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Copyright © 1998 by Blizzard Entertainment The use of this software product is subject to the terms of the enclosed End User License Agreement. You must accept the End User License Agreement before you can use this product. The Campaign Editor contained in this product is provided strictly for your personal use. The use of the Campaign Editor is subject to additional license restrictions contained inside the product and may not be commercially exploited. Starcraft, Diablo and Battle.
Table of Contents Getting Started (PC)......................................... 4 Troubleshooting (PC)......................................... 5 Getting Started (MAC)...................................... 6 Troubleshooting (MAC)..................................... 6 Technical Support............................................. 7 MultiPlayer Games............................................8 Game Tutorial................................................. 12 HotKeys .........................................
g GETTING STARTED (PC) D System Requirements Computer: Starcraft requires an IBM PC or 100% compatible computer, with a Pentium® 90MHz or better processor. Your computer must have at least 16 megabytes of RAM. Operating System: You must be utilising Windows® 95 later or Windows® NT 4.0 or later to play Starcraft on your system. Controls: A keyboard and a 100% Microsoft®-compatible mouse are required.
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 by running “Install DirectX” from the list of options. The most common problem with DirectX games is the drivers that are in use for your sound card and your video card.
® n GeTTing STarTed (Mac ) o System Requirements Computer: Starcraft requires a Mac OS® computer with a PowerPC® processor and 16 megabytes of physical RAM plus Virtual Memory (32 megabytes of RAM recommended). For multiplayer games of Starcraft, 32 megabytes of physical RAM is required. Operating System: Starcraft requires System 7.5 or higher. Controls: A keyboard and mouse are required.
j Technical SupporT x online Support Services Blizzard Entertainment provides upcoming news, software updates, product demos, reviews, technical support and more on the following online services. Internet: support@blizzard.com (for IBM-PC) macsupport@blizzard.com (for Macintosh) World Wide Web: http://www.blizzard.com/support.htm http://www.battle.
n Multiplayer Games F Multiplayer Gaming Starcraft allows you to play with up to eight players in either stand-alone scenarios or in multiplayer campaigns. Each side can be controlled by either a human or computer opponent. The first time you start a multiplayer game over a modem, direct connection or local area network, you will be asked to create a multiplayer ID. This multiplayer ID will be used whenever you enter into a game using any of these three connection methods. Battle.
Troubleshooting: Check with your Internet Service Provider to find out the latency level of your connection and whether your connection supports 32-bit TCP/IP applications. A high latency connection with any of the players can result in an unstable multiplayer game. If you are having problems connecting with Battle.net call your Internet Service Provider and ask for their most up to date 32-bit program to connect to the Internet.
Modem Connection Supports: 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 when you 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. The other player should select “New Number” and enter the game creator’s phone number.
AppleTalk Network Connection [MAC] Supports: 2-8 players Requires: 2 or more Macintosh computers, connected to an active AppleTalk network. To create a game, click “Create”. The name of that game will be based on your multiplayer ID. A player who wishes to join your game will need to know the game’s name. If your network has more than one AppleTalk zone, then you can click the “Choose Zone” button to select the zone that Starcraft will listen to in search of a game.
Game tutorial NoTES oN USING THE MoUSE IN STARCRAFT The 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 of action (locations where orders are carried out).
Resources Main Screen Menu Hide Terrain Command Buttons Mini Map Status Display Portrait RESOURCES This indicates the amount of harvested Minerals and refined Vespene Gas you currently have 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 unit selected in the Main Screen.
HIDE TERRAIN This button toggles whether or not terrain is displayed in the Mini Map. Hiding terrain may make it easier to spot enemy units. MENU 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 previously saved. Pause Game: This allows you to pause the game you are currently engaged in. Options: This brings up the Speed and Sound menus.
3. After the SCV is built, it will appear on the Main Screen. 4. Should you attempt to build another SCV, the message Not Enough Supplies… Build More Supply Depots will display directly on the Main Screen. 5. To view your current available supplies, select your Command Centre or any Supply Depot. You can also reference the display in the upper right corner of the Main Screen. You must have supplies available in order to build or train more units.
