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StarCraft/Damage types

In StarCraft, there are several damage types. The actual damage done depends on the type and the size of the target unit.

 * If a unit is Shielded (Protoss only), the shield takes full damage from any attack, regardless of the unit's size.
 * All buildings are "Large" units.
 * Some attacks also do splash damage - enemy units near the target are also affected. These are usually, but not always, powerful Normal or Explosive attacks. With the exception of Siege Tanks, Spider Mines, and Infested Terrans, splash damage does not affect your own units, but will affect your allies' units.

title: StarCraft/Damage types


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StarCraft/Strategy Guide

Basic Zerg Strategy
The Zerg have some pretty awesome stuff going for them. To begin with, the Zerg have the unique ability to produce multiple units from only one building! This, combined with the fact that the Zerg's units are relatively cheap to produce, allows for masses of units to be quickly built. Therein lies the Zerg's true power, their units aren't very powerful, but they have a lot of them. Another interesting asset of the zerg is that all their units (including buildings) regenerate health over time, for free!

The Creep

Zerg have what is possibly the most restrictive building requirement in the game. The only buildings that don't require that they be built on the "creep" are the Hatchery and the Extractor. The creep is an expanding carpet that originates from Hatcheries; though it can be expanded by Creep Colonies. An important thing to remember is that any Zerg player may build upon any Creep. It doesn't have to be "your" creep. Indeed, players don't own the creep at all.

Upgrades

Upgrades are essential for the Zerg. Because the Zerg can produce so many units upgrading their attack and defense is very rewarding. Zerglings fully upgraded with Metabolic Boost, Adrenal Gland and Melee and Carapace upgrades can devastate an enemy's base before they know they are under attack. Burrowing is an extremely useful ability as it allows any ground unit aside from the Ultralisk and broodling to hide from enemy units. It also makes Zerg very effective at scouting as a burrowed unit can remain unobserved anywhere -unless a detector is nearby or a Terran player does a Scanner Sweep of the area- while still able to see all around.

Strategies
Six Pool Rush

Send your Drones to mine minerals immediately. Start Morphing one of your Larva into another Drone. Quickly send your Overlord to explore. Continue to mine and construct more Drones as soon as you have enough minerals. Once you have 6 Drones mining stop producing Drones. Continue to amass minerals until you have 200. The moment your minerals reach 200 produce a Spawning Pool. Build one more Drone while the Spawning Pool completes its morph and send it to mine. When your Spawning Pool completes you should have 3 Larva and at least 150 minerals. Use this to quickly produce six zerglings (two Zerglings hatch from each Egg). As soon as you have your Zerglings, attack your opponent with them. If you haven't already found your opponent with the Overlord the 'lings should find the base quickly. Note that the Six Pool Rush is most effective on smaller maps with few players. If executed properly you can usualy cripple if not outright kill your opponent. If the attack fails, however, your minutes are numbered as you will not have enough time to recover before your opponent finds and kills you. Weigh the ups and the downs of the Six Pool Rush carefully.

Four Pool Rush

This is essentially the same thing as the Six Pool Rush except that you build no Drones. Simply set your drones to mining and when you reach 200 morph one of them into a spawning pool. Don't build any more drones! When the pool completes you should either have 150 minerals or be extremely close to that total. Again, turn the three Larva into six Zerglings and rush their base. This is even faster then the Six Pool Rush but should not be attempted unless the map is very small.

Multiple Hatcheries

In most maps (and especially in "money maps") it is wise to have many Hatcheries so as to produce even more units even faster. If you have enough minerals also build extra Hatcheries at your expansions, this will allow you to rebuild quickly if your enemy finds a base.

Nydus Canal

Nydus Canals are buildings that allow ground units to move instantly from one end to another. After constructing the first end of a Nydus Canal you may place the other end on any creep that you can see. This allows you to move quickly from one base to the next so as to defend against attacks. Personally I've found the Nydus Canal to be instrumental in several instances where a Zerg opponent has guarded only the entrance to their base. Either infest a unit with Parasite (a Queen ability) or send a pack of Overlords or Scourge to your opponents base so that you can see their creep. Make sure that you have plenty of ground units and a Nydus Canal without an exit placed before you do this. Once you can see the area you are going to build on quickly place the exit of your Nydus Canal. Send all your units through the Canal and destroy as much of their base as possible before they notice you.

Basic Terran Strategies
Tank Push

Like the name, mass siege tanks and place them all near your enemy's base and put them in siege mode. The ones in front should fire at the base, and when more things go "boom", send the ones in the rear to the front and put them in siege mode and they should start laying waste. Continue until everything is destroyed. Keep a few Goliaths on hand in case of an air counterattack

Firebat Rush

This tactic is useful against the Protoss Zealots early in the game, but is extremely effective against the Zerg. Create the requisites for a Firebat quickly (Barracks, Refinery, Academy) and have at least 2 Barracks. Mass produce Firebats until you have 12 - 18 and rush the enemy base. This provides a viable alternative to other rushes in that the Firebats, with their 16 firepower, can also defend your base in the case that you get rushed. With their high firepower, cost-effectiveness, and spread damage, Firebats can easily devastate an enemy base.

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

title: StarCraft/Strategy Guide


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StarCraft/High Templar

Introduction
A High Templar is a powerful Protoss psychic in the StarCraft universe. High Templar can be warped in by a Gateway. High Templar initially cannot cast any spells, but are able to use the Archon Meld skill. Summoning High Templar requires the structure Templar Archives, where they can be upgraded to become able to cast Psionic Storm and Hallucination. The High Templar provide major targets for the Dark Archon Mind Control and Feedback abilities.

 * The two High Templar skills are ranged and thus are most effectively used when placed behind ranged/support units such as the Dragoon.
 * Using multiple High Templar requires considerable micromanagement, not only for the special abilities, but also for keeping them alive.
 * Players must be wary of decoy attacks in other areas while an opponent's main attack force quickly tears the High Templar to shreds.
 * Place High Templar behind doodads, on high ground, and in pairs.
 * High Templar are useful against massed enemies (Psionic Storm).
 * High Templar are useful for initiating a scouting, decoying, and invading expedition (Hallucination).
 * When out of energy, High Templar can be "recycled" using Archon Meld.
 * High Templar are too slow for scouting, too weak for combat, and too costly for lone use. High Templar are useful only for their three spells: Psionic Storm, Hallucination, and Archon Meld.
 * High Templar make excellent targets for faster units such Vultures and Zerglings.
 * High Templar are tempting targets for spells such as Mind Control, Spawn Broodling, and Feedback.

Psionic Storm
Psionic Storm (hotkey T) causes significant area and duration damage.

 * All units under a Psionic Storm take the same damage regardless of how many units are affected, making Psionic Storm a good spell to use on clusters of troops.
 * The attack affects a chosen area and does 112 damage over the course of four seconds. There are 8 iterations of damage, each iteration being affected by the victim's armor.
 * Once Psionic Storm begins, low-life units such as gatherers, infantry, and Zerglings have a minimal chance of escape.
 * Psionic Storm affects cloaked, burrowed, hallucinated, Dark Swarm, and Disruption Web affected units.
 * Psionic Storm is effective against particularly slow units.
 * One strategy, leading the enemy, involves predicting where enemy forces will be when the Psionic Storm's damage begins and not when it is cast, since the spell involves a delay.
 * Psionic Storm can also be used on melee enemies, but will possibly damage any of your own units in the area.
 * Psionic Storm is also effective against enemy mining operations, facilitated by a shuttle drop.
 * Additional casts of Psionic Storm at the same location do not stack. It is possible to cast multiple stomrs that spread over an area by selecting multiple High Templar and storming an area of which all the Templar are in range.
 * Units that move out of the storm before it is finished (or move into it as it is in effect) take only some of the damage.
 * Later in the game, players must beware of using their Psionic Storm too early on enemy forces that appear too small, as the enemy may have reserve troops for when the High Templar run out of energy.
 * Psionic Storm does not work against structures.

Hallucination
Hallucination (hotkey L) creates two duplicates of the target unit which do no damage.

 * Hallucination works on both allied and enemy units; in either case, the hallucinations are marked as the caster's allies.
 * Hallucinated Arbiters are particularly cost-effective if grouped with a real one.
 * Hallucinated Arbiters can be defeated with a well-placed Stasis Field.
 * Enemies may waste costly spells on Hallucinations.
 * Hallucinations are instantly destroyed by any spell except Hallucination.
 * Hallucinations lose HP/Shields twice as fast as normal units and have neither weaponry nor armor.
 * Hallucinations appear to attack and attract enemy units.
 * Hallucination forces an enemy to divert focused fire either upon fake units or spreading out the firepower.
 * Fresh duplicates can be created from other hallucinations.
 * Hallucinations also serve as decoys, drawing the enemy's attention either to a distant place on the map or forcing the enemy to make poor decisions.
 * The superior numbers that this skill may grant can intimidate an opponent.
 * Hallucinations also serve well as scouts and cannon fodder, in which case their effects may be doubled by separating the two dittoes.
 * Hallucinations do not produce anything and do not cast spells, which make hallucinated Reavers, Carriers, and spellcasters very poor and easily identifiable imitations.
 * Beware accidentally using this spell on an Interceptor instead of the Carrier.
 * New ones appear out of nowhere, and players may be able to keep track of them.
 * Some enemy spells, such as Ensnare, can vaporize multiple hallucinations in one cast.

Archon Meld
Archon Meld is the only way of obtaining an Archon. It requires selecting two High Templar.
 * When the High Templar have used their spells and have run out of energy for another cast, this energy-free spell recycles the High Templar.
 * Players cannot move or control the Archon Meld while it is in progress.
 * Archon Meld is not reversible.

