So, I was
having a discussion with a friend about Starcraft
strategy. Eventually, we got around to the topic of
official Starcraft literature. He proceeded to call
Prima’s Official Strategy Guide things that I
won’t mention here. However, everyone knows that it
is the Starcraft player’s bible. To prove him wrong
and demonstrate the power of Prima, I proudly present:


Part I: “The Terrans should
hold a special place in your heart”
The best way to prove the superiority of The Guide
seems to be to put the strategies it expounds into
action. As The Guide says, terrans should hold a special
place in everyone's heart, so I have chosen to
demonstrate The Guide’s tactics for this fine race first.
To make sure that everyone agrees that the tactics are
the deciding factor and not a map imbalance, the battle
took place in The Lost Temple, pitting me (under
another name of mine, HolidayMeatball), as Terran,
against two swarms of Zerg commanded by waitforme…* and R-751*.
My command center comes online at the 3:00 start and soon
has an SCV being built and 4 others mining. Having
absolutely no idea what I’m about to face, I quickly
consult The Guide and decide to get “the
Terran’s most versatile unit, Marines.” The Guide
goes on to say that marines can double as missile
turrets, are effective against ground and air units, and
can “really shine on the ground.” The game
proceeds quietly for several minutes, so I send out some
marines on patrol to make sure I’m safe. They
rapidly encounter an incoming attack…

Undaunted, I proceed to my backup plan: Wraiths!
“Cloaked Wraiths can do some very serious damage to
unsuspecting enemy units.” Even as their troops
march up my ramp, I prepare to beat them back and launch
my first 4 wraiths. They follow the secret plan of
blowing up over the enemy so that wreckage from their
planes kills the hydras, but they are destroyed before
they get that far. Fortunately, I have two more wraiths
waiting for them at the top of the ramp, which hold them
off for a few precious milliseconds while more marines
come to life and stop the attack just short of my base.

Having just had almost all of my forces eliminated, I
concentrate on rebuilding my defenses. Still not knowing
what attack will come back, I rebuild my versatile
marines and add some turrets just in case, following The Guide's
strategy: “Turrets like to be grouped; otherwise
they get lonely.” Well, I certainly don’t want
my turrets to be lonely!

Unfortunately, my turrets turn out to be useless as
another wave of hydralisks and zerglings comes pouring up
my ramp and overwhelms what little I have left. Terrans
aren’t my best race, anyways. Prima’s strategy
truly outdoes itself for the Zerg…

Part II: “Vast swarms of
Zerglings will rip the flesh off enemy units"
With an introductory line like that, who wouldn’t be
awestruck by the power of the mighty Zerg? And, after my
last game, the Zerg sure do seem awfully powerful. To get
my revenge and demonstrate the might of The Guide, I (still
purple!) return to The Lost Temple, spawning a hatchery
at 6:00, while my opponent, Shakur[RTZ]* has landed as Terran at 9:00. I wanted
to get my lings as quickly as possible, so I acquired a
spawning pool immediately. To recap: I have gone 4-pool,
while he has gone with the ridiculously slow build order
of 8-depot 10-rax. Little does he suspect the 6 lings
that already run towards his base. My lings reach the
base, slaughter the lone marine he has made, and move in
on the SCVs. What happens next defies description. The
actual screenshot is too gory to show, so a reproduction
with actors has been staged (colors changed to protect
the innocent):
Who woulda known that SCVs can tear apart Zerglings? The Guide
clearly states that “SCVs are for building
structures and harvesting resources.” WTF. The
casualties so far: Me: 6 lings. Shakur[RTZ]: 1 marine, 1 SCV.
Still, I don’t give up yet. Expecting a counter, I
climb the tech tree and acquire Hydralisks, “because
they’re so versatile.” Just like the Marines!
Versatility, yes! My two hydras reinforce my 4 Lings and
2 sunkens to create virtually impenetrable defenses.
However, my crafty opponent guides his marines around my
sunkens to the back of my base, where I’m forced to
engage him with the hydras and lings alone. Turns out
that marines and medics are just a bit stronger (not to
mention more versatile) than hydras.
The Terran bastard goes on to raze my entire main, so all
my drones flee to start a new base at the 3:00 main.
About 12 arrive, and immediately set up shop. Obviously,
I need defense as a first priority, so I check what The Guide
has to say about Zerg defense: “Sunken
Colonies… will be largely responsible for defending
your main creep.” So I begin construction on as many
sunkens as possible along with some extra lings to rip
more flesh. By the time I’m done, I have some pretty
formidable defenses.

Everything goes smoothly until I tell a ling to scout and
encounter Shakur[RTZ] coming up my ramp. However, I am
confident that my defenses will hold. Until I hear the
unmistakable sound of a siege tank preparing, followed by
the explosion of an Arclite cannon. As my sunkens begin
to explode, I hurriedly grab my lings and send them
forth. Sadly, none of them make it. I madly turn the
pages of The Guide, but only find: “Siege Tanks can
make dead Zerglings in a hurry.” I guess he reads The Guide,
too. I congratulate him on his knowledge of expert
strategy just before he razes my last building.