If you attempt to place a building in a location that is restricted, the portion of the building image that lies within the restricted location will be denoted by a red tint. Also, a message will 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 SCV will move to the selected site and begin construction.
explore the area immediately around your Command Centre and then return the SCV to its starting location. 5. The area that is no longer in the vision of any of your units or buildings becomes shrouded. While the terrain that is in the shrouded area is still known, any units that you do not control that enter into this “Fog of War” will not be visible on the Main Screen or the Mini Map. 6.
the Command Centre on its own. The SCV will repeat this gathering cycle until the 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 Command Centre is a large Vespene Geyser. Select an SCV and move it next to the Geyser. 2. Select the Build Structure button in the Command Console area. 3. Move the arrow over the buttons and select the one that says Build Refinery.
Wireframe Unit Designation Rank Kills Portrait Hit Points Equipment 1. Select a Marine. This will activate the Status Display, Command Button and Portrait areas in the Command Console.
6. A targeting cursor will appear on the Main Screen. Use this to indicate the target the selected unit will be sent to engage. 7. Select the Command Centre as the target you wish to engage. Normally you would never attack your own buildings, but until you feel ready to assault the enemy, they make for an easy fight. 8. While the Marine is attacking it, select the Command Centre. 9.
5. Holding shift while clicking on a wireframe in the Status Display area will remove just that unit from a group. 6. Clicking on a wireframe in the Status Display area will select ONLY that unit and remove all other units from the group. 7. If you have only one unit selected and click on his portrait, it will centre the Main Screen on his location.
List of Hotkeys 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 S
Resources In order to build up your army, you will need to collect the raw materials necessary to develop and build your war machines. There are two types of resources. You will need to procure both in order to build your full complement of troops. Mineral Deposits The planets along the rim are often dotted with clusters of precious Mineral crystals. These Minerals are smelted down and used to create the armoured hulls of starships, vehicles and personal armour.
the Campaign Editor The Starcraft campaign editor allows for the creation of unlimited campaigns to play in Starcraft. These campaigns can be for either single player or multiplayer use and can consist of multiple maps, mission briefings, specific conditions for each map and special unit attributes. The campaign editor files are automatically transferred to other players in multiplayer games, ensuring the flexibility to easily design, create, and immediately play a scenario against any and all opponents.
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STARCRAFT Terran History The Decline of Western CiviliSation lthough technology and world culture progressed rapidly throughout the twentieth century, their advancements paled in comparison to the seemingly reckless leaps that would follow. By the end of the twentyfirst century, mankind had seen bold and unprecedented changes within the world.
‘enlightened socialism’, but often resorted to harsh, fascist police actions to maintain the public order. With its control lasting for nearly eighty years, the UPL began to devise a rigid agenda that would unify the various cultures of humanity for all time. Great lengths were taken to eradicate the last vestiges of racial separatism, and the Unitariate Commissions banned many of the world’s oldest religions.
revolutionary supercomputer. This Artificial Tele-empathic Logistics Analysis System, known as ATLAS, then processed this genetic information and was able to predict which of the prisoners should be able to survive the trial to come. Only 40,000 of the prisoners were deemed viable to survive the rigorous conditions. Those 40,000 were then loaded onto four gargantuan, automated deep-space supercarriers.
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landed on the temperate planet of Tarsonis, the Nagglfar was damaged beyond repair. The surviving exiles, now spread across three worlds, began to salvage their wrecked ships in an attempt to find refuge in their new surroundings. The Confederacy and the New World The inhabitants of each planet worked to survive in what they termed ‘the New World’. Unaware that their fellows also thrived upon the other worlds in the system, the vagabond Terrans made do with whatever meager resources they could find.
the military and technological advancements of the Confederacy. Although the Confederacy benefited from Korhal’s continued productivity, the citizens of the colony resented their forced affiliation with the often-corrupt Confederate Senators. Attempting to retain their independence, the citizenry of Korhal instigated numerous riots against the local Confederate militia. The Confederates responded in kind and declared martial law throughout the colony.
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the savage attack. In a single instant, the prosperous colony of Korhal was reduced to nothing more than a super-heated sphere of blackened glass and stirring phantoms. The news of the holocaust reached Mengsk at a secret base located within the borders of the Umojan Protectorate. With nothing left save vengeance, Arcturus and those gathered with him on that sorrowful day pledged a sacred vow to bring down the Confederacy at all costs.
