Starcraft: Brood War Strategy Guide (w/ arminjewell) v1.00
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: : : : Starcraft: Brood War Strategy Guide (w/ arminjewell)

Starcraft: Brood War Strategy Guide (w/ arminjewell)

by El Greco   Updated to v1.00 on
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|  _____|_____         _____   / _____7_____          _______ _____
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  \ \   \v| |    /_\   | | \\ | |      | | \\    /_\   | |_  \v| |
   \ \    | |   //_\\  | | // \ \      | | //   //_\\  | _/    | |
    \ \   | |  / ___ \ | |< \  \ \     | |< \  / ___ \ | |     | |
 /\__\ \  |/  /_/   \_\|_| \_\  \ \____|_| \_\/_/   \_\|_|     |/
/______/                         \____/

     StarCraft Title ASCII Art by Andrew Fielding a.k.a. a67sm
  
     =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

                    Written by : A.K.A. and El Greco
                       Created : September 5, 2003
                       Version : 1.00
                       Updated : June 29, 2004
                        E-mail : elgreco(at)gmail.com      (El Greco)
                                 arminjewell(at)yahoo.com  (A.K.A)

     =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


-----------------------------------------
---  WHAT'S NEW?  (Version History)  ----
-----------------------------------------


Version 1.00  |  June 29, 2004  |  169 KB

Well, I started this FAQ in early September of 2003 and have slowly been 
progressing  through this adding in unit lists, strategy, stats, and other 
information.  In this first version you'll find all of the Unit information, 
some Terran strategy, and upgrade and research information for all the races.
In the next few updates there will come the in-depth strategy for those two 
races.  Updates should come periodically maybe once a week give or take 
depending upon motivation and other FAQ projects.

|_________________________________TABLE OF___________________________________|
|---------------------------------CONTENTS-----------------------------------|

  ________________________________________________________________________
 |                                            |                           |
 |     01)  Introduction                      |          [010INT]         |
 |--------------------------------------------|---------------------------|
 |     02)  Game Description                  |          [020GDS]         |
 |--------------------------------------------|---------------------------|
 |     03)  Controls                          |          [030CTR]         |
 |--------------------------------------------|---------------------------|
 |     04)  Armies and Races                  |          [040ARM]         |
 |--------------------------------------------|---------------------------|
 |     05)  General Strategy                  |          [050STR]         |
 |                                            |                           |
 |          5.1  Terran                       |          [051STT]         |
 |          5.2  Zerg                         |          [052STZ]         |
 |          5.3  Protoss                      |          [053STP]         |
 |--------------------------------------------|---------------------------|
 |     06)  Units                             |          [060UNS]         |
 |                                            |                           |
 |          6.1  Terran                       |          [061UNT]         |
 |          6.2  Zerg                         |          [062UNZ]         |
 |          6.3  Protoss                      |          [063UNP]         |
 |          6.4  Heroes and Special Units     |          [064UHS]         |
 |--------------------------------------------|---------------------------|
 |     07)  Buildings                         |          [070BLG]         |
 |                                            |                           |
 |          7.1  Terran                       |          [071BLR]         |
 |          7.2  Zerg                         |          [072BLZ]         |
 |          7.3  Protoss                      |          [073BLT]         |
 |--------------------------------------------|---------------------------|
 |     08)  Upgrades                          |          [080UPG]         |
 |                                            |                           |
 |          8.1  Terran                       |          [081UPR]         |
 |          8.2  Zerg                         |          [082UPZ]         |
 |          8.3  Protoss                      |          [083UPT]         |
 |--------------------------------------------|---------------------------|
 |     10)  Frequently Asked Questions        |          [100FAQ]         |
 |--------------------------------------------|---------------------------|
 |     11)  Conclusion                        |          [110CNL]         |
 |                                            |                           |
 |           11.1  Contact Information        |          [111CNT]         |
 |           11.2  Legal Information          |          [112LGL]         |
 |           11.3  Conclusion                 |          [113CNC]         |
 |                                            |                           |
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     ___________________________________________________________________

                        - Navigating the Guide -

The entire guide is broken up into sections, sub-sections and so on.  There
is one general idea or section  and then the section within it are more and
more specific to that particular subject.

You  can easily access any of the  parts in the guide; all  you have to do is
highlight the search code for the section  copy it, open the Find function in
your  browser  and enter it in.  Or you  could just highlight,  press  CTRL+C,
CTRL+F,  CTRL+V,  ENTER.  That should  immediately take  you to the  desired
section.

The main  walkthrough is divided into  separate parts to  help you  find your
place  more easily.  Just refer to the listing  above and find the place that
you are at in the game.  Then copy the  code next to it and paste it into the
search function (CTRL+F).  After you  press ENTER or click on "Find Next" you
will be taken to the appropriate section of the walkthrough.

_____________________________________________________________________________
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                           01)  Introduction
_____________________________________________________________________________
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[010INT]

In short, the purpose of this guide is to an all-inclusive strategy guide and
resource for StarCraft  and StarCraft: Brood War.  The strategies in here are
the  best I could  conceive and if you feel that you  could devise  something
better  then by all means do  so and send it in to me.  Now  be aware that  I
cannot play the game for you so you will have to do some thinking on your own
(God forbid!) to get past any sticky situations you come across while playing.

I would like to thank those of you who have used this guide and looked it over
before  bombarding me with  inquiries about  every detail of the game.  If you
find that I  have missed a detail about the game then please don't hesitate to
send me an e-mail  about it.  What would be even better is if you wrote it out
as  to what  I missed  so I  don't have to  write it.  If  I missed it  then I
probably don't know much about it.

Starcraft  is a game with a huge  amount of strategies so  it would be  rather
difficult to cover  each and every one  of them without  some sort of  outside
help.  To those of you who contribute to this: thank you!

_____________________________________________________________________________
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                         02)  Game Description
_____________________________________________________________________________
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[020GDS]

In Starcraft you will have command over one of three distinct and unique races,
the Terran who are your  typical humans, the Zerg who are your typical  slimy, 
disgusting aliens, and the Protoss who are a noble race of robotic warriors..

The game revolves around a  universe of strife.  The Terran, Zerg, and Protoss
are  all in conflict  with each other,  neither race  trusts another and  they
fight  constantly and are  always at each other's throats.  The universe is no
longer  a safe  place and everybody  must fight for their  own survival.  Each
race has their own distinct and unique abilities, advantages and disadvantages.

The Terran are the future of the human  race.  They have now developed  their 
technology to  the point where they have become one of the dominating forces in 
the universe.  They combine sophisticated machinery and technology with unique 
strategy to overwhelm their enemy and win the battle.

The Zerg are  composed of several different  types of creatures that have been 
integrated  into the Swarm by the  Overmind. These creatures, or breeds,  have 
been selectively evolved to become efficient killers and to assist the Zerg in 
their  quest for ultimate  power. The Zerg  do not utilize  technology in  the 
common  sense, but their natural weaponry and armor is comparable to the  most 
advanced gadgetry  employed by any other species.  This biological  evolution, 
combined with an unmatched  savagery and their blind devotion to the Overmind, 
make the Zerg an extremely formidable and deadly foe. 

The Zerg have been found  in all types of environments,  including deep space. 
They have adapted themselves to the rigors of space travel, although it is not 
exactly understood how they are able to do so. The center of a Zerg habitation
is the Hatchery. Their nests are composed of a thick organic matter, nicknamed 
the Creep, which  provides nourishment for the  Zerg and provides organic mass 
for  Zerg Larvae  and Drones  to facilitate their  transformation into  larger
forms. The Creep expands and covers the area around the Zerg hive, and is very 
difficult to eradicate

In  stark contrast  to the  adaptive  Terrans  and feral Zerg are the  stolid, 
conservative Protoss. With their highly advanced technology and potent psionic
abilities,  the  Protoss have  long considered  themselves the  most  powerful 
species  in the known galaxy. Although  they are  not a prolific people,  they
have learned to  bolster the ranks of their military with robotic war machines
and to combine their intrinsic psionic ability with technology, thus producing
some  of the  most  effective  warriors  ever  known.  If  the Protoss have  a
weakness, though, it is their refusal to  accept change. The  tenets of  their
major  religion,  known as the  Khala, form  a rigid  path and the Protoss are 
oathe to deviate from it for fear of once again falling into civil strife. 

Although the Protoss were originally divided into several warring tribes, they 
were united by a single  scholar/philosopher known as Khas, or  "he who brings 
order". Having studied the archaic, forbidden teachings of his ancestors, this 
mystic unearthed ancient, monolithic artifacts known as the Khaydarin Crystals.
he power  contained within these  crystals -- along with  his teachings -- are 
apparently responsible for the  strengthening of the  primordial, psychic link 
that all Protoss share. Khas also developed a strict religious, philosophical,
and social structure christened the Khala. Under the Khala -- which translates
roughly  to Path of  Ascension -- the Protoss have abandoned the crude  tribal 
factions that led them into generations of vicious blood feuds and have
instead created three castes: The Khalai (artisans and inventors), The
Templar, (warriors and explorers) and The Judicator (administrators and
leaders). 

Terran dealings with the Protoss have been  limited, restricting our knowledge 
of their language, abilities and equipment. What we do know is that they posses
extremely  advanced  technology,  including  warp-gate  manipulation,  energy 
shield  generation and the ability to  power their buildings and  units with a 
Psionic Matrix. It is only recently that significant progress has been made in 
learning more of their secretive society and science, and this has come at the 
cost of hundreds of Terran lives.

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                         03)  Controls
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The  game of Starcraft has many,  many controls.  Usually you will just end up
pointing and clicking but there are  numerous keyboards hot-keys that  you can 
use  to order your units around.  Almost every unit or building  will have its 
own separate  controls for whatever specific functions  that it can perform or 
special  abilities that it has.  I have  listed damn near all of the  separate 
controls or hot-keys in this game, enjoy!

The only alternative that you have to using the hot-keys is to point and click 
on  whatever you want done.  There  are several faster ways of using the point 
and click method that are not immediately clear to a beginning player. 

When you want to select a building  or unit you MUST click on it to select it, 
there is no other way.  When it is selected you can either use the hot-keys or 
click on the desired action you want to perform.  When mining minerals or gas, 
click  on the SCV, Probe, or Drone and then right  click on the mineral or gas 
location at which you want them to collect minerals.  When  mining gases there 
must first be a Refinery, Extractor, or Assimilator on the geyser you want  to 
collect from,  or else  you will receive a message  from your worker that they 
cannot mine there.  You can also use this  right-click function when you  want 
an SCV  to repair a  broken down mechanical unit, just select  the SCV and then 
right-click on the unit you want to repair.

When  you want to make  a unit follow another  unit around the map just select
the unit you want  to do the following  and then right-click on the unit  you
want it  to follow.  The unit will then follow  that unit around  the map
wherever it goes until  it dies or you tell it to stop.  If it is not near the
unit you want it to follow it will move over to it.

Attacking  can also be done  in this way, when  you want to  attack a specific
unit  that is  causing a lot of damage, like a  Carrier and your  units are
attacking  the Interceptors instead  of the Carrier itself.  Select  the units
you want to attack and then right-click on the target.  This will  not work on
friendly  unit,  you must use the  attack order if you have the inclination to
attack your own units, or your allies for that matter.

To select  a unit you can just click on it normally.  To select  a whole group
of units of one type double click on the unit type that you want to select and
a maximum of 12  units will be selected,  as long as they are within your view
on  the computer screen.  If you  want  to select a  random group of  units, 
non-descriminately,  then left-click and  drag a box over the group of units
that  you want to select.  The  units will be selected  up to a maximum of  12
once again but there will be a variety of units in that grouping.

Once you have a group of units selected you can do a number of things, if they 
are a worker  you can tell  all of them  to gather at  a mineral  deposit or a 
geyser,  SCVs you can have a whole bunch of them repair a unit to make it go a 
whole lot  faster than it would with  just one. doing the  repairing.  If  you
want  them to attack you can have them do so by using one of the methods from
above. When  you have a  group of units selected t hat you want to be  readily
available to you or don't want to go  around looking for them when you are  in
a hurry  you can assign that  group of units a specific hot-key.  To do  this,
have the units  selected,  then press and hold the CTRL key and then press one
of  the number keys  (1, 2, 3, 4, 5, 6, 7, 8, 9, 0) to assign  that  group of
units to one of the number keys.

If you have  selected a group  of units but you have a few units  in the group 
that you want to single out you can do so quite easily without much trouble at 
all.  To eliminate the units that you don't want one by one hold down the SHIFT 
key and click on the units that you do not want to have selected, they will be 
un-selected,  now continue  doing this until you have the units  selected that 
you want.  Sometimes you will want to  select a certain type of unit that  you 
have  selected, to do this  simply hold down the CTRL key  and click on one of
the units of the type you want to select, all of the previously selected units
will be narrowed down to the units of that specific unit type.

Well, that enough talk right?  You probably didn't even read that so let's get
on to the hot-key listings.  I have arranged them by race.

-------------------------------------------------------------------------------
                            Universal Controls
-------------------------------------------------------------------------------


-------------------
Basic Unit Commands
-------------------


  M - Move
  P - Patrol
  S - Stop
  M - Move
  P - Patrol
  S - Stop
  A - Attack
  B - Basic Buildings
  V - Advanced Buildings
  G - Gather
  R - Return


----------------------
Miscellaneous Controls
----------------------


  F10           - Pause Game / Bring up menu
  CTRL + C      - Center screen on current unit
  SHIFT + ENTER - Message to all players
  CTRL + ENTER  - Message to allies
  Escape        - Cancel building/exit menu
  F10 / ALT + M - Main Menu
  F1 / CTRL + H - Help Menu
  +             - Turn up game speed
  -             - Turn down game speed
  CTRL + O      - Option Menu
  TAB           - Turn map background on/off
  CTRL + M      - Turn music on/off 
  CTRL + S      - Turn sound on/off
  CTRL + Q      - Quit mission
  CTRL + X      - Exit the game
  CTRL + R      - Multiplayer Ranking Mode


-------------------
Battle.net Commands
-------------------


/whois (player_name)       - Displays information about what chatroom the
                             player is in, what game that player is in.

/stats (player_name)       - Displays statistics of that player (w/l/d)

/w (player_name) [message] - Sends a message to the player regardless of where
                             they are, whether it be another chatroom waiting
                             for a game to start or playing a game.

/ignore (player_name)      - Stops communications between you and the player.

/time                      - Displays the time.

/ban (player_name)         - Bans that player from the game, only works if you
                             are the game creator.

/kick (player_name)        - Kicks that player from the game, just like
                             banning this will only work if you are the game
                             creator.


