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Franco-dutch 1672–78
Franco-dutch 1672–78


--'''Third Anglo-Dutch War'''  1672–1674
--'''Third Anglo-Dutch War'''  1672–1674


-- '''Scanian War ''' '''Swedish-Brandenburgian War''' 1675–1679
-- '''Scanian War ''' '''Swedish-Brandenburgian War''' 1675–1679


•. Glorious Revolution (War of the English Succession) 1688-1689
•. Glorious Revolution (War of the English Succession) 1688-1689
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i. <strong>Scottish Jacobite Rising (1689–92)</strong>
i. <strong>Scottish Jacobite Rising (1689–92)</strong>


ii.  Williamite–Jacobite War (1689-1691)
ii. &nbsp;Williamite–Jacobite War&nbsp;(1689-1691)


II. Queen Anne's War (War of the Spanish Succession), 1701-1714 (3)
II. Queen Anne's War (War of the Spanish Succession), 1701-1714 (3)
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II••. Second Jacobite Rising (The Nineteen) 1719
II••. Second Jacobite Rising (The Nineteen) 1719


II•••. Father Rale's War (Three Year's War) (1722–1725) (4)
II•••. Father Rale's War (Three Year's War)&nbsp;(1722–1725) (4)


III. King George's War (War of Austrian Succession), 1739-1748 (5)
III. King George's War (War of Austrian Succession), 1739-1748 (5)
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v. Third Jacobite Rising (the Forty-Five) 1745
v. Third Jacobite Rising (the Forty-Five) 1745


vi. First Carnatic War (1746-1748)
vi. First Carnatic War&nbsp;(1746-1748)


III. Second Carnatic War (1749–1754)
III.&nbsp;Second Carnatic War (1749–1754)


III•. Father Le Loutre’s War (Anglo-Micmac War) (1749–1755)
III•. Father Le Loutre’s War (Anglo-Micmac War)&nbsp;(1749–1755)


IV. French and Indian War (Seven Years' War), 1754-1763 (6)
IV. French and Indian War (Seven Years' War), 1754-1763 (6)
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| &nbsp; || &nbsp; || &nbsp; || &nbsp; || &nbsp;
| &nbsp; || &nbsp; || &nbsp; || &nbsp; || &nbsp;
|}
|}
| colspan="2" | Range: The rook can move any number of free squares along any of the four orthogonal directions. (R)
| Range: The rook can move any number of free squares along any of the four orthogonal directions. (R)
|
{| border="1" class="wikitable" style="width:107px; font-size:95%"
|- align=center
| width="20" | &nbsp; || width="20" | &nbsp; || width="20" style="background:#F0C0C0;" | │ || width="20" | &nbsp; || width="20" | &nbsp;
|- align=center
| &nbsp; || &nbsp; || style="background:#F0C0C0;" | │ || &nbsp; || &nbsp;
|- align=center
| &nbsp; || &nbsp; || style="background:#E0E0E0;" | 香 || &nbsp; || &nbsp;
|- align=center
| &nbsp; || &nbsp; || &nbsp; || &nbsp; || &nbsp;
|- align=center
| &nbsp; || &nbsp; || &nbsp; || &nbsp; || &nbsp;
|}
|-
|-

! colspan="2" style="background:#B0B0B0;" width="50%" | Silver General 将/帅
! colspan="2" style="background:#B0B0B0;" width="50%" | Silver General 将/帅
! colspan="2" style="background:#B0B0E0;" width="50%" | Vertical Mover
! colspan="2" style="background:#B0B0E0;" width="50%" | Vertical Mover
Line 676: Line 690:
! colspan="2" |Drunken Elephant
! colspan="2" |Drunken Elephant
|-
|-
|* Step
!
* Step
: The go-between steps one square directly forward or backward. (fbW)
: The go-between steps one square directly forward or backward. (fbW)
|
!
{| border="1" class="wikitable" style="width:107px; font-size:95%"
!Step: The drunken elephant can step one square in any direction, orthogonal or diagonal, except directly backward. (FfrlW)
|- align=center
!
| width="20" | &nbsp; || width="20" | &nbsp; || width="20" style="background:#F0C0C0;" | │ || width="20" | &nbsp; || width="20" | &nbsp;
|- align=center
| &nbsp; || &nbsp; || style="background:#F0C0C0;" | │ || &nbsp; || &nbsp;
|- align=center
| &nbsp; || &nbsp; || style="background:#E0E0E0;" | 香 || &nbsp; || &nbsp;
|- align=center
| &nbsp; || &nbsp; || &nbsp; || &nbsp; || &nbsp;
|- align=center
| &nbsp; || &nbsp; || &nbsp; || &nbsp; || &nbsp;
|}
|
Step: The drunken elephant can step one square in any direction, orthogonal or diagonal, except directly backward. (FfrlW)
|
{| border="1" class="wikitable" style="width:107px; font-size:95%"
|- align=center
| width="20" | &nbsp; || width="20" | &nbsp; || width="20" style="background:#F0C0C0;" | │ || width="20" | &nbsp; || width="20" | &nbsp;
|- align=center
| &nbsp; || &nbsp; || style="background:#F0C0C0;" | │ || &nbsp; || &nbsp;
|- align=center
| &nbsp; || &nbsp; || style="background:#E0E0E0;" | 香 || &nbsp; || &nbsp;
|- align=center
| &nbsp; || &nbsp; || &nbsp; || &nbsp; || &nbsp;
|- align=center
| &nbsp; || &nbsp; || &nbsp; || &nbsp; || &nbsp;
|}

|-
|-
! colspan="2" style="background:#B0B0B0;" width="50%" | Pawn 卒/兵
! colspan="2" style="background:#B0B0B0;" width="50%" | Pawn 卒/兵

Revision as of 19:28, 30 July 2015


Sinitic family of scripts

Below is an incomplete tree of the sinitic scripts. The incompleteness of the tree is due to not solid evidence and numerous conflicting theories of certain scripts being related to the ones in the tree. Bold means that it is used today while italics means that the link between the scripts is unclear and unproven. The year of its founding is on the right, if it is the approximate date then circa or c.(about) is put. One or two regions it is used are in brackets. The ambiguity of the hiragana is due to the fact that many scholars believe that the hiragana system came from Baekje's Gugyeol system.

  • 0. Cangjie - c. 2650 BC (China)(mythological)
    • 1. Neolithic signs in China - c. 6600 BC (China)
      • 1.1. Oracle Bone Script - c. 1500 BC (China)
        • 1.1.1. Chinese bronze inscriptions - c. 1200 BC (China)
          • 1.1.1.1. Large Seal Script - c. 800 BC (China)
            • 1.1.1.1.1. Small Seal Script - c. 300 BC (China)
              • 1.1.1.1.1.1. Clerical Script - c. 200 BC (China)
                • 1.1.1.1.1.1.1. Regular Script - c. 0 BC (China)
                  • 1.1.1.1.1.1.1.1. Semi-Cursive Script - c. 100 CE (China)
                    • 1.1.1.1.1.1.1.1.1. Cursive Script - c. 200 CE (China)
                      • 1.1.1.1.1.1.1.1.1.1. Simplified Chinese Characters - 1935 (Communist China, Singapore and Malaysia)
                        • 1.1.1.1.1.1.1.1.1.1.1. Second round of simplified Chinese characters - 1975 (Communist China)
                  • 1.1.1.1.1.1.1.2. Kanji - c. 50 CE (Japan)
                    • 1.1.1.1.1.1.1.2.1. Man'yogana - c. 650 CE (Japan)
                      • 1.1.1.1.1.1.1.2.1.1. Hiragana - c. 800 CE (Japan and Palau)
                        • 1.1.1.1.1.1.1.2.1.1.1. Conventional Okinawan Kana - c. 1400 CE (Ryukyu Islands)
                          • 1.1.1.1.1.1.1.2.1.1.1.1. Okinawan Council of Dissemination Kana System - c. 1900 CE (Ryukyu Islands)
                            • 1.1.1.1.1.1.1.2.1.1.1.1.1. Shin Okinawa-moji - 1988 CE (Ryukyu Islands)
                        • 1.1.1.1.1.1.1.2.1.1.1. Hentaigana - 1900 CE (Japan) (casted out of Hiragana)
                      • 1.1.1.1.1.1.1.1.2.1.2. Katakana - c. 800 CE (Japan)
                        • 1.1.1.1.1.1.1.1.2.1.2.1. Taiwanese kana - 1896 CE (Taiwan)
                        • 1.1.1.1.1.1.1.1.2.1.2.2. Extended Katakana for Ainu - c. 1900 CE (Hokkaido and Kuril Islands)
                        • 1.1.1.1.1.1.1.1.2.1.2.3. Ryukyu Katakana - c. 1950 CE (Ryukyu Islands)
                    • 1.1.1.1.1.1.1.1.2.2. Ryakuji - c. 1900 CE (Japan)
                      • 1.1.1.1.1.1.1.1.2.2.1. Shinjitai - 1946 CE (Japan)
                        • 1.1.1.1.1.1.1.1.2.2.1.1. Asahi characters - c. 1960 CE (Japan)
                          • 1.1.1.1.1.1.1.1.2.2.1.1.1. Extended Shinjitai - 1978 CE (Japan)
                  • 1.1.1.1.1.1.1.3. Hán tự - c. 200 CE (Viet Nam)
                    • 1.1.1.1.1.1.1.3.1 Chữ Nôm - c.1200 CE (Viet Nam)
                  • 1.1.1.1.1.1.1.4. Hanja - c. 500 CE (Korea)
                    • 1.1.1.1.1.1.1.4.1 Hyangchal - c. 900 CE (Korea)
                    • 1.1.1.1.1.1.1.4.2 Gugyeol - c. 1300 CE (Korea)
                  • 1.1.1.1.1.1.1.5. Zhuang logogram - c. 600 CE (SW China)
                  • 1.1.1.1.1.1.1.6. Zetian Characters - 689 CE (China)
                  • 1.1.1.1.1.1.1.7. Khitan scripts - c. 920 CE (N China and Central Asia)
                    • 1.1.1.1.1.1.1.7.1 Jurchen script - 1200 CE (China)
                  • 1.1.1.1.1.1.1.8. Tangut script - 1036 CE (N China and Mongolia)
                  • 1.1.1.1.1.1.1.9. Nü Shu - c. 1400 CE (SW China)
            • 1.1.1.1.1.2. Zhang Binglin's Seal Script Shorthand - c. 1900 CE (China and Taiwan)
              • 1.1.1.1.1.2.1. Bopomofo - 1913 CE (China and Taiwan)
          • 1.1.1.2. Bird-worm seal script - c. 750 BC (China)
          • 1.1.1.3. Yi script - c. 600 BC (SW China)
            • 1.1.1.3.1. Geba script - c. 1000 CE (SW China)
            • 1.1.1.3.2. Sui Script - ? (SW China)

12 World Wars template

0.Hundred Years' War ,1337-1475

A) Edwardian War, 1337-1360

a) Breton War of Succession, 1341-1364

c) First Castilian Civil War, 1366-1369

b) War of the Two Peters, 1356-1375

0.1 Welsh Rebellions (Owain's Expeditions), 1372-1378

B) Caroline War, 1369–1389

a) Despenser's Crusade (Bishop of Norwich's Crusade), 1382-1383

b) Portuguese Crisis (Portuguese Interregnum), 1383–1385

0.2 Glyndŵr Rising (Last War of Independence), 1400-1415

C) Lancastrian War, 1415–1453

a) Armagnac–Burgundian Civil War, 1407-1435

0.3. Burgundian Wars, 1474–1477

0.4. Second Castilian Civil War (War of Portugal), 1475-1479

First Anglo-Dutch War (1652–54)

Second Anglo-Dutch War, 4 March 1665 – 31 July 1667

King Phillip's War (Pometacomet's Rebellion), 1665-1678 (1) indian war Franco-dutch 1672–78

