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    Zerg Strategy Guide by ChaosDemon

    Version: 1.0 | Updated: 08/17/02 | Search Guide | Bookmark Guide

                                   Zerg Strategy Guide
                      Written by ChaosDemon(chaosdemon007@yahoo.ca)
                                      Version 1.0
                              Last revised August 17th, 2002
          Latest revisions of this guide may always be located at GameFAQs:
    =Legal Disclaimer=
    This document was _originally_ typed up in Vancouver B.C., Canada and posted 
    by GameFAQs(http://www.gamefaqs.com).   Copyright 2002 Tony J. Tso.  All 
    rights reserved.  Nothing that appears in this document may be reproduced in 
    whole or in part without the expressed written (or typed up) consent of Tony 
    J. Tso, copyright owner.  By even opening this text file, you instantly agree
    to obey this disclaimer.  You may not use this document with/on any kind of 
    printing device(s).  If you wish to host this document on your website/
    magazine/ please drop me a line at: chaosdemon007@yahoo.ca, or AIM me at 
    ChaosDemon007, OR MSN me with the address chaosdemon007@yahoo.ca.  This FAQ 
    may NOT be sold for profit(s).  However, if you want to sell this guide _for_
    me (meaning I get all the profits) that is allowed.  Thanks for reading and 
    enjoy the rest of the  guide!
    The following sites have permission to post all my FAQs:
    - If you find this FAQ any where else, please contact me ASAP.
    =Table of Contents=
     II.......Version History
    III.......Zerg Buildings
     IV.......Zerg Units
      V.......Basic Strategy(Battlet.net)
     VI.......Advanced Strategy(Battle.net)
                                 I. Introduction
          Welcome to my Zerg Strategy guide for Starcraft.  In the following file,
    you'll find strategy, a build list, and lots of other stuff, too.  
          I've played with Zerg for a while now, and I'm willing to share some
    info. I have on my prefered race.  So, let's get on with the show.
                                II. Version History
    * First submission rejected.
    * I removed all strategies from the Zerg unit list and added them to the 
      strategy part.
    * Added all Strategies that I could
    * Going to send into CJayC.  Hopefully, this is the initial release.
    * Added all Zerg units' info.
    * Finished basic strategy section.  To begin work on Advanced strategy.
    * Added How to stop mass Carriers section.  
    * Inserted format.  I'm going to begin the work on the stuff.
    * Added some info. on the buildings.
    * More info. on buildings.
    * Completed buildings info..  
                                 III. Zerg Buildings
    HP: 1250 
    Cost: 300 Minerals 
    Armor: 1
    Time to build: 2 minutes (120 seconds)
    Evolution: Lair
    Use: Spawn units
    Ability: Gives you 1 supply
          All right, use this building to spawn your units.  Seeing that this is
    the only building that does that, you'll need serveral of them.  On a good
    day, you should have around seven or eight.  Don't go over board, though, or
    you'll have some trouble spawning units due to their cost.
    Creep Colony
    HP: 400
    Cost: 75 Minerals
    Armor: 0
    Time to build: 20 seconds
    Evolution: Sunken Colony & Spore Colony
    Use: Expands the Creep
    Ability: Nothing
          This building is stage one for a Sunken or a Spore, by building this,
    though, will expand the Creep by a whole lot.
    HP: 750
    Cost: 50 Minerals
    Armor: 1
    Time to build: 40 seconds
    Evolution: None
    Use: Source of Gas (No, it's not what you think)
          The Extractor is where your Drones collect Vesphene Gas.  Find a Vesphene
    a Geyser for your Drone to mutate on.  Each Geyser holds 40 000 Gas.
    Exolution Chamber
    HP: 750
    Cost: 75 Minerals
    Armor: 1
    Time to build: 40 seconds
    Evolution: None
    Use: Upgrade the attack and armor of your units.
          You should build two of these so you can evolve armor and attack at
    the same time.  It's important that you upgrade your weapons and defense, 
    because with them, you'd be pretty feeble against say, upgraded 'Toss and 
    Spawning Pool
    HP: 750
    Cost: 200 Minerals
    Armor: 1
    Time to build: 1 minute 20 seconds (80 seconds)
    Evolution: None
    Use: Upgrade your Zerglings
    Ability: Allows you to spawn Zerglings
             Allows you to evolve Creep Colony to Sunken Colony
          By building this, you'll be able to spawn Zerglings and evolve a Sunken
    Colony from a Spore Colony.  It's important to build this quickly.  
    Sunken Colony
    HP: 400 
    Cost: 50 Minerals; Evolve from Creep Colony
    Armor: 0
    Time to build: 20 seconds
    Ground Attack: 40
    Air Attack: None
    Use: Your defense against Ground Units
    Ability: Nothing
          You should fill your choke point with these things to protect your base
    against the ground strikes from your enemies.  Here's a basic formation:
                                     UUUU          U: Sunken Colony
                                   |U    U|
               Choke point--->     |U    U|
                                   |U    U|
          Just remember that this is a VERY basic formation, and there are many
    better and advanced formations.  If you have some of them, send 'em in.
