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               Kronikle's StarCraft Brood War Strategy Guide v1.2
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                                    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. Version Changes
3. Race Overviews
4. General Strategies
5. Multiplayer
6. Terran Units
7. Zerg Units
8. Protoss Units
9. Terran Strategy
10. Zerg Strategy
11. Protoss Strategy
12. Cheats
13. Secrets (glitches)
14. Learning Center
15. Miscellaneous
16. Campaign Editor Guide
17. Other StarCraft Games
18. Other Strategy Games
19. 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 1.2.  I will not be updating this too often.  I really don't 
know too much more I can add.  I'd be suprised if the versions go past 3.0 
because each of my updates contains so much more info then the last.  I don't 
know what to add next!
      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 then 
built 12 of the units.  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!  Now, I'll be able to do that at MY house!  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.  Read the Learning Center and find my 
only game (it's under Terran vs. Terran).
      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!  They 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. Version Changes
==============================================================================
1.0 - First release!
1.1 - Added Learning Center, Multiplayer, and Version Changes.  Polished                         
everything up.
1.2 - Added Miscellaneous, Race Overviews, Campaign Editor Guide, and Other 
StarCraft Games.  Made it easier to find chapters.  Polished everything up.

==============================================================================
3. Race Overviews
==============================================================================

Terran
******

Pros

Build anywhere
Basic attack unit is long range
Basic attack unit can attack air
Mechanical Units and Buildings can be repaired
Liftoff
The Nuke
Longest attacking range unit the Siege Tank
Battle Cruiser
Great Defense
EMP Shockwave
Some Cloakable units
Medium to Strong Mid-late game units
Medium early game units

Cons

Too much space taken up
Buildings on fire get HP taken away
A lot of units are useless without abilities
A lot of units can't be created without addons


Zerg
****

Pros

All units are made in one building
Units can be made by the threes
Everything is cheap
Immune to mechanical only spells
Burrowing ability
Regeneration of HPs
No enemy can build in your territory if you have your creep
Start with flying Detector
Extremely powerful early game
Infested Terrans

Cons

All buildings must be built on Creep
Drones must sacrafice their selves to create buildings
Crappy long game strength
No Capital Ship


Protoss
*******

Pros

Shields
Strongest basic attack unit
Strongest units in game
In my opinion, best spells
Psionic Storm
Carriers
Arbiter best cloaker
Dark Templar
Archon
**DARK ARCHON**
Photon Cannon best attack building
Warp multiple buildings at the same time
Best Scout and Spy, Observer

Cons

Expensive
Slow
Must build near Pylon
Hardest to master
No way to recover Life (not shields)
Too many building requirements
EMP Shockwave kills Protoss like Crazy

Overall, if you are starting it is good to play as Terran.  Then Zerg.  Once 
you have mastered their basics try to learn about Protoss.  My favorite race 
is Zerg.  I am currently improving with Protoss and a little with Zerg.

==============================================================================
4. 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).

The Gas we Pass - If you are relitively new to StarCraft you must know how 
many workers should go to each Refinery, Extractor, or Assimilator.  You 
should have 3 and only 3 at each gas extractor.  If you have more the extras 
will just wait outside waiting for a chance to go in.  If you have less than 3 
workers, your gas flow will be drastically reduced (if that is your only gas 
extractor).

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.  If you hide a unit in bunker then you are fine.  
Medics can also use Restoration.

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

==============================================================================
5. 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.

==============================================================================
6. 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.

==============================================================================
7. 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 very useful.  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.  That's why you should secretly drop a defiler, Plague it a few times 
and then infest it.  The best part about Infested Command Centers is that they 
can liftoff!  So you can infest it then move it back to your base.  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, Ultralisks, or ) 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.

Infested Terran - These might be the best ground units in StarCraft.  They 
attack with as much damage as a Nuke!  They are fast.  They regenerate life.  
They can burrow.  The only things I don't like about them are that they can 
only attack air and you must infest a command center to get them.

Broodling - Worst unit in the game.  They have the worst attack, lowest life, 
and they eventually run out of life even if they don't get attacked.  The only 
good part about them is if you Spawn Broodling it destroys the unit and makes 
2 Broodlings.  Spawn Broodlings on a group of sieged tanks for some mayhem.  
Or use it on workers.

==============================================================================
8. 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!  Use this on a transport to gain everything that's 
inside the transport.  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 6 damage.  6 damage for all 8 Interceptors makes forty-
eight 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 2 rounds of 8 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.

==============================================================================
9. 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.

