Starcraft: Race Analysis Guide By Mike Hamlin email: cmhamlin@mchsi.com 7/29/02 Table of Contents ================= 1. Copyright Info 2. Version History 3. Intro 4. Command Building Contrast 5. A look at the Terrans a. Buildings b. Units 6. A look at the Zerg a. Buildings b. Units 7. A look at the Protoss a. Buildings b. Units 8. Cheats 9. Outro 10. Credits ================= 1.Copyright Info This document is protected by copyright 2002 to me, Mike Hamlin. So don't even think about ripping off my work or something bad will happen. When I say "rip-off" I mean taking this FAQ and putting it on your web site saying you wrote it or just plain STEALING my work. If you want to use my FAQ or part of my FAQ on your site, you may do so AS LONG AS YOU GIVE ME CREDIT. Also, please contact me and tell me if you plan to post the FAQ on your site. As of now, this guide should ONLY appear at gameFAQS.com. Plagiarism is a serious crime. ================= 2.Version History v.01 7/29/02: Started FAQ. Finished several parts including the Terran buildings. v.02 8/10/02: Finished Terran section. Beginning Zerg section. v.03 8/11/02: Finished Zerg section. Beginning Protoss section. v.04 8/12/02: After a quick revision, the rest of the sections are done. YESSSSSS!!!! My first FAQ is finally complete!!! v.05 8/15/02: Made a few corrections in the information and fixed some typos. Looks like I DID have some updating to do after all. v.06 8/22/02: Added an entry in the credits section, and fixed some mistakes and added a section for the Archon. v.07 10/17/02: Fixed an error about the Dark Swarm as well as a few spelling corrections. v.08 11/4/02: Last update. Everything's in place. ================= 3.Intro This guide is meant for beginners to get a grasp on the concepts of the different races in this wonderful PC game called Starcraft. I know that it comes a little late but, not only have I not seen a guide like this one, but newbies often ask me which race is the best or which race should they pick, etc. And what do I do about it? I write an FAQ. This is NOT a guide filled with techniques and tactics, nor does it have any info on mineral/gas cost etc. for the unit and building lists. I'll show you the ins and outs, ups and downs, advantages and disadvantages of each race starting with the Terrans. And by the way, the races in the game are the Terrans, Zerg, and the Protoss. Just in case you didn't know. ================= 4.Command Building Contrast Each race has it's own "command building." This is usually the biggest and toughest building for that race and is also where you produce worker units. Let's take a look at each one. Terran Command Center This building, in my opinion, is the best of the three. It has plenty of hit points (1500) and it has the ever-useful lift-off ability. Also, it provides 10 extra supply units, more so than any of the other buildings. And, of course, the Comsat Station and Nuclear Silo add-ons have some nice abilities as well. The only downside is that, like all Terran buildings, it will catch fire and eventually burn down once its HP goes below 1/3. Zerg Hatchery The Zerg Hatchery is also pretty good. It packs 1250 hit points, but once it becomes a Lair, it has 1800 and once it becomes Hive, it has a whopping total of 2500. Therefore, the Zerg Lair or Hive has more hit points than any other building. What I really hate about the Hatchery, though, is that it only provides 1 supply unit and that is sometimes a problem. If the Hatchery is all you have, then you'll have to build an Overlord right off. Protoss Nexus The third building is the Nexus and frankly, I don't like it too much. The Nexus has only 750 hit points, but 750 shields back it up. That adds up to 1500 total, but remember that an EMP Shockwave can remove all of those shields and any damage the Nexus sustains, remains (not a great rhyme, is it?). The good thing is that it provides 9 supply units. Not as good as the Command Center's 10, but certainly a lot better than the measly 1 provided by a Hatchery. So which one is the best? They're all good in some way, but I'll say that the Command Center is best. 1500 HP, 10 supply units, useful add-ons, and lift- off ability. Plain and simple. The Hatchery, when upgraded to a Hive, is nice because of all that HP but the real problem is that lack of supplies for building one. And the Nexus with its 9 supply units seems good, but 750 HP and 750 shields that can be eliminated in the blink of an eye are the real problems. Of course, if you had a Nexus but you were not against Terran opponents, then it would be a different story. ================= 5.A look at the Terrans The Terrans are a very good race to start out with. They have no distinct advantages or disadvantages and their building and unit creation is easy to get used to. They can be particularly sneaky and powerful if a competent player takes advantage of the cloaking units. Note that most Terran buildings can fly so if you suddenly get attacked, you can float your buildings to a safe location