-------------------------------------------------------------------------------
                                Terran Commands
-------------------------------------------------------------------------------


-------------------
Basic Unit Commands
-------------------


  M - Move
  P - Patrol
  S - Stop
  M - Move
  P - Patrol
  S - Stop
  A - Attack
  B - Basic Buildings
  V - Advanced Buildings
  G - Gather
  R - Return


-----------------------
Basic Building Commands
-----------------------


  C - Command Center
  S - Supply Depot
  R - Refinery
  B - Barracks
  E - Engineering Bay
  T - Turret
  A - Academy
  U - Bunker


--------------------------
Advanced Building Commands
--------------------------


  F - Factory
  S - Starport
  I - Science Facility
  A - Armory


---------------
Building Addons
---------------


  C - ComSat Station
  N - Nuclear Silo
  C - Machine Shop
  C - Control Tower
  C - Covert Ops
  P - Physics Lab


----------------------
Unit Training/Building
----------------------


  S - SCV
  M - Marine
  F - Firebat
  C - Medic
  G - Ghost
  V - Vulture
  T - Siege Tank
  G - Goliath
  W - Wraith
  D - Dropship
  V - Science Vessel
  B - Battlecruiser
  Y - Valkyrie


---------------------
Upgrades and Research
---------------------


  W - Infantry Weapons
  A - Infantry Armor
  U - U - 238 Shells
  T - Stim Packs
  W - Vehicle Weapons
  P - Vehicle Plating
  S - Ship Weapons
  H - Ship Plating


----------------
Special Commands
----------------


  R - Repair
  L - Liftoff
  S - Scanner Sweep
  T - Stim Pack
  A - Heal
  R - Restoration
  F - Optic Flare
  Y - Yamato Gun
  L - Lockdown
  C - Cloaking
  D - Defensive Matrix
  I - Irradiate
  E - EMP Shockwave
  L - Load
  U - Unload
  O - Siege/Tank Mode
  I - Spider Mines
  N - Nuclear Strike
  N - Arm Nuclear Silo

-------------------------------------------------------------------------------
                                Zerg Commands
-------------------------------------------------------------------------------


-------------------
Basic Unit Commands
-------------------


  M - Move
  P - Patrol
  S - Stop
  M - Move
  P - Patrol
  S - Stop
  A - Attack
  B - Basic Buildings
  V - Advanced Buildings
  G - Gather
  R - Return


-----------------------
Basic Building Commands
-----------------------


  H - Hatchery
  C - Creep Colony
  E - Extractor
  S - Spawning Pool
  V - Evolution Chamber
  D - Hydralisk Den


--------------------------
Advanced Building Commands
--------------------------


  S - Spire
  Q - Queen's Nest
  N - Nydus Canal
  U - Ultralisk Cavern
  D - Defiler Mound


----------------------
Unit Training/Building
----------------------


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


---------------------
Upgrades and Research
---------------------


  H - Hive
  B - Burrow
  V - Ventral Sacs
  A - Antennae
  P - Pneumatized Carapace
  M - Metabolic Boost
  A - Adrenal Glands
  M - Muscular Augments
  G - Grooved Spines
  L - Lurker Aspect
  A - Flyer Attacks
  C - Flyer Carapace
  G - Greater Spire
  B - Spawned Broodling
  E - Ensnare
  G - Gamete Meiosis
  G - Plague
  C - Consume
  M - Metasynaptic Node
  A - Anabolic Synthesis
  C - Chitinous Plating


----------------
Special Commands
----------------


  S - Select Larva
  R - Parasite
  B - Spawn Broodling
  E - Ensnare
  I - Infest Command Center
  W - Dark Swarm
  G - Plague
  C - Consume
  L - Load
  U - Unload
  G - Guardian Aspect
  D - Devourer Aspect
  L - Morph to Lurker


-------------------------------------------------------------------------------
                             Protoss Commands
-------------------------------------------------------------------------------


-------------------
Basic Unit Commands
-------------------


  M - Move
  P - Patrol
  S - Stop
  M - Move
  P - Patrol
  S - Stop
  A - Attack
  B - Basic Buildings
  V - Advanced Buildings
  G - Gather
  R - Return


-----------------------
Basic Building Commands
-----------------------


  N - Nexus
  P - Pylon
  A - Assimilator
  G - Gateway
  F - Forge
  C - Photon Cannon
  Y - Cybernetics Core
  B - Shield Battery


--------------------------
Advanced Building Commands
--------------------------


  R - Robotics Facility
  S - Stargate
  C - Citadel of Adun
  B - Robotics Support Bay
  F - Fleet Beacon
  T - Templar Archives
  O - Observatory
  A - Arbiter Tribunal


----------------------
Unit Training/Building
----------------------


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


---------------------
Upgrades and Research
---------------------


  W - Ground Weapons
  A - Ground Armor
  S - Plasma Shields
  W - Air Weapons
  A - Air Armor
  S - Singularity Charge
  L - Leg Enhancements
  S - Scarab Damage
  C - Reaver Capacity
  G - Gravitic Drive
  P - Psionic Storm
  H - Hallucination
  K - Khaydarin Amulet
  M - Mind Control
  E - Maelstrom
  T - Argus Talisman
  A - Apial Sensors
  G - Gravitic Thrusters
  C - Carrier Capacity
  D - Disruption Web
  J - Argus Jewel
  G - Gravitic Booster
  S - Sensor Array
  R - Recall
  S - Stasis Field
  K - Khaydarin Core


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                             04) Armies and Races
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-------------------------------------------------------------------------------
                                 4.1    Terran
-------------------------------------------------------------------------------


The first army  that you use in Starcraft is the Terran army.  These are  your 
typical humans.  This is the race that most new players use to start out with,
being that they are easy to use, versatile, and easy to master.


-------------------------------------------------------------------------------
                                4.2    Zerg
-------------------------------------------------------------------------------


The Zerg are composed  of several different types  of creatures that have been 
integrated  into the Swarm by the Overmind.  These creatures, or  breeds, have 
been selectively evolved to become efficient killers and to assist the Zerg in 
their quest  for ultimate power. The  Zerg do not  utilize  technology in  the 
common sense, but their natural  weaponry and armor is comparable to the  most 
advanced  gadgetry employed  by any other species. This biological  evolution, 
combined with an unmatched savagery and their blind devotion to  the Overmind, 
make the Zerg an extremely formidable and deadly foe. 

The Zerg have been found in all  types of environments, including deep  space. 
They have adapted themselves to the rigors of space travel, although it is not 
exactly understood how they are able to do so. The center of a Zerg habitation
is the Hatchery. Their nests are composed of a thick organic matter, nicknamed 
the Creep, which provides  nourishment for the Zerg and  provides organic mass 
for  Zerg Larvae  and Drones to  facilitate their  transformation into  larger
forms.  The Creep  expands  and covers  the area around the Zerg hive,  and is
very difficult to eradicate


-------------------------------------------------------------------------------
                              4.3    Protoss
-------------------------------------------------------------------------------


In  stark contrast  to the  adaptive  Terrans  and feral Zerg are the  stolid, 
conservative Protoss. With their highly advanced technology and potent psionic
abilities,  the  Protoss have  long considered  themselves the  most  powerful 
species  in the known galaxy. Although  they are  not a prolific people,  they
have learned to  bolster the ranks of their military with robotic war machines
and to combine their intrinsic psionic ability with technology, thus producing
some  of the  most  effective  warriors  ever  known.  If  the Protoss have  a
weakness, though, it is their refusal to  accept change. The  tenets of  their
major  religion,  known as the  Khala, form  a rigid  path and the Protoss are 
oathe to deviate from it for fear of once again falling into civil strife. 

Although the Protoss were originally divided into several warring tribes, they 
were united by a single  scholar/philosopher known as Khas, or  "he who brings 
order". Having studied the archaic, forbidden teachings of his ancestors, this 
mystic unearthed ancient, monolithic artifacts known as the Khaydarin Crystals.
he power  contained within these  crystals -- along with  his teachings -- are 
apparently responsible for the  strengthening of the  primordial, psychic link 
that all Protoss share. Khas also developed a strict religious, philosophical,
and social structure christened the Khala. Under the Khala -- which translates
roughly  to Path of  Ascension -- the Protoss have abandoned the crude  tribal 
factions that led them into generations of vicious blood feuds and have
instead created three castes: The Khalai (artisans and inventors), The
Templar, (warriors and explorers) and The Judicator (administrators and
leaders). 

Terran dealings with the Protoss have been  limited, restricting our knowledge 
of their language, abilities and equipment. What we do know is that they posses
extremely  advanced  technology,  including  warp-gate  manipulation,  energy 
shield  generation and the ability to  power their buildings and  units with a 
Psionic Matrix. It is only recently that significant progress has been made in 
learning more of their secretive society and science, and this has come at the 
cost of hundreds of Terran lives.

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                           05)  General Strategy
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[050STR]

This section will  be the most in-depth section of the  guide, covering almost
every conceivable strategy  in StarCraft for each race.  You will find general
strategies for attacking, defending, and training units but there will also be
information about how to attack a certain position, unit, base setup and so on.
Basically,  if you are  need of  strategy then  this is  the place  to come..

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                        6.1  Terran General Strategy
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[051STT]
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/  CONSTRUCTION           /**/   /
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Any game in Starcraft has to start with an initial building.  Usually this
will be the Command Center but this could change depending upon which mission
you are in.  All buildings have to be built by an SCV, there is no other way
to construct.

When you send an SCV to construct he will lay down the basic foundation for
the building and then he will begin on building the actual structure.  He will
have to be present at all times that the building is being constructed mainly
because... he is constructing it.  You can cancel the order if you need a more
urgent job done.  If you do that he will leave his post and do the job.  When
he is done with that all you have to do is select him and then right click on
the building that is stalled in construction.  he will then finish it up and
you will have a spanking new building to work with.

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/  REPAIRING              /**/   /
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Since the object of Starcraft is essentially to eliminate your opponent in a
violent manner you will often find yourself being accosted by other players
and computer controlled armies.  When this happens you will certainly receive
some damage from your foes.

If it is your buildings they will catch alight after they lose about 2/3 of
their total HP.  The fire burning will slowly eat away at their hit points and
if left long enough your buildings will burn to the ground.  This is easily
combated with one of your SCV workers.  All you have to do is click on him and
then right click on the burning building.  Or if you prefer the long way about
things then you can click on the SCV, click Repair, and then click on the
burning building.

Once the damaged building get back into the yellow or into the green the fire
will stop and you will be able to leave it alone without worrying about it
burning down.

If there is a mechanical fighting unit damaged you can repair it in the same
manner as with the buildings.  You cannot repair/heal a unit such as a Marine
or Ghost with your SCVs, you can only heal them in Starcraft: Brood War with
the Medic unit.

One important thing to note is that a repair job will go faster with the more
SCVs that are doing the repairing on any one unit.  Also, please take note
that repairing will slowly eat away at your mineral supply.  So watch your
counter.

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/  SUPPLIES               /**/   /
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The amount of units that you can build in any match will be determined by your
supply limit.  You will probably be able to determine without my assistance
that the Supply Depot has something remotely to do with this.  Well, you
figured correctly.  The Supply Depots that you build will determine the
overall amount of units that you can build in a match.  The more Supply Depots
that you construct the more units you can build.  The only limit to this is
the ultimate limit of 200 units.  Each Supply Depot will net you another 8
supplies to work with so you will find yourself building quite a number of
these things.  Please note that there are a few units that take up more than
one supply unit.

If you lose a unit you will be able to build another one in its place and the
supply meter will go back to where it was.  The supplies count only counts
how many units you currently have not all the ones you have lost as well as
the ones you have built.

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/  UPGRADES               /**/   /
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Any unit in the game can be upgraded one way or another.  Combat units can
increase their weapons damage, their rate of fire, and depending upon the unit
it may be able to receive specialized upgrades.  All units can receive an
armor upgrade.

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/  LIFTOFF                /**/   /
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If you wish to move around your buildings to organize them better than you
will have to list them off.  Simply click on the building and then click on
"Liftoff".  You can then select where you want the building to move.  The only
downside to this is that a building cannot move if it currently in the process
of upgrading a unit or constructing a unit.

Also, all the add-ons to the buildings will not move along with their parent
buildings when you wish for it to move.  They will stay in place.  That add-on
will then become inactive since it requires a parent building to operate.

  *  There are some units that cannot liftoff no matter what, such as the
     Supply Depot and the Refinery.

  *  If your Command Center runs out of Minerals and Gas then you can lift it
     up and move it to another resource bed.  It may not be very time
     efficient but it'll save you a good deal of money.

  *  When your important buildings are being damaged by melee units such as
     Zerglings, Zealots, Siege Tanks, or such you can lift up your important
     buildings so that the enemy cannot attack them unless they bring in air
     support or some other type of unit that can attack air units.   This is
     especially useful with Command Centers as they are very expensive and
     time consuming to build.

  *  Some maps in Starcraft are mainly maps or some maps have islands located
     throughout them that have important mineral and gas deposits.  You can
     build a Barracks at the start of the game and fly it to the island
     immediately and secure the island by manufacturing marines to hold the
     island against attackers.  You can fly a command center over later on
     when you are sure you have the island secured.

  *  Short on resources and need to build an add-on?  Simply lift off your
     building and fly it elsewhere and build the add-on in the new location..
     That way you can use the same building for two add-ons.  If you need to
     use the old add-on then just lift-off and fly back to it.

  *  You can use abandoned add-ons that have been left behind by friend or
     foe.  Simply destroy any attached building and then fly your own building
     right up next to the abandoned add-on and you will be able to use it
     right away.

  *  You can lift off your buildings when you know that a nuke is coming your
     way.  It won't let you escape entirely but you can surely soften the blow
     by moving your buildings out of the way a bit.

  *  You can completely evacuate your base by moving your buildings out of
     harms way.  This usually doesn't work since the enemy will be able to
     attack and destroy your slow moving buildings before they get out of
     range but it does help on occasion.

  *  If you have Siege Tanks guarding a location by a high point (you are on
     the low point) then you can lift up your building to get it even with the
     high ground.  That way your Siege Tanks will be able to see over the top
     of the ground and attack your foes.

  *  You can use unneeded buildings as diversionary objects.  Fly them into
     your enemies base before your attack to congregate a good portion of your
     enemies forces in a strategic spot.  Then follow in with your attack
     squad and use the time that it takes your enemy to get back to where you
     are as a chance to punch through their defenses.

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/  ADDITIONS              /**/   /
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There are six add-on buildings in the Terran campaign:

  *  The Nuclear Missile Silo is an add-on to the Terran Command Center.  It
     can launch Nuclear Missiles at the enemy and store them for you (albeit
     only one at a time).

  *  The ComSat Station is the second add-on to the Terran Command Center.  It
     can perform radar sweeps in designated areas to detect cloaked enemy
     units.

  *  The Terran Factory has one add on; the Terran Machine Shop allows you to
     perform specific upgrades for your mechanical units such as weapon
     boosters and extra means of attacks.

  *  The Starport has an add-on called the Control Tower.  Here you can only
     upgrade your Wraith units for cloaking and extra special energies.  It
     also allows you to manufacture Dropships, Battle Cruisers, and Science
     Vessels.

  *  The Terran Science Facility has the ability to attach a special lab called
     the Covert Ops.  This will allow you to develop technology for the Ghost
     units, which deliver and guide your nukes to their targets.

  *  The last add-on is the Physics Lab for the Terran Science Facility.  This
     will allow you to perform two upgrades for the Terran Battle Cruiser.

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/  BUILDING YOUR BASE     /**/   /
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For me the basic rule for building a well-defended base is making sure that my
base is well covered by bunkers, each manned with four Marines.  A great
defense will have the zones of firing overlapping between the bunkers so that
all areas of the base are effectively covered by your defenses.

Typically you will want your Command Center as far away from your enemies as
possible or as close to the center of all your buildings as you can get it.
This will make the enemy fight through your entire base before he can get to
your nexus of operations and effectively render you harmless and helpless.

One thing to make sure of is that you place a bunker (two is better) right in
the center of your resource mining operations.  This will provide you with at
least some defense when the enemy finally breaks through your defenses.  The
SCVs are weak and can be destroyed very easily so it is best to provide them
with good cover.  This goes back to my first point about having all points of
your base covered. If the enemy tries to get right past your defenses and
right next to your Control Center to try and take out your economic funding
then they will have to cope with a bunker instead of just waltzing right in
your front door.

You will also want to place a few buildings in front of your bunkers to make
them harder to reach.  This will give your Marines time to effectively pick
off attacking forces as they try and chew through your outer buildings.

If you are well enough progressed so that you can place a few Siege Tanks here
and there you will definitely want to put some by your Command Center and by
your outer defenses.  If you like some added protection then you can scatter
a few more inside your base.

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/  CAPTURING LAND AREAS   /**/   /
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When you want to effectively capture a specific land area such as an island
or a narrow pass somewhere along your enemy's path you will have to first
scout out the area to make sure that it is clear.  Usually you can send a Drop
Ship for a quick pass over the area or to one of the sides.  When the coast is
clear then move in some troops.  At first all you need is a few marines and
possibly some air support and a tank.  Then bring in an SCV to build a bunker
or however many you need as well as a Missile Turret for each Bunker.

Now you will be able to fend off small advances by the enemy but nothing
major so make sure that you reinforce this area more if this is critical to
your strategy.  You can also use this as a good focal point for starting your
attack on the enemy.

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/  AIR DROPS              /**/   /
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This is perhaps one of the most effective and cheap strategies in Starcraft..
All you have to do is get a Drop Ship and 8 Marines or Firebats and load them
into the Drop Ship.  Now take the Drop Ship and guide it around your enemy's
defenses and into their base, preferably somewhere near the center or near the
base's mining operations.  Your Marines will then be able to ship away at the
base from the inside.  The only thing that you have to watch out for with this
strategy is to make sure that you don't get a fully loaded Drop Ship shot down
because then you lose a lot of firepower.  If the enemy has anti-air defenses
then your Marines will have to get out of the Drop Ship as soon as possible as
to avoid destruction.

The basic counter-measure to this tactic is to keep your base well defended at
all times.  Place Bunkers or Sunken Colonies or Photon Cannons around your
resources and vital areas.  Basically just keep your base under tight warp.
Drop Ships are weak so you wouldn't have to go overboard on the anti-air
defenses unless the enemy had a lot of Drop Ships.

