Starcraft
Brood War
Zerg colony FAQ - Beginner to Expert
TheManWhoCan ([email protected])






Hey. TheManWhoCan here. Thanks for reading my FAQ on Zerg. If you have
any questions or comments please e-mail at [email protected]. You
will get full credit for submitions.  Want to play me? then send me
details about when you want to play on Battle.Net (ie, screen name,
password for locked game, room name etc.)
Thanks again. Enjoy.


Version History

Sept 28 - Started FAQ



Table of Contents


1)Introduction to Zerg
-Very Basics


2)Buildings
-abilities
-basic building
-advanced buildings
-costs
-upgrades
-requirements


3)Units
-ground units
-air units
-Heros
-costs
-special abilities


4)Getting Started
-Start your first colony
-Step by step learning


5)Advancing
-using more buildings
-using more units


6)Big colonies
-using all units
-using all buildings


7)Strategies using Zerg
-strategies using Zerg


8)Strategies against AI oppenents(general)
- general  strategies concerning all species against AI


9)Strategies against AI opponents(in depth)
-in depth strategies against every AI species


10)Strategies against Human Opponents
-effective and proven strategies against humans


11)Pros and Cons of Zerg
-whats good and whats bad
-what other species have against Zerg


12)Helpful Hints from other people
-hints sent in from other people


13)Playing On Battle.Net
- tips that are very important


14)Appendix
-extra things that wouldnt fit anywhere else


15)Copyright
-copyright
-thanks
-sites FAQ is allowed on






Introduction to Zerg
-very basics



Zerg in my opinion is the second strongest species next to protos. So
why am I writing an FAQ on Zerg? Because I play as Zerg and to me they
are the most fun to play with. Anyway, getting to the FAQ:


Zerg are a species where everything they build is living. Everything
must be built on  a "CREEP" except for a "HATCHERY" (the building that
produces drones. Equiv. to Terran Command Centre and Protos Nexus)


Zerg builds all of their units from larvae which are spontainiously made
from the hatchery. Only 3 larva will be made at once. The larvae morph
to eggs, which in turn morph to the species desired.


Zerg are the fastest producing species in the game.


Zerg generally do not have strong units and they win by strength in
numbers.




Buildings
-abilities
-basic buildings
-advanced buildings
-abilities
-costs
-upgrades
-requirements


This is a big part of the game. You must get to know every building
off by heart in order to succeed.  You must also produce them quickly.
This should prove to be helpful:


Basic Buildings




Zerg Hatchery

This is the main building. Larva are created here so you can build
units. You must have this in order to produce units. This usually
comes standard in games so don't worry about creating a second one
yet. It can be upgraded 2 times. The better the upgrade, the faster
larva are produced, the more hit points (HP) it has,  more buildings
and units are capable of being built.

You do not have to build this building on a Creep, it creates creeps.

Cost: 300 Ore (mineral)
Abilities: Produce Larva, Set Rally point (units go to rally point when
spwaned. Origionally at hatchery), Burrow Ability.
Upgrade to Lair: 150 ore 100 gas

Evolve Burrow Ability: 100 ore 100 gas



Zerg Lair


This is the second stage for the Hatchery. Larva are produced faster
and more buildings can be created.

Cost: 200 ore 200 gas
Upgrade to Hive: 200 ore 150 gas
Requirements: Zerg Hatchery

Evolve Ventral Sacs (Overlords are are able to transport units):
200 ore 200 gas
Evolve Atennae (increased Overloard sight): 150 ore 150 gas
Evolve Pneumatized Carapace (Faster Overloard movement): 150 ore 150 gas



Zerg Hive


The final version of a Hatchery. It produces larva faster and can allow
all buildings to be made and final upgrades.

Cost: 200 ore 150 gas
Requirements: Queens Nest



Creep Colony


These are used to extend your creep. They can also be upgraded to
colonies for defence. If you want a big base with lots of defence,
use these.

Cost: 75 ore
Upgrade to Sunken Colony (ground defence): 50
Upgrade to Spore Colony(air defence):50
               Spore colony requires an Evoloution Chamber.