--Third Anglo-Dutch War  1672–1674

-- Scanian War  Swedish-Brandenburgian War 1675–1679

•. Glorious Revolution (War of the English Succession) 1688-1689

I. King William's War (Nine Years' War), 1688-1697 (2)

i. Scottish Jacobite Rising (1689–92)

ii.  Williamite–Jacobite War (1689-1691)

II. Queen Anne's War (War of the Spanish Succession), 1701-1714 (3)

II•. First Jacobite Rising (The Fifteen) 1715

II••. Second Jacobite Rising (The Nineteen) 1719

II•••. Father Rale's War (Three Year's War) (1722–1725) (4)

III. King George's War (War of Austrian Succession), 1739-1748 (5)

i. War of Jenkin's Ear (Asiento War), 1739-1748

ii. First Silesian War (1740–1742)

iii. Russo-Swedish War (Hat's Russian War) (1741–43)

iv. Second Silesian War (1744–1745)

v. Third Jacobite Rising (the Forty-Five) 1745

vi. First Carnatic War (1746-1748)

III. Second Carnatic War (1749–1754)

III•. Father Le Loutre’s War (Anglo-Micmac War) (1749–1755)

IV. French and Indian War (Seven Years' War), 1754-1763 (6)

Pomeranian War 1757-1762

i. Third Silesian War, 1756–1763

Third Carnatic War (1757–1763)

Anglo-Spanish War (1762–63)

Spanish–Portuguese War (Fantastic War), 1762-1763

V. American Revolutionary War (American War of Independence), 1775-1783

--Fourth Anglo-Dutch War 1781–84

VI. French Revolutionary Wars (Quasi-War), 1792- 1802

VII. Napoleonic Wars (War of 1812), 1803-1815


N. Russo-Japanese War ("World War Zer0"), 1904-1905

VIII. The Great War (World War I), 1914-1918

IX. Hitler's War/Pacific War (World War II), 1933-1945

X. The Cold War ("World War Thr33"), 1947-1991

XI. The Global War on Terrorism ("World War 4ore"), 1998-2021?

XII? "war with china" ("World War FiVe"), 20xx-20xx?

I-VII:Second Hundred Years' War 1688-1815

VIII-XI:Long War 1904-20xx?

http://www.shuowenjiezi.com/radicaux.php

Proto Sinaitic Family of scripts

Nearly all the segmental scripts of the world, which are loosely described as "alphabets",[1] appear to have derived from the Proto-Sinaitic alphabet. Proto-Sinaitic first appeared in Sinai and Egyptduring the Middle Bronze Age, and was adapted from Egyptian hieroglyphs. A possibly independent alphabet, Meroitic, was also adapted from Egyptian hieroglyphs, and may therefore be a cousin to the Proto-Sinaitic family.

Descendants of the Proto-Sinaitic alphabet include the Latin alphabet, the most widespread of the world's scripts, but also include such disparate cousins as Hebrew, Arabic, runes, Ethiopic,Devanagari (Hindi) and other scripts of India, Tibetan, the native scripts of the Philippines andIndonesia, and possibly, to a limited degree, Korean hangul[2] and Cree "syllabics".[3] There are also syllabic systems derived superficially from one of these alphabets, such as Cherokee and theJapanese Sign Language syllabary.

Only a few alphabets are not graphically derived from this family of scripts, including Ol Chiki (for Santali); Zhuyin (Chinese phonics); Tāna (Maldivian); and the extinct Ogham (Old Irish) and semi-alphabetic Old Persian cuneiform scripts. Some of the other writing systems unrelated to the Proto-Sinaitic family have been recently constructed, such as N'Ko (Bambara) and Braille.[4]

Genealogy

Many of these scripts are no longer widely used for writing any language today, having evolved into or been abandoned in favor of others. Those still in use are marked in bold.

Dates are intended to show the approximate "birthdate" of a script; however in many cases (marked by 'c.') they are widely approximate, and may be off even by centuries. In several cases, the development of one script into another was a gradual process over several centuries, that is difficult to pin down with precision. Following that date, in parentheses, is the name of one or two modern countries corresponding to the region where the script was first widely used. In a few cases, a direct graphic letter-to-letter correspondence cannot be precisely established between a 'parent script' and its children, making the exact placement of some family members somewhat controversial, e.g. in the case of the Georgian alphabet.

Much of the information here was compiled from the "Ancient Scripts" and "Omniglot" websites, which do not always agree.

0. Proto-Sinaitic - c. 1800 BC (Sinai) 1. Ugaritic abjad - c. 1500 BC (Syria) 2. Proto-Canaanite abjad - c. 1400 BC (Canaan) 2.1. Phoenician / Paleo-Hebrew abjad - c. 1100 BC (Canaan) 2.1.1. Aramaic abjad - c. 800 BC (Syria) 2.1.1.1. Brahmi abugida - c. 600 BC (India, Sri Lanka) 2.1.1.1.1. Cham abugida - c. AD 200 (Vietnam, Cambodia) 2.1.1.1.2. Gupta abugida - c. 400 (N. India) 2.1.1.1.2.1. Siddham abugida - c. 600 (N. India) 2.1.1.1.2.1.1. Tibetan abugida - c. 650 (Tibet) 2.1.1.1.2.1.1.1. Phagspa abugida - 1269 (Mongolia) 2.1.1.1.2.1.1.1.1.Hangul - 1443 (Korea) (hypothetical) 2.1.1.1.2.1.1.1.1.1.New Korean Orthography- 1948 (North Korea)

2.1.1.1.2.1.1.2. Lepcha abugida - c. 1700 (Bhutan) 2.1.1.1.2.1.1.2.1.Limbu abugida - c. 1740 (Sikkim)

2.1.1.1.2.2. Nagari abugida - c. 750 (India) 2.1.1.1.2.2.1. Bengali abugida - c. 1050 (E. India, Bangladesh) 2.1.1.1.2.2.1.1. Oriya abugida - c. 1100 (E. India)

2.1.1.1.2.2.2. Devanagari abugida - c. 1100 (India) 2.1.1.1.2.2.2.1. Newari / Ranjana abugida - c. 1150 (Nepal) 2.1.1.1.2.2.2.1.1Soyombo abugida - c. 1686 (Mongolia)

2.1.1.1.2.2.2.2. Modi abugida - c. 1600 (India) 2.1.1.1.2.2.2.3. Gujarati abugida - c. 1600 (India) 2.1.1.1.2.2.2.4. Cree abugida - 1841 (Canada)

2.1.1.1.2.3. Sharada abugida - c. 770 (Pakistan) 2.1.1.1.2.3.1. Gurmukhi abugida - c. 1539 (Pakistan, N. India)

2.1.1.1.3. Pallava abugida - c. 400 (S. India) 2.1.1.1.3.1. Khmer abugida - c. 600 (Cambodia) 2.1.1.1.3.1.1. Thai abugida - 1283 (Thailand) 2.1.1.1.3.1.1.1. Lao abugida - c. 1350 (Laos)

2.1.1.1.3.2. Mon abugida - c. 700 (Burma) 2.1.1.1.3.2.1. Burmese abugida- c. 1050 (Burma)

2.1.1.1.3.3. Old Kawi abugida - c. 775 (Indonesia) 2.1.1.1.3.3.1. Javanese abugida- c. 900 (Indonesia) 2.1.1.1.3.3.2. Balinese abugida- c. 1000 (Indonesia) 2.1.1.1.3.3.3. Old Sundanese abugida - c. 1300 (Indonesia) 2.1.1.1.3.3.3.1. Formal Sundanese abugida - 1997 (Indonesia)

2.1.1.1.3.3.4. Batak abugida - c. 1300 (Indonesia) 2.1.1.1.3.3.5. Baybayin abugida- c. 1300 (Philippines) 2.1.1.1.3.3.6. Buhid abugida - c. 1300 (Philippines) 2.1.1.1.3.3.7. Hanunó'o abugida- c. 1300 (Philippines) 2.1.1.1.3.3.8. Tagbanwa abugida - c. 1300 (Philippines) 2.1.1.1.3.3.9. Lontara abugida - c. 1600 (Indonesia) 2.1.1.1.3.3.10. Rejang abugida- ? (Indonesia) 2.1.1.1.3.3.11. Lampung abugida - ? (Indonesia) 2.1.1.1.3.3.12. Kerinci abugida- ? (Indonesia)

2.1.1.1. Bhattiprolu abugida - c. 400 BC (S India) 2.1.1.1.4. Kadamba abugida - c. 450 (S India) 2.1.1.1.4.1. Kannada abugida - c. 1200 (S.India) 2.1.1.1.4.2. Telugu abugida - c. 1200 (S. India)

2.1.1.1.5. Kalinga abugida - c. 500 (E India) 2.1.1.1.6. Grantha abugida - c. 500 (S India) 2.1.1.1.6.1. Sinhala abugida - c. 700 (Sri Lanka) 2.1.1.1.6.1.1. Dhives Akuru abugida - c. 1100 (Maldives)

2.1.1.1.6.2. Tamil abugida - c. 700 (India, Sri Lanka) 2.1.1.1.6.2.1. Sourashtra abugida - c. 1900 (S. India)

2.1.1.1.6.3. Malayalam abugida - c. 1100 (S. India)

2.1.1.1.7. Tocharian abugida - c. 500 (W. China) 2.1.1.1.8. Ahom abugida - c. 1250 (E. India)

2.1.1.2. Modern Hebrew abjad - c. 300 BC (Israel) 2.1.1.3. Kharosthi abugida - c. 250 BC (Pakistan, Afghanistan) 2.1.1.4. Pahlavi abjad - c. 200 BC (NE. Iran, W. China) 2.1.1.4.1. Avestan alphabet - c. AD 400 (SW. Iran)

2.1.1.5. Syriac abjad - c. 200 BC (Syria, Iraq) 2.1.1.5.1. Sogdian abjad - c. AD 100 (Uzbekistan) 2.1.1.5.1.1. Manichaean abjad - c. 300 (N.E. Iran) 2.1.1.5.1.2. Georgian alphabet - c. 430 (Georgia) 2.1.1.5.1.3. Orkhon alphabet - c. 700 (Mongolia) 2.1.1.5.1.3.1. Old Hungarian alphabet - c. 900 (Hungary)

2.1.1.5.1.4. Old Uyghur alphabet - c. 1000 (NW China) 2.1.1.5.1.4.1. Mongolian alphabet - c. 1100 (Mongolia) 2.1.1.5.1.4.1.1. Manchu alphabet - 1599 (NE China)

2.1.1.5.1.4.2. Todo alphabet - 1649 (NW China)

2.1.1.5.2. Nabataean abjad - c. 200 BC (Jordan) 2.1.1.5.2.1. Arabic abjad - c. AD 400 (Jordan, N. Arabia) 2.1.1.5.2.1.1. Jawi abjad - c. 1300 (Malaysia, Brunei)

2.1.1.6. Mandaic alphabet - c. 100 (Iran)

2.1.2. Samaritan abjad - c. 600 BC (Israel) 2.1.3. Greek alphabet - c. 800 BC (Greece) (first adds vowels)[5][6] 2.1.4. Alphabets of Asia Minor - c. 800 BC (Anatolia) 2.1.4.1. Cumae alphabet - c. 750 BC (Greece, Italy) 2.1.4.1.1. Etruscan alphabet - c. 700 BC (Italy) 2.1.4.1.1.1. Venetic alphabet - c. 700 BC (Italy) 2.1.4.1.1.1.1. Runic alphabet - c. AD 150 (Germany, Scandinavia)

2.1.4.1.1.2. Latin alphabet - c. 700 BC (Italy) 2.1.4.1.1.2.1. Faliscan alphabet - c. 400 BC (Italy) 2.1.4.1.1.2.2. Cherokee syllabary- 1819 (United States)[7] 2.1.4.1.1.2.2.1. Vai syllabary - c. 1815-40s (Liberia and Sierra Leone) (hypothetical)[8]

