Zerg
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The Zerg are a vaguely insectoid race in the fictional StarCraft universe. They are one of three races in StarCraft and its expansion StarCraft: Brood War. The Zerg have been said to be similar in appearance and behavior to the Tyranids of Warhammer 40,000 as well as the 'bugs' of Starship Troopers and the Xenomorphs of the Alien movies. They also share many characteristics with the Borg of Star Trek; they roam the galaxy assimilating species they encounter into themselves, and they share a hive mind ruled by the Overmind, much like the Formics from Ender's Game. The Zerg are separated into a number of broods that are named after monstrous mythological beasts, predominantly from Norse mythology. Each brood serves a specific purpose and is controlled by a Cerebrate that is physically incapable of disobeying the Overmind (the ultimate power for the Zerg). Zerg was originally spelled "Zurg" but the name was changed before StarCraft's release, because it was being used by Disney in the movie Toy Story.
Due to the Zerg's unique use of overwhelming numbers, the word "Zerg" (verb) or "Zerging" is the act of using mass numbers to achieve an objective, and it has become widely accepted in a variety of other games, including Warcraft III, World of Warcraft, Dark Age of Camelot, and other multiplayer games.
History
The original Zerg species was discovered on the ash world of Zerus, in the center of the Milky Way Galaxy, by the mysterious and ancient Xel'Naga civilization after they had abandoned the Protoss on Aiur, giving up on them as a failure. The ancestral Zerg organisms were small and weak larva-like creatures, but they contained the purity of essence sought by the Xel'Naga.
Through Xel'Naga proto-genetic manipulations, the Zerg survived the torrential firestorms of their world and thrived. The Zerg developed the ability to burrow into the spinal fluids of less vulnerable creatures on Zerus, parasitically merging with them. These new bodies would then be used to manipulate their surroundings. The Zerg began to assimilate the genetic strains and processes of these host animals. However, as the Zerg had an undeviating drive to consume only the most advanced species they encountered, they eradicated lesser, weaker species. The Xel'Naga were surprised to find how quickly the Zerg could steer the evolution of their host creatures. They developed armor-piercing spines, razor-sharp limbs, and ultra-dense carapaces within only a few generations.
Wary of the chaotic infighting that had enveloped the Protoss, the Xel'Naga created the Overmind, an enormous brain-like entity, to bring order to the Zerg. At first it was only a semi-sentient entity created from the instincts and collective sentience of the Zerg, but it quickly evolved.
The Overmind did not directly communicate orders to its minions. As new species were added to the Swarm, it began to relay orders through Cerebrates, giant versions of the Zerg larvae. Direct orders were relayed through Queens and Overlords.
Expansion
The Overmind began to think of its future. In order to continue finding new species, it needed to leave Zerus. Extending its senses into space, it became aware of enormous space-faring organisms. It lured them to Zerus with its psychic abilities and assimilated them into the Swarm. Soon all the Zerg had the ability to survive in space. The Xel'Naga considered this a triumph. The Zerg had not only overcome their weaknesses, but had also retained the purity of their terrible overriding essence.The Overmind extended itself further into space, becoming aware of the Xel'Naga Worldships in orbit above Zerus. The Xel'Naga realized their psionic link with the Overmind had been severed — the Overmind effectively hid itself from their view.
The Overmind sent its minions into space, attacking the unsuspecting Xel'Naga. Despite the ancient race's best efforts, it was overwhelmed as the Zerg crashed into the hulls of its ships. Within a few hours the Zerg had laid waste to the Xel'Naga fleet. The greater whole of the Xel'Naga was consumed by the raging, genetic whirlwind of the Zerg, and the Overmind gained their knowledge and insights. Processing thousands of sentient beings into itself caused the Overmind to grow much more powerful. It learned the secrets of the sacred Khaydarin Crystals, and began to incorporate the energies of these Crystals into its own. Through the knowledge 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.
The Overmind dissected the memories of the Xel'Naga experiments with the Protoss. The Zerg then devoted their energies to seeking out the powerful Protoss in the hope of absorbing them into the Swarm, uniting purity of form and of essence, to create a totally "perfect" being.
The Determinant
The Zerg did not know the exact location of Aiur, homeworld of the Protoss, but they were able to travel towards it, adding new species (such as the Mutalisk and Zergling) to the Swarm along the way. However, the Zerg Overmind despaired; how could it defeat the Protoss with their powerful psionic abilities, when its own were so limited?In the shadow of the Protoss lay the Koprulu Sector, a patch of space inhabited by the Terrans. This species had been discovered by Zerg deep space probes. Normally the Zerg would not be interested in such a weak species, but they exhibited a powerful psionic potential. Their probes discovered humans living on over a dozen worlds.
