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Page 1: Blizzard Entertainment 1 - Arsaneus Designnyerguds.arsaneus-design.com/manuals/Starcraft... · Blizzard Entertainment 7 j Technical SupporT x online Support Services Blizzard Entertainment

1Blizzard EntertainmentP.O. Box 18979 ¢ Irvine, CA 92623

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Copyright © 1998 by Blizzard Entertainment

The use of this software product is subject to the terms of the enclosed End UserLicense Agreement. You must accept the End User License Agreement before youcan use this product. The Campaign Editor contained in this product is providedstrictly for your personal use. The use of the Campaign Editor is subject to additionallicense restrictions contained inside the product and may not be commercially exploited.

Starcraft, Diablo and Battle.net are trademarks and Blizzard Entertainment andWarcraft are registered trademarks of Davidson and Associates, Inc. All othertrademarks and trade names are the properties of their respective owners.

Uses Smacker Video Technology, Copyright © 1994-1998 by Invisible Inc. d.b.a. RAD Software

Blizzard EntertainmentP.O. Box 18979Irvine, CA 92623

Customer Service / Technical Support and ‘Fax-back’ serviceTel: (0118) 920 9111Fax: (0118) 987 5603

If you would prefer to write to us, please send your mail to the following address:CUC Software International Ltd

Customer Services / Mail Order / Tech Support Department2 Beacontree Plaza • Gillette Way

Reading • BerkshireRG2 0BS • United Kingdom

http://www.blizzard.com World Wide [email protected] Online Technical Support

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Table of Contents

Getting Started (PC)......................................... 4Troubleshooting (PC)......................................... 5Getting Started (MAC)...................................... 6Troubleshooting (MAC)..................................... 6Technical Support............................................. 7MultiPlayer Games............................................8Game Tutorial................................................. 12HotKeys ..........................................................22Resources...................................................... 23

TerranHistory.................................................... 26Overview................................................. 34Units....................................................... 35Buildings..................................................42Factions.................................................. 47

ZergHistory.................................................... 51Overview..................................................55Units........................................................56Structures.............................................. 62

Broods.................................................... 68

ProtossHistory.....................................................71Overview..................................................79Units........................................................80Buildings................................................. 85Tribes...................................................... 89

Roster of Heroes............................................ 91Credits........................................................... 94

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g GETTING STARTED (PC) DSystem Requirements

Computer: Starcraft requires an IBM PC or 100% compatible computer, witha Pentium® 90MHz or better processor. Your computer must have at least 16megabytes of RAM.

Operating System: You must be utilising Windows® 95 later or Windows® NT4.0 or later to play Starcraft on your system.

Controls: A keyboard and a 100% Microsoft®-compatible mouse are required.

Drives: A hard drive with 80 MB of disk space available and a double speedCD-ROM drive are necessary for installation and play. A quad-speed CD-ROMdrive is necessary to view cinematic sequences.

Video: Starcraft requires a Local-bus SVGA video card that supportsDirectDraw®. You must have DirectX® 2.0 or better installed on your system toplay the game (DirectX 5.0 is included on the Starcraft CD.)

Sound: Starcraft will work with any DirectX 2.0 or better compatible soundcard. To play the music during the game, your sound card must be configuredfor playing digital audio.

Installation of StarcraftPlace the Starcraft CD into your CD-ROM drive. If your computer is AutoPlay

capable, a Starcraft menu will automatically appear on the screen. Select “InstallStarcraft” from the list of choices to start the installation program. Follow the on-screen instructions to install Starcraft on your system. After the game is successfullyinstalled, a Starcraft shortcut will be added to your Start menu.

If your system is not AutoPlay capable, open the “My Computer” icon on yourDesktop, then select the drive letter that represents your CD-ROM drive. Double-click on the “Install” icon and continue as above.

Installation of DirectXMake sure that the Starcraft CD is in your CD-ROM drive. When you begin the

installation process, Starcraft will automatically detect whether you have DirectX2.0 or better. Should you need to update your version of DirectX or install it for thefirst time, you will be prompted to do so. As Starcraft cannot be played withoutDirectX, we highly recommend installing it immediately should you be so directed.

If you experience any problems with Starcraft, please see our Troubleshootingsection before attempting to contact technical support.

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t TroubleShooting (pc) ]Starcraft requires that you have Microsoft’s DirectX 2.0 or higher installed and that your video and sound

cards are DirectX 2.0 compatible. DirectX 5.0 is included on the Starcraft CD and can be installed byrunning “Install DirectX” from the list of options. The most common problem with DirectX games is thedrivers that are in use for your sound card and your video card. If you have problems with Starcraft, youshould always contact your video and sound card manufacturer (either through their web sites or over thetelephone) for information on obtaining the latest drivers. Most problems will stem from systems that areusing older drivers.

I do not have any video when I start Starcraft!

This problem is usually attributed to older, or incompatible, DirectX drivers. Starcraft runs in 640x480mode and some video cards have a problem with DirectX automatically switching to that resolution.You can manually change the screen resolution to 640x480 with 256 colours as the colour depth byopening the Start menu and then opening the Control Panel in the Settings folder. Open the DisplayControl Panel, click on the Settings tab, and change your Display Area and Colour Palette settings.

Starcraft loads, but after playing for awhile, I receive a DirectSound Error, DirectDraw Error or PageFault!

These issues are directly attributed to both the DirectSound and DirectDraw drivers that are in use onyour system. To correct these problems, you will want to obtain the latest DirectX compatible sounddrivers from your sound card manufacturer, and the latest DirectX compatible video drivers from yourvideo card manufacturer. If this problem persists, please contact our Technical Support department orcheck the Technical Support FAQ at http://www.blizzard.com.

I am not hearing any music or sound effects in Starcraft.Make sure that your sound card is compatible with DirectX 2.0 or higher. Sound cards that are notsupported under Microsoft’s DirectX will not work with Starcraft. Install DirectX 5.0 from the StarcraftCD. You should also contact your sound card manufacturer to obtain the latest drivers for your systemand information on installing them.

I keep hearing static or feedback during the game.

This usually occurs with older sound card drivers. Contact your sound card manufacturer to obtain thelatest drivers. You also may want to check your mixer settings by opening the Start menu and thenopening the Programs, Accessories and Multimedia folders in that order. Select the “VolumeControl”option. You may now adjust your mixer settings by moving the sliders up or down.

Why am I only getting a black screen when I start Starcraft?

Either your video card is not DirectX compatible, or you are using an older version of DirectX. You willneed to install DirectX 5.0 from the Starcraft CD and/or obtain DirectX compatible drivers from yourvideo card manufacturer.

Will Starcraft work on my Cyrix 6x86, MediaGX, or AMD K6 computer?

Yes.

Can I run Starcraft on my 486 or other non-Pentium processor?

Starcraft has been optimised to run best on a Pentium 90 or faster processor. While CPUs slower thana Pentium 90 may run the game, it may not run properly or at playable speeds.

Is there any way to play the full version of Starcraft without the CD?

No, you must have the Starcraft CD in your CD-ROM drive in order to play a full-version single playergame. See the Multiplayer section of this manual for information on “spawning” Starcraft on othersystems.

Can I install Starcraft to a compressed drive?

This should cause no problems. However, due to performance issues, we do not recommend it.

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n GeTTing STarTed (Mac®) o

System RequirementsComputer: Starcraft requires a Mac OS® computer with a PowerPC® processor

and 16 megabytes of physical RAM plus Virtual Memory (32 megabytes ofRAM recommended). For multiplayer games of Starcraft, 32 megabytes ofphysical RAM is required.

Operating System: Starcraft requires System 7.5 or higher.

Controls: A keyboard and mouse are required. If you have a two buttonmouse, please consult your mouse manual for instructions on configuring thesecond button to simulate a command (z) click.

Drives: A hard drive and a double-speed or faster CD-ROM drive are requiredfor installation and play. A quad-speed CD-ROM drive is necessary to viewcinematic sequences.

Video: Starcraft requires that your computer support at least a 640 x 480display in 256 colours.

Sound: Starcraft will work with any Mac OS compatible system’s built insound.

Installation of StarcraftPlace the Starcraft CD into your CD-ROM drive. Double-click on the Starcraft

CD Icon, and then double-click on the “Starcraft Installer” to copy the requiredgame and system files to your hard drive. The installer will present an abbreviated“Read Me”. Please read this, as it will contain the most up to date informationabout Starcraft.

TroubleshooTingMost problems running Starcraft on the Macintosh® are resolved by making sure

that the proper extensions are loaded and that there are no extension conflicts.Below is the Minimal Extension list for Starcraft Macintosh:

Apple CD-ROMDrawSprocket®

Sound Manager (for Systems earlier than 7.5.3 only)

Open Transport (Optional)

The easiest way to avoid extension conflicts is to set up an Extension Set specificallyfor Starcraft using the Extensions Manager Control panel (or third party equivalent).Select only the extensions you need loaded, save the set and restart your Macintosh.

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j Technical SupporT xonline Support Services

Blizzard Entertainment provides upcoming news, software updates, productdemos, reviews, technical support and more on the following online services.

Internet: [email protected] (for IBM-PC) [email protected] (for Macintosh)

World Wide Web: http://www.blizzard.com/support.htm http://www.battle.net

Additional Support ServicesTechnical Support, with faxing capability for most problems, is currently available

twenty-four hours per day, seven days a week.

You may contact CUC Software International Ltd via fax and mail.

Fax: (0118) 987 5603

We receive faxes 24 hours a day, and will respond 9 A.M. to 5 P.M., Mondaythrough Friday, holidays excluded.

Mail: CUC Software International Ltd Customer Services / Mail Order / Tech Support Department 2 Beacontree Plaza, Gillette Way Reading, Berkshire RG2 0BS, United Kingdom

Before You Call for Technical SupportIf you are having problems, please consult the “Troubleshooting” section before

calling technical support. We receive many calls every day and can deal with yourinquiry more efficiently if you know the following information:

• The manufacturer of your computer and the CPU type/speed• How much RAM your system has• The version and type of operating system that you are using• The manufacturer and model of your video card, sound card and modem

Our technical support number is (0118) 920 9111. Our hours are 9 A.M. to 5P.M., Monday through Friday, holidays excluded. Have a pen and paper handywhen you call, and be near your computer if at all possible. NO GAME PLAYINGHINTS WILL BE GIVEN THROUGH THIS NUMBER.

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n Multiplayer Games FMultiplayer Gaming

Starcraft allows you to play with up toeight players in either stand-alonescenarios or in multiplayer campaigns.Each side can be controlled by either ahuman or computer opponent. The firsttime you start a multiplayer game over amodem, direct connection or local areanetwork, you will be asked to create amultiplayer ID. This multiplayer ID will beused whenever you enter into a gameusing any of these three connectionmethods. Battle.net requires the creationof a separate Battle.net ID.

Connection MethodsIt is important to note that any multiplayer game is limited by the quality of the connection

of all of the systems involved. Heavy network traffic, poor cabling, line noise, latency, andother environmental effects can adversely affect the reliability and performance of amultiplayer game.

Battle.net ConnectionSupports: 2-8 players

Requires: A 32-bit TCP/IP connection to the Internet. This can either be a dial-up connectionor a direct connection.

Battle.net is Blizzard Entertainment’sInternet gaming service. It allows playersfrom around the world to battle againsteach other. Battle.net also supports aworld-wide ranking system, enabling youto test your Starcraft skills againstcomparable opponents. Select the“Battle.net” connection method toconnect to Battle.net. If your computer isconfigured to automatically dial out,Starcraft will dial your Internet ServiceProvider. Otherwise, you must establish aconnection to your Internet ServiceProvider before running Starcraft. Once

connected to Battle.net, you can chat with other players to arrange, create, and join games.Specific information is available from within Battle.net by pressing the F1 key on the keyboard.

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Troubleshooting: Check with yourInternet Service Provider to find out thelatency level of your connection andwhether your connection supports 32-bitTCP/IP applications. A high latencyconnection with any of the players canresult in an unstable multiplayer game. Ifyou are having problems connecting withBattle.net call your Internet ServiceProvider and ask for their most up to date32-bit program to connect to the Internet.

IPX Network ConnectionSupports: 2-8 players

Requires: 2 or more computers,connected to an active IPX-compatible network

To create a game, click “Create.” Thename of that game will be based on yourmultiplayer ID. If you wish to join aspecific game, you will need to know thename of the game prior to joining. To joina game, select the desired game from thelist and click OK.

Troubleshooting: Check the settings forthe IPX/SPX protocol in the “Network”control panel; contact your networkadministrator for assistance in setting up your network connection. You will need to be surethat all computers are configured to see the same IPX frame type. Check all the physicalnetwork connections. Note that Starcraft will only work across one network segment.

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Modem ConnectionSupports: 2 players

Requires: 2 computers, each with its own modem and telephone line

If your system has one modem installed, that modem will automatically be chosen whenyou select Modem as your connection type. If you have more than one modem installed,you will need to choose the specific modem that you wish to use.

The player that is answering the call should select “Create Game” from the menu. Theother player should select “New Number” and enter the game creator’s phone number. Ifthe game creator’s number has been previously entered, it can be selected from the menulist. If their modem is set up correctly, their game will automatically answer the incomingcall and establish the connection.

Troubleshooting: Your modem needs to be set up correctly in the Windows 95 or WindowsNT “Modems” Control Panel before Starcraft will recognise it. Check your modem’s settingsby opening the “Modems” Control Panel. Click on the “Diagnostics” tab, and double-clickon the modem that you wish to check. Windows 95 and Windows NT will run a test on yourmodem. If any errors are reported, consult your modem manufacturer. Make sure that themodem’s COM port is not being used by another application.

Direct ConnectionSupports: 2-4 players

Requires: 2 or more computers connected via their serial ports with a null-modem cable.

One player needs to select the “CreateGame” option to start a game. If thesecond player does not automatically join,select “Retry Connection” to attempt tojoin the game again. Should you wish tolink three or four computers for directconnection play, please refer to theSERIAL.DOC technical help file in theStarcraft directory.

Troubleshooting: Check the cable toensure that it is a null-modem cable anddouble check the connections. If a null-modem adapter is being used, make surethat only one adapter is being used. The

cable needs to connect to the serial port or COM ports on each computer, not the parallel(printer) ports. Make sure that there are no conflicts between the COM ports that are beingused for the null-modem connection and any other devices on either system.

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AppleTalk NetworkConnection [MAC]Supports: 2-8 players

Requires: 2 or more Macintoshcomputers, connected to anactive AppleTalk network.

To create a game, click “Create”. Thename of that game will be based on yourmultiplayer ID. A player who wishes tojoin your game will need to know thegame’s name.

If your network has more than one AppleTalk zone, then you can click the “ChooseZone” button to select the zone that Starcraft will listen to in search of a game. Note thatStarcraft will only display games on one AppleTalk Zone at a time.

Troubleshooting: Check the settings for your network in the “AppleTalk” or “Network”control panel; consult your owner's manual for assistance in setting up your networkconnection. Check all of the physical network connections.

Spawned GamesStarcraft allows for up to eight players to compete in multiplayer games with only one CD

using a feature known as “Spawning”. To create a spawned copy, simply install Starcraftonto any computer using your Starcraft CD. When prompted to enter your CD Key, enterthe CD Key associated with the Starcraft CD from which you are installing the spawnedcopy. When you run Starcraft without a CD (indicating that you are using a spawned version),you can only play multiplayer games created by the person who spawned your copy ofStarcraft and has the Starcraft CD in his computer.

Certain features of Starcraft are only available when you have the Starcraft CD in thedrive. These include playing the single player campaigns, creating multiplayer games, playingagainst players with different CD keys and using the Campaign Editor.

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Game tutorial

NoTES oN USING THE MoUSE IN STARCRAFTThe majority of your control during a game of Starcraft is through using your mouse. The

mouse performs the following actions:

SELECTION (LEFT-CLICK)

The left mouse button is used to select units, buildings, command buttons and points ofaction (locations where orders are carried out).

AUTO COMMANDS (RIGHT-CLICK)

When you have a unit or group selected, the right mouse button can be used to issueintelligent commands that will automatically be carried out. Macintosh users with a onebutton mouse can hold down the command (z) key and click to use Auto Commands.

1. Select an SCV.

2. While the SCV is selected, move the targeting cursor over a mineral field. Right-click (Macintosh:z-click) on the minerals to be Gathered.

3. The SCV will automatically move to the mineral field and begin gathering resources.

4. Select a Marine.

5. While the Marine is selected, move the targeting cursor to an open area. Right-click(Macintosh: z-click) on that area to order the Marine to move.

6. The Marine will automatically move to the selected area.

7. By using the Auto Command feature, units can be ordered to perform logical tasks(move, gather resources, repair, attack) without multiple keystrokes or buttoncommands.

STARCRAFT TutorialThe game begins with a graphic introduction to the world of Starcraft. If you would like to

bypass this introduction, press the space bar or click the left mouse button. After theintroduction you will be taken to the Starcraft Main Menu.

Click on the Single Player option or type “S” to begin a single player game. Note that theletter S in “Single Player” is a different colour than the rest of the title. This different colouredletter is a “hotkey” (or keyboard shortcut) which, when entered, allows you to bypass clickingwith the mouse. This convention is used throughout the game.

The next step is to create your player ID. The first time you run Starcraft, you areautomatically prompted to enter a new ID name. Enter any name that you wish, and thenclick on the OK button. To start playing with the ID you have just created, select OK again.

The next screen allows you to start the Terran, Zerg or Protoss Campaign, Load a SavedGame or Load a Custom Mission. To access the Starcraft Tutorial, select the Terran Campaign.

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RESOURCES

This indicates the amount of harvested Minerals and refined Vespene Gas you currentlyhave accumulated, as well as the current level of Supplies you have.

PORTRAIT

This is a close up of the unit currently selected.

STATUS DISPLAY

This is detailed information, including numeric statistics on any building or single unitselected in the Main Screen.

COMMAND BUTTONS

These are the different commands available to the unit, such as Build, Attack, etc.

MINI MAP

This is a bird’s eye view of your Main Screen that allows you to see the entire battlefield atonce. Your buildings and units appear as green squares. Other player’s units, buildings andresource nodes appear as different colours. This map will increase in detail as you explorethe lands surrounding your outpost.

MAIN SCREEN

This is the main field of play. Here you will be able to see, in great detail, the events thattranspire in the area around you. You may select units or buildings in this window using themouse. When one of your units is selected, a green circle will surround the unit, indicatingthat it is now prepared to receive your orders.

Resources

PortraitStatus Display

CommandButtons

Mini Map

HideTerrain

MainScreen

Menu

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HIDE TERRAIN

This button toggles whether or not terrain is displayed in the Mini Map. Hiding terrainmay make it easier to spot enemy units.

M E N U

This button calls up the Starcraft Options menu.

Save Game: This allows you to save the game you are currently engaged in.

Load Game: This allows you to load and continue a game that you have previouslysaved.

Pause Game: This allows you to pause the game you are currently engaged in.

Options: This brings up the Speed and Sound menus.

Help: This allows you to access a list of keyboard commands as well as StarcraftTips.

Mission Objectives: This displays the victory conditions for the current mission.

End Mission: This allows you to terminate the current mission. You will be asked toconfirm your decision.

Return to Game: This closes the Starcraft Options menu and allows you to resumethe game you are currently engaged in.

During a single player game clicking the Menu Button also pauses the game.

ESTABLISHING YoUR oUTPoSTYour mission is to create a small outpost on an abandoned space platform. In the centre of

your Main Screen you will see a Command Centre, a Supply Depot, a group of TerranMarines and an SCV.

1. Move the arrow over the Command Centre. When you are over a unit or building onthe Command Map that you are able to select, the arrow will change into a selectioncursor.

2. Select the Command Centre. When you select a unit or building, a coloured circlehighlights your choice. Also, a description of the selection will appear at the bottomof the Main Screen in the Status Display area.

BUILDING AN SCV1. Move the arrow over the SCV Command Button. The words Build SCV will appear in

an automated heads-up display. Note that the cost of building this unit and howmany supplies it requires appears in a heads-up display that is directly connectedto the Command Button. All costs for buildings and upgrades will appear in thesame way.

2. Click on the Build SCV button. This begins the process of building your SCV. Notethat the state of completion and the units in the queue to be built are shown in theStatus Display area.

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3. After the SCV is built, it willappear on the Main Screen.

4. Should you attempt to buildanother SCV, the messageNot Enough Supplies…Build More Supply Depotswill display directly on theMain Screen.

5. To view your currentavailable supplies, selectyour Command Centre orany Supply Depot. You canalso reference the display inthe upper right corner of the Main Screen. You must have supplies available inorder to build or train more units. To increase the supplies available for use byyour outpost, another Supply Depot must be built.

CoNSTRUCTIoN oF BUILDINGS1. Select an SCV.

2. Move the arrow over theBuild Structure button inthe Command Button areaand select this option. Thiswill open the BasicStructure selection panel.

3.Move the mouse over thebuttons and select the onethat says Build SupplyDepot. A green tintedimage of a Supply Depotwill appear on theCommand Map. The greenarea represents the amountof space required toconstruct this structure.

Buildings must have ample space available in explored territory in order to be placed.

Specific Restrictions

Command Centres must be constructed a minimum distance from any Mineral Fieldsor Vespene Geysers.

Buildings may only be constructed on terrain that is defined as suitable forconstruction.

Buildings may only be constructed in areas that have been explored.

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If you attempt to place a building in a location that is restricted, the portion of the buildingimage that lies within the restricted location will be denoted by a red tint. Also, a messagewill inform you why you cannot build there, and you will be unable to place the building.