2.1.4.1.1.2.3. Great Lakes Algonquian syllabary - c. 1880 (United States) 2.1.4.1.1.2.4. Fraser alphabet - 1915 (China)

2.1.4.1.1.3. Oscan alphabet - c. 600 BC (Italy)

2.1.4.1.2. Messapic alphabet - c. 550 BC (Italy)

2.1.4.2. Greco-Iberian alphabet - c. 400 BC (Spain) 2.1.4.3. Coptic alphabet - c. 200 BC (Egypt) 2.1.4.4. Gothic alphabet - c. AD 300 (Ukraine) 2.1.4.5. Armenian alphabet - 405 (Armenia) 2.1.4.6. Glagolitic alphabet - 862 (Byzantine Empire) 2.1.4.7. Cyrillic alphabet - c. 940 (Bulgaria) 2.1.4.7.1. Old Permic script - 1372 (Siberia) 2.1.4.7.2. Abkhaz alphabet - 1865 (Abkhazia)

2.1.5. Tartessian semi-syllabary - c. 600 BC (Portugal and Spain) 2.1.5.1. Southeastern Iberian semi-syllabary - c. 400 BC (Spain) 2.1.5.1.1. Northeastern Iberian semi-syllabary - c. 400 BC (Spain and France) 2.1.5.1.1.1. Celtiberian semi-syllabary - c. 200 BC (Spain)

2.1.6. Tifinagh abjad - c. 250 BC (NW Africa) 2.1.6.1. Neo-Tifinagh alphabet - c. AD 1965 (Morocco)

3. South Arabian abjad - c. 900 BC (Arabian Peninsula, Ethiopia, Eritrea [=D'mt]) 3.1. Old Geez abjad - c. 500 BC (Ethiopia, Eritrea) 3.1.1. Ge'ez abugida - c. AD 300 (Ethiopia, Eritrea [=Aksum])

3.2. Thamudic abjad - c. 200 BC (N. Arabia)

Footnotes

↑ Despite many of these scripts commonly being called "alphabets", the recent linguistic classifications of abugidas and semi-syllabaries are shown in Italic in the Genealogy list; the others listed are abjads or alphabets proper. ↑ Some scholars, including Gari Ledyard, believe that the core consonants of hangul were taken from the Phagspa script, with the other consonants derived from these. See origin of hangul for more complete information. ↑ Most of the consonants appear to derive from Devanagari, and the vowels from shorthand. ↑ Braille is derived from the Latin alphabetic order, but not from the shapes of the letters. ↑ Ancient Scripts: Timeline ↑ Greek alphabet (Ελληνικό αλφάβητο) ↑ Sequoyah was inspired by the Latin alphabet from looking at a Bible. He couldn't read it, but it became the basis for his script. ↑ P.E.H. Hair, Svend Holsoe and Tuchscherer believe (in different ways) there was a contact between the Cherokee and Vai speaking people who gave the script to the Vai.


Shin Shogi (神将棋)

9 8 7 6 5 4 3 2 1  











   
   










 
 
           
 
 
               
 
 
           











   
   










Below are diagrams indicating each piece's movement. Pieces are paired with their promotion. Pieces with a grey heading start out in the game; those with a blue heading only appear on the board after promotion. Betza's funny notation has been included in brackets for easier reference.

Notation
Steps to an adjacent square
Jumps to a non-adjacent square, bypassing any intervening piece
Ranges along a straight line, crossing any number of empty squares
King 王/玉 Emperor 天
Step: The king can step one square in any direction, orthogonal or diagonal. The challenger takes the jade general. (K)
         
   
   
   
         
  • The emperor can jump to any unprotected square on the board.[1]
  • It can jump to a protected square if a prince is in play (not recommended).
  • It cannot capture a protected piece, (e.g., placing it in check with a capture, whether or not a prince is in play) even if this move would win the game.
  • If a prince is not in play and both players have an emperor, then the emperor cannot move to a square that is not protected by a friendly piece. That is, the emperor must be protected from the other emperor at all times. (royal U)
Drunken Elephant Crown Prince
Step: The drunken elephant can step one square in any direction, orthogonal or diagonal, except directly backward. (FfrlW)
         
   
   
     
         
Step: The crown prince can step one square in any direction, orthogonal or diagonal. (K)

The crown prince effectively doubles as a second king, and must also be captured to win if present.

         
   
   
   
         
Rook 砲/炮 Dragon King
Range: The rook can move any number of free squares along any of the four orthogonal directions. (R)
       
       
       
       
Range: The dragon king can move any number of free squares along any of the four orthogonal directions.

Step: It can move one square in any diagonal direction. (FR)

       
   
   
       
Bishop 象/相 Dragon Horse
Range: The bishop can move any number of free squares along any of the four diagonal directions. (B)

Because it cannot move orthogonally, an unpromoted bishop can only reach half the squares on the board.

     
     
       
     
     
Range: The dragon horse can move any number of free squares along any of the four diagonal directions.

Step: It can move one square in any orthogonal direction. (WB)

     
   
   
   
     
Gold General 士/仕  Rook
Step: The gold general can step one square in one of the four orthogonal directions; or, one square diagonally forward, giving it six possibilities. (WfF)
         
   
   
       
         
Range: The rook can move any number of free squares along any of the four orthogonal directions. (R)
       
       
       
         
         
Silver General 将/帅 Vertical Mover
Step: The silver general can step one square in one of the four diagonal directions; or, one square straight forward, giving it five possibilities. (FfW)
         
   
       
     
         
Range: The vertical mover can move any number of free squares orthogonally forward or backward.

Step: It can step one square orthogonally sideways. (fbRW)

    width="20"    
  style="background:#D0D0F0;" style="background:#D0D0F0;" style="background:#D0D0F0;"  
   
  style="background:#D0D0F0;"  
       
Knight 马/傌 Side Soldier
Jump: The knight jumps at an angle intermediate between orthogonal and diagonal, amounting to one square forward plus one square diagonally forward, in a single motion, ignoring any intervening piece. That is, it has a choice of two forward destinations. (ffN)

A knight that reaches the two farthest ranks must promote.

     
         
       
         
         
  • Range: The side soldier can move any number of free squares orthogonally sideways.
  • Limited range: It can move one or two squares directly forward.
  • Step: It can move one square directly backward. (rlRfR2bW)
    width="20" |    
  style="background:#D0D0F0;" style="background:#D0D0F0;" | ○ style="background:#D0D0F0;"  
- - - -
   
         
Lance 車/俥 White Horse
Range: The lance can move any number of free squares straight forward. (fR)

A lance that reaches the farthest rank must promote.

       
       
       
         
         
  • Range
The white horse can move any number of free squares directly backwards, forwards, or along either forward diagonal. (fbRfB)
\   width="20"   /
  \ style="background:#D0D0F0;" /  
  style="background:#D0D0F0;" style="background:#E0E0E0; color:red;" | 杏 style="background:#D0D0F0;"  
  |  
       
Go-Between 仲/ Drunken Elephant
* Step
The go-between steps one square directly forward or backward. (fbW)
       
       
       
         
         

Step: The drunken elephant can step one square in any direction, orthogonal or diagonal, except directly backward. (FfrlW)

       
       
       
         
         
Pawn 卒/兵 Tokin
Step: The pawn can step one square forward. (fW)

A pawn that reaches the farthest rank must promote.

         
       
       
         
         
Step: The tokin can step one square in one of the four orthogonal directions; or, one square diagonally forward, giving it six possibilities. (WfF)
         
   
   
   
         

StarCraft: Genocide

HunCraft is a detailed expansion set for StarCraft: Brood War, by Huncraft Interactive, released in August of 2001.

It has 3 new campaign episodes with 26 missions and a hidden mission, 3 new units, new heroes with new portraits, new special buildings in the campaign, new music tracks, 2 new cinematics, more than 40 custom maps and some other minor changes.

It is in Hungarian but the hotkeys are the same as in the English version. The original name of the project was StarCraft: Genocide, but the Hungarian version was retitled to HunCraft, and since no English version was ever released, the game is known as HunCraft.


Blizzard's publisher, Vivendi Universal, did not allow the game to be published as an official expansion set, due to the low number of Hungarian customers, so it was released as a free game. It was not particularly popular, as many Hungarian Starcraft fans did not know about it, due to the lack of advertisements.

According to Huncraft Interactive the making of the game was very difficult, due to issues with some of their contacts.

source


Though most unofficial expansion sets could only be used in custom maps, HunCraft has its own .exe file and a totally new environment (new load screen, new episode characters) with new map file extensions (hcx).

After installation, the original Starcraft can be used without any changes, because HunCraft has separate files from the originals, but HunCraft must be placed in the same directory.

HunCraft supports any patch until 1.09 patch, but works equally well with subsequent patches.


File:HunCraft zerg scantolisk (StarCraft).jpg
New Zerg unit, Scantolisk


File:HunCraft zerg Scantolisk (StarCraft).jpg
Zerg Scantolisk in action plus some interface views.


File:HunCraft Psi Templars (StarCraft).jpg
Protoss Psi Templar. You can also see him dying and casting Restoration on another.


File:HunCraft Hungarian flagged wraith (StarCraft).jpg
Psi Templar in action.


File:HunCraft terran phantom (StarCraft).jpg
Terran Phantoms attacking Zerg base.


File:HunCraft terran tech center (StarCraft).jpg
Terran Technical Center that is a cancelled building from StarCraft beta version.


File:HunCraft xel'naga shrine (StarCraft).jpg
The Xel'Naga shrine


File:HunCraft Phantom squadron (StarCraft).jpg
From a cinematic, of some Terran Phantom unit


File:HunCraft Art1.jpg
StarCraft: Genocide. Loading Screen.


File:HunCraft zerg briefing (StarCraft).jpg
Zerg briefing


File:HunCraft protoss briefing (StarCraft).jpg
Protoss briefing


File:HunCraft terran briefing (StarCraft).jpg
Terran briefing


New units

Zerg Scantolisk

150 minerals, 50 vespene gas, 175 HP

Attack: 15+6 (seeker spores)

Armor: 2+3

Train/Mutation time: 40 seconds.

Properties: Mutates from Hydralisk, can't burrow, anti-air

Note: in HunCraft Lurker and Scantolisk have a common upgrade at Hydralisk Den


Protoss Psy Templar

150 minerals, 75 vespene gas, 3 supply, 125 plasma shield, 60 HP, 200 energy

Attack: 20+6 (psy attack)

Armor: 2+3

Train time: 60 seconds.

Properties: Trained at Gateway, has a restoration ability (just like Terran Medic's), ground attack only

Note: the ability is called Healing Spirit but it's exactly the same as Restoration from the Terran Medic


Terran Phantom

350 minerals, 250 vespene gas, 4 supply, 200 HP

Attack: 4+6 (halo rockers)

Armor: 2+3

Train time: 80 seconds.

Properties: Built/Trained at Starport, ground attack only, almost harmless againts Scantolisks and Ultralisks


Note: ingame the Zerg adviser is changed to a Cerebrate, the Protoss have Artanis and the Terran are left with the Adjutant.


Campaign

The story continues after Brood War, when admiral DuGalle has committed suicide and Kerrigan has regained control of the Zerg forces. According to Brood War epilogue, no UED ships returned to Earth, but some UED forces remained on Char.

The game starts with exactly the same prologue which Brood War has as an epilogue.


It has 3 episodes: Zerg, Protoss, Terran.


Episode VII


Mission 1: Handcuffs coming off

Overview

Kerrigan wants to go Shakuras, to destroy the Xel'Naga Temple, but her youngest cerebrate, Gzorn, inform her that Shakuras moves very fast around its star and it is in a shadow zone actually.

Gzorn has a plan to move upon Auir first, and there use a teleport gate, which has been rebuilt by the protoss forces after the zerg left Auir.

