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StarCraft
Prima Fast Track Guide

Previous Page

Zerg Mission 1: Among the Ruins

This mission is a giant leap down in difficulty from the last scenario (Terran Mission 10), but you're learning to use a new race, so the reprieve will be welcome. The solution here can be summed up in one word: Hydralisk. Follow the natural progression of technological advancement and then build 20 Hydralisks to crush the inferior Terran race.

The key to this mission that is worthy of special attention is the Chrysalis. Keep a group of at least six Zerglings nearby at all times to protect this special unit from Terran attacks. It's also a good idea to build at least a pair of Sunken Colonies near the Chrysalis. The enemy will attack along the ground and the Sunken Colonies will provide an extra measure of support in case you get overwhelmed.

After building up two groups of 12 Zerglings and Hydralisks each, move up the right side of the map and take out the installations you come across. After you reach the main base, the attack force probably will be down 50 percent-a good indication that you should bring up another group of units. If you haven't produced them yet, Zerglings are quick and come two to an egg.

The only other area you must clear is in the upper-middle portion of the map, but you can approach it only from the left. A Starport and some light resistance await you there. Once you've swept the Terrans away, you win.

Resource Management

Although much Zerg resource management resembles that of the Terrans, you need to know a few key things before you venture forth. First, whenever you create a new structure, you lose the Drone that created it. That's because the Drone mutates into the structure-becomes it rather than builds it. Drones that have built a structure aren't free to do something else. They're gone forever.

In this scenario (as in most) you should create as many Drones as possible early on and build a Spawning Pool and a Hydralisk Den. An Evolution Chamber will help strengthen your weapons, but it's not necessary. However, you should explore new technologies to their fullest in every mission. Being comfortable with the methods and powers of each unit and structure will benefit you later in the game and in multiplayer battles.


Zerg Mission 2: Egression

Your fellow Cerebrate has given you the use of six Hunter Killers. These units are essentially double-power Hydralisks and will aid you greatly in taking out the Protoss lying between you and the Beacon. Send a unit to the Hunter Killers to activate them. Immediately you have a force of six Hunter Killers and three Hydralisks. These nine units are strong enough to take out the entire initial string of Protoss structures and units. Move forward and attack, but as soon as you start losing units, fall back and nurse your wounds.

Don't move off the Creep until you are ready to keep your attention on your attacks. It's probably a good idea to build five or six extra Hydralisks before you attack the Protoss if you're unsure of your tactics.

As your resources grow, you'll gain the ability to mutate Hydralisks. Make as many of these units as you can so you can have two large groups of Hydralisks (some will be Hunter Killers) that you can move through the map. After setting up this force, move them down toward the Beacon (in the lower-right corner of the map) destroying enemy units you meet along the way.

Rather than have a Drone bring the Chrysalis down unprotected, send a group of Hydralisks to escort the Drone to the Beacon.


Zerg Mission 3: The New Dominion

Quickly building up a strong attack force will let you take the high ground to your north, speeding this mission along. You'll also want to set up a Sunken Colony on the upper-left edge of the Creep to defend against Terran attack (and they will attack).

After setting up a defensive perimeter, start producing Mutalisks and Hydralisks in bulk (the Mutalisks are more important). The sooner you can amass at least 10 Mutalisks, the better. Use your large group of Mutalisks to clear the high ground to your north (in the center of the map) so you can build a Hatchery and harvest the minerals and Vespene resources there.

Expect at least a couple of waves of Terran attacks, all from the left side of your base. Generally, your large group(s) of Mutalisks can stop any of these attacks, but you also should keep three or four Hydralisks and a Sunken Colony or two active around your base just to be safe.

Once you have two groups of 20 Mutalisks (ten in each group), keep building more to replace those you'll lose; then head up the map, aggressively confronting enemy Missile Turrets and Marines. As your Mutalisks fall, fly replacements up to keep the strike force at around ten units or so.

If you're having trouble cracking the Terran defensive perimeter, attack with your Mutalisks in the upper right corner of the map. This is where the Terrans are the weakest, and it'll be all you can do to gain a foothold on their territory. Be wary of marching ground troops north because the Terran Siege Tanks will obliterate anything in seconds. Use your Mutalisks to take the Siege Tanks out first.


Zerg Mission 4: Agent of the Swarm

Build up a solid defense matrix of Sunken Colonies and Spore Colonies around your base as soon as possible. The Terrans will regularly drop in small groups of Marines and Firebats, and although the Hydralisks and Zerglings you start with will provide some defense, you'll need backup.