Tassadar (High Templar Hero)
The Protoss Hero Tassadar is a stronger version of the standard High Templar Unit. He has double the HP as the normal unit and has a impressive 300 shield point bonus. and automaticaly has all the abilties readly available. In addition to the Abilities listed above Tassadar has a Ranged Attack called Psi Assault which does 20dmg. Do note that with this attack you need to get Tassadar in pretty close where he might come under fire. Note on Campaign Missions if he dies you do lose the mission. Also he does not have the ability to meld into an Archon.

title: StarCraft/High Templar


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StarCraft/Buildings

Command Center
The command center is the Terrans' primary building. It produces the worker SCVs, and is where gathered resources are dropped off. It can sport two fancy extensions, the Comsat station, and the Nuclear silo. Also, the CC (Command Center) can lift off and be moved to a new location. This is useful in that you can build an CC for a nearby expansion somewhere safe in your main base, and then fly it to its new location (however you'll leave any extensions you've built behind). A CC costs 400 minerals.

Comsat Station
The comsat center is an upgrade for the CC, it costs 50 minerals, 50 gas to construct. It can only be constructed once the Academy has been built. When energy allows, you can use the comsat station's scanner sweep to reveal any portion of the map and all units (Including cloaked and burrowed ones) for a short time (~15 seconds). The perfect recon tool. Comsats can be "hot keyed" so a cloaked unit can be revealed in the heat of battle and killed before causing too much trouble.
 * Addon to: Command Center
 * Prerequisites: Academy

Nuclear Silo
The nuclear silo is the other upgrade for the CC, you can only have one upgrade, however it is possible to swap back and forth between them by lifting off and settling down next to the other one. A nuclear silo costs 100 minerals, 100 vespene, but to build a nuke for it will cost another 200 each. To actually make use of the nuke you'll need a Ghost to target where the Nuke should land. Nukes are of only limited use: if the ghost that's targeting the nuke dies before the nuke has found its target, then you don't get an earth shattering boom.
 * Addon to: Command Center
 * Prerequisites: Science Facility with attached Covert Ops

Supply Depot
Supply depots generate the nessesary supplies to feed and maintain your troops. Don't worry though, you don't have to set supply lines or anything like that; all you need to do is have enough supply depots to support your troops (otherwise you can't build new troops). A decrease in Supply will not cause a decrease in your troops' abilities or numbers, but must be rectified before new units can be ordered. A supply depot generates 8 "supply", which is slightly more than the cost of the largest units (Battlecruiser and Nuke @ 6).

Refinery
The refinery can only be built on a vespene geyser. It costs 100 minerals, but is a near absolute necessity for anything more than marines and SCVs. All air units require vespene. Once built, SCVs can enter the refinery and bring back the valuable vespene gas.

Barracks
The barracks is the first structure you can build that produces attack units. It costs 150 minerals. It can produce Marines, Firebats and Ghosts. If you're running the expansion pack "Brood War" it can also produce medics. The barracks can lift off and be moved.
 * Prerequisites: Command Center

Bunker
The bunker is a defensive structure that can be loaded with infantry (and SCVs). Units in the bunker cannot be damaged until the bunker is destroyed, however they can still fire out.
 * Prerequisites: Barracks

Academy
The academy is a research structure: it offers Stim Packs and Enhanced Marine range upgrades. In broodwar it also offers a variety of medic upgrades. The academy must be built for medics and firebats to be produced. It cost 150 minerals.
 * Prerequisites: Barracks

Engineering Bay
The engineering bay is a research structure that provides infantry weapon and armour upgrades. It costs 125 minerals, and can lift off. It is also required to build Missile Turrets.
 * Prerequisites: Command Center

Missile Turret
The missile turret is a ground to air defense structure. They cost 75 minerals apiece. They are worth having sprinkled around your base because they are "detectors". And they discourage opponents from dropping their units off in your base. It's much easier to kill an overlord and having the two Ultralisks its carrying plummet to their deaths than to permit the dropoff and kill the Ultralisks. Besides that, they just look cool spinning endlessly... More seriously, a endless line of turrets occupying a strategic bluff or pass (Hopefully backed up with ground support units) can have a psycological effect on a human opponent.
 * Prerequisites: Engineering Bay

Factory
One of the Terrans' most important structures, the Factory produces the Siege Tank, as well as Vultures and Goliaths. The Factory costs 200 minerals and 100 vespene, and can get the Machine Shop add-on. The Factory can lift off, but it will leave the Machine Shop behind; it can also connect to idle Machine Shops.
 * Prerequisites: Barracks

Machine Shop
The machine shop add-on provides upgrades to units produced in the factory. It's built by the factory for 50 minerals and 50 vespene. You'll want this to get those Siege Tanks. Also the Siege upgrade is available here, as well as Spider Mines, and you can also buy a Goliath upgrade that extends the range of their anti-air missiles.
 * Addon to: Factory

Armory
The armoury provides weapon and armour upgrades for vehicles produced by the Factory and Starport. It allows for the production of Goliaths from the Factory and Valkyries form the Starport.
 * Prerequisites: Factory

Starport
The Starport produces your flying units. Wraiths, Dropships, BattleCruisers, and Science Vessels (and Valkyries in the BroodWar Expansion). It costs 150 minerals, 100 vespene. It can lift off but in doing so loses any Control Tower expansions it has built.
 * Prerequisites: Factory

Control Tower
The Control Tower is required to build most of the Starport's units (only the Wraith or valkyrie in brood war can be built without it). It allows you to research Wraith Cloaking and an energy upgrade for the Wraith's engines which gives longer cloaking time.
 * Prerequisites: Starport

Science Facility
The science Facility is the last research structure the Terrans can build. It costs 100 minerals and 150 vespene. It can lift off, but by doing so it will leave behind whichever expansion it has. It researches a number of abilities that the Science Vessel can use. It also allows advanced weapons and armour upgrades for both infantry and mechanical units.
 * Prerequisites: Starport

Physics Lab
The physics laboratory is an add-on for the Science Facility. It is required to build the Terran Battlecruiser, and also houses the Yamato gun(260 damage for 150 energy from a distance of 10 squares)and the colossus reactor, which adds 50 extra energy capacity to the Battlecruiser.
 * Addon to: Science Facility

Covert Ops
The covert ops station allows you to build Ghosts and Nuclear Silos. It also provides a number of options for Ghost research. Cloaking is a good idea if you plan to nuke anyone. Lock down is a wonderful tool for disabling enemy mechanical units. Watch the Protoss player cry when you lock down his 12 Carriers, and then blow them up with anything on hand. Also included are occular implants, which increase the Ghost's sight range to maximize scouting abilities, and the Mobius reactor, which allows the Ghost an extra 50 energy capacity.
 * Addon to: Science Facility

Nexus
The Nexus is the Protoss' primary building. It produces workers, and is where gathered resources are dropped off. A Nexus costs 400 minerals.

Assimilator
The Assimilator must be built on a Vespene Geyser before the Protoss workers can collect gas. It costs 100 minerals.

Pylon
The Pylon is the power source for all Protoss buildings (except for the Nexus and Assimilator). Protoss buildings require at least one Pylon built nearby in order to function properly. If a Pylon powering a building is destroyed, the building will stop working. A Pylon costs 100 minerals.

Gateway
The Gateway is where Protoss ground units (Zealot, Dragoon, High Templar, and Dark Templar) come out. It costs 150 minerals.
 * Prerequisites: Nexus

Forge
The Forge is used for upgrading Ground Attack, Ground Armor, and Shield Armor. It costs 150 minerals.
 * Prerequisites: Nexus

Shield Battery
The Shield Battery can be used by all Protoss units to recharge their shields. It costs 100 minerals.
 * Prerequisites: Gateway

Cybernetics Core
The Cybernetics Core is used for upgrading Air Attack, Air Armor, and increased attack range for Protoss Dragoons. It costs 200 minerals.
 * Prerequisites: Gateway

Photon Cannon
The Photon Cannon is a defensive structure for the Protoss. Its ranged attack can hit both ground and air units. It can also detect cloaked units. It costs 150 minerals.
 * Prerequisites: Forge

Robotics Facility
The Robotics Facility is the construction center for Shuttles, Reavers, and Observers. Only Shuttles are available by default.
 * Prerequisites: Cybernetics Core

Robotics Support Bay
Allows Reavers to be built at the Robotics Facility
 * Prerequisites: Robotics Facility

Observatory
Allows Observers to be built at the Robotics Facility
 * Prerequisites: Robotics Facility

Citadel of Adun
Allows the Templar Archives to be warped in
 * Prerequisites: Cybernetics Core

Templar Archives
Allows both High and Dark Templar to be built at the Gateway
 * Prerequisites: Citadel of Adun

Stargate
The Stargate is where air units are warped in.
 * Prerequisites: Cybernetics Core

Fleet Beacon
The Fleet Beacon allows Carriers to be constructed, and allows Scouts, Carriers, and Corsairs to be upgraded.
 * Prerequisites: Stargate

Arbiter Tribunal
The Arbiter Tribunal allows Arbiters to be constructed and upgraded.
 * Prerequisites: Stargate and Templar Archives

Hatchery / Lair / Hive
The Hatchery is the Zerg's primary building. It is where gathered resources are dropped off. Unlike the other teams, the hatchery is where all zerg units are built. The Hatchery also allows evolution to the next 'age', giving new possibilities for buildings/units. The first evolution changes it to a Lair, the 2nd to a "Hive". At the Hatchery, Burrow is researched, and at the Lair, Overlord Transport, Speed, and Sight are upgraded.
 * Cost: 300/0
 * Hotkey: H
 * Upgrades:
 * Burrow: 100/100
 * Ventral Sacs (Transportation): 200/200-needs Lair
 * Pneumatized Carapace (Speed): 150/150-needs Lair
 * Evolve Antennae (Sight Range): 150/150-needs Lair

Extractor
This building allows Drones to collect Vespene Gas, which is necessary for almost every unit.
 * Cost: 50/0
 * Hotkey: E

Spawning Pool
It allows the player to create Zerglings and has two upgrade options for Zerglings, speed and attack speed. The second upgrade, attack speed, cannot be completed until the Hatchery has been evolved into a Hive.
 * Cost: 200/0 (originally 150/0. Changed in Update 1.08)
 * Hotkey: S
 * Metabolic Boost(Speed): 100/100
 * Adrenal Glands(Attack speed): 200/200-needs Hive