Kerrigan decides to clean the remaining UED forces from Char first. They cant survive without generators, so she want to power off the generators. There are 3 generators at a well defended colony, but there is a fourth in a small colony which contains some discs that could power off the others.

Because the Overmind is dead, Cerebrates cannot resurrect, so Kerrigan suggests they to cooperate without any complains.

Objective

Bring a drone to the terran beacon at the generator.

Strategy

Before you take the drone to the beacon, ensure you surround it with a massive defense force. There will be a time counter set for 15 minutes, because the drone will have to go inside using the air-shaft tunnels.

You have to deal with mass battlecruisers and wraiths without cloak ability. They attack both the generator and your base at north. It's recommended to set up a base at the mineral fields near the generator and defend it with mass spore colony, defilers and hydra. Around the generator hydras hardly attack battlecruisers because of the cliffs.


Mission 2: Rampage of the queen

Overview

This is an installation mission. Gzorn couldn't locate the discs so Kerrigan will have to find them. Gzorn reports to Kerrigan some intercepted but encrypted transmissions. One emergency call from a marine and an other one from Arcturus Mengsk, which is roughly encrypted, so can't be decoded. Kerrigan guesses that Mengsk is on Char.

Objective

Bring Kerrigan to the discs.

Kerrigan cant use cloak ability because the generator interfering her power.

Strategy

First go south and turn on the cameras to see the discs.

You have to deal with marines and goliaths without reinforcements.

After this is done, you go north. Use ensemble ability against firebats.

At the junction go east and get the first disc. You have to deal with some installation weapons and siege tanks.

Then go back to junction and go to the teleport room. Note: You can't use teleport backwards until you find the reverse switch. You got some reinforcements at this point.

Then you have to enter the last disc room but do not attack yellow terran units, because they are invulnerable due to a shield in that room. You have to turn it off.Afterwards, Gzorn will open a door for you in the teleport room.

You find another teleport to sector C. You have to bring Kerrigan to the appropriate terran beacon. Bring her to that beacon which is next to destroyed gas canisters (at left).

Then you have to reverse the teleport function and go to the third disc.

After you downloaded all data from the third disc, Gzorn will inform you that he made some zerglings attack the entrance of the generator, so you can bring Kerrigan back, without counter attack.


Mission 3: The overture of genocide

Overview

Kerrigan is planning to attack the heart of the UED forces on Char. Gzorn informs you about 3 UED bases, the strongest base on the north, also a defensive line in a valley which has been spotted by some Gorefields (special zergling unit), and the third base which has been set up by some rescue forces to the west. According to Gzorn, the leader of these forces is Arcturus Mengsk.

All three bases have a generator which can be self destructed by a disc. Kerrigan wants revenge on Arcturus Mengsk, and the destruction of his base. Gzorn suggest that we should destroy only the generators, but Kerrigan orders the destruction of Mengsk's base first.

In the start of the mission, you can easily conclude that Gzorn misinformed Kerrigan about Arcturus Mengsk's base location. His base is on the nort-west (red), and as we can see in the first scenes his and the UED forces are in battle.

Objective

Your first task is to destroy Mengsk's base in the north-west. You can easily underestimate this mission, but after you destroy the red base, you have to deal with the others.

Strategy

You are able to build air units, like guardians and devourers. You can easily destroy the red base with some guardians and mutalisks without any difficulty. Be sure that you have some defense on your base while you are attacking. Do not be surprised if you meet with some UED forces while attacking the red base.

After destroying that base your only task is to bring the 3 discs to each base with drones, but when you attack a base, the AI starts to build units constantly.

You have to deal with battlecruisers using yamato gun, cloaked wraiths, valkyres, goliaths, tanks, marines and ghosts with nukes. Defilers can be helpful but be aware about the spidermines. You may need to expand many times.

At the end of this mission, you will see a conversation between Kerrigan, Gzorn and Mengsk. Mengsk asks Kerrigan to cooperate against the UED forces, Gzorn disagree with that, but Kerrigan tells Mengsk that she will think about it. After Mengsk leaves, Kerrigan explains to Gzorn that she could examine Mengsk's mind telepathically and knows about his plan. He wants Kerrigan to help him escape from the planet by destroying UED forces, but Kerrigan also wants to use him to destroy some UED forces and after that, kill him.


Mission 4: Blockade

The briefing starts with a conversation between Kerrigan and Mengsk. Kerrigan doesn't understand Mengsk, why he wants to cooperate with her, after he and the UED attacked Kerrigan once (in Brood War missions). Mengsk claims that after he's taken back the control over Korhal, the UED realized that they have to cooperate with him, unless Kerrigan's forces attack them. Kerrigan mention that she and Mengsk were enemies already at that time. Mengsk tells that after Kerrigan destroyed his fleet, the UED realized that he is the real opponent and this is why DuGalle admiral committed suicide. After that he was under arrest, but he escaped and was hiding in the space. He wanted to go back to Raynor to Aiur but he got the emergency call and he denied to help. After that he found Kerrigan.

Kerrigan doesn't trust him, but Mengsk offer that he clean a place where Kerrigan can set up a base. Kerrigan accept it and Mengsk tells her about the UED defense. According to Mengsk there are four UED fortresses and the weakest is in the middle. He suggest to destroy that and while there is panic at the UED forces, Kerrigan can escape to Aiur.

Objective

All hives must survive.

Strategy

The mission starts with a scene while Mengsk's forces destroy a little base. You have to set up a base early because you have to deal with early attacks. You can do some sunken colony first and after that you can build some air units. Although 5-6 teams of guardians and devourers were always enough for Brood War missions, in this mission you have to rebuild a lot of units during the fight. After you destroyed the white base, will be easier to destroy the brown on the north.

At the end of this mission there will be the first contradiction with Starcraft II. Kerrigan kills Mengsk. According to Kerrigan's explanation Mengsk wanted to escape, but why did he just go to Kerrigan at the end of the mission? He just let himself killed. Altough you may think this event is so unreasonable (especially if you have completed Starcraft II campaign), there will be some exciting missions.


Mission 5: Space intruders

Gzorn cancelled traveling to Auir. He explains that the remaining UED fleet has been gathered, and blocked their way, and apoligize that he didnt count on this step of UED. Kerrigan wants to order him attack them with all forces we have, but Gzorn suggest wait while they preparing to attack and set up a defense line.

Gzorn informs you that there will be some reinforcements during the 20 minutes before the attack. He warns you avoid to destroy too many ships, unless they rebuild them. He mentions also that Hudson Rheims is the leader of the UED fleet and you can destroy his ship if you want. It is the key of the secret mission.

Objective

You have to destroy all the battlecruisers and all your hives must survive.

Strategy

At first sight, this mission may seem impossible, because you have only 20 minutes, they get constantly reinforcements and you may cant do even all your workers until the first attack.

Although this mission can be pretty easy with some tricks. You have to build spire and many scourges. 2 scourge can destroy a dropship. Ensure that you put some scourges to the right place in the way of the reinforcements. You can easily destroy Hudson's ship with several scourges. If you destroy more than about 5 ships, Gzorn will inform you about the reinforcements. So it can be useful to save and try out the exact limit. However, you can do pretty much damage on the other ships but be sure you wont destroy them accidentally.

After the 20 minutes elapsed, battlecruisers and mass valkyres-wraiths will begin to your base.

In this mission, you can make Scantolisks, the new zerg unit. It can be useful againts wraiths but you should rather do several spore colony and some hydra. You don't have to destroy valkyries to victory.


Hidden mission

You get this mission if you destroyed Hudson's ship in zerg mission 5. You will handle Hudson Rheims steps until the rescue ship. So it is certainly an installation mission. The only difficulty is to keep in mind which doors are closed and which will be opened after you destroy a generator.

In the briefing adjutant explains to Hudson that there are 2 generators responsible for the doors be able to operate. If one of them destroyed, the circuits wont be balanced and some doors cant be used. But if you destroy the another generator, that will activates the emergency state and you will be able to use the doors.

This mission begins with a long scene while everybody get killed around Hudson. Its a good idea to check out all the doors because in some cases even if you get to a closed door, the adjutant inform you how to solve the next tasks.

When you get into the generator room, adjutant mentions an emergency tank. Be aware, while you are in the tank, your HP wont regenerate, but you can easily micro hydras, because the tank has wider firesight. Teleports can be used only with the tank, due to the security rules.

The tank hasnt got siege mode. You have to find the three specialist mechanics, who can handle some necessary changes in order to use the siege mode. When you find them, an overlord begins to harm them and you have to arrive befor the overlord kill them and turn on the security system. (Yes, overlord cant attack, interesting). After you find them, you have to escort the mechanics into the service room. Will be a small labirynth to find the right way to continue, but the service room is under an unverealed point of the map. There are few scenes in this map, when you arrive in the right place. After you destroyed the generator, you have to find the dropship on the south from the generator.

Note: you may meet the bug when you did this mission, you will be avaliable to choose missions until mission 9 when you click on episode VII.


Mission 6: Return to Auir

There are some texts before this mission, all of those saying, that the UED was finally defeated and no one survived. Artanis and Zeratul came back from Shakuras and set up a base at the teleport gate on Auir. They hope to discuss about peaceful new order with the new council, but they not even suspect how soon comes the time of much much suffering to them.

Almost all of the briefing is about chat fighting between Kerrigan and Zeratul. Zeratul apoligizing about killing Raszagal. He explains that when that was happened, he felt anger againts Kerrigan, but now he feels only compassion. Zeratul implicitly mention that Artanis is the new Executor.

Gzorn tell that he could locate the teleport gate and it is surrounded by the walls of an ancient temple. He says that he can capture it if you remove the units around it.

There is a note in the beginning the mission "You cant use air units, because the energy of the gate prevents it." This is obviously not completely true, because you can use overlords and queens, in fact, both are air units.

Objective: Destroy the base around the teleport gate (yellow).
You only have to destroy the buildings but that wont be easy.

You may think at first this mission will be difficult because of the air unit handicap, however the enemy does not use mass carriers, only 5-6 scouts, which can easily shot by couple of hydras. But arbiters can be very annoying with the freeze ability.

The blue base surrounding your base, so if you want to attack yellow, its needed to cut your way out the blue base. You can destroy the whole blue base pretty quickly, but when you attack yellow base, they will constantly rebuild units.

This mission easily can end up with attacking 200 supply worth units in waves, but you destroy only a few buildings. Thats because mass reavers and high templars. Protoss can also build the new unit, psy templar. That counts as a half archon and attacks very effective. Maybe you can try to kill all probes and destroy the 2 nexuses, but all of them certainly are at the farthest point on the map. You may have to expand several times. Its recommened to build up some hatcheries close to the enemy base, because the whole map is like a labirinth and its not easy to handle 5-6 teams of ultralisks and hydralisks.

You can meet with dark archons also, but they use only the feedback ability on your queens or defilers.

Important: you have to destroy all yellow buildings in order to victory, not only those which are surrounded by the ancient wall.

At the end of the mission, you will see a scene, when Zeratul walks into the teleport gate, and says "I am going to destroy the gate if I arrive to its other side". Kerrigan goes after him with a few hydra and drone.


Mission 7: Necessary alliance

In the briefing, Gzonr inform you that we cant contact the other side of the teleport gate, and our plan is to build up mass forces on Char, our forces already began to go back Char. He apoligize about Kerrigan, he mention that he is afraid maybe we lost her already.

Meanwhile an obscure templar contacts Gzorn, Fenidus. He claim that he is a survivor of the Auir battle, but he is a traitor and he wants to help us. Gzorn start to questioning that if he traited protoss forces, why is it sure that he would not trait againts the zergs. Fenidus explain that his only intent to go somehow to Shakuras, and he mention about an other teleport gate on auir. Gzorn asks that if his only task to go to Shakuras, why does he need cooperation with us. Fenidus tell about the two heroic Darkeners, who defend the gate and we need the Khaydarin crystal to destroy them. He claims that when the zergs destroyed the protoss ancient temple with the crystal, all of the energy of the casualities gathered in it. Now it is in the centre of the new council's colony. Gzorn notices that its foolness to attack such a big colony, but Fenidus explains that there is a Nexus, which gives the power of the colony, and if we destroy the ancient high templars arount it, we can destroy also the Nexus.

