sure you take those threats out first. All in all, you should be able to
    take out this Hive without much trouble at all. 

    The remaining Hive is the most fortified of them all. Do note that there 
    are a number of Guardians inside the base. By now though, you should have
    more than enough resources to set up a huge force to overpower the 
    opposition. If you haven't already, get another Factory going and build 
    about six Siege Tanks and ten Goliaths. Put in some Marines and other
    supporting units as well. Group up your force and send them to the 
    northeast just outside the base. Deploy your Siege Tanks and let loose. 
    I found it easiest to just send in Wraiths to chase off any Guardians that
    wander in. Just focus on clearing out the Guardians first before picking
    off any other unit. When you get the chance, break through to the Hive and
    focus all of your firepower on it to destroy it. From here, it's just a
    simple process of sending Duran to retrieve the Psi Disrupter. 

   +================================+
    MISSION FOUR : ASSAULT ON KORHAL
   +================================+

    >> Destroy the enemy physics lab.
    OR...
    >> Destroy the enemy nuclear silos. 

    The choice you make in this mission determines the offensive capabilities
    of your enemy in the following mission. Wiping out the Physics Labs will
    remove all threats of Battlecruisers whereas wiping out the Nuclear Silos
    will remove any nuke threats. It's really your choice because both are
    just about equally damaging. I would personally prefer to go with the 
    Nuclear Silos just because you won't need to worry about laying down too 
    many detectors to seek out cloaked Ghosts. 

    The Physics Lab are clustered around the upper-right corner of the map and
    the Nuclear Silos are positioned at the lower-right corner. Focus on 
    taking out one base instead of directly assaulting both of them - there's
    no need to waste any resources on attacking both. However, you'll still
    need to contend with enemy attacks coming in from both sides. Since you're
    positioned right in the middle of the map, the outlying Dominion colonies
    are at an advantage. 

    At the start of the mission, pump out some more SCVs and start gathering
    resources. Add a Machine Shop onto your Factory and research Siege Tech
    for your Siege Tanks. Position deployed Siege Tanks and Bunkers at the
    north, west, and south end of your base. Use the plateaus to your 
    advantage and position units up there as well. Suggest placing at least
    two Bunkers filled with Marines at each of the three sides. Also, try to
    have some Missile Turrets built to detect cloaked Ghosts (they'll prove to
    be quite an issue during this mission). However, when you get the chance, 
    consider purchasing a few Science Vessels to position around your base as 
    mobile detectors. 

    Once you have access to Dropships, load a team of SCVs into one and send
    them a bit to the west of your base. Establish the undefended resource
    pile you locate and set up a secondary base of operations. Attach a 
    Nuclear Silo to your Command Center to access nukes. As for defenses, just
    keep a perimeter of Goliaths and Wraiths hanging around. Cover the ramp
    to the north and the south edge with a Bunker and Siege Tank preferably. 
    Make sure that a Science Vessel could easily reach the base should you be 
    harassed by some Ghosts. 

    Regardless of whichever installation you're trying to knock out, it'd be
    a good idea to first destroy the two minor bases at the northwest and
    southwest corners of the map. Doing so will significantly decrease the 
    amount of attacks on your bases, making the final leg of the mission much
    easier to get through. I'd recommend wiping out the northwest base first.
    All you really need is a sizeable force of Siege Tanks backed up by some
    Goliaths and Marines. You can reach it easily by descending the ramp north
    of your west base and heading due north. If you can successfully destroy
    the Missile Turret perimeter, you could sneak a Ghost in and launch a nuke
    to take out most of the forces inside. You'll face some enemy Siege Tank
    defenders, but your own Siege Tanks should be able to smoke them before
    they can deploy. 

    Upon leveling that base, you can go ahead and establish another Command
    Center in its ruins. Attach another Nuclear Silo to it to further 
    strengthen your nuclear capabilities. By now, you'll want to rely on 
    Ghosts heavily. Make sure that they're fully upgraded with Ocular Implants
    and Lockdown. Cloaking is a given. Send a small strike force of Marines
    south of your western base and destroy the two Missile Turrets you find
    there. There may also be a few infantry in the vicinity. South of there is
    a plateau that overlooks the southwest base, giving you a perfect view of
    the center of the base. Send in some Ghosts and have them paint the area
    for a barrage of nuclear strikes. After you've demolished most of the 
    base, send in a squadron of Wraiths to mop up any remaining forces here. 

    Now, to complete your objective, you'll need to eliminate the installation
    you want. If you choose to take out the Nuclear Silos, you can utilize the
    bridge southeast of the base you have just destroyed. That'll lead you 
    right into the Nuclear Silo installation. The way is guarded by Bunkers
    but it's easier to break through than say, the front entrance. The best
    way to clear out the defenses is through Siege Tanks. For this assault
    though, you'll need upwards of eight or so to effectively hold off enemy
    advances while inching slowly into the base. Count on building a number of
    Wraiths and Goliaths for support. Be sure to send SCVs for repair and 
    have a Science Vessel at hand to detect enemy Wraiths and Ghosts. Once
    you make it to the center, you'll stumble upon the six Nuclear Silos. 
    Focus your fire and destroy each and every one to eliminate Mengsk's
    nuclear capabilities. 

    Should you choose to tackle the Physics Labs at the northeast corner of
    the map, you'll still need a sizeable force of Siege Tanks. Unfortunately,
    there's no easy way into the base. Just position your Siege Tanks outside
    the range of the Bunkers and let them unleash a barrage of shells onto the
    defenses. Try to focus your fire on one Bunker at a time. Be wary of 
    enemy Siege Tanks deployed inside the base as well. Use Wraiths if 
    possible to eliminate that threat. You'll find the Physics Labs at the
    rear end of the base. Destroying those will eliminate any threat of 
    Battlecruisers in the following mission. 

   +========================================================+
    MISSION FIVE : EMPEROR'S FALL (GROUND ZERO/BIRDS OF WAR)
   +========================================================+

    >> Destroy Mengsk's Command Center. 

    Depending on which installation you chose to destroy during the previous
    mission, you'll either be hit with nukes or Battlecruisers at the start
    of the mission. Obviously with nukes, there's... not much you can do to
    save yourself. The nukes will first destroy the outlying buildings. If
    you happen to be up against a fleet of incoming Battlecruisers, you'll be
    sent a team of Ghosts and Goliaths. However, the outlying buildings will
    still be leveled before they can arrive. Gather up your Ghosts and prepare
    to Lockdown the Battlecruisers as they attempt to breach your main base.
    Let your Goliaths and their upgraded weaponry dispatch the defenseless
    Battlecruisers. Be prepared with Ghosts and Goliaths at hand for the 
    remainder of the mission to fend off future Battlecruiser attacks.

    Countering nukes won't be tough as long as you're vigilant in keeping your
    base detected with Missile Turrets and later on, Science Vessels. It's
    important that you maintain good defenses during this mission to avoid
    getting overrun by Terran forces. For now, just place Bunkers along the 
    eastern and northern entrances to your base. Work on gathering minerals 
    and setting up your base, constructing a Factory, Starport, and Armory. 
    Expand further to the north and build a Command Center by the resource 
    pile there that you had previously controlled (before the Battlecruisers/
    nukes arrived).

    Enemy attacks will mostly come from the path to the east that is just
    below your northern base and northeast of your southwest base. They will
    also come from the north and south Put up Bunkers and Missile Turrets to 
    detect cloaked Ghosts. If you aren't careful, a small team of Ghosts can 
    Lockdown your Goliaths and render them immobile. The first few waves of 
    attacks will consist solely of Marines and some select infantry. Be sure 
    to beef up your defenses in preparation for future waves of Siege Tanks and
    Goliaths however. This means setting up a larger array of Bunkers and 
    having units immediately at hand to counter any heavy armor threat. Ghosts
    with Lockdown and put a group of Siege Tanks out of commission. It's very 
    important that you have Ghosts at hand. Not only are they useful in 
    disabling Battlecruisers, but they can completely immobilize other 
    vehicles as well. As for nukes, make sure that you spread your detectors 
    out, encompassing your entire base. Try to avoid leaving a building out in 
    the open for too long. 

    You'll notice that there are a number of strategic plateaus positioned
    around your base. As soon as you have access to Dropships, load some
    Goliaths, Marines, and Ghosts into them and send them over to the various
    plateaus surrounding your bases. The large plateau east of your north base
    is ideal. If you're planning on deploying Siege Tanks up there, be sure
    that you protect them from Battlecruisers or nukes and the like. Consider
    investing in a few Missile Turrets as well. 

    You can expand your base to the very southeast corner of the map. Note
    that the area around there is teeming enemy activity however. Before you 
    send a Dropship and just mosey your way in there, make sure you load up
    some Goliaths, Marines, Ghosts, and preferably a few Medics as well. Send 
    them, along with a few Science Vessels, to the southeast corner along the 
    bottom edge of the map. When you reach it, immediately unload your units 
    and destroy the Bunker stationed there. If any Battlecruisers approach, 
    have your Ghosts use Lockdown to quickly disable them. Once the area is 
    clear, set up your new base quickly and build up defenses. Set up a 
    Barracks to pump out more units. 

    Once you've settled that dispute, you can work toward building a Factory
    and Starport. Set up a larger strike force and cross the bridge nearby.
    On the other side is a light enemy base consisting of little more than a
    few Missile Turrets and Bunkers. However, be wary of the Siege Tanks
    stationed around and Spider Mines. Clear the area of this small 
    installation and you'll have fewer attacks to worry about. If you want,
    you can expand your base further in. However, that would only leave more
    vulnerable buildings to attack. Suggest keeping your base situated at the
    very southeast corner of the map. 

    From here, all you need to do is march north and you'll eventually reach
    Mengsk's Command Center... after a shitload of enemies. Further to the
    north is a huge base consisting of lines and lines of Missile Turrets
    and Bunkers. The area is also filled with Ghosts and various enemy units
    as well. Brute force is the key here; you'll have to overpower the 
    defenses if you want to get in there. The best way to go about doing this
    is a combination of Battlecruisers and "smart" nuking. 

    If you haven't already, set up three Missile Silos and start pumping out
    Ghosts. At the same time, produce around six Battlecruisers and station
    them just south of the enemy base. Have your Battlecruisers take out the
    outer defenses. Do not send them in too far though! Repair any damages
    with SCVs and send in your cloaked Ghosts with their nukes. Once you have
    a cluster of buildings, concentrate your nukes and clear a swath. You'll
    probably meet some resistance. However, your Battlecruisers should be able
    to put down any threats. Continue to produce nukes and aim them further 
    in. Try to get destroy the Factory and Command Center of the bottom base
    before proceeding up the ramp onto the plateau. Keep building nukes and
    continue to work inwards. Two nukes on Mengsk's Command Center will put
    it down for good. 

   +==============================+
    MISSION SIX : EMPEROR'S FLIGHT
   +==============================+
 
    >> Destroy Raynor's command center.

    At the start, you'll be introduced to a new air unit, the Valkyrie. You
    will notice right away as they engage a large cluster of Mutalisks that
    their weaponry is very effective against large groups of air units. While
    your Valkyries take care of those Mutalisks, watch as your base flies in 
    and positions itself over the flat piece of land. Once you gain control,
    mop up the remaining enemy units and have your Siege Tanks lay waste to
    the remainder of the base. 

    Unfortunately, you don't really have much room for your base. Try to group
    your buildings close together to save space. Your position does yield one
    advantage however. With only two ground entrances into your base, 
    defending will be relatively easy. Considering the fact that you won't 
    have to deal with pesky nukes or the like, you can group up your buildings
    without any fear. The Siege Tanks you already have positioned on the 
    plateaus will be more than enough defenses this early on. Work toward
    setting up more Supply Depots before really going up the tech tree. 