Hydralisk Den
The Hydralisk Den as its name suggests allows the production and support of Hydralisks. Dedicated like most zerg buildings to one unit or unit type it allows two upgrades in StarCraft and a third with the Brood Wars expansion. The basic two upgrades that it allows are an increase in speed and an increase in range. Both quite useful as the Hydralisk is Considered by most to be the backbone unit of the Zerg forces. The Expansion upgrade is the Lurker upgrade which allows the Hydralisk to go back into its egg and reemerge as a lurker.
 * Cost: 100/50
 * Hotkey: D
 * Leg Enhancement(Speed): 150/150
 * Grooved Spines(Greater Attack Range): 150/150
 * Lurker Aspect: 200/200-requires Lair-Brood War only

Evolution Chamber
This building is where the Zerg ground unit upgrades can be found, which are carapace, melee attacks, and ranged attacks. The second level can only be researched with a Lair, and the third level can only be researched with a Hive.
 * Cost: 75/0
 * Hotkey: V
 * Melee Attacks: 100/100, 175/175, 250/250
 * Missle Attacks: 100/100, 175/175, 250/250
 * Carapace: 150/150, 225/225, 300/300

Creep Colony
This building extends the creep so there is more building room. Can be mutated into Sunken or Spore colony for defense.
 * Cost: 75/0
 * Hotkey: C

Sunken Colony
Mutated from Creep Colony. It is the strongest ground defense of any species, dealing 40 explosive damage.
 * Cost: 50/0
 * Prerequisite: Creep Colony, Spawning Pool
 * Hotkey: U

Spore Colony
Mutated from Creep Colony. It is the sturdiest air defense of any species, with 400 hit points.
 * Cost: 50/0
 * Prerequisite: Creep Colony, Evolution Chamber
 * Hotkey: S

Queens Nest
Allows for production of Queen. Also allows Ensnare, Spawn Broodling, and greater energy capacity to be evolved. Prerequisite for Hive.
 * Cost: 150/100
 * Hotkey: Q
 * Prerequisite: Lair
 * Ensnare: 100/100
 * Spawn Broodling: 100/100
 * Gamite Synthesis: 150/150

Spire
One of the more important Zerg structures. Allows spawning of basic air units at the hatchery. Also air unit weapons and armor can be upgraded here. Can be upgraded into a Greater Spire, and the third level upgrade requires the Greater Spire.
 * Cost: 200/150
 * Hotkey: S
 * Prerequisite: Lair
 * Flyer Attacks: 100/100, 175/175, 250/250
 * Flyer Carapace: 150/150, 225/225, 300/300

Greater Spire
Allows the mutation of mutalisks into Guardians and Devourers, and the final air upgrades to be researched.
 * Cost: 100/150
 * Hotkey: G
 * Prerequisite: Spire and Hive.

Defiler Mound
Allows for production of Defiler. Also allows Consume, Plague, and greater energy capacity to be evolved.
 * Cost: 100/100
 * Hotkey: D
 * Prerequisite: Hive
 * Consume: 100/100
 * Plague: 150/150
 * Metasynaptic Node: 150/150

Ultralisk Cavern
Allows for production of Ultralisk. Allows evolution of Armor and Speed.
 * Cost: 150/200
 * Hotkey: U
 * Prerequisite: Hive
 * Anabolic Synthesis(Speed):150/150
 * Chitnous Plating(thicker carapace):150/150

Nydus Canal
Allows units to move from one place to another quickly. Once built, an exit node can be placed, but exit node must be on creep.
 * Cost: 150/0
 * Hotkey: N
 * Prerequisite: Hive

title: StarCraft/Buildings


text:
StarCraft/Tutorial

Before the campaign actually gets under way the game provides an optional tutorial at the beginning of the Terran campaign. The requirements of the tutorial are quite simple and designed to simply get you familiar with the basics of unit movement, resource gathering, and construction. The objectives read: Construct 3 Supply Depots and Construct a Barracks. When the game starts you will notice that you have a small number of SCVs and sixteen marines. Get to work immediately gathering the provided minerals with the SCVs and begin construction of a few more. Continue putting the SCVs to work mining as they appear. Before advancing onto the next level, definitely practice coordinating efforts as efficiently as possible; you will learn much about economy management by doing so.

It is very difficult to lose the tutorial and you will never have to face an enemy attack. You should practice rotating marines to avoid losing any HP; you should be able to consistently defeat all of the Zerglings without getting a single Marine injured.

As you get past 100 minerals pull one of the SCVs off of mining in the mineral field and send it over to begin building a supply depot. You can build it anywhere around your base although to avoid clutter it is recommended you try to build it away from your SCVs working. In order to construct a supply depot select your SCV and click on the basic build button at the bottom of the command selection screen in the bottom right corner. The Supply depot will then appear in gold in that same window for you to select and place. Two more Supply Depots will be required before you will fulfill that requirement. After you have the supply depots wait for 150 minerals and construct the barracks in a similar manner wherever you like. Once the Barracks are completed you will be greeted with the mission completed screen.

title: StarCraft/Tutorial


text:
StarCraft/Enslavers

StarCraft Enslavers may be found in the Campaign directory of the Custom Maps database, and is considered a veteran level campaign not because of any inherent difficulty but because the missions are time-consuming. There are only five stages divided into two paths--the first instance of path splitting in StarCraft, since the only case in which the Episodic campaigns use path splitting comes in Brood War's Emperor's Fall.

Enslavers follows the hunt for the 'second-rate smuggler' Alan (Allen) Schezar, who has managed to establish multiple extensive bases as well as gain control over a Cerebrate. The question of whether to aid the Protoss being held captive by Schezar or to kill the Cerebrate results in a split path. In (a), players ignore the Protoss plea and kill the cerebrate, leading to the last level's Protoss and Terran enemies. In (b), players save the Protoss instead, leading to the last level's Zerg and Terran enemies. The (b) path provides players with Protoss allies in addition to the Terran forces, but also adds in the Ultralisk hero Torrasque, which is periodically ressurected. Both paths have a trick in the last level: in (a), destruction of the Protoss Temple will prevent the Protoss enemies from Warping In additional units, while in (b), destruction of the Zerg Cerebrate will prevent the return of Torrasque.

title: StarCraft/Enslavers


text:
StarCraft/Secret Missions

By completing Zerg Mission 9 (The Reckoning) in 25 minutes, and new level is unlocked: Dark Origins.

After killing Razagul, Zeratul feels very guilty. However, he might be able to defeat Kerrigan by finding Artanis. He senses Protoss energy signatures in the Dark Mood, and goes there.

In game, the player gets two dragoons, Zeratul, and FOUR dark archons. The player is supposed to mind control a large number of units.

In the end, Zeratul finds that Samir Duran has been making these hybrids. Zeratul asks whether Kerrigan authorized this, but Duran says that he serves a greater power.

Gamers think this refers to the Xel'Nega.

title: StarCraft/Secret Missions


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StarCraft/Heroes

Jim Raynor
Perhaps the most important Terran leader, Raynor leads a militia/terrorist group called Raynor's Raiders, which strikes an alliance with an even more terrorizing group, the Sons of Korhal, in Episode 1 and continues to both help and fight against Terrans, Protoss, and Zerg forces through the rest of StarCraft and Broodwar.

Jim is StarCraft's ideal of a resourceful, understanding, and at times empathic hero: one who can create an army from the militia of Mar Sara and Antiga Prime; who understands what others are thinking and can work well with them; and who responds as players do to events despite his taxing experiences. He also symbolizes the slight love (in his case, for Sarah Kerrigan) that Blizzard Entertainment provides in the storyline. StarCraft is above all Raynor's story, as he somehow appears in each episode to some significant extent; it is the story of Raynor's meeting with Sarah Kerrigan, loss of her, wars against her, and possibly--that would be a logical progression--reunion with her in StarCraft 2. He is also very sensible, fighting when necessary but retreating when he must, allying with others to what he considers would do him the most good, and forming alliances with the natural partners of the Terrans, the Protoss, through much of BroodWar.

Sarah Kerrigan
Sarah Kerrigan was an unwilling participant in the Confederacy's testing of Ghosts (which, according to their flawless perform ance in the game, seems highly successful, despite lore's reporting that many of the trainees died through such despicable situations as a "final exam" in which the test taker must kill a Marine holding a child hostage before the Marine fires, as told in Liberty's Crusade). After being freed by Mengsk in Uprising, she becomes his loyal servant, saying that she owes her soul to him. This becomes ironic in light of the fact that she loses her soul to the Overmind, who forces her to fight against her supposed savior.

Sarah Kerrigan is actually the smartest character in the game, although possibly tying with Duran (we have yet to see). Coupled with her control of a significant portion of the Swarms, her intellect makes her a dangerous foe. Through much of Brood War, she demonstrates her tacts and skill in diplomacy and intrigue against her foes, whom become convinced that she is their ally before realizing too late that she is only taking advantage of them.

Arcturus Mengsk
Mengsk, the leader of the Sons of Korhal, lost his father to a Confederate assassination. Ever since, he has vowed revenge against the oligarchy. After being released from prison, he has continued the firefight on Korhal, which ultimately resulted in the destruction of the planet, his home world, from a planetary barrage of nukes. It is understandable for such a man, bereft of family, to undertake extreme actions to undermine the regime. Despite this setback, however, the man has only become more determined to see the fall of the Confederacy, which does collapse following the successive Zerg infestations of the Koprulu Sector.

Arcturus' ambition is also stellar; after overcoming the Confederacy, he establishes the Terran Dominion with himself as its head, and subsequently directs the war against the Zerg. In Episode 6, Arcturus once again recovers from his lapse in power when he regains control of Tarsonis from a clandestine deal with Kerrigan, and challenges Kerrigan for the final time in The Reckoning.