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 Protoss nor the natural prowess of the Zerg, their military consists of a varied mix of units. From the effective, yet expendable, Marine conscripts to the highly trained Wraith pilots, the Terrans are a tenacious lot who are quite unwilling to concede their territory.
Terran Units Marine Role: Armoured Infantry Trooper Armament: CMC-300/400 Powered Combat Suit 8mm C-14 “Impaler” Gauss Rifle Marines are the first line of defense for most Terran colonies. A majority of them were at one time criminals or rebels who have undergone mandatory Neural Resocialisation. Freed from any previous allegiances or ideologies, these fearless men and women are ready to defend Confederate interests with their lives.
StimPack The newest versions of the Marine Powered Combat Suit and Firebat Heavy Combat Suit feature an in-field chemical delivery system filled with a powerful mixture of synthetic adrenaline and endorphins coupled with a powerful psychotropic aggression amplifier. When activated, the StimPack provides the user with greatly increased speed and reflexes. Some tissue damage may result.
Lockdown The C-10 Canister Rifle normally fires High-Explosive rounds, but it can also be armed with special Lockdown rounds that temporarily disable mechanised units caught within the blast. The Lockdown shell must be charged with a small amount of energy before use. Nuclear Strike One of the primary responsibilities of the Ghost is to locate enemy units or structures for tactical nuclear strikes.
Goliath Role: Forward Assault Strike Armour Armament: Twin 30mm Autocannons Hellfire Anti-Air Missiles The Goliaths, manufactured by LarsCorp Technologies, were originally built for the Kel-Morian Combine to serve as infantry support. Corporate saboteurs stole the plans and sold them to Confederate interests, and to this day the Goliath is well-known along the Rim.
SCV Role: Space Construction Vehicle Armament: Fusion Cutters Initially used during the reconstruction of the Tarsonian Orbital Platforms, the T-280 SCV (Space Construction Vehicle) became a staple in intra-Colonial construction and engineering due to its ability to perform a multitude of tasks, including the construction of new buildings and the transportation of raw resource materials.
CF/A-17 Wraith Role: Space Superiority Fighter Armament: Gemini Air-to-Air Missiles 25mm Burst Laser (Model CF/A-17G only) The versatile one-man Wraith fighters are a new addition to the Colonial space forces. Traditionally, most space battles took place between large capitol ships and smaller gunships, but Tarsonian technicians found that small, dynamic high-speed fighters could repeatedly deal damage to large ships while still evading most defensive battery attacks.
but many older ships are still in service. Explorer Science Vessel Role: Mobile Research Station Armament: None Many Colonies have placed Explorer Vessels at strategic points throughout the galaxy to further study anomalous phenomena, and the Corps’ own Epsilon Squadron uses them extensively along Confederate borders for surveillance and study. Recently, as alien forces have begun to infringe upon Colonial space, Explorer Vessels and crew have been recalled to provide electronic warfare and combat support.
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 Confederate Prospectors, the Command Centres can pick up stakes and move on to new Mineral or Vespene deposits. They also have the ability to manufacture SCVs and serve as the return point for mining vehicles. Heavily armoured and sturdy, the slow moving Command Centres are most vulnerable when they are on the move.
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 traverse great distances in order to reach new hot-zones or deployment centres. Academy The Confederate Marine Corps is always researching new technologies and seeking to improve the quality of its personnel. The Academy is the primary centre of this research. • Research U-238 Shells.
• Ion Thrusters. Originally designed for inneratmosphere shuttles, these engines have been modified to provide increased speed for the Terran Vulture Hover Cycle. • Spider Mines. Vultures can be equipped with small, motion-detecting mines that bury themselves once deployed. These mines automatically track nearby targets. • Siege Tech. This technology retrofits the Arclite Siege Tank to transform into a stationary artillery piece capable of delivering increased damage at a longer range.
Science Facility (Mobile Building) Terran researchers work with forced diligence at the Science Facility to develop radical new weapons and defensive systems for the good of the Confederacy. Rumoured to study and analyse the radically advanced technology of the Protoss, these scientists constantly strive to bridge the vast gap between Terran science and alien knowledge. • Defensive Matrix. Research of this technology creates a type of defensive field deployable by the Explorer Science Vessel.