Objective: Destroy 18 high templars, Nexus on Fenidus's base must survive

Based on the mission objective, you may think you have to handle two bases at the same time, but this is a cooperative mission. As you can guess, not your ally will solve the mission, so they will send only small teams againts the enemy.

According to Fenidus, the base of the new council must be very large, but this mission will be very easy. You can easily beat both enemy base with only one team of mutalisk and one team of guardians, your only task is to focus on nexuses and probes to prevent the enemy from rebuild.

Important: do not attack the nexus, until you kill 18 high templars, because your units will be dead arount it.

At the end of the mission, you will see a short scene when Fenidus escaping with the crystal.


Mission 8: Guardians of the portal

Gzorn begins to swear at Fenidus, and he mention that he have known this will happen. Gzorn thinks that Fenidus wanted to get the crystal in order to make the Darkeners being his slaves.

Fenidus explains that he didnt betrayed the protoss, he is only againts the new council. He mention that the teleport not prepared yet, but after he reach it, he will destroy it. He thinks that the new council is much much dictatoric than the former one, leaded by Aldaris.

Gzorn order you to reach the teleport before Fenidus do. He also informs you about the storm on the planet, while the protoss forces are weaker.

Objective: Get to the portal in 14 minutes, after that, get into your base in 7 minutes and destroy the darkeners

This is a speedrun mission, you dont have to destroy all of the buildings and units, in fact, you dont have time for that. You will get enough reinforcements which you can get to the portal. At this point, you will see a scene while Fenidus enter into the portal and darkeners kill Gzorn. Kerrigan just arrives from the other side of the portal and notices she will inform you about everything.

After that you only have to destroy the photon cannons and use Kerrigan cloak ability to get into your base. Because the lack of time, you have to do some hydra and get all your forces into overlords. You have to land in the same island where darkeners are.

Important: According to Kerrigan, you have to destroy only one darkener, because they were made from the same ancient matter and if one of them destroyed, that will eliminate the other. You have to do this before the time elapsed.

You can use Kerrigans cloak ability and consume some overlords.


Mission 9: Bloodly revenge

Kerrigan mention Gzorn's death only in one sentece, she says that because of he were only a Cerebrate, he doesnt deserve too much compassion. She sum up the plan in a short speak. We are here because of revenge on those protoss, who destroyed so many zergs with the Xel'Naga temple (in Brood War missions).

Objective: Bring Kerrigan to the temple, and destroy it. Kerrigan must survive.

This mission can be pretty easy. You can do it even without unit loss. You have to use units first, you wont get base until you bring Kerrigan to the temple. But strongly recommened to destroy the yellow base on the south before you do that. You can easily beat all units, with Kerrigan's psychonic storm ability and if you attack cannons, bring an ultralisk before your Cerberuses. They wont start to rebuild until you bring Kerrigan to the temple.

After you eliminated that base, you cant beat the other ones, because those are on an island and you havent got overlords. When you bring Kerrigan to the temple, she will surprise about they are teleporting the temple. Protoss forces will destroy the teleport gate, but there is an other one on the island. You can easily beat the remaining base with anything.


Mission 10: Fall of the grandmasters

Kerrigan explains that the teleport gate has two destinations on Shakuras. The one which was used by Fenidus, and a hidden gate where Kerrigan arrived. According to her, the temple is not far from the hidden gate, and she already set up a base there near to the gate. She think that the only way to destroy the temple is destroying all protoss forces in this mission.

The mission begins with a scene when Kerrigan order some ultralisk to destroy the gate, preventing any protoss from escape. After that, she notice that her base is destroyed.

Objective: Destroy the white pylons and after that the Xel'Naga temple

You dont even have overlords, hatchery, drones or money in the beginning. There is a stairs on the west within your revealed area when the mission starts. Go there and you will find a protoss base. A protoss hero, Mojo explains that he is also a traitor and he dont like to fight on the protoss side just because protoss are weak, and he hopes that Kerrigan's forces will be stronger. This is the only reason why he joins to Kerrigan. First Kerrigan deny it because the same idea was failed about Fenidus but Mojo easily persuate her. Mojo explains that he worked on a Carrier and he was a smuggler during the battle on Shakuras. He claim that protoss leaders know about the riot but dont know about the leaders. He mention that the new council arrested him in the orbit of Auir. He mention also that there are 17 pylon which make a shield around the temple.

You can build almost all protoss units, but no carriers, no arbiters and no psy templars. Though you are able to make dark archons, so you can mind control every type of unit if you want. Recommened to get two expansion right after you find Mojo's base, one with protoss on the south, and one with zerg on the east. You can easily beat all bases with some guardians and scouts. You only have to deal with mass dragoons, mass archons and some reavers, scouts, psy templars.

At the end of the mission there will be a scene which contains quite big contradictions with the whole starcraft history. Kerrigan arrives to the temple and claim her victory over the protoss. Zeratul arrives with 2 reavers and explain to Kerrigan that all her forces are dead because dark templars can appear quickly anywhere. After that, Duran immediately appears and kill Zeratul. Kerrigan starts to questioning him about where were he been until now. Duran just tell that he will be the new leader of zerg swarms and kill Kerrigan.


Epilogue

Altough Zeratul killed in the battle at the Xel'Naga temple, Artanis is about to escape from the captured planet with some forces. He's looking for alliance to take back their homeworld. Meanwhile Mojo quietly joined to their forces, and Artanis, the new Executor shared his citadel with him without any suspicion.

Zerg forces leaded by Duran slained everything over Shakuras, destroyed all protoss cities and murdered troughout the planet. New Cerebrate has got also under Duran's infuelce. The united swarms started to eliminate all protoss on the planet and set up new colonies where were protoss cities before.

Kerrigan will never see what she was been fighting for, capturing Shakuras.


Episode VIII: Sea of flames

Leading by Duran, Zerg swarm occupied Shakuras and destroyed protoss settlements. On Aiur the new Council means threat for the protoss forces, so Artanis and a handful of survivors are planning to take back their home. Fenidus and Mojo - whose riot is not known by the protoss leaders - began to scout New Antioch, but they hasnt returned. The task of new Executor is to find out what happened with New Antioch.


Mission 1: Crossing over New Antioch

In the briefing, Artanis inform you about the fall of New Antioch, and he mention that Fenidus and Mojo went to New Antioch. He mention Zeratul's death also, he is sorry because that.

This episode obviously starts on Shakuras with some protoss forces on a destroyed base. As you can see on the map, you have to go to the south with your starting units. You dont have to destroy all sunken colony or all units, and in fact, this mission needs a little bit hurry, so its recommened not to waste time by destroying buildings.

When you arrive to the base on the south, you will see a scene when Artanis asks Fenidus and Mojo to tell him what happened on the base. Fenidus claim that when they arrived here it was all clear, but a quite big zerg horde attacked the base some hours ago and they destroyed most of the buildings. Mojo thinks that only a powerful counter attack can overwhelm the zerg infuelce around the city, but Fenidus disagree with the idea of attacking, he suggests to leave the planet with the last teleport gate, which he used to arrive here. Artanis think we shouldnt retreat again, because we cant give up all planets which has been attacked by the zergs. He asks to fight, but Fenidus mention that we have much chance if we go Auir and unite with the new Council (its interesting, because he told Gzorn that he refuse any cooperation with them). Artanis realize that we have much possibility to beat the zerg forces if we unite with the new Council, but he mention that he thinks a little bit odd that Fenidus

made up his mind about the new Council. He ask the Executor bring Fenidus to teleport gate.

Objective: Bring Fenidus to teleport gate, Fenidus must survive.

According to the mission objective, you dont have to destroy all zerg forces, you only have to manage somehow that get Fenidus to teleport gate. You can destroy the closest zerg base in your way, but be warned about your resource limit especially if you make reavers. Its difficult to destroy all zerg forces, they rebuild units very quickly if you attack some of their buildings. After you destroyed the closest base, you only have to bring some units around the gate and distract the sunken colonies with them, meanwhile Fenidus goes to the teleport gate. Watch out of queens broodlings. When Fenidus gets there, he mention that this gate is quite damaged and almost unusable. Artanis just tell him that in this case we will fight bravely.


Mission 2: The noose is tightening

In the briefing you notice that Fenidus is still on Shakuras. (It could be interesting to save him at the gate). Artanis mention that he has discussed the plan with Fenidus and Mojo, and of course frontal attack cant lead to success againts the zergs. Fenidus just tell that we got an emergency call from Raynor recently. He is in prison, he told that there is a way to wipe out zergs, but the contact has lost with him. Artanis tell that according to observers, Raynor is in jails at Korhal by the Dominion. Artanis certainly ask to free him and hoping about he is still alive. He mention that he called some rescue crew into the city of Strongoson and they will arrive soon. Mojo warn us about the big hive cluster around the area and he tell that he dont want to come with us, he just want to defend New Antioch. Artanis ask us to defend the city until the shuttles arrive.

Objective: Survive until the suttles arrive (35 minutes), Artanis and Fenidus must survive.

This mission could seem impossible at the first try. You only have to do hight templart from the beginning, and if you can spend a lot of minerals, build some cannons to the entrances. Mojo will send you some archons and scouts after 5-10 minutes. They use plague and broodlings often. You may meet some ultralisks and hydralisks at the back of your base, but if you save the game before and load again, the attack will be from a different site. In the last few minutes you may have to make archons from your hight templars, because your base will be overrun. Take Artanis and Fenidus into a safe area at the end. When the time elapsed you will see a short scene while some shuttles coming. Zerg forces still attack you during the scene, even Fenidus and Artanis can be dead, there will be mission accomplished. Of course that is only a script fault, doesnt take any infuelce on the story.


Artanis and the new executor could escape from the occupied Shakuras with the remaining forces. The contact is lost with Mojo and those who stayed on the surface of the planet. We dont know nothin about their fate.

Protoss fleet performed a hyper space jump leading by Chronus command ship and arrived to the main planet of Terran Dominion, Korhal. The source of Raynor's emergency call is the Dominion prison site, terrible Tetralon. So this is the fleet's destination.

Scouts also returned with bad news. Zergs appeard around Korhal...


Mission 3: Liberating from Tetralon

Artanis thanks to you defending ourselves againts the zerg and get into the orbit of Korhal. Meanwhile he located Raynor's position. He mention that mass Dominion forces surrounds his cell. Artanis ask you to save Raynor, but Fenidus explain a B plan, if you destroy the main command center of this settlement, Dominion forces would be confused temporarily and meanwhile you can save Raynor. Altought this mission wont depend from the elapsed time, Artanis tell that we have time to do only one of the plans and he mention that first we have to clear a terran base to build up ours, and will have that base revealed on the map.

Objective: Rescue Raynor or destroy the main command center, Artanis and Fenidus must survive

Altough this mission is so easy that could be done with the first units (if you are about to rescue Raynor), two things make this impossible. Arbiters cant use recall ability, so you cant get Fenidus and use storm on cloaked wraiths. And the second, after you rescue Raynor, you have to get him to an Ion cannon and then to the bacon of the green base, which you have to clear in the beginning. You can do that easily, using storm with Fenidus and disruption web ability of corsairs. You are able to do all protoss units, except psy templars. The only thing that you have to aware about if you use carriers, interceptors may rescue Raynor deliberately and then he could be killed by some siege tanks or battlecruisers. So take care when you go for Raynor. Artanis mention about the Ion cannon that it is made in the Confederacy and Raynor can manage to unpack it, so this is why you have to bring Raynor there, because Artanis planning to use it later. After you bring Raynor to the Ion cannon, dont forget to bring him to the bacon on the place of the destroyed green base.


