StarCraft: Brood War чит-файл №6

Kronikle's StarCraft Brood War Strategy Guide v1.1




DISCLAIMER

BEFORE READING ANY FURTHER IN THIS GUIDE, READ THIS

1) I, Ryan Kurlish (Kronikle), the author of this guide, am not in any way
liable for harm that came from reading this.
2) If you are to use some of the strategies in this guide, you must at least
give me partial credit
3) This guide may not be sold. If any companies want to buy this I must get
the money.
4) I allow permission for websites to post up this strategy guide, but you
must include the entire strategy espescially, including the disclaimer.

END OF DISCLAIMER




1. Introduction
2. General Strategies
3. Multiplayer
4. Terran Units
5. Zerg Units
6. Protoss Units
7. Terran Strategy
8. Zerg Strategy
9. Protoss Strategy
10. Cheats
11. Secrets (glitches)
12. Learning Center
13. Version Changes
14. Credit



1. Introduction

My e-mail address is RyanK55@aol.com. I hate AOL but it is all I have.
E-mail me strategies, corrections, or hints. Title the subject "Starcraft
Guide", that's how I know it is not trash and I will not delete it immediatly.
I'm not sure if I can get mail from Internet users. I think I might've
blocked them off cause of all the porno mail they've been sending, so use AOL
if you can to E-mail me. I go online about 6 times a month or more. Please
don't ask questions about this game because I can't keep up on answering
questions.
I am Kronikle, the maker of this strategy guide. This is my first one.
This is version 1.1.
I have never been beaten by any of my friends and after awhile 5 Comps
Melee (I can easily take out 7 comps in free-for-all). I still don't consider
myself a master or god of StarCraft. On a scale from 1 to 10, 10 being the
master, I am about a 7. I don't use BattleNet much. My computer is VERY slow
(66 mhz)! My name is Kronikle66. My record now is somewhere around 30-9-15.
a third of the 15 were backstabbers, another third was when I was a newbie and
there was the last third when I was just careless or was trying new
strategies. When I was a newbie and was going to rush I always built 9
workers before I even thought about building my attack unit producer. I am
going to get a new computer very soon, so I will be on BattleNet a lot more
often. I train myself by going to my friend Jon's house (he has a fast
computer). I go on BattleNet at his house for somewhere around 8 hours. I
learn about 3 strategies and then challenge Jon til I master them! You can
challenge me anytime when I'm on BattleNet. Chances are by that time I am
still getting used to playing StarCraft on a fast computer. I don't play
ladder games because I hate the fact that if you lose you lose points, and
BattleNet doesn't perminently store your points. Even though I have never
lost, I still don't play those games. The one time I did play ladder on
BattleNet was when I fought 3 opponents. One quit, the other one wasn't very
good. We were both Terran. Suddenly in the game he messages me "I'm going to
have to watch out for those 3 BattleCruisers!". I realized he used his Comsat
Station and I just ignored him. It was a no rush for 30 minutes (I was pretty
new back then) game. I built up 12 BattleCruisers and swarmed into his base.
I saw him on the way with only 12 Wraiths. He didn't want to fight me so we
passed each other and started destroying eachothers base. For some reason he
cloaked all of his units when I had no defense. I had so many supply depots
it took him awhile, while I obbliterated his base in seconds. Then I couldn't
find his other base. I searched all around but I had SLOW BattleCruisers. I
had only 4 Supply Depots left. Suddenly I found his base in the center and
blew it to shreds right before he finished my last building. When I see
records like 400-30-50 I know that they always play ally against computer.
The only reason I could ever think of people joining a 7vs1 comp stomp game
would be to gain wins. I joined like two of them just to get my ten wins to
play ladder.
For all of you who need training out there, I recommend you read this
guide or play a 2vs2comp games on random. Watch your ally and see his
strategies. If he pulls off some crazy kick ass shit then ask him how he did
it and most likely he will tell. I learned a good deal of my strats by
watching a person by the name of ComputerMaster. I think that was his name.
He was the one who taught me the BattleCruiser rush, blocking your entance
with Supply Depots, Terrans are the worst race, and he told me if I want to
train I should play games on Random until I can win anytime with any race. He
most likely will not remember me. If you think you are a StarCraft god and
have never been on BattleNet, then you are not even close to being god.
BattleNet will teach you so many new things and how to improve old things.
Another way of training is on custom maps. Choose 3 opponents, 1 of each
race. Then, set your race to random. It's hard, espescially when you're
trying a new strategy. For all of you who want to learn quick, goto the
StarCraft University (in the credit sections), and take the classes. Once
you've mastered a strategy that you can beat 3 comps with ease. Don't
continue using the same strat. Try mixed strats. Zerg is the easiest
computer race to beat. Terran are the hardest! The strategically use Tanks
to their advantage, they cloak their Wraiths, they Nuke, and their early swarm
is 15 marines 5 Firebats and 10 Medics! Protoss is second hardest, mostly
because of their strength and power. Their early rush is about 10 Zealots!
By the way, do any of you people out there have Gundam Century? That is
phreaking awesome!! Terran and Protoss are completely different! The start-
up screen is cooler, the units are WAY cooler, and the strength is WAY better.
Although sucks for Zerg, they have no changes. If you can, e-mail me if there
are any other patches for StarCraft or BroodWar.

2. General Strategies

Workers - At the beginning send your workers to seperate patches. Once you
have all of your workers mining on different patches continue making workers.
Send them 2 to a patch.

Multiple Bases - It is not needed or recommended if you have lots of minerals
and gas like Big Game Hunters. Unless there is not much mineral
patches/geysers or if you only have 1500 minerals and 5000 gas and you are
planning on playing a long game, at around 600 minerals left start a new base.
Extensions off your base are good. Most people don't do this but, protect
your other bases as well as you do your main. Some people don't even protect
their 2nd and 3rd bases at all. Those are the people who wind up losing all
minerals. I personally don't like playing on maps other than maps with lots
of minerals. If I have more than 1 base I'd have to protect it, watch it,
produce in it, and more, along with my other base(s).

Spider Mines now land mines - Usually Spider Mines unburrow and attack any
unit in the range of about 3. Now any non-melee unit can take out one of
these before they explode on the enemy. If you blind them, as soon as someone
walks over them, then they explode. This is also bad for you cause the enemy
can walk around them.

1 at a time - When attacking in groups and defending against groups have your
group always attack one unit at a time. If four mutalisks being controlled by
a player who haves them attack one by one fight 5 mutalisk left for the
computer AI to control the 4 mutalisks would probably win.

Kill? - When you know you can eliminate an enemy don't hesitate to do it!
Unless there are rules set at the beginning like "no rush for 15 minutes",
take him out. However, if some other enemy is constantly attacking you and
your offense is your only defense. Wait til the end of his last attack then
send your fleet.

Free for all - Games like Free for all are sooo easy! Just build up a good
defense and offense and just let the computers take eachother out. If they do
for some reason attack you, their attack squad will most likely be weaken by
the other comps. As long as you don't anger them, they won't bother you.
Build up your army and when there are around 3 to 4 comps left that can't kill
eachother, then you should attack.

Protection - Don't just build protection at the front of the base. Make it
surround your parimeter. You don't know what side he's gonna attack from
(most of the time) if he uses air. Also, protect your mineral field in case
of worker hunts or drops. Putting a little defense in the middle is not a bad
idea, but it could get in your way.

Trees - Most people don't even know what trees can do in StarCraft. They hide
units. It's best to put small long-ranged units (Marine, Hydralisk, Dragoons)
behind these because their long range can easily hit units without blowing
their cover. Detectors don't cut it here.

Cliffs - You can easily take the advantage on a mountainous map. All units on
cliffs do what they do better than what the people on the ground do. Put up
say a tank on top of a cliff. The tank can now see everything far away. Now
say you put him in Siege Mode. If he attacks someone standing still they will
not know where you are. They will run away. If they decide elsewise they
will head towards the mountain. While on the ground they can not see what is
above them unless they scale the mountain and reach the very top. HA HA!! By
then your tank could easily take him out. This can be countered if an air
unit comes by. DAMN!!

Choke Points - These are the connecters. They connect the bases or whatever.
They are usually bridges but can turn the tide of war. If you block them off
as well as you do your front-line defense usually noone can enter your base by
ground (and if the choke point is huge enough and well protected, even by
air!). For Terran block it off with Bunkers filled with 3 Marines and a
Firebat, backed up by Siege Tanks, a few Ghosts if the big boys come in, and
some Missile Turrets for detection and air protection. Zerg should mostly
consist of Sunken Colonies with some Spores for air defense and detection
added with tons of burrowed Hydralisk and Lurkers. Protoss uses Photon
Cannons blocking entrance backed up with High Templars ready to Psionic Storm
them. Don't forget Carriers. Choke points can also be defeated. This is
espescially easy with Zerg. Their Guardians can take out the ground forces
from a far enough distance away. Send in about 5 Siege Tanks in Siege mode
backed up with Valkyries. For Protoss mind control a heavy flying unit and
send in some Reavers.

Build Order - If you've done strategies a lot you should not rely strictly on
build orders so much cause over time the enemy will know you're strategies and
counter them. Also, you never know if the situation will be different and
they actually attack before you are ready. Try to do long strategies with a
sort of freestyle. Since I don't know what map you are using, if it is a
short build order, it is better to do it freestyle.

Attacking buildings - With structures like Photon Cannons, Sunken/Spore
Colonies and bunkers, a lot of people will mass produce them for protection
without units. The biggest problem with these is that they can't move, making
them an easy target for Disruption Web, long-range units, or if the building
specifically attacks ground or air only, use the opposite. I swear I see
people all over who build about 40 Sunkens (with no Spores) or 40 Cannons.
Then I see one Siege Mode tank take them out. An experienced player would use
attack buildings mixed with units. A nuke in the center of a group of these
buildings is probably enough, use Tanks, or Yamato Gun them. With Zerg, use
Guardians. With Protoss use Reavers, or use Carriers (AI really only attacks
Interceptors). Use them along with units. If I were playing a human I would
only put up about six to 8 Sunken Colonies/Photon Cannons at most for early
rush protection. Sometimes after a rush attack, the human may rely mainly on
air. So then I would build some Spores about 8 all around and about 4 more
sunkens. Altogether about 14 or 16 Photon Cannons (they have air and ground
and not as much life as the colonies). I would also build up on units. If I
was fighting computer, I would put up some more because they repeatidly
perform the same rushes over and over until they get higher in the Tech Tree.

Parasite Detected - If you find a parasite on a unit, immediatly send it
attacking. A parasite can mean the downfall of your base. They can watch
your every move, prepare for an attack, and find a flaw in your defense.
Don't worry if computer casts it on you as they can see the whole map anyway,
so it's basically useless.