Sunken Colony


Great defence for ground units but completely vulnerable to air attacks.

Cost:50 ore
Requirements: Creep Colony



Spore Colony


Good defence for air attacks only.

Cost: 50
Requirements: Creep Colony



Spawning Pool


You need one of these in order to create units.

Cost: 200 ore
Upgrade Metabolic Boost (faster Zeergling movement): 100 ore 100 gas
Upgrade Adrenal Glands (faster Zergling Zergling attack): 200 ore 200
gas

Adrenal Glands require a Hive



Extractor


A building that can only be built over a Gueyser. Use Drones to mine it.

Cost: 50



Evoloution Chamber


Great building used to upgrade units. If you have more than one, you
can upgrade more than one thing at a time.

Cost:75
Upgrade Melee Attacks,
Level 1, 100 ore 100 gas
Level 2, requires lair, 150 ore 150 gas
Level 3, requires Hive, 200 ore 200 gas

Upgrade Missle Attacks,
Level 1, 100 ore 100 gas
Level 2, requires lair, 150 ore 150 gas
Level 3, requires Hive, 200 ore 200 gas

Upgrade Carapace (armor),
Level 1, 150 ore 150 gas
Level 2,requires lair,  225 ore 225 gas
Level 3, requires Hive, 300 ore 300 gas



Zerg Hydralisk Den


Needed to be able to produce Hydralisks at the Hatchery. Great units.

Cost: 100 ore 50 gas
Upgrade Muscular Augments (faster Hudralisk movement): 150 ore 150 gas
Upgrade Grooved Spines (increased Hydralisk attack range): 150 ore 150
gas
Evolve Lurker Ability (they're like mobile sunken colonies but better),
requires hive: 200 ore 200 gas



That's the end of the basic buildings. If you haven't played starcraft
before, familiarise yourself with these before moving on. You can still
produce hoards of Zerglings and Hydrlisks with the basic buildings.




Advanced Buildings



Zerg Spire


When built, you are able to hatch Mutalisks and Scourges. This building
is for your air attack.

Cost: 200 ore 150 gas
Requirements: Lair
Upgrade Flyer Attacks,
Level 1, 100 ore 100 gas
Level 2, 175 ore 175 gas
Level 3, requires Hive, 250 ore 250 gas

Upgrade Flyer Carapace,
Level 1, 150 ore 150 gas
Level 2, 225 ore 225 gas
Level 3, requires hive, 300 ore 300 gas



Zerg Greater Spire


This is the upgrade to Spire. It allows you to morph air units to
different ones and allows to finish off upgrading.

Cost: 100 ore 150 gas
Requirements: Hive



Queens Nest


This building allows for Queens to made and is required in order to
upgrade Hatchery to Hive.

Cost: 150 ore 100 gas
Requirements: Lair
Evolve Spawn Brooding (transforms selected ground unit to a Zerg
Broodling): 100 ore 100 gas
Evolve Ensnare (target enemy unit, then ensnare them. It slows rate of
fire and movement): 100 ore 100 gas
Evolve gamete Meiosis (+50 energy for Queen): 150 ore 150 gas



Zerg Ultralisk Cavern


These are the biggest ground units available to Zerg. Very strong. Oh
ya,
the Ultralisk cavern allows you to produce Ultralisks.

Cost: 150 ore 200 gas
Requirements: Hive
Evolve Anabolic Synthesis (faster Ultralisk movement): 200 ore 200 gas
Evolve Chitinous Plating (improved Ultralisk Armor): 150 ore 150 gas



Zerg Difiler Mound


Enables you to create Defilers. Also gives upgrades for them.

Cost: 10 ore 100 gas
Requirements: Hive
Evolve Plague (a cloud of plague. attacks enemies and takes HP down to
a very low number but will not kill them): 200 ore 200 gas
Evolve: Consume (allows Defiler to eat/consume an ally to restore energy
{50 at a time}): 100 ore 100 gas
Evolve Meta Synaptic Node (+50 Defiler energy): 150 ore 150 gas



Zerg Nydus Canal


This allows for quick and easy transportation from you base, instantly
to
anywhere on the map. Buit the entry and exit must be built on a creep.