    Spore Colony
    HP: 400
    Cost: 50 Minerals; Evolve from Creep Colony
    Armor: 0
    Time to build: 20 seconds
    Evolution: None
    Use: Defense against Air
    Ability: Detector
    Ground Attack: None
    Air Attack: 15
          Have the Spore Colony protect the edge of your base to protect you from
    the enemy air units, or at least just tell you they're coming.  You can also
    use this as a Detector, so don't just fill the edge of your base with them,
    put them in random locations within your base for detecting.
                   \P    P       P    P/    H: Main Hatchery 
                    \P       H       P/     P: Spore Colony
                     \P  P       P  P/
    Hyrdalisk Den
    HP: 850
    Cost: 100 Minerals, 50 Gas
    Armor: 1
    Time to build: 40 seconds
    Evolution: None
    Use: Allows you to spawn Hyrdalisks 
    Ability: Upgrade Hyrdalisk Speed and Attack Range
    Ground Attack: None
    Air Attack: None
          You should build around one or two of these, however you see fit.  You
    can build two to upgrade faster, or you can let the upgrades do one by one,
    as the time isn't that long.  
    HP: 1800
    Cost: 150 Minerals, 100 Gas
    Armor: 1
    Time to build: 1 minute, 40 seconds (100 seconds)
    Evolution: Evolved from Hatchery
    Use: Spawn units 
    Ability: * Upgrade Overlord Speed, Overlord Carrying Ability, and Overlord 
               Sight Range.
             * Gives access to Spire and Queen's Nest
             * Allows you to upgrade your weapons and armor to level 2
    Ground Attack: None
    Air Attack: None
          You can evolve three Hatcheries to evolve quicker if you wish, but
    that seems like a waste of Minerals and Gas.  But, the upgrades take some time,
    so maybe it's a consideration.  (I don't upgrade three Hatcheries).  
    HP: 600
    Cost: 200 Minerals, 150 Gas
    Armor: 1
    Time to build: 2 minutes (120 seconds)
    Evolution: Greater Spire
    Use: Allows you to spawn Mutalisks and Scourges
    Ability: Upgrade Air unit armor and attack.
    Ground Attack: None
    Air Attack: None
          It's crucial that you build two of these, yes, they're expensive, but
    it's worth it in the long run.  You can upgrade twice as fast, so don't 
    hesitate, build two.
    Queen's Nest
    HP: 850
    Cost: 150 Minerals, 100 Gas
    Armor: 1
    Time to build: 1 minute/60 seconds
    Evolution: None
    Use: Allows you to spawn Queen 
    Ability: Allows you to upgrade Queen Spawn Broodlings ability
             Allows you to upgrade Queen Parasite Ability
    Ground Attack: None
    Air Attack: None
          I usaully just build one Queen's Nest and that's it.  Why?  Well, when
    building several duplicates of one building, you should always think this 
    first: "Will I use this often?" and the answer is... "no." 
    HP: 2500
    Cost: 200 Minerals, 150 Gas
    Armor: 1
    Time to build: 2 minutes/120 seconds
    Evolution: Evolved from Lair
    Use: Spawn units 
    Ability: Allows you to upgrade Weapons and Armor to Level 3
             Allows you to upgrade your Spire to Greater Spire
             Gives access to the Ultralisk Cavern
             Gives access to Nydus Canal
             Gives access to Defiler Mound
    Ground Attack: None
    Air Attack: None
          The Zerg building with the highest amount of HP.  This is necessary in
    all Zerg bases, but all you need is one.  As soon as your Lair is done 
    upgrading, you'll get access to many Advanced Structures: Greater Spire,
    Ultralisk Cavern, Nydus Canal, and Defiler Mound.  
    Greater Spire
    HP: 600
    Cost: 250 Minerals, 150 Gas
    Armor: 1
    Time to build: 120 seconds
    Evolution: Evolved from Spire
    Use: Allows you to evolve your Mutalisk into Guardian and Devourer Aspects. 
    Ability: Upgrade your flyer weapons
    Ground Attack: None
    Air Attack: None
          Upgrade ONE Spire when you can to unlock the powerful Guardian and the
    almost-powerful Devouerer.  
    Ultalisk Cavern
    HP: 600
    Cost: 150 Minerals, 200 Gas
    Armor: 1
    Time to build: 1 minute 20 seconds/80 seconds
    Evolution: None
    Use: Allows you to spawn Ultralisks 
    Ability: Improve your Ultralisks
    Ground Attack: None
    Air Attack: None
          The Ultralisk Cavern allows you to spawn the powerful Ultralisks.  You
    don't need more than one of these, they're just too expensive.  I don't 
    recommend using Ultralisks, anyway.  More info. on these mammoths later.
    Nydus Canal
    HP: 250
    Cost: 150 Minerals
    Armor: 1
    Time to build: 40 seconds
    Evolution: None
    Use: Allows you to teleport from one Canal to another.
    Ability: None
    Ground Attack: None
    Air Attack: None
          Anyway, for this to function properly, you'll need to build two of these.