4. To place a building, select an area that falls within the restrictions for construction.

When you have chosen an appropriate site, left-click to place the building. The SCVwill move to the selected site and begin construction. Note that construction doesnot begin until the SCV reaches the selected site. Any obstacles present when theSCV reaches the site will prevent the construction from commencing.

If you select the new Supply Depot while it is being constructed, you will notice acompletion bar in the Status Display area. A status bar located below the selected buildingindicates how much damage the structure can take before it is destroyed. Note that a buildingunder construction begins in a weakened state and only reaches full strength whenconstruction has been completed.

5. Once the SCV has completed this construction, select the new Supply Depot. Noticethat the total available supplies have been increased. Remember that you can alsoselect your Command Centre or refer to the display in the upper right corner of theMain Screen.

The construction of certain buildings provides opportunities for various unit upgrades.When such an upgrade is available, moving the arrow over the associated Command Buttonwill activate a heads-up display listing the requirements to obtain that upgrade.

EXPLoRATIoN AND THE FoG oF WARYou will now want to begin gathering resources such as Minerals and Vespene Gas. To

increase your reserves, you must find Mineral fields to harvest and search for Vespene geysersthat may be found about the area. Initially, the area around your Command Centre andSupply Depot is unexplored and will appear as great black regions on both your MainScreen and Mini Map.

1. Select an SCV. Then select the Move button from the Command Console.

2. A targeting cursor will appearon the Main Screen. Use this toindicate the destination of theselected unit.

3. Send your SCV into theunmapped region to the left of theCommand Centre. Your SCV willimmediately head off in thatdirection, surveying any territoryit encounters.

4. As your unit enters unknownregions, they will become visibleon both your Main Screen andthe Mini Map. Continue to

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explore the area immediately around your Command Centre and then return theSCV to its starting location.

5. The area that is no longer in the vision of any of your units or buildings becomesshrouded. While the terrain that is in the shrouded area is still known, any unitsthat you do not control that enter into this “Fog of War” will not be visible on theMain Screen or the Mini Map.

6. If buildings occupy an area that is later shrouded by the Fog of War, they will continueto be shown in their last known state.

7. When your units re-enter these shrouded areas, your knowledge of the terrain andany units or buildings in that area will be updated.

GATHERING Resources1. To the left of your Command

Centre should be a groupof Mineral fields. Instructyour SCV to Gather theseMinerals by selecting thecorresponding button fromthe Command Console.

2. A targeting cursor will appearas you move the mouseback to the Main Screen.Left-click the Mineral fieldyou wish to mine.

3. You can also order the SCVto gather resources bysimply right-clicking on theMineral field you wish to mine.

4. Your SCV will begin working the Mineral field and will return gathered resources to

Protoss High Templar, wearing themuch prized Khadarin Amulet

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the Command Centre on its own. The SCV will repeat this gathering cycle untilthe Minerals run out or the unit is given another command.

Now that you have found a source of Minerals, gathering Vespene Gas is next.

1. South of your CommandCentre is a large Vespene Geyser.Select an SCV and move it nextto the Geyser.

2. Select the Build Structurebutton in the Command Consolearea.

3. Move the arrow over thebuttons and select the one thatsays Build Refinery. Once youhave collected the requiredamount of resources as indicatedin the heads-up display, select theBuild Refinery button.

4. Move the image of the Refineryover the Vespene Geyser. Whenthe placement mask displays all

green, click the left mouse button and place the building.

Note: If you stop an SCV while it is returning to the Command Centre with a load ofresources, the Gather button will be replaced by a Return Cargo button that you can selectto resume delivery and continue gathering resources.

Viewing the MapsTo move around in each scenario, you can use either the Mini Map or the Main Screen

1. To move using the Mini Map, select the white box and move it around by holdingdown the left mouse button and dragging it where desired.

2. You can also select any area on the Mini Map and immediately jump to that location.

3. To move on the Main Screen, move the arrow cursor to any edge of the screen andthe map will automatically scroll in the direction the arrow is pointing.

4. To use the keyboard to scroll on the Main Screen, use the arrow keys or the numerickeypad arrows.

Unit commands & CoMBATYou can give commands to your units at any time. All of your units share common

commands, but some have specific abilities.

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1. Select a Marine. This will activate the Status Display, Command Button and Portraitareas in the Command Console.

WIREFRAME

A graphic representation of the health of your unit

HIT POINTS

A numeric representation of the health of your unit

UNIT DESIGNATION

The name of your unit

RANK

The military rank of your unit

KILLS

Number of enemy units personally eliminated in battle

EQUIPMENT

Armour, Weapons or Special Equipment and their levels of upgrade

PORTRAIT

A close-up view of your unit

oPTIoNSMove

2. While having the Marine selected, click the Move button.

3. A targeting cursor will appear on the Main Screen. Use this to indicate thedestination where you wish to send the selected unit.

Stop

4. While the Marine is moving, click the Stop button. The unit will halt allactions and await new orders.

Attack

5. While the Marine is selected, click the Attack icon.

Wireframe

EquipmentPortrait

Rank

Kills

Unit Designation

Hit Points

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6. A targeting cursor will appear on the Main Screen. Use this to indicate thetarget the selected unit will be sent to engage.

7. Select the Command Centre as the target you wish to engage. Normally youwould never attack your own buildings, but until you feel ready to assault theenemy, they make for an easy fight.

8. While the Marine is attacking it, select the Command Centre.

9. Note that the hit point bar, numerical ratio and unit wireframe reflect the stateof the structure as it sustains damage.

10. Select the attacking Marine and click the Stop button to halt your attack.

Patrol

11. While the Marine is selected, click the Patrol button.

12. A targeting cursor will appear on the Main Screen. Use this to indicate thesecond point of a patrol route (the first point being the current location of theunit). The unit will now move between these two points repeatedly. While inpatrol mode your units will attack any enemy units they encounter.

13. To cease patrolling, select the Marine and click the Stop button.

Hold Position

14. While the Marine is selected, click the Hold Position button.

15. The Marine will now hold his position and defend that specific point, notmoving to engage an enemy unit.

16. To cease Holding Position, select the Marine and click the Stop button.

ADDITIoNAL oRDERSGrouping Units

1. There are several different ways ofgrouping units and issuingcommands to them as a group. Upto twelve units may be placed in anyone group.

2. Clicking and dragging across theMain Screen allows you to draw arectangle around the units you wishto select.

3. You may also select groups byholding down the shift key whileselecting units. Holding shift whileselecting a unit will add him to thecurrent group.

4. Holding shift while clicking on an already selected unit will remove just that unitfrom a group.

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5. Holding shift while clicking on a wireframe in the Status Display area will removejust that unit from a group.

6. Clicking on a wireframe in the Status Display area will select ONLY that unit andremove all other units from the group.

7. If you have only one unit selected and click on his portrait, it will centre the MainScreen on his location.

Groups are automatically saved into memory and can be recalled by selecting anymember of that group while holding down the Alt key (Option key on theMacintosh.)

8. Groups can be set and saved into memory by holding down the Ctrl key and selectinga number from 0 to 9. This group can then be reselected by pressing thecorresponding number key. Pressing the number key a second time will centre theMain Screen on that group.

Follow Command

9. Units can be made to follow a specific unit.

10. Select a unit or group that will be following a lead unit.

11. To choose the lead unit, immediately select it with the right mouse button (or z-click on the Macintosh.) The lead unit will then be outlined by a blinking greencircle.

12. Moving the lead unit will cause the attached units to “follow the leader.”

Special Unit CommandsTransports

1. Transports are used to ferry your units across vast distances and impassible terrain.You can automatically load units onto a Transport by group selecting the units youwould like to place onto the ship and then right-clicking the Transport. The numberof units that can enter the transport is determined by the relative sizes of the units.

2. The Transport will be highlighted by a blinking green circle and will automaticallymove towards the units requesting pick-up. The selected units will also move towardsthe Transport and automatically enter it when it arrives.

3. Units can disembark from a Transport, after the ship has moved to its destination, byselecting the Unload All button in the Command Console.

A targeting cursor will appear on the Main Screen. Use this to indicate where youwish the units to be unloaded.

4. A single unit can be made to disembark from a Transport by clicking on it’s wireframein the Status Display area while the Transport is selected. This will cause only theunit whose wireframe is chosen to disembark from the ship.

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F10 Game Menu

Alt-M Game Menu

Alt-S Save Game

Alt-L Load Game

Alt-H Help Menu

F1 Help Menu

Alt-O Options Menu

+ Increase Game Speed

- Decrease Game Speed

Ctrl-X Exit Starcraft

Alt-X Exit Starcraft

Ctrl-Q Quit Mission

Alt-Q Quit Mission

Ctrl-M Toggle Music On/Off

Ctrl-S Toggle SFX On/Off

Space Bar Centre on Last Transmission

Ctrl+# Assign Group #

# Select Assigned Group

# again Centre on Assigned Group

Alt+Select Unit Recall Group

Shift+Issue Command Set Waypoint

Ctrl-C Centre on Selected Unit

Alt-C Centre on Selected Unit

Tab Hide/Reveal Terrain in Minimap

Shift+Tab Toggle Diplomacy Colours in Minimap

Green: Your troopsYellow: Allied TroopsRed: Enemy Troops

Enter Send Message

Shift+Enter Send Message to All

Ctrl+Enter Send Message to Allies

Shift+Select Unit Add/Remove Unit from Current Selection

Ctrl+Select Unit Selects all units of that type on the Main Screen

List of Hotkeys

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Resources

In order to build up your army, you will need to collect the raw materials necessary todevelop and build your war machines. There are two types of resources. You will need toprocure both in order to build your full complement of troops.

Mineral DepositsThe planets along the rim are often dotted with clusters of

precious Mineral crystals. These Minerals are smelted downand used to create the armoured hulls of starships, vehiclesand personal armour. Even the Zerg require Minerals to hardentheir carapaces and develop strong teeth and bones. TheMineral crystals take some time to gather, and only SCVs,Drones, and Probes have the necessary equipment to breakoff bits of the crystals and return them to the proper building.

Vespene GeysersVespene gas has an unusually high potential energy rating,

and as such it is highly valued for use as a fuel in high-performance engines and energy reactors. The Zerg haveadapted themselves to use raw Vespene as a source ofnourishment to drive their greatly accelerated metabolisms.Even the Protoss require Vespene to work as a catalyst for theirpsi-driven machines. Geysers of this powerful green gas canbe found on many planets along the Rim, and several spacestations have been built over Vespene-rich asteroid belts. Arefinery of some sort must be built over an active geyser toprocess and package the gas for its collection by the differentspecies.

While an individual geyser has an effectively unlimitedamount of gas within it, after a certain point the geyser“collapses” and only trace amounts of Vespene can be refinedfrom it. Most commanders would do well to seek fresh geysersto ensure that they have enough fuel to maintain their military.

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the Campaign Editor

The Starcraft campaign editor allows for the creation of unlimited campaigns to play inStarcraft. These campaigns can be for either single player or multiplayer use and can consistof multiple maps, mission briefings, specific conditions for each map and special unitattributes. The campaign editor files are automatically transferred to other players inmultiplayer games, ensuring the flexibility to easily design, create, and immediately play ascenario against any and all opponents.

The campaign editor offers the power of a detailed programming language presented inan accessible format that can be learned in a short time. These “triggers” take the place ofcomplex programming statements and allow novices and veterans alike to create a richlydetailed world in which to play.

For detailed descriptions on using the Starcraft campaign editor and tips on creating mapsand missions, please refer to the comprehensive help file located on the Starcraft CD.

Editor Features

• Powerful trigger-language which allows you to create cause and effectstatements that can be used throughout your campaign.

• Ability to create maps that range in size from 64x64 to 256x256. Rectangularmap sizes such as 256x64 or 96x128 are also available.

• Complete access to all of the units and buildings in the game, includingheroes from each of the species.

• Ability to set up ‘Forces’ where multiple players are tasked with a commonset of victory conditions or other conditional guidelines.

• Ability to modify each of the individual unit and building statistics.

• Regions can be defined and named, to specify actions that should happenin specific areas on the map.

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Although technology and worldculture progressed rapidlythroughout the twentieth

century, their advancements paled incomparison to the seemingly reckless leapsthat would follow. By the end of the twenty-first century, mankind had seen bold andunprecedented changes within the world.Radical new technologies were surfacing atincredible rates, offering increased accessto advanced computers and informationaldatabases to even the most destitute nationsof Earth. In the wake of the eradication ofCommunism from the Eastern Nations,nuclear weapons quickly became availablein abundance. The international powerstructure, once defined primarily by theacquisition of capital and militarysuperiority, was blasted apart as third-worldnations rose to challenge the economic andmilitary might of the world’s super-powers.

As the manipulative sciences ofcybernetics, cloning and gene-splicing rosesteadily into the public forum, militanthumanist and hard-line religious groupschallenged the rights of private interestcorporations who profited from geneticexperimentation. Multitudes of people werebeing augmented with cybernetic implantswhile others began to manifest slightphysical mutations ranging from heightenedsenses to advanced telepathy. Thesedramatic changes within the human genepool caused widespread panic amongstmany of the fundamental humanist factions.

Technology continued to evolve andspread, and population rates soared. Near

the end of the twentieth century, there weresix billion people upon the earth. Within threehundred years, the population had grown toan estimated twenty-three billion. Pollutionand a lack of natural resources and affordablefuels added to the fire as world leaders soughtways to stem the growth of their nation’sinhabitants. Popular sentiment held that theworld was plummeting towards an inevitablecatastrophe as overpopulation and geneticalteration swept across the globe.

Meanwhile, as tensions rose around theworld regarding the use and capitalisation ofcybernetics and genetic mutations, many coreinternational economic systems folded inupon themselves and shut down. Horrific actsof terrorism and violence erupted betweenthe corporate sector and the humanistfactions, resulting in forced police actionsacross the globe. Irresponsible mediacoverage of these atrocious police actionsspurred the already rampant civil chaos inmany of the larger countries. Ultimately, theprecarious balance of world power explodedinto international pandemonium.

The New orderOn November 22, 2229, the United Powers

League was founded. The UPL was to becomethe ultimate incarnation of the vision of aunified humanity held by the now defunctUnited Nations. This new order encompassedand controlled close to ninety-three percentof the earth’s population, failing only to bringorder to a few volatile South American states.The UPL was founded upon the basis of

STARCRAFTTerran History

The Decline of Western CiviliSation

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‘enlightened socialism’, but often resortedto harsh, fascist police actions to maintainthe public order. With its control lasting fornearly eighty years, the UPL began to devisea rigid agenda that would unify the variouscultures of humanity for all time. Greatlengths were taken to eradicate the lastvestiges of racial separatism, and theUnitariate Commissions banned many of theworld’s oldest religions. English wasdesignated as the common tongue of theplanet, replacing many ancient languagesthat were subsequently banned in theirnative countries.

Although religions were officially bannedby the UPL, the organisation held an almostzealous belief in the supposed ‘divinity ofmankind’. This quasi-religious dogma calledfor the immediate eradication of any non-vital prosthetics or mutations amongst thepure-strain human gene pool. Hard-line UPLproponents and scholars argued that geneticalteration, cyber technology, and the use ofpsychoactive drugs all led to the eventualdegeneration of the human species. The UPLleaders formulated a bold plan that wouldassure that humanity would persevere,unscathed by the tempting corruption ofradical technologies.

The Great PurificationLike the bloody Inquisitions that

devastated Europe eight hundred yearsbefore, the UPL set in motion one of theharshest agendas ever conceived byhumanity: Project Purification. Thisgenocidal crusade was the Government’sfinal solution to the matter of cleansinghumanity of its more degenerate facets. UPLtroops scoured every nation on earth,rounding up dissidents, hackers, synthetics,the cybernetically enhanced, tech-pirates,and criminals of every kind. This planet-wideculling resulted in the eradication of nearly400,000,000 people. The world-media, now

under the strict control of the UPL,downplayed the horrific violence and keptthe general populace of Earth unaware of thescope of the atrocities being committed.

Despite their heinous acts, the UPLsucceeded in advancing many coretechnologies. Fields of research that had laindormant for decades were opened againunder UPL control. The Space Explorationprograms of the mid-twentieth century,abandoned by the American and Russiangovernments due to drastically reducedbudgets and incessant political sabotage,became the basis for a new era of explorationfor humanity. The coupling of cryogenichibernation with warp-drive technologyresulted in the ability to travel amongst thestars. Within the span of forty years the UPLfounded colonies upon the moon and manyof the other planets within the Terran solarsystem.

During this period, a brilliant youngscientist named Doran Routhe made plansto consolidate his power within the UPL.Uninvolved with the vulgarities of ProjectPurification, Routhe was obsessed withfounding colonies upon the worlds foundbeyond the Terran Sector. Routhe wasconvinced that the discovery of new mineralsand alternate fuel sources on the outlyingworlds would make him one of the mostinfluential men on Earth. Through hispolitical connections and personal fortune,Routhe was able to secure thousands of UPLprisoners to use as guinea pigs for his secretplans.

The prisoners, slated for mass executionunder the edict of Project Purification, weretransported to Routhe’s private laboratories.Routhe, planning on sending the prisonersoff to colonise the outlying worlds, had hisscience crews prep nearly 56,000 people forlong-term cryogenic hibernation.Cataloguing the various mutations andcybernetic enhancements of the prisoners,Routhe input all of the data into a

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revolutionary supercomputer. This ArtificialTele-empathic Logistics Analysis System,known as ATLAS, then processed thisgenetic information and was able to predictwhich of the prisoners should be able tosurvive the trial to come. Only 40,000 ofthe prisoners were deemed viable tosurvive the rigorous conditions. Those40,000 were then loaded onto fourgargantuan, automated deep-spacesupercarriers. As the prisoners wereprepped for cryogenic ‘cold sleep’, theships were loaded with enough supplies,rations and hardware to aid them once theyarrived at their scheduled destination. Thenavigation computer was thenprogrammed with the coordinates of theoutlying planet Gantris VI. All seemed inperfect preparation, but even Routhe couldnot have imagined that the prisoners wouldbe launched to their almost certain deathsin the galactic rim.

The Exiles and the LongSleep

The ATLAS was installed into the first ofthe supercarriers, the Nagglfar. Three othercarriers — the Argo, the Sarengo, and theReagan — were programmed to follow theNagglfar as it was launched into the voidof space towards Gantris VI. Over thecourse of this journey, which latergenerations would call ‘The Long Sleep’,ATLAS continued to monitor the humanskept in cryogenic stasis. Evaluating thenumerous mutations and enhancementsfound within the prisoner’s gene pool,ATLAS became aware of a powerfulmutagenic strain that existed in some oftheir DNA. While this mutation was foundto reside in less than one percent of theprisoners, it seemed to augment the latentpsionic potential within the human brain.ATLAS calculated that, should the prisonerssurvive in their new environment, many ofthem might benefit from this psionic

mutation within only a few generations. Thesefindings were recorded and relayed back toEarth, straight into the logs of Doran Routhe.

Originally scheduled as a one-year trip,their voyage took a turn for the worse. At somepoint during the journey the navigationalsystems linked to ATLAS shut down, erasingnot only the coordinates of Gantris VI, butthose of the Earth as well. The four ships,carrying their hapless cargo in stasis, barrelledblindly through space at warp speeds fornearly thirty years.

Eventually, the warp-drive engines of thefour supercarriers reached critical meltdown.After twenty-eight years of warp travel, thehuge ships emerged into real space near theedge of a habitable star system. Some 60,000light years from the Earth, their enginesdestroyed and their life-support batteriesnearly exhausted, the ships engaged theiremergency protocols and plummeted towardsthe nearest habitable worlds in the system.

The Reagan and the Sarengo crash landedon the world that would be named Umoja.The Sarengo, which had suffered massivesystems failures during its atmosphericdescent, smashed into the planet killing all ofits 8,000 passengers. The Reagan was morefortunate, making a controlled descent andlanding safely. Once the ship had landed, the‘cold sleep’ chambers were deactivated andthe surviving passengers slowly awakened. Thepassengers, attempting to discern where theywere and how long they had ‘slept’, foundthat the ATLAS system had somehow erasedall knowledge of their journey from theircomputer banks.

The Argo landed upon the red world ofMoria. Its passengers met with the same fateas those aboard the Reagan, as all informationregarding their current status was erased. Onlythe passengers of the Nagglfar could accesstheir ship’s computers to discern their plight.They accessed ATLAS directly and confirmedtheir growing suspicions that they would neversee the Earth again, for although they had

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landed on the temperate planet of Tarsonis,the Nagglfar was damaged beyond repair.The surviving exiles, now spread acrossthree worlds, began to salvage their wreckedships in an attempt to find refuge in theirnew surroundings.

The Confederacyand the New World

The inhabitants of each planet worked tosurvive in what they termed ‘the NewWorld’. Unaware that their fellows alsothrived upon the other worlds in the system,the vagabond Terrans made do withwhatever meager resources they could find.Having lost the means to communicate overinterplanetary distances when their shipswere stripped for essential materials, theTerrans lived in isolation for decades. In arelatively short amount of time, the threeisolated groups of Terrans founded sistercolonies upon their respective worlds, andalthough it would be at least sixty yearsbefore the three colonies would be reunitedby space travel, each of them grew intoprosperous, self-contained communities.Tarsonis, the largest and mosttechnologically advanced of the colonies,soon developed second generation sub-warp engines. This allowed their ships toexplore the myriad, barren planets of thesurrounding star system and eventually ledthem to find the other survivors of the LongSleep.