==============================================================================
10. 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

==============================================================================
11. 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!  For more info on that read the Corsair rush.  
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.  Worker hunts are good because Protoss MUST have 
workers to get all the money needed for their high costs.

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.  Reavers may also 
prove to be useful.

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.

==============================================================================
12. 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" will 
appear if you typed it in correctly.  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.

==============================================================================
13. 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 pretty sure this'll work for any version.

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 over 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 Hydralisk 
Den(with Lurker developed) and some Hydralisks. First, make some zerglings and 
set them to group #1. Second, select one or more hydralisks. At last, press L 
and number 1 at the same time. If it is successful, Those group #1 zerglings 
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 abilities of original units. For example, if you make Lurkers or 
Mutas 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!  I think up to 1.04.

               -obtained from SCU

==============================================================================
14. 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!  
The comps 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.  I forgot about liftoff.  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
One and a half years ago when I never played StarCraft against anybody, I was 
a complete newbie.  I was as newbie as you could be.  I saw a 6 ling rush 
performed by my friend and it looked easy.  I was going to do that!  I was 
playing against a staff member of a cool gaming place in Las Vegas.  At that 
time, I barely knew any Zerg or Protoss units.  All I knew for Zerg were their 
Zerglings and Drones (I didn't know what the Overlords did).  We started and I 
built 9 workers and was very slow on building my spawning pool.  After I got 
my pool I built my 6 lings then waited.  I waited for 3 more larvae and made 6 
more lings.  Then I attacked with 12 lings.  At that time, he already had 2 
filled bunkers so those lings died VERY fast.  Then I thought "The reason why 
they lost was because I didn't make enough of them.  So out of only 1 Hatchery 
I waited and made about 40 Zerglings and then I stopped.  I thought "Hmmm... 
Let me test out units I've never used before."  I built an Extractor and sent 
only 1 worker to it.  After a while I finally got enough for a Hydralisk Den.  
I built it and made about 5 Hydras.  Then I see a cloaked Wraith come in.  
"Shoot!  I don't have any detectors!!".  Somehow my Hydralisks could see them.  
Then he started targeting my Overlord.  "Why would he do that?".  I lost my 
Overlord and then he turned invisible (I was such a newbie!).  Then 3 more 
Wraiths came in.  Then... I saw his true fleet...  About 40 Marines, 20 
Medics, 20 Firebats, 5 more Wraiths, and about 10 Tanks.  My Zerglings went 
down sooo fast!  I am going to play him again in about a month when I go back 
to Vegas (assuming he still works there).  I will post the results in a later 
verion.  This time, I ain't considered a newbie...

      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 embarrass 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.  All 6 of his Scouts were wiped out and his Carrier was too.  
That took out a lot of his base but still not enough, just enough to let some 
shuttles into his base.  He still had enough Photons to give me a headache.  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!

==============================================================================
15. Miscellaneous
==============================================================================
Mutalisk flies the highest and the Science Vessel flies the lowest.

Vultures are the fastest units in StarCraft while unupgraded Overlords are the 
slowest.

Carriers are the most expensive unit in the game while Zerglings are the 
cheapest (considering that 2 come in each 50 minerals).

Every worker can use Vespene Geyser extractors (Refinery, Extractor, 
Assimilator) to their advantage.  Meaning an SCV can mine from an Extractor or 
Assimilator, a Drone can mine from a Refinery etc.

Terran buildings which have addons can be destroyed and you can drop your 
buildings next to these addons to have complete control over them.  Say you 
take out a Starport with attatached Control Tower.  You can drop a Starport 
next to the Control Tower to gain control over the Tower.

==============================================================================
16. Campaign Editor Guide
==============================================================================

**DONT READ THIS IF YOU DON'T KNOW HOW TO OPERATE CAMPAIGN EDITOR FULLY**

The Campaign Editor is one of the coolest things in StarCraft!  It is not 
nearly as powerful as StarDraft or StarGraft, but it is still cool!  You have 
the possibility to turn this strategy game into RPGs, adventure games, mini-
games, etc.  Here are some guidelines or ideas on how to make some cool maps.  
This is not explaining step by step.  I will include what I think of how fun 
the map would be on a scale from 1 to 10, 10 being the best.  I will also 
explain a little bit why.  Campaign Editor is the easiest programming language 
to learn.  If you need help look in the help file.  Almost everyone of these I 
thought up of on my own.