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/  MASS MARINES           /**/   /
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All this requires is for you to max out, or get close to the 200 supply limit,
with Marines and then attack your enemy.  To start this out get your SCV count
at the start of the game to about 9/10.  Then build a Supply Depot.  After
that continue to manufacture SCVs and build 1 Barracks somewhere in your base.
Now build another Supply Depot and another Barracks.  You should have two
Supply Depots and two Barracks now.  Now keep manufacturing SCVs and as soon
as possible build another two Supply Depots and another two Barracks.

Start to manufacture Marines across all four Barracks.  While you are building
up your supply of Marines research the U-238 Shells upgrade to increase their
firing distance, and some weapons and/or armor upgrades at the Terran
Engineering Bay.

When you have a satisfactory Marine count you can head out and attack the
enemy at your discretion.  It is sometimes a good idea to reinforce them with
some other units such as Wraiths or Goliaths if you know that you are going up
against a good enemy.

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/  BUNKERS                /**/   /
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Bunkers will always be an important part of your game no matter what map you
are on or who you are playing against.  Bunkers can be utilized in many ways
that all will help you overcome your enemy and defeat them.


-------
General
-------


Bunkers are basically fortified buildings that can hold a group of Marines or
other infantry units as they attack.  It is basically a line of defense for
your units aside from their normal armor.

It can also be used as a hideout for SCV units during an attack on your base
since an SCV can be destroyed very easily.

If you have a ground unit that has a energy supply you will want to keep them
in the bunker until they can get it charged up completely.  The Ghosts can
also be handy for spotting units that are far away from the bunker such as
enemy Siege Tanks.  This only works however if the Ghost has the Ocular
Implants upgrade from the Academy.  Don't use Ghosts as an attacking unit
inside bunkers because they are pretty weak as an attacker.  Their slow rate
of fire and low damage makes them essentially useless for attacking.

Bunkers will take damage when attacked so keep an SCV nearby to repair it when
it comes under attack.


----------------
Loading a Bunker
----------------


There are several ways to load a bunker.  You can use all of them, one of them
or any combination of them; I'll leave that part up to you.

  *  The first way is to simply click on the Bunker itself and then click on
     "Load" and then the unit you want to load in.  The selected unit will
     head for the bunker and move inside.

  *  The second way is to click on the bunker and then click on "Load" after
     you have pressed Load" hold down the SHIFT key and select four units that
     you want to be inside the bunker.  They will all move for the bunker after
     you click on them.

  *  The third way to load a bunker is to select a group of four units and
     then simply right-click on the bunker.  All the units you clicked on will
     climb inside the bunker when they reach it.

  *  If you want to load more than one bunker at the same time select a group
     of Marines or some other infantry units (has to be more than four units)
     and then hold down SHIFT and right-click on all the bunkers that you want
     to load.  The selected units will then proceed to fill up each of the
     bunkers one by one, in order.


------------------
Unloading a Bunker
------------------


To unload a Bunker simply click on the Bunker and then click on "Unload All".
If you only want to unload one unit at a time then click on the Bunker and
then on the unit you want to unload in the display screen.  The selected unit
will pop out and be ready for more orders.


----------------
Bunker Placement
----------------


You should place a bunker in any place that is vulnerable to an attack,
primarily your Command Center areas and your research areas.  Bunkers should
also be used on your outer perimeter as a defensive shield against enemy
attacks.

There are more sections on specific bunker placement so you can look in those
sections.


-----------------
Repairing Bunkers
-----------------


During an attack your bunkers will draw damage very quickly so you will want
to have a pair of SCVs on hand to repair it while the damage is being done. If
the situation calls for more SCvs to repair send some more in to repair so
that you don't lose your bunker.  The more you have repairing the faster it
will go.

The enemy will attack the Bunker by default even if you have SCV units
repairing it.  The only time the enemy will attack repairing SCV units is if
the player specifically tells his units to do so.  If the enemy does that then
just run around your bunker in circles with the SCV units. This will keep them
from killing your SCVs quickly and it will give your Marines inside the bunker
a better shot at killing a group of enemies.

You can also repair the SCVs that are repairing your bunker if you find
yourself without a clue what to do or you just feel like doing so.

You will find that by using this strategy you will be able to take down a huge
number of attacking forces you will be able to survive any Zergling rush or
Zealot rush.  Just keep repairing and you will find yourself winning battles
that you never thought possible.


----------------------
Guarding Narrow Passes
----------------------


Bunkers are a great tool when you want to secure a narrow pass that is key to
enemy advancement.  Simply send in a small attack force to secure the immediate
area and eliminate any opposition.  Then send in a group of SCV units to
simultaneously build at least two bunkers and an equal number of Missile
Turrets.

Once the bunkers are up send the Marines from the attack force into them and
any Siege Tanks that accompanied them put behind the Bunkers and place them
into Siege Tank Mode.


-----------------------------
Strengthening Bunker Defenses
-----------------------------


Usually a Bunker will not stand up to an attack force by itself, it needs
reinforcements of some sort.  The best way to do this is to place some Siege
Tanks in Siege Mode a little bit behind the Bunkers.  This will help a lot in
damaging incoming enemy forces before they arrive at the bunker.  You will
also want to place some Goliaths and Missile Turrets nearby to defend against
air attacks.

Make sure that you keep the Bunker and its support well repaired because they
will not be able to contend with attack after attack without getting repaired.


-----------------------
Walling in your Bunkers
-----------------------


Walling in your Bunker is essentially surrounding your Bunker with other
buildings such as a Barracks, Factory, or some other large building.  This
will basically slow down the advancement of enemy infantry into your base by
making them fight their way through the narrow gaps in-between the buildings 
to get to the bunker.  One thing that you have to make sure of is that you
don't place the buildings too far away from the Bunker because then the enemy
will only attack your buildings and not the Bunker.  If the Bunker is
attacking them then they will ignore your other buildings and head for the
Bunker by default.  If you can do this tactic well enough then you will be
able to effectively block off all enemy advancement and attack them while they
try and find a way through.


---------------------------------
Stim-Packing Your Bunker Infantry
---------------------------------


If you know that a large group of enemies is coming you can quickly evacuate
your Bunker and Stim Pack the Marines so that they will perform better in
battle.  All you have to do is select all four Marines when they exit the
bunker and click on the "Stim Pack" button. Then right-click on the bunker and
they will go inside the bunker with the Stim Packs on.  When they have the
stim packs on they will attack the enemy at faster intervals.  This strategy
coupled with a couple of bunkers, the U-238 shell upgrade, and maybe a weapons
upgrade can make any attack a nightmare for your enemy.


----------------
Overlapping Fire
----------------


It is best to situate your bunkers so that their range of fire overlaps with
each other.  This will eliminate unnecessary gaps in your defense.  This way
they can provide better cover at places like your mining operations and back
each other up if they get into trouble.


---------------------
Ramps and High Ground
---------------------




Island Warfare

Cloaking

Terran vs. Terran

Terran vs. Zerg

Terran vs. Protoss
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                                  06)  Units
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                                 6.1  Terran
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[061UNT]

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--  SCV  --
-----------

Rank           :
Supplies used  : 1
Minerals       : 50
Vespene Gas    : 0
Hit Points     : 60
Armor          : 0

Ground Attack  : Fusion Cutter
Damage         : 5 Normal Damage
Cooldown Time  : 15
Range          : 1


Air Attack     : none
Damage         : n/a
Cooldown Time  : n/a
Range          : n/a

Building Time  : 20
Size           : Small
Cooldown Time  : 15
Range          : 1
Sight Range    : 7

Requires       : - Command Center

Basic Commands : - Move
                 - Stop
                 - Attack
                 - Gather
                 - Return
                 - Repair
                 - Build Basic Building
                     - Command Center
                     - Supply Depot
                     - Refinery
                     - Engineering Bay
                     - Turret
                     - Academy
                     - Bunker
                 - Build Advanced Building
                     - Factory
                     - Starport
                     - Science Facility
                     - Armory

Upgrades         : The SCV is upgraded at the Terran Engineering Bay, each
                   weapons upgrade adds one damage point to the Fusion Cutter
                   and each armor upgrade adds one level of armor to the SCV's
                   plating.

Unit Description : The SCV is the Terran worker unit, basically it does all
                   the bitch work for the Terrans.  Its primary functions are
                   to gather resources, minerals and vespene gas, and to
                   build buildings.  When it builds a Refinery it will
                   automatically begin to collect the refined Vespene Gas and
                   bring it to the Command Center.  The SCV is also the unit
                   that repairs damaged vehicles such as Siege Tanks or Battle
                   Cruisers, or even buildings.

Unit Quotes
-----------

When 100% complete : "SCV ready to go, sir!"

When Selected      : "Reporting for duty."
                     "I read you."
                     "Orders, captain?"
                     "Yes, sir?"

When Irritated     : "Come again, captain?"
                     "I'm not reading you clearly."
                     "You aren't from around here, are you?"
                     "I can't believe they've put me in one of these things!"
                     "And now I've got to put up with this too?"
                     "I told them I was claustrophobic, I gotta get out of 
                     here!"
                     "(something unintelligible)."

When Ordered       : "Orders received."
                     "Affirmative."
                     "Right away, sir."
                     "Roger that!"

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--  Marine  --
--------------
Rank            : Private
Supplies used   : 1
Minerals        : 50
Vespene Gas     : 0
Hit Points      : 40
Armor           : 0

Ground Attack   : Gauss Rifle
Damage          : 6 Normal Damage
Cooldown Time   : 15/7.5 with Stimpack upgrade
Range           : 4/5 with U-238 Shells

Air Attack      : Gauss Rifle
Damage          : 6 Normal Damage
Cooldown Time   : 15/7.5 with Stimpack upgrade
Range           : 4/5 with U-238 Shells

Building Time   : 24
Size            : Small
Cooldown Time   : 15/7.5 with Stimpack
Range           : 4/5 with U-238 Shells
Sight Range     : 7

Requires        : - Barracks

Basic Commands  : - Move
                  - Stop
                  - Attack
                  - Hold Position
                  - Patrol
                  - Stim Pack

Upgrades         : You can upgrade the Marine at two places, the Academy or
                   the Engineering Bay.  At the Academy you can research Stim-
                   Packs and U-238 Shells.  The Stim-Packs are a special
                   ability that is given to the Marine so that the time in
                   between his attacks are shorter, therefore dealing out
                   more damage.  The Stim-Pack, however, takes away 10 Hit
                   points for the Marine each time it is used, so use this
                   carefully.  The U-238 Shells increase the Marine's attack
                   range.  This means...obviously...that he can attack units
                   that are further away.  At the Engineering Bay the Marine's
                   Gauss Rifle and his armor can be upgraded, the Weapons
                   upgrade gives him one more damage point to his Gauss Rifle
                   and the Armor Upgrade gives him one more level of armor.

Unit Description : The Marine is probably the most versatile ground unit that
                   any of the races start out with.  The Marine is trained at
                   the Terran Barracks and it can attack units that aren't
                   right next to it and it can also attack air units.  The
                   Marine is physically weak though, it has only 40 hit points
                   and it is easily damaged, it must have a Medic around to
                   heal him.  One marine will not win against a single Zerg
                   Zergling or a Protoss Zealot, neither will a dozen marines
                   stand up to 4 or 5 Protoss Zealots.  To give a Marine more
                   hit points it can be placed in a bunker where the bunker
                   is damaged instead of the Marine, and the Bunker can also
                   be repaired.  You can load up to 4 Marines or other small
                   units into a Bunker.  The Marines best use is to provide
                   support for Siege Tanks or other Ground or Air attack
                   vehicles.  Marines in huge numbers is also a good tactic
                   but they will suffer from splash damage and large numbers
                   of casualties.

Unit Quotes
-----------

When 100% Complete : "You want a piece of me, boy?"

When Selected      : "Commander?"
                     "Give me something to shoot!"
                     "Standing by."
                     "Jacked up and ready to go!"

When Irritated     : "We gotta move!"
                     "Are you gonna give me orders?"
                     "Oh my god! He's whacked!"
                     "How 'bout we frag this commander?"
                     "I don't know how to get out this chicken shit outfit!"
                     "You want a piece of me, boy?"
                     "If it weren't for these damned neural implants you'd be a
                      smoldering crater by now!"

When Ordered       : "Go! Go! Go!"
                     "Let's move!"
                     "Outstanding!"
                     "Rock 'n roll!"


------------------------------------------------------------------------------
--  Firebat  --
---------------
Rank            : Corporal
Supplies used   : 1
Minerals        : 50
Vespene Gas     : 25
Hit Points      : 50
Armor           : 1

Ground Attack   : Flame Thrower
Damage          : 16
Cooldown Time   : 20/11 with Stimpacks
Range           : 2

Air Attack      : none
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : 24
Size            : Small
Cooldown Time   : 20/11 with Stimpacks
Range           : 2
Sight Range     : 7

Requires        : - Barracks
                  - Academy

Basic Commands  : - Move
                  - Stop
                  - Attack
                  - Hold Position
                  - Patrol
                  - Stim Pack

Upgrades         : Just like the Marine the Firebat can be upgraded in the
                   same way as the Marine.  The Firebat is upgraded with
                   Stimpacks at the Academy and at the Terran Engineering Bay
                   you can upgrade the Firebat's flamethrower and armor.

Unit Description : The main use of a Firebat in any game that you play is to
                   do major damage to ground units.  The Firebat's
                   flamethrower is perfectly capable of inflicting large
                   amount of damage to any ground unit that it comes across..
                   Given that it is an infantry unit it can be placed in a
                   bunker just like the Marine and Ghost.  When the Firebat is
                   combined with a strikeforce of Marines, they can be almost
                   unstoppable.  The only way to stop a well coordinated
                   Marine-Firebat advance is a well prepared and equipped
                   defense.  However, just like any other ground unit the
                   Firebat is physically weak.  It will not stand up to much
                   damage so make sure you send them in to battle backed up by
                   mechanical units or other ground units.

Unit Quotes
-----------

When 100% Complete : "Need a light?"

When Selected      : "Want to turn up the heat?"
                     "Yes?"
                     "You got my attention."
                     "Fire it up!"

When Irritated     : "Is something burning?"
                     "AHAH, that's what I thought!"
                     "I love the smell of Napalm!"
                     "Nothing like a good smoke!"
                     "Are you trying to get invited to my next barbecue?"
                     "Got me questions about propane?"
                     "Or, propane accessories?"

When Ordered       : "Naturally."
                     "Slammin'!"
                     "You've got it!"
                     "Let's burn!"

------------------------------------------------------------------------------
--  Medic  --
-------------

Rank            : 1st Lieutenant
Supplies used   : 1
Minerals        : 50
Vespene Gas     : 25
Hit Points      : 60
Armor           : 1

Ground Attack   : none
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Air Attack      : none
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : 30
Size            : Small
Cooldown Time   : N/A
Range           : varies
Sight Range     : 7

Requires        : - Barracks
                  - Academy

Basic Commands  : - Move
                  - Stop
                  - Attack
                  - Hold Position
                  - Patrol
                  - Optical Flare
                  - Restoration
                  - Heal

Upgrades         : The Terran Engineering Bay can upgrade the Armor for the
                   Medic, it adds one armor level to the Medic.  At the
                   Academy there are four upgrades available for the Medics..
                   The Caeducus Reactor will allow the Medic to have +50
                   energy.  There are also two special ability upgrades for
                   the medic, the Optical Flare, and Restoration, both of
                   these will be explained in detail in the Unit Description
                   area.

Unit Description : The Medic is the life support unit for all of your combat
                   infantry units.  It can heal the Marine, Firebat, Ghost,
                   and other Medics.  When the need arises the Medic can be
                   ordered to send out an Optical Flare to blind other units
                   such as a Zerg overlord that is revealing the locations
                   of your cloaked units, the Optical Flare will reduce the
                   sight range of any unit down to 1.  The Optical Flare can
                   be reversed by using the Restoration tool, Restoration will
                   restore a unit to restore sight or anything else that
                   shouldn't be in your units.  The Medic is one of the most
                   useful units you will use as a Terran, don't underestimate
                   it, it can prolong the battle time for a whole group of
                   units by tens of seconds.  The Medic is best used then
                   there is one Medic for every three combat units you have,
                   anything more is overdoing it and anything less will
                   probably be not enough.