Upgrades - Speed upgrades are usually the best. Certainly better than attack
or defense. With capacity upgrades, you should always get them first.

3. Multiplayer

Multi player intro - I don't use BattleNet much. My computer is VERY slow (66
mhz)! My name is Kronikle66. My record now is somewhere around 30-9-15. A
third of the 15 were backstabbers, another third was when I was a newbie, and
the other third was when I was just careless or was trying a new strat. When
I was a newbie and was going to rush I always built 9 workers before I even
thought about building my attack unit producer. I am going to get a new
computer very soon, so I will be on BattleNet a lot more often. I train
myself by going to my friend Jon's house (he has a fast computer). I go on
BattleNet at his house for somewhere around 8 hours. I learn about 3
strategies and then challenge Jon til I master them! You can challenge me
anytime when I'm on BattleNet. Chances are by that time I am still getting
used to playing StarCraft on a fast computer. I don't play ladder games
because I hate the fact that if you lose, you lose points, and BattleNet
doesn't perminently store your points. Even though I have never lost, I still
don't play those games. You can read about my only ladder game at the
Learning Center.

Records - When I see records like 400-30-50 I know that they always play ally
against computer. The only reason I could ever think of people joining a 7vs1
comp stomp game would be to gain wins. I joined like two of them just to get
my ten wins to play ladder.

Strategies - Some of my losses are by trying new strategies. Overall, I
benefited from those losses. I learned what not to do next time. Eventually
I perfected those strategies and now I have new awesome strategies in my
arsonal instead of the same old capital ship rush or hydralisk rush. I tried
the Cannon Rush for the first time and failed miserably. He saw my Probe.
Now I have mastered it! I now know where to hide him, when to send him, and
what to build first. I also learned the Arbiter Warp Attack, the Scout rush,
the Reaver Drop, the Hydralisk rush, Mutalisk rush, Ultralisk, Zerlgling rush,
Nuke rush (ghost rush), and the Tank Push. What I'm trying to say is try new
strategies. If someone knows how to counter your capital ship rush, your
screwed unless you know some different strats.

Multi-Player Messages - If alliances are to be set within the game say
something direct but not too mean to make him say no, just nicely be direct
and ask a tough lookin player for an alliance. If they reject in a mean way,
take him out first. If they say they are not sure, help them out. If they
say yes but they sound fishy, don't rely on them much, they may be
backstabbers, but if they are very helpful and nice later on don't worry much
about their loyalty. If someone offers you alliance always accept. Sometimes
acting like a newbie will be a good chance of winning! Yeah, say something
like "How do you get those ships?" or "What do the colors on the map at the
bottom mean?". This works in 2 ways. One, they will feel pity for you and
slaken their defense, or two they will bully you and send in light swarms,
and once they see you were lying, kill that bastard! The funniest and
probably best use for messaging is to get in a 2-vs-2 or 3-vs-3 game and set
messaging to everyone. Then get a message to say "has left the game" and
send. If my name was Master5, what will come up is "Master5: has left the
game". This rarely works. It worked with my friend a few times. The
opponent will most likely leave you alone now if you don't make any activity.
Use this on big maps so they don't pass by you by chance. Set Messaging back
to Allies. Explain you were just taunting.

True alliance - If all of your allies are playing Zerg or all your allies
aren't playing Zerg, you might want to start a base within his base. If you
have two bases controlled by 2 people you should have a very good advantage.
If you don't want to share then at least send in 1 worker in his base if you
get overrun, so you can start up a new base, making sharing a last resort.

Team - For games like Team Free-for-all or Team Melee or anything team. You
must cooperate if you even want a chance at winning. The fact that both of
you control one single base is hard. I recommend you be on the phone with the
person you are playing with. If you can't then message a lot!

Modifications - Don't distribute modified maps! Just create games with the
real maps. Big Game Hunters for example. 90% of the game creaters out there
use modified BGH maps. Why would you need modified maps? Because they give
50,000 minerals and gas instead of 20,000? Ha! That's lame! 20,000 should
be more than enough!

Training - For all of you who need training out there, I recommend you play a
2vs2comp games on random. Watch your ally and see his strategies. If he
pulls off some crazy kick ass shit then ask him how he did it and most likely
he will tell. I learned a good deal of my strats by watching a person by the
name of ComputerMaster. I think that was his name. He was the one who taught
me the BattleCruiser rush, blocking your entance with Supply Depots, Terrans
are the worst race, and he told me if I want to train I should play games on
Random until I can win anytime with any race. He most likely will not
remember me.

4. Terran Units

SCV - The strongest worker of the 3 races. Still this is just a worker. It
has the ability to repair which is different.

Marines - Longest range basic unit. Since it can attack both air and ground,
these are actually ok. If you are going to mass produce these in mid games,
research Stim Packs and have Medics backing the marines up.

Firebats - I have found Firebats only work really good on Zerg and OK on
Protoss. These also have Stim Packs, but they are a lot less useful.

Medics - They are good with marine swarms. They have 3 spells, Heal,
Restoration, and Optic Flare. Heal is the most useful and used. Heal
automatically heals an organic unit 2 life per 1 energy until they are
completely healed. Restoration restores status. Optic Flare makes the
targeted unit have a sight range of 1 and makes them become blind. If you ask
me this is a lot more uselful if you use it on a Spider Mine. Usually Spider
Mines unburrow and attack any unit in the range of about 3. Now any non-melee
unit can take out one of these before they explode on the enemy. If you blind
them, as soon as somewhat walks over them, then they explode. Put Medics in
the back line ready to heal. Have your marines use Stim Packs. The medics
can heal them right after.

Ghosts - Sucky attack. I only use them for their spells. 1) Personnel
Cloaking - This is awesome! You can sneak in a base invisible (asuming there
is no detectors). 2) Lockdown - This is the best strategy for Battle
Cruiser/Carrier swarm prevention. It makes all non-biological units unable to
do anything. It's better than statis field in the fact that you can actually
kill the unit that is locked down. 3) Nuke - :-) This is best used with the
help of their other 2 spells. The nuke is the strongest attack in the game
(500 damage) and has the widest splash (about 6 spaces away!). The only
problem with it is that nukes need the help of ghosts and they can only be
created 1 at a time if you have only one Nuclear Silo.

Vultures - Use them as scouts or for base defense. With defense, plant spider
mines around the outside of your base.

Siege Tanks - These are the bomb! This is the long range unit for the Terran
and when in Siege mode the longest attack unit in the game! Put them in Siege
mode and they are unstoppable (almost)! They are awesome in base defense with
their long range, splash damage, and powerful blasts. In offense, back them
up with Goliaths and you got a nice team. Siege Tanks are, however, easily
destroyed alone. An air unit could easily take one out alone or a quick
Zealot or Zergling (something that attacks close up).

Goliaths - Use them for air defense. Ground attack is a little too slow for
me. A deadly combo are Goliaths backed up by Siege Tanks in the mode.
Upgrade the Goliath's air attack and they can attack from range as far as the
Guardians'.

Wraith - These would be a much better unit if there were no detectors. Their
air-to-air attack is great but their ground attack... well it's not so good.
Use their cloaking to defend your base if someone foolishly didn't add a
detector in their swarm. Cloaking doesn't do much against mid/late Terran
computer or any Zerg. The Terran computer uses the Comsat Station and the
Zerg have that Overlord.

Dropship - Simply a transport. Nothing special about it. For strategies with
it, defensive matrix it, if you are going for a drop.

Science Vessel - A detector and spell caster makes a great combo. They have 3
spells: Defensive Matrix, EMP Shockwave, and Irradiate. 1. Defensive Matrix
- This is awesome. The Vessel comes with this, and it makes any unit used on,
temporarily invincible! 2. EMP Shockwave - Really only useful on the Protoss.
This drains shields and magic down to zero. Use it on Archons, as they are
97% Shields. 3. Irradiate - On such a useful unit as the Science Vessel there
has to be such a lame spell. It only works on organic units and it takes
barely anything away.

Valkyrie - My favorite air-to-air unit. Upgrade maximumly. 25 of these fully
upgraded can take out 100 mutalisks not upgraded.

Battle Cruiser - The absolute best air unit in the game. They are better than
Carriers, because they have the Yamato Gun and they fire a hell of a lot
faster! These can take out Photon Cannons in one hit if you use the Yamato
Gun! Scourges are almost useless against 12 Battle Cruisers, unless they are
heavily mass produced. The only flaw with the Battle Cruiser is it is slow in
moving.

5. Zerg Units

Larva - These are the core of the Zerg. If you have the right buildings,
these can morph into any Zerg unit available (except for ones that must evolve
e.g. Lurkers, Guardians)!

Drone - The basic worker. Relies on mutating itself into a building,
sacrificing it.

Overlord - A pretty good non-attacking unit if ya ask me! It is the only
supply holder that can actually move. Not only that, they are detectors too!
So you start the game off with a detector and a flying scout! Use them in the
beginning of the game as a scout (if the map is not too big). These guys are
also your transport. If you are getting the shit beat out of you by someone,
use your Overlord to pick up some Drones and move to an allies base or a safe
spot in the map.

Zergling - The quickest attacking ground unit in the game. They are very fast
and for 50 minerals, 2 are produced making it very cheap. Fully upgrade
these, and they can take out units and buildings extremely fast. These are
great in mass swarms when defending against tanks or when using Dark Swarm.
Zerglings can burrow.

Hydralisk - These are pretty good. Hydralisks are the most versatile unit in
the game. They can attack air and ground quite fast, they can burrow, they
have nice HP and decent damage. These get destroyed quite quickly alone.
Unless you mass produce these by the 30s or more, don't rely on them so much
for late attacking.

Lurker - These are awesome! These are perminently cloaked when burrowed.
They can use the hydralisk range upgrade to their advantage. They are very
strong. They come with burrow. They are the Lurkers, the burrowed, portable
sunken colony!

Mutalisk - Weakest air unit (besides interceptors). If I were to only use
these units, I wouldn't even think of trying to win a long game with less than
40 of these unupgraded. Use these as worker hunters or produce these by the
100s and swarm! Even though these are the weakest air units, they are still
pretty good mainly because of their speed and ability to attack mutiple
targets at once.

Guardian - Ohh... yeah!! These are awesome. They are like a Siege Tank in
Siege Mode but airborne. These are out of the range of all the attack
buildings, making them great on newbies (who only rely on attack buildings).
They have an attack of 20 (unupgraded) dealing some heavy damage. The only
problem with these are that they don't have any air support.

Devourer - A cool air-to-air unit. So slow in attacking, though. They do
have a useful ability, their Spores slow down the enemy's firing rate down
1/8. The coolest thing about this is that the spores on an enemy can build
up, but are not perminent.