Covert Ops Centre (Add-On to Science Facility) Only the most trusted officers and researchers are allowed into the Covert Ops Centre, which conducts all experimental research for the Confederate Intelligence Corps. • Lockdown. Designed for the Ghost C-10 Canister Rifle, Lockdown ammo temporarily disables mechanised units caught within their blast. • Ocular Implants.
The Terran Factions The various Terran military factions all benefit from the hardware and advanced weaponry produced by the colonies of the Koprulu Sector. Many of the factions are fond of modifying their weaponry based upon the specific customs or preferences of their combat group.
Mistrusted and shunned by their fellow warriors, Nova Squadron keeps on the move, constantly seeking to undo the considerable political sabotage and corruption that runs rampant 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 any hot zone.
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 the Confederate worlds. The Umojans consider themselves to be an enlightened people, harbouring obvious contempt for their sister colonies that submit to the near-fascist yoke of the Confederacy.
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STARCRAFT Zerg History The Grand Experiment riven to perfect their science of proto-genetic evolution, the ancient, enigmatic race known as the Xel’Naga traveled to the distant fringeworld of Aiur. The vast jungles of Aiur had produced the most advanced race that the Xel’Naga had ever seen. Believing that they could steer the race’s evolution to the pinnacle of physical perfection, the Xel’Naga began to conduct their proto-genetic experiments.
unworthy of assimilation was eradicated to further purify the strains. The Xel’Naga soon made an alarming discovery. The original races assimilated by the Zerg were hardly recognisable after only a few generations of their inception. Somehow the Zerg had developed the ability to supercharge and steer the latent evolutionary processes within their host creatures.
by this beacon, they were quickly assimilated by the swarm. The inclusion of super-dense hides and the ability to exist in a vacuum bolstered the genetic pool of the swarm. Soon the Zerg warriors were conditioned to survive the harshness of space. its own. Through the intimate knowledge of evolution and proto-genetic physiology gained from the Xel’Naga, the Overmind was able to increase the level of sentience in many of the higher Zerg strains, while still keeping them fully under its control.
On the verge of despair, the Overmind made an amazing discovery. One of its deepspace probes had relayed the location and vital statistics of a race that occupied a series of nondescript worlds, right under the shadow of the Protoss. The new race, called Humanity, was mere generations away from developing into a formidable psionic power. But the Overmind also knew that Humanity was still in its infant stages, hardly capable of defending itself against the ravenous Zerg.
Zerg Species overview The Zerg are composed of several different types of creatures that have been integrated into the Swarm by the Overmind. These creatures, or breeds, have been selectively evolved to become efficient killers and to assist the Zerg in their quest for ultimate power. The Zerg do not utilise technology in the common sense, but their natural weaponry and armour is comparable to the most advanced gadgetry employed by any other species.
Zerg Units Larva Type: Hive Spawn Core Genus: Original Zerg Strain Primary Attack: None The closest creatures to the original Zerg insectoids are the Zerg Larvae. Although their size and toughness were greatly boosted by the Xel’Naga during their experiments, they still possess the two traits that originally intrigued the ancient masters: genetic versatility and psychic sensitivity. Each larva contains within it the genetic makeup of every other Zerg breed.
Overlord Type: Airborne Commander Heavy Transport (advanced strains) Core Genus: Gargantis Proximae Primary Attack: None; may house other breeds The semi-intelligent, space-faring behemoths known as the Gargantis Proximae were inducted into the Swarm so that their heightened senses could benefit Zerg warriors in battle. The Gargantis flyers were assimilated into the Swarm so well that the Cerebrates use them to maintain control over their forces.
Hydralisk Type: Medium Assault Warrior Core Genus: Slothien Primary Attack: Needle Spines The peaceful, herbivore herds of Slothien were assimilated into the Zerg Swarm in order to produce one of the most fierce and diabolical of the Zerg strains. The evolutionary matrix of the caterpillar-like Slothien was supercharged by the Overmind, twisting the hapless creatures into the nightmarish killers known as Hydralisks.