without having to build them again. Also note that you can land a building next to an unused add-on to take it over. The lift-off ability also allows for easy space management in your base. A bad thing about the defending your base is that Bunkers, the primary defensive structure, require units to be in them, meaning you must devote a chunk of supplies toward defense. The Terran's SCV can repair damaged buildings and units, and that's a good thing, considering that Terran buildings can catch fire. If a building's HP turns red, then it will slowly burn down until it is repaired or destroyed. How the Terrans make buildings- The Terran worker, an SCV, just begins to create the building and after a certain amount of time, the building is complete. If you cancel construction of a building, the unfinished structures will just sit there until an SCV comes back to continue. If you actually click an incomplete building and cancel it, it will explode. The Terrans have no real big advantages, so you could say they are in between the Zerg and Protoss. 5a. Buildings Terran Command Center The main building for the Terrans where you produce SCVs. Comsat Station Add-on for the Command Center. Allows you to reveal parts of the map. Nuclear Silo Another Add-on for the Command Center. Build a nuke and have a Ghost designate a target. Terran Supply Depot Provides 8 supplies. Terran Refinery Gas collector building. Terran Barracks Produce all your infantry units here. Terran Engineering Bay Develop weapon and armor upgrades for infantry units here. Terran Missile Turret A defense building that attacks only air targets. Also has detection abilities to keep out cloaked units. Terran Academy Research infantry upgrades and abilities here. Terran Bunker This building will hold up to four infantry units. Once inside, the units attack targets but are protected by the Bunker. Even if a Bunker is destroyed, the units inside remain unharmed. Terran Factory Produce all your vehicle units here. Machine Shop Add-on for the Factory. Research vehicle upgrades and abilities here. Terran Armory Develop weapon and armor upgrades for vehicles and ships here. Terran Starport Produce all your ship units here. Control Tower Add-on for Starport. Research abilities and upgrades for ships here. Science Facility Research Science Vessel upgrades and abilities here. Makes it possible to upgrade weapons and armor to level 2 or above. Physics Lab Add-on for Science Facility. Research abilities and upgrades for the Battle cruiser here. Covert Ops Another add-on for the Science facility. Research abilities and upgrades for the Ghost here. 5b. Units Terran SCV The Terran worker unit. It can gather resources, construct buildings, and repair damaged buildings and vehicle or ship units. You'll find that it has 60 HP, more so than any of the other workers. No SCV upgrades Terran Marine A good point about Terrans is the fact that even their most basic attack unit can hit air units as well. Marines are fairly easy to kill, but formidable if in Bunkers or when used in massive (and I mean MASSIVE) numbers. Marine upgrades U238 Shells- Increases attack range. Stimpacks- Increases movement and attack rate for a short time. Depletes unit's HP by 10. You cannot use Stimpacks if the unit's HP is below 10. Terran Firebat Firebats cannot attack air targets and their weapon requires them to be closer to enemies than is usually comfortable, but what they lack in range, they make up for in firepower. Groups of Firebats are great for fighting off melee attackers. Firebat upgrades Stimpacks- Increases movement and attack rate for a short time. Depletes unit's HP by 10. You cannot use Stimpacks if the unit's HP is below 10. Terran Ghost The Ghost is probably the sneakiest unit around. It has the ever-useful Cloak ability, so if an enemy is lacking in detection units, you can have Ghosts wreak havoc, especially by sending nukes down on them. The only problem with Ghosts, though, are that they are weaklings and do not cause much damage. Ghost upgrades Cloak- Allows Ghosts to Cloak. Lockdown- The Ghost freezes an enemy unit for a short time. Lockdown renders unit useless and open to attack. Ocular Implants- Increase Ghost sight range. Allows them to designate nukes from greater distances. Moebius Reactor- Increases Ghost maximum energy by 50. Terran Vulture The first vehicle unit, the Vulture is good for attacking ground units. It is also a fast unit and can set Spider Mines, which makes them useful for scouting and defense. Just keep in mind that each Vulture gets 3, and only 3 Spider mines, so surrounding your base with them requires a whole lot of Vultures. Vulture upgrades Ion Thrusters- Increases speed. Spider Mines- Allows Vulture to set Spider Mines. Once set, they burrow under ground unseen by enemies. When a foe gets close, they pop out, run over to them, and explode. Terran Siege Tank This unit is probably what makes the Terrans dangerous. They are quite powerful and, once in Siege Mode, they can easily punch trough