Thispage contains a list of cheats, codes, Easter eggs, tips, and other secrets for StarCraft for PC. If you've discovered a cheat you'd like to add to the page, or have a correction, please click EDIT and add it.
To build over the supply limit of 200, have your Dark Archons mind control any unit, and you can do this just as much as you want! To build over the 200 supply limit of the zerg simply have at least 8 drones and a whole lot of minerals. Next mutate them into a cheap building like a creep colony and rush back to your Hatchery (Lair or Hive) and find any larvae and mutate it into the unit that you want and then while it is mutating stop the drones from finishing and ta-da! Sadly, there is no way to build over the 200 supply limit as Terran.
In order to play the bonus level 'Dark Origin', finish the Zerg Brood War level 'The Reckoning' (level 8) within 25 minutes. This can easily be accomplished by using the invincibility cheat 'power overwhelming'.
If you are Zerg and you have a Queen and you're able to use the ability "Spawn Broodlings", than use it on an enemy non-mechanical ground unit and when the two broodlings come out of that unit, hit one of the broodlings with "Spawn Broodlings", and two Broodlings will come out of that Broodling. If you do this repeatedly than you can have an army of them.
If you click on a Protoss or Terran unit repeatedly (alternately, assign it a grouping and hold the key for that grouping), it will say acknowledge your command, then proceed to other-worldy humour. Some remarks are wry Blizzard commentary on Warcraft and their other past projects (like Diablo).
This page is a collection of tricks, glitches and exploits that mainly relate to surprising or unintuitive bugs/glitches of the game engine. It is not so much intended to collect advice about normal game mechanics / sophisticated techniques for good unit control that exploit the idiosyncrasies of particular unit types/commands, because whole guides have been written about those, but there is some overlap.Be warned that some of these tricks and glitches can be illegal in some tournaments (exploits are always illegal). Most sections state whether it is generally considered legal or illegal in (non-UMS) competitive rules.
The icon next to the title means the race that can perform it.
Illegal. A Terran player places Spider Mines and proceeds to ally the opponent player. When the opponent moves his army over the mines, the player then unallies the opponent. The mines then acquire enemy targets as intended.
Legal. A player constructs a Pylon or other structure in the enemy's mineral line to prevent smooth flow of resources and potentially trap some workers, slowing down the opponent's economy. Example clip here.
Legal. A player uses a transport to unload units above a Spider Mine field. The single unit will attract all nearby mines and the splash damage will kill all the other mines or units that may be nearby. It is possible to load the unit as the mines explode to avoid taking damage while still accomplishing the purpose. Mines can also be repeatedly dragged by repeatedly dropping & loading a unit. Example clip here.
Legal. When a Terran building lands over an Interceptor, the Interceptor will be destroyed. This was overlooked but not necessarily a glitch since the Interceptor meets all the "getting crushed" requirements. Despite Blizzard knowing this for a long time, it has remained in the game.
Note: crushing interceptors is covered in #Crushing Interceptors. When a Terran building lands on a unit such as a tank that is sieging, or a fully burrowed Zerg unit, the unit will be destroyed (rather than being pushed out of the way). This can frequently happen to a Terran player by accident when they construct an addon over a tank and siege the tank, or get a tank pushed onto a structure by an SCV and siege.
Legal. A player can not use Hold Position on worker units normally, but when selected in a group this can be done. A glitch can also enable Terran Flying Buildings to patrol, and some other things like #Larva Trick.
Legal. If you select a Larva or Larvae, then shift-select them together with other unit(s) (usually just an Overlord), then press stop, your Larvae will immediately move to the left side of your Hatchery. This is useful if you want to make a drone with the Larvae to gather minerals but don't have enough minerals or supply yet and the base's mineral patches are mostly located toward the left of the Hatchery, since the larva will end up closer to the minerals when you start to morph a drone. For more info, see Larva Trick.
Legal. When a group of air units are selected and moved, they normally move to a location relative to its current location, instead of stacked at the same target location. When another unit is selected in the group (from far away), this behavior is nullified and the units then move to the exact position clicked by the mouse cursor.
The first part of the following video is a more comprehensive analysis of air stacking techniques, including the magic box technique for stacking mutalisks using an overlord, latency of patrol vs hold position vs stop vs attack, scourge periodically adjusting course vs mutalisks and the chinese triangle technique for mutalisks vs scourge:
Legal. Burrowing Lurkers on top of one another to attack as one. Burrow each lurker on top of each other one by one by moving onto the previous burrowed lurker, repeat as necessary. It is best used in combination with 'Hold Lurker' for ambushes or on top of ramps/cliffs.