Arcturus, however, is the one who has willingly sent Kerrigan to what he believed would be certain death on New Gettysburg. Unfortunately for him, she was abducted by the Overmind's minions, brought to Char, and re-hatched as Queen of the Zerg. Through much of the story, Kerrigan puts the blame of her turncoat position on Mengsk, while simultaneously defending her position as one of power and demanding of respect from her enemies.

Samir Duran
The inexplicable Duran seems to "Serve a greater power", by which he most likely refers to the Xel'Nagan legacy or the Overmind's legacy; he seems both separate from the Zerg and its goals and yet immersed in his attempt to create the Hybrid, a blend between Zerg and Protoss to finally unite the purities of form and essence. His attempt to destroy the UED can be seen as a way of fulfilling his goals, although we must look to StarCraft 2 to see how his creations play into the game.

Queen of Blades
Most Zerg, with the exception of the Overmind, are completely devoid of personality; the one character who does not is Kerrigan, whose character traits come from her human past. Changed into the Queen of the Zerg in Episode 2, Sarah Kerrigan suddenly becomes the most powerful character in the game. Along with her excellent maneuvering skills and warfare strategies, she does not even need to use the majority of her Zerg minions to overcome the UED, Terrans, and Protoss. In the Starcraft: Brood War expansion game, the infested Kerrigan helps the protoss destroy a new overmind.

Executor Tassadar
As soon as the Protoss encountered the insidious Zerg, Tassadar was dispatched, along with his Grand Fleet of the Executor, to hunt for the Zerg and destroy planets (sky-blasting--such as the instance in which the Terran battlecruiser was annihilated by a beam of energy, in the introductory cinematic to StarCraft). As the incidents on Chau Sara and then Mar Sara show, this strategy turns out to be inherently unproductive, as the Zerg act much like a cancer, each time metastasizing (spreading to other places) too early for the Protoss to react. Therefore, Tassadar abandoned his fruitless mission.

The new Queen of Blades's psionic call from Char lured Tassadar, along with Zeratul, to the planetary surface, where the two brethren unite for the first time in possibly centuries (quite a long time, considering the entire Protoss race has existed for less than a millenium). From Zeratul, Tassadar learns about the Dark Templars' energies and the Overmind's weakness.

Tassadar is at first unable to convince the Conclave--the Protoss executive, legislative, and judicial branches of government all combined in one--of the importance of his discovery. Through Episode 3, however, Tassadar manages to show the other Protoss the weaknesses in their plans and demonstrates, through slaying Cerebrates, that his plan is the only one with any hope of saving the Protoss race. Tassadar unites with Raynor in the last mission, Slaying the Beast, in which Tassadar sacrifices himself to destroy the Overmind (see the cinematic).

Executor Zeratul
Zeratul represents the Dark Templar and their sensibility, obtained from their encountering many situations throughout their journeys. Zeratul's Dark Templar have their secret stronghold of Shakuras, the twilight planet, and uses that sector as a staging area for his explorations, at one time leading him to a fateful meeting with Tassadar and the subsequent death of the Overmind.

In Episode 4, Zeratul must fight against the Zerg once more, as they infiltrate the planet. Realizing the futility of simply fighting the Zerg, he obtains the two crystals necessary for the activation of the Xel'Naga temple on their homeworld to exterminate all infestations on the planet with minimal losses (see the cinematic).

title: StarCraft/Heroes


text:
StarCraft/Special Structures

Power Generator
After the arrival of the UED to Braxis, their scientists constructed the Power Generators necessary to activate the Psi Disruptor continuously. At the beginning of Episode 6, Kerrigan makes a deal with her Terran comrades, especially Arcturus Mengsk, to lead a contingent of Terran invaders of the Sons of Korhal to destroy the Power Generators, thereby enabling Kerrigan to control her minions, which then land on the planet. Subsequently, Kerrigan's Zerg brood destroys the Psi Disruptor so that UED power in the sector is douche bag .

Psi Disruptor
Although the Confederacy, when they were in dire trouble from the Zerg infestations, could not find their own Psi Disruptor, which was directed specifically against the aliens, the arrival of the UED resulted in this pivotal structure's resurfacing...on Braxis, a former Protoss colony. Through the rest of Episode 5, the UED Terrans use the Psi Disruptor--despite Duran's attempt to demolish it from within--to weaken the hold of both the Overmind Cocoon growing on Char and Kerrigan the Queen of Blades on their Zerg minions. This quickly led to the Overmind's capture and then drugging by the UED's Medic's Neurostims. Thereafter, the UED power in the sector consolidates.

Ion Cannon
The Confederacy seems in favor of doing too many experiments; one of these falls into the hands of the Sons of Korhal as Raynor's Raiders splinter off from the terrorist organization. It makes a brief appearance in the last level of the Terran Episode 1, in which Raynor and his forces make a daring attack on the Ion Cannon and then flee from the Koprulu Sector.

Overmind
The primary Zerg structure in its hierarchy is the Overmind, which according to lore was created by the Xel'Naga on Zerus but which subsequently moved to Char to direct its campaign against the Terrans. It is the greatest weak point in the Zerg race; if it dies, the war would be over. It DOES get killed by the Warp Blades of the Dark Templar, thus throwing the Zerg into disarray, but not before the Overmind had judiciously metamorphosed a Terran Ghost--Sarah Kerrigan--to act as replacement. In Brood War, then, this Queen of Blades takes control over most of the remaining Zerg.

Cerebrate
The Overmind declares to a Cerebrate at the beginning of Episode 2 that his Covenant is resurrection. This becomes important in Episode 3, where this patronage of the Overmind leads to strife within the Protoss camps and leads to the search for the Dark Templar, who possess the energies (Warp Blades) that can permanently kill the Cerebrates.

Why so important? Each Cerebrate--there are at least ten--controls its own brood, each of which poses a significant challenge for any Protoss or Terran fleet. By destroying a single Cerebrate, the Dark Templar would throw the entire brood into disarray, and cause the Zerg to turn on themselves. The Cerebrates are directly under the Overmind, yet they cannot move, which makes them a very important target for enemy forces. The Cerebrates in turn directly control the Overlords, Queens, and possibly Defilers; those in turn control the rest of the Swarms.

Cerebrates are created by the Overmind, albeit at a slower pace than its minions; Episode 2 begins with the Overmind's first speech to its newly created Cerebrate (the player) and binding of the Cerebrate with Sarah Kerrigan, Queen of Blades and Queen of the Zerg.

Cystralists
Its a special unit structure. The young Crystalists can be moved with workers, while the mature cystalists can't.

Temple
Following the Xel'Naga's revealing themselves to the Protoss, there followed a period of peace, during which the Protoss created temples to worship their creators. They have the most basic technology--reminiscent of the ancient stone-construction civilizations--and the Protoss prize them greatly. Near the end of Episode 2, the Overmind considers crushing one such temple to devastate Protoss morale as an introductory assault against the Protoss homeworld.

Khaydarin Crystal Formation
Lore says that the Protoss energies are connected to the Khaydarin Crystals, which are scattered throughout the galaxy. The Protoss keep their secrets carefully guarded, lest the Zerg gain control of them. The Protoss have one particularly large and significant formation on Aiur, but they have only begun to decode its existence. Meanwhile, the Overmind claims that its Zerg can do better in unlocking the secrets of the Protoss' own energy source. The newly created Cerebrate of Episode 2 leads an assault to capture a chunk of the Khaydarin Crystal near the end of the campaign.

What is it used for? StarCraft hints that chunks of the Khaydarin Crystals fuel the energies of the High Templar, or at least improve their energy stores. The Khaydarin Crystals may also be essential in boosting Protoss morale--as they are psionically attuned, and an excess of energy creates psychological warmth for them--and on a secret mission of BroodWar in which Duran says that he has begun a project to unite the Zerg and Protoss in the name of the Xel'Naga. Only the obtainment of the Khaydarin Crystals by the Zerg allows the Zerg to obtain the secrets of the Protoss enabling them to creat their Hybrids, which are likely to appear in StarCraft 2.

Xel'Naga Temple
The Xel'Naga temple on Shakuras has a strange property: using the Uraj and Khalis crystals there can obliterate all Zerg on the planet. Subsequently, both the Protoss and the Zerg battle for control of the strategic temple, with the Protoss ultimately winning and scouring the planet of their perpetual foes. The story is told in Episode 4.

title: StarCraft/Special Structures


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StarCraft/Star Edit

Star Edit is the map editor tool for Starcraft. Using Star Edit, anyone can make or edit a StarCraft map, and then use it as they see fit.

Star Edit allows players to customize their maps, units, structures, triggers, scenarios, forces, and gameplay through various forms accessible from the menu. However, each customization is specifically for that game, which can become annoying; and the customization does not even come into effect unless the player chooses Use Map Settings rather than Melee or Free for All. Additionally, the triggers seem close to programming. Given the difficulty of Star Edit, customizers must run many tests of each map to ensure quality standards.

Terrains are grouped into distinct sets of terrain, and one group cannot be intermixed with another one:

 * Badlands: Dirt, Mud, High Dirt, Water, Grass, High Grass, Structure, Asphalt, Rocky Ground

 * Installation: Substructure, Floor, Roof, Substructure Plating, Plating, Substructure Panels, Bottomless Pit

 * Ash World: Magma, Dirt, Lava, Shale, Broken Rock, High Dirt, High Lava, High Shale

 * Jungle World: Dirt, Mud, Water, Jungle, Rocky Ground, Ruins, Raised Jungle, Temple, High Dirt, High Jungle, High Ruins, High Raised Jungle, High Temple

There are eight tilesets in all, of which five are available in StarCraft and three are BroodWar only.

title: StarCraft/Star Edit


text:
StarCraft/Evolves

Outline
Evolves is a game set on a 64x64 tile set, on the Space Platform terrain pallet. The whole map is visible to all players, free of fog-of-war, usually played in a 1v1, 2v2 or 3v3 setup. In the center is a sunken area upon which ground units cannot step with 8 separate beacons each corresponding to a different direction on the board: Evolves is a type of game called "mass attack" meaning a "masser" is used to make all of one's army attack one point at once. In evolves the masser takes the form of an SCV. When a player moves their SCV to one of the eight beacons, which represent strategically important points on the map all of the units he controls attack-move to the point. This is called "massing". A player accumulates units which are "spawned" under his two science vessels or "spawners" at a rate of one unit per vessel every second. These science vessels are also invincible meaning they cannot be attacked. If the unit that is spawned under the science vessel comes out onto the invalid area it is destroyed. In evolves each player has a bunker at each corner of the map. The bunker has five thousand hit points (in some maps have 7000 or 9999) and have strong defenders inside of it. The point of the game is to kill all of the enemy's bunkers or to be the first to gain 5 million points. If a player's bunker is destroyed, that player loses. In evolves you get points for every enemy unit you kill. Evolves gets its name because your units literally evolve when your points reach a certain number. The main game play of Evolves revolves around the spawned units being dictated by your kills score: generally the higher the score is, the better the units.