enemy defenses from a safe distance. The big drawback to Siege Tanks, though, is that they cannot hit air units. Siege Tank upgrades Siege Tech- Allows Siege Tanks to enter Siege Mode. When in this mode, they cannot move but their weapon gains incredible range and double the damage. In Siege Mode, the tanks cannot hit anything too close to them. Terran Goliath This "mech" type unit is pretty versatile. It has excellent weapons for air AND ground targets. They can be used for pretty much anything; attacking, defending, backing up Siege Tanks, etc. They really have no major down sides. No Goliath upgrades Terran Wraith The basic air unit is actually pretty powerful if used correctly. They have powerful air-to-air weaponry, but their air-to-ground attacks are weak, so they aren't really suited for attacking buildings. Like Ghosts, they can Cloak, so they are great for quick support. Wraith upgrades Cloak- Allows Wraiths to cloak. Apollo Reactor- Increases Wraith maximum energy by 50. Terran Dropship This is the Terran transport unit. Moderate speed and plenty of HP to protect itself and the units it carries. No Dropship upgrades Terran Science Vessel The Science Vessel is extremely useful. Not only is it a mobile Detection unit, but it also has a host of useful abilities. It has no attacking power and is best not left alone. Its innate ability is the Defensive Matrix, which places a protective barrier on one of your units. This unit will receive 1 damage form any attack for 30 seconds, or until the units has sustained 250 damage, whichever comes first. Science Vessel upgrades Irradiate- Floods an enemy unit with radiation, causing it to take damage slowly and go out of control. Units that come into contact with the affected unit take damage also. Only works on "biological" units (Marines, any Zerg unit, Zealot, etc.). EMP Shockwave- Hits an area with an electromagnetic pulse. Units in the affected area are completely drained of energy and shield. EMP Shockwave also destroys hallucinated units. Titan Reactor- Increase Science Vessel maximum energy by 50. Terran Battlecruiser This bruiser is the mother of all Terran units. Its weaponry is very powerful and hits air and ground units. Battlecruisers are slow and can easily be overwhelmed, so it's best to have them on the attack with escorts. Battlecruiser upgrades Yamato Gun- This powerful weapon fires a single shot that causes 250+ damage to the target. It requires a great deal of time to recharge, but you can easily take out a Missile Turret or Photon Cannon with it. Colossus Reactor- Increase Battlecruiser maximum energy by 50. ================= 6.A look at the Zerg The Zerg are a pretty grotesque race. However, they are the best example of "strength in numbers." The Zerg's strength is the ability to reproduce very rapidly. The way they build their units and buildings is also unique. All Zerg units are spawned from Larva, which is always coming out of a Hatchery. Therefore, the Zerg Hatchery is the ONLY Zerg building that creates units. All of the other buildings are dedicated to evolving upgrades and special abilities for the units. Zerg units generally are not very powerful. Their attacks are fairly weak and most of them do not pack many hit points. That's exactly why a good Zerg player must learn to create units very quickly, and that's just what the Zerg do best. Think about this: Let's say a Terran player wanted to create 3 Marines at a time. To do that, he must build 3 Barracks. For the Zerg, though, all the player has to do is select the three larva and they begin hatching at the same time thus, if the other races did not build a TON of unit production buildings, then the Zerg can produce troops 3 times faster. "Sacrifice" is a good word to describe the Zerg as well; think of just considering your troops as "born to die." The Zerg create units and essentially, throw them away. Every Zerg unit is "biological" and, like other living things, can heal their wounds. All Zerg units AND buildings slowly, but constantly, recover HP. How the Zerg create buildings- One of the most annoying quirks about the Zerg is the way they create buildings. They have to use their workers, like the other races, but in a different way. The Zerg Drone simply doesn't build a structure; it actually BECOMES the structure. So every time you want to make a building, you must build a Drone first. Also, Zerg buildings can only be constructed on Creep, a purple substance created by Hatcheries (because Hatcheries do not have to be on the Creep). The Zerg Creep Colonies can EXTEND Creep, but not create it. If you cancel construction of a building, it will turn back into a Drone. 