The Zerg slowly made their way towards the Terran worlds. The journey lasted for sixty years, but eventually the massive, extended Zerg Swarm reached the outskirts of the Koprulu Sector. According to , the Zerg infested a number of Fringe Worlds upon their arrival. The Overmind subtly infested the surface of the Terran Confederacy colony of Chau Sara with Hive Spores, then sent its minions down to the surface to infest the Terrans. The Terrans were defeated and largely enslaved or killed.
The Zerg were surprised at the Terran response, and were defeated by a sudden attack by the Protoss, led by Executor Tassadar. The Overmind told its minions not to fight back, in order to observe Protoss attacking for the first time. The attack sterilized all life on the surface of Chau Sara, effectively ending the Zerg infestation.
The Terrans did not warn their compatriots on other worlds, enabling the Zerg to infest Mar Sara virtually unopposed. It is at this point that the StarCraft game begins.
Plot advancement in StarCraft: Brood War
The Zerg were originally controlled by the Zerg Overmind, who was destroyed by the Protoss Tassadar (at the cost of his own life) at the end of StarCraft Episode III.By Episode IV, it was revealed that the Zerg had formed a new, young Overmind on Char, the adopted Zerg homeworld, but it was captured by the United Earth Directorate in Episode V. In Episode VI, the final act to date, Infested Kerrigan, the self-claimed Queen of Blades, a former human Ghost telepath soldier who had been infested (transformed) into a Zerg/Human Hybrid, had the second Overmind killed and claimed leadership over the entire Zerg Swarm.
With the Terran Dominion decimated, the expeditionary fleet of the United Earth Directorate destroyed, and the Protoss homeworld Aiur conquered by the Zerg with the survivors fleeing to Shakuras, the Zerg currently stand as masters of the StarCraft universe.
Zerg Control
All Zerg are directly subject to the will of the Overmind; it is a biological impossibility for them to oppose its directives. Only Cerebrates (smaller brains), and possibly Overlords and Queens, have sentience, and control individual armies (called Broods), using Overlords as lieutenants to directly control the warriors and workers. The lesser Zerg minions are wholly dependent upon the Cerebrates and the Overlords for order. Should a Cerebrate die, its brood may run amok; the animalistic natures of individual Zerg emerge. In the context of a multiplayer match, when an Overlord dies, a Zerg player loses control points, and must create more overlords to replace the loss. Without these control points, additional Zerg units cannot be built. Even Zerg buildings are living organisms, and aren't built but grown. They act as organs in the body of the Zerg Hive Cluster.Note: Zerg's broods are mostly named after Norse mythological monsters (Jormungand, Garm, Surtur, etc.).
Main gameplay attributes
Advantages
- Average cost per unit is lower than other races
- Supply consumption per unit is lower than other races
- Unmatched ability to swarm ('Zerg') an opponent
- All units and buildings recover from damage (heal) over time, at no cost of resources
- Most ground units are able to burrow (except for the Ultralisk, Broodlings and Larvae).
- All Zerg units (except Broodlings, Infested Terrans, Guardians, Devourers, and Lurkers) are made from larvae at the Hatchery, Lair, or Hive. This allows Zerg to quickly switch unit combinations, counteracting the high building cost. It also allows for more parallel production than the other races, allowing large numbers of units to be produced in short order if necessary/possible, without as much required infrastructure.
Disadvantages
- Low unit power
- Least efficient building method and extreme building restrictions. Zerg structures can only be built on the Creep. The Creep is formed by a hatchery (Zerg's main structure) and can be extended by Creep Colonies. Only the Hatchery and the Extractor have no building restrictions, as Creep Colonies must be built upon existing Creep themselves. Certain buildings must be 'upgraded' to attain higher technology level.
- The toughest aspect of Zerg is generally thought to be knowing when to use larvae to build more drones (in order to strengthen the economy for the long term) vs. when to use them to make more units (for defense and offense in the short term).
Special Attacks and Abilities
- "Consume": Ability only used by Defilers, Infested Duran, or Kerrigan (post Zerg mutation). It destroys a targeted unit of your own army and partially restores the energy (50 energy points regardless of the consumed unit) of the caster. Because of the very low unit cost of Zerg units (and especially Zerglings), the Defilers can utilize this technique to regain energy almost instantly (as opposed to other races who must wait for the energy to replenish over time).