Mutalisk Type: Medium Attack Flyer Core Genus: Mantis Screamer Primary Attack: Acid Spray The Mutalisk has been little changed from its original form, the roving Mantis Screamer of the desolate Dinares Sector. Capable of both atmospheric and deep space flight, Mutalisks are the primary flying force of the Zerg. They attack by spewing forth a highly concentrated acid spray that will burn through even the thickest of armour.
Queen Type: Hive Warden Core Genus: Arachnis Brood-Keeper Primary Attack: Glave Wurm The Zerg Queen does not produce larvae, as her name might suggest, but she has earned her royal status from her ability to spawn numerous other parasitic creatures. The Queen can also attack by expelling a voracious symbiote that rapidly slices its way through opposing forces. Since her lightly armoured body leaves her vulnerable to attack, the Queen usually stays near the central hive to watch over maturing Zerg.
a badly damaged Command Centre and saturate it with parasitic bio-toxins. Once infested, the Command Centre’s occupants can be turned into mindless suicide soldiers. Infested Terran Once Terran soldiers and civilians, the infested victims of the Zerg are completely consumed by the will of the Overmind. Their bodies twisted and mutated to produce extremely unstable chemicals, infested soldiers long only to find the Swarm’s enemies and destroy them by detonating their own bodies in a cloud of toxic fluid.
launching a number of these creatures into the fray, the Defiler can create a thick cloud of living insects to distract the Swarm’s enemies and provide cover for other Breeds. Plague With this ability, the Defiler produces a batch of corrosive spores that it then explosively projects in a dense cloud around its enemies. This highly toxic cloud corrodes anything caught within its midst.
Zerg Structures Hatchery The Hatchery is the heart of any Zerg cluster. It acts not only as a resource return point and processing centre, but it produces the Larvae from which all other Zerg are spawned. Larvae are produced at a steady rate and will stay near the Hatchery of their creation. Like all Zerg structures, Hatcheries are living organisms that heal damage over time, making them very difficult to eradicate.
Extractor Zerg rely on the high-energy state of Vespene gas to power their incredible metabolisms and fuel the accelerated growth of their larvae. The Extractor is essentially a giant organ that sits atop a Vespene geyser and packages the gas into small flesh-wrapped sacs that can be easily carried by Zerg Drones to a nearby Hatchery for absorption. Since the Extractor lives on Vespene gas itself, it does not need to be built on an area already covered in Creep.
Evolution Chamber The Overmind knows that complacency is the road to defeat, and it works constantly to further evolve its children and make them more efficient killers. The Evolution Chamber provides a testing ground for the Overmind to manipulate the genetic code of its lesser spawn, gifting them with enhanced physical abilities. • Upgrade Melee Attacks. This evolution enhances the natural weaponry of the Zergling and Ultralisk. • Upgrade Missile Attacks.
• Flyer Attacks. This evolution enhances the natural weaponry of the Mutalisk, Guardian and Queen. • Flyer Carapace. This evolution enhances the natural defenses of all aerial minions of the Swarm. Greater Spire The armoured Greater Spire carries the genetic code for the deadliest Zerg flyers and can be used to further enhance and evolve existing breeds.
Defiler Mound The area around the Defiler’s lair is littered with mineral chunks that have become tainted by the venomous essence of the Defiler itself. The bottom of the Mound is a disgusting pool of cancerous soup strewn with a tangled mass of horribly twisted biological rejects. From this organic poison comes the various venoms that are used by the Defiler as weapons against the enemies of the Swarm. • Metasynaptic Node.
Zerg Broods Although there is very little known about the different Broods that comprise the Zerg Swarms, some Terran scientists have attempted to document and classify a few of the larger Broods that have ransacked their colonies. It seems clear that each distinct Brood stems from a unique Cerebrate that carries out the will of the Overmind. Each Cerebrate is empowered to build its own Brood to accomplish its specified goals.
Baelrog Cerebrate: Gorn Estimated Size:6000 Primary Directive: Terror Squad Brood Colour: White The Baelrog Brood consists of the most fearsome of all Zerg warriors. Ravenous and bloodthirsty to the extreme, the Baelrog Brood is often called upon to sow terror and confusion amongst enemy ranks.