Scourge - These are the best air-to-air unit in the game. They are produced
in doubles for the cheap 25 minerals and 75 gas! They are excellent scouts.
Their damage is 110 without any upgrades! Use these on transports, Carriers,
and other slow attacking air unit. Don't attack a group of 6 Battle Cruisers
or more with these unless you send them 8 or more. Battle Cruiser attacks are
much too fast for Scourges.

Queen - OK spell caster. They have 4 spells, Infest Command Center, Spawn
Broodlings, Parasite, and Ensnare. Infest Command Center is not that useful.
Sure you can pump out some of the best ground units in the game, but if you
destroyed enough of their base to infest this, chances are their won't be much
left to destroy. This can be useful if you are allied with a Terran player
and he allows you to infest his Command Center. Spawn Broodlings is an okay
to good spell. It turns targeted organic ground unit into 2 broodlings (it
works on tanks too!). Use this on heavy artillery (tanks) or on workers.
Parasite is a great spell but is useless if it is spotted. It lets you see
everything that is in the sight range of the targeted unit. Ensnare is not
good! All it does is slow down a unit to half it's speed temporarily.
Whoopie!!

Ultralisk - Good if used correctly. With a price 200 minerals, 200 gas and 6
supply, you'd think that they'd be great. No. They can't burrow, they are
slow, they take too much time to make, they can only attack ground units, and
they are fat so they can't fit between gaps in yours or the enemies base. If
you plan on maximumly upgrading them, then they are half decent. With life of
400 and fully upgraded armor of 6, any damage 6 or under is reduced to 1 (haha
Carriers, Marines, Zerglings, Broodlings!). Combined with a Dark Swarmed
area, they are awesome! In a recent game, I made 5 of these fully upgraded,
sent them attacking only the enemy command center. This was very late game so
they had a great defense. They rushed in ignoring the air attacks, tanks, and
infantry and went straight in and destroyed the Command Center and all of the
workers before they got destroyed.

Defilers - These have great spells, Consume, Dark Swarm, and Plague. Consume
which destroys one of your units to gain 50 magic energy, and Plague which
brings life (Unit and Building) down, somtimes to 1, but this will never kill.
Hatch a few Zerglings and use Consume to gain tons of energy. Then use Plague
on units or what is really cool, is use Plague on Terran buildings. Terran
buildings in red gradually lose life, so if you Plague the building to 1 life,
it will destroy itself in one second. Dark Swarm makes long-range attacks in
the orange area useless, making Zerg rushes very useful. Ultralisks with a
Dark Swarm is extremely powerful.

6. Protoss Units

Drone - Average worker. These, however, can build multiple buildings at the
same time.

Zealot - Strongest basic attack unit in the game. These are about as good as
a Firebat strength wise. But, Zealots are better than Firebats because they
don't need gas and they have shields. These are awesome with the speed
upgrade!

Dragoon - Don't use these for foward assualts alone. They are not so good
alone, but combined with Zealots to take out ground and the Dragoons to take
out air they are pretty decent. These should be used as heavy aircraft
destroyers. 2 of these can take out a Carrier or Battle Cruiser. Upgrade
their range and they become a lot more useful.

High Templar - My favorite spell user! These have 3 awesome spells, Psionic
Storm, Hallucination, and Summon Archon. Psionic Storm, the swarm stopper.
This spell is incredible! For only 75 energy you attack a 3 by 3 space with
127 damage quite quickly! Hallucination creates two duplicates of the
targeted unit. The duplicates only look different to you, with a blueish
shadow. What your opponent sees looks exactly like the real unit. They
eventually lose power and get destroyed. All normal attacks do double damage
on hallucinations. Hallucinations will attack but they will never deal any
damage. This is good to scare your opponent. Send in about 50 (hallucinated)
Carriers and it might just scare him to quit. Or, use on Shuttles. Make
about 11 duplicates of these and put the real one in the middle. Drop it in
his base. You can do this with Arbiters and Recall. You can also make tons
of hallucinated Probes to go into an open spot on the map, making sure your
opponent sees you. Your opponent will most likely follow a group of Probes
with some Wraiths, Scouts, or Mutalisks. Now, while some of his fleet is
attacking hallucinations, send in an attack swarm. The third spell is Summon
Archon. This is good if you are in mid battle and your Templars have run out
of magic. Turn your non-attackers into killer ground and air attacking units.

Dark Templar - One of my favorite ground units! This is the true assassin of
StarCraft. They are perminently cloaked and they attack with 40 damage
unupgraded! They do have a few features I don't like about them. Their
attacks are melee. They have only ground attacks. They require a lot of
structures before you can begin construction of them. They are practically
useless on Zerg, as their detectors are flying.

Dark Archon - My second favorite spell caster. They have 3 spells, Mind
Control, Maelstrom, and Feedback, but only 1 of them make them the most feared
unit in the game, Mind Control. Instead of killing a unit, you actually make
him join your fleets. Use this on an Arbiter supporting a gigantic fleet, a
different race worker, or any vital unit your opponent has. If you use it on
an Arbiter all the fleets will be uncloaked. The fleet will now worry about
the Arbiter and take it out, buying you time to either run or attack them. If
you Mind Control a worker of a different race, you can actually start up a new
base of a different race. Imagine having a fleet of Carriers, Battle
Cruisers, and Guardians! Maelstrom freezes an area of biological units for
about 5 seconds. Use this on Zerg, as all of their units are biological.
Feedback is somewhat weak. It drains all energy down to zero and uses the
amount of magic the target had as damage inflicted upon them.

Archon - One of the best ground units ever! These have ground and air attack
of 30! Mass production is not recommended. Recall these units and you have
an awesome attack. These are great melee unit killers. Watch out for the EMP
Shockwave. If you get hit you're scewed!

Shuttle - Just a transport. With the speed upgrade, they are the fastest
transport.

Reaver - Yeah! These are the bomb! These are also the best droppers in the
game! They have a 100 damage that splashes almost 3 spaces! With a good
number (4+) of Reavers, it only takes a few scarabs to wipe out all of your
opponent's workers. These do have a few problems though. They can only
attack on their elevation and can't attack over water, they are slowest unit
in StarCraft, they can't attack air, and they require you to build ammo.
These should be used with Shuttles unless you want to be their waiting an
hour.

Observer - The best spies in the game! They are perminently cloaked, they
fly, they are detectors and they are fast! These should be your primary
scout/spy and detector.

Scout - Pretty damn good flying unit. This is the fastest basic flying unit
(Mutalisk, Wraith, Scout) and the strongest. Even though these can't cloak,
they are still awesome. If you have over 40 of these in the sky you will most
likely win.

Corsair - Pretty good air-to-air flyer. Even though their attack is 5, they
are very fast. They have a spell called Disruption Web. This is pretty
useless on units. It freezes all ground units' weapons in the web and
buildings' weapon system. The unit can however walk out of the web and
continue normally. These should only be used on attacking buildings.

Carrier - Above average heavy air fighter. The problem with this is that they
are slow and have to launch Interceptors which you must build. Once you get
Carriers available, then you (should) upgrade the capacity. As soon as you
get the most expensive unit in StarCraft online, they are useless. You have
to buy 200 minerals worth of interceptors to fully maximize the Carriers
strength. If you have less than 6 then they are practically useless. Say you
have a Carrier filled with 8 Interceptors and you want to attack. You send
him in and then you click on an enemy unit to see what upgrades they have.
You see their armor strength at 6. You launch your Interceptors and all of
them hit with their 5 damage. 5 damage for all 8 Interceptors makes forty
damage right? Wrong the armor reduces all unupgraded Interceptor attacks to
1, so all your Interceptors deal 8 damage total. A Zergling can only be
upgraded to 3 armor, so it would take 3 rounds of Interceptors to take out one
measly Zergling!

Arbiter - A must for almost any late game Protoss swarm! Arbiters have 3
abilities, Recall, Statis Field, and they can cloak all of your units i think
4 spaces away. Recall warps a group right next to your Arbiter. Sneak your
Arbiter into the enemy base and then Recall an army (that should at leasy
consist of about 4 Reavers and tons of other units) and you have all of your
army cloaked inside the enemy base! Statis Field can be good depending on who
you use it on. It freezes a group of units for a little bit. These units
can't be hurt, can't move, and can't attack. Use it on some attacking
Carriers or Battle Cruiesers to stop them, then charge up some magic and kill
them. If you are attacking and you see some group of units you know you can't
take out (about 80 Hydras), statis field a bunch so less are attacking you at
the same time. Lockdown can be better except it only attacks one at a time.
Their ability to cloak all units within 4 spaces away rocks! Send in a couple
Arbiters with a massive Carrier fleet and you have a nice cloaked army. Then
recall an army.

7. Terran Strategies

Mass production - If someone does not use this strategy they are sad. Simply
put, build more producing structures if you are going to mass produce! If you
are going all out marines, build up about 6-10 Barracks.

Nuke Prevention - Cast Defensive Matrix or run.

SCV Rush - On an unsuspecting opponent this will almost always win.
Completely useless if not used at the very beginning of the game:
-Build one SCV
-Send 4 attacking
-Have 3 attack each worker one at a time. Have the 4th repair. The 5th
should provide the minerals for repairing.

Marine Drop - This is not the marine rush. Use this in medium length games.
- Send SCVs mining
- Build 4 more SCVs
- Have SCV 8 build a supply depot
- Build 2 more SCVs
- Once SD done build barracks
- SCV 10 build refinery
- Build 3 SCVs
- Send 2 of them to the Refinery and the third to making another supply depot
- Build 1 SCV. Send him to work on Factory
- Barracks should now be done
- Have SCV 8 (finished barracks) build bunker
- Train 5 marines
- Add a machine shop to the factory and have that SCV build a starport
- Build 3 SCVs
- 1st SCV builds barracks
- 2nd builds academy
- 3rd builds barracks
- Control Tower on Starport
- Pump out lots of marines and six medics
- Build 3 dropships each filled with 6 marines and two medics
- Drop into open spot in enemy base
This trick works very well on human opponent long games. Don't try it on
computer, as they will have already attacked by then.

Marine Rush - This is a rush! This is to be used at the beginning of the
game. Anytime after is pratically useless. This is different from the Marine
Drop.
-Build fifth SCV
-Gather with four other SCVs
-Gather with fifth SCV
-Build sixth SCV
-Build seventh SCV
-Gather with sixth SCV
-Gather with seventh SCV & build first Barracks
-Build eight SCV & build first Supply Depot
-Train first and second marine
-Send 1st Marine scouting
-Train third marine & build second Barracks
-Start Marine pumping and attack!