    Eventually, you'll be notified of a warp gate nearby opening, allowing a
    multitude of Zerg to enter the map. A piece of the map will be revealed
    as a group of Zerg attempt to attack a Protoss base. Don't worry too much
    about the Zerg at this point; they'll be preoccupied fighting the Protoss
    for now. As long as you avoid entering the conflict, you should meet few,
    if any at all, attacks from the Zerg. Around this point, you'll want to
    place a few Missile Turrets and Goliaths on the plateau east of your base.
    This will prevent any surprise Protoss air attacks. Keep your Valkyries in
    the general area for support. 

    Luckily for you, enemy attacks during this mission will be quite sporadic.
    For that reason, don't waste so many resources on just defenses. While
    you're building up your base, explore some of the map. To your northwest,
    you'll find a minor Protoss fortification guarding a resource pile. It's
    protected by a Carrier, some Dragoons, and a few Scouts. The defenses are
    nothing a few Battlecruisers and a well-placed EMP Shockwave can't handle.
    Clear the area of the Protoss presence and expand your base. Construct 
    another Starport and begin to produce more Battlecruisers. Build Supply
    Depots accordingly. 

    There are two main Zerg bases. One is at the northwest corner and the
    other is at the southeast corner. That leaves the location of Raynor's
    Command Center to the northeast. It's guarded by a Protoss base that's
    heavily fortified. A frontal assault with Siege Tanks would be very
    ineffective unless you happen to have a crapload of nukes at your disposal
    or a lot of patience. The best way to go about breaking through is 
    utilizing Battlecruisers and having them sneak in where the defenses are
    not as concentrated. Build up a well-sized force of around eight or so. 
    Make sure that they're fully upgraded before you send them out. 

    Since you don't want to touch the Zerg bases, avoid traveling toward the
    northwest or southeast corners. Have your Battlecruisers maintain a 
    northeast course until you're just about at the warp gate. At this point,
    turn due north and travel that way. Try to stay over the water and don't
    wander too far to the left or right. Once you hit the northern edge of the
    map, go east. Eventually, you'll come to a line of Photon Cannons. Quickly
    take them out before proceeding. Don't worry about any other buildings and
    just set a course straight for the Command Center. 

    Don't waste your time picking off every last Dragoon that attempts to
    bring down your Battlecruisers. Destroy only the Carriers that threaten
    you immediately. Make sure that you save your Yamato Gun for the Command
    Center. Once there, let loose your Yamato Guns and concentrate all fire
    on the Command Center. You should have enough Battlecruisers left to 
    turn it into rubble. 

   +===============================+
    MISSION SEVEN : PATRIOT'S BLOOD
   +===============================+

    >> Find and kill Admiral Stukov. 

    At the mission start, a group of Marines will blast open the door leading
    into the installation. Once they've cleared the defending troops, two
    Medics, along with Duran, will arrive. Send your Medics in and heal any
    hurt Marines. Group your units together and move them southeast. You'll
    notice a portal further to the southwest; don't touch it unless you want
    to contend with some gun turrets. Proceed through the northeast door and
    walk up to the civilians nearby. They'll run off. Don't worry about them
    too much and just follow. You'll meet a few Marines up ahead that are
    easily dealt with. Be sure to heal your own troops before proceeding. Try
    to keep all of your infantry alive. 

    Just before the gate, two automatic gun turrets will pop up. Be ready for
    them when they do and destroy them. Proceed through the gate and then
    through the other gate to the northeast. Destroy yet another automatic
    gun turret and step on the portal. The Goliath repair bay will be revealed
    on the map for you. One Marine will suggest hijacking some Goliaths for
    some extra firepower. There's nothing except for a few Firebats further to
    the northeast, so just get back on the main path and head southeast and
    through the gate. Wipe out some more Marines and proceed to another 
    portal.

    Access is denied. Luckily, some unsuspecting civilians will walk in. Your
    Marines will make a comical show of interrogating them until one actually
    gives it to you. Feel free to kill the civilian afterwards as well... if
    you're evil like that. Activating the computer will reveal the location of
    Stukov as well as unlock the gate to the northwest. Go through said gate
    and you'll arrive at the Goliath repair bay. As soon as you enter, some
    civilians will run off to alert the Goliath pilots. Wait for them to come
    in and shoot them before they can reach their Goliaths. Feel free to send
    Marines into the Goliaths to hijack them. When you're ready, send your
    units further to the southwest and follow the linear path. Eventually,
    you will come under fire from a single Ghost. Head up the steps nearby and
    eliminate him before continuing to the southwest. 

    Go through the gate and kill the two Firebats. Head up the stairs and
    run through the gate, taking out the three automatic turrets that pop up
    just beyond it. Proceed through another gate, killing another batch of
    Marines, and you'll arrive at another portal. Just beyond the gate is 
    Stukov. Watch the melodramatic scene that unfolds and you'll be charged
    with a new objective, to prevent the self-destruction of the Psi
    Disrupter. 

    >> Get to the override terminal before time runs out.

    You're given 15 minutes to deactivate the sequence. That'll give you
    enough time to get through. However, you can't dawdle. The Marines already
    in the compound will join you, but you'll have to deal with a new Zerg
    threat that's infested the area. Gather up your units and send them down
    the path. Just before you head down the steps, wait for the mob of 
    Zerglings to rush in. With your Marines still at the top of the platform,
    fire at the Zerglings from above and prevent them from getting up. Have
    your Medics heal them as they do that. You should not lose any troops in
    the process. Once that threat is clear, head down the steps, through the
    gates, and up the next set of steps. 

    At the fork, turn to the north and you'll find two Firebats and two 
    Marines behind a gate. Return to the fork and continue in the opposite
    direction. Activate the portal you discover to reveal a huge group of
    Zerglings to the north. East of the portal is another gate with two Medics
    and two Marines behind it. Gather up your units and send them northwest
    along the path. Don't worry about the Zerg units stuck in the pits; it's
    not worth wasting the time to kill them off. The gate up ahead will be
    locked on your side. However, some Ultralisks will run through it. Kill
    the two that attack you as quickly as possible.

    The next corridor is lined with automatic gun turrets. You'll notice that 
    right away as some Zergling attempt to pounce on you. Remember that huge
    mob of Zerglings you revealed before? Well, send a unit up and open the
    door that's keeping them out. As soon as they pour in, the automatic gun
    turrets will pop up and tear them to shreds. Once they're effectively
    eliminated, you can group your units back together and have them proceed
    through the northeast gate. Kill off a group of Hydralisks and just beyond
    them, two Infested Terran units. You might find it better to just send one
    unit in as a sacrifice because killing both of them before they reach you
    can be quite a difficult task. 

    From here, continue down the path, through a few more packs of Zerglings.
    When you reach the large group of Marines above a huge mob of Zerg, send
    in your Medics immediately and try to keep most of the Marines alive 
    before the Hydralisks overrun them. It shouldn't be too tough to quell
    the Zerg threat because you have the height advantage. Once they're clear,
    move your units down the steps and through the gate. The next corridor is
    quite long. It's also full of Zerglings. Again, keep your Medics nearby to
    heal your Marines. They make all the difference. When you get close to the
    terminal, a Defiler will appear aheadyou and cast either Plague or Dark 
    Swarm on you. Move your units back and wait for the Dark Swarm/Plague to 
    wear off. Just beyond the gate is another huge group of Zerglings and past
    that, at last, is the location of the terminal. However, a giant group of
    Zerglings are bent on tearing your units to shreds before they reach it.
    Have the majority of your units distract the pack while you send one 
    Marine up the steps to activate it. Mission accomplished! 

   +==================================+
    MISSION EIGHT : TO CHAIN THE BEAST
   +==================================+

    >> Bring a medic to each of the beacons surrounding the Overmind.
    >> Kill Zerg cerebrates to weaken the Overmind's defenses. 
    You'll notice right away that there are three Cerebrates surrounding the
    Overmind itself. The southwest one makes Sunken Colonies invincible. The
    Cerebrate to the north is responsible for producing Infested Marines. 
    Lastly, the Cerebrate to the southeast is capable of producing an ultra-
    powerful version of the Ultralisk known as the Torrasque. This 800-HP
    monster will deal a considerable amount of damage before your units can
    deal enough damage to put it down. Needless to say, the southeast 
    Cerebrate is the most dangerous of them all. 

    Luckily, the Cerebrates also pose an advantage for you. Destroying a 
    Cerebrate will immediately shut down the base that it's a part of. By
    simply targetting the Cerebrates only, you can completely shut down the
    Zerg hives. Unfortunately, you'll need a lot of firepower to be able to
    effectively push through. Also taking into consideration the Torrasques 
    you'll have to contend with, breaking through won't be a walk in the 
    park.
    
    Zerg attacks will come from every single directions. At the start of the
    mission, you'll notice three of your Bunkers being attacked by the 
    aforementioned "invincible" Sunken Colonies. There's nothing you can do
    but to evacuate your Marines and send them south and around to your main
    base. There, begin pumping out SCVs and getting them on resource
    gathering. Pull out about three SCVs to build a line of Bunkers along the
    existing Missile Turrets you have along the northern side of your base.
    Do not build too close to the Sunken Colonies to the northwest of your
    base. Avoid making huge holes in your defenses and group your Bunkers
    together. Be sure to cover the south entrance to your base as well. At the
    same, get a Factory with a Machine Shop add-on and start building Siege 
    Tanks with Siege Tech upgrades. 

    At this point, just worry about building up a solid defense. Don't worry
    too much about building up the tech tree at this point. Have a Siege Tank
    for every two Bunkers you have and fill up your Bunkers with Marines and
    preferably some Firebats as well. The first few Zerg attacks of Hydralisks
    and Zerglings shouldn't distress you too much. However, when you hear the
    "tortured roar," ready your forces for the first Torrasque. It'll attack
    you from the north. Have your Siege Tanks ready to fire on it immediately.
    Assuming you most of your time building a solid defense, the Torrasque
    should go down without much of a fight. You really shouldn't lose more 
    than a single Bunker in the process. 

    What you should do now is put a few more Siege Tanks on guard in
    preparation for the next Torrasque. With that out of the way, you can
    begin to build on the offensive. Get a Starport running with a Science
    Facility with a Physics Lab. Start building some Battlecruisers and 
    position them around your base for now. You can expand your base to the
    resource pile just east of your base (where the three Bunkers were at the
    beginning of the mission). However, make sure you keep your Command Center 
    out of the range of the nearby Sunken Colonies. Also make sure that no
    SCV wanders into them either. As always, make sure that you defend this
    base with Bunkers, Missile Turrets and Siege Tanks as well. 

    The first Cerebrate you should take out is the one to the southwest of the
    Overmind. This one, if you recall, controls the Sunken Colonies and makes
    them invincible. Air cover around it is lax at best. Build up about six
    Battlecruisers, coupled with some Wraiths and Valkyries for support. When
    you're ready, group your units together and send them north on a straight
    course for the Cerebrate. There are few Spore Colonies around that you can
    easily destroy. Aim a Yamato Gun at the Cerebrate and destroy it to 
    effectively disable this Zerg base. If you want, you can establish a new
    base in its place. However, you should more than enough resources by now
    to swing through the rest of the map and get to the Overmind. 

    Now that the Sunken Colonies are taken care of, you can set your sights
    on the southeast Cerebrate, responsible for producing the dreaded  
    Torrasques. Unlike the first, this one is protected heavily against both
    air and ground targets. However, with much of the Sunken Colonies around
    disabled, you'll be better off launching a ground assault. Build a new
    Factory and Barracks over at your eastern base. Clear out the Sunken 
    Colonies to make the creep recede. A force of about eight Siege Tanks
    backed up by a dozen Marines with Medic support should be enough to charge
    the second Cerebrate. Make sure you take along some SCVs and a Science
    Vessel to spot burrowed units. 