Once reunited, the three coloniesbenefited from mutual trade and commercetreaties. Although Tarsonis kept pushingUmoja and Moria to join in a conglomeratedgovernment, the two colonies steadfastlyrefused. The fleets of Tarsonis continued toexplore the Terran patch of space that cameto be known as the Koprulu Sector.

Founding prosperous colonies uponseven other worlds within the systemenabled the military might of Tarsonis to

grow by leaps and bounds. A newgovernment, christened the TerranConfederacy, was founded by the Tarsoniancolonies. The Morian colony, which hadbenefited from having the largest resourcemining operations in the Sector, began to fearthat this new Confederacy might attempt tomove in and regulate their lucrativeoperations. Thus the Kel-Morian Combinewas formed; a shady, corporate partnershipthat would supply military aid to any MiningGuild that was oppressed by Confederatepolicy. Tensions rose between theConfederacy and the Combine leading to theoutbreak of the Terran Guild Wars.

The Guild Wars lasted for nearly four years,with the Confederacy eventually“negotiating” peace with the Combine.Although the Combine retained its autonomy,almost all of its supporting Mining Guildswere annexed into the holdings of theConfederacy. The Umojan colony, afterseeing what blatant abuse the Confederacywas capable of, founded the UmojanProtectorate. This nationalised militia wouldwork to keep its colony free from Confederatetyranny. In the final analysis, the Guild Warsassured the Confederacy its position as thedominating factor within the Terran powerstructure.

The might of the Confederacy continuedto grow as its ‘Prospectors’ claimed worldafter world with their reckless expansionism.Pirate groups and radical militia organisationsbegan to spring up more frequently asConfederate enforcement agencies continuedto abuse their citizenry. One of the greatestexamples of revolt against Confederate policywas the Rebellion of Korhal.

The Rebellion of KorhalKorhal was one of the core Confederate

worlds originally settled by Tarsoniancolonists. A world of affluence andenlightenment, Korhal contributed greatly to

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the military and technological advancementsof the Confederacy. Although theConfederacy benefited from Korhal’scontinued productivity, the citizens of thecolony resented their forced affiliation withthe often-corrupt Confederate Senators.Attempting to retain their independence,the citizenry of Korhal instigated numerousriots against the local Confederate militia.The Confederates responded in kind anddeclared martial law throughout the colony.This only seemed to agitate the populaceeven more, escalating the already rampantcivil chaos. The Confederates believed thatif their most treasured and pampered colonycould turn against them, then all of theirother colonies might revolt as well. It wasdecided that the crisis on Korhal would beended by any means necessary. Korhalwould serve as a chilling example to all ofthe colonies in the Confederacy.

A dynamic Korhalian Senator by the nameof Angus Mengsk took it upon himself toformalise the sentiments of his fellowcitizens. Their cry for freedom wasundeniable when Mengsk actively declaredwar against the Confederates. Whipping thepeople of Korhal into a volatile, patrioticfrenzy, the Senator succeeded in capturingall of the Confederate outposts on Korhal.Issuing statements declaring that theConfederacy no longer held any claim overthe world of Korhal, Mengsk succeeded ingarnering the respect and admiration ofmany other struggling colonies.

The Confederates, seeking to contain thesituation, pulled their forces from Korhal andwithdrew their fleet from its skies. Mengskand the other leaders of the revolt, believingthat they had won their independence,celebrated their victory over theConfederacy. The Confederates, knowingthat a perceived loss to Korhal might instigateother colonies to revolt, planned to retakethe planet through subtler means.

The Confederates sent three of theirdeadliest assassins, known only as Ghosts,to eliminate Mengsk and his supporters onKorhal. The Senator’s decapitated body,along with those of his wife and youngdaughter, were found the next morning onthe private balcony of his towering, fortress-like headquarters. Mengsk’s head was neverfound. While the assassination did much toweaken the revolt on Korhal, it also fueledthe fires that would eventually forge thegreatest enemy the Confederacy would everknow…

Arcturus Mengsk, an accomplishedConfederate Prospector and businessman,did not take the news of his family’s deathwell. Having been a Prospector for years,Arcturus knew of the despicable lengths thatthe Confederacy would go to in an effort toreach its objectives. He was uninterestedwith greater Sector politics and was evenalarmed and somewhat embarrassed by theactions of his estranged father on Korhal. Henever dreamed, however, that his familywould be killed merely to prove a point. Theirdeaths stirred something inside the youngArcturus, leading him to forsake hispromising future and follow a lonely path ofvengeance.

Rallying the various militant groups thathad followed his father against theConfederates, Arcturus succeeded infashioning an impressive, yet somewhatragtag, army. Mengsk’s followers struckboldly at various Confederate bases andinstallations, costing the Confederacy billionsof credits in men, machines and equipment.With rumours spreading of a secret alliancebetween Mengsk’s group and the UmojanProtectorate, the Confederate governmentquickly decided on a final solution to theirproblem. A salvo of one thousandApocalypse-class nuclear missiles was firedat the planet of Korhal from the distantConfederate capital of Tarsonis. Over4,000,000 people were annihilated during

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the savage attack. In a single instant, theprosperous colony of Korhal was reduced tonothing more than a super-heated sphere ofblackened glass and stirring phantoms.

The news of the holocaust reached Mengskat a secret base located within the bordersof the Umojan Protectorate. With nothing leftsave vengeance, Arcturus and those gatheredwith him on that sorrowful day pledged asacred vow to bring down the Confederacyat all costs.

Calling themselves the Sons of Korhal,Arcturus and his renegade team of volunteersquickly made names for themselves as themost wanted fugitives in the Sector. Strikingsilently and swiftly, the Sons of Korhal woncountless victories over the Confederacy. Butwith every battle won in the name of justice,Arcturus was portrayed as a madman and aterrorist by the Confederate-controlledmedia. Most colonies refused to house orprovide services to anyone affiliated with theoutlaw group. Yet, despite seeminglyoverwhelming odds and scandalous publicopinion, Mengsk never gave up the fightagainst the Confederates. To this day, the Sonsof Korhal continue to confound Confederateenforcement agencies as they work to bringabout their mission of liberation for theSector.

WarThe various colonial powers and pirate

militias continued to spar with theConfederate forces. Although many of thegroups were constantly at odds with oneanother, the overall Terran presence withinthe Koprulu Sector continued to strengthenand expand. These petty squabbles wouldend soon enough as the Terran coloniesfound themselves caught in the midst of astruggle of epic proportions.

Without warning a fleet of fifty alienwarships descended from the skies over theoutlying Confederate colony of Chau Sara.

The massive ships opened fire upon theunsuspecting colony, continuing to decimateevery inhabited settlement on the planet. Thisunprecedented attack caught theConfederate forces by surprise, sending theshocked Terran fleets into disarray. Althoughthey had never encountered alien species ofany kind, they rushed quickly to defendthemselves against this new, mysteriousenemy.

The Confederacy launched a clumsycounter attack against the alien fleet as itmade its way towards the second Terranplanet of Mar Sara. The alien fleet, identifyingitself as the Protoss, mysteriously withdrewits forces and spared the colony. Soonafterwards, a second, terrifying alienpresence was discovered on the outskirts ofMar Sara. These new, insect-like invaderswere very different from the Protoss thatattacked the colony just a short time before.

No Terran agency could account for thedisturbing presence of not one, but twostrange alien races within their colonies.Overcome by a collective, paranoid terrorand encumbered by their own politicalinfighting, the hapless Terran factions couldonly watch as an ever-increasing tide of alieninvaders made their way towards the heartof the war torn Terran Sector.

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Terran Species Overview

Forced to adapt to a harsh existence on the mostly lifeless worlds along the Galactic Rim,the Terrans are masters of survival. Possessing neither the advanced technology of the Protossnor the natural prowess of the Zerg, their military consists of a varied mix of units. From theeffective, yet expendable, Marine conscripts to the highly trained Wraith pilots, the Terransare a tenacious lot who are quite unwilling to concede their territory.

Despite the setbacks this young species has suffered, the Terrans have managed to spreadfrom world to world, fully believing that they can stand against any opposition.

Mobile BuildingsThe key to the survival of the Terran species is flexibility. Their primary structures

are equipped with self-contained thruster systems that enable low altitude flightand allow them to change locations. A building in flight is unable to perform anyof its normal operations. Also, any structures that had been added onto a mobilisedbuilding are left behind and are non-functional. Once the primary building haslanded it quickly regains full functionality, although the abandoned add-on structureremains useless. The nomadic abilities of the Terrans allow them to not only travelfrom one cache of resources to the next, but to evade an impending attack as well.Finally, if the appropriate primary building is instructed to land next to an abandonedadd-on, even one built by enemy Terrans, it can be captured and put to use.

Critical Building DamageThe primary drawback of the modular and often improvised technology employed

by the Terrans is that their buildings are particularly vulnerable to extensive damage.Ruptured Vespene tanks and sudden power surges can cause an already damagedstructure to collapse, even if it is no longer under direct attack. Any Terran buildingwhich is severely damaged drops into the “red zone”, indicated by the structure’sHit Point bar turning red. A building so damaged will continue to lose Hit Pointsunless it is repaired enough to return to Yellow or Green status.

SupportWith the exception of add-ons, all Terran buildings have self-contained power

generators and do not require additional support or resources once constructed.Since add-ons are powered by the building that they are attached to, they will shutdown if the primary structure is destroyed or disconnected.

Terran troops and vehicles, however, do require a constant supply of food, fuel,and spare parts that are provided by Supply Depots. The current level of availableSupplies is displayed in the upper right hand corner of the Main Screen. Any SupplyDepot will also display current Supply statistics when selected. If there are notenough Supply Depots to properly support the current number of Terran forces,the training or manufacture of additional units will not be possible until additionalSupply Depots are constructed.

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Terran Units

MarineRole: Armoured Infantry TrooperArmament: CMC-300/400 Powered Combat Suit

8mm C-14 “Impaler” Gauss Rifle

Marines are the first line of defense for most Terrancolonies. A majority of them were at one timecriminals or rebels who have undergone mandatoryNeural Resocialisation. Freed from any previousallegiances or ideologies, these fearless men andwomen are ready to defend Confederate interests withtheir lives.

The Powered Combat Suit worn by ConfederateMarines is effective against most small-arms fire andprovides them with full life-support and NBC(Nuclear/Biological/Chemical) shielding for operationin deep space and hostile environments. The C-14Impaler Gauss Rifle fires 8mm metal “spikes” athypersonic speeds. The rounds are designed to providemaximum penetration against all armour types. Topreserve both ammo usage and minimise powerrequirements, the rifle uses a capacitor system to firein short, controlled bursts.

FirebatRole: Armoured Assault TrooperArmament: CMC-660 Heavy Combat Suit

Plasma-based Perdition Flame Throwers

Like standard Marine Infantry, Firebats are typically“culturally challenged persons” who have beenResocialised by the Confederate government.Equipped with powerful, arm-mounted flamethrowers, they serve as assault troopers in the variousTerran Militias. Although their attack has a limitedrange, the flame throwers cause considerable damageto any target caught within the stream of fire. FirebatCombat Suits provide additional protection from heatand flame, although they are significantly heavier thanstandard Marine armour.

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StimPackThe newest versions of the Marine

Powered Combat Suit and Firebat HeavyCombat Suit feature an in-field chemicaldelivery system filled with a powerfulmixture of synthetic adrenaline andendorphins coupled with a powerfulpsychotropic aggression amplifier. Whenactivated, the StimPack provides the userwith greatly increased speed and reflexes.Some tissue damage may result.

Side effects including insomnia, weightloss, tremors, grand mal seizures, mania/hypomania, paranoiac hallucinations,severe internal hemorrhaging andcerebral deterioration have all beendeclared nominal and well withinConfederate acceptable safety margins.

GhostRole: Espionage/Intelligence AgentArmament: Hostile Environment Suit

25mm C-10 Canister RiflePersonal Cloaking Device (Special Issue)

Ghosts epitomise the height of human evolution andphysical conditioning. Born with incredible psionicpotential, these agents are quarantined by theConfederate Government and trained from infancy tochannel their psionic energies to augment their naturalphysical strength and endurance. As a precautionarymeasure, Psychic Dampeners are surgically implantedin all Ghosts.

CloakThe most unnerving of these agent’s

skills is the ability to cloak themselvesfrom enemy detection. This ‘invisibility’has earned the Ghosts a fear-inspiredreputation for their mysterious battlefieldtactics. Older models of the Ghost HostileEnvironment Suit may not be equippedwith a personal cloaking device, but theymay be retrofitted with them in the field.

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LockdownThe C-10 Canister Rifle normally fires

High-Explosive rounds, but it can also bearmed with special Lockdown rounds thattemporarily disable mechanised units caughtwithin the blast. The Lockdown shell mustbe charged with a small amount of energybefore use.

Nuclear StrikeOne of the primary responsibilities of the

Ghost is to locate enemy units or structuresfor tactical nuclear strikes. Using a specialfrequency targeting laser, the Ghost candirect missiles from any friendly silos withpinpoint accuracy.

VultureRole: Scavenger Hover-CycleArmament: Anti-Personnel Fragmentation Grenades

Spider Mines (Optional)

The armoured Vulture Hover Bikes, used primarily forscouting the myriad wastelands of the Terran Colonies,are designed for speed and reliability. The Limited GravityHover Technology used by the Vulture allows it to travelover rough terrain without loss of traction or speed.Although ill-suited for heavy combat, they make excellentskirmishers and the bike-mounted grenade launcher isextremely effective against lightly armoured targets.

Spider MinesAlthough Spider Mine deployment

systems are still not standard equipment onthe Vulture, they are becoming morepopular, especially on border worlds. SpiderMines can be used to protect resourcereserves and vital tactical locations. Thesmall mines bury themselves in the groundand wait for enemy units to approach. Onceactivated, the mines will arm themselves andscuttle towards their targets.

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GoliathRole: Forward Assault Strike ArmourArmament: Twin 30mm Autocannons

Hellfire Anti-Air Missiles

The Goliaths, manufactured by LarsCorp Technologies,were originally built for the Kel-Morian Combine to serveas infantry support. Corporate saboteurs stole the plansand sold them to Confederate interests, and to this daythe Goliath is well-known along the Rim.

Featuring all-terrain maneuverability and a computer-based heavy-weapons systems, the Goliath is equallyadept at providing both ground level and anti-air support.It is armed with twin 30mm smoothbore Autocannonsand Hellfire-AA Scatter Missiles.

The use of Goliaths in the infamous Kel-Morian MiningRevolts showed just how effective even a small numberof these versatile Combat Walkers can be when engagedin intensive urban warfare.

Arclite Siege TankRole: Mobile Artillery CannonArmament: Twin 80mm Cannons

120mm Shock Cannon

The heavily armoured Arclite Siege Tank is renownedthroughout the Confederacy for its devastating firepowerand stalwart emplacement/advance tactics. Originallydesigned to serve as a “final defense” security cannon,the versatility of the Goliath Walker showed that mobilitywas crucial in maintaining an effective military. In its finalform, the Siege Tank is intended to operate as a two-stage vehicle, although the first series of tanks producedwere single-stage vehicles that were later upgraded.

Siege ModeThe primary form of the Arclite Siege Tank

is extremely effective, but city assaults andbase defense required more firepower thaneven these machines could effectivelyprovide. The solution was to provide asecondary, artillery-based mode for the tank.Once transformed into Siege Mode, theArclite tank sacrifices mobility to deploy itsawesome Shock Cannon.

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SCVRole: Space Construction VehicleArmament: Fusion Cutters

Initially used during the reconstruction of theTarsonian Orbital Platforms, the T-280 SCV (SpaceConstruction Vehicle) became a staple in intra-Colonialconstruction and engineering due to its ability toperform a multitude of tasks, including the constructionof new buildings and the transportation of raw resourcematerials. It is this versatility, and an unmatchedreliability, that make the SCV an invaluable tool inrapidly establishing Marine encampments and strikebases on any terrain.

RepairSCVs can repair damaged buildings

and mechanical units to quickly bringthem back to full capacity. Conductingrepairs uses a small amount of resources,depending on the extent of the damagethat must be fixed. Select an SCV andleft-click the Repair button. With thetargeting cursor, select the damagedmechanical unit to be repaired.

DropshipRole: Armoured Personnel CarrierArmament: None

Heavily armoured Terran Dropships are a vital partof Colonial defense and are fully rated for bothatmospheric and deep space flight. The daredevil pilotsof these sometimes faulty, unreliable ships are chargedwith delivering Marine armour and infantry to anyhotspot or combat zone. Early experiments inequipping Dropships with weapons systems werescrapped in favour of greater carrying capacity.

Unloading UnitsTrue to its name, the Dropship is

capable of extremely rapid deployment.Selecting the Unload All button will dropoff all carried units at the selectedlocation. To drop off specific units one ata time, click on the unit wireframe in theStatus Display on the console.

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CF/A-17 WraithRole: Space Superiority FighterArmament: Gemini Air-to-Air Missiles

25mm Burst Laser (Model CF/A-17G only)

The versatile one-man Wraith fighters are a newaddition to the Colonial space forces. Traditionally, mostspace battles took place between large capitol ships andsmaller gunships, but Tarsonian technicians found thatsmall, dynamic high-speed fighters could repeatedly dealdamage to large ships while still evading most defensivebattery attacks. The Wraith is the newest of these spacesuperiority fighters, and although normally armed onlywith air-to-air missiles, newer variants also utilise a belly-mounted burst laser for ground attacks.

Cloaking FieldThe new CF/A-17G Wraith features a

built-in cloaking field which runs off of thefighter’s main power supply. When active,the cloaking field hides the Wraith fromenemy view. This has proven invaluable inboth base defense and strike operations.

Behemoth BattlecruiserRole: Command ShipArmament: Laser Batteries

Yamato Cannon (Limited Availability)

The massive, Behemoth-Class Battlecruisers are virtualflying fortresses, built to keep the peace within the TerranSector. Outfitted with multiple laser batteries and thickNeoSteel armour, these ships are easily the most powerfulof the Colonial vessels. Many Colonial generals useBattlecruisers as their command centers during long spacecampaigns.

Yamato CannonRecent research has also led to the

development of the devastating YamatoCannon, a terrifying weapon that uses anintense magnetic field to focus a smallnuclear explosion into a cohesive beam ofenergy. The Cannon requires a huge energyreserve to fire, but its effects are impressive,to say the least. Terran engineers arecurrently working overtime to retrofitexisting Battlecruisers with Yamato devices,

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but many older ships are still in service.

Explorer Science VesselRole: Mobile Research StationArmament: None

Many Colonies have placed Explorer Vessels atstrategic points throughout the galaxy to further studyanomalous phenomena, and the Corps’ own EpsilonSquadron uses them extensively along Confederateborders for surveillance and study. Recently, as alienforces have begun to infringe upon Colonial space,Explorer Vessels and crew have been recalled to provideelectronic warfare and combat support. The primaryability of the Explorer is detecting concealed enemy units.By outfitting the Explorer with special modifications,several other useful effects can be created.

Defensive MatrixConfederate scientists are still working

on creating stable, long-term force fieldgenerators, but early research has enabledthe deployment of a short-lived defensivematrix that can absorb significantpunishment. This energy matrix can becreated around any unit within a shortrange of the Explorer.

EMP ShockwaveBy generating a massive, short-ranged

electromagnetic pulse, the Explorer candisable shields and special electronics onany nearby units. Although the vesselcreating the EMP is not affected, anyfriendly units within the radius of the EMPpulse are subject to its effects.

IrradiateTargeting a unit with this effect will bathe

it in a high-energy stream of radioactiveparticles, saturating it with damagingenergy. The radioactive field will damageany personnel within close proximity of theirradiated unit. The field will lose energyover time, but not before it dealsconsiderable damage to clustered troops.

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Terran Buildings

Command Centre (Mobile Building)

Command Centres serve as the focal points for all Terran outposts.Originally designed to be roving resource processors for ConfederateProspectors, the Command Centres can pick up stakes and move on tonew Mineral or Vespene deposits. They also have the ability to manufactureSCVs and serve as the return point for mining vehicles. Heavily armouredand sturdy, the slow moving Command Centres are most vulnerable whenthey are on the move.

ComSat Station (Add-On to Command Centre)

This auxiliary building provides the Command Centre withimproved communications and scanning technologies.

• Scanner Sweep. Directing a focused scanner sweep of anarea will reveal any units and buildings located there,including cloaked and concealed enemies.

Nuclear Silo (Add-On to Command Centre)

After the Korhal incident, full-scale nuclear weapons werebanned from use on habitable worlds, but smaller tacticalnuclear weapons are still used by Confederate forces.

• Build Nuke. The somewhat dangerous Nuclear Silo canproduce and house a single tactical nuclear warhead. Toprevent outside tampering with the missile guidancecommands, a Ghost agent is required to actually direct themissile to its target.

Supply Depot

The Supply Depot houses all of the goods, tools, and accessories thatare necessary in the day-to-day running of Terran outposts. As variousencampments grow and prosper, it is necessary to provide an ever-increasing amount of supplies for colonists and military forces alike.

Vespene Refinery

The rather ramshackle Refineries were designed to speed up the arduousprocess of Vespene mining on the more desolate Terran worlds. Onceconstructed on top of a Vespene geyser, the Refinery will automaticallypackage the gas into containers easily transportable by SCVs.

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Barracks (Mobile Building)

The Barracks houses and trains all of the Terran infantry units.Like the Command Centre, it is a mobile structure able to traversegreat distances in order to reach new hot-zones or deploymentcentres.