Ghost Rush - Don't even think this rush is for attacking only! Use this for a
nice early nuke along with a cloaked (weak) attack.
-Build fifth SCV
-Gather with four other SCVs
-Gather with fifth SCV
-Build sixth SCV
-Build seventh SCV
-Gather with sixth SCV
-Gather with seventh SCV & build first Barracks
-Build eight SCV & build first Supply Depot
-Build Refinery & build Academy
-Build ninth and tenth SCV
-Gather with ninth and tenth SCV
-Build eleventh and twelfth SCV
-Gather gas with eleventh and twelfth SCV
-Build second Supply Depot & build Factory
-Build thirteenth and fourteenth SCV
-Gather with thirteenth SCV
-Gather gas with fourteenth SCV & build Starport
-Train first and second marine & build Bunker
-Train third and fourth marine & build Science Facility
-Enter marines into Bunker & build second Bunker
-Train fifth and sixth marine & build Covert Ops
-Train seventh and eight marine & build third Supply Depot
-Upgrade Personnel Cloaking & build Nuclear Silo
-Enter marines into Bunker & train first ghost
-Arm Nuclear Silo & upgrade Ocular Implants
Use the nuke to take out detectors and then send in the Ghosts cloaked to make
an attack

Vulture Rush - Use this in mid games.
-Build fifth SCV
-Gather with four other SCVs
-Bather with fifth SCV
-Build sixth SCV
-Build seventh SCV
-Gather with sixth SCV
-Bather with seventh SCV & build first Barracks
-Build eight SCV & build first Supply Depot
-Build Refinery
-Build ninth and tenth SCV
-Gather with ninth and tenth SCV
-Build eleventh and twelfth SCV
-Gather gas with eleventh and twelfth SCV & build Factory
-Build second Supply Depot & build second Factory
-Build first vulture & build Machine Shop
-Build second and third vulture & research Spider Mines
-Build fourth and fifth vulture & build third Factory
-Build third Supply Depot & research Ion Thrusters
-Build sixth, seventh, and eight vulture & plant spider mines

Siege Tank Rush - Use in long games.
-Build fifth SCV
-Gather with four other SCVs
-Gather with fifth SCV
-Build sixth SCV
-Build seventh SCV
-Gather with sixth SCV
-Gather with seventh SCV & build first Barracks
-Build a Marine and scout. Kill him after he's done.
-Build eight SCV & build first Supply Depot
-Build Refinery
-Build ninth and tenth SCV
-Gather with ninth and tenth SCV
-Build eleventh and twelfth SCV
-Gather gas with eleventh and twelfth SCV & build Factory
-Build second Supply Depot & build second Factory
-Build first Machine Shop
-Research Siege Tech & build first siege tank
-Build third Supply Depot & build second Machine Shop
-Build second and third siege tank
-Build forth and fifth siege tank

Wraith Rush - Use in long games
-Build fifth SCV
-Gather with four other SCVs
-Gather with fifth SCV
-Build sixth SCV
-Build seventh SCV
-Gather with sixth SCV
-Gather with seventh SCV & build first Barracks
-Build eight SCV & build first Supply Depot
-Build Refinery
-Build ninth and tenth SCV
-Gather with ninth and tenth SCV
-Build eleventh and twelfth SCV
-Gather gas with eleventh and twelfth SCV & build Factory
-Build second Supply Depot
-Build thirteenth and fourteenth SCV
-Gather with thirteenth and fourteenth SCV
-Build first and second Starport
-Build third Supply Depot
-Build first wraith & build first Control Tower
-Send first Wraith scouting
-Build second and third wraith & research Cloaking Field
-Build fourth and fifth wraith
-Build sixth and seventh wraith

Supply Depot Ultimate Defense Trick - Very useful strategy. A lot of people
say "Oh, if I put my supply depots blocking my entrance the computer will just
destroy them!" (newbies). True, to some extent if you don't put any defense
behind it!!! You should make two layers of supply depots BLOCKING your
entrance to your base (if your scv gets trapped outside your base use him as a
scout). (Most important part) Build two bunkers behind them, filled with
marines and put about four Siegetanks in Siege mode next to the bunkers. Last
step, put 2 missile turrets behind the supply depots to detect for any cloaked
units (also helps defend airborne wise). This however doesn't work all the
time. This strategy should really only be used against the computer. If you
need help, read the Battle Cruiser rush.

Battle Cruiser rush - This is a VERY good strategy! Within about fifteen
minutes you can be rushing in with twelve BCs. This is GREAT for computer and
great for an inexperienced human opponent. This strat should only be used on
custom maps (ones with 50,000 minerals and gas and lots of mineral patches and
vespine geysers).

- Send workers to mineral patches and build an SCV
- Send that SCV mining and keep building SCVs until you have 9
- Send 9 to build a supply depot blocking entrance.
- Build 10th and have him construct a barracks
- After 9 is done, pump out a few more SCVs and build more supply depots until
your entrance is blocked double layered
- After 10 is done have him build a bunker behind your Supply Depots
- Build another SCV and have him build a refinery.
- After refinery, if you have more geysers build refineries over them.
- Start pumping out marines until you have 8
- 3 SCVs (if you have enough supply depots, if not take a mining SCV and have
him build one) and send them to the refinery(s) if you have more refineries
than one, send three more to each other refinery.
- After 10 is done have him build another bunker next to your other one
- Fill bunkers
- By now the computer already attacked so if needed repair anything damaged.
- If 9 is done and is inside your base have him move to an open area and keep
building supply depots
- Some SCVs
- Once enough cash for Factory, build!
- While factory building, pump out more SCVs
- After Factory build machine shop
- After machine shop build 4 tanks, research Siege mode and build more SCVs.
- Put tanks at front of base in Siege mode
- Build SCVs and stop at around 22 to 20.
- Take 6 SCVs and have each one build a Starport (leaving enough room for
control towers)
- Attatch Control Towers
- Send 5 finished SCVs mining and have the 6th build a Science Facility with
attatched Physics Lab.
- If you want, research Yamato Cannon
- Start pumping out BCs!
- Once you have about 12 attack
- While attacking build 6 more BCs or until you run out of supplies
- If you were fast enough you should be able to creame the enemy. If not,
send the six at your base to attack and build twelve more BCs (6 for defense
the other 6 for attacking).

Worker Hunt - Get about 1 tank, 3 dropships, and 3 science vessels. Fill the
first Dropship with 4 Goliaths, the second with 7 marines and a ghost with a
nuke, and the third with 2 Siege Tanks. Defense Matrix the three Dropships
and send in your tank (attack in Siege Mode). This should keep him busy for a
few seconds. At that time drop your units in the back of his base (where the
minerals are).

Big ship prevention - If they have no detectors simply cloak and destroy, use
Lockdown for help. If the enemy is Protoss and they have a detector, it is
obviously an Observer. Try to find it's outline and use your Comsat Station
to decloak it, then destroy it! If it's Terran then it gets a little bit more
tricky. Cloak a ghost and try to Lockdown the Science Vessel from far away.
Then cloak and destroy and use Lockdown to your advantage.

Mass swarm prevention - About 10 Tanks in siege mode should do it. Nuke front
of your base if you must.

Zealot Prevention - Block off your entrance with bunkers filled with 1 Marine
and 3 Firebats. Or don't even let it happen at all. Rush in with 6 Marines
and you can probably take him out before they can do anything.

ATTACK

Against Terran - Use the battle cruiser rush. Build lots of Missile Turrets
in case of drops or aircraft rushes. If you are not going to use the BC rush
then just try to get some air units, because the Terrans have Siege Tanks.
DONT USE FIREBATS! Fire does not do well on metal.

Against Zerg - Nukes are not very effective here unless you can hit the
Hive/Lair/Hatchery. All the units reproduce fast with Zerg also, their
buildings gain life. BC rush is pretty good here and the marine drop is good.
A good strat here is to take about 6 tanks in Siege mode and put them outside
the Zerg base. Right behind the tanks have your BC's (and a science vessel to
uncloak Lurkers) ready to gun. While your tanks blast away, you should be
able to do a good amount of damage when the enemy starts coming out. When the
enemy starts pouring out, have your tanks take care of some of it, and have
your BC's take care of the rest. If the enemy is too overwhelming, run away,
repair, build greater numbers and attack again.

Against Protoss - Nuking is only truly effective on this race. Do a Battle
Cruiser rush with Science Vessels. Decloak any Dark Templars and EMP
Shockwave the Templars or Archons.

DEFENSE

Against Terran - No real strategy here. If you have cloakable units cloak
them and defend. Try not to use Firebats. Build lots of Turrets around your
base they can defend against and Battle Cruisers amd some drops. If you know
you are going to lose, use your comsat station and make a sweep then lift all
your buildings and land on a safe spot. Send an SCV or two to every building
and be ready to repair. This may or may not work depending on who you're
defending against. Have Ghosts ready to use lockdown to disable Battle
Cruisers.

Against Zerg - If they are attacking with Zerglings and you have airunits just
blast each unit once and they'll go away. If you have tons of attacking
airunits try to take all the zerg units out. If you have no air units and you
know you will lose, lift up your buildings and either wait till they run away
or move to another spot. If they do a Lurker rush, 90% of the time you are
screwed. If you know they are going to do it, build a think layer of supply
depots at the entrance of base. This should give you about a minute to
prepare your defense. A typical Lurker rush is very early in the game, so
chances are you won't have any air units along with science vessels. If the
attack is late and you have a comsat station or Science Vessel and some air
units, the comsat or Science Vessel decloak while the air units take out the
Lurkers. If it's any other unit have a group of defending units all attack
one unit at a time.

Against Protoss - A VERY USEFUL strategy is to have a science vessel with EMP
Shockwave. It brings Protoss shields and Magic down to 0. Archon's shields
are 97% of it's life, Templars need magic to attack, and Arbiters need magic
etc. If they are attacking with Zealots just put 3 Firebats in the Bunkers
and a marine in each bunker. When the Zealots get hit with the gun fire, they
will move towards the bunker and get burned by the Firebats. Be prepared to
have lots of missile turrets around your base. This will protect against the
Carrier Swipe pretty good but mainly against the Arbiter Warp Attack. You may
want to build defense near the back of your base. Reaver drops, Arbiter Warp
Attack, and other attacks that go for specifically SCVs will be useless if you
are cautious. If you have cloaked units use them to hit the enemy once to
make him run. If they have an Observer in your base try to find it's outline
and use comsat to destroy it (or Missile Turrets). Have ghosts ready to use
Lockdown to disable Carriers.

8. Zerg Strategies

Build mutiple Hatchery/Hive/Lairs if you are going to mass produce.

If you are going for mass Zergling Hydralisk production try this: After
morphing in your ninth drone, you normally would not be able to morph another
one till you morph in your second overlord. But that is so untrue. Morph your
ninth drone into an Extractor to decrease your "supplies used" by one. NOW
morph in your tenth drone, then CANCEL the creation of the Extractor. Proceed
as you normally would.