    Move your units northeast. Destroy the functional Sunken Colonies that you
    run into immediately. A bit past those is the Zerg base housing the 
    Cerebrate. Deploy your Siege Tanks outside of it and just pelt the base
    with shells, letting your Marines take care of any units that try to get
    too close. Be wary of Lurkers that burrow. Utilize your Science Vessels
    to detect them for extermination. You should have little trouble slowly
    progressing toward the Cerebrate. Should a Torrasque spawn at that moment
    though, you'll be pretty screwed. Again, only take out the units that get
    in your way; once the Cerebrate is out of commission, the entire hive will
    stop functioning. 

    The last Cerebrate is a cakewalk. Build some more Battlecruisers and add 
    them to your fleet from before. You should end up with at least eight for 
    this next assault. Fly them north along the eastern edge of the map. Don't
    worry about the Spore Colonies along the southeast corner because you've
    already disabled them. Once you're just east of the final Cerebrate, move 
    your Battlecruisers inland. Destroy the Spore Colonies that fire at you 
    and keep an eye out for Scourges. When you reach the Cerebrate, blast it
    with a Yamato Gun shot. With the final Cerebrate out of the way, all you
    really need to do now is send four Medics to the beacons surrounding the
    Overmind. 

                                     - - -

    This concludes Terran Campaign, Chapter V: The Iron Fist. 

-------------------------------------------------------------------------------
         -+- 4.3. Chapter VI: The Queen of Blades -+-                 [4300]
-------------------------------------------------------------------------------

            O=====================================================O
            O-----------------------------------------------------O
               The forces of  the United Earth  Directorate have
               taken control of the planet Char and enslaved the
               ravenous  broods of the fledgling Overmind.  With
               the Directorate's powerful Psi Disrupter negating
               Kerrigan's control over the remaining broods, the
               UED remains  uncontested in its domination of the
               sector. 

               Kerrigan,  having sought  out a band of  unlikely
               allies,  now plans to destroy  the  Psi Disrupter
               and sever the UED's control of the Overmind. 
            O-----------------------------------------------------O
            O=====================================================O

   +=============================+
    MISSION ONE : VILE DISRUPTION
   +=============================+

    >> Rescue all hives from destruction.

    This is a straightforward mission. You're given a force of Zerg units to
    defend seven Hives from destruction. First off, head toward the northwest
    Hive, of which should already be coming under attack from a number of
    Zerglings. Your Hunter Killers should easily stop the threat. Some more
    Zerglings will emerge to join your force and the Hive will come back under
    your control. However, you cannot create any more units. 

    Gather up your units and head east towards the northeast Hive. It will 
    come under assault from a small group of Hydralisks. Along the way, you'll
    have to kill another group of Hydralisks. Remove the threat from that 
    base and you'll acquire reinforcements. Now, make your way a bit to the
    southwest and cross the bridge into the next Hive down. A large group of
    Zerglings will ambush you. Just let your Hunter Killers do their thing and
    eliminate those units. Enter the next Hive and you'll be given even more
    reinforcements in the form of Scourges. 

    Your next Hive should come under attack from a group of Guardians. Utilize
    your Scourges and take down the attacking Guardians while your ground 
    units make their way around. As soon as you enter the base, reinforcements
    of Hydralisks and Zerglings will emerge. Another group of enemy Zerg units
    will come in from the east and west. Let your Hunter Killers do most of 
    the slaying. The Sunken Colony nearby will also prove to be quite useful.
    Next, you'll want to go northwest, where your next Hive is probably 
    already under attack. Repeat the same process and you'll be reinforced
    with some Queens. 

    Use the Queens' Spawn Broodling skill on the Ultralisks further to the
    south. Mop up any remaining Ultralisks with your other units before
    proceeding further south. Clear out the Mutalisks attacking the Nydus
    Canals and you'll be rewarded with two Defilers. Put every single unit
    in the Nydus Canals and defend the final Hive. Use Plague on the
    Ultralisks and take out the Guardians above. Bring your units to the Hive
    and about a dozen Hydralisks will pop up to assist you. Mop up the 
    remaining enemies in the area to finish the mission. 

   +===========================+
    MISSION TWO : REIGN OF FIRE
   +===========================+

    >> Destroy the Psi Disrupter. 

    Watch the opening scene as Raynor and his units take out a UED power plant.
    An SCV holding a Psi Emitter will be dropped on a plateau nearby. Once
    you acquire control, move him to gain influence over the two Drones, three
    Hunter Killers, and eight Zerglings nearby. By using this Psi Emitter, you
    can take control of any renegade Zerg in the area. Use your two Drones to
    start up your base as usual. A few enemy Marines may wander into your 
    base. Your starting units should have no trouble fending off any of these
    attacks. The only way into your base is via the ramp to the southwest and
    occasionally from the north. Position your units at the ramp for now. Be 
    sure to build a few Sunken Colonies around there as well. 

    There are a few Bunkers scattered around to your north and northwest. Most
    of them are easily destroyed with your starting units. Send your Hunter
    Killers and Zerglings northwest of your base where you'll find a single
    Bunker. Around that area are three more Zerglings you can bring under your
    control using the Psi Emitter. North of there is another Bunker with a few
    Firebats, Marines, and a Siege Tank for support. You might find it wiser
    to use Mutalisks to destroy that position. Upon doing so, set up a second
    base where the resource pile is. 

    If you have your Psi Emitter SCV explore northeast of that position, you
    will find Torrasque, that lovable Ultralisk on steroids. By now, you 
    should already have a formidable force to assault the UED base. For now
    though, just bring Torrasque and your Hunter Killers east. There will be
    another Bunker here defended by a load of infantry and a Siege Tank. 
    Remove this threat and use your Psi Emitter to bring the three Hydralisks
    nearby under your control. North of this position is the ramp leading down
    onto the frozen river - this is the path that the UED use to bring their
    troops to your base. If you go northeast from here, you'll eventually end
    up at the UED base after climbing up a ramp. 

    The enemy base itself isn't really too tough to break through. A well-sized
    combination ot Mutalisks and Hydralisks can easily take it down. If you
    use Torrasque to smash through the defenses, destroying the Psi Disrupter
    will be a piece of cake. However, be wary of the Siege Tanks deployed
    along its perimeter. Even so, those are nothing a quick rush of Zerglings
    can't handle. As soon as you get up the ramp, clear out every enemy on 
    that portion of the plateau. Remove the Missile Turrets and send in your
    Mutalisks to wreak some havoc. At this point, the UED are probably sending
    every single unit they've got at you. Let Torrasque take the brunt of the
    attack while your other units fire from a distance. 

    From there, work your way north past the first Command Center. Feel free
    to destroy it or infect it using one of your Queens. The Psi Disrupter is
    further east. It's defended by Siege Tanks to its southeast. Before you go 
    in, you might want to establish another Hatchery in the original location 
    of the Command Center. This way, you can add more units to your assault 
    force. Use Mutalisks to clear out the Siege Tanks on the platform and 
    destroy the Psi Disrupter to complete the mission. 

   +======================================+
    MISSION THREE : THE KEL-MORIAN COMBINE
   +======================================+

    >> Obtain 10,000 minerals. 

    You begin the mission with a huge force of Zerg units led by our old pal,
    Fenix. Select your fighting units and head northeast, where you'll arrive
    at a small Terran outpost. It's defended lightly by some Marines, Goliaths,
    and a single Bunker. Let Fenix and your Ultralisks dish out most of the
    damage and dismantle the rest of the base, building by building. Kerrigan
    will notify you that you can infest Command Centers for use in the next
    mission. 

    "Optional Objective"
    >> Infest command centers for next mission.

    Now, acquiring 10,000 minerals isn't an easy task. In order to defend your
    base from attack and make a surplus of minerals, you'll have to attack and
    conquer. Luckily, there's plenty of minerals on the map. Unless you 
    actually take forever in destroying the Terrans, there should be enough
    minerals to complete your objective. 

    Enemy attacks will come from both the north and south. Place Spore
    Colonies to your south to fend off enemy Wraith attacks. You'll be hit 
    with Siege Tanks and Goliaths pretty early on. Make sure your defenses
    can effectively set off a few Siege Tanks. I'd suggest leaving Fenix,
    along with some Hydralisks, at the south end of your base just to stop any
    air attacks. However, feel free to move him wherever in case of attack.
    He can singlehandedly take out an entire rush of Terran units. As always,
    Sunken Colonies are a good investment. 

    The first Terran base you should conquer is to your northwest. First of
    all, make sure you have Ventral Sacs (and preferably Pneumatized Carapace)
    researched. Just south of the main Terran base there is a plateau with a
    minor Terran presence on. Fly about a dozen Hydralisks and Zerglings onto
    that plateau. The piece of it that's just north of your base is relatively
    undefendeded so consider starting there. Then, work your way west through
    a Bunker and some units. The Terran will likely use Dropships to put some
    forces down. You should be able to contend with them. Once the plateau is
    clear, send a group of Drones to start up a second base at the resource
    node. 

    This plateau has a lot of strategic value because it overlooks a Terran 
    base to the north. However, be sure to put up Spore Colonies along the 
    north edge to prevent Dropships from getting in. Alternatively, you can
    just group a ton of Hydralisks there to shoot down any Dropships. Once
    you've established a solid position, get a team of about six Guardians
    ready and pelt the enemy base from your plateau. Slowly make your way in,
    destroying Missile Turret after Missile Turret. Prioritize Goliaths as 
    well. Once you've attained a foothold on the base, send another group of
    Drones down there to set up another base. Once you've taken out the 
    Factory and Barracks, there shouldn't be any resistance. Be sure to infest
    the Terran Command Center as well. 

    With these three bases running, you should have no problem getting the
    10,000 minerals. However, you're probably itching to get a few more 
    Infested Command Centers under your belt in preparation for the next 
    mission. Unfortunately, the other bases in the area are a bit more well-
    defended than this one. You'll need a well-sized force of Guardians for 
    the next segment. Create twelve Guardians and back them up with a swarm
    of Scourges and some Mutalisks. Have the faster units follow the Guardians
    due north along the western edge of the map. If possible, let an Overlord,
    with its superior sight range, lead the pack to seek out any Missile 
    Turrets on the ground. 

    Use your Guardians to destroy the Missile Turrets you encounter. As you 
    get closer to the northwest corner, some Battlecruisers will emerge. This
    is where your Scourges come in. Have them make a beeline for the 
    Battlecruisers to seriously damage them. Use your Mutalisks to take out
    the weakened Battlecruisers. Your Guardians should be busy taking out 
    ground targets that threaten you. Slowly work your way in, prioritizing
    enemy Goliaths and Missile Turrets on the ground. Destroy the Factory and
    Barracks to stop production of enemy units. The base is quite large and
    it's teeming with Wraiths. Also try to destroy every Siege Tank you come
    across to make the ground safe. Send in a group of Drones and some 
    Hydralisks via Overlord transport and drop them in a relatively safe spot
    inside the base. Let your Hydralisks help out your air units in clearing
    out the rest of the base. Establish yet another base in its location. 

    Hopefully, you still have a number of Guardians left. If not, just create
    a few more and add to your force. The next base isn't very well-defended.
    Gather up your units and move to the southeast. You should see the enemy
    Command Center first. Move in and destroy the various Bunkers and Missile
    Turrets scattered around. You should have no trouble at all with such a 
    formidable force of Guardians. Again, infest the Command Center here and
    build another base to gather resources. 

    There are two more Terran bases remaining and they're located at the 
    northeast and southeast corners of the map. There's really no need to 
    destroy them now unless you really want to infest some more Command 
    Centers; your bases at the moment will be enough to attain the 10,000
    minerals. Should you attempt to take out the last two, note that both are
    extremely well-defended. The northeast base has access to nukes as well.
    It might not be a good idea to rile them up so consider leaving them for
    last. The southeast base is defended primarily by Wraiths and Siege Tanks.
    Utilize Guardians, backed up by Mutalisks, to assault these bases. That
    would be the overall most effective method. Regardless of what you choose
    to do (I personally just sat there for the rest of the mission), attain 
    10,000 minerals to complete the mission. 

   +=======================================+
    MISSION FOUR : THE LIBERATION OF KORHAL
   +=======================================+

    >> Destroy all enemy bases. 