After you secure your main base, you should create a modest group of Mutalisks to fly over and secure the air space over the central island. You should take enough Mutalisks to defend the island until you can build up some Spore Colonies and Sunken Colonies for defense. An Overlord must drop in at least one Drone in order to start a new Hatchery, so be sure to protect the Overlord as it lumbers over to the island.

Use Kerrigan

Have Kerrigan help secure the central island if you're having trouble with the Terran troops dropping in. She's very powerful and can do substantial damage to the enemy.

Vast Terran forces lie in all corners of the map except the upper left (where you started. Don't pick fights; just stay cool and establish your base on the Central Island. Once this base is up and running, continue to build a force of Mutalisks to act as your primary strike force against the Terran Command Center. Two full groups of Mutalisks should be more than enough. Because the Command Center can't be reached by land, the air attack is a prudent strategy.

When you first begin your aerial assault, bring your ships in two waves, with the first wave taking the Missile Turrets quickly, and then the second wave to attack miscellaneous ground units, such as Marines and Goliaths. Mutalisks are good for these kinds of targets because their attacks bounce from one enemy unit to another, inflicting collateral damage on adjacent units. After the Missile Turrets have been destroyed, you can bring in your Queen and infest the Command Center to win the mission.

If you don't like the idea of an all-out air attack, you'll need to research Overlord Transport and pack up some Zerglings and Hydralisks to bring along. If you choose to go this route, be sure that the first row of Missile Turrets has been destroyed before you try to drop your troops on enemy ground. This takes careful timing because of the slow movement of the Overlords, but if you want a ground war, you'll have to transport your troops over.


Zerg Mission 5: The Amerigo

This mission offers you only the units on the map. Although you can get reinforcements later on, you can't manufacture new units The Amerigo is a technological maze, so it would be pointless to describe how to wind through to the Supercomputer. The only proviso is that there's a teleport pad that takes you directly to the Supercomputer area once you've wound through much of the base. You also must walk onto all Beacons to unlock all the doors.

As you negotiate the corridors you'll encounter Marines, Firebats, Ghosts, and Vultures, but usually not more than four at a time. Your ace in the hole is Kerrigan, whose 400 hit points, Cloak, and powerful attack give you the edge you need. Whenever things get hot, have Kerrigan move in to kick some butt.

Kerrigan's cloaking also can help you scout areas where you suspect there may be wall-mounted guns or enemy units. In fact, using Kerrigan as a scout who can walk past and flank enemy troops while your Hydralisks mount a frontal attack can work very well.


Zerg Mission 6: The Dark Templar

The Protoss attack regularly with Zealots, Dragoons, and, later on, Scouts. Don't go looking for trouble by wandering toward the lower-right corner of the map or you'll have reams of Dragoons flowing up to your main base. Branch out to the resource areas in the upper-middle and left-middle map areas, and try to set up defenses for these areas, as well.

It won't be easy to handle the Protoss onslaught up the left side of the map, but if you can build up a solid base of Hydralisks you can defend yourself adequately until you can do the research you need to get Guardians. Hydralisks are relatively cheap, and they're excellent against both ground and air units. They're not completely effective against the powerful Protoss units, however, so always attack and defend in numbers.

Your strike force in this mission should be three groups of ground and air units. You'll need to have eight to ten Mutalisks, and convert eight to ten additional Mutalisks to Guardians. For the ground units, the Hydralisk is unsurpassed. This combination gives the Guardians the raw bombing power they need to take out a Photon Cannon in two vollies, while the Mutalisks can deal with Scouts that may come to take out the Guardians. The Hydralisks serve three purposes: They can attack stray ground units, back up your Guardians by attacking air units, and effectively level buildings on their own.

Move down the left side of the map, across the bottom, and up the right side. This combined air/ground force should be able to take out the entire Protoss installation, but it's not easy, and you may end up losing your attack force. Therefore, you should have a smaller backup force under construction as you make your initial attack run.

After you've taken out enough structures, Tassadar challenges Kerrigan to a duel in the central map area. Have an Overlord transport Kerrigan over (it's only accessible from the air), and make sure that she isn't near death. When Kerrigan arrives, Tassadar appears and exchanges a few words with Kerrigan, then disappears and the level is over. You win.