Academy

The Confederate Marine Corps is always researching newtechnologies and seeking to improve the quality of its personnel.The Academy is the primary centre of this research.

• Research U-238 Shells. These depleted uranium shells aredesigned to provide a greater firing range for the C-14 GaussRifle carried by Terran Marines.

• Research StimPack. When activated, the StimPack providesthe user with greatly increased speed and reflexes. Sometissue damage may result.

Engineering Bay (Mobile Building)

An Engineering Bay is vital to improving the quality of weaponsand armour used by Terran ground troops. Possessing a degree ofmobility, the Engineering Bay is one of the more vital buildings inany Terran settlement.

• Upgrade Infantry Weapons. This upgrade enhances thestandard issue weapons carried by the Terran Marine,Firebat and Ghost.

• Upgrade Infantry Armour. This upgrade enhances the standardissue armour worn by the Terran Marine, Firebat and Ghost.

Factory (Mobile Building)

The massive, automated Factory is the primary production centerfor all Terran ground-based vehicles, from the speedy Vulture to themassive Siege Tank. Factories are heavily armoured and mobile, buttheir tremendous import to a strong military presence makes themlikely targets for enemy forces.

Machine Shop (Add-On to Factory)

The Factory is primarily designed to assemble prefabricatedvehicle designs and components. A Machine Shop is necessary toprocess the parts needed for heavier vehicles and to develop newtechnology and upgrades for existing vehicle designs.

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• Ion Thrusters. Originally designed for inner-atmosphere shuttles, these engines have beenmodified to provide increased speed for the TerranVulture Hover Cycle.

• Spider Mines. Vultures can be equipped with small,motion-detecting mines that bury themselves oncedeployed. These mines automatically track nearbytargets.

• Siege Tech. This technology retrofits the Arclite SiegeTank to transform into a stationary artillery piececapable of delivering increased damage at a longerrange.

Armoury

Within the battered walls of the Armoury, Terran researchers andtest groups work to develop improved materials for the heavyweapons and armour used by Terran vehicles and starships.

• Upgrade Vehicle Weapons. This upgrade enhances thestandard issue weapons mounted on the Terran Vulture,Goliath and Siege Tank.

• Upgrade Vehicle Plating. This upgrade hardens the standardarmour of the Terran Vulture, Goliath and Siege Tank.

• Upgrade Ship Weapons. This upgrade enhances the standardissue weapons mounted on the Terran Wraith andBattlecruiser.

• Upgrade Ship Plating. This upgrade strengthens the standardarmour of the Terran Wraith, Dropship, Science Vessel andBattlecruiser.

Starport (Mobile Building)

The large, highly advanced Starport is responsible for theconstruction and maintenance of all space-faring vehicles andstarships used by the Confederacy. Like all primary structures it ismobile, but extremely vulnerable, while in transit.

Control Tower (Add-On to Starport)

A Control Tower is necessary to coordinate the construction andupgrading of advanced Terran vessels.

• Burst Lasers. This secondary weapon system is designedexclusively for the Wraith, enabling air-to-ground assaults.

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Science Facility (Mobile Building)

Terran researchers work with forced diligence at the Science Facilityto develop radical new weapons and defensive systems for the goodof the Confederacy. Rumoured to study and analyse the radicallyadvanced technology of the Protoss, these scientists constantly striveto bridge the vast gap between Terran science and alien knowledge.

• Defensive Matrix. Research of this technology creates a typeof defensive field deployable by the Explorer Science Vessel.

• EMP Shockwave. Explorer Science Vessels outfitted with EMPGenerators can disable nearby shields and specialelectronics through a massive, short ranged electromagneticpulse.

• Irradiate. Created as a by-product of research into nuclearwaste disposal, radiation field generation has become agrowing area of Science Vessel experiments. Effects ofIrradiation are limited to a localised radius around thespecified target.

• Titan Reactor. When installed onboard Explorer ScienceVessels, these giant fusion-pod reactors provide increasedenergy output.

Physics Lab (Add-On to Science Facility)

By adding a high-energy particle accelerator and exhaustivediagnostic equipment to an existing Research Centre, Terranscientists have been able to facilitate the development of varioustechnological advancements.

• Cloaking Field. The activation of a Cloaking Field renders theWraith fighter undetectable to most units.

• Apollo Reactor. These high-yield uranium reactors permit theWraith fighter to remain cloaked for longer periods of time.

• Yamato Gun. By using an intense magnetic field to focus asmall nuclear explosion into a cohesive beam of energy, theYamato Gun allows Terran Battlecruisers to blast a path throughalmost any defense.

• Colossus Reactor. The increased energy output of this reactorbetter meets the massive energy requirements of the YamatoCannon.

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Covert Ops Centre (Add-On to Science Facility)

Only the most trusted officers and researchers areallowed into the Covert Ops Centre, which conducts allexperimental research for the Confederate IntelligenceCorps.

• Lockdown. Designed for the Ghost C-10 Canister Rifle,Lockdown ammo temporarily disables mechanised unitscaught within their blast.

• Ocular Implants. In an effort to improve their effectivenessas covert operatives, Ghost agents can undergo radicalsurgery to replace their eyes with these sight-rangeenhancing cybernetic devices.

• Personal Cloaking. Based on the stealth technologyemployed by Wraith fighters, personal cloaking fieldsprovide Ghost agents with the ultimate in infiltrationcapabilities.

• Moebius Reactor. The exclusive equipment of Ghostagents, these micro-reactors are designed for use withboth Lockdown and Cloaking technologies.

Missile Turret

Missile Turrets are relatively inexpensive structures that willautomatically target and fire upon incoming enemy aircraft. They alsoserve as sentry stations equipped with powerful sensors capable ofdetecting cloaked vessels.

Bunker

Designed to safeguard troops from enemy fire, Bunkers can beconstructed to defend any pivotal location. Troops within Bunkers canfire upon enemy forces while remaining safe from damage sustainedfrom enemy fire.

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The Terran Factions

The various Terran military factions all benefit from the hardware and advanced weaponryproduced by the colonies of the Koprulu Sector. Many of the factions are fond of modifyingtheir weaponry based upon the specific customs or preferences of their combat group.Although most Terran tanks, starfighters and war machines were designed and produced byprivately owned corporations, the plans and technical layouts have been stolen, pawned,smuggled out and put into the hands of various faction scientists.

The Terran ConfederacyThe Terran Confederacy consists of nearly a dozen planets within the Koprulu Sector. The

primary worlds within the Confederacy are Tarsonis, Tyrador IX, Brontes, Chau Sara, andDylar IV. The Military Squadrons that strive to protect the Confederate worlds consist ofconscripts and ex-criminals from all over the Sector. Many warriors are forced to undergothe rigorous process of Neural Resocialisation. This process reprograms even the mosthardened criminals and converts them into loyal and stalwart defenders of the Confederacy.

Omega Squadron “the Death's Head Legion”

Commander: Lt. Commander Gregory Reikson

Designation: Heavy Assault Squadron

Base of Operations: Dylar IV

Squadron Colour: Black

The Death's Head Legion is renowned throughout Confederate space for its unrelentingsavagery in battle. Only called upon in severe crisis situations, the Legion's warriors fearlesslyenter any battle against the enemies of the Confederacy. The Legion is mainly comprised ofex-criminals who have been resocialised and now selflessly give their lives in service to thesociety that they once threatened.

Nova Squadron

Commander: Colonel Jackson Hauler

Designation: Black Ops./Espionage Squadron

Base of Operations: Mobile

Squadron Colour: Purple

Mystery and intrigue always seem to surround the enigmatic Nova Squadron. Chargedwith policing the other Confederate Armed Forces and gathering intelligence on the myriadPirate Militias, Nova Squadron often find themselves in the middle of some new conspiracy.

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Mistrusted and shunned by their fellow warriors, Nova Squadron keeps on the move,constantly seeking to undo the considerable political sabotage and corruption that runsrampant through the government of the Confederacy.

Alpha Squadron “the Blood Hawks”

Commander: General Edmund Duke

Designation: Advanced Tactical Strike Squadron

Base of Operations: Chau Sara

Squadron Colour: White

Alpha Squadron prides themselves as being the “first group in and first group out” of anyhot zone. Their lightning quick attacks on unsuspecting enemy encampments have gainedthem a notorious reputation. Their skill and precision in quick tactical maneuvers is evidentas the fatality rating of the Blood Hawks is the lowest amongst the Confederate forces.Smoking craters, scorched earth, and piles of enemy bodies are all tell-tale signs of theirferocity and efficiency in battle.

The Pirate MilitiasThe Pirate Militias operate outside of Confederate control, lawlessly ravaging bordering

worlds and outlying colonies. Many of the Pirate groups contain large, self-supported armiesthat fund themselves by exploiting vast resource deposits upon the many worlds within theSector. These Pirates have little respect for the colonies they ravage or the worlds which theyrape of resources. They constantly vie not only with one another, but also against theConfederacy that constantly threatens to shut down their reckless operations.

The Sons of Korhal

Commander: Arcturus Mengsk

Designation: Renegade Activist Coalition

Base of Operations: Mobile

Militia Colour: Red

One of the founding worlds upon which the Confederacy was built, Korhal has been ahot-zone of anti-Confederate sentiment since its inception. As civil violence ensued againstthe Confederate forces on Korhal, the Confederacy decided to make an object lesson of theColony. A massive nuclear strike decimated Korhal, leaving the Confederates unchallengedby any other Colony. Arcturus Mengsk, a one-time Confederate Prospector, founded theSons of Korhal in order to topple the corrupt Confederate institution and build a new systemof government that would benefit all Terrans within the sector. Mengsk’s methods and tacticsrange from harsh to nefarious. Heralded by radicals as a visionary and a patriot, Mengsk isseen by the Confederacy as a terrorist and a madman.

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The Umojan Protectorate

Commander: Minister Jorgensen

Designation: Neutral Protectorate

Base of Operations: Umoja

Militia Colour: Aqua

The people of Umoja have chosen to remain separate and autonomous from theConfederate worlds. The Umojans consider themselves to be an enlightened people,harbouring obvious contempt for their sister colonies that submit to the near-fascist yoke ofthe Confederacy. The Umojans have retained a strong military force known as the Protectoratethat keeps other factions from interfering in Umojan affairs. The Protectorate seeks a trucewith the Protoss, believing that the elder race can teach them the mysteries of the greatermeaning of life, the universe, and everything.

The Kel-Morian Combine

Commander: Gen Mah Sakai

Designation: Mining Coalition/Renegade Pirate Group

Base of Operations: Moria

Militia Colour: Green

The Kel-Morian Combine is comprised of two powerful organisations: The Kelanis Guildand the Morian Mining Coalition. These two groups, both with questionable ties to theConfederacy, have banded together in order to maximise their ability to drain the resourcesfrom numerous worlds within the sector. The Combine is the largest non-Confederateorganisation operating within Terran space. Equipped with thousands of armed troops andhardware, the Combine strictly enforces its myriad territorial operations. It is rumoured thatthe Combine actually supplies the Confederacy with fuels and resources. So great is theirpolitical influence, the Confederate forces have been banned from prosecuting the Combinefor any potentially criminal action.

Corporal G. Montag going through final fieldinspection, moments before Omega Squadron’s

epic victory over Tal Qirat

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Driven to perfect their science ofproto-genetic evolution, theancient, enigmatic race known

as the Xel’Naga traveled to the distant fringe-world of Aiur. The vast jungles of Aiur hadproduced the most advanced race that theXel’Naga had ever seen. Believing that theycould steer the race’s evolution to the pinnacleof physical perfection, the Xel’Naga began toconduct their proto-genetic experiments. Therace that the Xel’Naga would eventually name‘Protoss’ advanced rapidly and gained whattheir creators termed ‘a distinct purity of form’.

Unfortunately, the Xel’Naga pushed theirexperiment too far. The inherent essence andsentience of the Protoss developed far toorapidly, leading to bitter strife and divisionbetween them and their creators. TheXel’Naga deemed that the purity of form theysought to create had been sullied by a conflictof essence and thus decreed that the Protosswere, in fact, a failed creation. The Xel’Nagaabandoned their children and launchedthemselves into the void.

The Birth of the ZergTravelling thousands of light years into the

burning core of the galaxy, the Xel’Nagaeventually settled upon the volatile ash-worldof Zerus. The Xel’Naga planned to continuetheir Grand Experiment of evolution, only thistime they dismissed their tenets of physicalform and focused chiefly on the pursuit of adistinct purity of essence. Residing in theirmassive ships high above the fires of Zerus,the Xel’Naga began once again to challengethe wiles of fate.

The Xel’Naga were more successful withtheir second venture than they could haveimagined. They laboured to advance theevolution of the most insignificant life formon Zerus, a race of miniature insectoidsknown as the Zerg. Through Xel’Naga proto-genetic manipulations, the Zerg survivedthe torrential firestorms of their world andthrived. Although extremely small, worm-like, and possessing no ability to manipulatetheir physical surroundings, the Zergadapted to survive. They developed theability to burrow into the flesh of the lessvulnerable species indigenous to Zerus.Feeding off the nutrients contained withinthe spinal fluids of their hosts, the Zerglearned to parasitically merge with their hostcreatures. Once they became capable ofcontrolling the metabolic and anatomicalprocesses of their hosts, the Zerg used theirnew bodies to manipulate theirsurroundings.

As the Zerg incorporated more and morehost creatures into their fold, they began toassimilate their various genetic strains andprocesses. Zerg chemistry began to mutateand adapt according to the volume of newgenetic material being processed. However,as diverse as the range of host creaturesbecame, there was always the undeviatingdrive to consume only the mostevolutionarily advanced speciesencountered. The Zerg were innatelyselective as to which species theyconsumed, ensuring that at every stage oftheir development they were at the top ofthe proverbial food chain. Any race that theZerg came across that was deemed

STARCRAFTZerg History

The Grand Experiment

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unworthy of assimilation was eradicated tofurther purify the strains.

The Xel’Naga soon made an alarmingdiscovery. The original races assimilated bythe Zerg were hardly recognisable after onlya few generations of their inception.Somehow the Zerg had developed theability to supercharge and steer the latentevolutionary processes within their hostcreatures. The host creatures fell prey to theeffects of gradual physical mutations thatcaused all of the various strains to growarmour piercing spines, razor-sharp limbs,and ultra dense carapaces. Over asurprisingly short amount of time, the strainsgrew to resemble a terrifyingly ravenous andunified race.

overmindThe Xel’Naga, remembering all too well

that their failure with the Protoss was a resultof pushing the sentience of the fledglingspecies too quickly, decided to follow adifferent path with the burgeoning Zerg.Attempting to waylay the potential hazardsof differing egos, the Xel’Naga structuredthe collective sentience of the Zerg into aunified, amalgamated ‘Overmind’. TheOvermind coalesced into a semi-sentientbeing that represented the primary drivesand instincts of all of the Zerg strains. Astime passed, the Overmind developed therudiments of personality and advancedintellect.

Although the Overmind directed theactions of every creature within the swarm,it did so through the use of secondaryagents. The Overmind created a new strainof Zerg that could facilitate thecommunication of its whims. TheseCerebrates were massive versions of theoriginal Zerg insectoids and wereengineered to process and carry out thevarious objectives of the Overmind. EachCerebrate had a unique objective, such as

‘defend the Hive’, ‘scout for potential strains’,‘produce more warriors’, or ‘eradicate all lifeforms’. The Cerebrates were then empoweredto build their own Hive clusters and carryout their intended agendas. Over time theydeveloped personalities that corresponded totheir primary drives. However, the Cerebrateswere still genetically incapable of ignoringor overriding the commands of theOvermind.

The Zerg chain of command lengthenedas new races were incorporated into theswarm. Cerebrates began to use secondaryagents to communicate their orders as well.For the defense and productivity of theimmediate Hive, the Cerebrates turned toQueens to further extend their control overthe swarms. The Queens oversaw Droneactivity throughout the resource lines of theHives and kept a vigilant watch over thebudding spore colonies of the collective. Intimes of battle, Cerebrates called upon theOverlords to directly relay their commandsto the myriad warriors of the swarm.Overlords not only transported Zerg warriorsinto the fray, but also directed their attacksagainst their enemies. Just as the Cerebratesfollowed the Overmind, the Queens andOverlords were incapable of disobeying thecommands from their Cerebrates. This rigidsystem of command kept the swarms at peak,savage efficiency.

As the swarms continued to grow andstrengthen, the Overmind turned its thoughtstowards its own future. It realised that withina few short centuries its race had assimilatedall of the indigenous life upon Zerus. It knewthat to further evolve the swarm, the Zergwould need to leave Zerus. The Overmindbegan to reach out with its senses, lookingfor something - anything - which wouldprovide them with transport from this world.That opportunity soon arrived. A race ofgargantuan, space-faring life forms passedthrough the Zerus system, and the Overmindcalled to them. Drawn to the barren world

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by this beacon, they were quickly assimilatedby the swarm. The inclusion of super-densehides and the ability to exist in a vacuumbolstered the genetic pool of the swarm. Soonthe Zerg warriors were conditioned to survivethe harshness of space.

This pivotal moment in the development ofthe Zerg was not lost to the Xel’Naga. The Zerg,despite having an extreme physical handicap,had succeeded in not only surviving, but inretaining the purity of their terrible overridingessence. The Xel’Naga knew that they hadachieved their goal.

The Fall of the Xel’NagaThe pride in their achievements proved to be

the fatal downfall of the Xel’Naga. TheOvermind, while slowly expanding itself intothe void of space, became aware of the mightyXel’Naga world-ships hovering ominouslyabove the skies of Zerus. The Xel’Naga, havingkept a constant watch on the Overmind, werehorrified to find that it had actually severed theirpsychic link, effectively hiding itself from theirview. With its need to consume driving itsminions into a lustful frenzy, the Overmindlaunched the now space-faring Zerg swarms atthe unsuspecting Xel’Naga. The ancient race didwhat they could to stem the tide of the ever-advancing Zerg onslaught, but in the end theirefforts were in vain. Wave after wave of Zergswarms hammered the reinforced hulls of theXel’Naga’s ships with no signs of abatement.Within only a few hours the Zerg overran thedefenses of their creators and laid waste to theXel’Naga fleet.

As the greater whole of the Xel’Naga race wasconsumed by the raging, genetic whirlwind ofthe Zerg, the Overmind gained the knowledgeand insights of its masters. The Overmindprocessed thousands of sentient beings intoitself, causing it to grow far more powerful thanit had ever imagined. It learned the secrets ofthe sacred Khaydarin Crystals, and began toincorporate the energies of these Crystals into

its own. Through the intimate knowledgeof evolution and proto-genetic physiologygained from the Xel’Naga, the Overmindwas able to increase the level of sentiencein many of the higher Zerg strains, whilestill keeping them fully under its control.

Through dissecting the memories of theXel’Naga, the Overmind was made awareof the myriad races that had at one timeor another been influenced by the ancientrace. The Xel’Naga had kept a detailedgenetic history of each race, giving theOvermind a clear understanding of theirrespective strengths and weaknesses.Most importantly, the Overmind learnedof an exceedingly powerful race that livednear the galaxy’s fringe known only asthe Protoss. The Overmind knew then thatthe Protoss and the Zerg would eventuallybe caught in an inevitable, apocalypticconflict.

The DeterminantThe Zerg left the lifeless, burning world

of Zerus and laid waste to every planetthey found along their path towards theProtoss Homeworld. As they progressedslowly through the trackless dark betweenthe stars, the Zerg assimilated only thestrongest of the races that they cameacross. The swarm continued to buildsteadily, ever-increasing in size andpower. As they progressed, the Overmindsent out numerous deep-space probesthat scouted ahead of the swarm,searching for new worlds to plunder.

Despite innumerable victories, theOvermind was greatly disturbed. TheOvermind was aware that the Protoss hadbecome a highly psionic race, able tobend and warp the very fabric of realityto their whims. It sought a way to counterthe awesome might of the Protoss, butfound no answers among the geneticstrains it devoured.

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On the verge of despair, the Overmindmade an amazing discovery. One of its deep-space probes had relayed the location andvital statistics of a race that occupied a seriesof nondescript worlds, right under theshadow of the Protoss.

The new race, called Humanity, was meregenerations away from developing into aformidable psionic power. But the Overmindalso knew that Humanity was still in its infantstages, hardly capable of defending itselfagainst the ravenous Zerg. Although a short-lived and seemingly frail species, theOvermind knew that Humanity would be thefinal determinant in its victory over theProtoss. If it could assimilate the psionicpotential of Humanity, the Overmind wouldhave the ability to combat the Protoss on itsown terms.

Thus, the Zerg swarms slowly made theirway towards the burgeoning worlds ofHumanity. The journey lasted for sixty years,but eventually the massive, extended ZergSwarm reached the outskirts of the TerranSector of Koprulu. Sending in a scoutingBrood, the Overmind soon discovered thatthe Humans dwelt on over a dozen differentworlds within the Sector. Seeding theatmosphere of the planet called Chau Sarawith rudimentary Hive-spores, the Overmindbegan to unfold its master plan to enslaveHumanity. The Hive-spores gradually drifteddown to the surface of Chau Sara andsaturated the ground with their denuding,alien toxins. Although the Human colonistshad no idea that the Zerg had subtly infestedthe topsoil of their world, Zerg minions beganto descend to the planet’s surface andconstruct their bizarre structures and Hiveclusters. Once the infestation of the colonywas well underway, the Overmind sent itsvoracious children to the other nearbyworlds. Insidious and elusive in their tasks,the agents of the Overmind soon infestedthe colonial worlds of Chau Sara, Mar Sara,Brontes, and Dylar IV, unnoticed by thedenizens of those colonies.