Unit Quotes
-----------

When 100% Complete : "Prepped and ready!"

When Selected      : "Need medical attention?"
                     "Did someone page me?"
                     "State the nature of your medical emergency!"
                     "Where does it hurt?"

When Irritated     : "I've already checked you out commander."
                     "You want another physical?"
                     "Turn your head and cough."
                     "Ready for your sponge bath?"
                     "His EKG is flatlining! Get me a defib, stat!"
                     "CLEAR! *bzzzz*"
                     "He's dead, Jim."

When Ordered       : "I'm on the job!"
                     "On my way"
                     "Stats!"
                     "Right away!"

------------------------------------------------------------------------------
--  Ghost  --
-------------

Rank            : Specialist
Supplies used   : 1
Minerals        : 25
Vespene Gas     : 75
Hit Points      : 45
Armor           : 0

Ground Attack   : C10 Canister Rifle
Damage          : 10 Concussive Damage
Cooldown Time   : 22
Range           : 7

Air Attack      : C10 Canister Rifle
Damage          : 10 Concussive Damage
Cooldown Time   : 22
Range           : 7

Building Time   : 50
Size            : Small
Cooldown Time   : 22
Range           : 7
Sight Range     : 9/11 with Ocular Implants

Requires        : - Barracks
                  - Academy
                  - Science Facility w/ attached Covert Ops

Basic Commands  : - Move
                  - Stop
                  - Attack
                  - Hold Position
                  - Patrol
                  - Cloak
                  - Decloak
                  - Nuclear Launch
                  - Lockdown

Upgrades         : The Ghost is Upgraded at the Terran Engineering Bay, the
                   weapons upgrade will add one damage point to the Canister
                   Rifle and the Armor will add 1 armor level to the Ghost's
                   armor.  At the Covert Ops, which is an add-on to the Terran
                   Science Facility, the Ghost can gain the Cloaking ability,
                   the Lockdown ability, increased sight range, and the
                   Moebius Reactor upgrade which will add-on 50 special
                   energy points to the Ghost's 150.

Unit Description : The Ghost is the most worthless infantry combat unit for
                   the Terrans, it has a near useless weapon for attacking
                   anything and it is pitifully weak.  The main strengths of
                   the Ghost are its ability to Lockdown mechanical units,
                   which makes them cease functioning and makes them very
                   vulnerable to attack, and to make nuclear launches.  The
                   Nuclear Launch is especially useful for decimating a fleet
                   of enemy ships, destroying the enemies main base, defenses,
                   and large attack forces.  The Ghost will only be able to
                   make a Nuclear Strike if it is cloaked since whenever a
                   launch is detected by the enemy they will search the
                   immediate area for the Ghost and if he is not found then
                   they must bring in detectors to locate him, usually by
                   which time the strike has already occurred.  The Ocular
                   Implants also the Ghost to attack the enemy from further
                   away and make Nuclear Strikes from further away, this will
                   also permit him to be outside of the blast zone when the
                   missile hits, and then you can reuse him.  An armed Nuclear
                   Missile Silo is required for a Nuclear Strike to occur.

Unit Quotes
-----------

When 100% Complete : "Somebody called for an exterminator?"

When Selected      : "Call the shots!"
                     "Ghost reporting"
                     "I'm here"
                     "Finally!"

When Irritated     : "You callin' down the thunder?"
                     "Now reap the whirlwind!"
                     "Keep it up! I dare ya!"
                     "I'm about to overload my aggression inhibitors!"

When Ordered       : "I hear that."
                     "I'm gone."
                     "Never know what hit him."
                     "I'm all over it."


------------------------------------------------------------------------------
--  Siege Tank  --
------------------

Rank            : Master Sergeant
Supplies used   : 2
Minerals        : 150
Vespene Gas     : 100
Hit Points      : 150
Armor           : 1

Ground Attack   : Arclite Cannon Damage
Damage          : 30 Explosive Damage
Cooldown Time   : 30
Range           : 7

Ground Attack   : Arclite Shock Cannon
Damage          : 70 Explosive Damage
Cooldown Time   : 75
Range           : 12

Air Attack      : none
Building Time   : 50
Size            : Large

Range (Tank)    : 7
Range (Siege)   : 12
Sight Range     : 10

Requires        : - Factory
                  - Factory w/ attached Machine Shop

Basic Commands  : - Move
                  - Stop
                  - Attack
                  - Hold Position
                  - Patrol
                  - Siege Mode
                  - Normal Mode

Upgrades         : Just like any other unit the Siege Tank can be upgraded.
                   At the Armory the Tank's armor and weapons can be upgraded
                   to a stronger level.  At the Machine Shop the Tank can be
                   equipped with the ability to go into siege mode, this
                   allows the tank to shoot further and deal loads more
                   damage.

Unit Description : Siege Mode is really the only useful feature of the Siege
                   Tank.  It is its most powerful attack and the only one that
                   will stop or slow down an enemy advance.  The Shock Cannon
                   does a lot of splash damage and so when this is put up
                   against a group of ground units such as Zealots or
                   Hydralisks it can quickly eliminate a large group of them.
                   As a defensive unit the tank will do you great service by
                   quickly halting most enemy advances (except extremely
                   large ones).  If you opt to use it as an offensive unit
                   then you will be quickly turned off to the idea, as they
                   will be quickly defeated unless they are in large,
                   overwhelming numbers.

Unit Quotes
-----------

When 100% Complete : "Ready to roll out!"

When Selected      : "Orders sir!"
                     "Identify target!"
                     "Destination?"
                     "Yes sir?"

When Irritated     : "(singing)"
                     "I'm about to drop the hammer!"
                     "And dispense some indiscriminate justice!!"
                     "What is your major malfunction??"

When Ordered       : "Move it!"
                     "Absolutely!"
                     "Delighted to, sir!"
                     "Proceeding."


------------------------------------------------------------------------------
--  Vulture  --
---------------

Rank            : Sergeant
Supplies used   : 2
Minerals        : 75
Vespene Gas     : 0
Hit Points      : 80
Armor           : 0

Ground Attack   : Fragmentation Grenade
Damage          : 20 Explosive Damage
Range           : 5
Cooldown Time   : 30

Air Attack      : none
Damage          : n/a
Range           : n/a
Cooldown Time   : n/a

Building Time   : 30
Size            : Medium
Cooldown Time   : 30
Range           : 5
Sight Range     : 8

Requires        : - Factory

Basic Commands  : - Move
                  - Stop
                  - Attack
                  - Hold Position
                  - Patrol
                  - Spider Mines

Upgrades         : The Vulture is upgraded at the Terran Machine Shop, which
                   is an add-on to the Terran Factory.  The Machine Shop will
                   upgrade the Vulture's ability to lay down Spider Mines,
                   which are essentially land mines that attack targets within
                   their sight range.  The plating and weapons can be upgraded
                   at the Terran Armory.  The Vehicle Plating adds one Plating
                   level and the Weapons Upgrade will add two damage to the
                   Concussion Grenade.

Unit Description : The Vulture is a medium-sized land vehicle that can launch
                   damaging grenades at groups of enemies and lay down Spider
                   Mines in strategic locations where the enemy might attack
                   you.  The Vulture is also very fast moving so it makes good
                   for reconnaissance.

Unit Quotes
-----------

When 100% Complete : "All right, bring it on!"

When Selected      : "I read ya, sir."
                     "Somethin' on your mind?"
                     "Yeah?"
                     "What do you want?"

When Irritated     : "Something you wanted??"
                     "I don't have time to fuck around!!"
                     "You keep pushing it boy..."
                     "and I'll scrap you along with the aliens!!!"

When Ordered       : "Yeah, I'm going."
                     "I dig!"
                     "Oh! Is that it?"
                     "No problem!"


------------------------------------------------------------------------------
--  Goliath  --
---------------

Rank            : First Sergeant
Supplies used   : 2
Minerals        : 100
Vespene Gas     : 50
Hit Points      : 125
Armor           : 1

Ground Attack   : Twin Autocannons
Damage          : 12 Normal Damage
Range           : 5
Cooldown        : 22

Air Attack      : Hellfire Missile Pack
Damage          : 20 Explosive Damage
Range           : 5/8 with upgrade
Cooldown        : 22

Building Time   : 40
Size            : Large
Cooldown Time   : 22
Sight Range     : 8

Requires        : - Armory
                  - Factory

Basic Commands  : - Move
                  - Stop
                  - Attack
                  - Hold Position
                  - Patrol

Upgrades        : - Charon Boosters
                  - Vehicle Weapons
                  - Vehicle Plating

Unit Description: The Goliath is an excellent all-terrain/situation combat
                  vehicle.  It has two very powerful attacks designed
                  especially for both ground and air units, making good for
                  all types of combat.  The Goliath is best used to mop up the
                  remaining enemy units in an area since it cannot take an
                  especially large amount of damage.  It is best used while
                  backed up by some other sort of combat unit such as Marines
                  or Wraiths.

Unit Quotes
-----------

When 100% Complete : "Goliath online"

When Selected      : "Channel open."
                     "Go ahead tac-com."
                     "Com-link online."
                     "Systems functional."

When Irritated     : "MilSpec ED209 online."
                     "Checklist protocol initiated."
                     "Primary level one diagnostic."
                     "USDA Selected."
                     "FDIC Approved."
                     "Checklist Completed. SOB."

When Ordered       : "Target designated"
                     "Acknowledge HQ"
                     "Confirmed"
                     "Nav-com locked"


------------------------------------------------------------------------------
--  Wraith  --
--------------

Rank            : Captain
Supplies used   : 2
Minerals        : 150
Vespene Gas     : 100
Hit Points      : 120
Armor           : 0

Ground Attack   : Burst Lasers
Damage          : 8 Normal Damage
Range           : 5
Cooldown        : 30

Air Attack      : Gemini Missiles
Damage          : 20 Explosive Damage
Range           : 5
Cooldown        : 22

Building Time   : 60
Size            : Large
Range           : 5
Sight Range     : 7

Requires        : - Starport

Basic Commands:   - Move
                  - Stop
                  - Attack
                  - Hold Position
                  - Patrol
                  - Cloak
                  - Decloak

Upgrades        : - Ship Plating
                  - Ship Weapons

Unit Description: The Wraith is a good all-around air unit.  Besides that
                  there isn't much to say.

Unit Quotes
-----------

When 100% Complete : "Wraith awaiting launch orders"

When Selected      : "Standin' by."
                     "Reporting in."
                     "Transmit coordinates."
                     "Go ahead commander."

When Irritated     : "My transmission...breaking up...come back..."
                     "I'm curious why I am so good!"
                     "I gotta get me one of these."
                     "You know the best starfighter in the fleet is?"
                     "Yours truly..."
                     "Everybody gotta die sometime, right?"

When Ordered       : "Coordinates received"
                     "Sector locked-in"
                     "Roger"
                     "Attack formation"


------------------------------------------------------------------------------
--  Battle Cruiser  --
----------------------

Rank            : Commodore
Supplies used   : 8
Minerals        : 400
Vespene Gas     : 300
Hit Points      : 500
Armor           : 3

Ground Attack   : ATS Laser Battery 25 Normal Damage
Damage          : 25 Normal Damage
Cooldown Time   : 30
Range           : 6

Air Attack      : ATA Laser Battery
Damage          : 25 Normal Damage
Cooldown Time   : 30
Range           : 6

Building Time   : 160
Size            : Large
Cooldown Time   : 30
Range           : 6
Sight Range     : 11

Requires        : - Starport
                  - Science Facility w/ attached Physics Lab

Basic Commands  : - Move
                  - Stop
                  - Attack
                  - Hold Position
                  - Patrol
                  - Yamato Gun

Upgrades        : - Ship Plating
                  - Ship Weapons

Unit Description: The Battlecruiser is the most powerful Terran unit.  It
                  boasts considerable firepower on both fronts and it can be
                  rather indestructible when fully upgraded.  Only use it with
                  supporting units because you do not want to lose any of
                  these, as they take forever to build.

Unit Quotes
-----------

When 100% Complete : "Battlecruiser operational"

When Selected      : "Good day, commander!"
                     "Hailing frequencies open."
                     "Battlecruiser reporting."
                     "Receiving transmission."

When Irritated     : "Identify yourself!"
                     "Shields up! Weapons online!"
                     "What? No shields? Well, buckle up!"
                     "We are getting WAY behind schedule."
                     "I really have to go...number one."

When Ordered       : "Engage!"
                     "Make it happen."
                     "Take it slow."
                     "Set a course."


------------------------------------------------------------------------------
--  Drop Ship  --
-----------------

Rank            : Warrant Officer
Supplies used   : 2
Minerals        : 100
Vespene Gas     : 100
Hit Points      : 150
Armor           : 1

Ground Attack   : none
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Air Attack      : none
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : 50
Size            : Large
Cooldown Time   : n/a
Range           : n/a
Sight Range     : 8

Requires        : - Starport w/ attached Control Tower

Basic Commands  : - Move
                  - Patrol
                  - Hold Position
                  - Stop
                  - Load
                  - Unload

Upgrades        : - Ship Armor

Unit Description: There really isn't much to say here but the Drop Ship is a
                  very important unit when it is used correctly.  The Drop
                  Ship is mainly used to transport units across the map
                  quickly or to places where they cannot go.  When using it,
                  however make sure to scout ahead of it to make sure the
                  path is clear.  If you lose a Drop Ship you also lose what
                  is inside it.

Unit Quotes
-----------

When 100% Complete : "Can I take your orders?"

When Selected      : "Go ahead HQ"
                     "I'm listenin'"
                     "Destination"
                     "Input coordinates"

When Irritated     : "When you're moving your overhead luggage, please be
                      careful"
                     "In case of a water landing, you may be used as a
                      flotation device."
                     "To curl chunks, please use the barfing bags in front of
                      you"
                     "Keep your arms and legs inside until this ride comes to
                      a full and complete stop"

When Ordered       : "In the pipe, five by five."
                     "Hang on, we're in for some chops."
                     "In transit, HQ."
                     "Buckle up."
                     "Strap yourselves in, boys."
                     "I copy that."


------------------------------------------------------------------------------
--  Science Vessel  --
----------------------

Rank            : Detector
Supplies used   : 2
Minerals        : 100
Vespene Gas     : 225
Hit Points      : 200
Armor           : 1

Ground Attack   : none
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Air Attack      : none
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : 80
Size            : Large
Cooldown Time   : n/a
Range           : n/a
Sight Range     : 10

Requires        : - Starport
                  - Science Facility

Basic Commands  : - Move
                  - Stop
                  - Attack
                  - Hold Position
                  - Patrol
                  - EMP Shockwave
                  - Defense Matrix
                  - Irradiate

Upgrades        : - EMP Shockwave
                  - Defense Matrix
                  - Irradiate

Unit Description: The Science Vessel is really not much of any use, at least I
                  have found in my experiences.  It can do some useful things
                  but I find that for the most part it is not worth producing.
                  It can fire out to a certain range an EMP Shockwave which
                  will immobilize any electronic or mechanical units for a
                  while (Protoss anyone?).  Another thing that it can do is
                  cast a Defense Matrix over some of your units.  This will
                  put up a defensive shield around your unit and it will
                  protect it from a small percentage of the damage coming its
                  way.

Unit Quotes
-----------

When 100% Complete : "Explorer reporting"

When Selected      : "AH! Greetings commander!"
                     "Transmit orders."
                     "Receiving transmission."
                     "We have you on visual."
                     "Explorer reporting."

When Irritated     : "I like the cut of your jib."
                     "E=MC...d'oh let me get my notepad."
                     "Mmm...Fusion A, I thought you'd remember that."
                     "Who let all these mad monkeys free?!" (Monkey noises)
                     "I think we may have a gas leak." (Funny voice)
                     "Do any of you fools know how to shut off this infernal
                      contraption?!" (Alarm ringing)
                     "Ah...., the ship.... out of danger..."

When Ordered       : "Excellent!"
                     "Commencing!"
                     "Affirmative sir"
                     "Let's roll!"