Zergling Rush - This is the most used rush in StarCraft b/c it is so easy.
Remember, this is useless in games other than rush games.
-Send Drones to minerals
-Hatch Drone and send mining
-Send Overlord as scout (not on big maps)
-Once 150 minerals start spawning pool
-Hatch 6th Drone to mine
-After Spawning pool pump out about 6 Zerglings
-While they attack, build 6 more Zerglings and send
If you can't master this then you are sad...

Hydralisk Rush - This is not as fast as the Zergling rush. In fact, this will
probably take three times longer.
-Morph fifth drone
-Gather with four other drones
-Scout with overlord
-Gather with fifth drone
-Morph sixth, seventh, and eight drone
-Gather with sixth drone
-Morph Spawning Pool with seventh drone
-Gather with eight drone
-Morph ninth drone
-Morph Extractor with ninth drone
-Morph second overlord & morph tenth drone
-Scout with second overlord & morph eleventh and twelfth drone
-Gather gas with tenth, eleventh, and twelfth drone.
-Morph thirteenth and fourteenth drone
-Morph Hydralisk Den with thirteenth drone
-Morph second Hatchery with fourteenth drone
-Morph third overlord & morph first and second hydralisk
-Morph fifteenth Drone and have him turn into third Hatchery
-Have any extra Geysers? Extract them with three drones
-Upgrade Hydralisk Range then Speed
-Morph 16-22 Drone and mine
-Morph fourth Overlord
-Pump out Hydralisks from all Hatcheries
-Everytime you have excess minerals (600+) build another Hatchery
-After you start pumpin 15 Hyrdalisks (5 Hatcheries) at a time, send each wave
by the thirties

Lurker Rush - Not to be used against Zerg. Not to be used in early rush games
either. This takes about 7 minutes.
-1st to 6th drones go to minerals
-7th does Spawning Pool
-Get an Overlord
-8th Drone transforms into Extractor
-Get 6 to 12 Zerglings for defense
-9th to 12th drones mine gas
-Get two more Drones and a Lair
-15th Drone makes Hydralisk Den
-Get a few Drones, about 6 Hydralisks, and evolve Lurker Aspect
-Turn 4 Hyrdralisks into Lurkers
-Evolve range for Hydralisks
-Attack!
Burrow in the longest range and the Terrans don't have a chance and most
likely the Protoss don't either.

Mutalisk Rush - Not for early rushes. This is just a start. Do whatever you
want after you follow these steps:
-Morph fifth drone
-Gather with four other drones
-Scout with overlord
-Gather with fifth drone
-Morph sixth, seventh, and eight drone
-Gather with sixth drone
-Morph Spawning Pool with seventh drone
-Gather with eight drone
-Morph ninth drone
-Morph Extractor with ninth drone
-Morph second overlord & morph tenth drone
-Scout with second overlord & morph eleventh and twelfth drone
-Gather gas with tenth, eleventh, and twelfth drone.
-Morph thirteenth and fourteenth drone
-Morph Lair from Hatchery
-Gather with thirteenth and fourteenth drone
-Morph second Hatchery with thirteenth drone
-Morph Spire with fourteenth drone
-Morph first three mutalisks
-Morph next three mutalisks

Guardian Rush - One of the coolest rushes. This is best used against the
Protoss. The Photon Cannons are no match for this long-range rush, basic
Zealot defense is nothing to this, Dragoons don't even have a great chance at
survival cause of the Guardian range. Templars won't be able to get in close
enough to launch a storm. This is also great on Terran and Zerg. Only if the
enemy is going strictly air will this be a problem.
-Morph fifth drone
-Gather with four other drones
-Scout with overlord
-Gather with fifth drone
-Morph sixth, seventh, and eight drone
-Gather with sixth drone
-Morph Spawning Pool with seventh drone
-Gather with eight drone
-Morph ninth drone
-Morph Extractor with ninth drone
-Morph second overlord & morph tenth drone
-Scout with second overlord & morph eleventh and twelfth drone
-Gather gas with tenth, eleventh, and twelfth drone.
-Morph thirteenth and fourteenth drone
-Morph Lair from Hatchery
-Gather with thirteenth and fourteenth drone
-Morph Spire with thirteenth
-Morph Queen's Nest with fourteenth drone
-Morph Hive from Lair
-Morph first three mutalisks & morph Greater Spire from Spire
-Morph next three mutalisks
-Morph mutalisks into Guardian

Ultralisk rush - Hmm... I never really liked Ultralisks that much. They are
expensive, slow, and with a name Ultralisk you'd think they'd have a stronger
attack than 20. Besides they can only attack ground. But, some people like
them. Here it is:
-Morph fifth drone
-Gather with four other drones
-Scout with overlord
-Gather with fifth drone
-Morph sixth, seventh, and eight drone
-Gather with sixth drone
-Morph Spawning Pool with seventh drone
-Gather with eight drone
-Morph ninth drone
-Morph Extractor with ninth drone
-Morph second overlord & morph tenth drone
-Scout with second overlord & morph eleventh and twelfth drone
-Gather gas with tenth, eleventh, and twelfth drone.
-Morph thirteenth and fourteenth drone
-Morph Lair from Hatchery
-Gather with thirteenth and fourteenth drone
-Morph Queen's Nest with thirteenth drone
-Morph Creep Colony with fourteenth drone
-Morph Hive from Lair & morph Sunken Colony from Creep Colony
-Morph fifteenth and sixteenth drone & morph third overlord
-Morph fifteenth and sixteenth drone into Creep Colonies
-Morph seventeenth drone
-Morph Sunken Colonies from Creep Colonies
-Morph Ultralisk Cavern with seventeenth drone
-Morph first six zerglings
-Morph first three ultralisks

Worker Hunt - Mutalisks are the best worker hunters in the game. They have
their acid which hits multiple units at a time. They are also pretty quick to
get up. Upgrade speed and transporting ability for Overlords and enter
through the side of their base with a drop of Hydralisks.

Big ship prevention - Plague the bastards! Or Dark Swarm and hit em with
anything you got (Hydralisks, Mutalisks, etc.). Slow them down with Devourers
or Ensnare.

Mass swarm prevention - Lurkers, Sunkens, Spores should do it. Plague or Dark
Swarm will also help. Use Guardians to attack out of the range of the
Hydralisks or Dragoons.

Zealot Prevention - Prevent it! Send in 12 Zerglings before they can rush
you.

ATTACK

Against Terran - Try not to use the Zergling rush, as the Terran tend to lift
buildings. Instead, use the Hydralisk rush. Guardians do wonders espescially
teamed up with Scourges. Their long range and air attack should be able to
take out SCVs or tanks from good distances away. Lurkers are the best against
Terran. Early on, take about 6 Lurkers upgrade their range and they are
almost invincible. If you attack from far enough the Turrets can't decloak
you. The only problem with this is if they have a comsat station or a Science
Vessel and air units. The comsat or Science Vessel decloak while the air
units take out the Lurkers. To prevent this bring about 14 Scourges. Best
used early. Spawn Broodlings on workers. Plauge is awesome here on
buildings! Once your Mutalisks take out the Starport and all air units,
replace them with Guardians.

Against Zerg - Use Guardians backed up with Scourges to attack the front line
to distract them. Then drop some Lurkers and Hydralisks in the back of their
base. Or, build about 10 Hatcheries and pump out Hydralisks by the 30's.
But, you must have about 50 workers on rich maps.

Against Protoss - Attack early! Don't worry about defense too much, just keep
attacking. Most likely the Protoss will be too busy to attack you. After
attack after attack, your opponent will finally not be able to keep up and you
will eventually win (most of the time). If it is going to be a long game.
Use Plague and Dark Swarm with Ultralisk or tons of fully upgraded Lings. Or,
use Guardians to take out Photons and then rush in with Zerglings. Plague is
good on this race. It reduces life (not shields) down to 1 and Protoss life
can't be recovered.

DEFENSE

Against Terran - If they are using a Tank swarm, a very large number of
Zerglings should work. Or, you can use Ultralisks. If they are going
straight Battle Cruiser then Ensnare them and/or use your Devourers to slow
them down. Then send in some Scourges.

Against Zerg - Air attacks are useless against Scourges. No unit can take out
a Scourge in one hit. For ground defense, Plague usually doesn't work because
of the speed of Zerg units. Try to Spawn Broodlings on their strong units.
If they are swarming, other units around them will be attacking the Broodlings
giving you time to get in a Plague.

Against Protoss - Most of the time they will use mass Carrier rushes. Don't
worry about this too much. Just upgrade the Zerg armor to maximum and charge
them with Scourges! If they are not going straight Carrier, put Guardians
behind your baracade of Sunkens/Spores to block better. Sunkens are really
effective against Protoss. Plague is good

9. Protoss Strategies

Swarm Prevention - Simply put, High Templars can easily eliminate swarms with
their Psionic Storm. Reavers are also good in their long range, high attack,
but mainly their splash damage.

Nuke Prevention - If a nuke is coming at your probes, either run, or use
Statis Field. Statis Field prevents ANY thing. No spells, damage, or
abilities affect Statis Field units.

Zealot Rush - Once again this is an early game rush. Don't try this late in a
game.
-Warp fifth probe
-Gather with four other probes
-Gather with fifth probe
-Warp sixth probe
-Warp seventh probe
-Gather with sixth probe
-Warp first Pylon & gather with seventh probe
-Warp eight probe & warp first Gateway
-Warp second Gateway & gather with eight probe
-Warp first and second zealot & warp second Pylon
-Scout with first
-Warp third and fourth zealot
-Warp second Pylon & warp fourth and fifth zealot

Dragoon Rush - If you are playing Terran, sometimes they just lift there
buildings and let allies rid of you. This rush is more effective, since it
attacks both air and ground units.
-Build fifth probe
-Gather with four other probes
-Gather with fifth probe
-Build sixth probe
-Build seventh probe
-Gather with sixth probe
-Warp first Pylon & gather with seventh probe
-Build eight probe & warp first Gateway
-Gather with eight probe & warp Assimilator
-Build ninth probe & warp Cybernetics Core
-Build tenth and eleventh probe
-Gather gas with ninth, tenth, and eleventh probeWarp first and second dragoon
& warp second Gateway
-Warp second Pylon & warp third and fourth dragoon

Archon Rush - A cool rush, but often hard to pull.
-Build fifth probe
-Gather with four other probes
-Gather with fifth probe
-Build sixth probe
-Build seventh probe
-Gather with sixth probe
-Warp first Pylon & gather with seventh probe
-Build eight probe & warp first Assimilator
-Build ninth, tenth, and eleventh probe
-Warp second Assimilator & warp first Gateway
-Gather gas with ninth, tenth, and eleventh probe
-Build twelfth, thirteenth, and fourteenth probe
-Warp Cybernetics Core & warp second Pylon
-Gather gas with twelfth, thirteenth, and fourteenth probe
-Warp first zealot & warp Citadel of Adun
-Warp second zealot & warp second Gateway
-Warp third Pylon & warp Templar Archives
-Warp third and fourth zealot & warp fourth Pylon
-Warp third Gateway & train first and second high templar
-Summon first archon & warp third and fourth high templar
-Warp fifth zealot & warp fifth and sixth high templar
-Summon second archon & warp seventh and eighth high templar
-Summon third archon & warp first Shield Battery
-Summon fourth archon & warp second Shield Battery
-Warp ninth and tenth high templar & warp sixth zealot