    When you're playing against fellow Zerg players, you may build on thier Creep,
    making the Nydus Canal easier to use.  
          If we were playing Broodwar, I'd like to combine the Canal with Lurkers,
    but since we don't have those babies, you'll have to stick with Hyrdalisks or
          One more thing, you should use this on the enemy's Nexus/Hive/Command
    Center.  Here's a good way to do use the Nydus Canal:
    Defiler Mound
    HP: 850
    Cost: 100 Minerals, 100 Gas
    Armor: 1
    Time to build: 1 minute/60 seconds
    Evolution: None
    Use: Allows you to spawn Defilers 
    Ability: Evolve Defiler abilities such as Dark Swarm and Plague.
    Ground Attack: None
    Air Attack: None
          Nothing special about this building, it just gives access to the Defiler.
                                       Zerg Units
                                      Ground Units
    HP: 40
    Cost: 50 Minerals
    Armor: 0
    Supply Consumed: 1
    Ground Attack: 5 (Spines)
    Air Attack: None
    Building(s) Required: None
    Upgrades: Armor (Maximum of 3)
          You can't upgrade a Drone's Attack, but you can its Armor.  You can
    upgrade its Carapace at the Evolution Chamber.  Each Armor upgrade will add
    1 to the Drone's Armor.
          The Drone is the peon of the Hive, you'll need several of them.  You
    use the Drone's to mutate into the buildings you want.  The catch -- you lose
    your Drone, as it has to form itself into the, say, Hatchery.
    HP: 35
    Armor: 0
    Supply Consumed: 1/2
    Ground Attack: 5 (Claws)
    Air Attack: None
    Building(s) Required: Spawning Pool
    Upgrades: Armor + Attack (Maximum of 3)
              Speed Upgrade
              Attack rate upgrade (roughly twice as fast)
          The Zergling is relatively weak, one Sieged-tank can wipe out a whole 
    lot of them with one shot.  The greatest advantage of the Zergling is, they 
    consume only 1/2 Food, you can build up to 400 of them. 
          If you see anyone who really enjoys using Dragoons, or other units that
    deal Explosive damage, the Zergling with Attack rate upgrade will mope them up
    pretty easily.  
          There are such things out there called a Zergling rush, and for this to
    suceed, you'll have to hit them hard and fast.  Here's the build order:
    HP: 80
    Cost: 75 Minerals, 25 Gas
    Armor: 0
    Supply Consumed: 1
    Ground Attack: 10 (Needle Spines)
    Air Attack: 10 (Needle Spines)
    Building(s) Required: Spawning Pool, Hyrdalisk Den
    Upgrades: Speed Upgrade 
              Attack range upgrade
          You can upgrade your Speed and Attack Range at the Hydralisk Den, if
    you're going to attack with these fellas, those two upgrades are a must.  
    You can also improve their Attack and Armor at the Evolution Chamber, each
    level the attack and armor will go up by 1.
    --- Basic Info ---
          The Hyrdalisks are probably the most formidable attackers for the Zerg,
    they can attack both air and ground, they're cheap and fast to build, and hell,
    they kick serious arse!  The Hyrdalisks can stand up to even the powerful
    Carrier, which is like W A Y  farther up in the tech tree.
    --- Advanced Info ---
          Well, I mentioned before that the Hyrdalisks can stand up to the power 
    of a Carrier.  And here's why:  A Hyrdalisk under DARK SWARM (a Defiler ability
    )is untouched by ranged-attacks, meaning other Hyrdalisks won't be able to 
    touch you, either.  And let's see... what ELSE has a ranged attack?  You 
    guessed it, the Carrier.  So, if you encouter anyone who uses mass Carriers,
    counter with your very beloved Defilers and Hyrdalisks.  There's more info.
    on this Dark Swarm + Hyrdalisks combo later on in the text.
    HP: 400
    Cost: 200 Minerals, 200 Gas
    Armor: 1
    Supply Consumed: 4
    Ground Attack: 20 (Kaiser Blades)
    Air Attack: None
    Building(s) Required: Lair, Queen's Nest, Hive, Ultralisk Cavern
    Upgrades: Speed Upgrade 
          You can upgrade its speed, and two other things.  You can also upgrade
    its attack and armor, both at the Evolution Chamber.  By each upgrade, your
    attack and armor goes up by one point.  That gives you a maximum of 4 Armor
    (1+3), and 23 Attack (20+3).
          I may be wrong about its vital statistics, please correct me via e-mail.
    Well, the Ultralisk is the most expensive unit for the Zerg, and it may or
    may not be worth it.  First off, they have the most HP out of all the Zerg
    Attackers, so that's a huge bonus to tear down the opponent's defenses like
    Photons.  Usaully, I send in the Ultralisk to draw attention away from my
    other attackers.  
          These guys are very expensive, and they can not respond to air fire,
    and also another downfall: a Stim-Packed Marine can get at least six shots in
    before the Ultralisk makes a dispose of it.  And of course, the Marines are
    a lot less expensive and faster to build.  