RPGs - My favorite.  You should definently change the stats and names of 
everything like turning medics into White Wizards, Marines into Archers, 
Zealots or Firebats into Fighters, Templars into Black Wizards, Archons into 
gods, most any Zerg unit as an Imp or Demon, Dark Templars as Ninjas, etc.  
For leveling have each unit you kill give a certain amount of resources.  Like 
if you kill an Imp (Zergling) then you gain 12 Minerals.  Then you could 
create a Forge or Engineering Bay (renamed as Blacksmith or something) and 
once you acquire 50 minerals you can upgrade.  Make the upgrades ultra fast 
though, and make the upgrades more useful.  Don't have the archer's upgrade in 
weapon damage only up 1 or 2 make it like 10.  They could really only gain 6 
levels unless you make a beacon at the end of borders that replaces characters 
with stronger ones. 9/10 - I love RPGs that's why they get a 9!  But, this 
really depends on the makers imagination to make it good.

Survival - I have already seen a map like this called The Art of Survival.  
Basically your goal is to build up a defense and see how well you can defend 
against non-stop rushes.  Every 3 minutes a rush comes in stronger than the 
last.  First 3 minutes 50 Zerglings with 2 HPs each come in.  Next 3 minutes 
30 Hydralisks.  Next 30 Zealots.  Next 20 Guardians and 20 Firebats and 20 
Dragoons.  I forget what the last ones were.  It is really cool.  You can get 
graded on how well you survived.  I played one of these and it was pretty 
easy.  I just made a thick wall of Photons and defended against most.  I 
didn't have much time to make some air support.  When the Guardians came I was 
screwed.  I was graded Above Average and far away from newbie.  Anyway, this 
is cool. 9/10 - This is challenging fun and an excellent way to train.

The New Units - I made map that completely changed every unit.  Marines were 
Lightgunners.  They were produced quickly for 10 minerals but only had 10 life 
and 2 attack.  I also made Ghosts Assassins.  They cost the most (somewhere 
around 500 minerals and gas) and took the longest to make but they came with 
Cloak, Lockdown, life of 200 and their attack was 45.  I changed 
BattleCruisers so their ground attack was around 30 and air was around 15.  I 
changed every unit but I lost the map.  It was pretty cool.  It was also funny 
seeing the comp rush in with 24 Light Gunners when I was defending with 10 
Assassins. 6/10 - Pretty boring.

The Assassination - This is an idea that I have.  What would happen is that 
the comp has an unbelievably strong force.  You have one Dark Templar and 10 
lives.  You have to make it across the map without being detected.  Overlords 
are stationed all around.  You have to manuever around them.  Say you get 
busted, siege mode tanks will then start gunning you.  If you survive and make 
it past that group you can reach a beacon and get restored to full health.  
Your goal is to assassinate the Infested Kerrigan (Hell Demon).  If she sees 
you her attack is 1000 and kills you instantly and you start back at the last 
beacon you were at.  You have to get 5 hits off her to kill her. 6/10 - Neat 
but somewhat boring.

Of Light and Dark -   I had an idea where you can put a Civilian and put him 
in the middle of two beacons one, the Dark Beacon turns him into a Red ultra 
powerful Dark Templar.  The Light Beacon turns him into a White ultra powerful 
Zealot.  Once you choose you gain control units depending on who you choose.  
The Dark Side gets Archons, Dark Archons, Seige Tanks, Wraiths, Ultralisks, 
Hydralisks, Mutalisks, Overlords (invincible) and Lurkers.  The Light Side 
gets Templars, Dragoons, Reavers, Scouts, Ghosts, Medics, Shuttles and 
Observers (Invincible).  You can't produce anymore units.  Your only building 
is an Ion Cannon at the back of the base.  Each player has to destroy 
eachothers Ion Cannon.  I just thought of this at the top of my head.  You may 
think this is stupid which probably is. 4/10 - Not so good.

Gods of War - In the StarCraft and Broodwar guide by Prima they have a guide 
to making a map called Gods of War.  1 race (Protoss) can warp anywhere on the 
map through beacons.  Another race (Terran) gets a hero after every 10 kills.  
If the third race (Zerg) has the least amount of units, they get Zerglings 
until they don't have the least amount of units. 7/10 - Pretty cool 
considering each race has different abilities!

Rescue Mission - An idea I had was to make a 4 player map, each starting 
location in each corner, where a beacon was placed in the middle of the map.  
Every minute 2 of each worker are created at the center of the map as 
rescuable units.  This gives every race the chance to create a base for every 
race early on.  You might want to put some barracade of units to protect the 
workers from the 4 people. 6/10 - Sort of cool.  Gets useless after mid-late 
game.