    You have access to the 10,000 minerals you've collected during the
    previous mission. For that reason, you don't need to worry so much about
    gathering minerals. Instead, you'll want to focus on establishing more
    Extractors on whatever Vespene Gas geysers you come across. Your first
    task should be setting up a solid defense. There's no need to be stingy
    with resources, considering how many minerals you have at your disposal
    alreaday. Create Drones using all four Hatcheries and build an Extractor
    immediately. If you've effectively infested Command Centers during the
    previous mission, they'll be on the left side of your base. This helps a
    lot because they act as buffers against enemy attacks. I'm assuming you 
    managed to infest more than one so you can afford to lose a few. 

    Build a line of Sunken Colonies along the western side of your base, 
    spreading it out towards the north side as well. Early in the mission, a
    lone Ultralisk will come to attack your base. With your superior numbers,
    you should be able to put it down fairly quickly. Be cautious of early
    enemy attacks that come while you're still building your base. In order
    to counter Lurkers, you'll need either Spore Colonies or Overlords 
    patrolling your base to reveal them. Place groups of Hydralisks in
    defensive positions as well. 

    Create a group of about four to five Infested Terrans and send them north
    with some Hydralisk support. Kill any infantry you run into using your
    Hydralisks and run your Infested Terrans in afterwards. At the northeast
    corner of the map, go down the nearby ramp into a small Terran encampment.
    Use your Infested Terran units to destroy the Bunkers and let the 
    Hydralisks mop up any remaining enemies. Following that, send some Drones
    over to set up a new base there. As for defenses, just make sure the south
    entrance is defended by Sunken Colonies. Should you be hit by Wraiths,
    your Hydralisks will be enough to fend them off. A Spore Colony or two
    wouldn't hurt. 

    Your next order of business should be to eliminate the first Terran base,
    that is, the one that's closest to you. As you've probably noticed, the
    map is more horizontal than vertical. The largest Terran base occupies the
    western portion of the map. First of all, get a group of about eight 
    Guardians with some Hydralisks for support. Send them down the ramp 
    southwest of your base and march west. Use your Guardians to take out the
    Missile Turrets and Sunken Colonies up ahead. Soon, you'll reach a Command
    Center. Quickly take it out and establish another base in its location.
    Defend it diligently while you build it up. Leave your Guardians and 
    Hydralisks in the base and keep an eye out for Siege Tanks. 

    The rest of the base extends further west and to the north. Don't wander
    too far out or else you'll get in range of some deployed Siege Tanks. Take
    this time to add some more Guardians to your pack and to build up a huge
    pack of Hydralisks (24 should be enough) for the coming assault. If 
    possible, create some Ultralisks to act as buffers (make sure you have 
    their plating upgrade) against enemy Siege Tanks. The base also has a 
    number of Sunken Colonies strewn through it that pose a significant 
    hazard. 

    As you go in, destroy the two Factories you find immediately to stifle
    production of Siege Tanks. Further northwest is the main Command Center.
    If you go to the east, you'll find some scattered buildings and some
    Bunkers. There's really no point in bothering with those at the moment.
    Use your Guardians to fire from a distance on the defenses while your
    other units take out ground units that threaten them. Hydralisks should
    take out air targets before they can even fire a shot off at your 
    Guardians. Prioritize Siege Tanks as well to help out your ground units.
    Once you've destroyed the Command Center, you can begin to work your way
    back east in your base's direction to clear out the units that are stuck
    in the middle. 

    Once you've pretty much eliminated all enemies on your half of the map,
    you can begin to take it easy. Establish another base in the resource node
    just west of your northeast base. Build another in the original location 
    of the main "blue" Terran Command Center. Your resources should be flowing
    in by now. However, don't be lax in your defenses. Set up walls of Sunken
    Colonies to fend off further attacks. Be sure that you keep packs of 
    Hydralisks scattered around your various bases. 

    There is a Zerg hive at the northwest corner of the map. From the location
    of the last Command Center you destroyed (upper-center), you can just go
    west through a path in the mountain to reach it. The Zerg hive is heavily
    defended though; you'll need a formidable force to be able to effectively
    destroy it. An Ultralisk rush, coupled with some Guardian and Hydralisk
    support, should be able to do the job done. Build up a force of about six
    Ultralisks and position them outside of the Zerg base. Send in the 
    Guardians and have them take out as many Sunken Colonies as they can 
    before they begin to meet some resistance. Call your Guardians out and 
    let them follow behind your Ultralisks as they move in. As for the enemy
    Mutalisks and Guardians, have your Hydralisks available to shoot them out
    of the air. 

    Although the base is well-fortified, you'll find that your Ultralisks will
    overpower nearly everything inside the base. Prioritize Sunken Colonies
    and enemy Ultralisks at first before really moving on to other units. 
    Try to prevent the Terran base further south from sending in
    reinforcements by destroying their Dropships as they attempt to fly in.
    Once you've destroyed the Zerg base, you can finally set your sights on
    the final Terran base to the southwest. 

    The only ground route into the base is via the north entrance from the
    original location of the Zerg base. The entrance is heavily defended by
    Sunken Colonies and Siege Tanks on top of platforms. You can take
    advantage of a somewhat safer entrance, which is at the southeast end of
    the base. Unfortunately, it's covered by a load of Spore Colonies. Take a
    group of Guardians and have them travel east along the southern edge of 
    the map. When you come to the group of Spore Colonies, fire at them from
    outside their range. You may be countered by some Wraiths. If possible
    have some Mutalisks ready to take on the Wraiths as well. Clear the area
    of all Spore Colonies to create a suitable landing zone. 

    Load up eight Ultralisks, twelve Hydralisks, and a shitload of Zerglings
    into Overlord transports and send them in. Have them move west along the
    southern edge of the map until they encounter a Siege Tank stationed by 
    the base's Command Center. Let your Overlords follow to unveil cloaked
    Wraiths (now that's called being resourceful). Focus on destroying the
    nearby Siege Tanks first and then begin dismantling the rest of the base. 
    Always keep your Hydralisks away from the action, letting them shoot their
    spines from a distance. Your Ultralisks and Zerglings should be taking the
    brunt of the attack. While there's chaos on the ground, send in your 
    Guardians as well and use them to clear out ground targets. As always, 
    keep them out of the range of Missile Turrets. With your ground assault 
    force, work your way from the inside out. Should your first rush fail, 
    immediately create another. After all, you should have around six 
    Hatcheries and a ton of resources at your disposal. Piece away at the 
    Terran forces and clear the map of all enemy buildings to finish the 
    mission. 

   +==========================+
    MISSION FIVE : TRUE COLORS
   +==========================+

    >> Destroy the enemy bases.
    >> Kill Duke.
    >> Kill Fenix. 

    As the mission begins, you're given six minutes to run your forces through
    the map and just wreak havoc on whatever you see fit. Enemy defenses 
    will not attack you during this period. However, enemy units will still
    respond but only if you attack first. The Terran forces occupy the western
    edge of the map and the Protoss forces occupy the eastern edge. Since the
    first Terran base is closest to you, it'd be best to head there first. 

    Gather up your Hydralisks and Zerglings and send them due west to attack
    the Terran base here. At the same time, gather up your Lurkers and send
    them just south of that. With your first group, start piecing away at the
    northwest base, destroying every building you come across. The Bunkers
    won't fire at you until you destroy them, revealing the infantry inside.
    Work your way towards the center of the base where the Command Center is.
    Destroy it along with the SCVs stationed nearby. As for your Lurkers, just
    have them move into the center of the middle base and burrow them there.
    When you move your Zerglings and Hydralisks in, use them to destroy the
    outlying buildings. 


    Assuming you were fairly quick, you should have been able to destroy these
    two bases with just under a minute on the clock. Quickly regroup your 
    units and send them back to base. As soon as the timer runs out, both
    Protoss and Terran will send a huge force of units in an act of 
    retaliation. Deploy your Lurkers south of your base to the left of the 
    small plateau and send some Hydralisks to defend the other side of it.
    Position an Overlord nearby to seek out any Observers or Ghosts. You'll be 
    hit with a large force of Siege Tanks, Goliaths, Zealots, and Dragoons. 
    However, most of them will run right into your Lurkers. Also, in such a 
    small space, the larger units will have a tough time really getting 
    through without dawdling. When the rush hits, keep your Lurkers and other 
    units separate to avoid hurting yourself. There's a good chance you'll be 
    painted for a nuclear strike so keep your eyes peeled. 

    Once that is done with, you can finally begin to proceed with this 
    mission conventionally. Put some Drones on resource collecting and start
    building up defenses in the form of Sunken and Spore Colonies. Enemy
    attacks won't be frequent, but it's good to be prepared. Build a line of
    about three or so Sunken Colonies along your southern entrance and 
    scatter Spore Colonies around. Build up another force of Hydralisks and
    position them by your Sunken Colonies for extra defense. Leave your
    Lurkers in the same position for now - they'll prove to be quite useful
    in tearing through crowds. 

    Send a group of Drones over to the northwest corner of the map where you
    razed one particular Terran base. Establish another Hatchery in its
    location and start putting some Drones on resources there. Build a Spore
    Colony or two nearby to fend off any air attacks for now. Deploy around
    five more Lurkers to its south and eastand scatter some Hydralisks around. 
    Be sure to put some Overlords there as well - The enemy will attempt to
    use nukes on you quite often. It's important that you have Spore Colonies
    and Overlords at both bases to reveal any cloaked Ghosts. While your base 
    is getting into shape, upgrade to a Hive and work your way up the rest of
    the tech tree. Add some more Lurkers to your line of defense when your 
    funds permit. 

    You'll want to take out some of the Protoss buildings over to your 
    southeast to give yourself a bit more breathing room. Build up a force
    of a dozen Hydralisks and move them up the ramp south of your main base. 
    On the plateau, destroy the various Pylons and Photon Cannons scattered
    around. Be sure to eliminate any Zealots you meet as quickly as possible.
    While still staying on the plateau, destroy the nearby Gateway and wait
    at the ramp leading south into the other Protoss base. Get a few more
    Hydralisks for reinforcement and then head south. 

    At the base of the ramp, destroy the Pylon powering the three Photon 
    Cannons to stop them from firing. Then proceed to destroy the Photon 
    Cannons themselves. Now, gather up some Drones and set up a third base
    at this location. There's a good mineral pile nearby along with a Vespene
    Gas geyser. Be prepared to defend it against some heavy Protoss attacks
    though. Leave your Hydralisks while you set up the base. Deploy a few
    Lurkers along to the south to fend off further attacks for now. Put a few
    Spore Colonies near your Lurkers for defense against Science Vessels and
    Observers. 

    There's another Protoss base to the south in very close proximity. It
    isn't defended particularly well. Build up a force of about eight fully-
    upgrade Ultralisks and let them loose. Prioritize the Photon Cannons 
    first and then work on mobbing the various Zealots and Dragoons in the
    area. Don't go too south until you've destroyed the two Gateways first.
    After that, you might want to send in your group of Hydralisks to assist
    in the carnage. Let them take out any air units that threaten you. 

    The Nexus is further to the south, amidst a bunch of Photon Cannons and
    probably a few Archons as well. Simply overpower the defenses and focus
    your attacks on it to put this Protoss base out of commission. Mop up the
    remaining buildings with your units and clear the area of any enemy 
    presence. Once you've razed the buildings, the Protoss won't bother to
    send any more reinforcements to that sector. Feel free to establish 
    another Hatchery in its location for easy access to the remaining Terran
    and Protoss bases. 