          Suming this up, the Ultralisk is the most thick-skinned unit in the game,
    and it can draw fire away from your Hyrdalisks and such attackers.  I rarely
    use these guys, and I recommend the same for you.
    HP: 80
    Cost: 50 Minerals, 150 Gas
    Armor: 1
    Supply Consumed: 1
    Ground Attack: None
    Air Attack: None
    Building(s) Required: Lair, Queen's Nest, Hive, Defiler Mound
    Upgrades: Dark Swarm
    Special Abilities: Dark Swarm, Plague
          The Defiler has no normal attack, but it has two awesome abilities.  
    You can upgrade its Carapace at the Evolution Chamber and by each upgrade,
    the Armor goes up by one, giving you the maximum Armor of 4 (1+3).
          As mentioned above, the Defiler can not attack anyone, but it has two
    special abilities: Dark Swarm and Plague, both evolved at the Defiler Mound.
          The Dark Swarm: You can use this little doozy to protect your units
    from ranged attacks for 1 minute, or 60 seconds.  A ranged attack is an attack
    where the opposing unit has to fire at you from a distance.  This is a good
    idea when going up against Dragoon and the like, as they require shooting.
    Use this on your Hyrdalisks to get the most out of them.
          The Plague:  You can ruduce a unit's HP to 1 by Plaguing them.  Each
    second will roughly subtract 3 HP from them.  You should use this on an 
    opponent's important unit, like an Arbiter or a Carrier.
    --- Basic Info ---
          When going to assault a base, it's a good idea to keep your Defiler in
    the back lines.   If you see that the battle is not going your way, try to 
    Plague a couple of units in the front lines of your opponent's army.  If even
    THAT doesn't work, Dark Swarm the whole friggin' base and move your guys into
    the cloud.  
    --- Advanced Info ---
          Defiler can usaully turn the tide of a battle with one cloud to destroy
    your opponent's vision.  Remember, Defilers have special abilities, so, use
    them!  They're there for a reason folks, just remember that.
    HP: 30
    Cost: Use Queen to Spawn an opposing unit
    Armor: 0
    Supply Consumed: 1
    Ground Attack: 5 (Toxic Spores)
    Air Attack: None
    Building(s) Required: All the Queen's buildings
    Upgrades: Attack and Carapace
          The Broodling's starting attack is 5, and the armor 0.  You can upgrade
    them both at an Evolution Chamber (Melee and Carapace).  
    --- Basic Info ---
          To get the Broodling, you must reserach the Spawn Broodling ability for
    your Queen.  Then, you must use your Queen and Spawn an opposing unit.  
    Once you've done that, the unit will turn into a Broodling, and it will work
    for the Hive.
    --- Advanced Info ---
          This will help you out a lot when you're planning to take out your 
    opponent for good.  What's better than turning the opponent's defenses against
    themselves?  Nothing.  So, when you goto strike the opposing base, use your
    Queen to spawn various units that are focused on attacking your other units.
    Once you've done that, send the Broodlings after the building.
          It's best to turn ground-to-ground units to Broodlings, as they can't
    do anything to stop the Queen.
    Infested Terran
    HP: 60
    Cost: 100 Minerals, 50 Gas
    Armor: 0
    Supply Consumed: 1
    Ground Attack: 500 (Suicide)
    Air Attack: None
    Building(s) Required: Infested Command Center
    Upgrades: None
          To get this fancy face fellow, you must send your Queen to Infest a 
    Command Center when it is in its RED stage, or badly burning.  Pulling this
    off may be a little difficult, but if you manage to do this it'll give you
    a great advantage. 
                                    Aerial Units
    HP: 120
    Cost: 100 Minerals, 100 Gas 
    Armor: 0
    Supply Consumed: 1
    Ground Attack: 9 (Glurve Worm)
    Air Attack: 9 (Glurve Worm)
    Building(s) Required: Lair, Spire
    Upgrades: Attack and Armor
          The Mutalisk is the basic air unit, it is also the baby stage of the
    Guardian and Devourer Aspects.  Anyway, its starting Armor is 0, and Attack
    6, you can upgrade both of them at the Spire or Greater Spire, making the 
    maximum Armor 3 (0+3), and Attack 12 (9+3).
    --- Basic Info ---
          The Mutalisk and the Hyrdalisk are the only units for the Zerg that's
    been blessed with the ability to attack both air and ground.  The Mutalisk
    is the fastest unit fo the Zerg, so take advantage of that.  Use it to scout
    for bases, use it for hit-and-run attacks on the slower units like Dragoons,
    do a lot of things with them.
    --- Advanced Info ---
          I like to use a Mutalisk to look for bases before I attack, because they
    are so fast.  
          You should team up the Mutalisk with the Guardian and Devourer aspects,
    as chances are the enemy will send some sort of air-assault unit at your
    Guaridans and Devourer Aspects.  But, if you manage to Spore that opposing
    unit, the Mutalisk can hurt them pretty badly.  