6a.Buildings Zerg Hatchery The building where every Zerg unit can be created provided you the prerequisite buildings for a particular unit. You can also research the Burrow ability here. Zerg Lair An upgraded version of the Hatchery. Here, you can research Overlord upgrades. Makes it possible to upgrade weapons and armor to level 2. Zerg Hive An upgraded version of the Lair. Makes it possible to upgrade weapons and armor to level 3. Zerg Creep Colony Extends the Creep. Can be mutated into any 1 of the 2 Zerg defensive structures. Zerg Sunken Colony Extends the Creep. Also attacks ground targets. Zerg Spore Colony Extends the Creep. Also has detection abilities and attacks air targets. Zerg Extractor Gas collector building for the Zerg. Zerg Spawning Pool Evolve Zergling abilities here. Zerg Evolution Chamber Evolve weapon and armor upgrades for ground units here. Zerg Hydralisk Den Evolve Hydralisk abilities here. Zerg Spire Evolve weapon and armor upgrades for air units here. Zerg Greater Spire Upgraded version of the Spire. Evolve weapon and armor upgrades for air units here. Also makes it possible to create Guardians. Zerg Queen's Nest Evolve upgrades for Queens here. Zerg Nydus Canal Once the other end of the canal is built, will provide safe and quick underground transport for ground units. Zerg Ultralisk Cavern No abilities can be evolved here, but you must have one to build Ultralisks. Zerg Defiler Mound Evolve upgrades for Defilers here. Infested Terran Command Center Only possible to create when there is another Terran player, this building can be used to make Infested Terrans. It recovers life like any other Zerg building and it can lift off. 5b.Units Zerg Zergling The Zergling is the prime example of "strength in numbers." Each egg yields two Zerglings, so making an army of these critters is fairly easy. The problem, though, is that they are weak and die quickly. They're nice for quick rushes, but are not wonderful units to have around unless you have a lot of them. Zergling upgrades Metabolic Boost- Makes Zerglings move faster. Adrenal Glands- Makes Zerglings attack faster. Burrow- Allows the unit to burrow underground, unseen by enemies. Burrowed units cannot take any action. Zerg Hydralisk The Hydralisk is a pretty useful unit. It has good air and ground attack abilities which makes it great for attacking. Hydralisks are especially dangerous when used in big numbers. Plus, they're relatively cheap to make. Hydralisk upgrades Muscular Augments- Makes Hydralisks move faster. Grooved Spines- Increases Hydralisk attack range. Burrow- Allows the unit to burrow underground, unseen by enemies. Burrowed units cannot take any action. Zerg Ultralisk The big bad Ultralisk is a hulking creature just waiting to maul his opponents. As you might have guessed, these are the most expensive Zerg units and they are very tough and very powerful. They take down any ground unit or building with ease, but are easily killed by anything airborne. No Ultralisk upgrades Zerg Defiler This unit has no attacking power, but it has some REALLY useful abilities. Its innate ability, Dark Swarm, will cover an area with an orange cloud. Any ground units or buildings in the cloud will be immune to attacks originating form air units or any other ranged attack. Defiler upgrades Plague- Covers an area with a red gooey substance. Units and buildings affected will take damage until it wears off. Plague will stop short of killing enemies, but it can bring Terran buildings down easily, because they will burn. Plague will ignore Protoss shields. Affected Cloaked units will be revealed, as well. Burrow- Allows the unit to burrow underground, unseen by enemies. Burrowed units cannot take any action. Consume- The Defiler eats a friendly unit and gains 50 energy. Metasynaptic Node- Increases Defiler maximum energy by 50. Zerg Broodling These little guys can only be created when a Queen uses the Spawn Broodlings ability. They run around hitting enemies with a weak attack until they die. Also, once their energy runs, they die so don't expect them to do tremendous damage. No Broodling upgrades Infested Terran Infested Terrans attack by running into an enemy and exploding, causing 500 damage!! Problem is, they are easily killed and they only cause damage if they attack, not if they are killed. Burrow- Allows the unit to burrow underground, unseen by enemies. Burrowed units cannot take any action. Zerg Overlord This unit is necessary for providing control for your forces. Each one will add 8 control to your total. They are also mobile detectors and transports, but they fly painfully slow and they need to be upgraded first in order to transport. Overlords make it difficult for enemies to sneak cloaked units into your base. Overlord upgrades Ventral Sacs- Grants transporting abilities. Antennae- Increase Overlord detection range. Pneumatized Carapace- Makes Overlords move MUCH faster. Zerg Mutalisk This is an excellent air unit, combining speed, air attacks, and ground attacks. The weapon it uses is unique because when you hit a unit, the attack bounces off and hits another unit. Mutalisks cannot stand up to big units, but are good escorts for Guardians. No Mutalisk upgrades Zerg Guardian It seems that each race has it's own long-range attacker. For the Zerg, it would be the Guardian. These guys are slow, but their weapon is very powerful and can hit