Cost: 150 ore
Requirements: Hive
Place exit anywhere you want as long as its on a creep.



Infested Terran Command Centre


You Queen is able to infest a severly damaged Terran command centre. It
then becomes part of your base and you can produce Infested Terrans.
They
are suicide bombers that run into people causing 100 damage. They are
very useful in swarms.

Cost: N/A
Requirements: must be seerly damaged. Queen is needed



Thus ends the building part of the FAQ.

All buildings are alive in Zerg and this is an advantage because the
building start to regenerate themselves if they have been attacked. This
means that everything regenerates itself. Pretty useful since drones
don't repair things. Once you have familirized yourself with these,
move on.




Units
-ground units
-air units
-Heros
-costs
-special abilities


Units are obviously a huge part of the game because you cant win without
them. So this part of the FAQ is geared towards the units and upgrades
etc.



Zerg Ground Units


Ground units are very effective throughout the entire game. Most ground
units are capable of burrowing anywhere on the map. This is an extremely
useful technique. Check out strategies using Zerg for a lot of info.
Each unit counts towards you maximum number of units (200). Some cost
more and some cost less (zergling 1/2, ultralisk 4). If you lose units
in battle then your unit number goes down so you are able to produce
more.


Note: all units stats are upgraded


Zerg Drones


The very first ground you should have. These guys create all of the
building and mine ore and gas. They can also attack but they do little
damage (5). They can also burrow in case of danger.

Cost: 50 ore 1 unit
Requirements: Zerg Hatchery

Stats:

40 HP
Attack: Spines
Damage: 5
Armor: 0 + 3


Zerg Zergling


The second unit that you should build. You can produce these guys the
fastest and you will also have the most of these. They only cost 1/2 a
unit so that means you get 2 zergling for every larva.

Cost: 50 ore 1/2 unit
Requirements: Hatchery

Stats:

35 HP
Attack: Claws
Damage: 5 + 2
Armor: 0 + 3
Units attacked: Ground



Hydralisks


Good overall units. They can attack air units as well so it's a good
idea to have lots of these.

Cost: 75 ore 25 gas 1 unit
Requirements: Hydralisk Den

Stats:

80 HP
Attack: Needle Spines
Damage: 10 + 3
Armor: 0 + 2
Units attacked: Ground and Air



Lurker


Upgraded Hydralisk. Only attacks when burrowed and cannot be attacked
unless it's spotted.

Cost: 200 ore 200 gas to evolve ability
        50 ore 100 gas 2 unit for actual lurker
Requirements:Hydralisk Den, 1 Hydralisk

Stats:

125 HP
Attack: Subterranean Spines (a line of spikes that hits multiple
enemies)
Damage: 20 + 6
Armor: 1+ 3
Units attacked: Ground



Defiler


These guys use spells instead of attacking. Great strategy to hit and
run
or hit and burrow

Cost: 50 ore 100 gas 2 unit
Requirements: Defiler Mound

Stats:

80 HP
Attack: Plague, Dark swarm
Damage: Depens on unit attacked
Units attacked: Ground and Air



Ultralisk


Biggest ground troops in Zerg colony. Very strong but expensive.

Cost: 200 ore 200 gas 4 unit
Requirements: Ultralisk Cavern

Stats:
400 HP
Attack: Kaiser Blades
Damage: 20 + 9
Armor: 1 + 3
Units Attacked: Ground



Infested Terran


Huge amounts of damage at once! Great units.

Cost 50 ore 50 gas 1 unit
Requirements: Infested Terran Command Centre

Stats.
60 HP
Attack: Suicidc
Damage: 500!
Armor: 0 + 3
Units Attacked: Ground



This is the end of ground units. These guys cause serious damage and can
be made rather quickly. Remember that the key to winning with Zerg is
strength in numbers, so ALWAYS keep producing guys. You hatcheries
should
NEVER stop producing units