Mission 4: The gap

Raynor thanks to Artanis and Fenidus rescuing him. He says he didnt think he get free by protosses. He mention that he couldnt contact them while he was in prison, he also asks about Shakuras. Artanis explain him the situation that almost whole Shakuras is infested and the remaining protoss fleet is getting to be smaller and smaller. Raynor ask them how could they let this happen. Fenidus just tell not they are who wanted it this was, but Artanis ask him calm down and ask Raynor about the solution that he mentioned in his emergency message. Raynor is talking about some remaining psy disruptors made by the terran Confederacy. He think if we can set 3 psy disruptors on Shakuras and activate them in the same time, that could wipe out all zergs. Fenidus warn us about the risk of using psy disruptors, because if we mistake its places or the timing we could attract all zergs to Shakuras. Altough Raynor admits the risk of using them, he suggest to use them after all, he we hasnt got other choose. After that a marine (who is possibly drunk) contact them and say sorry about his videogaming interfering our transmission :) Raynor tell about the location of the psy disruptors at a space platform around Korhal, but he mention that since then zergs infested the whole platform. Artanis tell that while the fleet's left wing occupy the ambient platforms, he's dealing with the terrans on the planet.

Objective: Bring Raynor and 3 zealots to the bacon in the brown zerg base. Raynor must survive!

In the beginning of the mission, you will see a scene while mass zerg forces overrun your base, but Artanis tell you to activate the Ion cannon. Of course, you dont need to do anything, just wait to Ion cannon to destroy every zerg units attacking your base. You may can save your few zealots. After that, the Ion cannon is overheated and will be destroyed.

There will be a note explaining why you cant build attacking air units is to avoid to make aware zerg units from the ambient platforms. This is the first mission you can do psy templars, but be careful about the mass mutalisks or the guardians, because psy templar can attack ground only. They often use defilers and sometimes broodlings. When you attack the brown base they do units constantly. Watch out, because they build infested terrans constantly too. You may meet with some scantolisks and scourges, of course those don't mean danger on your attacking forces, but if you want to get Raynor to the bacon in a shuttle, be careful about them.


Mission 5: Path in the darkness

According to Artanis, Raynor cant contact us, because he is somewhere in the ventillation shaft of the underground base. He mention that the base is totally infested but the psy disruptors are necessary for us, and only Raynor can make them transportable. When Raynor reach a psy disruptor, we activate the teleport device at him, which bring the psy disruptors to that place from we teleport out all of them. He tell that when all 3 psy disruptors is at that place, they will teleport out all of them, but you should try to escape.

Objective: Bring Raynor to the disruptors, after that, activate the emergency generator system, Raynor must survive

This will be an installation mission. During the mission you get mass reinforcements, but sometimes you have to deal with mass ultralisks, defilers or infested terrans. It is recommended not to open the doors if some zergs are unburrow inside a room, because marines can attack trough the door. First you have to go south. You may find a door with the adjutant note "jelszóval védett", that means protected by password. Rescue the prisoners and they will tell the password. The password is referring to a Hungarian politician, József Torgyán's rich house. (Between 1998 and 2002 he was the leader of the independent smallholder party, cooperating with Fidesz. You have to find the password protected door after you rescue the prisoners. There will be the first disruptor, guarded by small zerg forces. After you get the first psy disruptor you have to teleport to sector 4. There you will find some ghosts, and mass protoss forces which sent by Artanis. At the place of the second psy disruptor you will meet about 10 ultralisks so use high templars psychonic storm ability. Certainly you can kill all unburrowed units with your ghosts using the cloak ability, but that takes quite much time. Remember, you dont have to kill all forces, just need to bring Raynor to psy disruptors. The third psy disruptor will be closer, guarded by some infested terrans. When you reach it, all your units will die because the adjutant activates the emergency self destruct system, you have to escape with Raynor in 5 minutes. Ensure you have much time when you reach the 3 psy disruptors. Its recomened to use stim packs more often. You have to activate the emergency generator, you get some forces, while they attack, bring Raynor to the beacon. After that bring him out the door. You will see a scene when some zerglings attack Raynor and he will disappear.


Mission 6: Home, sweet home

Artanis say sorry about losing the contact with Raynor. He inform about arriving into Shakuras orbit in a few hours and that Mojo is betrayed us. (Of course, it was predictable, but Artanis just noticed it now). Fenidus explain that after the Xel'Naga temple was destoyed by the zergs, some protoss survivors claimed that they saw some protoss forces in the zerg horde. After that a strange warrior arrived who called himself Mojo. At that time Fenidus didnt suspected that he is the betrayor. Artanis just tell him that he musnt think that this is his mistake. Due to we left Shakuras, we played into his hands, because zergs had time to occupy our citadels and Mojo occupied the central citadel and took control over dark templars. Fenidus claim that according to our observers, zergs left this territory, so we have to deal only with Mojo, but he warns you that he has strong forces and will be difficult to beat them without dark templars. He mention that he has taken control over high templars and arbiters. After this, Mojo appears and tell that he was sure about our return and he hoped that terrans or zergs could eliminate us, but because of not, he will do that. Artanis start to questioning him about why is he doing this, altough he is protoss also. Mojo tell that he could just hardly escape from the execution squad of the new council and he was always punished by protosses. Artanis just mention that they arent equals that sqad and the new council is their also enemy. Mojo claim that sooner or later the new council make us to be on their side somehow. Artanis think that we havent got any chance, we have to destroy Mojo's forces.

In the beginning you will see a scene while mass archons, zealots and dragoons attacking destroying your base. After some minutes, you will get a message from the new council. A high templar tell you that he is the deputy of new council and their spies reported them about everything, about our heroic turns, with we defended our home. He apoligizing in the name of the council. He ask us to accept their rescue forces which representing our cooperation. He hopes that its not too late.

It is quite big turn that you havent expected. Altough Mojo predicted this step, Artanis cant oppose it if we want to survive. He says its not too late and he is happy about the rescue forces.

Objective: Destroy all enemy forces, Artanis must survive

Despite of Fenidus claimed that it will be difficult withour dark templars, this is a very easy mission. You have to expand southwest in the beginning. You can destroy everithing with one team of carriers. Dark archons often use the feedback ability so it is difficult to bring arbiters with the carriers. It is enough to build several phonon cannons to defend the base. Its recommened to attack the nexuses first to deny the rebuild of the enemy.

At the end of the mission you will see a scene when Mojo is coming and telling that zerg hordes coming soon and we will die. But only two guardians coming and protoss forces kill him. Artanis mention that zergs didnt needed him anymore, thats why they didnt come to help them. Poor Mojo.


Mission 7: Pretending to be god

Artanis claim that the last hour arrives soon, but before we place the psy disruptors you have to attack a position. Several months ago we are discovered that zergs evoluting a new species, the hybrid of the protoss and zerg (in HunCraft it is called Xregling). Fenidus reporting that the council made him able to contact us, but he can't go with us to kill the cocoons because he need to defend New Antioch. He mention 3-4 huge attack, and that they expect bigger, he think they were lucky that they survived until now. Artanis bring back the topic about the cocoons. He says that they are soon birthing and we have to destroy them before, because they are extremely strong. Fenidus opinion is we musnt attack unbirthed beings because it's contradicting with the honor of protosses. Artanis just tell that he dont want to discuss it, he orders to attack them, because Shakuras is more important than the honor. Fenidus understand the worry of Artanis and he accept the plan, he ask about the place of the cocoons. According to Artanis, they were discovered by our observers on Tarsonis. Artanis claim that this is the core of the zerg swarm. He think that we arent enough strong to clear the planet, so we have to kill them quickly. They will birth in 60 minutes. Our forces are already went trough the teleport gate to Tarsonis.

In the beginnig of the mission Artanis notices that we detected some strange effect on zerg bases. We cant injure them. There will be also a hint saying not to attack cocoons until you can defend againts a mass attack.

Objective: Kill all cocoons before the time elapses, after that defend your base from all remaining zerg attacking units

You have to clear the red base first. While you are doing that you can do a base to south. Two base is needed to build up mass forces quickly. You can kill the cocoons with 1 or 2 team of carriers, but use arbiters to save them. You have to deal with defilers. Be careful about scantolisks. They can destroy some carriers quickly. After you kill all cocoons Artanis order you to defend yourself againts the remaining zerg forces. They will attack after the time elapses. Until then they dont attack even you killing them. So bring your forces into the bases to clear some units.

At the end of the mission Artanis notices that they started to open the teleport gate. Meanwhile he got a message from New Antioch. The base have been overrun, Fenidus is also wasted. He made his body brought to the new citadel. There are no survivors. Finally it is certain that Fenidus wasnt a real betrayor, he definitely wanted to mislead Gzorn only.


Mission 8: Wrath of the gods

Artanis think that our time is arrived. Zergs will learn that Shakuras is not only a planet, it's the home of the protosses. Psy disruptors are loaded and if we can place them, zergs will attack one another and all their life functions stops slowly. Raynor just contact him. He explain the story how could he survive. He was in a small wet place, he couldn't even move. He felt asleep and when he got up he was on a flagship of the Dominion. They saved him by some reason. He didnt questioned them, but he think that's strange. He says he is here after all and he will help to place the psy disruptors, because he can activate them only. Artanis says thanks to Adun that Raynor is still alive. He think that Shakuras would lost if they couldnt activate the psy disruptors. He ask Raynor to adjust the psy disruptors to maximum energy and that will kill all zergs immediately as if we used the energy of the Xel'Naga temple. He mentioned that the energy of the psy disruptors wouldn't be enough to spread over Shakuras so we need some power focusing device. Raynor mentioned that during his flight he saw some big crystal, and he thought that it has some relation to protosses. Artanis think that could be the abandoned Xel'Naga shrine. He says thanks to Adun, because he think that building will save our life. He order you to place the psy disruptors on the given points and then activate the shrine.

Objective: Bring the 3 psy disruptors with probes to zerg beacons while Raynor is there, then go bring Raynor and Artanis to Xel'Naga shrine

You can use shuttles for the probes with psy disruptors. There are 3 enemies. Red is the easiest and brown is the most difficult. When you activate a psy disruptor, that enemy will freeze. Every enemy will use broodlings with 4 queens and mass defilers. Sometimes you can meet with 7-8 defilers, even in the beginning of the mission. This mission can be completed with only 1 expansion. Its not easy to handle it with ground units, because mass broodlings and several ultralisks, guardians. But if you do carriers and arbiters be careful about mass scourges.

At the end of the mission you will see a scene when Raynor says to Artanis that he begin to chase Duran. Artanis tell him that he needs to stay on this place to clean it from zergs.


Epliogue

Zerg hives are eliminated from Shakuras by the psy disruptors. Artanis and the survived executors and high templars returned to citadels, meanwhile protoss infantries and fleets continued to kill the messed zergs which attacking one another.

Samir Duran, the leader of zergs left the area. James Raynor and his elit squad started to chasing zerg leader and they disappeared from the protosses on high orbit.

Artanis watched killing the zergs from the top of his citadel. Cold wind touched his whole body. He was satisfied. He scared when he thought what they achieved today. Altough they won, he knew that they won only a battle. The war continues while zerg or terran and protoss lives.


Episode IX: Genocide


Meanwhile Artanis and his fleet continued hunting down zergs on the surface of Shakuras, James Raynor and his small squad followed Duran as far as the dark moon of Ravlon system, Raxid. Captain Raynor knows he has to confrontate more dangerous enemy than all before, and with his small squad he cant beat the whole zerg swarm, so that he sent a message to his old friend.


Admiral Kazansky, after the riot againts the Terran Confederacy began, desterted to Earth where he is at service currently. He woldnt be late to answer, and began to Korpulu sector with his fleets, to help catch Duran and liquidate the zerg threat.