Betrayal - You could have a 3 of each race vs 1 incredibly strong comp mixed 
race.  The three start at the bottom and the comp starts at the top (taking 
half of the top).  The comp has the whole bag, Tanks, Carriers, Cruisers, 
Guardians, Lurkers, everything!  If you are Terran you start out with a 
Command Center and 4 SCVs and 2 Marines.  Zerg starts with Hatchery, 4 Drones, 
and 4 Zerglings.  Protoss, 1 Nexus, 4 Probes, 1 Zealot.  Each starting 
location has a beacon at the back of the base where units come out of.  After 
3 minutes the comp sends each base a marine, 2 Zerglings, and after 4 minutes 
a Zealot.  Now if you kill this Marine you get another one.  Basically 
whatever unit you kill you gain what you killed on your side completely 
healed.  Make it work for your own units because then if they have an injured 
unit they'dd kill it to make it fully revived.  All the comp workers have 
their mixed workers in the very top of the base mining.  Now worker hunts 
would be a lot more useful.  You could also have your attacking units kill one 
of all your allies' worker to start off with a base of all three races. 10/10 
- This is cool!  You could also replace the comp with 3 more spaces and go 3 
on 3.  This is a definite must play!

One for One - This game is the opposite of the previous game.  When you kill 
the unit, both of you die!  This is a real difficult game.  I bet noone could 
make this and beat it if the comp is strong enough.  The only strategy I could 
think of for this is to mass produce rush (like Hydralisk).  Or, you could 
send a worker in next to a BattleCruiser or Carrier and let it die so the 
Cruiser or Carrier dies too. 8/10 - The most challenging map I have thought 
of.  Try it all you StarCraft Gurus.

Unit Count - Every 2 minutes, the player with the most amount of units loses 
all of their workers. 7/10 - This will make people think more about mass 
producing.

No rush - This game ensures noone can early game rush so when you say "No 
rush" you can't have backstabbers ignoring you.  I'd suggest that you modify 
Big Game Hunters.  Most people use that map anyway.  You'll want to put a 
location at the entrance of each base and if anyone walks into them it'll 
transport them back a few feet.  A timer should countdown 5 minutes where it 
is mid-game.  Then the triggers moving people back should be canceled. 4/10 - 
The reason this gets a 4 is because if this is a rush game then this is 
annoying.  If this wasn't a rush I'd give it a 10 cause it'dd make sure there 
were no cheaters.

Total Immortal - Everytime you lose 10 units all of your units become 
invincible for 1 minute. 7/10 - Pretty neat.

Mercenary Force - You have no resources in the board.  Every 10 seconds 
enemies or critters start appearing in beacons all around.  For every enemy 
you kill you gain money.  The stronger the enemy the more the money (like a 
Zergling would give 25 minerals and gas while an Ultralisk would give 200 
minerals and gas).  You automatically start with 4 workers (Builders). 8/10 - 
Once again another cool challenge.

Leader of the Pack - There is 1 leader for each race.  The objective is to 
kill eachother's leader.  If you kill the leader it ends in defeat for the 
player who lost their leader.  Of course, the leader can defend.  I suggest 
making leaders Archons, Goliaths, or Ultralisks. 8/10 - Pretty realistic since 
you have the leader actually on the battle field, and if they die then chaos 
breaks loose.

Chosen Fate - Put 3 beacons at the start.  Have a civilian move onto one of 
these.  Depending on what they choose certain rewards will be given.  Beacon 
1: Everything is half priced.  Beacon 2: Everything is created twice as fast.  
Beacon 3: Have 100 supply and price is reduced by 1 forth and speed is 
increased by 1 fourth.  8/10 - Cool because of the neat abilities.  A really 
cool map.

The Swarm - 2 to 4 humans vs. 4 comps.  Players are allied up.  After 20 
minutes a massive swarm comes in.  We're talking 60 Hydras, 12 Cruisers, 12 
Carriers, 50 Mutalisks, 30 Guardians, 30 Archons, 20 Ultralisks, 20 Scouts, 
etc.  Just make sure it is extremely strong but defendable.  After the swarm 
is done the timer would time out and you'dd win if you survived.  Oh yeah, 
there are barriers making sure noone can rush in before the time is up 
(including the comp).  9/10 - A good challenge.  Join up with 4 allies to 
maximize the fun!