Reaver Rush - Pretty cool. Don't use it in early rushes.Build fifth probe
-Gather with four other probes
-Gather with fifth probe
-Build sixth probe
-Build seventh probe
-Gather with sixth probe
-Gather with seventh probe & warp first Pylon
-Build eight probe & build first Gateway
-Build Assimilator
-Build ninth and tenth probe
-Gather with ninth and tenth probe
-Build eleventh and twelfth probe & build Cybernetics Core
-Gather gas with eleventh and twelfth probe
-Build second and third Pylon
-Build Robotics Facility
-Warp first zealot
-Build Robotics Support Bay & warp shuttle
-Warp second zealot
-Warp first and second reaver

Scout Rush - This works only really works good on Zerg. Take out their
Overlords and you have a giant advantage over them.
-Build fifth probe
-Gather with four other probes
-Gather with fifth probe
-Build sixth probe
-Build seventh probe
-Gather with sixth probe
-Gather with seventh probe & warp first Pylon
-Build eight probe & build first Gateway
-Build Assimilator
-Build ninth and tenth probe
-Gather with ninth and tenth probe
-Build eleventh and twelfth probe & build Cybernetics Core
-Gather gas with eleventh and twelfth probe
-Build second and third Pylon
-Build build first Stargate
-Upgrade air weapons
-Warp first scout & build second Stargate
-Warp second and third scout

Corsair Rush - Use this on big island maps against Zerg only.
-Probes 1-6 mine
-Have 7th build Pylon then mine
-While Pylon building build probe 8 and 9
-Send 8 mining and 9 to build a Gateway
-Build about 3 probes for mining
-Once you obtain 100 minerals build an Assimilator
-Build 2 probes for Assimilator
-Build a Cybernetics Core
-Don't stop constructing Probes (building Pylons when necessary)
-Build a Stargate
-Construct 1 or 2 Dragoons
-Construct about 3 or more Corsairs
-Scout
-Make a Robotics Facility
-Build 2 shuttles filled with Dragoons
-After Corsairs find the enemy attack their Overlords
-If they have no air defense stay in their base taking out any new Overlords,
but if they do have air defense take out Overlords and run
-Once Overlords out drop Dragoons

Arbiter Warp Attack - This is a strategy designed for safetly getting a
cloaked army into the enemy base. To do this build up an army (Dark
Templars/Carriers/Reavers/Archons/High Templars) and rush your Arbiter (If you
have Terran allies Defense Matrix it) into the middle of the base or to the
back of the base with all the workers. Now quickly use Recall on your army.
Your army will warp in next to your Arbiter. All your units will be cloaked!
At that point, use your Dark Templars to take out workers, Carriers to take
out units, Reavers take out attack buildings, Archons take out detectors or
units, and High Templars use Psionic Storm on bunches of units.

10 Gate Push - Every 50 seconds you rush in with 6 Zealots and 4 Dragoons.
This is a VERY good rush! I can not tell you step by step as it would take
way too long!
- Block off entrance with Photons leaving enough room for ground units to
leave
- Build Gateways, Probes, and Pylons
- Put up about 6 cannons in the back of the base for protection against worker
hunts
- Stop at 5 Gateways, 3 Forges, 40 Probes, and about 20 Pylons
- Build Observatory and Templar Archieves
- When you feel safe get another base and another 40 Probes and 5 Gateways
- Upgrade Zealot speed then Dragoon range then weapons and armor
- Get 12 Zealots and scout
- When enemy found attack and maybe it might be enough to kill your enemy
- Get Observers and Zealots at every expansion to make it hard for your enemy
to expand
- Start pumping up 6 Zealots and 4 Dragoons and attack every time you get all
of them
- Take out any expansions if they have them first
- Don't stop attacking

Cannon Rush - This strategy is much feared. It's quite a cheap way to win,
even worse than rushing. The idea is to sneak a probe into your opponent's
base unnoticed at the very start of a game. You want to make sure you go with
the forge first build order. Quickly throw up a pylon, and construct 3 or 4
cannons when your forge is done. Don't neglect your own base, so you want to
put 2 or so cannons up at home too. Each cannon you create should be a little
closer to your opponent's mineral patch (if you came in through the back
door). Once you have 2 cannons up, you can build cannons right next to their
working probes, and once finished, these will open fire, disrupting the
player's economy and forcing him to either quit or flee. One very important
thing to remember is NOT to lose the probe. If you see resistance coming, make
sure you move your probe to a hard-to-access spot so your opponents
zealots/marines/zerglings can't get to it. You may also consider sending
additional probes later on. YOU CAN'T LET YOUR OPPONENT SEE YOU OR ELSE
YOU'LL SCREW THE WHOLE THING UP!!! -Obtained from SCU

Worker Hunt - Use the Arbiter Warp Attack, drop Reavers or Templars to use
Psionic Storm, or use Scouts.

Big ship prevention - Psionic Storm

Mass swarm prevention - Psionic Storm

Zealot prevention - Get more Zealots than him! Use Photons to help. If it is
later then use air units.

ATTACK

Against Terran - Try not to use the Zealot rush here. They can easily lift up
buildings and let allies finish you off. Use the Dragoon rush. Or, you can
fill the air with Scouts. A large number of Scouts can take out any air unit.
Use your Scouts to take out any air units and then have them take out their
Starport(s). Then use them to take out tanks. After that rush in with
Zealots.

Against Zerg - Use Corsairs early on to take out Overlords. Once that is
done, then you have an easy win! Don't want to play like that? Then try
sending in Reavers to take out Sunkens and when the calvary arrives use
Templars Psionic Storm to take out the units.

Against Protoss - If you are playing against Photon Cannon obsessed people,
then use Reavers to open up a path. Then rush in with Zealots. If not, use
the Arbiter Warp Attack. Protoss are a tough race to beat so use the
strongest strats you got.

DEFENSE

Against Terran - Most players who use Terran only use Battle Cruiser rushes.
Now get ready for a laugh when you hear how easy it is to counter this. OK,
build an Arbiter, 5 High Templars, and upgrade Psionic Storm. Done! Your
Arbiters far away should just be able to cloak your High Templars. Have your
Templars use Psionic Storm until they run out. The Cruisers are worrying
about the Arbiter and what's underneath it's Cloaking field. The Arbiter
should not move because the BCs will move right after it. When they destroy
the Arbiter the storms will be halfway done already. The BCs will most likely
try to chase down the High Templars but are not fast enough. If they survive,
by the time they get out of the storm they will not be surviving. If anything
gets past this just send a few Scouts. By the time it takes to get another
few BCs you should be recharged. This however can be countered with Science
Vessels. The Science Vessels decloak the Templars and EMP Shockwave them.
But if you see Science Vessels try to blast them with Psionic Storm before
they can Shockwave you. If they are doing a tank push then try to send in
some speed upgraded Zealots. If they are going straight Wraith get up an
Observer and take em out with Psionic Storm and Scouts.

Against Zerg - Block your entrance with Photons just to detect Lurkers and
stall attackers then use Psionic Storm and you have defense.

Against Protoss - If they are using the 10 Gate Push try to mass produce
Carriers. This really helps but does not assure a victory. Use Psionic Storm
to prevent against any rush. If it's too early to get up Templars, use
Reavers. If it's too early to get them then just use Photons or Zealots.

10. Cheats

To use these cheats start a single player game. Press enter and a text will
come up at the bottom of the playing screen that looks like "Message:". Enter
a cheat then press enter and a text message saying "Cheat Activated". Press
Enter and type in the cheat again and press enter to deactivate the cheat. A
message will say if you successfully deactivated it. The computer
automatically has the map cheat.
Cheats are very cheap. They take the fun out of the game. Unless you are
starting out and don't know much about the game, I don't recommend using
cheats. If you are training don't use cheats as you will not get any better
using them. If you get rushed too early for you to be ready, and you become
invincible, you are not going to get any better. Well here they are:

Power Overwhelming - Invincibility
Black Sheep Wall - Reaveal the entire map
Operation cwal - Upgrades and researches done immediatly. Units and buildings
construct super fast!
Show me the money - Gives you an additional 10,000 minerals and gas
Breathe deep - Gives you an additional 500 gas
Food for thought - Supply limit ignored (still can not go over 200 supplies).
Modify the phase variance - Build anything
Noglues - No magic allowed for enemy
Medieval man - Have all spells
Something for nothing - Upgrade weapons, armor, and all other upgrades besides
spells up one level
The gathering - Unlimited energy
Game over man - Instant loss for you
There is no cow level - Instant win for you
Staying alive - No end to the game
Ophelia - Warp to any level. After you have entered in Ophelia type in the
race then a space then the number of the level you want to be warped to. E.G.
"Terran 5" warps you to the 5th Terran level in the campaigns. "Zerg 11"
warps you to the 11th Zerg level, and "Protoss 8" warps you to the 8th Protoss
level.
War aint what it used to be - No Fog of War
Radio Free Zerg - If you are playing as Zerg you hear some funny music. This
is the only Brood War cheat.

11. Secrets

I need a lot of help with this. What I'm looking for is glitches that can
make you do extraordinary things. Please e-mail me with any secrets you have!
I will give you credit!

On the very first mission for Terran, Boot Camp, wait for a while at the
mission screen (you know the one where all the people talk and you get your
objectives) and messages will start appearing. Here's what they are:

1) End of Briefing.

2) End of Briefing.
(Really.)

3) End of Briefing.
(This time I mean it!)

4) End of Briefing
(Hey it's your dime anyway)

5) End of Briefing



CHINESE LEMON CHICKEN
1 pound sliced chicken brst.

6) CHINESE LEMON CHICKEN
1 pound sliced chicken brst.
1 tbsp corn starch.
3 tbsp soy sauce (dark).
1 sliced lemon

Invisible Tanks - This is a hard trick to master. If you have tanks with
Siege mode you can do this. First put a control group on your tank and a
liftable structure. Switch to your structure and lift off. Switch to your
tank and make get near the airborne structure. Take a deep breath now. Are
you ready? Switch to the structure and make him land. QUICKLY switch back to
the tank and have him move underneath where the structure is going to land and
immediatly put him in Siege mode. If done fast enough the tank will remain
under the structure able to blast enemies long distances away. If the enemy
attacks, they will have to take out the structure the tank is underneath
before the tank can be harmed. Although, this only works against melee units.
I am not sure if this works for certain versions of StarCraft.