- "Spawn Broodlings": Can only be used by a Queen. When used against an enemy it destroys the targeted non-robotic unit instantly and creates small, very low-health units called Broodlings. Broodlings have a constantly diminishing energy meter that, when depleted, kills the broodling. The range of Spawn Broodling is fairly high. Spawn Broodling is ineffective against air units, Archons, Reavers, and Probes.
- "Plague": A powerful special ability of the Defiler. If a unit is in the area on which plague is cast, it reduces the affected unit's HP by 300 hit points or down to 1 hit point (whichever occurs first). This ability can never kill a unit, nor can it damage Protoss shielding. Also, Plague affects friendly units, but not the Defiler currently casting it. It is extremely effective against Protoss buildings and mechanical units.
- "Burrow": All Zerg ground units (except Ultralisks, Broodlings, and larvae) can develop the unique "burrow" ability. Burrowed units are invisible to normal enemy units, and can only be dectected and therefore targeted through the abilities of detectors. To the friendly player a burrowed unit looks like a black hole in the ground, and against a human player, the units are difficult to spot even after detection. On the other hand, burrowed units cannot attack, move or use special abilities. The only exception is the Lurker (Brood War only), which can only attack when burrowed.
- "Dark Swarm": When cast by the Defiler, a large cloud covers an area with a swarm of insects. The dark swarm severely reduces visibility and prevents any ranged attacks from being able to damage anything under the organic cloud. Weapons that inflict splash damage, however, can still hit, such as the Siege Tank's arclite shock cannon.
- "Ensnare": When cast by a Queen or Kerrigan, it slows down units in a certain radius for a given amount of time. This ability affects both friendly and enemy units. It also reveals cloaked units, making it very useful against Wraiths. Does not affect structures.
- "Parasite": Cast by a Queen onto any unit. A unit affected by Parasite reveals its vision to the parasite caster: whatever that unit can see will be seen by you. If the target is a Detector, it will also reveal cloaked and concealed units for you. Additionally, it effectively nullifies any cloaking ability that the unit possesses (as the parasite will give the unit away to your forces). The Terran Medic's Restoration ability (Brood War only) is the only way to remove a parasite, save from killing the affected unit. The opponent will know whether the unit has a parasite, as a parasited unit's wireframe will display a green tint when selected in a group, and if selected by itself, will say 'Parasite Detected'.
Units
Ground
- Larva (Core Genus: Original Zerg Strain)— The larvae are tiny units spawned from a Hatchery, Lair, or Hive which carry the genetic makeup required for every Zerg unit (except for Broodlings and Infested Terran; see below) One larva is created every 20 seconds, and each Hatchery can only have three at the same time. Although the larvae have relatively low hit points and their movement cannot be controlled, they have an extremely thick carapace which absorbs most damage, making them difficult to kill. When ordered to morph into a unit, they transform into an egg until the units hatch. Eggs are nearly impervious to attack as they have high hit points (200) and an extremely thick carapace (reduces damage by 10; this makes eggs next to invincible to units like Zergling, Hydralisk, and Marines). Usually, only one unit is hatched from a single egg, but in the case of Zerglings and Scourge, their genetic simplicity allows two to hatch from each egg. Larvae die instantly if they are separated from the creep (although this requires its mother Hatchery, Lair or Hive to have been destroyed first).
- Drone (Core Genus: Gashyrr Wasp) — The Drone is a worker, equivalent to the Terran SCV and the Protoss Probe. It is used to gather resources, and morph into (not build) other buildings. This means that once a drone has been mutated into a building, it is lost permanently. The only exception is when the player cancels a metamorphosis in progress, in which case the drone is recovered. It has a weak attack which cannot be upgraded.
- Zergling (Core Genus: ZZ'gashi Dune-runners) — The Zergling is the bread and butter of any Zerg ground attack force. Weaker than the Terran Marine (unless upgraded), they are melee attackers using close-range combat. Despite their fragility, a Zergling can often kill a Marine and have about 1-10 HP remaining if gets a first strike close to the Marine; otherwise, the ranged attack of the Marine would allow it to attack Zerglings while they are running towards him and therefore provide the Marine with the advantage. While the Zergling seems to be a relatively weak and ineffective unit, it is very cheap and has a high damage output- fully upgraded, a single zergling has a higher damage output than any unit in the game. It can be upgraded with attack power, carapace durability, movement speed and a significant increase in attack speed. A single upgraded (2 attack, 1 carapace, speed and attack speed) zergling can defeat an unupgraded goliath, from maximum range and with hitpoints to spare. Regardless of upgrades, however, they remain ineffective against Terran Firebats in most engagements- while small numbers of firebats will defeat small numbers of zerglings, large numbers of marines are much more effective against large numbers of zerglings, as often observed in the popular "Fastest" maps. Because of their genetic simplicity, two Zerglings hatch from each egg. Zerglings require a Spawning Pool for their production.