    The rest of the mission is history. You should enough resources to create
    an armada of units. Get about twelve Guardians ready, backed up by a
    dozen Mutalisks and some Hydralisks on the ground. The final Protoss base
    is heavily defended by a bunch of Archons, Dragoons, Photon Cannons and
    High Templars with Psionic Storm all over the place. You'll also need a 
    considerable amount of anti-air support because you'll likely face 
    Carriers in addition. When your Guardians arrive, take out the Photon
    Cannons from a distance. Try to destroy any approaching Dragoons or 
    Archons before they can get in range to attack your Guardians. You'll 
    find Fenix along the eastern edge of the map. Don't bother him and he 
    shouldn't bother you back for now - work on razing the base first before 
    dealing with him. The Protoss base itself should fall to your superior
    numbers. 

    And finally, the remaining Terran base will be quite hard to destroy. The
    best method would be an aerial assault, especially considering the amount
    of Siege Tanks there are situated inside the base. First, send a wave of
    a dozen Guardians and have them attack from the east. Make sure you have
    some Mutalisk support to fend off any air units. Watch out for any 
    approaching Battlecruisers and keep some Hydralisks along the outskirts
    of the base to destroy them. You won't have to deal with any annoying
    Psionic Storms here so picking off individual Goliaths and other threats
    should be much less of a hassle. Have your Mutalisks prioritize Wraiths
    and Battlecruisers because obviously Guardians can't attack those. 

    There are a number of units surrounding the Command Center. Instead of
    directly approaching it, launch shells at the units from a distance to 
    attempt to lure them away from such a huge crowd. Once the defenders are
    gone, concentrate your fire on the Command Center and destroy it. You'll
    find Duke further to the north, accompanied by two other Battlecruisers. 
    I strongly suggest using a group of Hydralisks to take him down. Following
    his demise, clean up any remaining Terran forces and destroy every 
    remaining building to complete the mission. 

   +===============================+
    MISSION SIX : FURY OF THE SWARM
   +===============================+

    >> Destroy the renegade Zerg. 

    Although you begin with five functioning bases, four of the outlying bases
    will be destroyed in the preliminary enemy attack. You'll be overwhelmed
    too quickly for you to really be able to do anything to stop it. The only
    things you can really save are the Overlords stationed at each base. Try
    to move them around the incoming wave of Zerg to avoid getting them 
    destroyed by the Hydralisks. Not only will you lose these bases but the
    Zerg will also establish their own bases in their places. Now, surrounded
    by nothing but renegade Zerg, you aren't really in a good strategic 
    position. 

    As you might've noticed, this one island isn't remarkably rich in 
    resources. The mineral pile is quite small and will disappear quickly if
    you dawdle too much. Regardless, get at least ten extra Drones collecting
    Vespene Gas and minerals for now. The key to completing this mission to 
    reclaim the four outlying bases from the renegade Zerg to acquire more 
    resource nodes. Speed is of the essence. As soon as you have resources 
    available, quickly build up a force of five Mutalisks and send them due 
    east. Assuming you were somewhat quick in your response, you should be 
    able to catch this base just as it's building up. Destroy the Hatchery 
    before it finishes and clear out any Drones in the immediate vicinity. 
    Now, fly further south and repeat the process with the next base. Once 
    number two is out of the way, you can return your Mutalisks back to base.
    If you're feeling paticularly bold, you can attempt to take out the 
    southern one. By now though, there may be a more dangerous presence built
    up there. 

    Around this time, you'll receive a message from Duran noting a UED 
    "scientific" presence to the west. It's pretty clear that they have 
    something to do with the renegade Zerg and all. You'll be given a new
    objective to kill off every single one of them. However, they're
    sandwiched in between two Zerg hives, which means you'll have to take
    care of those before you can waste the scientists. 

    >> Kill all UED scientists. 

    Note that your main base is positioned on an island. Enemies will airdrop 
    their ground units on the open area to your west. Due to the rocks though, 
    you cannot build any structures there. Just plug up the opening to the 
    southeast with Sunken Colonies and Lurkers and you can stop these ground 
    attacks dead in their tracks. Air attacks will also be quite frequent,
    typically coming in from the northwest and southwest. Enemy Mutalisks 
    aren't as dangerous as the Guardians you'll be hit with. Hydralisks and a
    good number of Spore Colonies are a must to fend these attacks off. Later 
    in the mission, you'll want Mutalisks and Devourers (new air unit!) of 
    your own to counter Guardians. 

    Just set up about a dozen Hydralisks inside your base to respond to any
    air threats. Have about three Sunken Colonies and a few Lurkers at your
    southwest corner to stop ground attacks. Once your base is fortified,
    load up some Drones into an Overlord (research Ventral Sacs and 
    Pneumatized Carapace if you haven't already) and send them east to the
    two resource nodes you reclaimed previously with your Mutalisks. The upper
    of the two has only a mineral pile whereas the bottom one has a Vespene
    Gas geyser in addition. When you establish your bases, make sure to build
    up adequate defenses. For your upper base, watch the bridge to the 
    northwest. For the other one, build up defenses along the southwest. 

    Now you'll want to retake the last two bases to re-establish control over
    your half of the map. The remaining two bases are not particularly well
    defended, so it'll be an easy task. Get a force of about six Guardians
    going and reinforce them with a force of Mutalisks. Send them first to 
    the southern-most base and destroy the various defenses from a distance.
    Spore Colonies don't have the range to take them out. Be sure to kill the
    Hydralisks that attempt to shoot you down. Once the defenses are out,
    destroy the Hatchery and mop up any remaining forces. Send some Drones to
    set up another base at this location. 

    Gather up your Guardians and send them to the last base to the north.
    There may be one or two Spore Colonies in this base to take care of along
    with a handful of Hydralisks. It should be a piece of cake to raze the
    fourth base. As always, send an Overlord packed with Drones over and 
    establish a new base in its location. With that, you've successfully
    reclaimed all of your territories. All that remains now are the scientists
    and of course, the renegade Zerg still in your way. 

    You can choose to either go straight for the scientists right away or 
    eliminate the renegade Zerg first. If you attack the scientists, the Zerg
    will attempt to help out by airdropping various Hydralisks and other Zerg
    units. However, if you're quick in killing the scientists, you'll be able
    to finish them off before the Zerg defenses get too thick. Even so, the
    best method would still be to finish off the two Zerg bases. They're not
    even all that tough to crack.

    I'd suggest starting with the southeast base first. Get a force of eight
    Guardians and back them up with some Mutalisks. It wouldn't be a bad idea
    to bring along a Devourer or two just for enemy air units. The base is
    lightly defended with a few scattered Spore Colonies. You should have no 
    trouble tearing it apart. There are some Hydralisks and Mutalisks hanging
    around but assuming you kill them quickly enough, they'll pose little
    threat to your Guardians. Destroy the Hatchery, along with every single
    Zerg unit in the vicinity to put this base out of commission. 

    And finally, the last Zerg base is at the northwest corner of the map.
    It's slightly more fortified than the previous one and will be a bit more
    dangerous due to the air units deployed in it. Return your Guardians back
    to base and reinforce their numbers so you have about a dozen. Try to have
    a dozen Mutalisks as well leading the pack. With your Mutalisks in front,
    fly to the northwest base and let your Guardians remove the Spore Colony
    threats. You'll be attacked with Scourges. If possible, let your Mutalisks
    take the Scourge hits to keep them away from the Guardians. Prioritize
    the threats in the air first before really focusing on any pesky
    Hydralisks on the ground. Destroy the Hatchery in the middle and piece
    away at the remainder of the base. 

    Now, set your Guardians on a beeline for the UED base. There are no air
    units inside it (except for any scattered renegade Zerg Mutalisks or the
    like), so there's really no need to worry about anti-air. Just make sure
    you destroy Missile Turrets from a distance. There are a ton of Missile
    Turrets you'll have to wade through but otherwise, resistance is lax at
    best. Destroy the two Barracks to stop production of Marines. From this
    point on, it's just seek and destroy. Kill every single scientist inside
    the installation and the mission will end. 

   +==================================+
    MISSION SEVEN : DRAWING OF THE WEB
   +==================================+

    >> Bring Duran to each Zerg beacon. 

    This mission is tough for a few reasons. First of all, the main Protoss
    base in the center is completely impenetrable because it's on an 
    inaccessible plateau. Also, you have no access to air units (except for
    Queens) during this mission. And lastly, you're up against a very
    formidable Protoss opponent who has access to Carriers, Reavers, Arbiters,
    High Templars (with Psionic Storm), and Dark Archons (with their dreaded
    Mind Control). Needless to say, the key to successfully completing this
    mission is to get Duran to the five beacons as quickly as possible before
    the Protoss can amass a huge attack force to hit your base with. 

    You start off at the southeast corner of the map. Note the Pylon cluster 
    in the middle of the map. Surrounding each beacon is a Protoss base. In
    the center is the forementioned Protoss base that's impossible to hit.
    Even so, you'll still need to attack the units outside (Brown) in order to
    pave the way for Duran to get to the beacons. 

    Vespene Gas isn't in plentiful supply during this mission. Since you won't
    be building any air units though, that shouldn't be much of a problem.
    Hydralisks use a negligible amount of Vespene Gas to produce and Zerglings
    need none at all. Vespene Gas will still be important for upgrades and
    some more powerful units. Try to work with mostly Zerglings and Hydralisks
    during this mission. They're cheap and can be extremely effective in large
    groups. Make sure you get Metabolic Boost, Adrenal Glands, Grooved Spines,
    and Hydralisk Muscular Augments evolutions. 

    As for defenses, put up Sunken Colonies at the two choke points that lead
    into your base from the north and west. You want at least four Sunken 
    Colonies at each entrance along with a line of Spore Colonies. Place about
    a dozen Hydralisks in and around your base. Try to have group on the 
    plateau to your northwest. The first few Protoss attacks won't be 
    remarkably tough to counter. However, you'll want to keep your defenses
    tight in preparation for stronger units later in the mission. Remember to 
    rebuild any destroyed defensive structures to seal up any holes. Don't
    forget to use Duran's Lockdown when necessary. 

    There's a Vespene Gas geyser to your west and another mineral pile further
    north on the plateau overlooking your base. Feel free to expand to those
    locations whenever you have the resources for it. However, be aware that
    the Protoss will draw their attacks to these locations quite often. If 
    possible, extend your line of Sunken Colonies and Spore Colonies so that
    they cover the ramps leading up to these branching bases. Avoid leaving
    holes in your defense though, as you can bet that the enemy will exploit
    those. Consider using Nydus Canals to allow your units to easily transfer
    between these three bases in the event of attack. 
    
    It's better to activate the five beacons in quick succession than to do
    just one at a time. Here's the lowdown on the process. The three beacons
    extending to the east are fairly easy to get to. The one closest to you
    (bottom-center) is lightly defended by a few Photon Cannons and some 
    scattered Protoss units. The next one down extending to the right is the 
    same, except it has a few Dragoons stationed there. The one furthest to
    the right is covered by at least four Reavers. Now, the last two beacons
    require that you destroy a minor Protoss base at the southwest corner of
    the map. Accomplishing that, the first beacon to the north is covered by
    Dark Archons and Photon Cannons and the very last one furthest to the
    north is protected by a fleet of Scouts. 

    The first thing you want to work toward is destroying the base at the
    southwest corner. This will clear a path for Duran to travel to activate
    the two western beacons. When you have an excess of minerals (upwards of
    4000), build some more Hatcheries to faciliate unit production and create 
    36-48 Zerglings. Following that, get a dozen Hydralisks ready. 
    Understandably, this will take a significant toll on your resources. Now,
    send your Zerglings due west toward the southwest corner with your 
    Hydralisks following behind. Have a couple of Overlords following as well
    because they can reveal Dark Templars. When you hit the bridge leading 
    into the base, position your Zerglings in the front and leave your 
    Hydralisks in the rear. 

    As soon as you send your units in, prioritize the Dark Archon before he
    can cast any spells on your group. With a huge mob of Zerglings attacking
    it from all sides, it should fall fairly quickly. Then, send in your 
    Overlords to reveal the Dark Templars and eliminate them as well. With 
    that done, you can begin to focus on piecing away at the remaining 
    defenses inside the base. Keep the majority of your Hydralisks alive just
    in case any air units are sent at you - without them, your Zerglings will
    be sitting ducks and this rush will be a failure. 