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STARCRAFT Protoss History The Xel’Naga and the First Born A lthough only fragmented documentation remains, ancient Protoss texts speak of a highly advanced race that ruled over thousands of worlds in the galaxy, tens of millions of years ago. This enigmatic race, often called the Xel’Naga, or ‘wanderers from afar’, was rumoured to have seeded and cultivated thousands of various species on the cold and barren worlds within their domain.
The Departure and the Aeon of Strife The Protoss civilisation spread across the face of Aiur within only a few thousand years, eventually culminating with the warring Tribes settling under a centralised rule. In an attempt to discern the full extent of their creation’s evolution, the Xel’Naga had come down from the heavens and integrated themselves into the Protoss culture.
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Khala: The Path of Ascension Although there were many different factors that led to the ending of the Aeon of Strife, one unprecedented discovery is cited with bringing about the radical changes of the Second Age. As the ancient, vicious blood feuds continued to take their toll upon yet another generation of Protoss warriors, one eccentric mystic stumbled upon a pivotal insight. The mystic, whose true name has been forgotten in the annals of history, was eventually named Khas or ‘he who brings order’.
who followed the Khala’s disciplines to achieve ever-escalating pinnacles of psionic power. Under the new leadership of the Conclave and their Judicator Administrates, and armed with the zealous might of the Templar, the Protoss soon rebuilt their decimated world of Aiur into a bustling paradise. With their growing prosperity leading them to rediscover many of the sciences and studies they had lost, the Protoss learned to travel amongst the stars.
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the Dark Templar ceremoniously cut off their nerve-appendages, effectively severing themselves from the basic communal link that all Protoss share. It was widely rumoured that since the Shadow Hunters were cut off from the primal chord of their race, they were forced to draw their psionic energies from the dark, cold void of space. This tale, above all others, worked to incriminate the vagabond warriors for all time.
It seemed clear to the Protoss that this new race constituted a palpable danger to all living beings, and that wherever the greater bulk of the race was, it must still be searching for the unsuspecting Terran colonists. The Protoss began to send out advance scouts to scour the surrounding space-ways for any sign of the alien invaders. Tassadar claimed that under the dictates of the Dae’Uhl, it was the chosen responsibility of the Protoss to protect the races under their watch.
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 long considered themselves the most powerful species in the known galaxy.
Protoss Units Probe Role: Resource Gatherer, Worker Armament: Particle Beam Probes are robotic drones that service the Nexus and gather the numerous resources needed to power Protoss technologies. Probes also manufacture and plant the micro-beacons that anchor the teleport matrices of Protoss structures. These beacons allow the Protoss to warp in prefabricated buildings from their Homeworld.
High Templar Role: Psionic Warrior Armament: Psi Assault The High Templar are seasoned, veteran warriors of the Protoss armies. Respected and honoured throughout the Protoss Empire for their bravery and prowess, the Templar are ever vigilant against threats to the Protoss Homeworld of Aiur. The High Templar have sacrificed the priciples of martial training in order to more perfectly command the awesome psionic abilities that define their station.
Archon Role: Heavy Assault Warrior Armament: Psionic Shockwave These swirling, burning effigies of the Protoss spirit radiate incalculable power, and their devastating psionic storms can be unleashed against cowering enemy forces both in the air and on the ground. Although the Protoss are loathe to sacrifice valuable Templar, those that do achieve this final level of commitment are honoured in the annals of the Templar Archives.
Shuttle Role: Armoured Transport Armament: None Protoss Shuttles are used to carry ground forces into the midst of battle. These robotic flyers are heavily armoured, but maintain no offensive weaponry. Shuttles are large enough to carry even the massive Reavers within their hulls. Arbiter Role: Judicator Sanctum Armament: Phase Disruptor Cannon Shrouded in mystery and permeated by latent psionic energy, the lumbering Arbiter ships often accompany Protoss warfleets into battle.
Carrier Role: Battle Cruiser/Command Ship Armament: Manufactures Interceptors The massive Carriers serve as command centres for the leaders of the Protoss fleets. Heavily armoured and shielded, Carriers can punch their way through enemy blockades by unleashing flights of robotic Interceptors at vital enemy targets. Although the Carriers have no weapon batteries or armaments of any kind, their deployment of Interceptor flights makes them devastating in ship to ship battle.