- Hydralisk (Core Genus: Slothien) — Hydralisks are ranged attackers and the only Zerg ground units that can attack air units. Movement and attack range upgrades are available at the Hydralisk Den, the structure that enables the production of Hydralisks. They are one of the most commonly built units because of their attack versatility; they are one of the two Zerg units able to attack both air and ground units (the other is the Mutalisk).
- Lurker (Core Genus: Hydralisk) — The Lurker is a ranged attacker that morphs from the Hydralisk. Lurkers must burrow to attack, but are invisible to opponents when burrowed and not in the presence of enemy detectors. Their attack has a linear splash damage that does not decrease with distance or position, making them especially powerful when massed (their range and splash acts as a formidable force multiplier). Lurkers consume twice as many control points as Hydralisks, and are popular for supporting an offensive or for dropping into enemy resource fields to kill worker units. Lurkers require the evolution of the "Lurker Aspect" from the hydralisk den. (Brood War only)
- Defiler (Core Genus: All others) — The Defiler is a caster with no standard attack. Defilers have 3 types of special abilities: Consume, Dark Swarm and Plague. Dark Swarm is the only inherent special ability; the others must be researched before use. However, it is by far the most popular ability, as it provides much-needed cover for zerglings and hydralisks (which vastly improves their anti-air capabilities). An upgrade for more energy points is also available. Requires Defiler Mound for its production.
- Ultralisk (Core Genus: Brontolith) — The Ultralisk is an expensive and powerful heavy melee unit. While their physical attack is relatively weak for their cost and size (as an Ultralisk costs eight times as many Minerals as a Zergling but has only four times the native attack power), they have 400 HP and with armor upgrades, they can be very hard to kill, which makes them commonly used as "meat shields" to draw enemy fire. Ultralisks cannot use the Burrow ability. Additional armor upgrades and movement speed upgrades for the Ultralisk are available in Brood War.
- Broodling — The Broodling is a special unit; see "Spawn Broodling" in Special Attacks and Abilities above. Broodlings are created by the death of an organic land unit affected by a Zerg Queen's Spawn Broodling special ability. All broodlings have an energy bar that gradually depletes; they die regardless of health when this energy bar runs out.
- Infested Terran (Core Genus: Terran) — The Infested Terran is a special unit (see "Queen" below). Is manufactured from an infested Terran Command Center. It is a kamikaze unit that has attack power with a damage equivalent to that of a Terran nuke, but with a much smaller area of effect. Infested Terrans are rarely used due to their relatively difficult production requirements (e.g. successfully capturing a damaged enemy Command Center) and their vulnerability; Infested Terrans are often killed before reaching their targets.
Air
- Overlord (Core Genus: Gargantis Proximae) — The Overlord is a Control provider, detector, and (when upgraded) transport unit. The Overlord's function as a Control provider is much like the Supply-providing function of Terran Supply Depots. Although initially very slow-moving, an upgrade available at the Lair increases the Overlord's speed. An Overlord's sight range can also be upgraded. An evolution available at the lair gives the Overlord the ability to transport up to eight unit slots (each unit takes up a different number of slots; zerglings, broodlings, and drones take up one slot, hydralisks and defilers take up two, and ultralisks and lurkers take up four). Overlords are capable of detecting cloaked and burrowed units, but they cannot attack. Players often keep Overlords in large quantities patrolling areas of bases in order to prevent cloaked units from entering undetected. The Overlord is the only standard unit in the game that does not require support points (e.g. Terran Supply, Zerg Control, Protoss Psi) to be sustained.
- Mutalisk (Core Genus: Mantis Screamer) — The Mutalisk is a short distance air attacker. Its "glaive wurm" attack missiles bounce to adjacent enemy tagets three times for reduced damage in each successive hit. Mutalisks move at about the same speed as Wraiths. Mutalisks can evolve into Devourers (Brood War only) or Guardians. A Spire is required to produce Mutalisks. When in swarms, Mutalisks can be quite effective attackers. They are useful for destroying workers. Mutalisks have "light"-type armor (the Scourge is the only other air unit with this trait), so heavier "explosive"-type attacks are less effective against them. Due to Mutalisks' low durability, however, their "light" armor is of little significance.