    Destroy every single building and clear the surrounding area of all 
    Protoss units. With that done, get a team of Drones to inch their way over 
    and establish another base in its location. The resources should still be 
    fairly plentiful and you can take advantage of the minerals to build up 
    more defenses at your other bases. By now, you're probably being attacked 
    by much stronger units that require more firepower to take down. Be sure
    to put up ample defenses at your southwest base as well. 
    
    Now it's time to activate the beacons. Keep in mind that it isn't 
    necessary to destroy the bases surrounding each beacon. All you need is
    to create enough of a distraction so that Duran can touch the beacon and
    run out of there. At your main base, produce a dozen Zerglings and about
    six Hydralisks and group them together with Duran. Head north and 
    approach the beacon that is closest to you. Make sure Duran has enough
    energy to cloak himself to sneak in and out. Send in your units to destroy
    the Photon Cannons before setting on other units. Regardless of whether or
    not your strike force survives, they should create enough time for Duran
    to sneak to the beacon. Accomplishing that, send Duran back to the safety
    of your base. 

    Get another dozen Zerglings up and running. Have Duran use Consume on one
    of them if his energy is looking a bit low. For the second beacon to the
    right, it's the same process. Send in your force up the ramp, destroy the
    Photon Cannons, and tear up whatever gets in your way. Again, cloak Duran
    and touch the beacon before sending him back to base. For the upper-right
    beacon, you'll need more than a dozen Zerglings due to the Reavers inside
    the base. Two dozen should be enough to get the job done though. Bring 
    your units to the base of the plateau and send your Zerglings in. Have 
    Duran Lockdown a few of them if his energy permits. While cloaked, let
    him hitthe third beacon and skedaddle out of there. 

    That's three beacons down with only two more to go. Have Duran walk down
    to your southwest base to prepare for the last two. Consume some more 
    Zerglings if necessary and get another two dozen Zerglings going. The 
    defenses around the last two beacons are significantly stronger, but the
    process is essentially the same. At the fourth beacon, prioritize the
    Dark Archon first before focusing on the other units. All the while, let
    Duran slip in. Lastly, get a dozen Hydralisks and a two dozen Zerglings 
    for the final beacon to the north. Let the Hydralisks take out the Scouts
    and the Zerglings take out the ground units. All you need to do is keep
    Duran safe for a few seconds to finish the mission. Ah, the satisfaction
    of watching Talematros finally destroyed for all the pain it's caused you.

   +==================================+
    MISSION EIGHT : TO CHAIN THE BEAST
   +==================================+

    >> Destroy the Overmind with Dark Templar. 

    This is a frustratingly long and difficult mission. You're up against
    both UED and Zerg forces that'll throw huge assaults at you frequently
    and relentlessly. The entire map is teeming with Terran and Zerg forces
    and the Overmind itself is huddled behind a line of nearly inpenetrable
    defenses. Your base is already set up at the southwestern corner of the
    map. To your north is a Terran base and to your east is a Zerg base. 
    These two outposts make it up the enemy presence on your island. Further
    to the east is a Terran base occupying its own island in the center and
    beyond that is the Overmind's island with another UED and Zerg base 
    nearby. Needless to say, you're up against some considerable opposition.

    The first thing you'll want to do is to get your Drones on resource
    gathering immediately. You will need to build up defenses quickly to 
    counter the first few enemy assaults from the north and east. Luckily,
    you have some Dark Templars available. Position one Dark Templar outside
    your northern entrance and the other outside the southeast entrance. Put 
    an Overlord nearby as well. Partition your starting force of Hydralisks 
    and Zerglings and place them at both entrances as well. Construct Sunken
    Colonies at your northwest, northeast, and southeast entrances to your
    base. For now, just have two Sunken Colonies at each entrance backed up 
    by a group of Hydralisks. Leave your Dark Templar a bit outside the line
    of Sunken Colonies so he can pick off units as they come in. Build Spore
    Colonies along your base's perimeter and concentrate some of them around
    your minerals because the enemy will occasionally airdrop units by your
    Drones. 

    Once your defenses are set up, get a Spire and Queen's Nest quickly in
    order to upgrade your Lair to a Hive. Then, upgrade your Spire to a 
    Greater Spire to gain access to Guardians. Produce about six of them and
    back them up with a force of Mutalisks and send then north on a crash
    course with the UED base up there. Your Guardians should have no trouble
    with the few Goliaths and Marines defending the base. Just concentrate
    your fire on any units before they can even get in range to fire. Slowly
    work your way up and destroy the Command Center before demolishing the 
    remainder of the base. Back at your main base, get a dozen Hydralisks 
    up and running and send them to the ruins of the base. Then send in some
    Drones to establish your own base in its place. You can bet that this
    position will be hit hard. Leave your Hydralisks there to defend the base
    for now and set up Spore Colonies along the eastern edge of the island to
    stop airdrops. Have Mutalisks at hand to counter any Guardian attacks. 

    Now that you've taken that Terran base, you can shift some of the defenses
    in your main base more toward the east. Deploy Lurkers outside of your
    base to help thin out some of the rushes. By now, you're probably getting
    attacked by waves of Siege Tanks and Goliaths. Your Lurkers should be
    useful in stopping Siege Tanks as they're still moving and therefore
    vulnerable. Keep other units nearby just in case the enemy happens to use 
    a Scanner Sweep to reveal your burrowed units. Note that there's a Vespene
    Gas geyser on the plateau west of your base. With the Terran base to the
    north out of the way, it won't come under attack (at least not frequently)
    so feel free to put an Extractor over it. 

    There are multiple ways you can go about clearing out the Zerg base to 
    your immediate east. The tried and true Guardian barrage works, but the
    base will fall just as easily to a rush of Zerglings, Hydralisks, and
    Lurkers. Create two dozen Zerglings, a dozen Hydralisks, and about six
    Lurkers for the coming assault. Split up your force, placing a dozen
    Zerglings, six Hydralisks, and three Lurkers at the two paths leading into
    the enemy base. At the same time, have both groups converge on the base
    from both sides to effectively flank the enemy. Deploy your Lurkers 
    immediately in the heart of the base and let your Zerglings tear through
    the defenses. This particular Zerg base is lightly defended - it should be
    a piece of cake to take down. 

    Now that you've eliminated all enemy presence on your island, you can
    begin to focus on the offensive. Enemy attacks will only come in the form
    of airdropped units or aircraft. The best way to counter them would be to
    build a line of Spore Colonies along the edge of the plateau wherever you
    can build them. This will keep most air units out and those that happen to 
    get through can easily be destroyed by the Hydralisks you have further 
    down. However, note that Spore Colonies will not be enough to hold off 
    some of the heavier units, such as the Battlecruisers and Guardians that
    can easily outrange them. For those cases, have Mutalisks available at all
    times. It wouldn't be a bad idea to have a few Scourges ready as well to 
    take down any fleet of Battlecruisers that gets too close. 

    Now, with three fully functioning bases, your resources should be flowing
    in. Your next target should be the center island, which holds a Terran/
    Zerg base. It's heavily defended by air units along with Spore Colonies
    and Missile Turrets on the ground. For now, wait until you have the
    resources to produce a large fleet of Guardians. Do your best to hold off
    any incoming vessels and constantly take the time to further strengthen
    your line of static defenses. You can bet that you'll be busy constantly
    rebuilding destroyed Spore Colonies and reinforcing Hydralisks. 

    Build up a force of a dozen Guardians and group them together with a dozen
    Mutalisks. Send this air armada toward the upper-center portion of the 
    map and you'll soon run into the island base. Have your Guardians destroy
    the Spore Colonies from a distance, letting your Mutalisks take the brunt
    of any air retaliation. Try to concentrate your Guardians' fire on 
    Goliaths at first because they pose the greatest threat to you on the
    ground. If possible, stay out of their range and destroy them before they
    can approach. Do not put yourself in a position where you can easily be
    overwhelmed. If necessary, retreat back to base and take some time to 
    heal up and reinforce your numbers. 

    Once you've taken down the base's defenses, you can set up a ground force
    of Hydralisks and load them onto Overlords. Have your Guardians mop up
    any remaining Siege Tanks and clear out any burrowed Lurkers before
    letting your units touch down. Once you've leveled the base, do your best
    to fend off enemy retaliation from further to the west. Prevent Overlords
    or Dropships from unloading ground units and take out any air units before
    they can deal too much damage. Eventually, the enemy will stop attempting
    to take back their lost base and the attacks will stop momentarily. Take
    this time to establish yet another Hatchery on the island and transport
    more ground units over to assist in the defense. Erect Spore Colonies 
    along the eastern and southern edge of the plateau and leave your 
    Guardians and Mutalisks nearby for security. 

    Now, with more than half the map under your control, enemy attacks will
    start to come less often. However, that's no excuse to turn lax. You'll
    still face considerable amounts of resistance from heavy enemy armor.
    With your center base though, you're in a very favorable position to 
    assault the final two bases defending the Overmind. You'll be relying
    primarily on Guardians as you have for the majority of this mission. The
    best method from this point on would be to simply perform hit-and-run
    maneuvers with your Guardians. If you attempt to work your way in with
    brunt force, there's almost no doubt you'll be overwhelmed. Get at least
    36 Guardians up and running, select 12 of them to move in, and destroy as
    much as they can before they start getting killed off. Then, send them 
    back to base to heal.

    You should be able to knock out many Missile Turret emplacements as you 
    slowly make progress. You should at least be able to destroy the first 
    Command Center you encounter (Orange) before you're forced to return to 
    base. Back up your Guardians with Mutalisks and attack-move all the way
    to to the Hive at the south end of the base. Let loose a barrage of
    shells to take it out before destroying the other buildings. With that
    done, all that remains is the final base surrounding the Overmind itself.
    You should have a plentiful supply of Vespene and minerals available by
    now. If not, there's another expansion at the southeast corner that you
    can take advantage of. 

    From this point on, it's just chipping away at the final enemy base with
    Guardians. The base is heavily defended by Battlecruisers, Missile 
    Turrets, and about a dozen deadly Scourges circling overhead. Before you
    do anything, I'd suggest sending in a suicidal group of Mutalisks to 
    draw away the Scourges to rid the skies of them. Get a huge group of 
    Guardians (24 would be good) to move in and clear a swath to the Overmind.
    Then, barrage the thing until it's an inch away from life. Quickly clear a
    landing zone for a group of Dark Templars and send them via Overlord. 
    Before you drop them off, rid the vicinity of all Lurkers. Then let them 
    out and send them straight to the Overmind. Let the Dark Templar deal the 
    final blow and the mission is yours. 

   +============================+
    MISSION NINE : THE RECKONING
   +============================+

    >> Destroy the Protoss base within 30 minutes. 
    >> Recover the Matriarch and Zeratul. 

    Don't worry about the time limit - as long as you're efficient, you should
    be able to finish the mission with more than five minutes left (if you do
    so, you'll unlock a bonus mission). You begin with a functioning base
    that won't really need any expansions for the most part. The only attacks
    you'll face will be small forces from the Terran presence to your 
    northwest and southwest. For now, just position one of your Lurkers at the
    northeast entrance to your base and the other to the southeast. Then build
    a Sunken Colony at your southwest entrance. The Protoss will rarely (if at 
    all) attack you during this mission.

    With a time limit, you'll want to act quickly. Immediately get a good
    number of Drones gathering resources. It's important that you run the
    maximum number of Drones possible on Vespene Gas (three Drones) because
    you'll need that early in the mission. As soon as you acquire enough
    resources, produce another three Guardians to add to your starting force
    of two. Send this group southwest toward the smaller of the two Terran
    bases. Approach the base from the north where the defenses are less 
    concentrated. Destroy the Missile Turret there and take out any Goliaths
    that approach you. Don't let your Guardians wander too far into the base
    until the perimeter is safe. 