==============================================================================
17. Other StarCraft Games
==============================================================================
StarCraft64 - Don't get this one unless you don't have a computer and don't 
have StarCraft or BroodWar for the comp.  It requires an Expansion Pack to 
fully play it to the maximum, single player you can only play scenario, no 
Campaign Editor, multiplayer was poorly done, and controlling on the 64 is a 
hell of a lot harder than on the computer.  Sure they claim to have 
Multiplayer and BroodWar missions.  I don't think they tell you that you must 
buy an expansion pack to get them!  Single player in StarCraft is all about 
the Custom Maps.  Can't do that!  Campaign Editor, one of the key elements of 
StarCraft... gone!  The Multiplayer I must say was the worst thing you could 
think of.  I mean, you can look at the other player's screen and see what 
technology he has, where he is located, when he is going to rush, if he as air 
or ground units, what type of rush he is going to use, where are his flaws in 
his defense, etc.  Imagine how hard to control a game of StarCraft on an N64!  
With a mouse, you can move it as fast as you want to go.  With a joystick 
you'dd probably go too fast or too slow or whatever to screw you up or slow 
you down.  Not only that, you can't Hotkey!  If you haven't experienced the 
phenomenon called StarCraft (and don't have a 90 mhz or better computer), then 
get this one.  If you have a 90 mhz or better computer with about 100 mb of 
disk free space then you should buy the battlechest.

Insurrection - Can you guys tell me about this?  I don't know what the heck 
this is!

Retribution - Can you guys tell me about this?  I don't know what the heck 
this is!

Gundam Century - This is a patch for BroodWar.  A VERY kick ass patch.  Just 
about every unit and building is changed for Terran and Protoss.  I think only 
Shield Battery and Photon Cannon is the same.  A lot more versatility.  
Missile Turrets (Beam Defense Turret or Cannon, I forget) attack both air and 
ground.  Valkyries (forgot name) attacks air and ground.  Firebats attack air 
and ground long-range with an attack of 38!  These are Gundam's that's why 
there is so much versatility.  A Marine attacks with 11 damage, a 
BattleCruiser (Pegasus Whitebase) attacks for I think somewhere in the 30s.  
Every unit starts out with armor.  The upgrades can upgrade up to 6 everytime!  
Almost every graphic is changed.  The startup screen is way cooler.  The next 
screen where you choose what you are going to use (Multiplayer, Singleplayer, 
Campaign Editor etc.), I only remember the single player button changed.  When 
you get into the game you start out with workers that have different sprite 
graphics, weapon graphics, and more.  Terran have Ball Workers that are big 
balls with some kind of stick attatched to it (it doesn't sound right, but I 
think it's their gun).  Protoss have robot-like creatures for workers.  Every 
single building for Terran and 90% of the buildings for Protoss are changed.  
When I say changed, I mean sprite, name, buttons, abilities, and more!  The 
only thing that is truely the same is the portrait graphics.  I think you can 
get this patch at camelotsys.org  I THINK!

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18. Other Strategy Games
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In this section we compare StarCraft to other rts games.

Command and Conquers - As far as visual and audio wise C&C win, but as far as 
gameplay, variety, depth and fun StarCraft more than conquers C&C.  C&C 1 has 
no skirmish mode (custom map).  For variety StarCraft totally conquers C&C.  
StarCraft has 3 completely different races and new strategies for each race.  
C&C only has 1 race, human, but each human is slightly modified in what 
weapons they have.  Also, StarCraft has cheats!  Depth is a big factor.  C&C 
there is not as much depth.  You don't start off with a worker, every unit 
comes out of one building so you if you build 2 barracks you still will only 
be allowed to create one at a time.  The workers are so expensive and slow.  
However, C&C does win in visual and audio.  It is so cool seeing this awesome 
Techno environment!  Not only that, C&C has tons more movies.

WarCrafts - Don't even compare the WarCrafts until 3 comes out!  How many 
units are there per race in WarCraft 2? 16 units per race.  There are only 2 
races each are exactly the same except for picture and spells.  Only Death 
Knight and Ogre-Mage are different just because of their spells so that's 18 
units in the entire game!  StarCraft has 13 units for Terran, 14 units for 
Protoss, and 13 units for Zerg.  Each are completely Different.  Add em up and 
there's 40 different units in StarCraft.  Not to mention there's about 12 more 
total missions, about 30 more starting maps, Campaign Editor much better, and 
every race is different in buildings, where you can build, and strengths and 
weaknesses.

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19. Credit
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First off I would like to thank Blizzard with this game and Starcraft.org for 
some rushes.  StarCraft University (http://starcraft.strategy-gaming.com/) 
gave me half of the secrets and a few 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 stated 
in his guide some really effective strategies I used in this guide.  Get 
Joseph Christopher's and Scott Lee's guide at Gamefaqs.com.  I would also like 
to thank Code for the Invisible tank trick.  Code is also an awesome player.

Kronikle's StarCraft BroodWar Strategy Guide Copyright 2000 Ryan Kurlish