Yet, from out of the cold void of space, amighty fleet of Protoss warships emerged tocombat the Zerg invasionary forces. TheOvermind, anxious to learn what it couldabout the enigmatic Protoss, decided to letthem hamper the initial infestation process.Holding its ravenous warriors at bay, theOvermind watched as the Protoss razed thecolony of Chau Sara. Apparently, the Protosswere aware that the Hive Spores had alreadydespoiled the planet and seeking to preventfurther infestation, incinerated the planet.

Such decisive action pleased theOvermind, who could only marvel at howthe Protoss wrought absolute devastationwith such grace and power. Knowing thatthe coming conflict would be the greatestchallenge of its existence, the Overmindpulled its forces back to observe how theProtoss, and Humanity, would react next.

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Zerg Species overview

The Zerg are composed of several different types of creatures that have been integratedinto the Swarm by the Overmind. These creatures, or breeds, have been selectively evolvedto become efficient killers and to assist the Zerg in their quest for ultimate power. The Zergdo not utilise technology in the common sense, but their natural weaponry and armour iscomparable to the most advanced gadgetry employed by any other species. This biologicalevolution, combined with an unmatched savagery and their blind devotion to the Overmind,make the Zerg an extremely formidable and deadly foe.

Zerg Life Cycle

The Zerg do not train or manufacture their military like other species. Instead, acentral Hatchery produces Larvae which, in turn, metamorph into the various Zergbreeds. This system of creation is both an advantage and a drawback as all Zergproduction is necessarily centralised. Great care must be taken to guard theHatchery, and it is advisable to quickly create new hatcheries for increased Larvaeproduction.

The Creep

Zerg structures are effectively giant organs, making a Zerg colony a living creature.To provide the required nourishment and infrastructure, the Zerg produce a livingcarpet of bio-matter that invading forces have dubbed the Creep. Creep, producedby both Hatcheries and the aptly named Creep Colonies, will spread rather quicklyacross any fertile ground. The Hatchery is the only structure that can be builtwithout the benefit of existing Creep since it has been genetically designed toautomatically produce enough to fuel its own growth. The Creep itself is extremelydurable and capable of near-instantaneous regeneration, only retreating frominfested ground when a Hatchery or Colony is destroyed.

Regeneration

Perhaps the greatest advantage of the Zerg and their biological nature is anamazing healing and regenerative ability. A Zerg colony will remain viable unlessevery creature and structure is completely destroyed, as even a Zerg on the vergeof death will eventually return to full health.

Control

The Zerg Overmind maintains a constant psionic link with its servants, but inorder to issue commands on an individual level, it must use Overlords to relay itsorders to the other Zerg breeds. A Zerg colony cannot grow beyond the collectiveability of all Overlords to provide the necessary amount of Control. The currentlevel of Control is always displayed in the upper right hand corner of the MainScreen, and selecting any individual Overlord will also display the current level ofControl required and provided.

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Zerg Units

LarvaType: Hive SpawnCore Genus: Original Zerg StrainPrimary Attack: None

The closest creatures to the original Zerg insectoidsare the Zerg Larvae. Although their size and toughnesswere greatly boosted by the Xel’Naga during theirexperiments, they still possess the two traits that originallyintrigued the ancient masters: genetic versatility andpsychic sensitivity.

Each larva contains within it the genetic makeup ofevery other Zerg breed. A young hive will only have thegenetic code for the most basic of Zerg breeds, such asthe Drone, but as it grows and develops new structures,the larvae can expand their library of genetic strains. Witha command from the Overmind, the larvae will enter apupal state and begin the metamorphosis into whicheverbreed is required by the hive.

DroneType: Hive WorkerCore Genus: Gashyrr WaspPrimary Attack: Spines

The savage Gashyrr Wasps of Eldersthine were initiallyinducted into the Swarm to serve as resource gatherers.Over time they became Drones, engineered with theLarvae’s ability to break down their own genetic codingand transform themselves into rudimentary Zergstructures. A transforming Drone needs the Creep toprovide nourishment and mass to support its new form.Like the Larvae, Drones are controlled by the Overlordswho monitor their progress through a type of instinctivetelepathy. Drones are also unusually single-minded abouttheir tasks, diligently working even through ragingcombat.

BurrowDrones have shown the ability to burrow

into the ground when under attack. Thistechnique allows them to remain concealedfrom their enemies while regenerating orwaiting for reinforcements to arrive.

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OverlordType: Airborne Commander

Heavy Transport (advanced strains)Core Genus: Gargantis ProximaePrimary Attack: None; may house other breeds

The semi-intelligent, space-faring behemoths knownas the Gargantis Proximae were inducted into the Swarmso that their heightened senses could benefit Zerg warriorsin battle. The Gargantis flyers were assimilated into theSwarm so well that the Cerebrates use them to maintaincontrol over their forces. Overlords keep the warriors ofthe swarm ordered and coordinated during battle, andwith their enhanced senses they often serve as advancedscouts. They have the innate ability to sense any hiddenenemy units, including those under the effects of cloakingsystems or distortion fields.

In addition to commanding troops against theirenemies, the Overlords also have the responsibility oftransporting Zerg warriors within the hollows of theirreinforced carapace hides. Only larger Zerg nests seemto have this particular breed of Overlord, but it is generallya good idea to kill these creatures on sight for safety’ssake.

ZerglingType: Light Assault WarriorCore Genus: Zz’gashi Dune-runnersPrimary Attack: Claws

The small, savage dune-runners of the sand-worldZz’gash were incorporated into the Zerg Swarm to serveas scouts and initial assault troops. Although the Zerglingsare little more than feral animals, they work well in largegroups under the command of larger Zerg warriors. Thevoracious Zerglings are fond of ripping enemies to shredswith their razor-limb sickles and fangs. Because thegenetic code of the Zergling is so simple to replicate, asingle Larva can spawn two separate Zerglings.

BurrowLike the Drone, some Zerglings have been

noted to burrow underground to set upambushes or to protect themselves from airstrikes. Care should be taken when scoutingfor resources in Zerg inhabited areas, as anynumber of Zerglings could be lying in waitfor the unwary.

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HydraliskType: Medium Assault WarriorCore Genus: SlothienPrimary Attack: Needle Spines

The peaceful, herbivore herds of Slothien wereassimilated into the Zerg Swarm in order to produceone of the most fierce and diabolical of the Zerg strains.The evolutionary matrix of the caterpillar-like Slothienwas supercharged by the Overmind, twisting the haplesscreatures into the nightmarish killers known asHydralisks. These once mild creatures now hunger forblood and violence, and they are infamous for acting ina particularly sadistic fashion.

The spindly, snake-like Hydralisks house hundredsof armour piercing spines within their upper carapaceplates. These spines can be fired in volleys at enemiesapproaching from either the ground or the air, andmassed groups of Hydralisks should be approached withextreme caution.

BurrowHydralisks are especially fond of lying

in wait for their prey. Groups of them havebeen observed burrowing into the groundin the pathway of civilian workers,uncovering themselves when they sensean opponent is near.

UltraliskType: Heavy Assault WarriorCore Genus: BrontolithPrimary Attack: Kaiser Blades

Bearing little resemblance to the docile Brontolith thatthey were evolved from, the dreaded Ultralisk is themost powerful of the Zerg ground forces. They serve asthe backbone of the Swarm’s armies and should beconsidered as dangerous as any armoured vehicle. Thesemassive monstrosities are used as living battering ramsagainst all manner of enemies. The large, bone-likescythes that protrude from the their backs are nearlyindestructible, allowing them to tear through mostknown substances with ease. The best way to approachthese creatures is from the air.

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MutaliskType: Medium Attack FlyerCore Genus: Mantis ScreamerPrimary Attack: Acid Spray

The Mutalisk has been little changed from its originalform, the roving Mantis Screamer of the desolate DinaresSector. Capable of both atmospheric and deep spaceflight, Mutalisks are the primary flying force of the Zerg.They attack by spewing forth a highly concentrated acidspray that will burn through even the thickest of armour.

Guardian FormMutalisks can also metamorph into

another form, which is believed to be basedon the nesting form of the Mantis Screamer.The Zerg Guardian has a thicker armouredcarapace and attacks by lobbing explosivegobs of acid which have a much longerrange than the Mutalisk’s spray. This acidcan only be directed at targets on theground below. Guardians have no naturaldefenses against aerial opponents.

ScourgeType: High Speed AttackerCore Genus: UnknownPrimary Attack: Plasma metamorphosis

In stark contrast to the lumbering Guardian is the tinyScourge. These blind terrors seek out enemy starshipsand dive into them. Catalytic agents found within thebody of the Scourge cause it to explode like a livingplasma bomb when it smashes itself against the hull of alarger vessel. Large numbers of these creatures cancripple a squad of fighters or even a Battlecruiser. Likethe Zergling, the simplistic genetic makeup of theScourge allows two of them to hatch from a single egg.

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QueenType: Hive WardenCore Genus: Arachnis Brood-KeeperPrimary Attack: Glave Wurm

The Zerg Queen does not produce larvae, as her namemight suggest, but she has earned her royal status fromher ability to spawn numerous other parasitic creatures.The Queen can also attack by expelling a voracioussymbiote that rapidly slices its way through opposingforces. Since her lightly armoured body leaves hervulnerable to attack, the Queen usually stays near thecentral hive to watch over maturing Zerg.

Spawn BroodlingsThe Queen launches a small glob of

spores at an enemy ground unit. The sporesattempt to “fertilise” any organic matter thatthey come in contact with and are capableof eating through the armoured shells ofTanks and Goliaths to reach the occupantswithin. Victims are instantly metabolisedand used to feed the growth of a pair ofBroodlings, which hatch within moments.This explosive birth is fatal to the haplesshost. The Broodlings are small but viciousand will attack any nearby enemies

ParasiteBy attaching a tiny, remora-like parasite

to another unit, the Queen can allow theOvermind to see through the eyes of theenemy. The parasite is not readily visible andonce detected can only be removed bykilling it’s host.

EnsnareThe Queen sprays her victims with a thick

mucous that slows down advancing (orretreating) forces. This biological film willeventual dissolve.

InfestationThe most feared of the Queen’s abilities

is the power to Infest a Terran CommandCenter and bring its occupants under theOvermind’s control. The Queen must enter

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a badly damaged Command Centre andsaturate it with parasitic bio-toxins. Onceinfested, the Command Centre’s occupantscan be turned into mindless suicide soldiers.

Infested TerranOnce Terran soldiers and civilians, the

infested victims of the Zerg are completelyconsumed by the will of the Overmind. Theirbodies twisted and mutated to produceextremely unstable chemicals, infestedsoldiers long only to find the Swarm’senemies and destroy them by detonatingtheir own bodies in a cloud of toxic fluid.As with other Zerg ground units, an InfestedTerran also has the ability to burrow.

DefilerType: Viral Shock TrooperCore Genus: UnknownPrimary Attack: Venom

Defilers are the perfect example of the fanatic andsadistic nature of the Zerg. Like the Larvae, the Defilercarries within it the genetic code of every other Zerg breed,but it does not produce them. To the contrary, the Defileruses these genetic matrices to produce cancer-like toxinswhich have dramatic and deadly effects on the Zerg.Although it would seem counter-productive for the Zergto kill their own troops, the catastrophic effects producedby this forced devolution have been known to destroylegions of enemy troops. The Defiler can also defend itselfby spitting its corrosive venom, but it prefers to avoid directcombat.

BurrowDefilers can also burrow into the ground

like their lesser brethren. A common tacticof these vile creatures is to attack until theyrun out of prepared toxins, and then burrowdown until they can rejuvenate their storesof venom.

Dark SwarmThe body of a Defiler is covered with a

countless number of smaller creatures thatfeed off each other. By spontaneously

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launching a number of these creatures into thefray, the Defiler can create a thick cloud of livinginsects to distract the Swarm’s enemies andprovide cover for other Breeds.

PlagueWith this ability, the Defiler produces a batch

of corrosive spores that it then explosivelyprojects in a dense cloud around its enemies.This highly toxic cloud corrodes anything caughtwithin its midst.

ConsumeAs the only breed in the Swarm to show

tendencies of cannibalism, the Defilersometimes feeds off of its own species to regainlost energy. While this practice is particularlyrepulsive to most civilised species in the galaxy,it has proven to be an effective, if unsavoury,tactic.

This once valiant Terran warrior is nowprepared to give his life for the glory ofthe Overmind.

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Hatchery

The Hatchery is the heart of any Zerg cluster. It acts not only as aresource return point and processing centre, but it produces theLarvae from which all other Zerg are spawned. Larvae are producedat a steady rate and will stay near the Hatchery of their creation. Likeall Zerg structures, Hatcheries are living organisms that heal damageover time, making them very difficult to eradicate. The Hatchery isthe only structure that can be built without the benefit of existingCreep since it has been genetically designed to automatically produceenough to fuel its own growth. Creep Colonies, however, are requiredto extend this bio-matter further.

• Burrowing. Excepting the massive Ultralisk, all Zerg creaturesthat inhabit the ground may gain the ability to burythemselves beneath any surface.

Lair

A Hatchery that “matures”, or evolves, into a Lairbenefits from both increased toughness and extendedaccess to the stored genetic knowledge of theOvermind. This allows Zerg Drones to metamorph intomore complex structures, which in turn provide thegenetic code needed by Larvae to metamorph into newbreeds.

• Ventral Sacs. Overlords can be genetically altered todevelop large areas on their underbodies that arecapable of carrying other Zerg.

• Antennas. As antennas are capable of vastly increasingthe sensory range of an Overlord, many brood leadersare altered in this way.

• Pneumatised Carapace. Biologically modified Vespenegas is stored in the Carapace and grants improvedmobility to the Overlord.

Hive

The most evolved form of the Hatchery is the Hive.Protected by a dense exoskeleton and granted fullaccess to the Overmind’s pool of knowledge, a Hiveenables its cluster to produce the most sophisticatedbreeds and structures to be found within the Swarm.

Zerg Structures

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Extractor

Zerg rely on the high-energy state of Vespene gas to power their incrediblemetabolisms and fuel the accelerated growth of their larvae. The Extractoris essentially a giant organ that sits atop a Vespene geyser and packages thegas into small flesh-wrapped sacs that can be easily carried by Zerg Dronesto a nearby Hatchery for absorption. Since the Extractor lives on Vespenegas itself, it does not need to be built on an area already covered in Creep.

Creep Colony

Creep Colonies generate and maintain the thick organic bio-matter thatother Zerg structures need to function. The Colony will continue to producean ever-expanding zone of infested terrain until it reaches its maximumrange of influence. Even before a Creep Colony has blanketed its immediatesurroundings with Creep, it can be transformed to provide either air orground defense for the Hive cluster.

Spore Colony

When a Creep Colony metamorphs into a Spore Colony, it grows a specialsensory organ exactly like those found in Overlords. This sensory clustergives the Spore Colony the innate ability to detect cloaked and concealedunits. The Spore Colony also produces a corrosive variation of the Creepthat it can launch at passing air units.

Sunken Colony

While the Spore Colony provides excellent defense against aerial assaults,the Sunken Colony protects the Hive cluster from ground-based attacks.Rooting itself deep within the Creep, the Sunken Colony grows multipletendrils that it can use to attack any enemies that come too close to itsdeadly grasp.

Spawning Pool

Contained within the primordial ooze of the Spawning Pool is the basicgenetic makeup of the most prolific of the Zerg warrior breeds, the ravenousZergling. Once grown, the Spawning Pool provides this genetic informationto any Larvae produced by the same cluster, allowing them to metamorphinto Zergling.

• Metabolic Boost. This alteration of Zergling physiology serves toincrease their reflexes and rate of movement.

• Adrenal Glands. Changing this delicate glandular balance inducesa kind of battle frenzy that increases the rate at which Zerglingsattack.

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Evolution Chamber

The Overmind knows that complacency is the road to defeat, and itworks constantly to further evolve its children and make them moreefficient killers. The Evolution Chamber provides a testing ground forthe Overmind to manipulate the genetic code of its lesser spawn, giftingthem with enhanced physical abilities.

• Upgrade Melee Attacks. This evolution enhances the naturalweaponry of the Zergling and Ultralisk.

• Upgrade Missile Attacks. This evolution enhances the naturalweaponry of the Drone, Hydralisk and Defiler.

• Upgrade Ground Carapace. This evolution enhances the naturaldefenses of all ground-based minions of the Swarm.

Hydralisk Den

The Hydralisk Den bears only a passing resemblance to the nests ofthe once-peaceful Slothien that the Hydralisks were evolved from.The slime-covered walls of this vile place contain within them theknowledge necessary for a Hive cluster to produce Hydralisk warriors.

• Muscular Augments. Hydralisks can be genetically altered forincreased musculature such that their rate of locomotion isgreatly enhanced.

• Grooved Spines. This subtle variation in the needle spines ofthe Hydralisk allows for an increased attack range.

Nydus Canal

The precise origin of the Nydus Canal is unknown, and the exactprocess of its operation is also a mystery. The initial canal entrance iscreated and then, when a suitable site is found, a sister entrance canbe opened. The Canal then enables Zerg ground units to travel fromone end to the other at extremely high speed regardless of interveningterrain. This enables multiple Hatcheries located across a large area tofunction as one unified nest, with Zerg warriors travelling from onecombat zone to another quickly and efficiently.

Spire

The Mantis Screamers that were assimilated and turned into theterrifying Mutalisks once built their towering nests on lifeless worlds,using any surfaces that could be found. The Spire, though similar inappearance to the Mantis aeries, has been altered to sustain itself byfeeding on the Creep.

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• Flyer Attacks. This evolution enhances the natural weaponry ofthe Mutalisk, Guardian and Queen.

• Flyer Carapace. This evolution enhances the natural defenses ofall aerial minions of the Swarm.

Greater Spire

The armoured Greater Spire carries the genetic code for the deadliestZerg flyers and can be used to further enhance and evolve existing breeds.This structure enables the deadly Mutalisk to transform into its Guardianaspect, in which it sacrifices its speed and aerial assault to gain theability to attack ground based enemies with devastating effect.

Queen’s Nest

The Queen’s Nest is a festering mound of living organisms that liveoff of the Creep and provide the Queen with her various abilities. Themany holes around the base of the Nest house numerous colonies ofparasitic creatures that are nurtured by the Queen herself. These“children” in turn willingly sacrifice themselves to serve the Overmindas required.

• Gamete Meiosis. By increasing the reproductive rate of thesymbiotic and parasitic creatures that serve the Queen, herability to spawn these creatures is augmented.

• Spawn Broodlings. The Queen spawns Broodlings by first infestingher victim with self-replicating spores. Upon maturation, theBroodlings erupt from their host and search for new enemies.

• Parasite. By attaching this tiny parasite to an enemy unit, theZerg can see through the eyes of the host.

• Ensnare. The Queen vomits forth spores that secrete a stickymucous, slowing any units that become enmeshed in hergelatinous trap.

• Infestation. By infesting a Terran Command Center with herparasitic bio-toxin, the Queen brings volatile new creationsinto the Swarm.

Ultralisk Cavern

Deep within the shelled Cavern are numerous high-radiation depositsand dangerous substances. The extremely hostile environment withinthe cavern is what gives the mighty Ultralisk its unearthly toughness. Itsgenetic material has been subjected to countless tests and experiments,and only the final, viable code is used to provide Zerg Larvae with thekey necessary to metamorph into a new Ultralisk.

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Defiler Mound

The area around the Defiler’s lair is littered with mineral chunksthat have become tainted by the venomous essence of the Defileritself. The bottom of the Mound is a disgusting pool of cancerous soupstrewn with a tangled mass of horribly twisted biological rejects. Fromthis organic poison comes the various venoms that are used by theDefiler as weapons against the enemies of the Swarm.

• Metasynaptic Node. By stimulating the growth of this portionof the Defiler brainstem, this mutation increases the rate atwhich bio-toxins are secreted.

• Dark Swarm. The Defiler discharges a thick cloud of parasiticcreatures that negate all ranged attacks that pass through it.

• Plague. The Defiler releases acidic toxins that cause damageto anything trapped within this corrosive cloud.

• Consume. By devouring members of its own Brood, the Defilercan absorb the vital energies of its victims.

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Zerg Broods

Although there is very little known about the different Broods that comprise the ZergSwarms, some Terran scientists have attempted to document and classify a few of the largerBroods that have ransacked their colonies. It seems clear that each distinct Brood stemsfrom a unique Cerebrate that carries out the will of the Overmind. Each Cerebrate isempowered to build its own Brood to accomplish its specified goals. Although the Broodsare difficult to distinguish from one another, Terran scouts have witnessed that they vary infunctionality and purpose. It has been noted that certain Broods work with each other inunison, as if they were operating as cohesive detachments of a larger, tactical force. Terranexplorers have named each discernable Brood with names of ancient beasts from old Earthmythologies.

The Command WingTiamatCerebrate: DaggothEstimated Size: 6,500,000/ all strainsPrimary Directive: Command FleetBrood Colour: Red

Tiamat is the largest and most powerful Brood within the extended Swarm. It is speculatedthat the Overmind itself is protected deep within the safety of this living fleet. The mostadvanced Overlords and Queens define the rigid infrastructure of Tiamat and help to drivethe lesser Broods to total domination over their enemies. Tiamat excels at tactical spacecombat and only dispatches its ravenous surface attackers under the most dire ofcircumstances.