------------------------------------------------------------------------------
--  Valkyrie  --
----------------

Rank            : Lieutenant Commander
Supplies used   : 3
Minerals        : 250
Vespene Gas     : 125
Hit Points      : 200
Armor           : 2

Ground Attack   : none
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Air Attack      : Halo Rockets
Damage          : 5 Normal Damage Per Rocket
Cooldown Time   : 64 (between rocket volleys)
Range           : 8

Building Time   : 60
Size            : Large
Cooldown Time   : 64 (between rocket volleys)
Range           : 6
Sight Range     : 8

Requires        : - Starport
                  - Control Tower

Basic Commands  : - Move
                  - Stop
                  - Attack
                  - Hold Position
                  - Patrol

Upgrades        : - Ship Plating
                  - Ship Weapons

Unit Description: The Valkyrie is probably the best air defense that you could
                  ask for.  It fires air-to-air missiles only so don't make
                  the mistake of making them go after a contingent of
                  Hydralisks.  The Valkyrie will fire salvos of six missiles
                  at any aircraft or unit in its vicinity, the totla damage
                  of these rockets will accumulate to 36 hit points, making
                  it a formidable opponent in battle.  It is best used, just
                  like any other unit, in large groups so that they can
                  overwhelm the enemy and not be overwhelmed themselves.
                  Before sending them into a battle  make sure to provide
                  them with some ground defense such as Marines or Goliaths..

Unit Quotes
-----------

When 100% Complete : "Valkyrie prepared."

When Selected      : "Don't keep me waiting."
                     "Achtung!"
                     "Need something destroyed?"
                     "I'm here to help."

When Irritated     : "This is very interesting...but stupid"
                     "I have ways of blowing things up."
                     "You're being very naughty."
                     "Who's your mommy?"
                     "???"
                     "(Horse noises)"

When Ordered       : "Achtung!"
                     "Of course, mein herr."
                     "It's showtime!"
                     "Yavoul!"
                     "Perfect!"





                              ------------------
                              Terran Unit Tables
                              ------------------


 T A B L E   K E Y


Unit  : Unit Name
Size  : Size the unit takes up on the map
Sp    : Supplies that the unit uses
Min   : Minerals needed to construct unit
Gas   : Gas needed to construct unit
Armor : Defeault armor carried on the unit
HP    : Health points
GA    : Ground attack
AA    : Air attack
Cld   : Cooldown time
Rg    : Attack range
AtM   : Attack Mod
St    : Sight range
Tm    : Time needed to construct the unit

 *  When there is an instance of a "/" assume that the number immediately
    before is for the ground attack and the number immediately after is the
    air attack.

 *  In the Notes column you will see a possibility of three letters each
    meaning a different thing:

        D  : Unit can detect cloaked and burrowed units
        S  : Unit has special abilities
        T  : Transport unit
        W  : Worker unit


 A T T A C K S  A N D   A R M A M E N T


Unit           Armor    HP    GdA    ArA    Cld    RG    AtM
=============================================================
Battlecruiser    3     500    25     25     30     6      3 
Dropship         1     150    0      0      -      0      0 
Firebat          1     50     16     0      22     2      2 
Ghost            0     45     10     1      22     7      1
Goliath          1     125    12     20     22    5/8    1/4
Marine           0     40     6      6      15     1      7 
Missile Turret   0     200    0      20     15     7      0
Science Vessel   1     200    0      0      -      0      0
SCV              0     60     5      0      15     1      0
Siege Tank 1     1     150    70     0      75     12     5
Siege Tank 2     1     150    30     0      37     7      3
Vulture          0     80     20     0      30     5      2
Wraith           0     120    8      20    30/22   5     1/2


 G E N E R A L   S T A T S


Unit            Size   Supplies  Min   Gas   Sight   Notes   Time
===================================================================
Battlecruiser    L        6      400   300     11     S       160
Dropship         L        2      100   100     8      T       50 
Firebat          S        1      50    25      7      B       24 
Ghost            S        1      25    75     9/11    BS      50 
Goliath          L        2      100   50      8              40 
Marine           S        1      50    0       7      B       24 
Missile Turret   L        0      75    0       11     D       30 
Science Vessel   L        2      100   225     10     DS      80 
SCV              S        1      50    0       7      BW      20 
Siege Tank 1     L        2      150   100     10             50 
Siege Tank 2     L        2      150   100     10             50 
Vulture          M        2      75    0       8      S       30 
Wraith           L        2      150   100     7      S       60 


------------------------------------------------------------------------------
                                  6.2  Zerg
------------------------------------------------------------------------------
[063UNZ]

------------------------------------------------------------------------------
--  Drone  --
-------------

Supplies Used   : 1
Hit Points      : 40
Minerals        : 50
Vespene Gas     : 0
Hit Points      : 40
Armor           : 0

Ground Attack   : Claws Normal Damage 5 
Damage          : 5 Normal Damage
Cooldown Time   : 22
Range           : 1

Air Attack      : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Size            : Small
Cooldown Time   : 22
Range           : 1
Sight Range     : 7

Requires        : - Hatchery

Basic Commands  : - Move
                  - Stop
                  - Attack
                  - Patrol
                  - Burrow

                  - Basic Mutation

                      - Hatchery
                      - Creep Colony
                      - Extractor
                      - Spawning Pool
                      - Evolution Chamber
                      - Hydralisk Den
                      - Advanced Mutation
                      - Spire
                      - Queen's Nest
                      - Nydus Canal
                      - Ultralisk Cavern
                      - Defiler Mound

Upgrades        : - Burrow
                  - Ground Carapace

Unit Description: This is the basic worker drone for the Zerg.  Like all other 
                  Zerg units you must hatch one of these from the main hatchery
                  and there is one drone to each egg.  The main purposes of the
                  Drone is to either harvest minerals, harvest gas, or to 
                  transform into new buildings.  That's right, transform.  For 
                  each building you have a new drone, and since they are very 
                  inexpensive it'll work out great.  As for the upgrades, 
                  burrow is a very special ability that only Zerg have.  It 
                  allows them to burrow underground and remain harmless from 
                  enemies.  That upgrade can be obtained at the main hatchery.
                  Carapace is an upgrade that all Zerg units are affected by,
                  it is basically an upgrade for a higher defense or armor.  
                  
------------------------------------------------------------------------------
--  Overlord  --
----------------

Supplies used   : 1
Minerals        : 100
Vespene Gas     : 0
Hit Points      : 200
Armor           : 0

Ground Attack   : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Air Attack      : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : 40
Size            : Large
Cooldown Time   : n/a
Range           : n/a
Sight Range     : 9/11 after upgrade
 
Requires        : - Hatchery

Basic Commands  : - Move
                  - Stop
                  - Attack
                  - Hold Position
                  - Patrol

Upgrades        : - Flyer Carapace
                  - Pneumatized Carapace
                  - Ventral Sacs
                  - Antennae

Unit Description: These Zerg units are suppliers for the Zerg Army.  For every
                  Zerg created, there must be enough supply left in one of the
                  overlords.  They don't attack, they are very docile, and 
                  they just float around the colony.  Another use that they
                  have is that they can transport troops once they get
                  upgraded with the Ventral Sacs.  They have a total of 8
                  transport spots, and each spot holds one supply.  Finally,
                  you can also detect cloaked or buried enemies with the
                  overlords.  It is a very useful skill and can quickly
                  counter and major attack by any of the three races.

------------------------------------------------------------------------------
--  Drone  --
-------------

Supplies used   : 0
Minerals        : 0
Vespene Gas     : 0
Hit Points      : 15
Armor           : 10

Ground Attack   : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Air Attack      : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : n/a
Size            : Small
Cooldown Time   : n/a
Range           : n/a
Sight Range     : 4

Requires        : - Hatchery

Basic Commands  : - Drone
                  - Zergling
                  - Overlord
                  - Hydralisk
                  - Mutalisk
                  - Scourge
                  - Queen
                  - Ultralisk
                  - Defiler

Upgrades        : - Ground Carapace

Unit Description: These are the basis of all life forms of the Zerg.  Their 
                  sole purpose is to transform into other Zerg life forms, and 
                  they do that by changing into an egg and after a while into 
                  a Zerg.  They are amazingly tough to kill with their base 
                  armor of 10, so they can withstand a beating if needed. 
                  Mainly, they can change into any of the Zerg shown above.

------------------------------------------------------------------------------
--  Zergling  --
----------------

Supplies used   : 0.5
Minerals        : 25
Vespene Gas     : 0
Hit Points      : 35
Armor           : 0

Ground Attack   : Claws 
Damage          : 5 Normal Damage
Cooldown Time   : n/a
Range           : n/a

Air Attack      : none
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : 28
Size            : Small
Cooldown Time   : 8/6 with upgrade
Range           : 1
Sight Range     : 5

Requires        : - Hatchery
                  - Spawning Pool

Basic Commands  : - Move
                  - Stop
                  - Attack
                  - Hold Position
                  - Patrol
                  - Burrow

Upgrades        : - Burrow
                  - Melee Attacks
                  - Ground Carapace
                  - Metabolic Boost
                  - Adrenal Glands

Unit Description: These are the basic warriors of the Zerg.  They are tiny, 
                  very cheap to make, and fairly useful.  In very large 
                  numbers, which is easy to get with these guys, an attack of 
                  Zerglings is very effective.  For every larva that is 
                  designated to be a Zergling, two Zerglings come out of each 
                  egg.  This makes them a very fast and easy way of forming an 
                  attack on an enemy.  Keep in mind they are fairly weak, but 
                  large numbers are very effective.  Since they also can 
                  obtain the burrow ability, another useful tactic is to
                  completely surround an enemy with these Zerglings and then
                  back them up with Hydralisks and Mutalisks.


------------------------------------------------------------------------------
--  Hydralisk  --
-----------------

Supplies used   : 1
Minerals        : 75
Vespene Gas     : 25
Hit Points      : 80
Armor           : 0

Ground Attack   : Needle Spines 
Damage          : 10 Normal Damage
Cooldown Time   : 15
Range           : 4/5 with upgrade

Air Attack      : Needle Spines 
Damage          : 10 Normal Damage
Cooldown Time   : 15
Range           : 4/5 with upgrade

Building Time   : 28
Size            : Medium
Cooldown Time   : 15
Range           : 4/5 with upgrade
Sight Range     : 6

Requires        : - Hatchery
                  - Hydralisk Den

Basic Commands  : - Move
                  - Stop
                  - Attack
                  - Hold Position
                  - Patrol

Upgrades        : - Burrow
                  - Missile Attacks
                  - Ground Carapace
                  - Muscular Augments
                  - Grooved Spines
                  - Lurker Aspect

Unit Description: These are your basic second level Zerg warriors.  Very 
                  effective and very strong in large numbers, Hydralisks can 
                  mow down enemies very fast with their spines.  Their one 
                  huge drawback is that they are very slow, and without
                  upgrade are very easy targets to hit.  With upgrades they
                  are very tough to beat and even get close to.  An attack 
                  with these is effective if Zerglings are used as bait,
                  because if the Hydralisks go in alone, they could be picked
                  off easily.  Also, a neat aspect of the Hydralisk in Brood
                  War is that they can change into Lurkers, if needed.  This
                  requires an upgrade at the Hydralisk Den, and you can cancel
                  the upgrade as it is happening, but once it occurs, they
                  will stay as Lurkers.


------------------------------------------------------------------------------
--  Mutalisk  --
----------------

Supplies used   : 2
Minerals        : 100
Vespene Gas     : 100
Hit Points      : 120
Armor           : 0

Ground Attack   : Glave Wurm 
Damage          : 9 Normal Damage
Cooldown Time   : 30 
Range           : 3

Air Attack      : Glave Wurm
Damage          : 9 Normal Damage
Cooldown Time   : 30
Range           : 3

Building Time   : 40
Size            : Small
Cooldown Time   : 30
Range           : 3
Sight Range     : 7

Requires        : - Lair/Hatchery
                  - Spire

Basic Commands  : - Move
                  - Stop
                  - Attack
                  - Hold Position
                  - Patrol

Upgrades        : - Flyer Attack
                  - Flyer Carapace
                  - Guardian Aspect
                  - Devourer Aspect

Unit Description: These are the basic flying attackers for the Zerg, and the 
                  only flyers that actually do physical damage.  They shoot 
                  out spines at the enemy, either on the ground or through the
                  air.  They are fairly cheap to make for flying Zerg, and
                  because of that their attack suffers a little.  Having these
                  guys in big numbers can really deflate an enemy base.  When
                  the Spire is upgraded into the Greater Spire, you can
                  upgrade the Mutalisks into either a Guardian or a Devourer.
                  Again, you can cancel while the transformation is taking
                  place, but after they have transformed it is irreversible..


------------------------------------------------------------------------------
--  Lurker  --
--------------

Supplies used   : 2
Minerals        : 200
Vespene Gas     : 200
Hit Points      : 125
Armor           : 1

Ground Attack   : Spikes 
Damage          : 25 Normal Damage
Cooldown Time   : 37
Range           : 6

Air Attack      : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : 40
Size            : Medium
Cooldown Time   : 37
Range           : 6
Sight Range     : 8

Requires        : - Lair/Hatchery
                  - Hydralisk Den

Basic Commands  : - Move
                  - Stop
                  - Attack
                  - Hold Position
                  - Patrol
                  - Burrow

Upgrades        : - Missile Attacks
                  - Ground Carapace

Unit Description: The addition of the Lurker to the Zerg force created a huge 
                  advantage for them that was previously possessed by both 
                  other forces.  These forces are the best unit of defense for 
                  ground troops.  They do a lot of damage and are almost 
                  impossible to attack.  To be able to use the attack, they 
                  MUST be burrowed underground.  If they are caught above      
                  ground, say goodnight because they have very weak defenses.  
                  Putting a group of these completely around a base is very 
                  profitable, it will be very tough for enemies to cross 
                  through that barrier of Lurkers.


------------------------------------------------------------------------------
--  Guardian  --
----------------

Supplies used   : 2
Minerals        : 150
Vespene Gas     : 200
Hit Points      : 150
Armor           : 2

Ground Attack   : Acid Spore 
Damage          : 20 Normal Damage
Cooldown Time   : 30
Range           : 8 

Air Attack      : n/a
Damage          : n/a 
Cooldown Time   : n/a
Range           : n/a

Building Time   : 40
Size            : Large
Cooldown Time   : 30
Range           : 8
Sight Range     : 10

Requires        : - Hive/Lair/Hatchery
                  - Greater Spire/Spire

Basic Commands  : - Move
                  - Stop
                  - Attack
                  - Hold Position
                  - Patrol

Upgrades        : - Flyer Attack
                  - Flyer Carapace

Unit Description: Guardians are both a good defense and a good primary attack 
                  force.  The most effective use of the Guardian is to use its 
                  range.  Most of the units in the game cannot fire at that 
                  long of a range, therefore, attacking stationary attack  
                  forces such as bunkers will be very effective because the 
                  bunker won't be able to attack back at the Guardians.  Also, 
                  they can shoot through any terrain.  For example, if there 
                  is a cliff, the Guardians stationed on the cliff can shoot
                  down at enemies below, while the enemies try to climb the
                  cliff to get to the Guardians.


------------------------------------------------------------------------------
--  Queen  --
-------------

Supplies used   : 2
Minerals        : 100
Vespene Gas     : 100
Hit Points      : 120
Armor           : 0

Ground Attack   : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Air Attack      : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : 50
Size            : Medium
Cooldown Time   : n/a
Range           : 0
Sight Range     : 10

Requires        : - Lair/Hatchery
                  - Queen's Nest 

Basic Commands  : - Move
                  - Stop
                  - Attack
                  - Hold Position
                  - Patrol

Upgrades        : - Flyer Carapace
                  - Gamete Meiosis
                  - Infest Command Center
                  - Parasite
                  - Ensnare
                  - Spawn Broodling

Unit Description: A Queen of the Zerg is a very powerful and almost elegant 
                  creature.  The Queen doesn't lower herself to physically 
                  attack the enemy, it casts powerful poisons and toxins to 
                  slow or slowly decay at the enemy.  Since it is fairly 
                  susceptible to physical damage with its low defense and lack 
                  of physical attack, it is very very speedy, making it tough 
                  to attack.  With its ability to spawn broodlings, it got its 
                  name of Queen.  Finally, most people think that the only way 
                  to destroy a command center is to blow it up, but now with 
                  Infest Command Center, you can destroy it and make spawns 
                  out of it.