Protoss Buildings Nexus The mammoth, pyramidal visage of the Nexus looms over each and every Protoss settlement. The Nexus serves as a psychic anchor, allowing the Protoss to access their psionic energy matrix from across the galaxy. The Nexus also manufactures the small robot Probes that gather precious resources and lay down the warp beacons required to teleport in other Protoss buildings.
Cybernetics Core The Cybernetics Core is a secondary Protoss building which houses the construction materials and automated factories essential to the production of the powerful Protoss Dragoons. Located deep within the Core are the mysterious essence translators that bond the spirits of fallen Protoss to the cold metal exoskeletons of the Dragoons. • Singularity Charge. By employing technology that restructures antiparticle amplitudes, the Dragoon Phase Disruptor range is extended. • Upgrade Air Weapons.
Observatory History is of vital importance to the Protoss, as they believe that great events echo across space-time and serve as lessons for those wise enough to study them. Even during the Aeon of Strife, Protoss scribes recorded the wars and their heroes for future reference. The Observatory is a modern refinement of the ancient scribe library, and it is here that the data gathered by the robot Observers is recorded and catalogued for study by future generations of Protoss. • Gravitic Booster.
• 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 current micro-thruster technology, these engines provide increased speed for the Protoss Scout. • Increase Carrier Capacity. This upgrade refits the Carrier with additional fighter bays. Arbiter Tribunal The mighty Arbiter warships, surrounded as they are in a permanent distortion field, are extremely difficult to safely teleport.
Protoss Tribes Although the Khala has called upon the Protoss to forsake their ancient Tribal society and embrace the new castes of Judicator, Templar and Khalai, many still cling to the fleeting customs and trappings of the old ways. The various Tribes remain intact only to remind the Protoss of the follies of their past. With the ascension of the Judicator as the ruling caste above all Protoss, the old dilemma of Tribal separatism no longer threatens the greater society.
continuously study their ancient texts. Although the Judicator have banned all Xel’Naga teachings, the Shelak are still allowed access to the archives. The Judicator hope that the Shelak can unravel the mysteries of the Xel’Naga and thus expand their knowledge through the Khala. Sargas Caste:Templar Station:Enforcers/ Assassins Tribal Colour:Blue Easily the most notorious of the Tribes, the Sargas have offered a tenuous allegiance to the Judicator Conclave.
Roster of HeroEs Arcturus Mengsk Male Terran, age 38 Former Confederate Prospector Leader of the Sons of Korhal Arcturus was once a successful Prospector for the Confederate government. Although his homeworld, Korhal IV, was a hotbed of civil violence and anti-Confederate sentiment, Arcturus served his government with courage and honor. As the civil turmoil reached the boiling point on Korhal, the Confederates launched a salvo of Apocalypse-Class nuclear missiles at the inflamed colony.
Sarah Kerrigan Female Terran, age 26 Former Confederate Assassin 2nd in Command of the Sons of Korhal Brought into the Confederate Ghost program as a child, Kerrigan was never given the chance for a normal life. The neural processing treatments that were used to dampen and pacify her latent psychic powers left her a withdrawn and introverted young girl.
Tassadar Protoss, age 356 High Templar Executor of the Koprulu Expedition Tassadar exemplifies the growing rift within Protoss society. Born into a new generation that looks ahead to a dynamic future, Tassadar is frustrated by the stoic view that his elders hold of the past. Tassadar feels that the unbending nature of the Protoss and their inability to re-evaluate ancient traditions will be the doom of his race.
- Credits - Game Design Blizzard Entertainment Audio Producers Glenn Stafford, Shane Dabiri Executive Producer Allen Adham Music Glenn Stafford, Jason Hayes, Derek Duke, Big Tuna Producers James Phinney, Bill Roper, Mike Morhaime Sound Design Glenn Stafford, Jason Hayes, Tracy W.
Additional Testing Eric Dodds, Frank Gilson, John Lagrave, Judah Mehler, Nick Santucci, Derek Simmons, Phil Stuart, Chris Millar Direct Sales Rob Beatie, Kim Farrington Manufacturing John Goodman, Tom Bryan, Jaime Chavez Hardware Specialist Vic Larson Battle.
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