defensive structures from a safe distance. However, they are strictly air-to-ground, so always back them up with air support. No Guardian upgrades Zerg Scourge Scourges are a lot like Infested Terrans; they are kamikaze type fighters who ram into their opponents and explode, causing massive damage. Scourge can only hit air target, but three or four hits are all it takes to cripple or destroy even Battlecruisers. Each egg yields two Scourges because they are easy to kill and you need a lot of them to make them effective. No Scourge upgrades Zerg Queen The Queen is an excellent unit for scouting. It's fast and its innate Parasite ability will allow you to see anything the affected unit sees. Also, it can infest a severly-damaged Terran Command Center, putting it under your control. Queen upgrades Ensnare- Covers an area with a green gooey substance. Units affected will have their movement and attack rates cut in half. Affected Cloaked units will be revealed, as well. Spawn Broodlings- The Queen hits an opponent with an egg, killing it instantly. Two Broodlings come out of the dead enemy and will be yours to command. Only works on ground, non-mechanical units (but will work on Terran vehicles and the Protoss Dragoon). Gamete Meiosis- Increases Queen maximum energy by 50. ================= 7.A look at the Protoss The Protoss are almost the opposite of the Zerg. The Zerg have the ability to produce units quickly, but you'll find that the Protoss are quite slow in that department. However, Protoss units are very powerful and long lasting. Take a look at each races basic ground unit: The Terran Marine, Zerg Zergling, and Protoss Zealot. The Marine does 6 damage and has 40 HP. The Zergling does 5 damage and has 35 HP. But the Zealot does 16 damage and has 100 HP, plus 60 shields! This obviously makes the Zealot more powerful, capable of taking down multiple Marines or Zerglings. However, the Zealot costs twice as much in the way of resources and supplies, and it certainly takes a lot longer to build it. So, in short, if the Zerg are characterized by "quantity over quality," then the Protoss are "quality over quantity." Unless you have a TON of unit production buildings, you won't be able to make many units, but each one is a LOT more powerful when compared to the other two races. Each unit and building has shields that always regenerate, thus adding more to the unit's lifespan. Even a Zealot with 1 HP can be formidable because it still has 60 shields. How the Protoss make buildings- The Protoss can make buildings very quickly. They warp in buildings using a Probe. But when a Probe starts a warp rift, the building will finish on its own, thus allowing the Probe to do something else, like make another building. Provided you have the resources, you make a bunch of buildings all at once. All Protoss buildings, except for the Nexus and Pylon, must be built within an energy field that is produced by a Pylon. If a Pylon is destroyed, any buildings that lose the energy field become unpowered. Unpowered buildings recover shields, but you cannot do anything with them until another Pylon is built. 7a.Buildings Protoss Nexus The main Protoss building. Produce Probes here. Protoss Pylon Provides 8 psi and creates an energy field on which other buildings can be constructed. Protoss Assimilator Gas collector building for the Protoss. Protoss Gateway Produce basic ground units here. Protoss Forge Upgrade ground weapons and armor here. Can also upgrades shields. Photon Cannon Defensive structure. Has detection abilities and will attack air and ground targets. Protoss Cybernetics Core Research several upgrades as well as air weapon and armor upgrades here. Also makes it possible to upgrades shields to level 2 or above. Protoss Shield Battery Recharges a unit's shields. Shield Batteries expend energy to charge shields. Protoss Robotics Facility Produce robotic units here. Protoss Stargate Produce air units here. Protoss Citadel of Adun Research a Zealot upgrade here. Protoss Robotics Support Bay Research various upgrades for robotic units here. Protoss Observatory Research Observer upgrades here. Protoss Fleet Beacon Research various upgrades for air units here. Protoss Templar Archives Research upgrades for the High Templar here. Also makes it possible to upgrade weapons and armor to level 2 or above. Protoss Arbiter Tribunal Research upgrades for the Arbiter here. 7b.Units Protoss Probe Used for gathering resources and making buildings. No Probe upgrades Protoss Zealot The basic ground unit packs quite a punch when compared to others. Even late in a game, they are excellent for razing buildings. Zealot upgrades Leg Enhancements- Makes Zealots move faster. Protoss Dragoon A great unit for defense, the Dragoon has a powerful weapon for air and ground targets. In "hold position," it is a good makeshift Photon Cannon. Dragoon upgrades Singularity Charge- Increases Dragoon attack range. Protoss High Templar These guys have no attack ability, but three pretty useful "spells" that can tip