- Guardian (Core Genus: Mutalisk) — Guardians are long-range air attackers that can only attack ground targets. Guardians morph from Mutalisks. The Guardian's long-ranged attack is capable of destroying all defense buildings without fear of retaliation, as no defense buildings can match it. However, they are very slow-moving and cannot attack air units. They do average damage without upgrades and have more health then Mutalisks. A Greater Spire is required to produce Guardians.
- Devourer (Core Genus: Mutalisk) — Devourers are heavy support air attackers that can only attack air units. While Devourers have a very slow rate of fire, their attack is incredibly devastating when supported by other air unts. Devourer attacks inflict "acid spores" on enemies; for each acid spore that a unit is hit with (up to 9), its firing rate is slowed and the unit takes additional damage from all attacks until the spores wear off. Acid spores also reveal cloaked units, making it difficult for enemy Wraiths to retreat after an engagement. Devourers also morph from Mutalisks, but they move much faster than Guardians. Devourers are more suited for dealing with large airborne units since their firing rate is very slow. A Greater Spire is required to produce Devourers. (Brood War only)
- Scourge (Core Genus: Unknown) — Scourges are small, blind kamikaze fliers able to attack air units. They accomplish their suicide attack through a plasma metamorphosis. Like the Zergling, the DNA of the Scourge is so simple that two are hatched from every egg. Scourges are effective against Protoss Carriers, Terran Wraiths, Zerg Mutalisks, and Zerg Guardians, but they aren't very effective against Terran Battlecruisers as they can be killed by Battlecruisers in one shot. A Spire is required to produce Scourges.
- Queen (Core Genus: Arachnis Brood-Keeper) — The Queen is an air caster unit with no standard attack. Queens have four types of special abilities: Parasite (inherent special ability); Ensnare; Spawn Broodling; and Infest Command Center, which allows a Queen to infest a heavily damaged (less than 1/2 health) Terran Command Center and transform it to an Infested Terran factory. A Queen's Nest is required to produce Queens.
Buildings
Zerg structures are unique in two major ways. First, Zerg structures are alive and heal over time, just as Zerg units do, and bleed when injured. Also, all Zerg structures except for the Hatchery and Extractor (which is restricted to construction over Vespene geysers) must be built on a thick, organic material known as the "creep." Creep Colonies are needed to extend the creep to allow the manifestation of other Zerg structures. When a Creep Colony, Sunken Colony, Spore Colony, Hatchery, Lair, or Hive is destroyed, all corresponding creep retreats except for a tiny area around remaining structures. Larvae eventually die when not sustained by the creep. Structures of other races may not be built on the creep, but will not be destroyed when overrun by it. Creep does not discriminate between players — any Zerg player can build on any player's creep.Basic buildings
- Hatchery (Primary Larva Spawning Grounds/Resource Metabolizer) — spawns larvae from which to morph Zerg units (up to three). Also allows the Burrow evolution, which allow all ground units (except for the ultralisk and broodling) to burrow into the ground at will. Only Zerg building without any building constraints, and also expands the creep further. Provides a single point of control.
- Extractor (Vespene Mining Tendril) — built over a Vespene Geyser, this building allows Zerg Drones to harvest Vespene gas.
- Evolution Chamber (Zerg Genetic Laboratory) — provides three levels of upgrades for ground unit melee and missile attack power, as well as armor (attack power of Drone is not upgraded).
- Spawning Pool (Zergling Breeding Grounds) — allows for the construction of Zerglings at the Hatchery. Contains upgrades for the movement speed and (once a Hive is constructed) Zergling attack speed. Requires Hatchery.
- Creep Colony (Creep Production Organ) — expands the Creep. Can be upgraded to Spore or Sunken Colony.
- Spore Colony (Aerial Defence Tower) — stationary defensive structure capable of attacking air units with rapid-fire spores. Can detect cloaked and burrowed units. More resilient than other defences. Requires Evolution Chamber.
- Sunken Colony (Ground Defence Tower) — stationary defensive structure capable of attacking ground units by using a subterranean tentacle to attack. Requires Spawning Pool.One of the strongest ground defense structures in the game.