Zerg Mission 7: The Culling

This mission can be tough. Get too aggressive right off the bat, and you're guaranteed to get smoked by enemy Zerg.

You begin with a sizable force sitting in an area the enemy surrounds. There are two paths out of the canyon where you start out, but again, you shouldn't move any units out until after you establish a Hatchery and a Sunken Colony for defense. Set up your new Hatchery at the mouth of the pathway to the right; then build a Creep Colony (followed by a Sunken Colony) as soon as the Creep is established.

Group your Hydralisks and Mutalisks separately. After the Hatchery and Sunken Colony are in place, move your attack force up to the enemy Hatchery just to the north of your starting position. The enemy Creep is lightly defended and you shouldn't have too much trouble clearing out the Garm Brood Hydralisks, Zerglings and buildings. As you clear away the enemy base, move your Drones up to build another Hatchery closer to the Vespene and mineral sources.

You begin with only a finite number of resources and no initial base, so be careful that you don't get into a situation where you lose your Drones. If you lose your Drones before you have established a Hatchery, the game is over.

As you build up your base, be sure to build Spore Colonies and Sunken Colonies to defend against stray attackers. After you establish your base and take the mineral fields in the lower-left map area, build up two groups of 12 Zerglings each. Take these Zergling groups and follow the path to the enemy installations. Don't let anything panic you! Send your Zergling groups in to attack anything and everything. You'll overwhelm the enemy with these vicious little creatures and sweep through a large portion of the enemy infrastructure before they're wiped out.

Now that the enemy's back on its heels, you can take time to build up a solid strike force of Guardians and Hydralisks to finish the job. Keep going until you've wiped out every last structure, but be wary of Ultralisks awaiting you at the top of the map. These are very powerful and will cut through Zerglings quickly, so keep Hydralisks and/or Guardians nearby when moving into enemy territory.

[Title] Zerg Mission 8: Eye for an Eye

Once you've got a solid force of Drones collecting resources, build up a defensive force of Hydralisks to keep an eye on your bases and Beacons. If even one Dark Templar slips by the Beacon areas, you'll lose, so it pays to keep a few extra units handy. You can divide the units among the three locations or use the Nydus Canal to send them to attack the sources. The enemy will constantly test the Beacon sites, and even attack your bases on occasion, so your Hydralisk support forces will serve you well.

The Nydus Canals are handy little structures that enable your forces essentially to teleport from one area to another almost instantly. The Nydus Canals can get units to hot spots in a few seconds, and since Zerg Mission #8 has a Nydus Canal network already in place, you can use it as a defense transport between your bases.

Build up a force of 10 to 12 Hydralisks by your base in the upper left corner of the map; then move toward the resource area in the upper-middle area of the map. You'll encounter some Protoss resistance, but nothing that a group of Hydralisks can't manage. During the fighting consider building a secondary Hydralisk force that can continue to protect the area for a while. (If you've earned the ability to make Mutalisks, you might want to use them for defense instead of the Hydralisks.)

After you've got another base raking in resources in the upper-middle area of the map, sit back (defend) and concentrate on researching missing structures or abilities. Once you feel you're ready, make an air group of eight Guardians and four Mutalisks, a ground group of eight Hydralisks and four Ultralisks, and two single-unit groups with a Queen in one and a Defiler in the other. This will give you the power you need to take out the entire right side of the map so you can secure the resources fields there.

Move your air units up to the edge of the right-hand Protoss base; just close enough to provoke an attack. Once the Protoss come after you, use your ground group to tackle the Dragoons and Zealots while your air group moves in and destroys any Photon Cannons. After the Photon Cannons are gone, the air group can either help with ground units, or pummel the structures into the ground. If a group of Scouts starts to give you trouble, use your Queen to Ensnare them. Likewise, to whittle down an enemy structure or group of units, use the Defiler's Plague ability to leech the life force out of the targeted units. Plagued units usually require only a few hits to destroy.

Once the Protoss force is gone, build another Hatchery near the mineral fields and start harvesting the vast resources that line the map's right side. Use these resources to build up another attack force, roughly double in size (to do this right) with a few Zerglings thrown in just for good measure. The Protoss base in the bottom left corner of the map has plenty of Templars standing by, and they won't hesitate to use Psionic Storms to kick your butt.