------------------------------------------------------------------------------
--  Broodling  --
-----------------

Supplies used   : 0
Minerals        : 0
Vespene Gas     : 0
Hit Points      : 30
Armor           : 0

Ground Attack   : Toxic Spores
Damage          : 4 Normal Damage
Cooldown Time   : 15
Range           : 1

Air Attack      : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : 0
Size            : Small
Cooldown Time   : 15
Range           : 1
Sight Range     : 5

Requires        : Queen

Basic Commands  : - Move
                  - Stop
                  - Attack
                  - Hold Position
                  - Patrol

Upgrades        : - Melee Attacks
                  - Ground Carapace

Unit Description: Broodlings are the spawn of queens.  When a queen targets an 
                  enemy for its attack, the enemy dies and it changes into two 
                  Broodlings which are free for you to command.  They aren't 
                  very good and they aren't that effective, but hey, can't go 
                  wrong with free creatures.  Use them to pull a fast one on 
                  the enemy, or just as cannon fodder and to test out the    
                  enemy's supplies.

------------------------------------------------------------------------------
--  Scourge  --
---------------

Supplies used   : 0.5
Minerals        : 12
Vespene Gas     : 38
Hit Points      : 25
Armor           : 0

Ground Attack   : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Air Attack      : Itself
Damage          : 110 Explosive Damage
Cooldown Time   : 0
Range           : 1

Building Time   : 30
Size            : Small
Cooldown Time   : 0
Range           : 1
Sight Range     : 5

Requires        : - Lair/Hatchery
                  - Spire

Basic Commands  : - Move
                  - Stop
                  - Attack
                  - Hold Position
                  - Patrol

Upgrades        : - Flyer Carapace

Unit Description: These are your standard kamikaze units from the Zerg.  They 
                  are produced two at a time per egg, and they are very 
                  powerful and cheap.  Since they kill themselves, the supply
                  is replenishable, and the minerals and gas are very low.  
                  These are a very underrated part of the Zerg squad and 
                  essential to victory.


------------------------------------------------------------------------------
--  Ultralisk  --
-----------------

Supplies used   : 6
Minerals        : 200
Vespene Gas     : 200
Hit Points      : 400
Armor           : 1

Ground Attack   : Kaiser Blades 
Damage          : 20 Normal Damage
Cooldown Time   : 15
Range           : 1

Air Attack      : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : 60
Size            : Large
Cooldown Time   : 15
Range           : 1
Sight Range     : 7

Requires        : - Hive/Lair/Hatchery
                  - Ultralisk Cavern

Basic Commands  : - Move
                  - Stop
                  - Attack
                  - Hold Position
                  - Patrol

Upgrades        : - Melee Attacks
                  - Ground Carapace
                  - Anabolic Synthesis
                  - Chitinous Plating

Unit Description: The Ultralisk is your heavy-duty warrior that is big and full 
                  of strength.  Slow and strong, these things pack a punch.  
                  They have huge claws that they attack with and are very tough 
                  to defeat in melee combat.  Use them as a frontline for an 
                  attack instead of all by themselves, because against ranged 
                  or air attacks they are screwed.  Their armor is also very 
                  strong to help them defend against some ranged attacks.  When 
                  they are fully upgraded, these beasts are really very tough 
                  to defeat.


------------------------------------------------------------------------------
--  Infested Terran  --
-----------------------

Supplies used   : 1
Minerals        : 100
Vespene Gas     : 50
Hit Points      : 60
Armor           : 0

Ground Attack   : itself 
Damage          : 500 Explosive Splash Damage
Cooldown Time   : 0
Range           : 1

Air Attack      : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : 40
Size            : Small
Cooldown Time   : 0
Range           : 1
Sight Range     : 5

Requires        : - Infested Command Center

Basic Commands  : - Move
                  - Stop
                  - Attack
                  - Hold Position
                  - Patrol

Upgrades        : - Ground Carapace 

Unit Description: When a Zerg Queen infests a Command Center these infested 
                  Terrans are what is produced from it.  These are also 
                  kamikaze units, yet these are much slower and are very 
                  defenseless.  However, if they are able to reach their target 
                  they are very deadly as they can provide up to 500 damage 
                  that splashes to all nearby targets.  The best way to ensure 
                  this is to drop them off on a transport, so that if they do 
                  get blown up all you lose is a transport.  If used in 
                  moderate doses, anything in its path will be wiped out 
                  completely.

Unit Quotes
-----------

When 100% Ready : "Live for the swarm."

When Selected   : "I am wretched."
                  "But I am strong."
                  "I am Zerg."
                  "I am the future."

When Irritated  : "Ready to kill."
                  "Prepared to die."
                  "Sacrifice me."

When Ordered    : "Yes."
                  "Immediately."
                  "Gladly."
                  "For the Overmind."

------------------------------------------------------------------------------
--  Defilers  --
----------------

Supplies used   : 2
Minerals        : 50
Vespene Gas     : 150
Hit Points      : 80
Armor           : 1

Ground Attack   : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Air Attack      : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : 50
Size            : Medium
Cooldown Time   : n/a
Range           : n/a
Sight Range     : 10

Requires        : - Hive/Lair/Hatchery
                  - Defiler Mound

Basic Commands  : - Move
                  - Stop
                  - Attack
                  - Hold Position
                  - Patrol
                  - Dark Swarm
                  - Consume
                  - Plague

Upgrades        : - Burrow
                  - Ground Carapace
                  - Metasynaptic Mode

Unit Description: Defilers could be considered the King of Zergs, since its 
                  counterpart the Queen is so similar.  This unit cannot attack 
                  physically, but it can unleash some nasty spells like Dark 
                  Swarm that will completely demolish anyone who is unlucky 
                  enough to be in its way.  These guys are basically the 
                  sorcerer of the Zerg, and if used effectively can whip out an 
                  enemy force with very much ease.  Along with Burrowing to 
                  recharge its energy, you can create an effective attack of 
                  casting a spell, burrowing and recovering, and then casting 
                  again.  


------------------------------------------------------------------------------
--  Egg  --
-----------

Supplies used   : 0
Minerals        : 0
Vespene Gas     : 0
Hit Points      : 200
Armor           : 10

Ground Attack   : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Air Attack      : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : 0
Size            : Large
Cooldown Time   : n/a
Range           : n/a
Sight Range     : 4

Requires        : - Hatchery

Basic Commands  : - Cancel

Upgrades        : n/a

Unit Description: These are the intermediate stage from the larva to whatever 
                  you decided to create.  These are very, very tough to defeat, 
                  and sometimes (depending on the unit being created) it is 
                  easier to let it hatch.  Having 200 hit points and 10 armor 
                  you will have a tough time penetrating its tough shell.

------------------------------------------------------------------------------
--  Devourer  --
----------------

Supplies used   : 2
Minerals        : 250
Vespene Gas     : 150
Hit Points      : 250
Armor           : 2

Ground Attack   : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Air Attack      : Acid Spores
Damage          : 25 Explosive Damage
Cooldown Time   : 100
Range           : 6

Building Time   : 40
Size            : Large
Cooldown Time   : 100
Range           : 6
Sight Range     : 10

Requires        : - Greater Spire 

Basic Commands  : - Move
                  - Stop
                  - Attack
                  - Hold Position
                  - Patrol

Upgrades        : - Flyer Attack
                  - Flyer Carapace

Unit Description: The other Brood War exclusive is a big advantage to the Zerg 
                  colonies.  A huge flying mammoth, these things can do a whole 
                  lot of damage and quickly.  Although these things are very 
                  large, they can move fairly quickly, making them not too much 
                  of a burden to lug around.  Better used as a defense though, 
                  they can withstand a lot and deal out a lot of damage.  Also 
                  the Acid Spores do more than just explode.  It attaches 
                  spores onto the enemy, increasing their cooldown time.  This 
                  unit is very advantageous and is a must for any Zerg army..


------------------------------------------------------------------------------
                                6.3  Protoss
------------------------------------------------------------------------------
[063UNP]

------------------------------------------------------------------------------
--  Probe  --
-------------

Supplies used   : 1
Minerals        : 50
Vespene Gas     : 0
Hit Points      : 20
Armor           : 0
Plasma Shield   : 20

Ground Attack   : Particle Beam
Damage          : 5 Normal Damage
Cooldown Time   : 22
Range           : 1

Air Attack      : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : 20
Size            : Small
Cooldown Time   : 22
Range           : 1
Sight Range     : 8

Requires        : - Nexus

Basic Commands  : - Move
                  - Stop
                  - Attack
                  - Hold Position
                  - Patrol
                  - Warp Basic Structure
                  - Warp Advanced Structure

Upgrades        : - Ground Armor
                  - Plasma Shields

Unit Description: This is the basic worker unit for the Protoss.  As all other 
                  worker units for the other two, these little robots' main 
                  purposes are to teleport in buildings, and gather resources.
                  Be thankful as these units are the only ones in the Protoss'
                  arsenal that needs less than two supply, so take that for 
                  granted.  As all other Protoss have, these units have a 
                  Plasma Shield.  This is basically an addition to their HP, 
                  which can be regenerated. It is very helpful and it is a huge
                  advantage the Protoss have.  For the Unit Quotes, all they do
                  is beep, hence the beep noise.

Unit Quotes
-----------

When 100% Ready : "*Beep*"

When Selected   : "*Beep*"

When Irritated  : "*Beep*"

When Ordered    : "*Beep*"

------------------------------------------------------------------------------
--  Zealot  --
--------------

Supplies used   : 2 
Minerals        : 100
Vespene Gas     : 0
Hit Points      : 100
Armor           : 1
Plasma Shield   : 60

Ground Attack   : Psi Blades
Damage          : 16 Normal Damage
Cooldown Time   : 22
Range           : 1

Air Attack      : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : 40
Size            : Small
Cooldown Time   : 22
Range           : 1
Sight Range     : 7

Requires        : - Gateway

Basic Commands  : - Move
                  - Stop
                  - Attack
                  - Hold Position
                  - Patrol

Upgrades        : - Ground Weapons
                  - Ground Armor
                  - Plasma Shields
                  - Leg Enhancements

Unit Description: These are your basic ground unit troops for the Protoss.  
                  They are strong, versatile, and relatively cheap, for a 
                  Protoss unit anyway.  These can be used to quickly mount an
                  attack or even a quick defense if needed.  Although they 
                  cannot attack air units, when coupled with Dragoons they form
                  the very essence of the Protoss.  Also, a weakness of the 
                  Zealots is that they cannot attack from afar, as other ground
                  units are able to do, which puts them at a disadvantage.

Unit Quotes
-----------

When 100% Ready : "My life for Aiur!"

When Selected   : "What now calls?"
                  "I long for combat."

When Irritated  : "All for the Empire."
                  "Doom to all who threaten the homeworld."

When Ordered    : "Thus I serve."
                  "For Adun!"
                  "Honor guide me."


------------------------------------------------------------------------------
--  Dragoon  --
---------------

Supplies used   : 2
Minerals        : 125
Vespene Gas     : 50
Hit Points      : 100
Armor           : 1
Shield          : 150

Ground Attack   : Phase Disrupter
Damage          : 20 Explosive Damage
Cooldown Time   : 30
Range           : 4/6 with upgrade

Air Attack      : Phase Disrupter
Damage          : 20 Explosive Damage
Cooldown Time   : 30
Range           : 4/6 with upgrade

Building Time   : 40
Size            : Large
Cooldown Time   : 30
Range           : 4/6 with upgrade
Sight Range     : 8

Requires        : - Cybernetics Core

Basic Commands  : - Move
                  - Stop
                  - Attack
                  - Hold Position
                  - Patrol

Upgrades        : - Ground Weapons
                  - Ground Armor
                  - Plasma Shields
                  - Singularity Charge

Unit Description: These units are one of the most underrated of the Protoss 
                  force.  They are strong, can attack both air and ground, and
                  both do a damage of 20, which is very key.  There are many 
                  uses for Dragoons, especially with Zealots they make a very
                  balanced and strong attack against many enemies.  Their 
                  downfall is their cooldown time.  The time between each shot
                  is fairly lengthy so it can get sort of vulnerable, but 
                  otherwise it is very effective.  Do not underestimate them.

Unit Quotes
-----------

When 100% Ready : "I have returned."

When Selected   : "Receiving."
                  "Input command."
                  "Make use of me."
                  "Awaiting instructions."
                  "I am needed?"

When Irritated  : "Unauthorized transmission."
                  "Incorrect protocol."
                  "Drop your weapon, you have 15 seconds to comply."
                  "5...4...3...2...1...ZAP."

When Ordered    : "Confirmed."
                  "Commencing."
                  "Initiating."
                  "For vengeance."


------------------------------------------------------------------------------
--  Dark Templar  --
--------------------

Supplies used   : 2
Minerals        : 125
Vespene Gas     : 100
Hit Points      : 80
Armor           : 1
Shield          : 40

Ground Attack   : Warp Blades
Damage          : 40 Normal Damage
Cooldown Time   : 30
Range           : 1

Air Attack      : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : 50
Size            : Small
Cooldown Time   : 30
Range           : 1
Sight Range     : 7

Requires        : - Templar Archives

Basic Commands  : - Move
                  - Stop
                  - Attack
                  - Hold Position
                  - Patrol

Upgrades        : - Ground Weapons
                  - Ground Armor
                  - Plasma Shields

Unit Description: Dark Templar are the evil more shadowed form of the High 
                  Templar.  They do not use their Psionic abilities to cast 
                  spells, instead they use them to attack with the blades they
                  possess.  Very damaging and strong against ground units their
                  Warp Blades are very effective.  Again, they cannot attack
                  air units, but they are very effective against ground units.
                  The best part about them, however, is that they have a 
                  permanent cloak on them without any need to recharge it.  
                  This makes for a great sneak attack if the enemy is unaware.
                  Much like the High Templar, two of these can combine with 
                  each other to form a Dark Archon, which are very powerful as
                  well.  Overall, these are very powerful units to have.
              
Unit Quotes
-----------

When 100% Ready : "*Gibberish*"

When Selected   : "Yes?"
                  "I'm waiting."

When Irritated  : "Your council is ill-advised, templar."
                  "Do not revoke us to violence."
                  "You could not evade my wrath."
                  "And you'd kill your own shadow."

When Ordered    : "Very Well."
                  "For Aiur."
                  "So be it."


------------------------------------------------------------------------------
--  Dark Archon  --
-------------------

Supplies used   : 4
Minerals        : 250
Vespene Gas     : 200
Hit Points      : 25
Armor           : 1
Plasma Shield   : 200

Ground Attack   : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Air Attack      : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : 20
Size            : Large
Cooldown Time   : n/a
Range           : 0
Sight Range     : 10

Requires        : - 2 Dark Templar

Basic Commands  : - Move
                  - Stop
                  - Attack
                  - Hold Position
                  - Patrol

Upgrades        : - Ground Armor
                  - Plasma Shields
                  - Argus Talisman

Unit Description: The combination of two Dark Templar forms a Dark Archon.  
                  Weak physically like the Archon, it also has its high energy
                  shields making it tough to defeat.  Unlike its Dark Templar
                  counterpart these cannot attack physically, but they have now
                  acquired spells to aid them in their fight.  Maelstrom is a
                  spell that renders a group of anything caught inside it 
                  motionless for about 5 seconds.  It is very effective if a
                  quick relief is needed from battle.  Feedback is another
                  spell that affects units with energy.  It takes the energy of
                  the targeted unit and does that much damage to its HP, which
                  could damage it or destroy it.  Finally, my favorite, is Mind
                  Control.  With this spell, you can control any controllable
                  unit in the entire game.  The drawbacks are great however.
                  When this spell is cast, it completely depletes the Dark
                  Archon's plasma shield, making in completely vulnerable.  
                  This can be worth it however, if the unit is good enough.
                  Overall, this is a very valuable member of the Protoss team.

Unit Quotes
-----------

When 100% Ready : "We are as one."

When Selected   : "We hear you."
                  "Thoughts in chaos."
                  "Must feed."
                  "Must have energy."

When Irritated  : "Must consume."
                  "Or oblivion will take us."
                  "Adun, save me."
                  "Darkness overpowering."

When Ordered    : "We move."
                  "Oblivion waits."
                  "We move."