- Hydralisk Den (Hydralisk Cocooning Womb) — allows for the morphing of Hydralisks. Contains speed and attack range upgrades for the hydralisk, as well as the "Lurker Aspect" (Brood War only; requires Lair), which allows for the morphing of lurkers. Requires Spawning Pool.
Advanced buildings
- Lair (Advanced Hatchery) — upgrade of Hatchery. Required for second level of Evolution Chamber upgrades, some advanced structures, and the Lurker Aspect at the Hydralisk Den. Carries over all abilities of a Hatchery, but with increased hit points. Also allows for the sight range and speed upgrades for the Overlord, as well as the transporting evolution. Requires Spawning Pool.
- Spire (Zerg Flyer Breeding Grounds) — grants ability to morph Mutalisks and Scourge. Also contains upgrades to armor and attack power for air units (attack power of Scourge is not upgraded). Requires Lair.
- Greater Spire (Advanced Spire) — evolution of the Spire. Required for morphing of guardians and devourers. Requires Hive. Carries all abilities of a Spire.
- Queen's Nest (Queen's Lair) — required for morphing of Queens. Allows evolution of ensnare and spawn broodling ability for Queens, as well as an energy upgrade. Required for Hive.
- Hive (Advanced Lair) — upgrade of Lair. Retains all the abilities of a Lair, as well as allowing for the third-level armor and weapon upgrades at the Spire, Greater Spire, and Evolution Chamber and the rest of the structures (and the attack speed upgrade for zerglings at the Spawning Pool). Requires Queen's Nest.
- Nydus Canal (Long Range Colony Artery) — ability to instantly transport ground units from one location to another (and back). The "exit" location can only be constructed on creep. Requires Hive.
- Defiler Mound (Defiler Spawning and Evolution Chamber) — allows for morphing of Defilers, as well as the Plague and Consume evolutions and an energy upgrade. Requires Hive.
- Ultralisk Cavern (Ultralisk Breeding Grounds) — allows for morphing of Ultralisks, as well as (in Brood War), speed and armor upgrades for the Ultralisk. Requires Hive.
- Infested Command Center — comes from a queen. When a Terran Command Center falls beneath half HP, a queen can infest it. Produces the Infested Terran. (Note: A Queen, if it is near enough to the damaged Command Center, will automatically infest it.)
Strategies
[Zerg Strategy]Zerg Heroes
- Daggoth: Cerebrate
- Kaloth: Cerebrate
- Infested Kerrigan: Zerg/human hybrid
- Torrasque: Sentient Ultralisk
- Zasz: Cerebrate
- Zerg Overmind: Overmind
- Yggdrasil: Overlord
- Infested Stukov: Zerg/human hybrid
- Infested Duran: Zerg/human hybrid
- Hunter Killer: Hydralisk
- Devouring One: Zergling
- Araq: Cerebrate - The PC (Player Character)
See also
External links
- [Zerg theme song]
- [Battle.Net: Zerg]
- [StarCraft homepage at Blizzard Entertainment]
- Underwood, Peter, Bill Roper, Chris Metzen and Jeffrey Vaughn. StarCraft (Manual). Irvine, Calif.: Blizzard Entertainment, 1998.
- Neilson, Micky. StarCraft: Uprising. New York and Toronto, Ontario: Pocket Books, 2000. ISBN B00005AS12 (eBook only)
| StarCraft | |
|---|---|
| StarCraft Universe
| Gameplay of StarCraft • StarCraft storyline • StarCraft units and structures • Psionic technology (StarCraft)>Psionic technology |
| Factions and Organizations
| Dark Templar • Judicator Caste • Kel-Morian Combine • Khalai Caste • Protoss • Protoss Conclave • StarCraft Pirate Militias>Pirate Militias • Raynor's Raiders • Sons of Korhal • Templar Caste • Terran • Terran Confederacy • Umojan Protectorate • United Earth Directorate • Xel'Naga • Zerg • Zerg Brood |
| Locations
| Aiur • Antiga Prime • Braxis • Char (StarCraft)>Char • Chau Sara • Korhal • Mar Sara • Moria • Shakuras • Talematros • Tarsonis • Umoja • Zerus |
| Characters
| Aldaris • Artanis • Admiral DuGalle>Gerard DuGalle • Edmund Duke • Samir Duran • Fenix • Sarah Kerrigan • Arcturus Mengsk • • Raszagal • Jim Raynor • Alexei Stukov • Tassadar • Zeratul • Zerg Overmind • Minor Characters |
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