There are also variations within evolves maps. Some may offer you a choice of evolves while others may offer you 'lifelines' but the version described here is the "pro" version.

Terminology
5mil – A game that ends at 5 million points

Agro – Unit auto attacks

Bunkermen – The ghosts/marines that live in your bunker

Bomb – Making all your units follow a single unit so they can be maneuvered without "massing"

BSing - Short of backstabbing, when a player changes alliances with hostile intentions.

Corner – Hiding in the corner behind your base

Counter – A strategy that refutes another strategy

Counterfeed – feeding your enemy back after he feeds you.

Evo – Gaining the next level.

Fient – A stratagem that acts as a lure into a trap.

Fishing - When a player draws out enemy units. eg. attracting them to one's bunker.

Feed – Sending units to the enemy to make them evolve.

FFA - Free for All, everyone for themselves. This is usually decided before the game starts.

Flanking – Going around the side of your enemy to gain more kills

Freeze – when units stand still because of the amount on the map.

Gooning – sticking your enemy on dragoons which are bad.

Hiding – Placing units behind your bunker so that they are hard for your enemy to attack.

Lag – When lots of units attack at the same time freezing up their animation

Lot feed – the basic first feed that many players do

Luring – Luring individual units of your enemies away from their bunker to kill them individually or using a tank to lure units from an enemies army

Masser – your Scv.

Massing – Moving your whole army to one point on the map.

Meat shield – Using your tank, a bunker, or other units as a shield for your army

Micro – Short for micro manage, sending individual groups of units at a time to harass the enemy or to try and skim kills.

Mid – An agreement for both people to mass the middle at the same time.

MM – Map max, when no more units can be made

Noob - A player who is new to the game and who tends to get owned very badly.

Pulling – Allying your opponent than running away back to your base.

Pro – Short for professional it means a very good player.

Running – Running away when the enemy attacks your base in preparation to save it.

Spawn – Making units from your vessel

Spawner – your science vessels

Splash – damage that can hurt more than once unit at once.

Split – When your air units split in half causing them to die.

Sweep – Sweeping the map with air units when ground units thin out

Throw off – Killing an enemy that-s attacking your base by freeing it from his units.

Watching – Putting your vessels in mid so that ground units are instantly killed allowing you to watch.

Manners
In evolves there are a couple basic rules of etiquette you need to abide by if you want people to play you. These rules are: When both players agree to go "mid" they do so at the same time, and no one backs out. When the map maxes both players must go "mid". It cannot remain a tie forever. You cannot "feed" off your ally. If someone says afk you do not attack them. These are guidelines for a respected evolves player. No one every meets a respected evolves player.

Scores
This is for the main version of evolves: The format is: Score you achieve the unit, unit name, point value of unit
 * 0 - Zerglings 	 - 50
 * 2300 - Zealots - 200
 * 4000 – Firebats – 200
 * 7000 – Hydralisks - 250
 * 16,000 – Goliaths - 400
 * 28,000 – Dragoons - 500
 * 40,000 – Wraiths - 800
 * 70,000 - Hunter Killers (Hero Hydras) - 500
 * 110,000 - Mutalisks - 600
 * 200,000 - Fenix Dragoons (Hero Dragoons	) - 1000
 * 340,000 – Scouts – 1,300
 * 600,000 – Archons 1,400
 * 900,000 - Tom Kazansky (Hero Wraiths) 1,600
 * 1,100,000 – Battlecruisers 2,400
 * 1,600,000 - Marines/Ghosts 	200/700
 * 2,000,000 - Alan Schezars (Hero goliath's)	800
 * 3,000,000 - Mojos (hero scouts) - 2,600  (In some maps Mojos + Archon)
 * 4,000,000 - Kukulzas (Hero mutalisk) -1,200   (In some maps keep getting scout, or Kukulzas or Guardian + Scourge)
 * Remember, when you have exactly the amount of points you need to evolve, you spawn both the evolved unit and the previous unit. For example, if you have exactly 40,000 points, you would spawn both Dragoons and Wraiths. The one exception to this is that at only 2250 you would spawn both zealots and zerglings.

What beats what
Not all evolutions are equal. Some are better or worse then the ones after them. The order of what beats what is as follows: Note: This is also for theory purposes only it says what would happen if two armies made entirely out of each of the units met at max map who would win. (only shows for units next in line to them such as a hero hydralisk can beat a hero dragoon but thats not directly shown) Also the format is WorseZealotsdragoonsAlanKokulzas.

Basic strategy
While most of the strategy is too complicated to cover here a brief overview is provided. Most of the strategy in evolves is concerned with two basic things: keeping your advantage or gaining one. Because of the unit balance in evolves it can sometimes be a lot easier to make a comeback then to prevent your enemy from making a comeback. To be a successful player you need to know how to retain your advantage and make it bigger throughout each successive stage. But you also need to know what to do if your enemy employs a particularly clever trick and takes a sharp turn in the game or is consistently winning all the battles. Comebacks can come in several forms. You can put everything on one shot, do-or-die, if you win the game is yours, if you lose there is no comeback. This can either take the form of a particularly risky stratagem or it can take the place of a gigantic battle where you have the disadvantage. You can try to eliminate your enemies advantage slowly but surely, wearing away at his units, retreating, prolonging the game, and harassment. As long as you still survive you still have a chance and you can turn the course of the battle slowly but surely. You can complicate the game, this puts your skill against your enemies directly. If you are a better player then your enemy but have somehow fallen behind you can introduce many variables, be aggressive to the point of silliness even when losing, try to trick your enemy into massing your base by purposely losing battles, there are many possibilities but all are hard. The last way is you can look ahead in the game and force your enemy to fall into a risky but well placed trap.

The main driver for strategy in evolves seems to be a question of how much you want to win. From the beginning you could trap a user on bats and siege tank their bunker to death. What's opposing strategy is how much fun each player should get. Strategy will therefore make the difference between a 5 minute game and an hour or so long game.

Basic strategy
In evolves, to succeed, you need to have the initiative, look ahead, and always have a strategy chain. The person who guides the course of the game has a big advantage. You have the initiative if you are using stratagems that your opponent needs to respond too instead of visa versa. You are taking control of the game and forcing your opponent to make choices that you can predict and counter. If you have the initiative not only can you predict what your enemy will do but you can plan farther ahead in the game, you'll be able to simulate battles because you know the possible battles, and the possible outcomes, and while there is always an element of predictability knowing what your enemy does and will do and why he does and will do it is of great importance.

Basic Tactics
Tactics is a whole branch in its own right, very few of even the best evolves players full master it. Tactics is being able to win when your enemy has the exact same army, number of units, and type as you. Knowing how to consistently win against your enemy over and over again in battles gives you the advantage that you need.

Tank tactics
The tank's use is generally a meat shield or distraction. The tank works best when the enemy is still behind air evolutions or early evolutions.

If set up properly, the enemy's army can become attracted to the tank's "agro", and will target the tank instead, leaving exposure to the forces. In this case, the other player advances his army to the tank and targets the enemy. With the tank as a distraction, the army can easily kill the enemy with minimum losses. This can usually be countered by bringing another tank to eliminate it by micro.

The tank has a large role in rushing the enemy. The tank can be brought over to the enemy bunker as a meat shield, along with several of the army to advance as well. With the same tactic mentioned above, the enemy's bunker fire will focus on the tank. The enemy's army can be eliminated by the other player, if kept near the bunker. The army of the attacker eventually surrounds the bunker, resulting in defeat, unless a comeback or flaw in tactic is made.

The tank is usually pulled back later in the game, as it can become a potential target for air or stronger units.

Stages
Evolves can be divided into stages where gambits take place, the stages are: Begining game Middle game End game The inequality of units makes for some of the most varied and intriguing game play available for a custom map: the evolution tree is almost exponential. If a player gets an advantage in kills, he can then used that advantage to accumulate even more kill points, because of his superior units. But if you know what you are doing it is not hard to recover from most situations.
 * 1) Zerglings, Zealots, Firebats
 * 2) Hydralisks, Goliaths, Dragoons
 * 1) Wraiths, Hunter Killers
 * 2) Mutalisks, Fenix Dragoons
 * 3) Scouts, Archons, Tom Kazansky
 * 1) Battlecruisers, Marines/Ghosts, Alan Schezars
 * 2) Mojos, Kukulzas

Evolves among experts is played out in a series of turns. When one person puts a stratagem into action it forces the enemy to counter it. The best moves are the ones which force the enemy to counter with a move that requires lots of skill and very fast thinking and decision making to pull, thus making the enemy have a high change of messing up and putting himself in a losing position. Battle strategy is not as important in evolves as in other games like "Simpson's mega carnage" but it can still be very useful especially while your tank is alive and during air attacks.