    At the same time, start upgrading your units. Adrenal Glands and Grooved
    Spines will be especially important. Also, put emphasis on upgrading 
    carapace as well. Research Ventral Sacs and Pnuematized Carapace for
    Overlords and position your Ultralisk and two Lurkers on the plateau 
    in-between the two Terran bases. The function of this move is to prevent 
    any Goliaths or Marines from moving in to reinforce the southwest base. 
    If possible, create a few more Guardians to help out in the base 
    destruction. You can't have too many because they'll be useful in 
    attacking the Protoss base when the time comes. Destroy the Factory as 
    soon as you see it and then begin dismantling the rest of this base. Just 
    as you're cleaning things up, bring a few Drones down there and begin 
    setting up another base. The resources here are plentiful and will 
    certainly help in funding your assault on the Protoss base. 

    You can ignore the other Terran base because there's really no point in
    wasting time destroying it. Build another few Hatcheries at your main base
    and begin forming an attack force backed mostly by Zerglings and 
    Hydralisks. Return your Guardians to base and give them some time to
    recover. Leave your Ultralisk and Lurkers at the same position to prevent
    units from attacking your secondary base from the north. With your 
    Guardians, send them southeast and hunt around for a Bunker with a Siege
    Tank. Clear out both of these and the path along the south to the Protoss
    base will be clear. 

    Continually produce Hydralisks and Zerglings until you have a sizeable
    force. I went with two dozen Hydralisks and 48 Zerglings but you can 
    spring for more or less (depending on how resourceful you are). Get a few
    Defilers (with Dark Swarm) as well. Remember to watch the clock and note 
    that destroying the Protoss base will take a good deal of time (5 minutes 
    or more). Send in your Guardians, along with some Overlords (to detect 
    Dark Templar) behind your force. The entrance to the Protoss base is along 
    its east side, so you'll have to rush around the base to reach it. 

    Once you've breached the perimeter, there's not much I can say. Try to let
    your Zerglings take most of the fire because they're disposable. Cast Dark
    Swarm over them when they're in the process of attacking a bigger building
    Let your Hydralisks shoot down any Scouts or Carriers in the area. 
    Prioritize Reavers before they take out your entire force with a single 
    scarab and destroy the important buildings (Gateways, Robotics Facility, 
    Stargate) before any other building. Once air cover is mostly destroyed, 
    you can send in your Guardians to assist in the base destruction. Remember 
    to utilize your Overlords to detect Dark Templars! Once every Protoss 
    structure has been destroyed, the mission will end. Completing this 
    mission with five minutes on the clock will unlock a bonus mission. 

   +===================+
    MISSION TEN : OMEGA
   +===================+

    >> Destroy all enemy forces. 

    The final Zerg mission is long, arduous, and next to impossible. You're 
    up against two established Terran bases and a Protoss force that'll send
    everything it's got at you. Unfortunately, there's little you can do to
    prevent this mission from turning into a war of attritions; it's unlikely
    that you'll be able to achieve victory with a quick blitzkrieg of 
    Zerglings. Although resources are fairly plentiful on this map, they're
    scattered in places that are very dangerous to colonize due to the close
    proximity of a nearby enemy base. This mission will be sure to test your
    patience. 

    Luckily, you can predict the various attacks that your enemy will throw
    at you based upon their alignment. Mengsk (red Terran forces) to the west
    will use Siege Tanks and nukes primarily. You won't see too many air 
    attacks apart from a few Wraiths that are easily picked off. DuGalle 
    (white Terran forces) to the north is just the opposite - he'll throw
    Battlecruisers, Valkyries, and Wraiths at you. Lastly, Artanis (blue 
    Protoss forces) to the southeast will use a combination of heavy air units
    and heavy ground units. That means you'll see Reavers, Carriers, Arbiters
    (though he'll mostly use Recall to return wounded units back to base) and 
    all that stuff. Needless to say, Artanis will be the toughest to take 
    down due to his overall versatility and lack of weakness. 

    Keep a good number of Spore Colonies along your northeast perimeter at 
    first. Then work toward building up a tight line of Spore Colonies along 
    the very edge of your base, creating a complete loop as to leave no almost
    no holes in your air defense. You should always have Hydralisks or any 
    other anti-air units nearby because Artanis can use Corsairs to disable 
    your static defenses. As for Sunken Colonies, you won't need to be so
    liberal with them because Lurkers can substitute for them. Burrow Lurkers 
    in lines where ground units frequently move over. Again, keep anti-air 
    units nearby should some enemy air unit begin attacking your Lurkers. 
    Hydralisks are all-around amazing against both ground and air targets. 

    Obviously, a thick defense won't be possible early in the mission due to
    a lack of resources. At first, you'll want a few Sunken Colonies 
    positioned to your southwest, southeast, and northeast. Don't put so much
    influence on air defenses at first because you won't see air units until
    later in the mission. The first few enemy attacks will be fairly easy to
    deal with. They'll mostly consist of infantry in the form of Marines, 
    Firebats, Zealots, and Dragoons. With Sunken Colonies and Hydralisks 
    standing by for support, none of these preliminary attacks should distress
    you too much. 

    There's a resource pile directly south of your base. However, I'd strongly
    suggest colonizing it at the moment. Doing so will present an easy, 
    relatively undefended position for your enemies to attack. And when they
    attack, they attack with extreme prejudice. It's best to just deal with
    what resources you have the moment until you can take out at least one of
    the enemy bases. For now, just keep your defenses solid and hold off all
    enemy attacks while you slowly acquire enough resources to build up an
    attack force. 

    Mengsk's base to the west should be your first target. Since it's lacking
    in air units, an aerial attack using Guardians will be your best bet. Get
    a force of a dozen Guardians backed up by a dozen Mutalisks and send them
    southwest. This southern portion of Mengsk's base doesn't have any Wraiths
    nearby, so it'll be the easiest target to take out first. Do not allow 
    your Mutalisks to fly off and wander. Keep them close to your Guardians.
    If necessary, have them hold their position to prevent them from flying
    off. Concentrate your Guardians' fire on any Goliaths on the ground that
    approach you. Destroy Missile Turrets from a distance and leave any 
    Marines for last. Should any Wraiths approach you from the north, allow
    your Mutalisks to shoot them out of the air. 

    Destroy the nearby Command Center, along with every SCV nearby and then
    take out the Barracks and Factory. Don't worry about the Siege Tanks 
    inside the base for now. As you can see, Mengsk was certainly ready for
    a ground assault, considering the amount of Siege Tanks he manufactured.
    Once this branch of Mengsk's base is destroyed, produce more Guardians at
    your main base to replace any air units you lost in the process. Then,
    group your force together and fly north. There'll be Missile Turrets on
    ledges and some Wraiths scattered around. For the most part though, air
    defenses are quite lacking around here. Further north are three Command
    Centers hooked with Nuclear Silos. Once you've reached this point, the
    base has essentially fallen. Destroy these Command Centers with your 
    Guardians and slowly work your way north through the rest of the base. 
    Your numerous Mutalisks should focus only on shooting down the occasional
    Wraith that flies by. 

    When you turn northeast from there, you'll find the Starports that produce
    the Wraith threats. Wraiths are most numerous around here and if you 
    aren't careful, they can overpower your Guardians and shoot your flyers
    down. Concentrate your fire on the Starports and destroy both to stop 
    Wraith production. Now all that's left to accomplish is to finish off
    the remaining forces. Things should be pretty chaotic now with Marines
    and Goliaths running back and forth in an intense frenzy to take out your
    Guardians. With your superior numbers, any effort to take out your flyers
    should be futile at this point. Destroy the nearby Factories and Barracks
    to quell any remaining threats and then dismantle the rest of Mengsk's 
    base with impunity. 

    With one base out of the way, the mission becomes quite easier. You won't
    have to deal with Siege Tanks or nukes anymore. You can now focus more on
    air defense to counter DuGalle's Battlecruisers or Artanis's Carriers. 
    By now, you should've run your resources dry. Luckily, there are three
    possible resource nodes you can safely colonize (the aforementioned pile
    south of your main base and the two left over from Mengsk's base). You can
    take all three at the same time, but I'd suggest against that because 
    DuGalle and Artanis will likely send a counter-attack to uproot your 
    forces. Suggest taking one at a time, gradually spreading your influence
    over the map. Make sure you defend each location effectively. 

    Your next target should be DuGalle. Unlike Mengsk, his base is teeming 
    with Battlecruisers, Valkyries, and Wraiths. His base is so full of 
    anti-air units that an aerial attack using Guardians will be a suicide 
    mission. A ground assault would seem that much better. Also, there are 
    barely any Siege Tanks deployed inside his base. A rush of Zerglings
    and Hydralisks will be enough to put a huge dent in the base, if not
    destroy it outright. Before you begin anything, make sure you have Adrenal
    Glands and Metabolic Boost researched for Zerglings. 

    You'll need well-sized force to break through in this case. Build a few 
    more Hatcheries at your main base and create a group of 48 Zerglings with 
    24 Hydralisks and a few Defilers. Send them northeast on the path toward 
    DuGalle's base. While your forces are in motion, begin producing another 
    force of Zerglings and Hydralisks in preparation for a second wave. Bring
    an Overlord and scan the area for possible Spider Mines on the path. Send
    your forces northwest through the line of mechanical fans (?) and you'll
    come to a single Goliath defending a resource pile. From here, move west
    and northwest through the narrow path. Go northeast to find yourself at
    the entrance to DuGalle's base. As soon as you get in, waste no time and 
    begin attacking. Utilize Dark Swarm effectively to lengthen the lifespan 
    of your Zerglings. 

    Your biggest threat would be the Battlecruisers and any of the few Siege
    Tanks in the base. However, Battlecruisers have a slow rate of fire and
    will probably concentrate solely on individual Zerglings, making them easy
    targets for your Hydralisks. Siege Tanks, on the other hand, require 
    a bit more effort to take out. Should you run into one, send your 
    Zerglings running for it and destroy it before it can fire off more than
    one shot. 

    DuGalle's base is more scattered than Mengsk's base. From the Starport
    you destroyed, head northwest and up the ramp. Up here, you'll find a 
    Command Center and some other assorted buildings. It's defended by some
    Goliaths and a bunch of Wraiths. Use Hydralisks to take out the air units
    and have your Zerglings overwhelm the Goliaths. It shouldn't really be 
    too much trouble. Once you've cleared this area, send your units toward
    the main branch of the base at the northeast corner. If at any time your
    rush is killed off, send in your other Zerglings and Hydralisks already
    produced back at your base. For the final rush on the main base, send in
    whatever units you have produced regardless. 

    There is a large number of Starports, Barracks, and Factories here. Just
    overwhelm the opposition with your units and destroy every single
    building. There's not much to be said that hasn't already been said
    before. Once the base is gone, DuGalle will surrender, leaving behind a
    bunch of resources. Feel free to colonize the three resource nodes here
    with some Drones. With two enemies down, the remaining one shouldn't pose
    much of a threat anymore. 

    Artanis, unlike DuGalle or Mengsk, doesn't have any weaknesses you can
    really exploit. Taking out his base requires brute force, there's no way
    around it. Before you begin your assault on the main base, you'll want to
    eliminate the small branch off to the west of the main base. It's directly
    south of your main base and is protected by a Carrier and some Photon
    Cannons. Send in your team of Guardians from before with enough Scourges
    to take out the Carrier. Mutalisks are recommended to fend off any Scouts
    that appear. 
  
    Destroy the Photon Cannons and then take out the Gateway. Once that area
    is clear, leave your Guardians stationed there and transport some Drones,
    along with some Hydralisks and Lurkers, to that location. Set up three
    Hatcheries here and put up a few Spore Colonies and Sunken Colonies for
    defense. This position puts you right outside the entrance to the Protoss
    base. From here, start building up a force of Ultralisks and Hydralisks.
    Make sure you have Chitinious Plating and the Ultralisk speed upgrade 
    researched already. The Protoss base is further southeast and down the
    path. Once you have a dozen Ultralisks ready to go backed up by 24 
    Hydralisks, you're ready to make your first assault. 