    HP: 25
    Cost: 25 Minerals, 75 Gas
    Armor: 0
    Supply Consumed: 1/2
    Ground Attack: 125 (Suicide)
    Air Attack: None
    Building(s) Required: Lair, Spire
    Upgrades: Attack and Armor
    Special Abilities: None
          You can upgrade the Armor at the Spire, making the maximum Armor 3 (0+3)
    --- Basic Info ---
          The Scourge is not built for taking fire from other units, because it 
    only has 25 HP, remember this.  Another interesting thing about this is the
    supply it consumes, it only takes 1/2 food to make this, meaning you can spawn
    six in three eggs, twelve on six eggs, twenty-four on twelve eggs, etc, etc.
    To me, that is the greatest advantage of the Scourge, it's cheap, fast to 
    build, and you can take out a lot of air units high up in the tech tree such
    as Valkyries, Battlecruisers, and Carriers with a couple.
    --- Advanced Info ---
          Scourges should never be sent in alone to attack the air units of a base.
    Why?  Well, a Spore Colony takes it out with two shots, a Photon with two 
    shots, and a Missle Turret also two shots.  You catching on?  Anyway, to use
    this little scrapper effectively send in some Zerglings and Hyrdalisks through
    the choke point to distract the forces, then send in some Scourges as well.
    If you're facing Zerg, go and target the Overlords with these, using two per
    Ovie; if Protoss, target an expensive unit like Scouts or Carriers; against
    Terran, go after the Battlecruisers or Science Vessels.  Also, try to use your
    ground force on the units you're targeting with your Scourges.
    HP: 150
    Cost: 50 Minerals, 100 Gas; Evolve from Mutalisk
    Armor: 2
    Supply Consumed: 2
    Ground Attack: 20 (Acid Spore)
    Air Attack: None
    Building(s) Required: Lair, Queen's Nest, Hive, Spire, Greater Spire
    Upgrades: Attack and Armor
    Special Abilities: None
          The Guardian starts off with 2 Armor, which is a huge bonus for any unit,
    and its attack is 20.  You can upgrade both of these at a Spire or Greater
    Spire, making the maximum armor 5 (2+3), and attack 23 (20+3).
    --- Basic Info ---
          The Guardian has the longest range in the game, weighing in a 12 
    matrixes.  However, this guy can't fly very fast; its speed is only greater
    than the lowly un-upgraded Overlord.  Use this Guardian to assault just 
    about any ground unit in the game, the only ground unit that really stands a
    chance against the Guardian is the Terran Goliath.
    --- Advanced Info ---
          You can use the Guardian for quite a couple of things: protecting your
    base against ground units; attacking ground units, pick off building defenses
    or using the little something I call the "Guardian Strike"  And just incase 
    any of you are wondering whether this a rip off of the Terran Tank Push or 
    not, it is.
    HP: 160
    Cost: 100 Minerals, 50 Gas; Evolve from Mutalisk
    Armor: 2
    Supply Consumed: 2
    Ground Attack: None
    Air Attack: 25 (Acid)
    Building(s) Required: Lair, Queen's Nest, Hive, Spire, Greater Spire
    Upgrades: Attack and Armor
    Special Abilities: None
          You can upgrade its attack and armor at the Spire or Greater Spire.  
    --- Basic Info ---
          The basic anti-air unit for the Zerg.  This nice little unit should 
    never be left alone in a battle to the death.  If you manage to Spore an 
    enemy air unit, and then send in the Mutalisk to take shots at it, you will
    bring it down pretty quickly.
    --- Advanced Info ---
          Here is another weapon to counter the higher tech units (although the
    Devourer is pretty high in its own right), Carriers and Battlecruisers.  
    However, Devourers alone probably won't do the job for you, so combine them
    with Hyrdalisks and Mutalisks.
          Once you manage to Spore an air unit, you will lower the level of its
    armor, making shots hurt more.  So, send in the Mutalisks and Hyrdalisks once
    you've spored an opposing unit.
                                  Basic Strategy (Battle.net)
    The secrets to getting a lot of resources
          Well, have lots of Drones to gather!  That's really all you have to do
    in order to get minerals and gas.  Usaully having around twenty or thirty 
    workers to gather minerals and gas is good.
          The second secret: Expanding.  In the base you start in, you'll have 
    some patches to gather in.  But what happens when it runs out?  You're 
    screwed, right?  Well, if all the mineral patches are taken, you'll have to 
    fight for them, that's why it's a good idea to expand early.
    In my opinion, what the best unit is
          Well, I would have to say the Hyrdalisk, simply because it's cheap, fast
    to spawn, and it can attack both air and ground units.  Its attack is pretty
    good, too (10).  
          A lot of people would say the best unit for the Zerg is the
    Guardian, although it is very powerful, it moves very slowly and it can not
    respond to air attacks, making it very vulnerable.
          That's why I say the Hyrdalisk is the best unit for the Zerg, because it
    is so cheap, it can respond to both air and ground, and you can create many
    of them quickly.  
    How to be sucessful (the basic idea)
    Here's a list of basic things that should be done when being the Zerg.
    How to become sucessful
    * Have lots of Drones 
    * Expand
    * Build several Drones quickly
    * Have a lot of Hatcheries
    * Get your buildings up quickly
    * Attack the enemy first
    - These are just the very basic things you should do, later on in this text,
    I will give more in-depth info. on how to win.