Evolves strategy instead of battle tactics centers around feeding, timing, and planning ahead. Players can form their strategy over what "end point" they want to achieve. In evolves an endpoint is where the opponent has gotten so far behind that he has no possible chance of recovering. Usually in evolves these endpoints are at bridges between levels (where one player is making a different kind of unit for good or bad) by the time that the enemy has reached the same level as you, you already have a large enough army of stronger units to destroy them. Someone may want to plan their strategy around scouts vs. goons (scouts always win) or BCs vs. marines/ghost (BCs always win) Usually in losing positions that are not "end points" players can make a comeback. But if you are playing against someone a lot better than you they will try every way to keep their advantage and make it larger. Sometimes new player, derisively called "noobs" will think they are ahead in a situation when they are really not because the enemy will have planned 15 or 20 minutes in advance and put themselves in a "Behind" situation on purpose.

A typical Evolves game plays out as a series of battles in which players accumulate a large enough advantage to defeat each other. There are a number of balance flaws inherent in Evolves, which, if known, can be exploited to great effect.

Beginning Game
Players trying to exploit the fact that the first level is better then the second level is a normal misconception, but the fact is that zerglings(Level 1)have a worth of 50 points while Zealots(Level 2) are worth a total of 200 points(Example, "Player 1" Forcefully evolves "Player 2" in the game(Feeds). For every unit that "Player 1" kills "Player 2" needs to kill 4). In the opening, you do not want to attack their base even if you far outnumber them in units. Unless you are purposely feeding, do not attack bases before mutalisks. A strategy commonly used to get ahead in the beginning is called "micro" short for "micro manage". "Microing" is sending individual groups of units to pick off straggler units of the enemy. Micro is formed of strategies such as luring, ambushing, and distracting. When two good players play each other a micro will just lead to either a lock-down where both players kill the same amount of units, or since micro is easier to counter then do the defending player will always win.

The main point of micro in the beginning is to be the first to gain 4000 points and get firebats, which are vastly stronger, then zergling of zealots. If one player receives firebats first they will have a strong advantage, which can be conserved throughout the game. When two good players play they will usually receive firebats at the same point of time and end up with a rough tie at the beginning (someone is ahead but not by enough that it cant be reversed). It is not until the later game when risks are taken that one person can get drastically ahead.

Some tips for the beginning are: Be sure to follow your enemy's science vessels mercilessly around to ensure that the units they produce are quickly killed, and surround their other stock of units with your units. Using the follow function of your science vessels to theirs can accomplish this quite nicely. There is a popular exploit in the beginning game of "feeding" - giving a player units to advance their kill score - an enemy to advance them to zealots. While the premise of Evolves is to provide a successively better progression of units as players accumulate kills, there are balance flaws. In a battle between a player with zerglings and a player with zealots, the zerg player will win. Because of this, you can use this technique to trick a player into thinking they have the advantage, making them over confident in massing you. Most of the beginning game tricks only work with "noobs" and it is only later in the game that skill begins to show.
 * 1) Hotkey both your science vessels on 1
 * 2) Get 3 marines and 1 ghost
 * 3) At the start Feed 46 zerglings to have your opponent get zealots (3 groups of 12 and one of 10) you want to make sure to get yourself as many kills as you can without evolving to zealots yourself. Several ways to do this are; hotkeying the four groups, waiting till your vessel has 19 energy to mass (that means start moving the scv towards the beacon), or running your zergling feed behind their base than attacking from under them, or just bring the two vessels and all the zerglings to your enemy's base, but starting pulling back when he/she have 2100 (that means start moving vessel and all the rest of the lings on the way back to your own base).
 * 4) If you are fed counter feed and use only zealots if you feed them back with zerglings you don't accomplish anything. Make sure you send the right amount of zealots so you don't over feed. Since zealots are worth 200 points a pop and 12 zealots feeds them fully if they have 0 points, every 200 points they gained by feeding you, you subtract one zealot from your counterfeed. So if they have 700 points you subtract 3 from 12, if they have 1000, 5, and so on...
 * 5) Pick off with your zerglings outlying and unprotected zealots (You should use 12-24 zerglings and set them on hotkey, depending on the points you have.  If you have more than 3500, 12 zerglings will be enough for you to evolve, but if you have less than that 24 would be best.  If your opponent uses his/her zerglings to block, you can still continue to micro if you have 24 zerglings on hotkey. Try to lure to follow you with 5-6 zerglings and attack them with all your zerglings, if they only moved 12 or less zerglings go on and micro, you would win, but if there are too much zerglings guarding the zealots it wouldn't be wise to do so).
 * 6) If you are fed to zealots instead of counterfeeding you can try and micro to firebats directly. To get firebats at the same time as you your enemy needs to kill 2 lings for every one it looses. This trick requires high proficiency in micro and should only be used by pros
 * 7) During the first mid mass move your tank back in forth in between the battle to deflect hits (Place and move your tank in front of your army (in the battle zone)). Try to get tank in front without getting too much hit. (In order to do that, don't send it nose to nose with your opponent's army. Someone between middle of the two battling armies would be sufficient.  Also patrolling from side to side is a good idea.)  Use your tank to follow their ships.  Generally if you have lost your tank before wraiths you have a good chance of losing the beginning game. Do not siege you tank unless you're microing. Also make your tank target their tank to kill it (and siege it to kill ghost or other bunkermen if you ever seen one around).  By the time you get to wraiths, the tank doesn't really matter anymore.  Usually the wraiths do not target the tank, and if they do they finish it off quickly.
 * 8) Use a ghost in your bunker to "lock-down" the enemy tank forcing it to become immobile. Also if you think your enemy wont notice you can use your bunker marines to attack the enemy tank killing it quickly. All bunker men die in one hit so be careful when using them.
 * 9) If you notice your enemy trying to lock-down your tank, place your tank in siege mode and kill the ghost before it is close enough to lock-down you.
 * 10) A common strategy is to save many of their zealots in the beginning, and then to mass mid with them only when you get your tank.  This way, it clogs up the tanks movement while their tank is free to move around.  Try not to get into this situation, and if you do make sure to lock-down their tank.
 * 11) Hydras are better than goliaths and goliaths are a lot better than dragoons (hydras are a lot better than dragoons as well, so you can feed your opponent to goons and then hide behind your base). If you are in a losing situation after a mid battle you may want to run knowing you are on a lower level than them (thus in this case building stronger units)
 * 12) Attack your enemy's tank with ground attack only units (zerglings, zealots, firebats) to keep it in one place.  (Use wraith if it is very well protected, that means, since your ground units are in front, put it above the ground units and attack the tank, thus, the wraith will not be killed.)
 * 13) Take the flank closest to the edge of the map, if you can force the enemy back at that point you will have a slight advantage.
 * 14) Get ready and prepared to retreat if you think the battle may turn against you towards the middle game.
 * 15) If you get wraiths and the battle is still thick retreat with your vessels to behind your base. (It could also be used on the side to attack zealots, firebats, or zerglings)
 * 16) If your enemy is on hydras and you're on goons you can siege your tank near their base therefore luring their units to attack your tank. You will place either goliaths or hydras behind your tank so that when they attack your tank your units will snipe theirs. If you do this correctly you might be able to micro from goons to wraiths while your enemy is still stuck on hydras or goliaths.
 * 17) If you are stuck on a level like goons while your enemy has goliaths you can always build a lot of them in preparation for a hero-goon feed.
 * 18) A risky strategy that none the less sometimes works is to mass their base with your whole army, they get fed to goons while you stay on hydras. The feed is so quick that they don't have any goliaths or hydras to get kills in a tank micro.  DO NOT leave their tank alive or mobile when you use this strategy.  It generally does NOT work against pros, as they can use their tank and hydras to micro to wraiths.

Middle game
The middle game deals mainly in air masses and goon feeding. Air masses are harder to pull off and require more skill than ground masses so even if a player is behind in unit numbers they can still make a comeback without feeding. In air masses always follow the army with your vessel because your old units will freeze up and "lag" newly spawned units however are not frozen and do much more damage than lagged members of your army. In air masses you can also lure (thus split) a portion of your enemies army. Since all air drifts, your enemy's army will expand from his base (if he forgets to keep it condensed). When his air drifts far enough out you can mass his base and pit your whole army against just a small portion of his. The longer he takes to mass back the more kills you get. The mid game is interesting because in every part of it their are opportunities for surprise, depending, of course, on how good or risky you are. There are times in the mid game, when wraiths are better than hydras, hydras better than mutalisks, goons better than mutalisks, scouts better than archons, and wraiths better than archons. So while rules of thumb are usually right and good to follow, especially if you're a beginner, they are not set in store. One of the main options in the mid game is goon-feeding. Always if it is feasible feed your enemy to goons. Mutalisks and hydras are a lot better than hero goons if your enemy has hero goons and they do not counterfeed they will loose. There are of course exceptions to this; you do not want to feed them with your mutalisks or feed them if you don't have enough units to defend your base.

Here are several situation where you want to feed and situations to use them in. Rough point values will be provided which can be used for beginners but don't get attached to them:

Note: When feeding do not follow your army with your spawners like you usually should. You want them to stay at all times at the corner of the map. (Thus, you will gain protection.)

Wraiths vs. Hydras: Wraiths are worth more points than hydras and an individual wraith is weaker than a hydra. Wraiths however in groups are stronger than groups of hydras; wraiths give the enemy more points though so in a straight out mass hydras should win. The > and < chart at the beginning shows hydras as better because they have value later on in the game while wraiths do not, but an experienced player would rather have wraiths than hydras. If one finds themselves with wraiths and the enemy with hydras they should gather the right amount of wraiths and FEED which results in the enemy being "gooned". If you have too many wraiths you'll end up feeding your enemy to scouts, which would cause you to loose, and if you have too little wraiths your enemy will not have been feed enough and can then avoid future feedings. Once your enemy gets 200,000 points and goons you may find that you have too many wraiths still attacking getting your enemy closer and closer to scouts. IF you find that this has happened you ant to pull back your remaining wraiths in groups of 12 to your base where they will be temporarily safe (or you can temporarily ally, which will be talked about later.)