These bugs do not work anymore because they have been fixed...they only work
with version 1.00.

Sliding Command Center:

And now for the amazing sliding comm center trick!Uh, ok, play as terran. now,
lift off the command center, and land it as close to the nearest minerals as
you can, right as its doing it's landing animations, hold shift+s+m (really
hard on ergo keyboards :( ) and click closer to the minerals. Your comm center
will slide ovver to the minerals and start mining. Here's a screen shot.
Notice I'm building an SCV in the comm center so it's not floating there. If
you don't believe me, go try it yourself, it may take a couple tries to get it
just right, but sliding the comm center around is fun! :) this CC slide is
very easy to do, and can be done on the first try with a some practice.
However it messes up the game. If you slide, you cannot build on the land
where your CC was. Meaning you can really abuse this by sliding all over the
map, therefore making it impossible to build any structure at expansions,
especially islands.

- Obtained from SCU


Zergling to Mutalisk:

taken from the GX forum...........
Extremely important bug discovered. This is most serious among the bugs ever
founded. All units & structures can morp into Lurkers and Mutas. I'm NOT
kidding and this is NOT a StarDraft patch. You can use this bug in Multiplayer
games like IPX or Battle.net. To use this bug, you must have Hydrarisk
Den(with Lurker developed) and some hydrarisks. First, make some zerglings and
set them to group #1. Second, select one or more hydrarisks. As last, press L
and number 1 at the same time. If it is successful, Those group #1 zergling
will be Cocoons(not zerg egg) and they will become Lurkers. And if you cancel
Cocoons, they will become Mutalisks. This applies to any units and any
structures. you can morp even 'Protoss Nexus' and 'Zerg Hatchery' into Lurker
and Mutalisks. More seriously, this bug doesn't costs any resources and bug
units have abilitys of original units. For example, if you make Lurkers or
Mutals with cloaked wraiths, they can use cloaking. If you use Arbiters with
this bug,the bug units makes cloaking fields for other units. If you use
observers, the bug units have full-cloaking ability and observer's speed. If
you use 'Zerg Hatchery', the bug unit have even 'Larvaes'.As I said above,
This bug is NOT KIDDING. This bug is discovered by one of Korean players, and
already known to many many Korean players. Maybe you had better avoid Zerg(or
even Protoss) players until the patch released.

Yes it does work....

- [o]Qwerty

Remember! Sliding Command Center and Zergling to Mutalisk only work on earlier
versions of Starcraft!
If you have something that could go here, I need it. Drop it off at the
Principal's Desk.

-obtained from SCU


12. Learning Center

Here you learn tactics from the games I've played or have heard of that were
played. Send in anything like these. Right now I am mostly using strategies
from Joseph Christopher's strategy guide until I can get more. His are
indented. Thank you, Joseph! The unindented games are from me. I am also
adding some of my losses so you people can learn from losses too. If you have
any memorable games send them in and I will give you credit.

Terran

1 Terran and 1 Protoss vs 1 Terran comp rush
I was getting my ten wins for BattleNet at this time. I chose my best rushing
race, Terran. We started and I was massacering the comp with my endless
Marines. I look at my ally who wasn't doing a thing to help. He was making
Cannons! I told him this was a rush! He said "Yeah I know, I'm gonna hit
them with something strong!". What did he mean by that? All that was left
was a Refinery and a Command Center. Then he arrives with 4 Dark Templars.
Well, I'll let him take care of it. I stepped back. He just completely
passed the enemy base and entered my base! He started taking out MY
Barracks!! I yelled at him that I was blue! He says "I thought the comp was
blue!". I yell "STOP!! I AM BLUE!!". Then he ignores me. Then I figure I
could finish the Command Center and Refinery before he takes out my Command
Center and Supply Depot and I will be declared winner! I started attacking.
Almost done! I checked my base. All I had left was a refinery in yellow!
His Command Center was all that was left and it was in red. At the last
second I got the final hit RIGHT before mine blew up. Then I remembered, he
probably took off allied victory! That was my first run with a backstabber.
I lost. You backstabbers SUCK!

Terran vs Zerg
He found my base late in the game using a guardian/mutalisks horde,
whereas I found his in the same way with my battlecruiser/wraith
army. And since we both did not know the direct route towards each
other's base, our units did not meet along the way, and we both
decided to just be the first to eliminate the opponent's buildings.
Seeing as the match could turn out as a loss on my part, I tried
my best to discretely transport my SCV into a nearby resource-filled
area, where I started to create a bunker. I had enough cash left,
so I didn't finish the bunker and instead built another unfinished
one in another nearby resource area. I had one building left, but
he still had three. And while his second building was starting to
bleed, mine already burned out! Good thing I built those unfinished
bunkers, which in that state blended with the surrounding "space
platform" terrain. He eventually found both, but not before I butchered
his last building.

Terran vs Terran
The one time I did play ladder on BattleNet was when I fought 3 opponents.
One quit, the other one wasn't very good and it was also his first time on
ladder. We were both Terran. Suddenly in the game he messages me "I'm going
to have to watch out for those 3 BattleCruisers!". I realized he used his
Comsat Station and I just ignored him. It was a no rush for 30 minutes (I was
pretty new back then) game. I built up 12 BattleCruisers and swarmed into his
base. I saw him on the way with only 12 Wraiths. He didn't want to fight me
so we passed each other and started destroying eachothers base. For some
reason he cloaked all of his units when I had no defense. I had so many
supply depots it took him awhile, while I obbliterated his base in seconds.
Then I couldn't find his other base. I searched all around but I had SLOW
BattleCruisers. I had only 4 Supply Depots left. Suddenly I found his base
in the center and blew it to shreds right before he finished my last supply
depot.

Terran vs. Terran
We both launched a tank push-aided battlecruiser attack on each
other's base, but both our defenses eradicated the opposition's
air units. All that's left from both our attackers are the siege
tanks, so we both decided to liftoff our buildings. Too late for
both of us though, since we both (we're pretty equal in skill)
damaged each other's base so heavily all our buildings where flaming
red. I, however, managed to load an ignored dropship with two SCVs
which seemed like saving graces until I found out I had 10 crystals
left! I clicked on his buildings (visible because of my tanks on
the ground below) and saw that they had a little more life than
mine, thus will explode later than mine will. One by one our remaining
buildings were starting to explode, so I rushed my dropship towards
the floating Command Center and unloaded the SCVs. The first one
ate all that the siege-moded tanks could throw up, but the second
one lived long enough to give my CC an extra three life. It turned
out that extra three was all I needed to win the game by burn out.

Terran vs. Protoss
This is part two of my battle against my friend's brother. This battle was
right after the last battle. He picked my race again and he said this time it
is a rush. How stupid that he picked my best rush race. We began. I built
my 2 Barracks and started scouting for him. My first guess was right to the
left of me. I looked in but I found no advancement so I skipped that place.
I tried the other 6 locations but found nothing. I checked back at the first
base I scouted at and found a cannon. Oh my god... what a newbie... I yelled
at him that this was a rush game! I attacked with my 15 marines. He had
already made about 7 cannons which took out my marines. Then I kept sending
them in but all he did was make more cannons. I got pissed. I built some
tanks but he was right next to my base and he destroyed my tanks with a few
Dragoons. Then I started protecting my parimeter with Turrets cause I knew
what was coming. I also built a few Wraiths with cloaked to defend. He kept
sending in the same rush, 12 Dragoons. My Wraiths took them out everytime
with no trouble. Then I finally saw his Carrier enter my base. I took that
out easily. Then I got my Nuclear Silo and Ghost. Hmm... what to do now? I
built up a fleet of about 4 Cruisers and sent my nuke to take out 1 pylon in
front of my base that was powering every photon. The Nuke hit the middle of
all the cannons (the pylon) wiping out every cannon and pylon. Then he only
had a few more Cannons. I used the rest of my tanks to seige them and take
them out. After they were out my Cruisers wiped out the StarGate. No more
Carriers, to worry about. Then the Cruisers took out the Nexus. He made
about 10 Dragoons and took them out. He rebuilt his Nexus and by then I had
another Nuke. I nuked his Nexus and all of his Probes were wiped out. I had
about 2 more tanks that finished the Nexus. Those tanks took out everything
else. For part three look for Protoss vs. Protoss

Terran vs. Protoss
I purely concentrated on offense and have managed to massacre all
his observers and robotics facilities during my previous attack.
His defenses were more than a handful, and all I got left still
attacking his base were cloaked wraiths---and he STILL gots lotsa
scouts all eager to attack; I did not change my target, but it turned
out he had one observer left (perhaps from afar) and when this observer
came, all my wraiths started cooking like popcorns! I still tried
to target his buildings though, since they're almost wiped out.
Then I remembered my scanner, which by the way just got charged up.
I of course used it to kill his last observer, by this time I had
three wraiths left, him one whole nexus and lotsa units. He unexpectedly
sent all but a few scouts to my base(which was totally defenseless)
and started wiping out MY buildings! It was another close fight,
Since his last Nexus was almost done, but my wraiths' cloaking were
also close to wearing off, besides the fact that my buildings are
burning like hell. Finally my wraiths lost all cloaking ability,
thus his scouts were finishing off BOTH my last Wraiths and my last
buildings! Suddenly his Nexus exploded. I had one Wraith and one
Academy left, (both in bad shape) afterwards.

Zerg

Zerg vs. 3 Terran, 2 Zerg, and 2 Protoss comp Free for all
In a recent 7 comp free for all game, I made 150 Hydralisks for protection,
about 4 Guardians, 3 Queens and Defilers and sat back until there was only 2
Terran, 1 Zerg, and 1 Protoss. Oh yeah, I had only 1 sunken colony which was
never used and no Spores and noone could get through! I used Spawn Broodlings
on one of the Terran's SCVs and that took about 3 workers. Then I transported
a Defiler around their Command Center and used Plague. When it got low, I
infested it and sent in my Guardians to keep the Infested Command Center alive
while I produced Infested Terrans. The Infested Terrans took out the rest of
that Terran and most of the Zerg (Zerglings and Ultralisks finished Zerg).
When I was fighting the second Terran I made 5 fully upgraded Ultralisks and
rushed into their base telling them to only attack the Command Center. After
some tight squeezing they finally got through and took it out. They were
stupid enough not to make any more Command Centers. Protoss started attacking
them now and really put some dents in their defense. After they were done I
sent in 24 fully upgraded Zerglings. They were taken out. When Protoss was
the only race left, I rushed in with my Hydras and some Zerglings after, and
won!