FenrisCerebrate: NargilEstimated Size: 5500/ various strainsPrimary Directive: Hunter SwarmBrood Colour: Green

The Fenris Brood is known for its superior tracking abilities and is often called upon tohunt down escaped breeders and wayward enemies of the Swarm across wild terrain orthrough the endless void of space. Although the numbers of this Brood are few, it carriesout its pursuit with merciless precision and cunning. Their primary role, however, is to findnew races and genetic strains that will benefit the swarm through absorption. Once anacceptable race is found, the Fenris Brood will hound it until it has been either assimilatedby the Overmind or eradicated completely.

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BaelrogCerebrate: GornEstimated Size: 6000Primary Directive: Terror SquadBrood Colour: White

The Baelrog Brood consists of the most fearsome of all Zerg warriors. Ravenous andbloodthirsty to the extreme, the Baelrog Brood is often called upon to sow terror and confusionamongst enemy ranks. Resorting to atrocious acts of cannibalism and indiscriminate slaughter,Baelrog typically causes enemy warriors to flee for their lives or turn upon their own kind inorder to find some desperate means of escape from the horrendous Zerg onslaught.

Primary StrikeforceGarmCerebrate: ZaszEstimated Size: 10,000/ various strainsPrimary Directive: Primary Assault ForceBrood Colour: Orange

Named after the fierce hellhound of Norse myth, Garm strikes with alarming speed andferocity. The minions of this Brood excel at hit and run raids that weaken their enemy’sdefensive formations. Zasz, the cunning Cerebrate of this Brood, delights in preemptiveattacks, relying chiefly upon surprise to throw enemy forces into total chaos.

JormungandCerebrate: AraqEstimated Size: 3,000,000/ all strainsPrimary Directive: Primary Support ForceBrood Colour: Purple

The Jormungand Brood is one of the most heavy-handed of the Zerg attack forces. Typicallycalled upon to follow Garm’s preemptive strikes, Jormungand Brood pacifies all otherresistance to the Swarm. Jormungand relies on strength of numbers and brute force toovercome any foe and excels at ground-based combat and direct unit-to-unit warfare.

SurturCerebrate: KaggEstimated Size: 2,600,000Primary Directive: Heavy Support ForceBrood Colour: Blue

Should the Jormungand Brood fail to achieve total victory over an enemy force, the SurturBrood is released into the combat zone. Named after the fiery Titan of destruction fromNorse mythology, the Surtur Brood is let loose upon any remaining enemy warriors. ThisBrood is so completely destructive when unleashed it is kept restrained within the recessesof the Zerg fleet and is only called upon under the most extreme circumstances. The SurturBrood has been known to eradicate friendly Zerg troops as well as enemies in its furiousrampages.

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STARCRAFTProtoss History

The Xel’Naga and the First Born

A lthough only fragmented documentation remains,

ancient Protoss texts speak ofa highly advanced race that ruled overthousands of worlds in the galaxy, tens ofmillions of years ago. This enigmatic race,often called the Xel’Naga, or ‘wanderersfrom afar’, was rumoured to have seededand cultivated thousands of various specieson the cold and barren worlds within theirdomain. Protoss traditions hold that theXel’Naga were a peaceful and benevolentrace, utterly consumed with the study andpropagation of sentient evolution within theuniverse. Nothing is known of the origin ofthe Xel’Naga, save that they were not nativeto the galaxy over which they held sway.Obsessed with fashioning the perfect life-form, the Xel’Naga laboured to create acreature that would be defined by a distinctpurity of form. For thousands of years theycarefully steered the delicate evolutionaryprocesses of their budding species. Althoughtheir protracted experiments producedmany intriguing deviants and mutations, theraces that the Xel’Naga cultivated always fellshort of their enormous expectations.Despairing at last, the Xel’Naga focusedtheir frustrated efforts on the most promisingof their engineered worlds. Aiur, a massivejungle-world on the galaxy’s fringe, hadborne a race of highly advanced beings.These beings were incredibly adaptable toharsh natural conditions and climates. Theirstrength and speed were unparalleledamongst the other races known to theXel’Naga. The race had even developed a

rudimentary tribal society based upon group-hunting and warrior rule. However, their mostdistinct aspect was that they communicatedwith each other through a very complexmethod of instinctive telepathy, allowing themto operate communally with strikingefficiency. The Xel’Naga were pleased withthe progress of their latest creation andconceded that the new race was the first ofall their experiments to evolve beyond theferal constraints of baser life-forms. To signifytheir ascension in the galactic order, theXel’Naga gave the new race the name ofProtoss, or ‘the First Born’. The early Protosslived in harmony and seclusion upon theworld of Aiur for hundreds of generations,never knowing of the Xel’Naga who watchedover them from afar. Although the Protosswere the most advanced species to arise, theXel’Naga were still unsatisfied with their slowprogress and saw fit to drive the Protoss’evolution even further. The Xel’Naga spentyet another millennium subtly guiding thesteps of their children, eventually succeedingin leading the Protoss to the state of totalsentience and awareness. The First Borngradually became highly intellectual andintrospective, achieving great heights in notonly their cultural advancements, butpersonal, individualistic advancements aswell. Exhilarated by their seeming success,the Xel’Naga finally made themselves knownto the Protoss, never suspecting the chaos thatwas to come.

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The Departureand the Aeon of Strife

The Protoss civilisation spread across theface of Aiur within only a few thousand years,eventually culminating with the warringTribes settling under a centralised rule. In anattempt to discern the full extent of theircreation’s evolution, the Xel’Naga had comedown from the heavens and integratedthemselves into the Protoss culture. Thearrival of the Xel’Naga seemed to bring thescattered Tribes even closer together as theoverjoyed Protoss looked to their wizenedcreators for new truths and insights. TheXel’Naga marveled at how driven the Protosswere to plumb the mysteries of the universearound them. The Protoss harboured aninsatiable lust for knowledge that led themto develop radical, progressive strains ofscientific and meta-neural study. As theirunderstanding and personal awareness grew,the Protoss became exceedingly proud andbegan to see more value in personalachievements than communal advancement.The more successful Tribes began to isolatethemselves from one another, each seekingto define their own roles, not only withintheir immediate society, but within thegreater universe as well. As the Tribes grewfurther and further apart, the Xel’Naga reeledin frustration. They speculated that perhapsthey had pushed the evolution of the Protosstoo far, marring the purity of their creation.Many Xel’Naga believed that the Protoss hadlost their greatest strengths, as individual egosarose to overpower the once primarycommunal link. The Tribes, driven byindividualistic pursuits, rekindled their ownancient principles and rites in order to setthemselves even further apart from theirbrethren. Where once there was only aweand reverence for their creators, suspicionsbegan to brew amongst the Tribes regardingthe interests of the Xel’Naga in their affairs.As months passed on Aiur, the Protoss beganto shy from their Xel’Naga teachers, and eachTribe cultivated wild and unsubstantiated

rumours of their creator’s supposed treachery.Attempting to completely sever themselvesfrom the rest of their race, the Tribes began tolose the connection to their primal psychiclink. This breakdown in the inherent empathyof the Protoss for one another did the most todissolve the last remnants of unity andbrotherhood amongst them. The severing ofthe psychic link was also the greatest sign, tothe Xel’Naga, that the Protoss had tragicallylost the most fundamental element of theirgreatness. Believing that they had made agrave mistake in pushing their failed creationtoo fast, the Xel’Naga made to depart Aiurforever. The suspicious Protoss, at hearing oftheir creators’ departure, reacted with a rash,violent attack upon the Xel’Naga’s world-ships. Many hundreds of Xel’Naga weremurdered by the raging Protoss, who onlydecades before had worshipped them as gods.The Xel’Naga fended off the Protoss’ recklessattack and sorrowfully launched the greaternumber of their massive ships into the tracklessvoid beyond Aiur. The Protoss Tribes, leftconfused and abandoned in the wake of theDeparture, turned on each other in despair.What followed has been recorded as thebloodiest, most violent civil war ever recordedin galactic history: The Aeon of Strife. Theraging battles waged during the Aeon of Strifewere fought by countless generations ofProtoss, all bent on perpetuating the guilt andblame for their abandonment. Although fewactual records remain from this ‘lost period’of Protoss history, it is clear that the First Borndevolved into frantic legions of mercilesskillers. Driven by centuries of unthinkinghatred towards their brethren, entiregenerations of Protoss lived and died withoutever knowing the legacies of their past or ofthe primal psychic bond that their forefathershad once shared. It is legend that even thegreater land-masses of Aiur were devastatedby the epic struggle between the maddenedTribes. It seemed that the whole of the onceglorious Protoss culture was precariouslypoised upon the precipice of totalannihilation.

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Khala: The Path ofAscension

Although there were many differentfactors that led to the ending of the Aeonof Strife, one unprecedented discovery iscited with bringing about the radicalchanges of the Second Age. As the ancient,vicious blood feuds continued to take theirtoll upon yet another generation of Protosswarriors, one eccentric mystic stumbledupon a pivotal insight. The mystic, whosetrue name has been forgotten in the annalsof history, was eventually named Khas or‘he who brings order’. Khas, having studiedthe archaic, forbidden teachings of theXel’Naga, unearthed ancient, monolithicartifacts known as the Khaydarin Crystals.The Crystals, left behind by the Xel’Naga,were fundamental in facilitating their proto-genetic experiments. Khas was able tochannel the primal energies of the Crystalsthrough himself, allowing him to access theprimordial, psychic bond of his race. Forthe first time in thousands of years, theprimal chord of the Protoss was tapped.Flooded by emotions emanating from everymember of his race, Khas became awarethat the Protoss had not lost their primallink, but had simply forgotten how to attunethemselves to it. Horrified by the warringemotions that had been tearing his raceapart for countless centuries, Khas beganto search for a way to heal the searing painsof his people. Khas, gathering many youngProtoss together, was able to teach the newgeneration of warriors how to access theirlatent psychic bond. These young ones,suddenly free to distance themselves fromthe horrendous strife around them, wereable to see clearly that the conflict of theirrace was folly. They believed that theXel’Naga had been right to abandon themand that because their racial essence hadbeen corrupted by the rise of ego, they wereindeed a failed creation. They maintained,however, that because their inherent failure

was not of their own doing, the inner conflictof the Protoss and racial turmoil was baselessand hollow. Khas developed a radical systemof psychic progression that he hoped woulddiscipline the new generation and keep themfrom repeating the tragic mistakes of theirancestors. His theory, known as the Khala, or‘Path of Ascension’, called all Protoss toforsake their own whims and strive to reunifytheir once mighty, communal race. Thegreatest hope of Khas was that the Khala wouldinstill a new sense of essence and vitalitywithin the Protoss race. Slowly, many Protossgave up their ages-old feuds and rallied behindthe ever-growing legions of the Khalai. Thismarked the true turning point in the Aeon ofStrife and led to the rise of the Second Age.As the terrible wars subsided and the Tribesonce more began to heal and bond, thepremise of the Khala began to permeate eventhe deepest, most fundamental roots of Protosssociety.

Dae’Uhl: The StewardshipThe Khala, primarily meant to define a rigid

system of behaviour, also called for a shift fromTribal society to a Caste system. All membersof the Protoss Tribes were split into three newcastes: the Judicators, the Khalai, and theTemplar. This shift worked to remove the lastremnants of the old hostilities between theTribes and strengthen the resolve of the Protossto embrace a new beginning. The Judicatorcaste was comprised of Protoss elders andstatesmen, with its main responsibility beingthe governing of the Protoss under the dictatesof the Khala’s Law. The Judicator Assembly wasruled over by a small group of Elders knownas the Conclave. The second Caste, known asthe Khalai, comprised the greater bulk ofProtoss society. The Khalai caste representedthe driving industrialists, scientists, andworkers who continued to rebuild theirhomelands after the harsh conflicts of the Aeonof Strife. The third caste, called the Templar,were the holy warriors and defenders of Aiur,

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who followed the Khala’s disciplines toachieve ever-escalating pinnacles of psionicpower. Under the new leadership of theConclave and their Judicator Administrates,and armed with the zealous might of theTemplar, the Protoss soon rebuilt theirdecimated world of Aiur into a bustlingparadise. With their growing prosperityleading them to rediscover many of thesciences and studies they had lost, theProtoss learned to travel amongst the stars.Over the course of only a few hundred years,the Protoss conquered hundreds of worldswithin their corner of the galaxy, and spreadthe fruits of their great civilisation to manyof the more advanced races that theyencountered. All in all, the Protossinadvertently succeeded in reclaiming aneighth of the worlds once presided over bythe Xel’Naga. In keeping with the strictcodes of the Khala, the Protoss took uponthemselves the burden of the Dae’Uhl, or‘Great Stewardship’. Following the ancienttraditions of the Xel’Naga, the Dae’Uhlcalled for the Protoss to protect andsafeguard the lesser races that lived undertheir shadow. Unlike their predecessors,however, the Protoss refused to manipulateor interfere in the evolutionary processes ofthe lesser races under their protection. Evervigilant against xenomorphic threats, theProtoss kept a close watch over theirunsuspecting wards. But, much like theXel’Naga many millennia before, the Protosskept their presence hidden from the lesserraces in their care. Many hundreds of speciesgrew and thrived on the various worldswithin their space, never knowing that theywere secretly guarded from on high.

The Dark TemplarAlthough their new enlightened

civilisation grew and thrived, the ProtossConclave kept a dark, shameful secret

hidden from the masses. There were a fewdissident Tribes who refused to embrace theKhala, believing that their individual identitieswould be erased to further promote theJudicator rule. The Rogue Tribes were nothostile or militant, but they believed that theConclave’s communal agenda would be theeventual doom of their race. Thus, theknowledge of the Rogue Tribes was kepthidden, for the Conclave believed that theiraberrant influence might spread throughoutProtoss society and destroy all that Khas hadaccomplished. Convinced that the RogueTribes constituted a palpable threat to the neworder, the Conclave ordered the Templar forcesto eradicate the dissidents. The Templar, ledby a young warrior named Adun, could notbring themselves to slaughter their waywardbrethren. Instead, the idealistic Adunattempted to hide the Rogue Tribes away fromthe sight of the Conclave. Adun believed thathe could convince the Rogues of the Khala’struth by teaching them how to manipulatetheir own latent psionic powers. Althoughtheir powers equaled those of the mightyTemplar, the Rogues still refused to submittheir passionate, free spirits to the Khala.Without the discipline of the Path ofAscension, the powers of the Rogues spiraledout of control and unleashed horrible,devastating storms across the fields of Aiur.The Conclave, shocked that the Templar hadnot destroyed the Rogue Tribes, attempted tosalvage the desperate situation. If the Conclavepunished Adun and the Templar for theirinsubordination, it would be forced to publiclyadmit the existence of the Rogues. Thus theConclave decided to banish the waywardTribes from Aiur forever. The Templar underAdun were sworn to silence as the Rogueswere loaded onto an ancient, but functionalXel’Naga ship and launched into the void ofspace. Forever after the Rogue Tribes wouldbe known as the Dark Templar. Over time,the legend of the Dark Templar spread acrossthe face of Aiur, sparking the imaginations ofmany young Protoss. To show their disdainfor the Conclave and their Judicator lackeys,

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the Dark Templar ceremoniously cut off theirnerve-appendages, effectively severingthemselves from the basic communal linkthat all Protoss share. It was widely rumouredthat since the Shadow Hunters were cut offfrom the primal chord of their race, they wereforced to draw their psionic energies fromthe dark, cold void of space. This tale, aboveall others, worked to incriminate thevagabond warriors for all time. Hunted andfeared by their own brethren, the DarkTemplar led a solitary existence within theirspace-faring vessels. Traveling throughout thecold void of space, they never abandonedtheir love for Aiur, and thus worked tosafeguard their long lost Homeworld in anyway they secretly could.

Humanity and the Comingof the Zerg

The Protoss bore silent witness to theportentous arrival of Humanity to their edgeof space. Although the Protoss wereuncertain of the vagabond origins of theTerrans, they knew that these volatile, shortlived humans would prove to be interestingstudy. Two centuries passed as the Protosswatched over the budding Terran colonists.The Terrans had succeeded in building uprudimentary colonies on over a dozen worldswithin the Protoss’ borders. Although thetechnology of the Terrans was inferior to thatof the Protoss, they adapted to the worldsupon which they lived and thrived. TheProtoss found the Terrans to be fascinatingin that they constantly fought against oneanother, yet still advanced their technologiesand industries by leaps and bounds.

The Protoss were alarmed at how quickthe Terrans were to access and drain thenatural resources from their various worlds.It seemed to the Protoss that the Terrans hadno respect for the delicate balance of nature,as they recklessly sped from one world tothe next, leaving nothing but barren

wastelands in their wake. Bidden by thestrict dictates of the Dae’Uhl, the Protosswere forbidden to directly interfere with thereckless Terrans, no matter how much theywished to do so. This disjointed relationshiplasted for many years between the tworaces. Yet a routine Protoss scouting missionfound evidence that spelled certain doomfor the hapless Terrans.

The High Templar Tassadar, accompaniedby his renowned Templar expeditionaryforce, found a number of small biologicalconstructs floating near the borders ofProtoss space. Upon close inspection,Tassadar deduced that the rathernondescript alien organisms were in factdeep space probes. Although Tassadarcould not discern their point of origin, itwas clear that they were heading towardsthe Koprulu sector of Terran colonies.

Tassadar brought the living probes backto Aiur for immediate study. The strangealiens were unlike anything that the Protosshad ever seen before. The respectivephysiologies of the probes were apparentlyengineered for deep space travel andreconnaissance. In an attempt to discerntheir primary quarry, the Protoss focusedthe energies of the Khaydarin Crystalsthrough the tiny minds of the probes. TheProtoss were shocked to discover that thealien probes responded quickly andnaturally to the powerful energies of theCrystals. Their shock was garnered from thefact that only creatures born of theXel’Naga’s proto-genetics could properlyprocess the energies of the great Crystals.More alarming was the vague thoughtstream that kept repeating, over and over,through the tiny brains of the probes;‘FindHumanity’…‘Eradicate’…‘Learn’…‘Evolve’...

The Protoss speculated that the probeswere the harbingers of a bold new threatto their section of the galaxy. If the creatureswere engineered with Xel’Nagatechnologies, they would be very advancedand extremely powerful.

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It seemed clear to the Protoss that thisnew race constituted a palpable danger toall living beings, and that wherever thegreater bulk of the race was, it must still besearching for the unsuspecting Terrancolonists.

The Protoss began to send out advancescouts to scour the surrounding space-waysfor any sign of the alien invaders. Tassadarclaimed that under the dictates of theDae’Uhl, it was the chosen responsibilityof the Protoss to protect the races under theirwatch. The Conclave, however, argued thatif the ‘worthless’ race of Terrans had alreadybeen infested by some new threat, they mustbe put to the flame and eradicated. A greatdebate began between the Judicators andthe Templar as to how they should involvethemselves in the Terrans’ imminent plight.

The one fact that both castes agreed uponwas that the creatures were undeniablyengineered through Xel’Naga sciences. Andif they were indeed created by the AncientOnes, the Protoss had best be on their guard.It was agreed to send Tassadar and hisexpeditionary force to monitor the Terranworlds and attempt to discern the severityof the impending danger. To this end,Tassadar led his command ship, theGantrithor, and an escort of massive Protosswarships towards the Terran sector ofKoprulu.

The Beginning of the EndUpon arriving in the Terran Sector,

Tassadar’s scouts found evidence that themysterious alien threat had already begunto take its toll upon the Terran colonies.Upon closer inspection, Tassadar found thatthe fringe-colony of Chau Sara had indeedbeen infested by alien organisms.

The entire surface of the colony had beencovered with a thick, toxic substance thatcontinued to erode the planet’s crust. To makematters worse, the aliens themselves hadeither infested or slaughtered most of thehuman colonists. Tassadar, horrified by thecolony’s devastation, could only wonder whythe Terrans had not already rushed to aid theirbesieged world.

The Conclave, hearing of the colony’s fate,immediately ordered Tassadar to burn theentire planet of its infestation. Knowing thatthe burning would eradicate all life on theplanet, Tassadar sorrowfully obeyed hismasters. The lumbering Protoss warshipspowered up their weapons and opened fireupon the unsuspecting colony. This costly ploywas successful in destroying the alieninfestation, but there were still a fewneighboring worlds that had no doubt beeninfested as well. Tassadar was ordered to burnthose worlds and any other Terran settlementthat had even the slightest possibility ofinfestation. While moving his fleet to thesecond infested colony of Mar Sara, Tassadarbegan to doubt the morality of his orders.

The Terran warriors, caught completely bysurprise by the initial attack of the Protoss uponChau Sara, launched a fleet of starships tointercept Tassadar’s fleet. The Terran fleetprepared to defend the colony from theProtoss, just as Tassadar commanded his shipsto pull away and withdraw. Tassadar, strugglingwith his inner doubts, could not bring himselfto destroy Mar Sara or the fleet that had cometo protect it. He sought a way to defeat thealiens without arbitrarily wiping out humanityin the process. Thus engaged, Tassadar refusedto follow the genocidal orders of his masters.Remaining with his fleet, far outside the rangeof Terran sensors, Tassadar waited and watchedas the alien presence continued to encroachacross the Terran wastelands.