Miscellaneous units vs. Miss units: This sometimes happens when you and your enemy have built up a large army at the beginning of the game. You may still have surviving units from every level but depending how the game went your army might have less or more point value than your enemies. If you find yourself behind in points with the same size army you want to make your army attack his base. You will suffer more temporarily (feeding your enemy more, and you less) therefore your enemy gets hero goons first while you are still building mutalisks. The main risk for this is you often overestimate your armies feeding potential and by the time it is over you have lost your army with nothing to gain.

Hydras vs. Hydras: You want to feed in the same way as wraiths, but since hydras are worth less then wraiths and easier to pull back you do not need to be as careful with numbers (as long as you don't overfeed a ton). You want to mass a fairly large army before you feed because the bigger the army the more damage it can do. It is hard to do but good if you are behind 20 or so thousand points.

Hydras vs. Mutalisks: You want to keep a large chunk of hydras in your base even while your feeding (do not send your whole army out)

Mutalisks vs. Mutalisks: If your enemy has over 170,000 points you should do it. If your enemy has a lower amount of points you will sacrifice too many mutalisks in your feed.

Once you feed your enemy will have no choice but to attack your bunker, they might take massive casualties but they still have a much larger army then yourself. The best counter and only counter for them massing your base is to hide. You bring your vessels to your corner, which is an inch or so (on screen) away from your base. That is the farthest away point you can be from your base and defend it. Since your base is blocking attacks from two sides and the boundaries of the game are blocking attacks from the other two sides your units will be safest there. Hydras are better base defenders than mutalisks, so you want to make sure all of yours are attacking. If you get mutalisks when the enemy attacks your base manually shove all your mutalisks in the corner so that they are unreachable, after you have around 40-60 mutalisks you mass and use them to defend your base. (If your opponent have very few units left and you are close to 20k, then you can ally your opponent temporaily, and go to somewhere where there isn't any units, if he tried to get you then you will have to try to avoid it as long as possible. In other word, be greedy, the more muta you have the better it is for yourself.  Don't worry about the base unless it gets hp lower than 2000)

If you are on the offensive and are being fed you:
 * 1) Always want to make sure you attack the "feed" with your whole army as to suffer minimum casualties.
 * 2) Always know what your enemy is planning.
 * 3) If you have over 190,000 points and your enemy is sending small feeds towards you, you want to ally them and "dance around" your units will take hits but if you keep moving your enemy will not be able to kill too much of you while you continue making two mutalisks a second. If your enemy however is killing at least two of your units a second you want to unally them.
 * 4) If you get fed to goons be quick always attack the base
 * 5) . If you have lots of air units ally your enemy before you hit his base so your air units keep drifting and flow into your enemy's corner where you unally him.
 * 6) When in your enemies base manually attack the corner so that his base deflects the smallest possible number of shots  (Just try to kill as many mutas and hydras as you can).
 * 7) Place your spawners in the enemies corner near his vessels if you can take the corner your job gets a lot easier.
 * 8) If you can stay in his base until you get scouts, then do it but pull back at the moment you get scouts.
 * 9) If the going gets rough run it is better to finish the battle with a disadvantage then to risk a loss.

Goons-hero wraiths also have their own set of strategy. In full frontal battles normally Goons<Wraiths<Scouts<Archons but at this point in the game there's much opportunity for combos especially since your own points will spike after scouts.

Some pros and cons for the units:

Dragoons:

Advantage: Ranged so they destroy archons and ground so archons auto attack them. They are also great meat shields against archons and wraiths. Also good for feeding.

Weakness: Very bad vs. scouts and wraiths, weak, and don't attack much. If you get scouts a while after your opponent it is very hard to come back. Scouts:

Advantage: Very good against air, freeze up air units, shoot fast, easy to micro with and bomb, beat goons and wraiths and give an extra boost against BCs, can stay behind lines and snipe archons.

Weakness: Freeze up themselves making them easy archon fodder; you can get lucky/unlucky in air battles. (Either you or your enemy makes a mistake)

Archons:

Advantage: Splash they utterly destroy air units, high health, great with lag, a small amount can still be a big help.

Weakness: Not ranged, auto attack ground, can cause damage to your allies in air mass as well.

Wraiths:

Advantage: Good back up at archons vs. archons, longer ground range.

Weakness: If you get stuck on them while your enemy has BCs your dead, Archon fodder (not as bad as scouts but still dead)

Before tsplash so even a small amount can do a ton of damage to condensed air. Since they come up usually during a scouts vs. scouts battle they are especially effective since scouts lag giving the (fresh) archons lots of time to attack. When you get archons in an air battle make lots of archons over a large distance both horizontally and vertically. The spread out archons will act as if they are doing damage to the scout army as a whole (since they splash) make sure to place archons either under the thickest part of your enemies units and around your own units for defense. The possible scenarios and basic strategies are listed here is some advice on archons:

They are

Here are some possible scenarios/strategies that you might run into:

Goons vs. Goons (Even)

Take the flank closest to the wall. When you get scouts (340,000) pull back everything since they die easily in the fray and are more important later (if your opponent is close to scout too don't pull back and try and get more advantages). If the enemy's goons thin out try and do a sweep of the area and if you time it right you'll conserve some of your own goons.

Goons vs. Goons with an advantage

Immediately when you get scouts pull back, make sure you do a sweep to save your larger army. If you get archons while your enemy has goons left move your spawners behind your army so the archons don't die in the fray. (More archons you saved the better it will be, because you can have advantages in air mass)

Goons vs. Goons with a disadvantage Scouts back to save all of them. You can either make it lots of scouts+archons vs. little scouts+more archons (a winning situation for you)(so you have extra scouts) you might even want to consider feeding (but you HAVE TO MICRO). Or if you are confident in your abilities you can try and pull off something fancy with either a wraith feed or a scouts vs. archons battle. You want to make sure your enemy gets archons first.

Goons vs. Scouts

Get scouts as fast as you can, every second you wait you dig yourself a deeper grave. Just make sure not to micro since its too slow, don't be afraid to sacrifice your goons if you have to (You can lure your enemy's scout). (Try to avoid this situation because they are extremely hard to come back if you are fighting pros)

Scouts vs. Goons

Never divide your army, mass to intercept the feed, and dance around. Every second you keep your enemy from getting scouts you get more and more ahead. By the time your enemy has scouts you might already be ahead enough point wise to win after archons. Or maybe even enough units to take the base.

Scouts vs. Scouts

Scouts freeze up. Points are extremely important in this stage. Make sure to bring your vessel with you the second you mass mid. Circle the perimeter of the battle spawning new scouts. There is lots of strategy in air masses including flanking and pulling but its usually complex and dangerous for a beginner to try so just stick to making new scouts around your enemies scouts and remember to constantly mass mid. (every second at the start and then every 10 or so once the armies have met) Try to have your scouts drift towards the middle of the map so that archons cant hit them. Also if you notice your enemy vessels near your units you can always pull those units away to a safer location.

Scouts vs. scouts with a disadvantage

You're ahead in points and closer to archons than your enemy. If you're ahead by at least 8-15K points you can win at archons. When you mid you'll have enough time alone with archons to decimate his scouts if you're ahead by enough you might even consider a surprise attack on his bunker. Your enemy will be thinking of ways to get ahead so try to always know what he's doing.

Scouts vs. Scouts with an advantage

Your behind in points but your enemy is constantly looking for a situation to attack you. Try your enemy's patience, tempt him by offering up a confrontational situation but make sure that it's favorable to you.

Scouts vs. Scouts+archons

This is when you want to micro; your building up scouts so you have the potential to have a lot more then your enemy, if you can micro to archons (to use as a meat shield) you have the advantage, but if you cant or if your enemy finds a good spot to mass your base you could loose. You can also try a wraith feed but that is dangerous.

Scouts vs. Archons

A rarer situation but same as above with the exception that if you mass with small amounts of units the scouts will win.

Scouts+archons vs. scouts

You want to make sure your opponent has lots of scouts when you mass him, if he micros counter micro, and the second he gets archons mass his bunker.

Scouts+archons vs. Scouts+archons

You want to make sure your scouts are behind your archons. You want to build units directly in front of your enemies scouts so the splash damage hits them even if your archons auto attack his archons. Also make archons in front of your scouts so that his archons attack your new archons instead of your old archons under your scouts.

Archons+wraiths vs. archons

Use the wraiths in the same way as the scouts but since you are producing them you can also make wraiths over the gap in the mid. To do this, move your ships to the mid, just close enough to fire on the archons. The archons, due to their low range, will not be able to fire back. More importantly, you will create a large wedge where you will be able to maneuver your archons and create a bigger front.

Archons+wraiths vs. wraiths

Hotkey your archons so that when the enemy wraiths freeze up your archons can choose which clump to go under.

Archons vs. wraiths

Archons beat wraiths so wait till your enemy has a large number of units then either go mid or mass his base.

Wraiths vs. Archons

You might want to consider feeding your enemy to marines/ghosts. Hero wraiths loose to archons and are worth more points. When massing make sure that you get as much air in the center as you can. Also if your enemy has a small amount of archons mass his base and pull back at bcs.

Wraiths vs. Wraiths

Treat like a normal air battle, sometimes if possible pull and see if you can leave your enemy stuck on wraiths while you have BCs

End game
The end game exploits the BC>Marine>Goliath unit strengths. This is the second time in evolves where there's a pattern where it gets worse for two levels before getting better. Since the levels are spaced so far apart if your behind in points, have the same number of units, and not dead yet, you will most likely win. Or if you have more points and can brave it out you win once 5 million is hit. Some tips for end game are:
 * 1) Save your bcs
 * 2) If you have hero ghosts lock down Bcs if they have enough energy
 * 3) Send units to feed your enemy and then hide behind your base
 * 4) If they are force to attack your base with Bcs after they have evolves go to the middle and build BCs, bcs attack the bunker first over newly spawned units (Tail your opponent's unit and make sure they don't generate).
 * 5) Pack your ghosts/marines tightly together.
 * 6) If you get goliaths use them as a meat shield in front of your ghosts/marines.
 * 7) Ghosts/marines die fast to the bunker.
 * 8) Don't be fooled by goliath's air damage. When lots of them are massing their turrets "lock up" and aren't able to fire.
 * 9) Scouts can be used to sweep the remaining goliaths because of their boosted health.
 * 10) In some evolves maps you will evolve to hero mutalisk at 4 million points, some of them you will just keep getting scout, and still there are maps where you get guardian and scourge.