the odds in your favor. High Templar upgrades Psionic Storm- Releases a wave of energy that severly damages units within the effect area. Hallucination- Creates two copies of a unit. The copies can attack but do no damage. Hallucinated units can be killed but will always die when their energy runs out. EMP Shockwave can destroy hallucinations instantly. Khaydarin Amulet- Increase High Templar maximum energy by 50. Protoss Archon These devastators are really powerful. Their weapons pack quite a punch and can hit air or ground targets. They are also hard to kill; each one has 350 shields. The downside? They only have 10 HP. So, yep, an EMP Shockwave will reduce an Archon into a wimp that even a Marine could take out. Archons can only be created through the merging of 2 High Templar. No Archon upgrades Protoss Reaver This unit resembles a caterpillar and moves just as slow. However, it's attack does 100+ damage. This makes it great for taking down buildings because it has a very long range as well. Reavers cannot attack until they build Scarabs. Reavers can hold up to five Scarabs. Reaver upgrades Upgrade Scarab damage- Increase Scarab damage from 100 to 125. Reaver Capacity- Increase Scarab capacity from 5 to 10. Protoss Shuttle The Protoss transport unit. Shuttle upgrades Gravatic Drive- Makes Shuttles move faster. Protoss Observer The Observer is a cloaked detector, so as its name implies, it is a great watchdog/spy. Observer upgrades Sensor Array- Increases Observer detection range. Gravatic Boosters- Makes Observers move faster. Protoss Scout The Scout is a formidable air unit. Like Wraiths, it has weak ground attack, but its air weapon is very powerful. Fully upgraded Scouts are pretty dangerous. Scout upgrades Gravatic Thrusters- Makes Scouts move faster. Apial Sensors- Increases Scout sight range. Protoss Carrier This huge ship has incredible power. First, you need to use it to build Interceptors. Interceptors are units that fly out of the Carriers and fly in erratic loops and circles firing their small guns. Carriers can easily swarm and overwhelm opponents. Carriers can hold up to 4 Interceptors. Carrier upgrades Carrier Capacity- Increases Carrier's Interceptor capacity form 4 to 8. Protoss Arbiter The Arbiter is a great Protoss unit. It has a number of very useful abilities, air and ground weapons, and it creates a cloaking field. Any of your units close to it will be cloaked. Arbiter upgrades Stasis Field- Encases units in a blue crystal. Affected units cannot attack or be attacked, but it eliminates the unit temporarily. Stasis field also reveals cloaked units and units that have detection abilities will disabled while the unit is trapped. Recall- Brings your units from anywhere on the map directly to your Arbiter. Khaydarin Core- Increase Arbiter maximum energy by 50. ================= 8.Cheats Just for fun, I've added a section with all the cheat codes used in single player mode. To use a cheat, hit enter to type a message. Then type in the code and hit enter again. If done correctly, "Cheat Enabled" will appear at the bottom of the screen. Enter a cheat again to disable it. Resource cheats can be entered multiple times for a cumulative effect. "power overwhelming"= invincibility "operation cwal"= fast building and instance upgrades "medieval man"= instant technology upgrades "something for nothing"= upgrades all weapons, armor, and shields to the next level "the gathering"- infinite energy. Also works on the computer "modify the phase variance"- disable technology tree "there is no cow level"- skip to the next level "breathe deep"- gives 500 Vespene Gas "whats mine is mine"- gives 500 minerals "show me the money"- gives 10000 minerals and gas "food for thought"- build past supply limit (cannot go beyond 200) "game over man"- instantly be defeated "staying alive"- continue playing even after victory or defeat "noglues"- disables the Psionic Storm ability "black sheep wall"- reveals the entire map "war aint what it used to be"- disables fog of war. Anything you reveal, stays revealed "ophelia"- level warp* *type in "ophelia", then type the race and level you want to go to. (i.e. Terran4, Protoss7, etc.) ================= 9.Outro So now that you understand each race in a more in-depth kind of way, do you feel like a better player? Maybe, maybe not. But whatever the case, I hope you enjoyed reading this FAQ and I hope that you have an even better grasp on this game. ================= 10.Credits I would like to thank myself for coming up with this idea, myself for writing the FAQ, and gameFAQS.com for being such an awesome site. Also, if anyone e- mails me about a mistake in the guide or something left out, then I'll be sure to include that person's name here as well. Here's the list of people who have my thanks and recognition: Cesar A. Canias- Big thanks for pointing out some mistakes in the guide, mostly about the unit capabilities and the Protoss Archon, which I completely left out for some reason. Until we meet again... Mike Hamlin ==EOF==