1 Zerg (me), 1 Terran, 1 Protoss vs 1 Zerg, 1 Terran, 1 Protoss comp rush
I started away from my allies. I quickly got up my 6 lings and attacked
Terran. It was no good. They were so far away they were able to get up more
Marines than I could take on. Then my base was crippled since I
unsuccessfully rushed. I tried to get up some Sunkens cause I knew what was
coming. I got up about 4 and a Hydralisk Den to try to defend with Hydras.
No point. The 3 comps attacked at the same time, one person who managed to
start another base in the Terran base. Then I thought I could handle it. No
way! They reinforced their swarm with even more units. I tried to take a
Probe into my allies base but they quickly wiped them all out. I lost.
Although it was partly my allies' fault because they didn't want to help me
rush.

Zerg vs. Zerg
I tried to put up a Hatchery beside his base, but he was clever
enough to destroy it barely a few minutes after its completion
Still luckily for me his units left the spot right away and never
checked on it again, so I managed to create a Nydus Canal exit just
before the spot ran out of Creep. It's Ultra time! Sent them by
the tens and got him panicky till the end of the match. He did try
to launch a full scale attack using tons of mutalisks, guardians,
and hydralisk-carrying overlords at my base in sheer desperation
but I eliminated him even before he got totally past my perimeter
defenses.

Zerg vs. Terran
All my units were given only one set of orders: "Target the enemy's
Command Center and ignore everything else." And so they all went
straight for center of his base, got all killed by tons of Missile
Turrets, but got the mission accomplished: His Command Center is
now burning red, and all I had to do is get my queen near it, five
queens actually, since any less than that wouldn't survive his turret-
filled base in 5 seconds. Second objective achieved: Enemy's Command
Center has just been infested. He sure gots lotsa turrets, but there
were only two bunkers to guard himself against attacks from within.
They started firing away as soon as my newly infested Command Center
was put up, so the only thing left to do is...create Infested Terrans!
He didn't bother to help with with his other units, perhaps because
he thought my Infested Command Center would get whacked even before
it could create its first human bomb. How wrong was he, since I
was able to create THREE infested terrans just as the Infested Command
Center's life turned red. These three were enough to cut down my
attackers by half, and the fourth one finished them all (one infested
terran per Bunker and one per batch of four marines). My next target
were of course his supply depots followed by his turrets and it
was too late before my InfCC finally got leveled by his air units---
there already was a huuuge hole in the center of his base. All I
did next was finish him off with tons of Ultralisk drops.

Zerg vs. Protoss
I was facing my friend's brother who is 3 years older than me. His girlfriend
was over and he had only been playing for 2 months while I was playing for 2
years. I didn't want to embarras him in front of his girl so I asked him if
he wanted to play another day when she wasn't around. He said as long as you
go easy on me I can take you out. Whatever. This was before I made this
guide. He picked my race for me and he picked his. I agreed not to rush
until he was ready. Protoss has a 80% chance of winning in a long game
against Zerg. Major advantage for him. We began. After a while I had about
50 Scourges, 20 Hydralisks, 25 Guardians, 25 Devourers, 40 Mutalisks, sunkens
and Spores surrounding my entire base. I send in a Scourge and found his
base. That scourge was eliminated quickly by his 14 layer wall of cannons.
His entire base was cannons! He made about 1 or 2 Zealots but then destroyed
them because he didn't have enough room for them. He had no upgrades. Then I
sent 1 Guardian to take out the cannons. Then he killed it with 7 Carriers
underneath the cloaking field of an Arbiter. After about one more minute he
finally said that I can attack. So I sent my Guardians, that took about 5
Cannons when he started defending with his Carriers and Arbiter. My Scourges,
Mutalisks, and Devourers easily took them out. My Guardians finished up the
rest of his poor base. See part two of my battles with him in Terran vs
Protoss.

Zerg vs. Protoss
This is rather simple, but still a very memorable win for me: I
attacked his base with every last unit I had left---including the
zerglings I created just in case he was gonna rush me. I even had
defilers burrowing in and out of his base, casting Plagues when
opportunities showed themselves. He of course also had tons of units
in his base, and since it was his base I was attacking, there were
Photon Cannons everywhere to help him out. The whole confusion ended
with him having one, yes ONE flaming Pylon left, but he still had
enough units to give me a headache, since it was my base which was
battered before I launched my final attack. There was one obvious
thing for him to do, and that was to send out all his units on my
base and finish me off. I saw his units leave, but then I could
still view his lone Pylon on my screen...why? I had ONE burrowed
zergling left! He had a few Scouts left to guard this Pylon, but
they weren't enough to kill the zergling before it delivered two
strikes---all I needed to destroy the Pylon.

Protoss

Protoss vs Zerg
My base was getting overrun, but so was his. I almost nailed him
with my last scout fleet, but he managed to save his own Hive with
one, I repeat, ONE life left. I was so frustrated, but all's not
lost. I had one, and I again repeat, ONE stray, non-upgraded zealot
left. All wasn't lost for him either, for besides his mutalisks
hammering on my base, he had one well-placed guardian blocking my
long path. I looked back at my base, there was a Pylon beside a Citadel
and a Nexus left. No more probes or any other unit, except for that
lone zealot, which was unseen by the enemy cause he's just outside
the opponent's base. I told myself, "What the heck..." and rushed
my last hope towards his base. Of course, the dreaded guardian
started spitting as if there ain't no tommorow. I watched in horror
as my zealot's life turned from green, to yellow, to red. Then, as
if on cue, the zealot RAN towards the Hive and delivered his final,
killing blow just as he ate the last acid spore his body could
contain. I looked back at my base to see my last two buildings (a
Pylon and a Citadel) blow up simultaneously. Still I was proclaimed
the victor. I suddenly remembered clicking on the Leg Enhancement
Upgrade just before the overrunning started.

Protoss vs Terran
I was trying a strategy I just learned from SCU, the Cannon Rush. This was my
first time trying it. I was playing Challenger. We started and I sent a
Probe into his base. I tried to find his minerals. I moved closer and closer
and then when I found it, 5 Probes were on me. I ran away. I secretly went
to his entrance and blocked it off with Cannons. He amazingly fast got up
some Tanks and blasted them. Then he did a Tank drop. He dropped his Tank on
a cliff at the back of my base where no ground unit could reach. I tried to
retaliate by sending in some Zealots but it was no good, his tank took out the
Gateway. I was screwed. I let him have a win. So remember... DON'T LET YOUR
OPPONENT SEE YOUR PROBE IF YOUR GOING FOR A CANNON RUSH!!!

Protoss vs Terran
We both just ran out of attacking units though I still had a ton
of high templars by my side. Since there were no cash left, I could
just morph them all into archons, but he'll easily EMP Shockwave
his way through my army. Half a minute after all was peaceful (we
each unsuccessfully attacked the other's base), I decided to take
the risk---I got one Scout left, so I used all the energy of all
my high templars to create tons and tons of hallucinated scouts!
I sent them all to his base, while preparing a sneak attack with
my now fused high templars. However, I should've seen the look on
his face when he shouted "WTF!?....HOW!?!?" He was too overwhelmed
with the scouts alone---five seconds later he quit....yeah, he
QUIT!!! Hahahahahahaha!!

Protoss vs Protoss
This is the third part of my battle with my friend's brother. This was two
months later when he claimed to have gotten much better. This was when I
completed v1.0 of this guide. He picked my race again, as Protoss and once
again he was Protoss too. I got fet up with the length of the last 2 battles
so when he said no rush til I say, I said no! I finally agreed to not to
early rush. We began. I was really light on my defense because of past
experience playing him. I built up about only 5 Cannons. I was planning on
doing a Reaver drop, but then I changed my strat to worker hunt with my Scout.
I found his base and rushed in. He had gotten much better. He was building
his Stargate and already had 5 Zealots scouting for me. Although he did flaw
in that he only had Photons at the front of his base. I took out about half
of his workers when he used a Dragoon and Scout to take out my Scout. Well at
least that helped. I couldn't believe he still couldn't find my base! I used
my 2 Reavers and started wiping out Cannons one by one. 2 of his Scouts took
that out. I didn't know what to do. He got better but not as good as me. I
had to outsmart him, but I didn't want to perform the same old Carrier rush.
Then it hit me! I remembered a strategy in this guide called the 10 Gate
Push. I pumped out some reavers and made a suprise attack taking out 4
cannons making the rush easier. I rushed in with 24 Zealots and 16 Dragoons
half upgraded. That took out a lot of his base but still not enough, just
enough to let some shuttles into his base. I finally tried a Reaver drop and
it worked. The drop blasted his Nexus, then his Gateway, then his StarGate,
then his cannons. Luckily he had no defense because of the push. The reavers
took out his 1st base. He was getting really cocky so I sent a scout to find
his second base. All he had was a Nexus, a Forge, and 5 Cannons. My Reavers
took them out. By the way, he still never found my base. This was the most
challenging game against him I ever played, but it still wasn't that
difficult.

Protoss vs Protoss
I launched a full scale attack on his base but unfortunately a few
of his buildings still survived. I had no more than 2 arbiters
left on his base, hammering away on his remaining buildings. Suddenly
he delivered a sneak reaver attack on my base, and I had no defenders
left. I knew I'd definitely win if I stop this last resort, but
it seemed hopeless having two weak air units in terms of damage on
the other side of the base (By the way he had 6 reavers all taking
out the perimeter Photon Cannons with ease) Here's what I did: Of
course, I first rushed the two arbiters back on my base and let one
of them cast Stasis Field on the reavers. Any ideas? Heheh...I then
created one high templar for each Gateway I had (there were only
two) and waited, impatiently. The spell wore off even before the
high templar came out, but luckily the other arbiter was fully
charged so I let it cast a second Stasis Field. Finally the two
high templars arrived, but they still weren't charged up for a
Psionic Storm, which was obviously what I was planning. I cast my
last Stasis Field. Meanwhile, my opponent can't do anything cause
he gots no cash, probes, or Nexus left. When my last Stasis Field
wore off, I had more than enough. One Psionic Storm went for a direct
hit, while the other one was cast in anticipation of where they're
headed. Yes, another hard-earned victory!

13. Version Changes

1.0 - First release!
1.1 - Added Learning Center, Multiplayer, and Version Changes. Polished
everything up.

14. Credit

First off I would like to thank Blizzard with this game and StarCraft.org for
some tricks. StarCraft University (http://starcraft.strategy-gaming.com/)
gave me a lot of the strategies. Visit the site it is awesome! I would like
to thank Joseph Christopher for most of the Learning Center games used in
this. My biggest thanks goes to Scott Lee as he provided a lot of this
strategy. Get Joseph Christopher's and Scott Lee's guide at Gamefaqs.com. I
would also like to thank Code for the Invisible tank trick.

Kronikle's StarCraft BroodWar Strategy Guide Copyright 2000 Ryan Kurlish