Note: BCs worth a lot more points than either marines or goliath, so feeding with bcs is a good idea, because they aren't very effective in defending and airs always *drift* if you have large number of it

The Bomb (older versions of map)
In older versions of Evolves, there was no SCV that could order all of a player's units to Attack-Move a location (in other words, no massing). In those days, groups of units had to be ordered to attack individually.

One trick that was used in those versions - and is still used in current versions, albeit less frequently - is the Bomb. A "bomb" is a large mass of flying units, all ordered to follow one specific flying unit (the "fuse" unit). Usually the "fuse" unit is hotkeyed and ordered to Patrol so it doesn't get lost in the crowd.

Once a desired quantity of flyers has been accumulated, the fuse unit is ordered to Move into a critical enemy location. The fuse will be quickly killed, instantly relieving the entire mass of their Follow duty and freeing them to attack nearby enemies (the bomb explodes).

The main advantage of this technique, as is with traditional bombs, is the ability to place the explosion. If an entire mass of flyers was sent to Attack-Move a location, they would begin attacking as soon as they reached the enemy's frontline. A bomb, in contrast, allows you to get somewhat past the enemy's frontline before the bomb explodes. In fact, a well-navigated fuse unit can weave its way deep into enemy territory before being killed, effecting a more penetrating explosion.

Temporary Allying
In 2-on-2 games, one downside to mass-attacking an opponent's base is that once his units are destroyed, your units will fixate on attacking his base. Even if you try to mass elsewhere, say to the other opponent's base, your units will not budge until the first base is destroyed. This leaves them more susceptible to attack, because their attention becomes divided between the base and attacking units. Moreover, they tend to form a "ring" around the base instead of a tight mass of units, which is tactically stronger.

One way around this is to temporarily ally the first opponent, then mass the second. Your units will ignore the first base, gather back into a mass and head where the action is. Once your units are out of range from the first base, you can unally the first opponent.

Temporary allying is also useful in the midfield. In large-volume air scrimmages, units tend to become scattered in the flurry, making them less effective because their attack is less concentrated. One thing important to remember while temporarily allying is to mass to the desired location before you ally, therefore cutting back on time and losses. Temporarily allying, remassing and unallying allows you to restage the attack with a more concentrated force. Use wisely however, because while allied the enemy will continue to attack and destroy a portion of your army.

Clans
The four most popular clans in Evolves are (in order of eliteness) Clan [EXO] (Channel: Clan xEXO, website: www.clanxexo.com), Clan [EVO](Channel: Clan xEvo, website: www.evo.clan.ac, Clan [EVX] (channel: Clan EVX), And Clan [SEX] (channel: Clan xSEX ) Check out the forums at www.evoforums.clan.ac. (These clans are all on US East)

Between the years 2002 to 2004 there was a clan known as UEP which reigned over the USEAST server. UEP stood for Unbeatable Evolves Players. Mid 2003, this clan lost it's leader, rice(uep) and became inactive.

title: StarCraft/Evolves


text:
StarCraft/Project Revolutions

Project Revolutions, or StarCraft Revolution, is a blend of both StarCraft and WarCraft 3: StarCraft in that it uses that program's units and largely keeps the gameplay the same; and WarCraft 3 in its use of three dimensional objects. The developers have already created much of the characters and terrain; however, it is still in the development stages. There is a playable, closed-Alpha. The developers have attempted not to violate any copyright laws. No word from blizzard on this matter.

The following is the StarCraft Revolution official site: http://www.wc3campaigns.net/revolution/

title: StarCraft/Project Revolutions


text:
StarCraft/Websites

Official websites

 * Official StarCraft Site, part of Blizzard Entertainment's Home Page
 * Battle Net StarCraft Site, forum for Battle.net players

Major fansites

 * Starcraft.org, online fan fiction and artwork forum, and more
 * Starcraft Legacy, host of stories, clips, maps, mods, and more
 * Pro Gaming Tour, professional competition organization
 * World Gaming Tour, professional competition organization
 * Supreme StarCraft
 * Team Liquid
 * Staredit Network
 * Gosu Gamers
 * Yaoyuan.com, a game replay database for StarCraft

Smaller fansites

 * Creepcolony's Skillful Starcraft
 * Scfreak

title: StarCraft/Websites


text:
StarCraft/References

 * Blizzard Entertainment. 2005. Blizzard Entertainment Unveils Key New Starcraft: Ghost Features at E3, Press Release
 * StarCraft versions are numbered 1.00 through 1.13f, including 1.12b, 1.11b, 1.09b and 1.08b. Information on changes introduced with each patch can be found on the Battle.net support site. Patch Information site
 * Gamespot. The Greatest Games of All Time
 * Team Liquid. 2003. Lasgo's Observer Pack
 * BWChart.com. 2003. RWAtools
 * IGN. 2005. IGNs top 100 Games of All Time
 * IGN. 2003. IGNs top 100 Games of All Time
 * GameFAQs.10-Year Anniversary Contest - The 10 Best Games Ever
 * Blizzard. 2005. Blizzard Awards Page
 * Underwood, Peter, Bill Roper, Chris Metzen and Jeffrey Vaughn. StarCraft (Manual). Irvine, Calif.: Blizzard Entertainment, 1998.
 * Metzen, Chris and Samuel Moore. "StarCraft: Revelations." Amazing Stories no. 596 (Spring 1999): 20–27.
 * Neilson, Micky. “StarCraft: Hybrid.” Amazing Stories no. 601 (Spring 2000): 70–75.
 * StarCraft homepage at Blizzard Entertainment
 * Disciple of Adun Battle.net StarCraft Compendium's official page about High Templar.
 * Underwood, Peter, Bill Roper, Chris Metzen and Jeffrey Vaughn. StarCraft (Manual). Irvine, Calif.: Blizzard Entertainment, 1998.
 * www.supremestarcraft.com/revolution/revolution.php

title: StarCraft/References


text:
StarCraft/Contributors

 * CyberSkull
 * Diploid
 * Gandalf2723
 * Hagindaz
 * Jacoplane
 * jchanhm
 * Kernigh
 * KirbyMeister
 * Poiuyt Man
 * Sidewinded
 * ThomasStrohmann
 * WarrenWilkinson
 * Yunzhong Hou
 * Neoline Evo
 * Clan Evo
 * Clan Exo

title: StarCraft/Contributors


text: Category:Book:Nintendo Wars

title: Category:Book:Nintendo Wars


text:
Chibi-Robo!

Gameplay

 * /Controls/
 * /Tools/
 * /Outfits/
 * /Stickers/

title: Chibi-Robo!


text: Category:Book:Chrono Cross

title: Category:Book:Chrono Cross


text: Category:Book:We ♥ Katamari

title: Category:Book:We ♥ Katamari


text:
We ♥ Katamari/Cousins

Note: You can get one new cousin per stage, that's why you need to get certain cousins before others. After you get the needed cousin, come back and the new cousin will appear as well.

title: We ♥ Katamari/Cousins


text:
We ♥ Katamari/Presents

Royal Presents for The Prince in We ♥ Katamari.

title: We ♥ Katamari/Presents


text: We ♥ Katamari/Snacks

title: We ♥ Katamari/Snacks


text: We ♥ Katamari/Food

title: We ♥ Katamari/Food


text: We ♥ Katamari/Fruit

title: We ♥ Katamari/Fruit


text: We ♥ Katamari/Vegetable

title: We ♥ Katamari/Vegetable


text: We ♥ Katamari/Reading

title: We ♥ Katamari/Reading


text: We ♥ Katamari/Cleaning

title: We ♥ Katamari/Cleaning


text: We ♥ Katamari/Trash

title: We ♥ Katamari/Trash


text: We ♥ Katamari/Drink

title: We ♥ Katamari/Drink


text: We ♥ Katamari/Cooking

title: We ♥ Katamari/Cooking


text: We ♥ Katamari/Japanese Food

title: We ♥ Katamari/Japanese Food


text: We ♥ Katamari/Playtime

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text: We ♥ Katamari/Games

title: We ♥ Katamari/Games


text: We ♥ Katamari/Powerful

title: We ♥ Katamari/Powerful


text: We ♥ Katamari/Sports

title: We ♥ Katamari/Sports


text: We ♥ Katamari/Sound

title: We ♥ Katamari/Sound


text:
We ♥ Katamari/Sewing

Sewing items found in We ♥ Katamari.

title: We ♥ Katamari/Sewing


text: We ♥ Katamari/Fashion

title: We ♥ Katamari/Fashion


text: We ♥ Katamari/Stationary

title: We ♥ Katamari/Stationary


text: We ♥ Katamari/Decorations

title: We ♥ Katamari/Decorations


text: We ♥ Katamari/The World

title: We ♥ Katamari/The World


text: We ♥ Katamari/Daruma

title: We ♥ Katamari/Daruma


text:
Tales of Symphonia

Tales of Symphonia (テイルズオブシンフォニア Teiruzu obu Shinfonia) is a role-playing produced by. It was released in in  for the  and later for the. In, it was released in the and , but only for the Nintendo GameCube. It is the fourth game in the Tales RPG series, taking place long before , and was the first in the series to be officially released in the U.S. in many years. One notable characteristic of the game is its art direction by, a renowned Japanese (comic-book artist).

Contents

 * Gameplay
 * /Battle/
 * /Items/
 * Story
 * /Plot/
 * /Characters/
 * Meta
 * /About/

title: Tales of Symphonia


text: Category:Book:Tales of Symphonia

title: Category:Book:Tales of Symphonia