    Quanity of Buildings
    NOTE: These are only estimations.  They are meant to give you a BASIC idea
    on them.
    Hatchery: 8-12
    Sunken Colony: 7
    Spore Colony: 10+
    Evolution Chamber: 2-3
    Spawning Pool: 1
    Extractor: Depends on number of Vespene Geysers available.
    Lair: 1-3
    Hyrdalisk Den: 1-2
    Spire: 2
    Queen's Nest: 1-3
    Greater Spire: 1
    Ultralisk Cavern: 1-3
    Defiler Mound: 1-2
                             Advanced Strategy (Battle.net)
    How to stop mass (or many) Carriers
          Many Protoss players on money maps (Hell, a lot of players are doing this
    regardless), will choose to do this, because they believe: mass Carriers = 
    Instant Win.  Well, you can easily prove them wrong using  the trusty Zerg 
          Firstly, build a team of Hyrdalisks, and I mean build many of them, but
    make sure not to fill all your food with them.  While you're spawning these
    Hyrdalisks, select around 6-8 larvae and turn them into Defilers.  
          While you're spawning research the Consume ability for the Defiler.  
    Also, you might want to build 12-24 Zerglings for Consuming.  Once the Defilers
    and your team of Hyrdalisks are hatched, it's best for you to let the Defiler
    fully charge its Energy.  But, if you get attacked by Carriers while the 
    Defilers are charging, Consume some Zerglings and then use Dark Swarm.  you
    might want to Hotkey your Defilers, too.
          All right, you're ready to assault the Carriers.  Make your Zerglings
    follow the Defilers while letting the Hyrdalisks lead the way.  As soon as
    you engage the Carriers, (if you hotkeyed the Defilers), hit the number of
    your first Defiler, and use Dark Swarm on your Hyrdalisks.  It's best to
    use it on the group of Hyrdalisks in the front.  
          Continue to use the same Defiler to Dark Swarm your Hyrdalisks, once
    you've run of Energy for that Defiler, Consume a nearby Zergling.  Repeat the
    process until this Defiler is out of energy and there are no more Zerglings,
    once this is the case, swtich to the next Defiler and continue.  Keep doing
    this and the Carriers will eventually be taken down.  
          Here's a strategy when you are under attack by Carriers.  Double click
    on a larvae to highlight 12 of them, then choose the Scourges.  They'll be
    hatched pretty quickly, and once they do send all twenty-four of them after 
    the Carriers.
          If you're lucky, they will be all clustered together, letting the 
    splash damage of the Scourges destroy all of them.  
    How to stop a fleet (or mass) [of] Battlecruisers
          First, read all the info. listed above.  Once you've done that, here's
    more strategy.
          From my experience many players will use back-up for their 
    Battlecruisers, like maybe sending Valkyries or cloaked Wraiths with them.  
    You may use the Dark Swarm strategy if you wish, but for 'Cruisers I like using
    the good ol' Scourges.
          So, have some Hyrdalisks with some Devourers to create a diversion
    (many players will think your Hyrdalisks + Devourers is the main force, but
    in this little strat., the Scourges are).  While they're attacking, create
    an army of Scourges and send most (or all) of them at the Battlecruisers
    that are squished together.  If you manage to bring down about 1/2 or 3/4 of
    them, your Hyrdalisks and Devourers should take care of the rest.
    How to stop a mass of Dragoons
          This isn't very common these days, but if you get hit with them 
    unexpectedly, it's always good to know how to counter.  
          First of all, it is important to evolve every special and/or unit 
    enchancing ability so you'll be ready for all possible threats.  With that 
    said, you'll have to learn a bit about the enemy.  
          The Dragoons do Explosive damage, meaning they will only do half damage
    on smaller units like, say, Zerglings and Hyrdalisks.  So, if you see a team
    of Dragoons coming your way, use the Zerglings' attack rate increase + Faster
    Zergling Movement and launch those little kitties at the Goons!  If you went
    for a full mass which will only cost you 10,000 minerals (this is considered
    less, trust me), you will have 400 Zerglings to work with, which will be more
    than enough to disable the enemy 200 Dragoons.  
           The beauty about the Zerglings is they're just so cheap, meaning you
    can just rebuild and rebuild while you're fighting, while the opponent can
    just watch as their Goons slowly (well, not "slowly", but rather quickly), 
    get erased from the map.  
    How to stop "THE" Siege Tank + Goliath/Wraith Combo
          This combo is very effective in all means, and very deadly, too.  Why
    is that?  Well, while the tanks in Siege Mode tear apart your buildings, the
    Goliaths and/or Wraiths will cover the air for it.  Ingenius isn't it?  Quite.
    And I've lost numerous times to this, but that all stops here and now, as the
    Uncle Chaos will come through for you.
          Normally, the main strategy would be dropping units right infront of the
    tanks and tear them apart.  But, that wouldn't work because the Goliaths
    and/or Wraiths will take those Ovies before it'd reach its target.  