Part
III: “The Protoss are the most
highly evolved species"
The Protoss are not only my best race, but are the most
technologically advanced. The biological Zerg and
inferior Terrans have no hope of surviving the combined
might of the Protoss and The
Guide. Once again, I return to
my old stomping grounds at the temple. My opponent this
time is Crus|-|er*, who lands at the Temple with a command
center at 9:00. I warp in from Aiur at the 6:00 start and
soon have 4 perfectly cloned probes. After having been
eliminated quickly twice in a row, I go straight for
defense- in the form of Photon Cannons. “A grid of
Photon Cannons can be all the defense you'll ever
need,” as The Guide says. I quickly assemble my grid and,
armed with “all the defense you'll [I'll] ever
need,” I move on to bigger and better things.
What exactly do I want? Dark Archons. “The Dark
Archon is arguably the game's most influential
unit,” The Guide instructs. Armed with the most
influential unit in the game, how could I lose? Operating
at peak efficiency, I quickly obtain two DAs, only having
to fend off one attack in the meantime. I send both of
them to the front lines and feel even more confident in
my defense. I see another attack approaching and quickly
ready my defenses...
Then, as the fight begins, I quickly return my eyes to The Guide
and continue reading the section on Dark Archons:
“It's of no value in melee combat.” WTF are
they doing calling it the game's most influential unit if
it can't even fight?
Crus|-|er orders the surviving marines (that's all
of them) to form a victory congo line to party and come
waltzing up my ramp into my waiting photon cannons. Phew!
That was a close one!
Bitter about my recent loss, I decide to crank things up
and go on the offensive. “How?”, you may be
asking. “Isn't that obvious?” I answer. I want
Carriers, “perhaps Starcraft’s most
powerful weapon.” After a short time, I’ve
produced 4 armed with interceptors. They quickly head
north to wreak havoc upon my unsuspecting opponent...

Once again, my strategy fails me. Realizing that there is
no hope left for me, I give a gg to Crus|-|er and
head out.

Part IV:
Appendix D
In retrospect, it is obvious that the power of The Guide
lies not in its strategy for each individual race, but in
its overall wisdom. To access this wisdom, I read through
The Guide, noting the style of play used in the
campaign maps. The further I read, the more convinced I
am of what I'm seeing, and I finally acquire proof of
what I’m thinking. On page 89 of the vanilla
edition, the top screenshot clearly shows a player with
10099 minerals and 10000 vespene. Perhaps these sums
could be achieved in normal play, but not on this map. On
this map, the third mission of the Terran campaign, you
have a thirty minute time limit, so there is no
legitimate way to obtain that much vespene! The
message that The Guide is trying to communicate is clear: the
winning strategy is to cheat!
Fortunately, The Guide is prepared to help cheating: it comes
with an appendix filled with all the cheat codes. This is
Appendix C for the vanilla version and Appendix D for the
expansion for anyone interested in finding it.
Now that I have harnessed the true power of The Guide, I
have the power to defeat anyone and everyone. To test it
out, I get back onto Battle.net and into another game at
the site of my previous losses, the temple. My opponent, -Bryce-*,
selected Protoss, while I (back to purple...), go random, having
no fear of losing. After landing my command center at the
3:00 start, my first action is, of course, to procure
some money. This can be accomplished quit simply with the
“show me the money” command.

Well, the problem is obvious. The folks at Blizzard
simply haven't gotten the cheats to work right with
version 1.09 yet. I'm sure they'll have it ready any time
now. The point is, this is the power of The Guide,
and as soon as Blizzard has everything working, only
those who follow Prima will have any chance of victory.
Remember the cheat that Prima has shown and you know How
to Play Starcraft!

Part V: The Test
Congratulations! If you've been paying attention, you now
know How to Play Starcraft according to Prima’s
Official Strategy Guide. However, are you ready to
venture into the world with these new tactics? Before you
go, I recommend taking this test to see if you have what
it take to be a true Starcraft master. There are 8
multiple choice questions and 4 extra credit short answer
questions. If you think you know the correct answers to
all 8 regular questions and possibly some of the extra
credit, post your answers in the Comments section. The
true answers shall be revealed and the masters seperated
from (here’s a new word for your Starcraft
vocabulary) the newbies.
1. The
Guide has alternate names
for several units. What is the alternate name for
Reavers?
a. Scarab Launchers
b. Ground Carriers
c. Protoss Tanks
d. Wurms
2. True/False: According to The Guide,
the corsair’s attack is “very weak.”
3. Which species is the
“middle-of-the-road species” according to The Guide?
a.Terran
b.Protoss
c.Zerg
4.The
Guide has alternate names
for several units. What is the alternate name for
Scourges?
a.Death Mosquitoes
b.Killer Bees
c.Battlecruiser Destroyers
d.Carrier Killers
5.True/False: The Guide
states that “High Templars can fight.”
6.What unit does The Guide
say the Protoss should use to counter Marines?
a.High Templar
b.Dark Templar
c.Zealot/Reaver
d.Dragoon
7.According to The Guide,
what do Infested Terrans explode into?
a.Bits of Flesh
b.Toxic Gases
c.Blood
d.Nothing
8.What cheat, according to The Guide,
gives you 10,000 gas?
a.breathe deep
b.whats mine is mine
c.the gathering
d.something for nothing
Extra Credit 1. Define the
following
terms:
gosu
t.t
gl
hf
Extra Credit 2. How far can a
dog run into a forest?
Extra Credit 3. Which map is
overplayed more, BGH or LT, and why?
Extra Credit 4. Create a Grand
Unified Theory that reconcile's Einstein's Relativity and
Quantum Mechanics.

*Names have been changed to
protect the innocent.
I would like to thank Bart
Farkas, author of Prima's Official Strategy Guide for
Starcraft. In addition, I would like to add that he does
offer advice that can be useful to those inexperienced in
the ways of Starcraft.
-Adhara-
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