------------------------------------------------------------------------------
--  High Templar  --
--------------------

Supplies used   : 2
Minerals        : 50
Vespene Gas     : 150
Hit Points      : 40
Armor           : 0
Plasma Shield   : 40

Ground Attack   : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Air Attack      : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : 50
Size            : Small
Cooldown Time   : n/a
Range           : 0
Sight Range     : 7

Requires        : - Templar Archives

Basic Commands  : - Move
                  - Stop
                  - Attack
                  - Hold Position
                  - Patrol

Upgrades        : - Ground Armor
                  - Plasma Shields
                  - Khaydarin Amulet

Unit Description: A High Templar is basically the spell caster of the Protoss.
                  With the deadly Psionic Storm that rips apart any enemy along
                  with Hallucination they are a threat that cannot be ignored.
                  Psionic Storm is a large energy field cast upon enemies that
                  will rip them apart and heavily damage, even destroy them.
                  The only set back is that it affects both friendly and enemy
                  units, so be aware of where you cast this spell.  
                  Hallucinations create a mirror image of anything live being 
                  in the game, whether it is a enemy, friend, ally, or even a
                  critter.  They are not as strong and are good for scouting 
                  out enemy territories and such.  These units are invaluable,
                  especially with their ability, with two of them, to combine
                  and form into one Archon.

Unit Quotes
-----------

When 100% Ready : "*Gibberish*"

When Selected   : "Your thoughts?"
                  "I heed thy call."
                  "State thy bidding."

When Irritated  : "Your thoughts betray you."
                  "I see you have an appetite for destruction."
                  "And you learn to use your illusion."
                  "But I find your lack of control disturbing."

When Ordered    : "It shall be done."
                  "My path is set."
                  "You think as I do."


------------------------------------------------------------------------------
--  Archon  --
--------------

Supplies used   : 4
Minerals        : 100
Vespene Gas     : 300
Hit Points      : 10
Armor           : 0
Plasma Shield   : 350

Ground Attack   : Psionic Shockwave
Damage          : 30 Splash Damage
Cooldown Time   : 20
Range           : 2

Air Attack      : Psionic Shockwave
Damage          : 30 Splash Damage
Cooldown Time   : 20
Range           : 2

Building Time   : 20
Size            : Large
Cooldown Time   : 20
Range           : 2
Sight Range     : 8

Requires        : - 2 High Templar

Basic Commands  : - Move
                  - Stop
                  - Attack
                  - Hold Position
                  - Patrol

Upgrades        : - Ground Weapons
                  - Ground Armor
                  - Plasma Shields

Unit Description: The Archon is the greatest attack unit that the Protoss have
                  to offer.  By merging two High Templar, they will eventually
                  form an Archon.  These terrifying units are very strong, and
                  they are protected by an immense energy shield.  Though their
                  HP is low, their shields are high enough where it shouldn't 
                  matter too much.  Their Psionic Shockwave is very deadly,
                  affecting both air and ground units with 30 Splash Damage.
                  Their one weakness is if they are affected with EMP Shockwave
                  because then they will be left with only 10 HP of health.
                  Other than that, you can't go wrong with an Archon.

Unit Quotes
-----------

When 100% Ready : "The merging is complete."

When Selected   : "Power overwhelming."
                  "We burn."
                  "We focus."
                  
When Irritated  : "It looks so different on this side."
                  "Break on through."
                  "It's beautiful!"
                  "They should have sent a poet."

When Ordered    : "Eradicate."
                  "Annihilate."
                  "Destroy."
                  "Obliterate."

------------------------------------------------------------------------------
--  Reaver  --
--------------

Supplies used   : 4
Minerals        : 200
Vespene Gas     : 100
Hit Points      : 100
Armor           : 0
Plasma Shield   : 80

Ground Attack   : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Air Attack      : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : 70
Size            : Large
Cooldown Time   : n/a
Range           : 0
Sight Range     : 10

Requires        : - Robotics Support Bay

Basic Commands  : - Move
                  - Stop
                  - Attack
                  - Hold Position
                  - Patrol

Upgrades        : - Ground Armor
                  - Plasma Shields
                  - Scarab Damage
                  - Increased Reaver Capacity

Unit Description: The Reaver is one of the most creative units in the game.  
                  All alone, it is very vulnerable, but with its scarabs it is
                  a very effective offensive strategy.  The damage created by 
                  these Scarabs is very high, and it splashes onto nearby units
                  which makes it very effective in the early stages of a game.
                  There are, however, many weaknesses.  First of all is that it
                  is unable to attack air units.  Secondly, the rate of Scarab
                  fire is very low, and it makes for vulnerability inbetween.
                  Finally, the Reaver is the slowest unit in the entire game,
                  so if caught off guard it will not have a chance to run for
                  cover.  Overall, it is very effective, especially with other
                  units to help it out.

Unit Quotes
-----------

When 100% Ready : "*Beep*"

When Selected   : "*Beep*"

When Irritated  : "*Beep*"

When Ordered    : "*Beep*"


------------------------------------------------------------------------------
--  Observer  --
----------------

Supplies used   : 1
Minerals        : 25
Vespene Gas     : 75
Hit Points      : 40
Armor           : 0
Plasma Shield   : 20

Ground Attack   : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Air Attack      : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : 40
Size            : Small
Cooldown Time   : n/a
Range           : 0
Sight Range     : 9/11 with upgrade

Requires        : - Observatory

Basic Commands  : - Move
                  - Stop
                  - Attack
                  - Hold Position
                  - Patrol

Upgrades        : - Air Armor
                  - Plasma Shields
                  - Sensor Array
                  - Gravitic Booster

Unit Description: Though the Observer in the beginning seems like a useless 
                  unit, it really does come in handy when on the battlefield.
                  Not only is it very speedy and can scope out many things with
                  its very large sight range, but also it can detect cloaked or
                  burrowed units, making it very helpful to have.  Since they 
                  have such high-tech scanning equipment, there is practically
                  no defense on these units, but they are very quick, making 
                  them tough to kill.  Overall these are very valuable to have
                  on the battlefield.

Unit Quotes
-----------

When 100% Ready : "*Beep*"

When Selected   : "*Beep*"

When Irritated  : "*Beep*"

When Ordered    : "*Beep*"


------------------------------------------------------------------------------
--  Scout  --
-------------

Supplies used   : 3
Minerals        : 275
Vespene Gas     : 125
Hit Points      : 150
Armor           : 0
Plasma Shield   : 100

Ground Attack   : Dual Photon Blasters
Damage          : 8 Normal Damage
Cooldown Time   : 30
Range           : 4

Air Attack      : Anti Matter Missiles
Damage          : 28 Explosive Damage
Cooldown Time   : 22
Range           : 4

Building Time   : 80
Size            : Large
Cooldown Time   : 30/22
Range           : 4
Sight Range     : 8/10 with upgrade

Requires        : - Stargate

Basic Commands  : - Move
                  - Stop
                  - Attack
                  - Hold Position
                  - Patrol

Upgrades        : - Air Weapons
                  - Air Armor
                  - Plasma Shields
                  - Apial Sensors
                  - Gravitic Thrusters

Unit Description: These are the standard aviation units for the Protoss.  Like
                  the Wraiths, they are weak against ground units and strong
                  against air units.  The damage is much more effective through
                  the air.  Since they are fairly quick and very strong, they 
                  come at a pretty high price.  They need 3 supply, many 
                  minerals and gas, as well as a long time to produce.  But it
                  is well worth it because these machines are very versatile 
                  and very strong.  In large numbers they can form a very large
                  threat against any enemy.

Unit Quotes
-----------

When 100% Ready : "Teleport successful."

When Selected   : "Contact."
                  "Awaiting command."
                  "Standing by."

When Irritated  : "Signal unstable."
                  "Psionic link dissipating."
                  "Adjusting neural transmission."

When Ordered    : "It will be done."


------------------------------------------------------------------------------
--  Carrier  --
---------------

Supplies used   : 6
Minerals        : 350
Vespene Gas     : 250
Hit Points      : 300
Armor           : 4
Plasma Shield   : 150

Ground Attack   : n/a
Damage          : n/a 
Cooldown Time   : n/a 
Range           : n/a 

Air Attack      : n/a
Damage          : n/a 
Cooldown Time   : n/a 
Range           : n/a

Building Time   : 140
Size            : Large
Cooldown Time   : n/a
Range           : n/a
Sight Range     : 11

Requires        : - Fleet Beacon

Basic Commands  : - Move
                  - Stop
                  - Attack
                  - Hold Position
                  - Patrol

Upgrades        : - Air Weapons
                  - Air Armor
                  - Plasma Shields
                  - Carrier Capacity

Unit Description: The Carrier is one of the most unique and effective air units
                  of the Protoss fleet.  Since they have incredible armor, HP,
                  and Plasma Shields they are very tough to defeat, and they 
                  will take a while.  As the enemy is trying to defeat them, 
                  their Interceptors rip the enemy apart before they have a
                  chance to do any real damage to it.  Using these is a key 
                  part of employing a successful attack on a base because they
                  are so tough to beat.  Their one weakness is that they are 
                  slow, but in a good attack, you should be okay if you time 
                  things right.  As it is compared with the Battlecruiser, it 
                  is something to be dealt with.

Unit Quotes
-----------

When 100% Ready : "Carrier has arrived."

When Selected   : "Instructions."
                  "Your command."
                  
When Irritated  : "Our enemies our legion."
                  "And still you procrastinate."
                  "Command or you will be relieved."
                  "This is not an idle threat."

When Ordered    : "Commencing."
                  "Affirmative."


------------------------------------------------------------------------------
--  Interceptor  --
-------------------

Supplies used   : 0
Minerals        : 25
Vespene Gas     : 0
Hit Points      : 40
Armor           : 0
Plasma Shield   : 40

Ground Attack   : Pulse Cannon
Damage          : 6 Normal Damage
Cooldown Time   : n/a
Range           : 8

Air Attack      : Pulse Cannon
Damage          : 6 Normal Damage
Cooldown Time   : n/a
Range           : 8

Building Time   : Unknown
Size            : Small
Cooldown Time   : n/a
Range           : 8
Sight Range     : 11

Requires        : - Carrier

Basic Commands  : - Move
                  - Stop
                  - Attack
                  - Hold Position
                  - Patrol

Upgrades        : n/a

Unit Description: These are the little buggers that Carriers hold.  They are 
                  very tiny spaceships that shoot their pulse cannons.  While
                  at first it doesn't seem like much, if you go and face these
                  in their groups they are tough to beat because they dart 
                  around so much.  They can be created by the hundreds with 
                  enough Carriers, and that will really take care of any enemy.

Unit Quotes
-----------

When 100% Ready : n/a

When Selected   : n/a

When Irritated  : n/a

When Ordered    : n/a


------------------------------------------------------------------------------
--  Arbiter  --
---------------

Supplies used   : 4
Minerals        : 100
Vespene Gas     : 350
Hit Points      : 200
Armor           : 1
Plasma Shield   : 150

Ground Attack   : Phase Disruptor Cannon
Damage          : 10 Explosive Damage 
Cooldown Time   : 45 
Range           : 5 

Air Attack      : Phase Disruptor Cannon
Damage          : 10 Explosive Damage 
Cooldown Time   : 45 
Range           : 5 

Building Time   : 160
Size            : Large
Cooldown Time   : 45
Range           : 5
Sight Range     : 9

Requires        : - Arbiter Tribunal

Basic Commands  : - Move
                  - Stop
                  - Attack
                  - Hold Position
                  - Patrol

Upgrades        : - Air Weapons 
                  - Air Armor
                  - Plasma Shields
                  - Khaydarin Core

Unit Description: The Arbiter is one of the most valued units in the Protoss'
                  fleet.  Its attack is not that great, and it should actually
                  only be used as a last resort.  The Arbiter has a much 
                  greater use to it.  When any unit is close to the Arbiter, it
                  will be cloaked.  It is a great way to bring in shuttles and
                  especially large armies, under the cloaking field that the
                  Arbiter casts upon the units.  Thankfully it does have some 
                  attack, which makes it able to defend it if needed.  Also, 
                  another terrific ability of the Arbiter is its ability to
                  create a Statis Field.  This is a terrific offensive tool
                  that renders anyone caught in it stuck in one place for about
                  40 seconds.  Be careful, as it affects all units, including
                  friendly units.  The last terrific use of the Arbiter is the
                  ability to Recall.  This is a little portal to another place
                  that teleports any friendly unit to that place.  First, the
                  Arbiter creates the field and you should pack as many units
                  as you can into that space, then move the Arbiter into the 
                  spot you want them, then do a recall, and all of the units in
                  that space will be teleported to the Arbiter's position.  The
                  Arbiter's many uses make it an invaluable member of the 
                  Protoss fleet.

Unit Quotes
-----------

When 100% Ready : "Warpfield stabilized."

When Selected   : "We feel your presence."
                  "We are vigilant."

When Irritated  : "We search a soul in search of answers."
                  "Do you seek knowledge of time travel?"
                  "We'll take that as a yes."
                  "And now for your first lesson, hahaha."
                  "*rewinding sound*..do you seek knowledge of time travel?"

When Ordered    : "*Gibberish*"

------------------------------------------------------------------------------
--  Corsair  --
---------------

Supplies used   : 2
Minerals        : 150
Vespene Gas     : 150
Hit Points      : 100
Armor           : 1
Plasma Shield   : 80

Ground Attack   : n/a
Damage          : n/a 
Cooldown Time   : n/a 
Range           : n/a 

Air Attack      : Neutron Flare
Damage          : 5 Explosive Splash Damage 
Cooldown Time   : 8
Range           : 5

Building Time   : 40
Size            : Medium
Cooldown Time   : 8
Range           : 5
Sight Range     : 9

Requires        : - Stargate

Basic Commands  : - Move
                  - Stop
                  - Attack
                  - Hold Position
                  - Patrol

Upgrades        : - Air Weapons
                  - Air Armor
                  - Plasma Shields
                  - Argus Jewel

Unit Description: This unit is a very good offensive and defensive air strike
                  unit.  It has many good qualities about it, most of all its
                  Disruption Web.  This skill effects all Ground units, and it
                  is much needed as the Corsair cannot attack Ground units in
                  general.  Their air attack is fairly strong, and in numbers
                  can take down most threats fairly easily.  All in all, it is
                  a good air unit to have on the offensive front and even on 
                  the defensive front.

Unit Quotes
-----------

When 100% Ready : "It is a good day to die."

When Selected   : "Ready for battle."
                  "May I be of service?"
                  "I stand ready."
                  "Let us attack."

When Irritated  : "Look at all the pretty lights."
                  "*Presses a button* I think this was a big mistake."
                  "Zephram Cochran, is that you?"
                  "What did you do to your hair?"

When Ordered    : "Excellent."
                  "Ah, at last!"
                  "I thought you'd see it my way."


------------------------------------------------------------------------------
--  Scarab  --
--------------

Supplies used   : 0
Minerals        : 15
Vespene Gas     : 0
Hit Points      : n/a
Armor           : n/a
Plasma Shield   : n/a

Ground Attack   : Itself
Damage          : 100 Splash Damage/125 Splash Damage with upgrade 
Cooldown Time   : 60 
Range           : 8 

Air Attack      : n/a
Damage          : n/a 
Cooldown Time   : n/a 
Range           : n/a 

Building Time   : Unknown
Size            : Small
Cooldown Time   : 60
Range           : 8
Sight Range     : 10

Basic Commands  : - Move
                  - Stop
                  - Attack
                  - Hold Position
                  - Patrol

Upgrades        : - Scarab Damage

Unit Description: These are basically the missiles of the Reaver.  They have 
                  mind of their own however, as they can home in certain 
                  enemies and move around buildings and such.  This, in my 
                  opinion, would be absolutely devastating if its range was 
                  even higher.  Their damage is suberb, and can really pack a
                  punch if used right.  Their creation needs to be monitored
                  because if a Reaver is caught without Scarabs, it is toast.

Unit Quotes
-----------

When 100% Ready : n/a

When Selected   : n/a

When Irritated  : n/a

When Ordered    : n/a


------------------------------------------------------------------------------
--  Shuttle  --
---------------

Supplies used   : 2
Minerals        : 200
Vespene Gas     : 0
Hit Points      : 80
Armor           : 1
Plasma Shield   : 60

Ground Attack   : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Air Attack      : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : 60
Size            : Large
Cooldown Time   : n/a
Range           : n/a
Sight Range     : 8

Requires        : - Robotics Facility

Basic Commands  : - Move
                  - Stop
                  - Attack
                  - Hold Position
                  - Patrol

Upgrades        : - Air Armor
                  - Plasma Shields
                  - Gravitic Drive

Unit Description: The Shuttle is he basic carrying unit of the Protoss.  Like 
                  the other carrying units of the game, they have a maximum of
                  8 carrying spots, and the way to tell the units carrying 
                  slots are that it is different for each unit.  For example, 
                  it can hold 4 Zealots because the Zealot needs two supply to 
                  be created and takes up two slots.  A Dragoon however, takes 
                  4 slots.  These are fairly fast, as they need to be fast 
                  enough so that they can get in and out without getting 
                  destroyed.  Make sure you get your units unloaded if it is
                  about to be destroyed, because if a Shuttle is destroyed with
                  the units inside, the units will also be destroyed. Escorting
                  Shuttles is the best way to guarantee safe travels.