          Well, it's time to break out the big idea, Zerglings and Ultralisks.
    The Wraiths will attack your forces, yes, but they shoot rather slowly, and
    they won't do a lot of damage.  
          So, upgrade everything availabe to the Ultralisks and Zerglings, and then
    send them in.  Keep the Zerglings in the back of your Ultralisks, use your
    Ultralisks to target the Goliaths while the Zerglings disable tanks one by one.
    As soon as the tanks are done, the Wraiths will be rather vulnerable to 
    **NOTE** Zerglings alone may do the job for you (like full mass of them), but
    I've included the Ultralisks because the units, as in the AI, will target the
    them right away, giving you time to move right up to the tanks and pick them
    -- The summary of the last two strategies is to use the Zerglings against any
    unit that does Explosive damage, keep this in mind.    
    How should a strong Zerg base look like (IMO)
    \PP      MM MM MM MM      PP/     KEY
     \PP                     PP/      ---
      \PP       II          PP/    MM: Mineral Patches
       \PP                 PP/     PP: Spore Colony
        \PP  HH HH HH HH  PP/      HH: Hatchery
         \PP HH HH HH HH PP/       UU: Sunken Colony
          \PPHH HH HH HHPP/        II: Hive
           \    HH     /
            |UU     UU|
            |UU     UU|
            |UU     UU|
            |UU     UU|
            |UU     UU|
        -- Okay, well, I didn't include any other buildings, as those don't 
    matter, just remember to place them deep in your base. 
    How to stop the Zealot Rush
          A Zealot rush is the strongest the game.  Although they won't come out
    as fast as the Zerglings, they are three times as strong.  If you think you're
    going to be rushed early, get some Sunken Colonies up as fast as possible.
    A good way to place Sunkens is to position them in such a way that two Colonies
    can attack one target from two different directions.  Like this:
                                   H              KEY
                               U        U         ---
                               U        U        S: Spawning Pool 
                                                 H: Hatchery
                                                 U: Sunken Colony
          While you're making Sunken Colonies, continue to spawn units as well,
    starting with Zerglings and then eventually tech to Mutalisks.  You should
    also try to be an Extractor early so you can upgrade the Zergling's Movement,
    they will fare more of a chance that way.
    How to stop the Marine [+ Medic] Rush
          The Marines with Medics in the early game is very effective.  So, this
    is what you do:
          Firstly, build some Sunken Colonies with the above formation, and build
    some Zerglings; if you can, try to bring in some Hyrdalisks with Upgraded Speed
    and Attack Range.  
          Use your Zerglings and target the Medics, it's important to do this so
    the Marines can't heal themselves.  
    How to stop the Zergling Rush
          Well, seeing how you're Zerg, all you have to do is have more Zerglings
    than the opponent.  This won't be very hard because they'll be attacking, and
    you'll be at your base with a Hatchery. :)
    =---Some repeated strategies, for those who missed them the first time 
    Zergling Rush Build Order
    1.  Right from the beginning, instruct your Overlord to scout.  Then make 
        all five Drones gather on the _nearest_ Mineral patches
    2.  As soon as you reach 200, instruct one of your Drones to mutate into a
        Spawning Pool.  Don't bother spawning drones yet.  Hotkey your Hatchery
        (click on it and press Ctrl+1).  
    3.  Right after you've started building that Spawning Pool, click on ONE larva
        and get a Drone.
    4.  Before your Pool is done, the Drone will be hatched (it take 20 seconds for
        Drones to hatch and 80 for the pool), instruct this Drone to Gather.
    5.  As soon as your pool is complete hit "1", "s", and "z" to start hatching
    6.  Take a stab at where the enemy is and tell your six Zerglings to attack 
        where a base may be.  If you're lucky, your Overlord may have found a 
        base, if so, attack that one.
    7.  Right after you've instructed your Zerglings to attack, IMMEDIATLEY repeat
        the Zergling Spawning process.  
    8.  If your first team of Zerglings have found a base, send your second batch
        to attack it, too.  If that base was a dud, send your first team after 
        another base and the second one to a different location as well.  
    9.  Watch your teams closely, as soon as you lose say, three, do the Zergling
        Spawning process again.  Remember, the key here is to send swarm after 
        swarm of Zerglings after your target, not giving them a chance to rebuild
        and/or retaliate.
          In the Zergling rush, it all depends on how fast you build, since these
    fighters are relatively weak, you have to be fast.  
    Infesting a Command Center 
    1. Build some Guardians, Hyrdalisks, Scourges, Zerglings, and maybe three
       Queens.  Bring two Overlords along in this strike.
    2. Target a Terran Command Center, and once the base is in sight, send your
       Guardians with Overlords in through the side, and the Hyrdalisks and 
       Zerglings assault the ground.  Keep the Queens out of sight, or with the
       Hyrdalisks and Zerglings if you spot some tanks.  Heheh, Spawn every last
       one of those seiged attackers.
    3. Use your Guardians to look for some Missle Turrets near the Command Center
       you're targeting, and using its range, pick off each of the Turrets one 
       by one.