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Protoss Species Overview

In stark contrast to the adaptive Terrans and feral Zerg are the stolid, conservative Protoss.With their highly advanced technology and potent psionic abilities, the Protoss have longconsidered themselves the most powerful species in the known galaxy. Although they arenot a prolific people, they have learned to bolster the ranks of their military with robotic warmachines and to combine their intrinsic psionic ability with technology, thus producingsome of the most effective warriors ever known. If the Protoss have a weakness, though, it istheir refusal to accept change. The tenets of the Khala form a rigid path, and the Protoss areloathe to deviate from it for fear of once again falling into civil strife.

Shields

Defensive energy shields protect all Protoss military units, and this providesperhaps their greatest advantage in battle. During the Aeon of Strife, Protoss warriorsused focused psionic energy to surround themselves in impregnable energy shields.Over time, Conclave scholars and Templar sages learned to reproduce the energyshield using induced psi-field generators, which allowed even the smallest roboticmachine to surround itself with a protective field. Protoss energy shields are effectiveat stopping all manner of physical and energy attacks, but they can be depletedduring an attack. Given time, a shield will recharge to full strength, and ShieldBatteries can be accessed to increase the rate of this regeneration.

Warp Gates

The Protoss are a meticulous species, and their manufacturing techniques andtools have been developed over generations by Khalai workers. Protoss structuresare produced on the Protoss Homeworld of Aiur. Robotic Probes use special warpbeacons to provide an anchor and entry point for a special warp gate that brings inthe fully functional building from Aiur. This allows the Protoss to quickly establisha base once they have created a Psionic Matrix.

Psionic Matrix

Protoss buildings and units, to a lesser extent, draw their energy from a greatpsionic energy matrix that emanates from Aiur. While the Nexus provides a link tothis matrix, Pylons are needed to actually tap into the energy required to providePsionic energy (Psi) to new colonies. Each Pylon generates a short-ranged aura ofPsi, which can provide the power needed by buildings and warp gates. If a Protossbuilding loses its connection to the Psionic Matrix, it will shut down until it isreconnected, and new units cannot be gated in if there is insufficient Psi to providethem with power. Available Psi energy is displayed in the upper right-hand cornerof the Main Screen, and selecting a Pylon or attempting to warp in a new buildingwill display a blue aura that represents the extent of the current Psionic Matrix.

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ProbeRole: Resource Gatherer, WorkerArmament: Particle Beam

Probes are robotic drones that service the Nexus andgather the numerous resources needed to power Protosstechnologies. Probes also manufacture and plant themicro-beacons that anchor the teleport matrices ofProtoss structures. These beacons allow the Protoss towarp in prefabricated buildings from their Homeworld.

ZealotRole: Assault WarriorArmament: Psionic Blades

Templar warriors who have yet to reach the upperlevels of the Khala are known as Zealots. These fearlesswarriors attune themselves to the Khala’s disciplines andcan invoke a near-berserker rage while in battle.Enhanced with cybernetic grafts and outfitted with theircoveted power suits, the Zealots exemplify the unbridledferocity of the Protoss at war. Their forearm units arecapable of channeling psionic energy, manifesting it asdeadly blades that are used as their primary meleeweapon.

DragoonRole: Medium Support WarriorArmament: Phase Disruptor

Veteran Protoss warriors who have been crippled ormortally wounded in combat can volunteer to continuetheir service to the Conclave by being transplanted intoDragoon exoskeletons. The shattered bodies of thevolunteers are housed within large, mechanical walkers.By focusing through the Khala, the fallen warriors cancontrol the movements of the Dragoon as naturally as ifthey were within their former bodies. Dragoons provideessential supporting fire for the Zealot forces bylaunching bolts of antiparticles sheathed in a psychicallycharged field. These disintegration bolts are effectiveagainst both air and ground targets.

Protoss Units

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High TemplarRole: Psionic WarriorArmament: Psi Assault

The High Templar are seasoned, veteran warriors ofthe Protoss armies. Respected and honoured throughoutthe Protoss Empire for their bravery and prowess, theTemplar are ever vigilant against threats to the ProtossHomeworld of Aiur. The High Templar have sacrificedthe priciples of martial training in order to moreperfectly command the awesome psionic abilities thatdefine their station.

Psionic StormOne of the first lessons of the Khala is

how to close one’s mind to the outsideworld. The Protoss are such powerfulpsychics that they can inadvertently sendout psychic “ripples” that are disruptiveto other life forms. With careful training,High Templar learn to focus these ripplesinto a storm of raw psychic energy that iscapable of literally tearing apart the mindsof lesser species.

HallucinationIt is rumoured that some High Templar

have learned to create illusionaryduplicates of other beings. While thesephantasms have no physical substance,they can be used to draw fire away fromfriendly units or sow confusion amongstenemy forces.

Summon ArchonIn times of great peril, High Templar

warriors can sacrifice themselves andmerge together as a powerful, psionicentity: the Archon.

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ArchonRole: Heavy Assault WarriorArmament: Psionic Shockwave

These swirling, burning effigies of the Protoss spiritradiate incalculable power, and their devastating psionicstorms can be unleashed against cowering enemy forcesboth in the air and on the ground. Although the Protossare loathe to sacrifice valuable Templar, those that doachieve this final level of commitment are honoured inthe annals of the Templar Archives.

ReaverRole: Heavy Mobile ArtilleryArmament: Manufactures Scarab Drones

Automatons used primarily for ground support, themassive, mechanical Reavers are renowned for theirability to level entire colonies in moments. The Reaveritself does not mount any weaponry, but instead housesa micro-manufacturing plant similar to the ProtossCarrier.

Create ScarabReavers house and construct tiny robotic

drones called Scarabs. The Scarabs arelaunched in groups at enemy targets orinstallations. Unlike the Interceptors foundon Protoss Carriers, the Scarabs do notreturn to the Reaver after they attack.Instead, they explode on impact,generating devastating electromagneticfields that cause heavy damage to theirtargets.

ScoutRole: High Speed FighterArmament: Dual Photon Blasters

Anti-Matter Missles

Although the Protoss regard these powerful fightersas mere scouts, they are easily a match for most otherflying vessels. Armed for both air and ground attacks,the main function of the Scouts is to serve as point guardsfor the Protoss fleet, although they are often called uponto engage various hostile forces.

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ShuttleRole: Armoured TransportArmament: None

Protoss Shuttles are used to carry ground forces intothe midst of battle. These robotic flyers are heavilyarmoured, but maintain no offensive weaponry. Shuttlesare large enough to carry even the massive Reavers withintheir hulls.

ArbiterRole: Judicator SanctumArmament: Phase Disruptor Cannon

Shrouded in mystery and permeated by latent psionicenergy, the lumbering Arbiter ships often accompanyProtoss warfleets into battle. Psychic Judicators crew theArbiter ships, and they use the Arbiter as a focal point toproject a reality-warping field that serves to conceal allfriendly units within close proximity. Since the Arbitermust be anchored firmly in space-time to safely generatesuch a large field, it is immune to the effects and remainsvisible, even when surrounded by the field of anotherArbiter.

RecallShuttles serve as the primary transport

vehicle for Protoss ground troops, butrecently the Protoss have found that theability to rapidly bring more fighting forcesto war zones is invaluable. The Recall abilitycreates a tear in the fabric of space-time,and any friendly units that enter the swirlingvortex will instantaneously appear next tothe Arbiter that initiated the effect.

Stasis FieldIn addition to destabilising the very fabric

of the universe to generate its distortionfield, some Arbiters are capable ofstrengthening discrete pockets of space-time. Anything caught within these absolutepockets is beyond the reach of any normalinteraction, friendly or otherwise. Unitstrapped in a stasis field can neither movenor attack, and are completely immune tothe effects of damage and special abilities.

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CarrierRole: Battle Cruiser/Command ShipArmament: Manufactures Interceptors

The massive Carriers serve as command centres forthe leaders of the Protoss fleets. Heavily armoured andshielded, Carriers can punch their way through enemyblockades by unleashing flights of robotic Interceptorsat vital enemy targets. Although the Carriers have noweapon batteries or armaments of any kind, theirdeployment of Interceptor flights makes them devastatingin ship to ship battle.

Build InterceptorThe maneuverable, computer guided

Interceptors tear through enemy flightformations and relentlessly strafe slowertargets with potent plasma-charges.Manufactured and serviced inside of theCarrier bays, a number of preppedInterceptors can be launched in rapidsuccession.

ObserverRole: Light Non-combat ScoutArmament: None

These small drones are employed to survey vastwasteland areas or observe and record battles for studywithin the Archives. Their complex sensor array leaveslittle energy for defenses, but they can detect cloaked orconcealed units with ease, making them invaluable onthe battlefield.

Observers that are used for deep-space explorationare often deployed without any defensive systems, butwhen used in a combat zone they are equipped with amicro-cloaking field to hide them from the enemy. Likethe Arbiter, the Observer does not require any additionalenergy to maintain the field.

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Protoss Buildings

Nexus

The mammoth, pyramidal visage of the Nexus looms over eachand every Protoss settlement. The Nexus serves as a psychic anchor,allowing the Protoss to access their psionic energy matrix fromacross the galaxy. The Nexus also manufactures the small robotProbes that gather precious resources and lay down the warpbeacons required to teleport in other Protoss buildings.

Pylon

Carved from the sacred Khaydarin Crystals found only on theProtoss Homeworld, Pylons act as focal points for the PsionicMatrix emitted by the Nexus. The floating Pylons can power anyProtoss buildings within a large radius around them, andestablishing a network of Pylons is essential to properly expandinga new Protoss colony.

Gateway

The swirling rift at the centre of the massive Gateway is wherethe highly trained Protoss ground troops can be warped in fromtheir Homeworld of Aiur.

Forge

Even though their technology is incredibly advanced whencompared to that of other species, the Protoss constantly strive toenhance and refine their weapons and armour. Work at the greatForge rarely ceases, as this edifice is where much of this researchtakes place.

• Upgrade Ground Weapons. This upgrade enhances theweapons employed by the Probe, Zealot, High Templarand Dragoon.

• Upgrade Shields. This upgrade intensifies the shields ofProtoss units.

• Upgrade Ground Armour. This upgrade strengthens thearmour worn by the Probe, Zealot, High Templar,Dragoon and Reaver.

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Cybernetics Core

The Cybernetics Core is a secondary Protoss building which housesthe construction materials and automated factories essential to theproduction of the powerful Protoss Dragoons. Located deep withinthe Core are the mysterious essence translators that bond the spirits offallen Protoss to the cold metal exoskeletons of the Dragoons.

• Singularity Charge. By employing technology that restructuresantiparticle amplitudes, the Dragoon Phase Disruptor rangeis extended.

• Upgrade Air Weapons. This upgrade intensifies the weaponsmounted on the Scout, Arbiter and Carrier.

• Upgrade Air Armour. This upgrade strengthens the armour ofall Protoss aerial units.

Citadel of Adun

The ultimate goal of all Protoss warriors is to achieve the highestlevel of Khala. To this end they spend much of their time in deepmeditation and sparring with each other in the floating Citadels. Namedfor one the greatest masters of the Khala, the Citadels of Adun arecenters of learning and research for acolyte warriors

• Leg Enhancements. Zealot power suits can be enhanced withcybernetic boosters that enable these warriors to close ontheir victims with frightening speed.

Robotics Facility

The Protoss rely on automated war machines to bolster their numbersand avoid the loss of Protoss life. While the Robotics Facilitymanufactures these vehicles, other buildings are required to expandits capabilities.

Robotics Support Bay

This secondary buildings is intended to bolster the capabilities ofthe Robotics Facility. While it does not manufacture new units itself, itcan develop more efficient components for Protoss war machines.

• Upgrade Scarab Damage. By synchronising their electro-magnetic fields, Scarabs are capable of delivering tremendousamounts of concussive damage.

• Increase Reaver Capacity. By installing a neoteric micro-manufacturing plant, the Reaver can increase the number ofScarabs that are stored within its hull.

• Gravitic Drive. By combining anti-gravity theory with currentrepulser technology, these engines provide increased speedfor the Shuttle.

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Observatory

History is of vital importance to the Protoss, as they believe that greatevents echo across space-time and serve as lessons for those wise enoughto study them. Even during the Aeon of Strife, Protoss scribes recordedthe wars and their heroes for future reference. The Observatory is a modernrefinement of the ancient scribe library, and it is here that the data gatheredby the robot Observers is recorded and catalogued for study by futuregenerations of Protoss.

• Gravitic Booster. By combining anti-gravity theory with currentmicro-thruster technology, these engines provide increasedspeed for the Protoss Observer.

• Sensor Array. Observers can be outfitted with enhanced scannersthat enable this aerial automaton to better gather battlefieldintelligence.

Templar Archives

The Templar Archives are dark, mysterious buildings that serve astraining centres for the legions of the High Templar. These honouredwarriors, charged with wielding the awesome psionic powers of theirrace, use the Archives to directly commune with their ancient ancestorsand thereby gain knowledge inaccessible to ordinary warriors.

• Khaydarin Amulet. By equipping themselves with amulets carvedfrom Khaydarin crystal, the High Templar are able to channelthe energies of the Khala with greater efficiency.

• Psionic Storm. By opening their minds and unleashing raw psychicenergy, the High Templar can assault multiple enemies at once.

• Hallucination. By learning this mental discipline, The High Templarcan implant images within the minds of their enemies. Whilethese phantasms have no substance, they are perfect replicas ofthe original.

• Summon Archon. Through an act of great and honoured sacrifice,two High Templar can combine their essence to bring forth asupreme psychic warrior.

Stargate

The mighty warships of the Protoss fleet require a much stronger warplink than the Gateway provides. The immense Stargate is capable of callingships from high orbit around Aiur to distant planet surfaces.

Fleet Beacon

Easily recognised, the Fleet Beacon is built around a huge spherepainstakingly carved from the largest and purest of Khaydarin crystals.The Beacon focuses Psi through this sphere to strengthen and magnifythe warp rift created by the Stargate, allowing it to teleport the largest ofthe Protoss warships.

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• Apial Sensors. Located in the nose section of the Protoss Scout,these special sensors provide longer sight range.

• Gravitic Thrusters. By combining anti-gravity theory with currentmicro-thruster technology, these engines provide increasedspeed for the Protoss Scout.

• Increase Carrier Capacity. This upgrade refits the Carrier withadditional fighter bays.

Arbiter Tribunal

The mighty Arbiter warships, surrounded as they are in a permanentdistortion field, are extremely difficult to safely teleport. The Tribunalserves as a warp anchor of sorts, strengthening local space-time so thatthe Arbiters may be brought through the Stargates.

• Khaydarin Core. By infusing pure Khaydarin crystals into the heartof the ship’s reactor, the Arbiter gains increased energy storagecapacity.

• Recall. The development of space folding technology allows theArbiter to act as an anchor point and instantly transport units toits location.

• Stasis. By manipulating space-time fields, the Arbiter can placeunits in a state of Stasis. While the affected unit cannot move, itis also unaffected in any way by other units.

Shield Battery

The Shield Battery has a Khaydarin core that absorbs local Psi energyand contains it until it is needed by nearby Protoss warriors. By touchingone of the Battery’s many energy spokes, any friendly Protoss warrior orvehicle can rapidly recharge its own shield levels. The Battery does havea limited capacity, but will recharge itself over time. Careful deploymentof multiple Batteries can spell the difference between victory and defeatin any campaign.

Photon Cannon

The Protoss revel in the glory of personal combat, but they alsorecognise the need for automated defenses to watch over their colonies.The Photon Cannon fires an encapsulated antimatter sphere similar tothat generated by the Dragoon. It is an effective weapon against both airand ground targets. The Cannons are also enhanced with special sensortechnology borrowed from the tiny Observer, enabling them to detectcloaked and hidden units. As with all Protoss buildings, care should betaken to provide ample Pylon support for Cannons. Should their link tothe Psionic Matrix be broken, they will shut down — thus leaving theway open to the enemies of Aiur.

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Protoss Tribes

Although the Khala has called upon the Protoss to forsake their ancient Tribal society andembrace the new castes of Judicator, Templar and Khalai, many still cling to the fleetingcustoms and trappings of the old ways. The various Tribes remain intact only to remind theProtoss of the follies of their past. With the ascension of the Judicator as the ruling casteabove all Protoss, the old dilemma of Tribal separatism no longer threatens the greatersociety. The most distinguishable aspect of the Tribes is that each sect of Protoss has its ownunique skin shades ranging from mottled grey to a dark, aphotic blue.

AraCaste: JudicatorStation: Conclave Praetor GuardTribal Colour: Red

The Ara is a relatively young Tribe, by Protoss standards. They were the first group to rallybehind the vision of Khas for a unified race after the ending of the Aeon of Strife. Theyouthful enthusiasm of the Ara helped to promote the mandates of the Khala, and ease thefragmented Tribes into a lasting peace. The Ara maintains the power within the Judicatorcaste and thus controls who presides within the ruling Conclave. In light of recent events,the Ara hold to the tenet that the Zerg should be the greatest concern of the Protoss and thatHumanity should be left to its own fate.

AkilaeCaste: TemplarStation: High Templar CommandTribal Colour: Green

The Akilae represent the strongest fighting force within Protoss society. The Akilaedominated the other Tribes for hundreds of years during the Aeon of Strife, but quickly sawthat Khas’ vision of unity heralded a bold new age for their race. Entrusted with protectingthe Homeworld of Aiur, the Akilae have stalwartly upheld their charge for generations. Ledby the powerful High Templar, the Akilae command the might of all Protoss Templar at war.Although extremely loyal, the Akilae have recently argued with their Judicator superiorsthat Humanity should be saved from the Zerg threat, not arbitrarily destroyed because of it.

ShelakCaste: JudicatorStation: Librarians, Keepers of the Khaydarin CrystalsTribal Colour: White

The Shelak Tribe was the Tribe closest to the ancient Xel’Naga race. Therefore, they wereappointed by the Judicator to study and protect the powerful Khaydarin Crystals that empowerthe awesome technologies of the Protoss. The Shelak, intrigued by the legacy of the Xel’Naga,

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continuously study their ancient texts. Although the Judicator have banned all Xel’Nagateachings, the Shelak are still allowed access to the archives. The Judicator hope that theShelak can unravel the mysteries of the Xel’Naga and thus expand their knowledge throughthe Khala.

SargasCaste: TemplarStation: Enforcers/ AssassinsTribal Colour: Blue

Easily the most notorious of the Tribes, the Sargas have offered a tenuous allegiance to theJudicator Conclave. Much like the Venatir before them, the Sargas continually fight to overridethe effects of the Khala upon their Tribe. Obsessed with holding onto their ‘free will’ andTribal identity, the Sargas offer their aid only when it serves their purposes. The Conclavehas found that the Sargas are extremely adept at the arts of killing. Thus, their members havebeen made the official assassins of the Protoss, deftly eradicating any dissidents or enemieswith the ancient grace of their hunter-race. It has been noted that more Dark Templar stemfrom the Sargas Tribe than from any other.

AurigaCaste: TemplarStation: Protectors of the Great FleetTribal Colour: Orange

Charged with servicing and operating the massive Carrier ships and Arbiters that protectthe space-ways of Aiur, the Auriga Tribe has never faltered in its duty to the Conclave. Tensof thousands of years ago, they were the first to construct sailing ships that they boldlylaunched upon the furious seas of Aiur. Captivated with the thrill of driving their vessels intothe unknown, the Auriga stand ever ready to combat any threat that might loom above theProtoss Homeworld.

FurinaxCaste: KhalaiStation: Weaponsmiths and TechnologistsTribal Colour: Purple

Even though the Furinax Tribe reviles warfare of any kind, they can be counted upon todefend their Homeworld with savagery and honour. For generations the Furinax have servedtheir race as weaponsmiths and builders. Obsessed with merging the sacred energies of theKhaydarin Crystals with modern technologies, they revel in their progressive crafts. Thegreatest feats of the Furinax Smiths are the revolutionary power suits of the Zealots and thepowerful Dragoon exoskeletons.

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Roster of HeroEs

Arcturus MengskMale Terran, age 38Former Confederate ProspectorLeader of the Sons of Korhal

Arcturus was once a successfulProspector for the Confederategovernment. Although his homeworld,Korhal IV, was a hotbed of civil violenceand anti-Confederate sentiment, Arcturusserved his government with courage andhonor. As the civil turmoil reached theboiling point on Korhal, the Confederateslaunched a salvo of Apocalypse-Classnuclear missiles at the inflamed colony.Korhal IV was devastated, leaving Arcturuswith only ghosts of the family and life heonce knew. He immediately resigned hisProspector commission and vowed tobring down the Confederate governmentthat destroyed his life. Gathering many ofthe survivors of the Korhal catastrophe,Arcturus founded a militant terrorist groupknown as the Sons of Korhal to aid him inbringing down the hated Confederates.

Jim RaynorMale Terran, age 29Former Colonial MarshalCommander in the Sons of Korhal

An ex-Confederate Marshal, Jim Raynoris now a loyal supporter of the anti-Confederate organisation led by ArcturusMengsk. Raynor spent many years keepingthe peace on the colony of Mar Sara, butas Confederate enforcements becameincreasingly harsh, Raynor decided to joinup with the Sons of Korhal. Although he isnew to the movement, Raynor has provenhimself to be a dynamic leader and he iswell liked and respected by the troopsunder his command. Despite his oftensarcastic demeanour, Jim is fiercely loyalto the Sons of Korhal and will put it all onthe line without hesitation.