Mission 1: Tracing the murderer

Adjutant inform you that we entered into the atmosphere of moon Raxid and Raynor is still waiting for you in the briefing room to discuss the plan with you. Raynor tell you that he was promoted you as a captain, because he needs you. He mention that they followed Duran until the dark moon, beyond Shakuras and detected some zerg hives on the surface of the moon. Adjutant inform Raynor that she was already analyzed the zerg hives, they are well defended and they had the same aura what the adjutant's sensors scanned around Duran. Raynor inform you that meanwhile he informed Earth forces and they will enter into the atmoshpere of the dark moon in 34 hours. We need to destroy the hives in this area to ensure they arrival. Raynor mention that the planet used to be under terran infulence until the ice storm destroyed it 12 years ago, zergs could settled here recently, and that we have the benefit that we know the area. The adjutant confirm that the ice storm has ended 2 months ago and the zergs couldnt bear -134 celsius grade surface temperature. There is an incoming message from Artanis. He is talking about his fleet can only hunt the zergs with some difficulties, so he ask Raynor to hurry up. After that Raynor start to talk about he feel so bad, he has headache and he feel dizzy. Adjutant inform him that she havent found any known diseses in Raynor's organism. She ask Raynor to get an analysis in the medical laboratory.

The mission start at the old oil mine.

Objective: Destroy all zerg buildings, Raynor must survive

Algough you may expect an easy mission for the first mission, could be last a while until you can kill all zergs. You can use very basic units only. Its not sure to be enough a few teams of marines and siege tanks. The enemies constantly do units, mostly lurkers and mutalisks. They fastly rebuild when you destroy a whole base, so stay a few units at the place of the zerg hives. At the end of the mission you will see a scene when Duran tell Raynor that he is infested. He explains when Raynor felt he is in a wet place, that was a crysalis. Raynor just cant believe that.


Mission 2: Battle on Vaxen

Raynor ask adjutant to tell the infestion is true or not, but she says that she cant except the possibility of that, because she cant analyse the strange materials in Raynor's organism. Raynor swear on zergs and mention that we have some other trouble, we have seen dominion forces around Raxid, but they haven't spotted us yet. Adjutant explain that we sent some scouts and a spy satellite after the dominion forces, they began to the dominion centre, Korhal and landed on a well defended nearby space platform. Adjutant mention that the platform used as space dock, it's got quite great size and defended very well, and we dont know about additional function. There is an incoming message from a wraith pilot. He explain that he has seen a heavy bomber squad, that hasnt seen before. He think we haven't got many chance againsy them in a possible battle. He mention also that there is a special building there which could be a research center, because he has seen scientist and aircraft parts around it. Adjutant tell that's the Dominion Technical Laboratory and we have known about its exist, but we haven't known its location. The plans for the new heavy bomber units could be there. Raynor order you to get those plans, because we can't risk that the dominion use it against us. Adjutant inform us that she cant locate any unknown units on the platform, they could bring them to Korhal. The pilot mention that the Technical Center can be located in the dock hangar sector, and that there are many battlecruisers and wraiths. Adjutant tell that there are mass turrets on the platform and we have to deactivate them to get more units into the area. The turrets get the power from generators, so you have to destroy them. Raynor ask you to bring him to the Technical Centre to stole the plans and destroy the building. Adjutant inform you that the fleet is prepared and the dropships arrive when the some certain turrets destroyed.

Objective: destroy the marked turrets (brown colored), deactivate the radar, destroy the generators, bring Raynor to Technical Center, Raynor and a ghost must survive

This is a long specialist microing mission. You start with 2 team of wraiths, you have to destroy first a bunch of turrets. Avoid to destroy red colored turrets. You should find the clear way to the brown turrets, you may meet with some wraiths, valkyres or battlecruisers in your way. After you destroyed the turrets at the first 2 place you will get a new team of wraiths reinforcements. You can easily destroy the remaining marked turrets with them. Attack with all your wraiths every time. After that, you will get your ground units, some marines, 2 ghosts and some medics. During the mission all the time a ghost must survive. You have to deal with siege tanks, bunkers of marines and firebats and some science vessels. You can use lockdown ability of your ghost on science vessels and destroy the siege tanks while they are cloaked. You can easily wipe out bunkers without unit loss. If you go south upon the bridge, adjutant inform you that sector is dangerous and hint you to wait for Raynor's dropship. You have to turn off the radar first, on east and after that destroy the generator on north. After you destroy the first generator you will see a scene when some battlecruisers clear the territory of the first generator and after that mass battlecruisers of enemy destroy them. You will get some more units at a separated place to destroy the second generator. After that Raynor's dropship arrives. You can cross the bridge on the south now. From this point, all terran beacons can be used by Raynor only. When you bring Raynor the first beacon near the bridge the adjutant inform you about an operating ion cannon. You have to destroy 6 generators to deactivate the ion cannon. The first 4 generators can be destroyed by microing your ground units, using the lockdown ability of ghosts on siege tanks. The last 2 generators are at a separated place, when you bring Raynor to the other beacon, you get some air reinforcements. You can easily wipe out the 2 generators with them. After that you can use your ground forces to destroy the last 4 generators guarded with some bunkers. Then, the adjutant inform you that she has located the Technical Center, and due to almost all turrets are deactivated, you can go in with mass air and ground forces and seek the weak point of the guard forces. First clear a place to drop your ground units. After that you can easily wipe out all battlecruisers and wraiths with marine, medic combos using ghosts lockdown ability if needed. This can be managed without unit loss. You don't have to destroy all buildings or units, you only have to clear the way for the dropships to get Raynor to the Technical Center.

Note: Terran Technical Center is a cancelled building from Starcraft beta version.


Raynor's military engineers began to decode the stolen plans. However it takes a while until they can construct this deadly weapon.

One day later Earth forces arrived leaded by admiral Kazansky.


Mission 3: Party on Korhal

Adjutant mention that she could locate the Overlord that is traveling Duran. It is going towards Tarsonis, she has computed its route, its goint across Muxandruss galaxy which is the centre of the zerg hives. Adjutant ask Raynor she should aim the fleet there or not. Raynor admit that he dont think thats a good idea. Admiral Kazansky appears, he just tell he is sorry about what happened to Raynor and exactly in the same minute, when Raynor start to explain his plan, he has got quite big pains and he will be metamorphosed into infested. (A little contradiction, because Kerrigan metamorphosed right after she left the crysalis). Raynor just tell Kazansky to hold on and if he has a plan try to do it on his own anything happens with Raynor. Kazansky tell that they were informed about the Psy Manipulator, which can control the zergs, he is asking about is this information true or not. Adjutant answer istead of Raynor, she tell that it is truly existed but when the UED wanted to use, zergs destroyed it. Kazansky ask maybe can we rebuild it. Adjutant tell that we need its plans and they have to be compatible with her memory. She mention that the plans are top secret and only a few authorized person can obtain them from the central computer at Korhal Command Center. Kazansky decide that we travel to Korhal and capture that research center, because if we can rebuild the Psy Manipulator we could take control over the zergs and kill Duran easily. Adjutant admit that we need appropriate quantity of minerals to rebuild the Psy Manipulator that we havent got in the present time. Kazansky tell that we can obtain the minerals in the dark moon after we get the plans. Adjutant mention that we need some engineers who are specialized for this task, and they are avaliable in a limited number only.

Objective: Bring 3 engineers to terran beacon at the enemy command center

It's a pretty easy mission. You have to prepare for early attack, but all terran technology are avaliable, except the new terran unit in HunCraft. You dont have to destroy all enemy buildings or units to win, just needed to bring the engineers to the beacon.


Mission 4: Risky games

Raynor inform you that the admiral cant contact us via radio waves in this command center. Raynor could only contact you with the telepatical ability of the zergs. He order to the engineers find the plans from the central computer and return with them. An engineer admit that they have a little problem, they haven't got any defense. Raynor tell that there is a teleport in the facility and if they can activate it he can send some forces in.

Objective: Bring an engineer to central computer, an engineer must survive

In the beginning you can access 3 beacons directly. On the north there is a vacuum controller, at the centre there is the control room, but its door is locked, and on the south you can also find a beacon which opens the service site. Note: some doors are opening after a few seconds, so dont think that they are locked. On the south you may meet with some installation defense system, but you can calmly walk on the beacon, just dont let your engineers die. You will meet with medics in this mission, so you can lose some hp of engineers. The service site is on the north directly from the beacon which allowed to open the service site door. You will meet with a dominion engineer who dont want to tell the password to the computer room. You have to follow him until a door. You have to use a teleport on the way. When you arrive to the door he will open it if your engineers dont hurt him (of course engineers cant attack in the game), you will find a beacon which opens the control room. You cant use the teleport backwards so you need to go on an other way. You will meet with some missile turrets but if you go close to the walls, you can easily sneak out. When you walk on the beacon in the control room you will see a scene when your engineers let out many zerglings from some locked rooms and they kill the guards, after this, your engineers admit that they don't walk next to the zerglings gladly, so you have to find some kind of vacuum controller. Now you can use the vaacum controller beacon on the north, which kills all zerglings and after that adjust back the air. The door into the room where the zerglings were can be opened difficulty but it's not locked. From that room you have to go south first, to open the teleport room. After that go north and use the plasma activator to allow the teleportation. You will get some marines and medics. After this you can continue your path in only one way to south. If you enter that door you can go to 2 different directions. That one, which is on south from the door, that is a trap. You will meet with some mass forces, 2 tanks, 2 goliaths and some marines. Your engineers will admit that this is a trap and the entrance door wont be opened until you defeat all forces inside. You dont have to kill them in order to complete this mission. So you should choose the northern path. You will meet with some marines and medics. Notice that this is a narrow corridor and if your medics are on the back when you attack, they wont heal your marines. After you arrive to the end of the corridor you will meet some installation defensive system, adjutant also notices that unauthorized personnels detected. There will be a notice that the offices are next to the guard room and the observation room. The guard room is in the south door. Before that, you will fint a beacon which activates the security cameras in the central computer room. You can use the other beacon to open office 1, but if you go towards, you will meet a siege tank in siege mode. You can kill the marines from the side of the higher ground easily. After that use optical flare ability of your medics on the siege tanks. If they don't have enough energy you can go back and go north, but you will meet a door which you can't open. At the second siege tank you may have to try again more times if you want to do this mission without unit loss. After that you will enter the observatory room. Be careful because blinded tanks can attack when other enemy units give them the sight around their attack area. Note if you walk on the beacon there will be a time counter set to 9 minutes. Raynor explains you that this is the same story such Artanis did, the system activated the self destruct, so you need to get the plans and go out before 9 minutes elapsed. You should go with your marines and medics to the locked door before you walk on the beacon, when you arrive there, walk with your engineers on the beacon. Ensure that your medics have much energy because you have to deal with mass marines, firebats and ghosts. You have to go south to open the lock on the central computer room door. There are 2 ways to go there, but you dont have to kill all enemies. You dont have to escape from the facility, when you get to the beacon in the central computer room, mission accomplished.


Mission 5: Twilight of the Dominion

Kazansky suggest that we should launch 5 nukes on different points in the planet, and we can pay off the dominion, since UED couldnt do that. Adjutant explain that she has analysed the case and her results are contradicting with the earth descriptions, it is too risky to launch nukes in the weak points of the dominion, because there are mass satellites in the core and if they reveal our ghosts, they can arrest them and they got the nukes also. Raynor tell that he will arm the bombs while you destroy the satellites. He mention that the ghost start to launch the nukes immediately after you destroy the satellites. Adjutant inform us about a mass enemy attack. She order to evacuate all units because of alert. Raynor ask you to leave the base with a battlecruiser, he mention that we will meet outside the atmosphere.

Objective: Destroy all enemy comstat station, Raynor must survive

In the beginning of the mission there will be a note about the new terran unit, Phantom. It is described as an anti-air/ground unit, but in the bug fix patch it is changed to anti ground only. Only the enemy can use them in this mission.