Legal. When a Zerg Drone constructs an Extractor or other structure, the supply count will decrease, enabling the creation of more units. The player can then cancel the structures to retrieve their drones, bypassing the maximum supply, but only a proportion of the spent resources are refunded. If used with extractor(s), it's called the "extractor trick" (which always costs exactly 13 minerals overall).
Legal. If a drone that is holding minerals or gas starts morphing an extractor then cancels the morph, whatever it was holding will be gone. This can be useful in some cases to clear a mineral patch or simply waste your opponent's resources. Note that morphing and cancelling an extractor costs exactly 13 minerals overall. Example clip here.
Legal. This trick is constantly used by all players. It is basically telling workers to mine a mineral patch or vespene geyser. They will then proceed to walk past all units until told to stop, then will un-stack immediately and push surrounding units away.
This is one of the examples of bugs influencing the way the game is played. Specifically, a worker sent to mine a mineral patch in vision of any kind of unit will simply move through any obstacle, such as blocking buildings and units. If a moving stack of workers gets a stop/attack/hold command they will un-stack immediately and push surrounding units away. Maneuvers using Mineral Walk are legal, such as Worker drill which you can use to break the entrance of an opponent's base that's being blocked by units (e.g. use your SCVs to push away stasised units from ramps), or to block incoming army masses in 2on2. It is strictly illegal if the workers remain permanently stacked while attacking, in which case it is not Mineral Walk - it is the #Stacking Workers exploit.
Legal. If you have really fast reaction time, you can give a command to place the second spider mine somewhere beneath the first one, on which cast the vulture will most of the time change its path. For more info see TL thread here.
Legal. If a lurker or lurkers are moving and you want them to burrow, it is faster to press "stop" or "hold position" before you burrow, to avoid the time decelerating. TL thread here. Also, because the lurkers automatically turn to face a South-East direction before burrowing, it is even faster if you turn them to face South-East via a "patrol" or "move" command before you press "stop" or "hold position" then burrow. Then, as a lurker is burrowing, you can spam attack move orders to make it attack a little earlier than letting it acquire a target on its own.
Legal. When a lair finishes, it resets its larva spawn timer. If a larva spawns just before the lair finishes, when the lair finishes you'll have two larvae. Example clip here and an instructions & advice how to time it here. Paraphrasing Cadenzie's instructions: there are a lot of different ways to do it. You can memorize all the different times on the clock that the larva usually spawns, e.g. if you start your lair at 3:02, that is a good timer. Another way is to wait until a larva spawns, then select a drone and morph an extractor, then continue normally and make three drones gather gas as soon as the extractor finishes, then morph the lair as soon as you have 100 gas.
Legal. Workers will always mine from the patch you tell them to. But if they already have cargo, pressing "c" will force them to bring minerals to the closest nexus/CC/hatchery/lair/hive and then continue with your instructions. So when you are transferring workers to a new base, press "c" immediately after telling them to transfer, and the ones with cargo will drop it off first. E.g. select 12 workers at base A then right-click a mineral patch at base B then immediately press "c". TL thread here.
Legal. Paraphrasing the TL thread here: Scout with your first worker or overlord into the enemy base. Once you are about to lose vision of the enemy base's minerals you do this: take another worker and queue him in an area where enemy doesn't scout and wont interrupt this worker. Queue movements back and forth in that area for however long you want to wait for your 2nd scout to scout enemy base again. Once you've queued move orders enough you finish with a shift-right-click on a mineral patch inside enemy base (this has to be done before vision is lost of the minerals). You now have a timed 2nd scout which can walk through a walled ramp. The only thing you need to figure out is at what time you want your 2nd scout, and test this map specifically how many queues of random movement in said corner you need before it proceeds to the enemy base's minerals. This would seem like a hack from enemy point of view as you wont have vision of the mineral patch for a long time, but seeing as your 2nd scout NEVER touches a gas for the gas bug it would be obvious from replay you aren't cheating.
Also, similarly, rather than using a 2nd worker to scout, if you currently have vision of the enemy base's minerals but your worker needs to leave the enemy base (e.g. because a dragoon is about to finish and start attacking your worker), you can command it to move out of the enemy base and queue movement commands to an area where enemy doesn't scout and wont interrupt this worker (preferably in big circles so if anything chases it, it will be less likely to be caught and killed), then finish with a shift-right-click on a mineral patch inside enemy base (this has to be done before vision of the minerals is lost).
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