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Sarah KerriganFemale Terran, age 26Former Confederate Assassin2nd in Command of the Sons of Korhal

Brought into the Confederate Ghostprogram as a child, Kerrigan was nevergiven the chance for a normal life. Theneural processing treatments that were usedto dampen and pacify her latent psychicpowers left her a withdrawn and introvertedyoung girl. Forced to murder countlessenemies of her Confederate masters,Kerrigan was finally exposed to a series ofclandestine experiments conducted by theConfederate Government. During a raid ona remote Terran outpost, Arcturus Mengskdiscovered and rescued Kerrigan from theConfederate scientists. The Confederateshad ruined both their lives, and it was asimple matter to convince the youngwoman to lend her formidable combat skillsto his cause. Although Kerrigan is oftencalled upon to be an executioner, she hasnever fully embraced the darker aspect ofher true nature.

Edmund DukeMale Terran, age 53Confederate GeneralAlpha Squadron Division

General Edmund Duke has been astalwart defender of the Confederacy forover forty years. Motivated by his love ofpower and control rather than any heart-felt political affiliation, Duke has earned areputation for running things ‘by the book’.His long years of service with AlphaSquadron have left him with extensivetactical experience, making him one of thegreatest military minds in the Terran Sector.Despite his abilities, Duke’s ego andinsufferable pride often lead to hostileconfrontations with those under hiscommand.

AldarisProtoss, Age 740JudicatorAdvisor to Koprulu Expeditionary Force

Aldaris is a strong believer in the Protossvision of the New Beginning. He holds thevirtues of communal achievement andselfless honour above all things. Aldaris ischarged with watching over Tassadar’scommand of the expeditionary force and isquick to chastise the younger Protoss for hismistakes. Aldaris has no compunctionagainst branding those who do not conformto Protoss dogma as heretics and traitors.

ZeratulProtoss, age 634Praetor of the Dark TemplarAssassin/ Adventurer

Like all of his dark brethren, Zeratul wasbanished from the Protoss Homeworld longago for refusing to submit his will to the‘communal glory’ of the Khala. Because ofthis, Zeratul harbours a deep seated hatredfor the Protoss Conclave and the Judicatorcaste who were responsible for his wrongfulexile. Zeratul is proud and noble, but ismarked by a dark and tragic aura. Althoughhe is secretive and calculating, Zeratul isextremely honourable and would gladly riskeverything to defend his long-losthomeworld of Aiur.

FenixProtoss, age 397TemplarPraetor of the Protoss Defense Forces

Fenix rose up through the Templar ranksalongside his friend Tassadar. He is bothcunning and powerful and has fought againstthe enemies of the Protoss in countlessbattles. Capable of strong empathy andtremendous rage, Fenix has long been oneof Tassadar’s greatest supporters. Fenix isdistrustful of Aldaris and the Judicator caste,and thus relies only upon the honour of hisfellow Templar warriors and his ownunparalleled skill in the theater of battle.

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TassadarProtoss, age 356High TemplarExecutor of the Koprulu Expedition

Tassadar exemplifies the growing riftwithin Protoss society. Born into a newgeneration that looks ahead to a dynamicfuture, Tassadar is frustrated by the stoic viewthat his elders hold of the past. Tassadar feelsthat the unbending nature of the Protoss andtheir inability to re-evaluate ancient traditionswill be the doom of his race. Fascinated bythe power and mysticism of the renegadeDark Templar caste, Tassadar hopes to findsome way to bridge the gap between theseexiles and his masters.

The OvermindBodiless Entity, age UnknownMaster of the Zerg Swarms

Created several millennia ago by theenigmatic Xel’Naga, the Overmindrepresents the collective consciousness of theZerg race. Believing that it exists to becomethe perfect life-form by assimilating thestrongest species in the universe, theOvermind is obsessed with its sacredmission. Brilliant and cunning in the extreme,the Overmind will stop at nothing to ensureits success. The Overmind has the deepestrespect for the Protoss, whom it believes tobe the greatest species it has sought toconquer. The inevitable conflict with theProtoss will be its ultimate test.

DaggothZerg Cerebrate, age UnknownMaster of the Tiamat Brood

Like all Cerebrates, Daggoth was createdto help the Overmind keep control over theZerg Broods. Commanding the largest ZergBrood, Tiamat, Daggoth serves the Overmindwith ferocity and valour. Daggoth is easilyone of the strongest willed Cerebrates, oftenadvising other Cerebrates as to how theymight best serve the Overmind.

ZaszZerg Cerebrate, age UnknownMaster of the Garm Brood

Zasz is one of the most clever Cerebrates,who never ceases to question his fellows.Zasz is driven to know all that he can aboutthe other Cerebrates, so that they might allwork together efficiently. However, Zasz’ssniveling nature often disturbs his fellowswho find him to be somewhat unstable.Although Zasz is irritating, he is absolutelyloyal to the Overmind and the sacredmission of his race.

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Game DesignBlizzard Entertainment

Executive ProducerAllen Adham

ProducersJames Phinney, Bill Roper, Mike Morhaime

Senior Designers James Phinney, Chris Metzen

Lead ProgrammerBob Fitch

ProgrammingCollin Murray, Michael Morhaime, Frank Pearce,Patrick Wyatt, Mike O’Brien, Gage Galinger, DanLiebgold, Rob Huebner

AI ProgrammingBob Fitch, Brian Fitzgerald, Brian Bishop

Campaign EditorJeff Strain

Battle.net ProgrammingMike O’Brien, Scott Coleman, Dan Liebgold

Installer ProgrammingMichael Heiberg

Art DirectorsSamwise Didier, Duane Stinnett

3D ArtworkJustin Thavirat, Trevor Jacobs, Samwise Didier,Roman Kenney, Maxx Marshall, RobMcNaughton, Micky Nielsen, David Pursley, EricFlannum, Bill Petras, Duane Stinnett, NickCarpenter, Dave Berggren, Brian Sousa

ArtworkDave Berggren, Samwise Didier, Trevor Jacobs,Justin Thavirat, Nick Carpenter, Duane Stinnett

Technical ArtistsRobert Djordjevich, Jeffrey Vaughn, PeterUnderwood

Director of Blizzard FilmMatt Samia

Cinematic DirectorsMatt Samia, Duane Stinnett

Cinematic 3D ArtistsMatt Samia, Duane Stinnett, Brian Sousa, NickCarpenter, Trevor Jacobs, Harley Huggins II, RobMcNaughton, Scott Abeyta, Stu Rose, SharonShellman, Bill Petras, David Pursley, MaxxMarshall, Eric Flannum

Cinematic Technical Artist/Video EngineerJoeyray Hall

Storyboard ArtistsNick Carpenter, Bill Petras, David Pursley, MattSamia, Duane Stinnett, Justin Thavirat, Brian Sousa

Audio ProducersGlenn Stafford, Shane Dabiri

MusicGlenn Stafford, Jason Hayes, Derek Duke, Big Tuna

Sound DesignGlenn Stafford, Jason Hayes, Tracy W. Bush, JoeyrayHall, Matt Uelmen

Voice Production, Direction & CastingGlenn Stafford, Mark Schwarz, Chris Metzen

Recording EngineerRobert Koenigsberg

Script & StoryChris Metzen, James Phinney

VoicesGlynnis Talken, Michael Gough, Paul Eiding, LaniMinella, Bill Roper, Glenn Stafford, Chris Metzen,Matt Samia, Jason Hayes, Tiffany Hayes, Tracy W.Bush, Allen Adham, Paul W. Sams, Jorge Rivero,Harley Huggins II, Duane Stinnett, Micky Neilson,James W. Harper, Jack Ritschel, Robert Clotworthy,James “Whiteboy” Page

Strike TeamAllen Adham, James Phinney, Mike O’Brien,Samwise Didier, Chris Metzen, Bob Fitch, MikeMorhaime, Patrick Wyatt

Associate ProducersShane Dabiri, Mark Kern

Scenario DesignJames Phinney, Chris Metzen, Eric Flannum

Scenario LayoutEric Flannum, Dean Shipley, Ian Welke, Chris Sigaty,Rev. Dan Moore

Manual Design & LayoutPeter Underwood, Bill Roper, Chris Metzen, JeffreyVaughn

Manual ArtworkSamwise Didier, Chris Metzen, Bill Petras, SharonShellman, Brian Sousa, Stu Rose, Eric Flannum, ScottAbeyta, Peter Underwood, Rob McNaughton

Director of OperationsIsaac Matarasso

Director of Support ServicesRobert Bridenbecker

QA ManagerMichael Brannigan

Lead TesterChris Sigaty

Assistant Lead TesterIan Welke

QA AnalystsGeoff Fraizer, Mike Givens, David Hale, Brian Love,Dan Moore, Matt Morris, Dean Shipley, Jamie Wiggs

- Credits -

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Additional TestingEric Dodds, Frank Gilson, John Lagrave, JudahMehler, Nick Santucci, Derek Simmons, Phil Stuart,Chris Millar

Hardware SpecialistVic Larson

Lead Technical SupportTwain Martin, John Schwartz

Technical SupportMichael Barken, Roger Eberhart, Liem Le, KirkMahony, Mike Murphy, Chad Myers, BrandonRiseling, Jason Schmit, Mick Yanko

Online SupportAlen Lapidis, Scott Mercer, Pat Nagle, Collin Smith

Office AdministrationChristina Cade, Kira Inlow, Dana Martin

Executive DunselAlan Dabiri

Localisation ProducersFlavie Gufflet-Dowling, Shane Dabiri

Localisation CoordinatorsAntje Hink, Louis Mutter

Localisation QAPadraig McCaul, Shane Moran, Juan Martinez

Localisation EngineerMike Hayes, Damien Monaghan

Localisation SupportFlorian Muller, Astrid Schiller

Localisation Graphics and DesignSheila Stephens

Information Systems ManagerAdrian Luff

Information SystemsChad Chaudhry, Andrew Edwards, Hung Nyugen

Public RelationsSusan Wooley

Business DevelopmentPaul W. Sams, Melissa Edwards, Shannon Welch

Legal CounselPaula V. Duffy, Eric Roeder, Kevin Crook, MarkReichenthal

MarketingJohn Patrick, Steve Huot, Neal Hubbard, KathyCarter, Jessica Monson, Steve Parker, Mike Bannon,Jeff Chenault

U.S. SalesTodd “Little Buddy” Coyle, Danny Kearns

International SalesJack Allewaert, Ralph Becker, Christophe Ramboz,Jean-Daniel Pages, Florian Mueller

Direct SalesRob Beatie, Kim Farrington

ManufacturingJohn Goodman, Tom Bryan, Jaime Chavez

Battle.net Hosting PartnersGlobalCenter, MindSpring, Exodus, Multiplay

Thanks ToBlizzard North, Walter Forbes, Henry Silverman,Ron Millar, Adam Maxwell, Rob Pardo, Wizards ofthe Coast, Omar Adham, Gretchen Witte, Ray theSoda Guy, Robert A. Heinlein, Insomnia, ScottAdams, Trisha Ann Ochoa, Patricia Ford, SausageMcMuffins, Team Fortress Software, The Prodigy,Rage Against the Machine, Mountain Dew, KarenPeris (glow), Terry Gilliam, Tracey McNaughton,Jackie Chan, Strung Out, John P. Kee, EvanderHolyfield, Erykah Badu, Scooperelli, Brazil 2001,Paul Thomas Anderson, the Shmoo, Gabrielle(Xena’s scene-stealin’ friend), Krissann, Steven WardBush, The Aesir, Nena, Team Hamro, NatalieMerchant, Dr. Gregory T. Street, Walt Simonson, BobHuggins, Karen Mikinka, Jenny Porter, StanleyKubrick, Walter Takata, Steven Spielberg, SusanStafford, Victor & Beverly Morhaime, Moebius,Edwin Braun, the Girls of Crazy Horse II, GuinnessBrewing Company,The Poxy Boggards, ChrisQuiming, Juan Giminez, Ray’s Pork Rinds, JamesShipley, Lisa Pearce, Storm Watch 97 “El Nino”,Jason Thor Hall, monkeys,Damian Russell Hall,Gene Roddenberry, Shane’s (not Alan’s) Mom, MollyMiller, Pen Pen, Marlboro, Dawn Sexton, FranLoosen, Alison Leigh Breckenridge, Dawn Caddel,Lady Ariana, Stan Winston, Avalon Tattoo, DannyBoyle, the Notorious Crawfords, Master BrandonDillon, Bill and Sharon Strain, Ozora Mirai, ToriFitch, Eufemia Palomino, Bob & FrancesBridenbecker, Nuclear Rabbit, Kali Old Schoolers,Long Island Ice Teas, Michael Miller, Carl Sagan,The Andrews Boys, The Universal ClericCorporation, Teri Huggins Garrison, Soul Coughing,Valerie Marshall, Quinn Stafford, Elizabeth Millar,Lyssa Lenske, Michael Mann, Kristin Huntsman,Guttermouth, Rebekah, Melissa Estes, Alen Yen,Rush, Annie and Baby Madeline Strain, the residentsof SouthPark, Big Joe, Stymie Evets, SandraSchneible, The Barenaked Ladies, Chow Yun Fat,Herodotus, Bob Moseley, 420, Christy Goddess,Ayukawa Madoka, Ethan Stafford, Martin LutherKing Jr., ChickenKing, Richard Corben, DraguEnergists, Leslie the Long Beach Lovely, GeorgeLucas, Miyazaki Hayao, Lucky the donkey, Sen.-CA, Salty Dog (R), Amos the Dog, James Cameron,Operation CWAL

And you for reading this!Special Thanks To

Chris McLeodBob and Jan Davidson

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Blizzard Entertainment9 6

YOU SHOULD CAREFULLY READ THE FOLLOWING END USER LICENSE AGREEMENT BEFORE INSTALLING THIS SOFTWARE PROGRAM. BYINSTALLING, COPYING OR OTHERWISE USING THE SOFTWARE PROGRAM, YOU AGREE TO BE BOUND BY THE TERMS OF THIS AGREEMENT. IF YOU DO

NOT AGREE WITH THE TERMS OF THIS AGREEMENT, PROMPTLY RETURN THE UNUSED SOFTWARE PROGRAM TO THE PLACE FROM WHICH YOUOBTAINED IT FOR A FULL REFUND.

This software program (the “Program”), any printed materials, any on-line or electronic documentation, and any and all copies and derivative works of such softwareprogram and materials are the copyrighted work of Blizzard Entertainment, a division of Davidson & Associates, Inc., or its suppliers. All use of the Program is governedby the terms of the End User License Agreement which is provided below (“License Agreement”). The Program is solely for use by end users according to the terms of theLicense Agreement. Any use, reproduction or redistribution of the Program not in accordance with the terms of the License Agreement is expressly prohibited.

END USER LICENSE AGREEMENT

1. Limited Use License . Blizzard Entertainment (“Blizzard”) hereby grants, and by installing the Program you thereby accept, a limited, non-exclusive license andright to install and use one (1) copy of the Program for your use on either a computer or portable computer. In addition, the Program has a multi-player capability thatallows up to eight players per registered version of the Program to play concurrently. These additional copies of the Program are known as and referred to hereafter as“Spawned Versions.” You may install Spawned Versions of the Program on an unlimited number of computers. However, Spawned Versions of the Program must beplayed in conjunction with the registered version of the Program from which they were spawned. All of the terms and conditions of the License Agreement shall alsoapply to the Spawned Version of the Program, with the exception that the Spawned Version may be installed on as many computers as you wish. The Program alsocontains a Campaign Editor (the “Editor”) that allows you to create custom levels or other materials for your personal use in connection with the Program (“NewMaterials”). All use of the Editor or any New Materials is subject to this License Agreement. The Program is licensed, not sold. Your license confers no title or ownershipin the Program.

2. Ownership. All title, ownership rights and intellectual property rights in and to the Program and any and all copies thereof (including but not limited to any titles,computer code, themes, objects, characters, character names, stories, dialog, catch phrases, locations, concepts, artwork, animations, sounds, musical compositions,audio-visual effects, methods of operation, moral rights, any related documentation, and “applets” incorporated into the Program) are owned by Blizzard Entertainmentor its licensors. The Program is protected by the copyright laws of the United States, international copyright treaties and conventions and other laws. All rights arereserved. The Program contains certain licensed materials and Blizzard’s licensors may protect their rights in the event of any violation of this Agreement.

3. Responsibilities of End User.

A. Subject to the Grant of License hereinabove, you may not, in whole or in part, copy, photocopy, reproduce, translate, reverse engineer, derive source code,modify, disassemble, decompile, create derivative works based on the Program, or remove any proprietary notices or labels on the Program without the prior consent,in writing, of Blizzard.

B. The Program is licensed to you as a single product. Its component parts may not be separated for use on more than one computer.

C. You are entitled to use the Program for your own use, but you are not entitled to:

(i) sell, grant a security interest in or transfer reproductions of the Program to other parties in any way, nor to rent, lease or license the Program to otherswithout the prior written consent of Blizzard.

(ii) exploit the Program or any of its parts for any commercial purpose including, but not limited to, use at a cyber café, computer gaming center or any otherlocation-based site. Blizzard may offer a separate Site License Agreement to permit you to make the Program available for commercial use; contactBlizzard for details;

(iii) use or allow third parties to use the Editor and the New Materials created thereby for commercial purposes including, but not limited to,distribution of New Materials on a stand alone basis or packaged with other software or hardware through any and all distribution channels, including,but not limited to, retail sales and on-line electronic distribution without the express written consent of Blizzard; and

(iv)host or provide matchmaking services for the Program or emulate or redirect the communication protocols used by in the network feature of the Program,through protocol emulation, tunneling, modifying or adding components to the Program, use of a utility program or any other techniques now knownor hereafter developed, for any purpose including, but not limited to, network play over the Internet, network play utilising commercial or non-commercial gaming networks or as part of content aggregation networks without the prior written consent of Blizzard.

4. Program Transfer . You may permanently transfer all of your rights under this License Agreement, provided the recipient agrees to the terms of this LicenseAgreement and you agree to remove the Program and any New Materials from your computer or portable computer.

5. Termination. This License Agreement is effective until terminated. You may terminate the License Agreement at any time by destroying the Program and any NewMaterials. Blizzard may, at its discretion, terminate this License Agreement in the event that you fail to comply with the terms and conditions contained herein. In suchevent, you must immediately destroy the Program and any New Materials.

6. Export Controls. The Program may not be re-exported, downloaded or otherwise exported into (or to a national or resident of) any country to which the U.S. hasembargoed goods, or to anyone on the U.S. Treasury Department’s list of Specially Designated Nationals or the U.S. Commerce Department’s Table of Denial Orders.By installing the Program, you are agreeing to the foregoing and you are representing and warranting that you are not located in, under the control of, or a national orresident of any such country or on any such list.

7. Limited Warranty. Blizzard expressly disclaims any warranty for the Program, Editor and Manual(s). The Program, Editor and Manual(s) are provided “as is”without warranty of any kind, either express or implied, including, without limitation, the implied warranties of merchantability, fitness for a particular purpose, ornoninfringement. The entire risk arising out of use or performance of the Program and Manual(s) remains with the User, however Blizzard warrants up to and including90 days from the date of your purchase of the Program that the media containing the Program shall be free from defects in material and workmanship. In the event thatthe media proves to be defective during that time period, and upon presentation to Blizzard of proof of purchase of the defective Program, Blizzard will at its option 1)correct any defect, 2) provide you with a product of equal or lesser value, or 3) refund your money. Some states do not allow the exclusion or limitation of impliedwarranties or liabilities for incidental damages, so the above limitations may not apply to you.

8. Limitation of Liability. NEITHER BLIZZARD, DAVIDSON & ASSOCIATES, INC., ITS PARENT, SUBSIDIARIES OR AFFILIATES SHALL BE LIABLE IN ANY WAYFOR LOSS OR DAMAGE OF ANY KIND RESULTING FROM THE USE OF THE PROGRAM OR EDITOR INCLUDING, BUT NOT LIMITED TO, LOSS OF GOODWILL,WORK STOPPAGE, COMPUTER FAILURE OR MALFUNCTION, OR ANY AND ALL OTHER COMMERCIAL DAMAGES OR LOSSES.

9. Equitable Remedies. You hereby agree that Blizzard would be irreparably damaged if the terms of this License Agreement were not specifically enforced, andtherefore you agree that Blizzard shall be entitled, without bond, other security, or proof of damages, to appropriate equitable remedies with respect to breaches of thisLicense Agreement, in addition to such other remedies as Blizzard may otherwise have available to it under applicable laws.

10. Miscellaneous. This License Agreement shall be deemed to have been made and executed in the State of California and any dispute arising hereunder shall beresolved in accordance with the law of California. You agree that any claim asserted in any legal proceeding by one of the parities against the other shall be commencedand maintained in any state or federal court located in the State of California, County of Los Angeles, having subject matter jurisdiction with respect to the disputebetween the parties. This License Agreement may be amended, altered or modified only by an instrument in writing, specifying such amendment, alteration ormodification, executed by both parties. In the event that any provision of this License Agreement shall be held by a court or other tribunal of competent jurisdiction tobe unenforceable, such provision will be enforced to the maximum extent permissible and the remaining portions of this License Agreement shall remain in full forceand effect. This License Agreement constitutes and contains the entire agreement between the parties with respect to the subject matter hereof and supersedes any priororal or written agreements.

I hereby acknowledge that I have read and understand the foregoing License Agreement and agree that the action of installing the Program is an acknowledgmentof my agreement to be bound by the terms and conditions of the License Agreement contained herein. I also acknowledge and agree that this License Agreement is thecomplete and exclusive statement of the agreement between Blizzard and myself and that the License Agreement supersedes any prior or contemporaneous agreement,either oral or written, and any other communications between Blizzard and myself.