However you dont have to destroy all buildings or units in this map, this can be done if you dont let the enemy get more minerals or gas. Yellow base has only one command center in this map. Strongly recommened to destroy as quick as you can with all scvs. If you do battlecruisers, this can be done with your first 6 battlecruisers. Use yamato guns on command center. Dont care on other units. After this do the same with the red base on east and do an expansion at that place. This is strongly recommened also because the red enemy wont do extra mass units with only one base. When you attack a base, they constantly do units from 3 barracks, 3 factory and 3 starport, so its not easy to destroy that comstat stations. Although in the briefing the adjutant said it is not safe to use nukes, you can use nukes in this map on comstat stations. After you destroyed all, there will be a little scene when we launch 5 nukes on the enemy.


The United Terran Forces launched 5 special mass destroyer nukes on the most necessary cities of Korhal, within the capital, Augustgrad. Almost all dominion forces destroyed within the Central General Staff. Terran Dominion doesnt exist anymore as a military force. Terran Dominion which made by Arcturus Mengsk, slit to many fractions. People of the area can enjoy the freedom and independece first time since the Terran Confederacy.


Mission 6: Operation Casino

Kazansky claim that we didnt finish the dominion totally, but now we need to go back to Raxid, to gather enough resources. Adjutant admit that this has a very high price and only at the south side of Raxid has enough resources to start the works. On that side of the planet the 40% of the materials is uranium pasticid, which is a interplanetary certified, heavy and resistant material. That can be find only on Raxid. Raynor order the adjutant to get to the point and call him as a can. Adjutant admit that she is a certified artifical memory by the terran conclave and not a mass produced food holder by the humans :) She mention that the pasticid can be appropriate to build up the structure of the manipulator, but it is needed some fuel, which is mass vespene gas, but this can be find only in limited quantity on Raxid. Kazansky mention that according to the scientist it costs 10000 minerals and 9000 vespene gas, but this wont be easy to gather because there are zerg hives around all resource sites. Raynor mention that he needs to go with us, because that will distract him from his biological state. Kazansky ask Raynor to take care himself because he arent able to figh.

Objective: Gather 10000 minerals and 9000 gas or destroy zerg hives to get extra quantity of resources

There will be a note in the beginning of the mission that if you destroy a hive, all zerg units will of that base stop attacking. Start to build battlecruisers from the beginning of the mission. When you get the first 8 battlecruisers, go to the backdoor of one base and attack its hive with yamato guns. Do not attack anything else, just focus on the hive. You can do that without losing any battlecruisers. When you destroy a hive, you get 2000 vespene gas, build more battlecruisers and finish the mission.

At the end of the mission you will revieve an emergency call from admiral Kazansky. He is saying that he is in the city of Necropolis and their base is overrun with as many zergs as the result of multiplying all chinese with all russians. He mention that they are at 7:0032:11 coordinates.


Mission 7: Phantoms of Necropolis

Adjutant claim that the scouts havent noticed any signs of Admiral Kazansky, she mention that she expandign the search on the whole surface of the moon, but that takes a while. She admit that it has low possibility that zergs take prisoners and it has high possibility that Kazansky is dead. Raynor cant accept that and he want to go down with a squad to scout the area find out what happened. Adjutant warn him that the whole territory of Necropolis is surrounded by zergs. Adjutant admit that the emergency call broadcasted from the center of the base, so that if there are survivors, there is low possibility that the admiral is one of them. Raynor want to rescue the survivors, but the adjutant notice they are only privates and he shouldnt rist his life for them. Raynor call the adjutant as coffee maker and says although his body is zerg, he isnt totally zerg and dont left his people to die.

Objective: Bring Raynor to the terran beacon in the green base at south-east, Raynor must survive, after that, destroy all zerg buildings

First you will meet a marine, who is apoligizing to Raynor that he is escaped from the base, but he tell he can go back with us. He inform Raynor that there are survivors. Although it is enough to bring Raynor first to the beacon and your way is across the enemy base, you dont have to destroy their base. But with a cheap trick, this mission can be done very easily. While you dont get Raynor to the beacon, enemy bases arent activated to build units. You can beat all your enemy with your starting units. There are 2 zerg colonies, one from the north of the green base where the beacon is, and an other one in south-west. You can kill all sunken colonies with your siege tanks without unit loss and you can use your micro on ultralisks. There are only a few guardians and mutalisks on the map, but you have enough goliath to kill them. If you do this way, do not destroy all buildings, while Raynor isnt in the command center. When you bring Raynor to the beacon, he admit that there are no survivors inside. Adjutant inform him that she can located a queen incoming there. It will infest the command center and capture Raynor. Adjutant inform you that we cant destroy the command center until the last zerg building destroyed, because they have some relation with the infested command center. This is the first mission when you are able to build the new terran unit, Phantom. Be careful with scantolisks, because they can destroy your Phamtoms easily. At the end of the mission, you will see a scene when an overlord escape with Raynor.


Mission 8: Psionic storm

Adjutant inform you that the overlord went to an unrevealed zerg base on Shakuras. Raynor is taken into a crysalis. She mention that she informed Artanis. Artanis welcomes you and tell that he heard the story and will help us, let you to control their fleet, but with some limits, because their fleet is fighting on the south side of Shakuras. Adjutant inform you that our scientist finished the psy manipulator meanwhile, and it was brought to Shakuras. She mention that we need to destroy the crysalis, after that we can activate the manipulator and kill the zergs with it. Artanis admit that the crysalis will gnaw Raynor in 35 minutes, so you have to hurry.

Objective: Destroy the crysalis in 35 minutes, Artanis and the psy manipulator must survive

In the beginning of the mission the crew of the manipulator inform you that they started to charge it to maximum energy but they won't be finished in time. Do 2-3 teams of Phantoms and attack the crysalis from east. Do not attack anything else, you don't have to time for that. Bring with them your first ships, except Artanis.

At the end of the mission you will see a scene when Artanis admit that Raynor is not in the cysalis and ather that your manipulator will be destroyed by some guardians. The crew of the manipulator said that they try to bring back Raynor. After the manipulator destroyed, the zerg cerebrate mention that you can calmly get Raynor because he will metamorphose into zerg soon.


However zergs destroyed the psy manipulator, the crew had got time to activate it on the maximum energy. This short time was enough to locate and bring back James Raynor by controlling the will of the overlord which was carrying him.

While the short working of the manipulator, it was succeed to broadcast some signs across the galaxy and interfer the swarm, but the psionic storm made by the manipulator harmed the shield of the protosses in the area.


The Terran United Forces using this short time, which made by the psy manipulator, started to the main hives of the swarm, Tarsonis. The newly promoted admiral Ronaldson has got the task to prepare the fleet to siege, which is waiting on orbit now, and captain Raynor leads the ground invasion. They have to step before Duran succeed to gather the remainder zerg forces. They got no more chance...


Mission 9: Swarm remainders

In the briefing Raynor mentioned that he hadn't thought that zergs let him out. He asks what should we do after they destroyed the manipulator. Adjutant explain that during the battle on Shakuras zergs destroyed moon Raxid and she can locate zergs moving to a certain point from Guild galaxy. She mention that they are going to Tarsonis and destroyed all remainders of the dominion, and all terrans and protosses in the B.2.1 sector. She mention that possibly Duran gathers the forces to a final attack. According to her we dont have time to contact with Artanis because there will be more and more zergs gathered by Duran. If we kill Duran the swarm wont be united anymore and we can easily destroy them with protoss cooperation. Raynor suggest to destroy the cerebrate, because Duran has to show himself if the swarm wont got controller. Raynor tell that something stange happening to him. Adjutant admit that his organism cant resist againts the infestion more longer.

Objective: Destroy Kazansky's infested command center, kill Kazansky, Raynor must survive, after that kill the cerebrate and bring Raynor to a marked island to fight with Duran

In the beginning of the mission you will see a scene when Duran claim the we wont leave from Tarsonis live, Kazansky says that he is also ensure that. Adjutant admit that if we kill the cerebrate, Kazansky still control the zergs, so we have to kill him. This mission is especially difficult, if you arent a pro starcraft player, you can easily end up in the situation that you can win only because the enemy havent got more resources, but if it happens, they still rebuild very quickly. They are using mass defilers, on your base also. They attack in waves of mass units, and if you attack their base they attack you with their all units. Its quite appropriate mission being the final mission in HunCraft. When you killed Kazansky, Raynor tell that he is sorry about it. You have to kill the cerebrate after that. If you kill it, all zerg units will stop attacking. Your last task is only to bring Raynor to an island on north-west, to fight with Duran. Do not move any other units there. You will see a scene when Duran tell him that the infesteds can suicide by his will. Raynor sacrifies himself and kill Duran. Duran claim that altough the hives are destroyed, there are many hybrids on several planets of the galaxy and they will bring a nightmare future to the terrans.


Speech in the last cinematic

There was only one last chance for the humanity againts the zergs, by using the totally federal force against the zerg colony on Tarsonis. The operation was leaded by James Raynor with the help of admiral Ronaldson. The key of the victory was eliminating the cerebrate. The evil being waited on Tarsonis surface for the leaders of the swarm to give the command to attack the galaxy.


Epilogue

Tarsonis covered by smoke, like an army of dark clouds. There were flaming zerg hives, killed zerg bodies on the surface until eyesight. After the cerebrate killed, terran fleet easily killed the remainders of the swarm. Most of the zerg hives were killed by terran fleet, and the survivors by ground infantry.

Meanwhile captain James Raynor faced againts the leader of the swarm, Samir Duran in a forgotten place. The heroic suicide of the captain ensured the peace in the galaxy. The path is opened to total elimination of zergs.


Trivia

Some speech of the units were changed

When you click many times to a unit, there will be some funny speech of the units


Protoss Psy Templar: "What would you like to choose, psy shock, hashing, dismembering or maybe rugging to molecules? So, A, B, C or D? Is that sure, can we mark it?" from the Hungarian Who wants to be a millionare, by István Vágó who asked many times that "is it sure"

Protoss observer: "Utcára nyílik a kocsmaajtó" which means Pub door opens to the street is from a Hungarian "mulatós" song

Protoss observer: "Hi, im Kate, have you got one more Pepsi" is from a pepsi commercial cutted with the part from the Pulp Fiction when Butch's girl confesses that she hasn't brought the wirst-watch

Terran Phantom: "You sunk deeper than Titanic"

Terran Firebat: "You can call 105" the phone number of firefighters in Hungary

Terran Medic: "As I consider your mood, 100 gram of ricunis can help you"

Terran Siege Tank: "Run Forest, run!"

Terran Siege Tank: "Hi there, this is the Dáridó, our mood is always good" from Hungarian show Dáridó, with Lajcsi Lagzi about Hungarian "mulatós" songs

Terran Dropship: "Please take care, doors are closing" from the metro of Budapest, capital of Hungary

Terran Dropship: "Leaning out of the vehicle is forbidden, because I dont like washing up blood"


Bugfix Patch

Balances:

- Terran Phantom nerfed, instead of 8 attack power, it has only 4, its life changed to 200 instead of 250, can attack ground only

- Psy Templar hasnt got detector anymore

- Missions has got new titles

Bugsfixes:

- Some text fixes and gameplay fixes

- Units and building portraits fixes

- Cheats can be used in campaign without errors

- AI cant cloak with Phantoms

- Appropriate ranks of heroes

Changes:

- New scenes, better joining to original Starcraft and better introducing the storyline.

- Balanced difficulty in campaign

- Some scenes and the missions are faster

- Colors unified, fitting to original Starcraft

- Mission 5 and 6 are totally reedited

- Easy mode is not supported in this patch


Note: after installing the bugfix patch you cant use your old saved games with the changes of the patch, so it is recommened to be installed before you start the campaign.


Installing the bugfix patch is equals copy, paste and overwrite the old exe file with the new one.