    4. The opponent will probably send some Cloaked-Wraiths after you, that's why
       you have Overlords. :) Send in your Scourges to take out every single
       air defense the opponent throws at you.  If they have Goliaths, use the
       Hyrdalisks and Zerglings you have on the ground to take them.
    5. It's time to assault the Command Center.  Here's what you should do:
                             MMM    MMM      M: Mineral Patche
                           MMM   CC    MMM  CC: Command Center
                               Q    Q        H: Hyrdalisk
                             H H H H H H     Q: Queen
                             G  G  G  G      Z: Zergling
            - You should arrange your forces so that NOTHING can come through,
    have your Hyrdalisks damage the Command Center with the Guardians while the
    Zerglings focus on attacking any units that come, if you you feel that your
    Zergling beaten, use your Hyrdalisks and/or Guardians to back them up.
          Of course, this is only FOCUSING on infesting the Command Center,
    there should be other attackers attacking other buildings as well to distract
    the opposition.
    Guardian Strike
    1. Spawn some about 12 Mutalisks
    2. Turn 7 of them into Gurdians and keep 5 of them as Mutalisks.  Bring some
       Overlords along the way too.
    3. Try and Upgrade all your Flyer attack and armor.
    4. Go and pick a base for a target, you can use this to destroy poorly defended
    5. Try not to attack from the choke, rather stay back and slowly start picking
       of the base's building defenses from the side.  
    6. If it's a Terran base, expect some Cloaked Wraiths coming your way, this is
       why you brought those Mutalisks.  Continue assaulting the buildings with
       your Guardians while you use all five of your Mutalisks to fire at the
       Wraiths.  Chances are, they'll be focusing on your Guardians, giving your
       Mutalisks chances to hit.  Make sure you use ALL your Mutalisks to attack
       one target at a time, having five fully upgraded Mutalisks attacking one
       target will do 36 Damage per shot, taking down each unit pretty quickly.
    7. If you don't want to lose all your units, run away when you lose 3 or 4 of
    your Guardians.
          Additionally, you can use this sort of strike to assault the Nexus, Hive 
    or Command Center directly.  It's important that you target the peons, take out
    as many as you can before the reinforcements arive.
          You should use this push right before you're ready to assault your enemy,
    as it will set them back a bit, enabling you to strike with their defenses
    How to Nydus 
    1. Give your Overlord the dropping ability, you should also upgrade its speed,
       although it's not required.  Also, build a Nydus Canal in your base.
    2. Load two Drones and fly towards your enemy's base.  Also, load about six
       Hyrdalisks (that's three in each Overlord)
    3. When flying, fly along the edges so you may not be picked up as fast.
    4. Go behind the Command Center/Nexus/Hive (If it's a Hive, you don't need two
    5. If you need to, mutate a Hatchery.
    6. Unload your Hyrdalisks near the chokepoint (make sure you don't show the
       Overlords), and assault the enemy.  If you have to, play possum for a while,
       remember, your objective here is to bide enough time for your Hatchery to
    7. Once the Hatchery is done, build a Nydus Canal.
    8. Use your own Canal and send in your forces.  Target the opponent's peons
       to slow their production, potentially giving you the advantage.
    **NOTE** The Nydus Canal should really only be used against opposing Zerg
    players, as you don't have to build another Hatchery, which will be speed up
    the porcess greatly.  
          I don't like e-mails, because I always end up with too many.  Sure, that
    doesn't sound like a bad thing, but when you receive dozens and dozens of
    e-mails asking things that are already written in the FAQ, you get angry pretty
    quickly.  So, when sending an email, please try to follow these guidelines:
    (The more of them you follow, the better chance of getting a reply!)
    1. Please, please, please look through the document before to see if 
       I already answered your question.
       * ^^^!!!
    2. Suggestions are always welcomed.
       * That's right, if you have suggestions/contributions, send 'em in!
    3. Crticisim is welcomed too...
       * Only constructive criticisim is accepted.  And no, "Your FAQ sucks," is
         not considered "contructive."  You should tell me how I can improve my 
    4. Don't ask anything about the walkthrough
       * If it's not-complete, then chances are I haven't beaten the game yet. So,
         I won't be able to answer your question.
    5. If you send a contribution, you probably won't get a reply back
       * Yes, I have many emails that need to be read, so consider yourself 
         thanked.  If you contribute something, I really, really do appreciate it.
    Jeff "CJayC" Veasy a.k.a "The Guy who Owns GameFAQs"
        - For posting this [well written] FAQ.  And keeping this great site running
          after all these years.  Thanks.
    BondsLegacy a.k.a Ryan Kavangh
        - I looked at his Unit FAQ for some of the costs of the Units and the 
          attacks of some of the units.  Thanks.
    Wind Dragon a.k.a "The Dude who despises all money maps"
        - He told me about the Dark Swarm strategy with the Defilers.  Remember,
          n00b, mass Carriers owns j00. :P
    Myself a.k.a Chaos "friggin'" Demon
        - For being so kind and typing this darned thing up.
    Just another FAQ brought to you by...
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