Unit Quotes
-----------

When 100% Ready : "*Beep*"

When Selected   : "*Beep*"

When Irritated  : "*Beep*"

When Ordered    : "*Beep*"

_____________________________________________________________________________
 // = // = // = // = // = // = // = // = // = // = // = // = // = // = // = /
ッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッ
                               09)  Upgrades
_____________________________________________________________________________
 // = // = // = // = // = // = // = // = // = // = // = // = // = // = // = /
ッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッ
[081UPG]

Please take note that this is just basic information on the upgrades and what
they can do.  If you want more in-depth information and strategy then you
should go to the strategy section of the guide.

------------------------------------------------------------------------------
                             9.1)  Terran Upgrades
------------------------------------------------------------------------------
[081UPR]

------------------------------------------------------------------------------
--  Infantry Weapons  --
------------------------

Minerals        : 100, 175, 250
Vespene Gas     : 100, 175, 250
Location        : Engineering Bay

Units Affected  : - Marine
                  - Firebat
                  - Ghost

The Terran Engineering Bay can upgrade the weapons on your infantry combat
units such as the Marine, Firebat, and Ghost.  This upgrade will simply add on
to the amount of damage that their weapons do. This is a worthwhile upgrade if
a substantial part of your fighting force is made up of infantry units,
otherwise don't bother with it.  Of course once you get a substantial amount
of money you can grab this upgrade just as a little more insurance but it is
best to just stay away from this unless you plan on using infantry as your
attack force.

------------------------------------------------------------------------------
--  Infantry Armor  --
----------------------

Minerals        : 100, 175, 250
Vespene Gas     : 100, 175, 250
Location        : Engineering Bay

Units Affected  : - Marine
                  - Firebat
                  - Ghost

Once again this is just an unnecessary upgrade unless you want to attack
primarily with infantry units.

------------------------------------------------------------------------------
--  U-238 Shells  --
--------------------

Minerals        : 150
Vespene Gas     : 150
Location        : Academy

Units Affected  : - Marine

This does have a use.  This upgrade will upgrade the distance that Marines
will fire at an enemy.  If you have a lot of bunker defenses this will
definitely make your defenses stronger since they can attack the enemy at a
greater range than before.

------------------------------------------------------------------------------
--  Stim Packs  --
------------------

Minerals        : 100
Vespene Gas     : 100
Location        : Academy

Units Affected  : - Marine
                  - Firebat
                  - Ghost

This upgrade will allow your infantry units to attack at shorter intervals.
They won't have to go through the entire cooldown period before attacking
again.  This is useful in any defense or offense because your Marines will be
able to do much more damage than before.  This is especially useful in a
Bunker defense since your Marines will be able to take out a huge number of
attacking enemies before they can do any appreciable damage to the Bunker.
This makes attacking your base a complete nightmare.

------------------------------------------------------------------------------
--  Vehicle Weapons  --
-----------------------

Minerals        : 100, 175, 250
Vespene Gas     : 100, 175, 250
Location        : Armory

Units Affected  :  - SCV
                   - Siege Tank
                   - Goliath
                   - Vulture

This upgrade will affect your vehicle units such as the SCV and Vulture.  What
it will do is add on to the damage that they do when attacking.  If a unit has
two attacks, one for ground units and one for air units, then this upgrade
will upgrade both of them although they won't be upgraded equally.  One attack
may gain more damage than the other.

------------------------------------------------------------------------------
--  Vehicle Plating  --
-----------------------

Minerals        : 100, 175, 250
Vespene Gas     : 100, 175, 250
Location        : Armory

Units Affected  :  - SCV
                   - Siege Tank
                   - Goliath
                   - Vulture

This upgrade will affect all the vehicles you have.  It will upgrade all of
their armor plating so that they can take more abuse from the enemy while
taking less actual damage.  If a vehicle already has a layer of armor then
this upgrade will just add onto the armor that they already have.

------------------------------------------------------------------------------
--  Ship Weapons  --
--------------------

Minerals        : 100, 150, 200
Vespene Gas     : 100, 150, 200
Location        : Armory

Units Affected  :  - Wraith
                   - BattleCruiser
                   - Valkyrie

All of your air units will be upgraded so that they can deal out more damage
to the enemy with their attacks.  As with the Vehicle Weapons if a unit has
more than one attack for either ground or air units then both will be upgraded
even if not at the same level.

------------------------------------------------------------------------------
--  Ship Plating  --
--------------------

Minerals        : 150, 225, 300
Vespene Gas     : 150, 225, 300
Location        : Armory

Units Affected  :  - Wraith
                   - Dropship
                   - Valkyrie
                   - BattleCruiser
                   - Science Vessel

This upgrade protects all your air units against damage dished out by the
enemy.  Works exactly the same way as the Vehicle Plating.  One thing to note,
if a vessel already has a level of armor this will just add one level onto
what it already has.

------------------------------------------------------------------------------
--  Cloaking Field  --
----------------------

Minerals        : 150
Vespene Gas     : 150
Location        : Control Tower

Units Affected  :  - Wraith

This is perhaps one of the best upgrades that you can provide for your
Wraiths.  This upgrade will allow your Wraiths to cloak themselves against
enemy vision.  This will serve to hide them from enemy attacks, if the enemy
can't see your units they can't attack them.  The only way that the enemy will
be able to see cloaked Wraiths is if they bring in a detector unit or if your
Wraiths stray to close to one of the anti-air buildings, the Missile Turret,
Spore Colony, and Photon Cannon.

------------------------------------------------------------------------------
--  Apollo Reactor  --
----------------------

Minerals        : 200
Vespene Gas     : 200
Location        : Control Tower

Units Affected  :  - Wraith

This is a great upgrade if you plan on using cloaked Wraiths at all.  This
will allow your Wraiths to build up a higher amount of special energy, which
they will use to cloak themselves.  This will let them stay cloaked longer if
the higher special energy is left to accumulate. Remember, this doesn't
instantly give them more it just gives them the potential to get more.

------------------------------------------------------------------------------
--  Ion Thrusters  --
---------------------

Minerals        : 100
Vespene Gas     : 100
Location        : Machine Shop

Units Affected  :  - Vulture

This upgrade will boost the power of the Vulture's thrusters so that it can
move around faster.  This is useful so that you can build a Vulture that can
scout around the map incredibly fast even if you aren't going to use it for
attacks.  That is mainly what I use this upgrade for, scouting, since I never
use Vultures when attacking.

------------------------------------------------------------------------------
--  Spider Mines  --
--------------------

Minerals        : 100
Vespene Gas     : 100
Location        : Machine Shop

Units Affected  :  - Vulture

This upgrade will give your Vulture units the ability to carry around Spider
Mines.  Spider Mines are just little mines that the vulture drops off where
he wishes.  When they are dropped off they burrow into the ground so that
they can be invisible to the enemy.  When it senses an enemy nearby it will
un burrow and attack dealing out huge amounts of damage.  Use this upgrade to
plant mines in your enemy's path and around your outer perimeter.

------------------------------------------------------------------------------
--  Charon Boosters  --
-----------------------

Minerals        : 100
Gas             : 100
Location        : Machine Shop

Units Affected  : - Goliath

This upgrade will enable your Goliath units to shoot their ground-to-air
missiles much further than before.  If you are planning to attack an enemy
base make sure you have this.  Or if you want to use Goliaths for defensive
purposes this will help a lot.

------------------------------------------------------------------------------
--  Siege Tech  --
------------------

Minerals        : 150
Vespene Gas     : 150
Location        : Machine Shop

Units Affected  :  - Siege Tank

Wan to know why the Siege Tank has the word "siege" in it?  Well this upgrade
will allow your tanks the ability to go into "siege mode".  This is where they
firmly attach themselves on the ground via two stabling arms on either side of
it and be ready to attack units that are very far away on the map.  This is
useful for wreaking havoc on your enemy's base.  If you plant one of these
outside their base along with a few supporting units they can cause some
insane destruction from very far away.  Just be careful with this because the
Siege Tank is very vulnerable to close range attacks as it only attacks long
range.  it is also very slow and bulky so it cannot avoid enemy attacks.  Also
be careful that they Siege Tank cannot move at all when it is in Siege Mode..

------------------------------------------------------------------------------
--  EMP Shockwave  --
---------------------

Minerals        : 200
Vespene Gas     : 200
Location        : Science Facility

Units Affected  :  - Science Vessel

This upgrade will give the Science Vessel the ability to cast an
Electro-Magnetic Pulse in all directions that will disable any mechanical or
electronically powered units in its range.  This is immensely useful against
Protoss units and Terran vehicles and air units.

------------------------------------------------------------------------------
--  Irradiate  --
-----------------

Minerals        : 200
Vespene Gas     : 200
Location        : Science Facility

Units Affected  :  - Science Vessel

This will allow your Science Vessel the ability to make a unit radioactive for
a short period of time.  This will give the unit about 250 hit points and will
damage any unit that is nearby, given that it is an organic unit.  This will
last about 30 seconds before it wears off.  Being an attack that only affects
biological units it will be primarily an anti-Zerg unit although it can be
used against Terran infantry units.  You can also target buildings with this
attack so it will be able to damage any units close to it.  This works well
on Zerg hatcheries since that will be the nexus of their base.  If you can
target that then you will damage the building and the workers around it.

------------------------------------------------------------------------------
--  Titan Reactor  --
---------------------

Minerals        : 150
Vespene Gas     : 150
Location        : Science Facility

Units Affected  :  - Science Vessel

This upgrade will affect your Science Vessels.  It will allow them to have 250
energy points instead of 200.  This extra 50 will give them the ability to use
more special abilities such as Defense Matrix and Irradiate.

------------------------------------------------------------------------------
--  Lockdown  --
----------------

Minerals        : 200
Vespene Gas     : 200
Location        : Covert Ops

Units Affected  :  - Ghost

This upgrade will give the Ghost an ability to completely stall out any
mechanical unit that it targets.  This will completely render it useless until
the lockdown wears off.  The unit will still be able to be attack though so
if one of your units gets locked down in enemy territory then you can kiss it
goodbye.

------------------------------------------------------------------------------
--  Ocular Implants  --
-----------------------

Minerals        : 100
Vespene Gas     : 100
Location        : Covert Ops

Units Affected  :  - Ghost

This upgrade will let your Ghost units see very very far away.  The main use
for this is so that they can launch nukes from further away, that way they
won't get caught in the blast and the enemy will have a greater area to search
than if he had normal sight.

------------------------------------------------------------------------------
--  Moebius Reactor  --
-----------------------

Minerals        : 150
Vespene Gas     : 150
Location        : Covert Ops

Units Affected  :  - Ghost

This upgrade just gives your Ghost units an additional 50 energy storage to
work with.  If you only have a few Ghosts then this will let you do more with
what little you have, casting more special spells and such.

------------------------------------------------------------------------------
--  Personal Cloaking  --
-------------------------

Minerals        : 100
Vespene Gas     : 100
Location        : Covert Ops

Units Affected  :  - Ghost

This upgrade will let your Ghosts cloak themselves from the enemy.  This is
great for using nukes and sending out scouts.  The only time that a cloaked
unit can be revealed is if the enemy brings in a detector unit, otherwise he
will stay hidden until he either runs out of energy to power his cloak or you
turn off the cloak.

------------------------------------------------------------------------------
--  Yamato Gun  --
------------------

Minerals        : 100
Vespene Gas     : 100
Location        : Physics Lab

Units Affected  :  - Battle Cruiser

This is basically an attack that will deal out a huge load of damage to
whatever it hits.  This upgrade is great for taking out buildings such as
Command Centers, Hives, Nexuses, and any other building that the enemy can't
survive without.  This does take a little bit to charge up once you select the
target so it will be vulnerable to attack while it is charging up.  Only use
this against buildings since it would be a complete waste against a unit of
any size, worth, or power.

------------------------------------------------------------------------------
--  Colossus Reactor  --
------------------------

Minerals        : 150
Vespene Gas     : 150
Location        : Physics Lab

Units Affected  :  - Battle Cruiser

This upgrade will net your Battle Cruisers an additional 50 energy to use.
Only use this upgrade if you plan on building Battle Cruisers for the Yamato
Gun, although it is a good thing to have just in case you do need it.

_____________________________________________________________________________
 // = // = // = // = // = // = // = // = // = // = // = // = // = // = // = /
ッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッ
                       10)  Frequently Asked Questions
_____________________________________________________________________________
 // = // = // = // = // = // = // = // = // = // = // = // = // = // = // = /
ッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッ
[100FAQ]

------------------------------------------------------------------------------

Question : I really suck at this game and I want to take the cheap way out,
           are there any cheats in this game to help me out?

Answer   : Yes...

To activate or deactivate these cheats just press ENTER and then type in the 
words that apply yo the cheat you want.  If the cheat is enabled the cheat 
will then become disabled and vice-versa.  Make note, these do NOT work in 
multiplayer games, to cheat in those games you must be able to hack.



power overwhelming        : Invincibility

show me the money         : 10,000 minerals and gas

modify the phase variance : All upgrades now available, disable the tech tree

breath deep               : 500 vespene gas

game over man             : Instant loss, why?  I have no idea

man over game             : Instant win

operation cwal            : Quick building of units and buildings

black sheep wall          : Disable the fog of war, see entire map

food for thought          : Build beyond your allowable supply limit, maximum
                            of 200 supplies cannot be changed

something for nothing     : All units are upgraded one level

staying alive             : Continue playing after scenario is finished

medieval man              : All upgrades available

radio free zerg           : Zerg radio tunes, only while playing as Zerg

there is no cow level     : Instant win

the gathering             : Infinite special energy on units

------------------------------------------------------------------------------

_____________________________________________________________________________
 // = // = // = // = // = // = // = // = // = // = // = // = // = // = // = /
ッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッ
                             11)  Conclusion
_____________________________________________________________________________
 // = // = // = // = // = // = // = // = // = // = // = // = // = // = // = /
ッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッ
[110CNL]

                       -----------------------------
                       ---  Contact Information  ---
                       -----------------------------                  [111CNT]


If you have any questions, comments, suggestions, or contributions to
make then you can e-mail me at the address provided below.  I will only
accept questions, comments, suggestions, and contributions if they
abide by the guidelines outlined below.  I do not think that I am
asking much by doing that, but if you do have a problem with that then
I ask you just not send me anything at all.

E-MAIL: elgreco(at)gmail.com
        arminjewell(at)yahoo.com

SUBJECT LINE: Starcraft

--
DO
--

 - Point out errors
 - Give me strategies for parts of the game that you feel you know lots about
 - Write legible sentences
 - Include good grammar

------
DO NOT
------

 - Send me viruses
 - Spam me
 - Insult me
 - Use excessive profanity
 - Use background colors, e.g. yellow font against a black background
 - Send irrelevant e-mails
 - TyPe lIkE tHiS, tHiS ReAlLy PisSEs mE OFF!

                       --------------------------
                       --- Legal Information  ---
                       --------------------------                     [112LGL]

This document is Copyright 2003-2004 Don Fleming and Armin Jewell.  It may
not be reproduced nor retransmitted in  any form without prior consent from
the author.  It may not be altered, published, sold, given as an incentive
to  buy, etc. without advance permission from the author. All outside sources
which have contributed to the making of this guide in some form have been
cited in the guide. 
 
Violation of the above terms can and will result in a lawsuit.

------------------------------------
SITES WHERE THIS GUIDE MAY BE HOSTED
------------------------------------


 - GameFAQs.com
http://www.gamefaqs.com/

 - Gamespot.com
http://www.gamespot.com/

 - Neoseeker.com
http://www.neoseeker.com/

 - IGN
http://faqs.ign.com


----------------------------------------
SITES WHERE THIS GUIDE MAY NOT BE HOSTED
----------------------------------------


 - CheatCodeCentral
http://www.cheatcc.com/

^ Yes, I am pointing directly at your site, Dave, and not with my index finger
  either.


                           --------------------
                           ---  Conclusion  ---
                           --------------------                       [113CNC]



______________________________________________________________________________
               Copyright 2004 Don Fleming and Armin Jewell
(0.0645/d/web7)