When you mount the attack on the main Protoss base, take four or five Queens with you to Spawn Broodlings on any Templar they come across. This will help to take care of most of the Templar threat, but you must use Mutalisks to ensure that the body of your attack force doesn't get Psionic deep-fried. After the lower Protoss base falls, the mission is academic. You need only sweep the remaining Protoss off the map to win.


Zerg Mission 9: The Invasion of Aiur

There are enough high-end Protoss units in this scenario to pound you into the stone age, so don't attempt a war of attrition. However, that doesn't mean you won't get your hands dirty. Indeed, there's plenty of fighting ahead.

The Khaydarin Crystal sits just below the center of the map; many Protoss units literally surround it. Setting up some defenses (Sunken Colonies and Spore Colonies) is critically important to protecting your base, although you shouldn't pour tons of resources into a massive defense matrix. Stay in defense mode until you can create Hydralisks, Zerglings, Queens, Scourges, and Overlord Transports.

Try to be quick about this mission. The longer you wait to build up your forces, the greater the chance the enemy will show up with a bunch of Dragoons and a Carrier or two to ruin your day. Build up a force of full groups of Zerglings (2 full groups), Hydralisks, and Scourge. The Zerglings and Hydralisks are cheap, but in force they can ensure success in your push through the canyons to the Crystal.

Follow the path shown in figure 5-28 and use your Zerglings as the first-wave attackers, with the Hydralisks close behind. The Zerglings are so plentiful (24, at least) that the Protoss units and Photon Cannons will have difficulty zeroing in on any one target, leaving the door open for your more powerful Hydralisks to do the real damage. The Scourge are basically Carrier killers, in case one comes after your units. If you do see a Carrier on the horizon, send all the Scourge at it at once. Don't hesitate for a second, because a Carrier can decimate your force very quickly.

Counterpoint

If you take too long to mount your offense and you find yourself falling into defensive mode just to keep the Protoss out of your base, you'll end up in a resource drain. This isn't the end of the world; you just have to move on to Plan B. There are three resource areas in the north portion of the map. All are lightly defended by the Protoss, but not colonized. The problem is you must find a way to get a Drone to one of these areas alive. The upper-right map corner has two of the best areas (two mineral fields and one Vespene Geyser), and they aren't directly defended. If you can get a unit to this area, build a Hatchery, and then a Nydus Canal, you can double your resources quickly. From this resource base you'll have a fighting chance to hit back at the Protoss forces.

Once the pathway to the Crystal is clear, you can either move a Drone down (via the ground) or you can transport it with an Overlord. Both routes can be risky, but if you use an Overlord you must be careful to follow the path you cleared. If you go as the crow flies, your Overlord will get toasted by the array of Photon Cannons lining the ridge between you and the Crystal.

When the Drone enters the Crystal, it triggers a 10 minute countdown as well as a Protoss attack. You'll need to continue to move units down to the Crystal in order to hold the location while the Crystal is being harvested. Enemy units that are particularly devastating at this point include Templars, Carriers, and especially Reavers. The Reavers can take out a row of Hydralisks with just one or two Scarabs, so stay cool and use Guardian Air support if you can. If you successfully hold the Crystal for 10 minutes, you will win the mission. Don't go picking any fights either, the Protoss forces in the lower left and right corners of the map don't need to be awakened.


Zerg Mission 10: Full Circle

Build and conquer-that's the name of the game in this scenario. Once you've produced a pile of Drones and two new Hatcheries to maximize harvesting and unit production, build Sunken Colonies and Spore Colonies galore around the perimeter of your base. It's also a good idea to have a team of 12 Hydralisks ready in case of Protoss attack.

After fending off Protoss attacks and climbing the tech tree until you have Guardians and upgraded Hydralisks, build a force of eight Guardians and four Mutalisks (one group), 12 Hydralisks (one group), 12 Hydralisks (one group), and mixed units (one group). Hotkey these units to keys 1-4, and move them up the map toward the temple, Destroy any Photon Cannons or offensive Protoss units you come across. The Guardians can take out Protoss structures quickly, so sweep a clean path for your Drone to follow with the Crystal.

En route to the Temple you'll face some stiff opposition from Photon Cannons and ground forces (Zealots and Dragoons), and a Carrier awaits you at the temple. Target it first to eliminate that threat. When the enemy presence at the temple is almost gone, hit it with your Guardians while your Hydralisks mop up Zealots and nearby structures. When the Crystal Drone appears, grab an Overlord and transport the Drone to the Beacon near the temple rubble.


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