    There are a few Arbiters stationed inside the base that'll use Stasis
    Field at the first chance they get. As soon as you move in your ground
    units, prioritize any Arbiter that wanders into your sight. You can't
    afford to get hit by Stasis Field or your entire rush can fall apart.
    Whilst your ground units are causing chaos, slip in your Guardians to take
    out Photon Cannons from a distance and help clear away Protoss defenders
    on the ground. Let a few Overlords follow to detect units cloaked by any
    Arbiters or Dark Templars on the ground. 

    In the ensuing battle, you may get hit by Psionic Storm a few times. 
    Ultralisks have heavy armor and likely won't get too knocked up by High
    Templars. Further northeast is a line of Stargates defended by a wall of
    Photon Cannons. With your Guardians, clear out the Photon Cannons and then
    begin pelting the Stargates with shells until all of them are destroyed. 
    Destroy every remaining Protoss structure to force Artanis to surrender.
    If you didn't manage to break through with the first rush, get another
    force of units ready back at your Hatcheries. Send them in quickly to 
    finish off the already weakened Protoss forces inside. Don't forget about
    the Protoss structures further to the north. You should have more than 
    enough resources to overthrow Artanis at long last. Once he's gone, the 
    mission is yours! 

                                     - - -

    This concludes Zerg Campaign, Chapter VI: The Queen of Blades. That's it
    for the game! Enjoy your 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. 

This list also contains new units included in the Brood War expansion pack.

-------------------------------------------------------------------------------
         -+- 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)

     Medic ~
     =---=
          Cost: 50 Minerals/25 V.Gas         
          Built At: Barracks
          Prerequisite/s: Barracks, Academy
          Hit Points: 60
          Energy: 200 (+50 upgradeable)

          Supply: 1                           Armor: 1 (+3 upgradeable)
          Build Time: 30                      Range: N/A
          Ground Attack: N/A                  Sight: 9
          Air Attack: N/A
 
          Medics should become a staple unit in any infantry-related assault. 
          Their ability to heal any infantry unit back to full health is 
          invaluable. They also have the means to remove parasites passed on
          by Queen, among other status abnormalities. Because Medics are 
          unarmed, they require strategic use. Needless to say, having your
          Medics at the front of a rush isn't a very smart thing to do. Medics
          do have one defensive mechanism - Optical Flare blinds enemies 
          temporarily, reducing the targets' range to 1 and disabling the 
          ability to detect. 

          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)
           * Caduceus Reactor = Academy:
                Cost - 150 Minerals/150 V.Gas (Energy +50)

          Special Abilities: 
           * Heal:
                Cost - N/A (Uses Energy to heal HP of infantry; 1 Energy for 
                every 2 HP healed)
           * Restoration = Academy:
                Cost - 100 Minerals/100 V.Gas (Uses 50 Energy to remove any
                status abnormalities [bar Stasis Field] from a unit)
           * Optical Flare = Academy:
                Cost - 100 Minerals/100 V.Gas (Uses 75 Energy to effectively
                reduce a targeted unit's range to 1, also disables enemy
                ability to detect)

     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 (+2 Air upgradeable)
          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 fly 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) 
           * Charon Boosters = Machine Shop:
                Cost - 150 Minerals/150 V.Gas (Air Range +2)

     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)

     Valkyrie ~
     =------=
          Cost: 250 Minerals/125 V.Gas    
          Built At: Starport
          Prerequisite/s: Starport w/ Control Tower, Armory
          Hit Points: 200
          Energy: N/A

          Supply: 3                           Armor: 2 (+3 upgradeable)
          Build Time: 60                      Range: 6
          Ground Attack: N/A                  Sight: 8
          Air Attack: 6 (+3 upgradeable)

          Valkyries completely dominate the air - there's no doubt about that.
          Firing volleys of eight missiles each, a small group of Valkyries 
          can decimate clustered groups of small air targets with ease. Splash
          damage allows each missile to affect more than one enemy as well. 
          However, Valkyries do lack means to attack ground targets and 
          against large groups of Battlecruisers or Carriers, their missiles
          don't do much justice. Overall, Valkyries are great support units
          for ground units and other air units as well. 

          Upgrades: 
           * Ship Weapons = Armory:
                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)
           * 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)

-------------------------------------------------------------------------------
         -+- 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, High 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)

     Dark Templar ~
     =----------=
          Cost: 125 Minerals/100 V.Gas
          Built At: Gateway
          Prerequisite/s: Gateway, Templar Archives
          Hit Points: 80
          Plasma Shields: 40
          Energy: N/A

          Supply: 2                           Armor: 1 (+3 upgradeable)
          Build Time: 50                      Range: 1
          Ground Attack: 40 (+9 upgradeable)  Sight: 7
          Air Attack: N/A

          Dark Templars, being permanently cloaked, can deal immeasurable
          amounts of damage against vulnerable targets. The only way to detect
          a Dark Templar is via detectors. However, should a Dark Templar be
          revealed, he becomes extremely susceptible to being overwhelmed. 
          Dark Templars have a very slow rate of attack. It doesn't help much
          that they need to be right next to a target in order to deal damage.
          When used sensibly though, Dark Templars become quite a force to be
          reckoned with. Also, much like the High Templar, Dark Templars can
          also fuse together to form a Dark Archon. 

          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)

     Dark Archon ~
     =---------=
          Cost: N/A
          Built At: N/A
          Prerequisite/s: Two Dark Templars
          Hit Points: 25
          Plasma Shields: 200
          Energy: 200 (+50 upgradeable)

          Supply: 4                           Armor: 1 (+3 upgradeable)
          Build Time: 20                      Range: N/A
          Ground Attack: N/A                  Sight: 10
          Air Attack: N/A

          The glowing entity that results from the fusing of two Dark Templars
          is a fearful sight to behold. The Dark Archon has no means of 
          attacking. However, it's usefulness comes from its skills, which can
          have devastating effects. Feedback is especially useful against units
          reliant on energy. It sucks away a unit's energy and deals physical
          damage equal to that of the energy lost. Maelstrom works much like
          a Ghost's Lockdown. It prevents an affected unit from moving, thus
          making it vulnerable to attack. Lastly, Dark Archons are capable of
          literally mind controlling a unit and putting it under your control.
          If used properly, you can acquire an enemy SCV or Drone and 
          essentially acquire the the abilities and technology of the enemy. 

          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)
           * Argus Talisman = Templar Archives:
                Cost - 150 Minerals/150 V.Gas (Energy +50)

          Special Abilities:
           * Feedback:
                Cost - N/A (Uses 50 Energy to completely drain a targeted 
                unit's energy and deal physical damage equal to that of the
                energy lost)
           * Mind Control = Templar Archives: 
                Cost - 200 Minerals/200 V.Gas (Uses 150 Energy to assume 
                control over a targeted unit of the enemy)
           * Maelstrom = Templar Archives:
                Cost - 100 Minerals/100 V.Gas (Uses 100 Energy to freeze any
                unit caught in its area of effect)

     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: 275 Minerals/125 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)

     Corsair ~
     =-----=
          Cost: 150 Minerals/100 V.Gas
          Built At: Stargate
          Prerequisite/s: Stargate
          Hit Points: 100
          Plasma Shields: 80
          Energy: 200 (+50 upgradeable)

          Supply: 2                           Armor: 1 (+3 upgradeable)
          Build Time: 40                      Range: 5
          Ground Attack: N/A                  Sight: 9
          Air Attack: 5 (+3 upgradeable)

          Corsairs serve as a relatively inexpensive means of taking out air
          targets. It's quick rate of fire can put down small aircraft quite
          easily. However, Corsairs also have one of the most useful abilities
          in the game. Disruption Web can be used to completely disable static
          defenses and enemy units from shooting accurately. Any unit caught
          in its area of effect will have its circuitry disrupted. By
          disabling Photon Cannons, Missile Turrets, Spore Colonies, etc, one
          can launch an assault against an otherwise insurmountable defensive 
          fortification. 

          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)
           * Argus Jewel = Fleet Beacon: 
                Cost - 100 Minerals/100 V.Gas (Energy +50)

          Special Abilities:
           * Disruption Web = Fleet Beacon:
                Cost - 200 Minerals/200 V.Gas (Uses 125 Energy to disable all
                units inside its area of effect and prevent them from firing)

-------------------------------------------------------------------------------
         -+- 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.
          Hydralisks also have the ability to mutate into a Lurker. 

          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)

     Lurker ~
     =----=
          Cost: 50 Minerals/100 V.Gas
          Built At: N/A
          Prerequisite/s: Hydralisk, Hydralisk Den, Lair
          Hit Points: 125
          Energy: N/A

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

          Lurkers attack by burrowing underground and using their spines to
          impale any units attempting to cross over it. Due to its 
          inconspicuous method of attacking, Lurkers make for great ambushing
          units and its ability to defend bases is invaluable. Lurkers
          cannot attack air units and are extremely vulnerable to them should
          they be detected. 

          Upgrades: 
           * Missile Attacks = Evolution Chamber: 
                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)
           * 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)
          
     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. Mutalisks are also used to mutate into Guardians
          and Devourers. 
 
          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: N/A
          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)

     Devourer ~
     =------=
          Cost: 150 Minerals/50 V.Gas
          Built At: N/A
          Prerequisite/s: Mutalisk, Greater Spire
          Hit Points: 250
          Energy: N/A

          Supply: 2                           Armor: 2 (+3 upgradeable)
          Build Time: 40                      Range: 6
          Ground Attack: N/A                  Sight: 10
          Air Attack: 25 (+6 upgradeable)

          Devourers are an anti-air unit that has a unique means of attacking.
          Apart from being able to deal heavy damage to enemy air units, their
          acid spores that come as an added benefit hinder the movements and
          attacking abilities of any unit that happens to be splashed by it. 
          The more acid spores that become attached to a unit, the slower the
          unit becomes. As an added benefit, a unit attached with acid spores
          will take more damage from every hit that it takes. Devourer raiding
          parties are therefore extremely effective against enemy air targets.

          Upgrades: 
           * Flyer Attack = Spire:
                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)
           * 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 (+5 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)
           * Chitinous Plating = Ultralisk Cavern:
                Cost - 150 Minerals/150 V.Gas (Armor +2)
           * Anabolic Synthesis = Ultralisk Cavern:
                Cost - 200 Minerals/200 V.Gas (Increases Ultralisk speed)

====-====-====-====-====-====-====-====-====-====-====-====-====-====-====-====
         +-+ 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
           * Restoration:
                Cost - 100 Minerals/100 V.Gas
           * Optical Flare:
                Cost - 100 Minerals/100 V.Gas
           * Caduceus Reactor:
                Cost - 150 Minerals/150 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: 75 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, Siege Tank Siege Tech, and
                Goliath Charon Boosters)

     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
           * Disruption Web:
                Cost - 200 Minerals/200 V.Gas
           * Argus Jewel: 
                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 and Dark 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
           * Mind Control:
                Cost - 200 Minerals/200 V.Gas
           * Maelstrom:
                Cost - 100 Minerals/100 V.Gas
           * Khaydarin Amulet: 
                Cost - 150 Minerals/150 V.Gas
           * Argus Talisman: 
                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 
          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. There are two
          upgrades that can be researched designed specifically to benefit
          Ultralisks. 

          Upgrades: 
           * Chitinous Plating:
                Cost - 150 Minerals/150 V.Gas
           * Anabolic Synthesis: 
                Cost - 200 Minerals/200 V.Gas

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

     Version 1.0 - The guide is complete. 289 KB

     Version 1.1 - Updated some entries in the Unit Overview section. 290 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: Brood War 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. 

[-----------------------------------------------------------------------------]
 
Jake Groves - Submitted a tidbit involving the Optical Flare (Medic) ability. 

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.

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

                             -= Game on Forever =-

View in: