Starcraft: Brood War Lost Temple FAQ By: Cubular Version 1.0 August 14, 2004 E-mail: deity307@hotmail.com ****************************************************************************** Table of Contents ****************************************************************************** 1. Introduction 2. Basic Information 3. Lost Temple Terminology 4. The goods and bads, and how they affect players 5. Differences, and How They Affect Gameplay 6. Strategies and Tips *Zerg General Strategy *Zerg vs Terran *Zerg vs Zerg *Zerg vs Protoss *Protoss General Strategy *Protoss vs Terran *Protoss vs Zerg *Protoss vs Protoss *Terran General Strategy *Terran vs Terran *Terran vs Zerg *Terran vs Protoss 7. FAQ 8. Credits 9. Legal Stuff 10. About Me 11. Updates *************** 1. Introduction *************** Welcome to the Lost Temple FAQ. Here you will find information about the popular map Lost Temple and possibly being useful to you. :D I will cover in this FAQ is general information about the map, the different versions of LT, the pros and cons of the map, and strategies that you can use for Lost Temple. Enjoy! ************* 2. Basic Info ************* I made this FAQ to talk about Lost Temple. It is one of the most used melee maps in Starcraft history, and 4 players can play on it. It has: -4 starting positions(top middle, bottom middle, middle left, middle right) all on high ground -4 Expansions(minerals and gas) right next to the starting point, on low ground -Cliffs beside the expansions -4 Mineral only expansions between the expansions and the center of the map -2 island expansions located on the top left and bottom right So what makes Lost Temple so popular? Well, first of all, anything can happen on this map. One game you could have 2 players right next to each other, making things very intense. Another game, 2 players could be away from each other, making it easy to pull tricks(e.g. drops, hidden expo). Lost Temple is a fairly balanced map, although it has some issues which I will cover later in the FAQ. The terrain in Lost Temple has a key role in the fun factor in this map. There are several strategies taking advantage of the high/low ground(e.g. photon cannons). Some people love the fact that there's lots of minerals on this map. It is also the best ladder map, even though many people don't play ladder matches anymore cause it's full of hackers. =p ************************** 3. Lost Temple Terminology ************************** Did you know that the Starcraft community uses their own terminology? I will define some of the terms people use on Battle.net or anywhere else. Although I'll try my best not to use these terms throughout the guide, at least you'll know what I'm saying. If you're looking for a word in particular, press ctrl+f and search. Main- Your main base; the place where you first start in a game. Expo- An area on Lost Temple with resources(e.g. minerals) Nat(Natural)- An area on a map with resources(e.g. minerals) Usually beside or near your main base. Power- Build Drones Tank cheeze- When someone else uses a Seige Tank(usually in seige mode) and takes advantage or abuses it. An example is putting a seige tank in seige mode on a cliff where the opponent cannot counter it or it is very difficult. Tank Push- Seiging tanks and building turrets and/or bunkers near the opponent's base. Repeat this, getting closer to their base. Terran Metal- Any Terran unit that is built from the Factory, hence the name "Metal". Wall- Making a barricade to prevent enemy ground units coming in your base. Choke Point- The small area connecting two areas, usually a ramp or a bridge. Economy- Your resources, units, etc. Drop- Using transport units(Dropship, Overlord, Shuttle) to "drop" units in an opponent's base CC- Command Center MM- Marines and Medics Cracklings- Zerglings with upgraded speed and attack, hence the name crack =p Speedlots- Zealots with upgraded speed Micro- There are several definitions for this word, but I'll summarize it. It's basically controlling your units to make them more efficient. An example is commanding your 8 marines to kill 1 lurker at a time, or retreating your units back instead of letting them get slaughtered. Macro- I kind of had trouble defining this word, so Bill307 helped me out: There's no official definition. some people believe it is how well you spend your money, while others believe it is how well you are able to produce units (which involves spending money, knowing how many gates/facs/hatches to build without wasting money, and when to stop building workers). Turtle- Not attacking and trying to macro as much as you can Cliff- A high piece of terrain that is besides something. In Lost Temple, cliffs are located beside the naturals near where you first start. Also, people like to use "positions" on a clock to identify where anything is located on a map. For example, if someone says, "Player 1 starts at 9:00." That means Player 1 is starting approximately on the middle left. If there's more terms that are out there, then e-mail me. ************************************ 4. The goods and bads of Lost Temple ************************************ Lost Temple has its ups and downs: Pros: -Many different types of strategies can be used on this map -Lots of minerals, meaning you'll have the money to do almost any stratey on Lost Temple -Different terrain -Cliffs overlooking expansions, making the game more worrysome because the Cliffs can help you or your opponent -Islands Cons: -If your starting position is at 12:00(top middle), it's a big disadvantage for you for many reasons: *If you're Terran, you cannot add a Comsat Station or Nuclear Silo if you expand to the expo beside you *If you're Zerg, if you decide to build your second Hatchery at your expo, it will be more difficult to defend both the Hatchery at your starting point and the other Hatchery in your expo *If you're Protoss and your opponent is Terran and starting at 3:00 (middle right), good luck to you. The Terran could possibly put Seige Tanks on his cliff that is next to you, hitting units that goes down your ramp. This is extremely difficult to counter when you're Protoss -Even though starting at 3:00(middle right) is the best spot, it can be a disadvantage. A Terran opponent can be cheap and put Seige Tanks on the cliff just above 3:00's starting point and far enough to hit 3:00's Vespene Gas -The mineral formation and vespene gas location at 6:00(middle bottom) is very poorly designed, although this is fixed in other Lost Temple versions ******************************************** 5. Differences, and How They Affect Gameplay ******************************************** Lost Temple is so great and popular, so there are many versions of the map. This is a list of what's different about these other maps compared to the original Lost Temple found in the Ladder folder. Thanks a lot to Bill307 for providing this info! ******************************************* KBK New Lost Temple (not the only "KBK" LT) ******************************************* Differences: * Nats greatly redesigned: chokes now come before the nat for all mains, rather than being in front of it (as in 12 and 3 on the original LT); mineral formations at nats are more vulnerable to cliff assaults (lurkers, goons, cannons, HTs). * Tank Cheeze on 3 main's geyser eliminated. * Tank Cheeze from 3 main's cliff overlooking 12's passage reduced. * Room for CC add-on at 12's nat. * Room for CC add-on at 12's min only. * Mineral formation at 6's main fixed. What this means for you: -You won't have to worry much about tank cheeze sincethis Lost Temple adresses some of them -Terran can get more Comsat Stations than in the regular Lost Temple -If your starting position is at 6:00, you won't have a disadvantage as you would in the original LT -I tried this Lost Temple; it's ok, but there are better LT's out there ************************************************************************* Lost Temple Gamei/FK Lost Temple (very common, a base for many named LTs) ************************************************************************* Differences: * Room for CC add-on at 12's nat. * Mineral formation and geyser at 6's main fixed. What this means for you: -Terran can get more Comsat Stations if they start at 12:00 -Only the mineral formation at 6:00 was changed, but still a good thing -There are better Lost Temple versions because LT Gamei does not address most of the problems on Lost Temple ***************************** Lost Temple Game-Q, LT Crezio ***************************** Differences: * Room for CC add-on at 12's nat. * Mineral formation and geyser at 6's main fixed. * Mineral formation at 6's and 9's mains are now more circular in shape. * (for Crezio, NOT Game-Q) Kill tallies added, as well as an inaccurate game timer that is supposed to beep every 5 minutes. =p What this means for you: -Terran can get more Comsat Stations if they start at 12:00 -The minerals are better designed for more balance on the map -The Gas and Minerals at 6:00 were changed, which means 6:00 is no longer unbalanced -You have to put up with an annoying timer which is VERY inaccurate =p -LT Game-Q/LT Crezio addresses some of the problems, but not all. The timer makes this map even worse. ************** Lost Temple NC ************** Differences: * Room for CC add-on at 12's nat. * Room for CC add-on at 12's min only. * Mineral formation and geyser at 6's main fixed. What this means for you: -Terran can get more Comsat Stations -Starting at 6:00 isn't a disadvantage for you -There are better Lost Temple's out there than LT NC ****************** Lost Temple AyAAyA ****************** Differences: * Room for CC add-on at 12's nat. * Mineral formation and geyser at 6's main fixed. * Minerals at 12 nat moved away from the cliff overlooking it. * Minerals on islands moved closer to the centre of each. * Lurkers have 130 HP What this means for you: -Terran can get a Comsat Station/Nuclear Silo at their expansion -6:00 is no longer unbalanced -12:00's expansion is less vulnerable to cliff attacks(e.g. lurker drop) -Islands slightly changed -Lurkers are stonger X_X -These modifications are so-so, but the fact that UNITS were modified means LT AyAAyA isn't a great LT. ***************** Lost Temple Gembc ***************** Differences: * Room for CC add-on at 12's nat. * Mineral formation and geyser at 6's main fixed. * Ground area between 6 and 9 mains cluttered with trees. What this means for you: -Terran can get Comsat Station/Nuclear Silo on their expansion -6:00 is no longer unbalanced -More doodads between 6:00 and 9:00 means moving on the ground may be tough -There are better Lost Temple's ******************* CompUSA Lost Temple ******************* Differences: * Nats drastically redesigned. * Probably other stuff that I've forgotten(will be updated) What this means for you: -Naturals were drastically changed, probably modified to make it harder to attack them -I haven't seen this map, or know of any place where you can download it. ******************************************************************** Neo Lost Temple/Lost Temple GaMax/WCG Lost Temple/WGTour Lost Temple (very common, a base for many named LTs, also my favourite :D) ******************************************************************** Differences: * Nats redesigned: mineral formations at nats are less vulnerable to cliff assaults (lurkers, goons, cannons, HTs). * Tank Cheeze from 3 main's cliff overlooking 12's passage reduced. * Room for CC add-on at 12's nat. * Mineral formation and geyser at 6's main fixed. * Mineral formation at 6 min only embedded into the main's cliff. * A lot of land was removed from the SW corner of the map, bringing the back edges of the 6 and 9 mains closer to their mineral formations. * More room to build on the west side of the upper-right cliff. [thanks to Shadow Templar for this info] * (for GaMax, WCG, and WGTour, NOT Neo) Geyser for the SE island is now in the corner, like the geyser for the NW island. * SW corner now has an underwater Temple doodad :D What this means for you: -Naturals are much better in this LT version -Only 1 tank cheeze was addressed, and not completely eliminated. So for all you people that don't like tank cheeze, be warned -6:00 no longer has poor mineral formation -If you start at 6:00 and have an expansion on your Mineral only, you'll be able to protect it easier -It'll be slightly harder to drop on 6:00 and 9:00 -If you have an expansion on the SE island, your Vespene Geyser is less vulnerable to attacks -This Lost Temple is great. I recommend using this version to play LT. Even though there are some imbalances on the map(i.e. tank cheeze, 12:00), it does solve the main problems of Lost Temple. ************************* Desert Lost Temple GhemTV ************************* Differences: * Nats redesigned: mineral formations at nats are less vulnerable to cliff assaults (lurkers, goons, cannons, HTs). * Tank Cheeze from 3 main's cliff overlooking 12's passage reduced. * Room for CC add-on at 12's nat. * Mineral formation and geyser at 6's main fixed. * Mineral formation at 6 min only embedded into the main's cliff. * Mineral formation at 12 min only moved right to just below the centre of the cliff of the 12 main. * Mineral formation at 3 min only moved down to just in front of the cliff overlooking the 3 nat. * A lot of land was removed from the SW corner of the map, bringing the back edges of the 6 and 9 mains closer to their mineral formations. * Geyser for the SE island is now in the corner, like the geyser for the NW island. * More room to build in centre (due to Desert terrain). * Ramps wider (due to Desert terrain). What this means for you: -Every change mentioned in the other Lost Temple's and more :) -Naturals at any start location are easier to defend -You can now build add-on if you have a Command Center at 12:00 natural -Tank cheezes can still be used, even though the biggest tank cheeze (3:00 hitting 12:00's ramp) has been reduced -6:00's bad mineral formation fixed -If you start at 3:00 and happen to take your mineral only, it'll be closer to you, which is a good thing -Drops are slightly more difficult to execute on 6:00 and 9:00 -Because this is a desert version of Lost Temple, there is more room to build in the centre -The desert scene has wider ramps, which could be good or bad(e.g. bad if you want to protect your base by putting Zealots on ramp) -I never played this version, but it seems pretty good. The changes are similar to Neo/WCG's version of Lost Temple. *************** Lost Temple KTF *************** Differences: * Room for CC add-on at 12's nat. * Mineral formation and geyser at 6's main fixed. * Geyser at 9 main is now below the starting location, which makes it easier for workers to leave to build something, but causes them to gather gas slower from this geyser. * Chokes for 6 and 9 mains are no longer behind their nats. * No walls in the centre. What this means for you: -You can now build add-on if you have a Command Center at 12:00 natural -6:00's poor Mineral formation has been fixed -If you start at 9:00, you'll be able to leave easier to build or scout with your worker, but gathering gas will be slower. Could be good or bad (for me, BAD) -The ramps for 6:00 and 9:00 are in front of the expansions beside it -No walls in the centre mean your ground units will have a slightly easier time to move in the centre -There are better LT's =p There are probably other versions of Lost Temple, but they usually have the same changes as these ones here. If you really want me to post a different Lost Temple, e-mail me. ********** Strategies ********** There are many strategies you can use on Lost Temple. Since each strategy varies on the matchup(e.g. Zerg vs Zerg), I'll give you my strats by each matchup. These strategies are for 1 vs 1 Melee, not any other matchups. This is what I think is best, so please do not complain to me about how my strategies don't work or stuff like that! ********************* Zerg General Strategy ********************* -Quantity is more important to Zerg than quality. You should always have more units than your opponent does. Because of this, you always have to have at least 1 expansion more than your opponent. -Although building many workers is important for all races, for Zerg you don't always want to build workers. This is because you want to use your larva on units. The worst case scenario is building workers when you're getting attacked, and you don't want that to happen. X_X -Speaking of workers, a good time to build workers or power is early on in the game, when you're attacking, and late game(which is when you probably have several Hatcheries) -Although Zerg get owned on island maps(especially Zerg vs Protoss), they do have it fair on Lost Temple -Upgrades are VERY important for Zerg, so you make sure build 3 Evolution Chambers to get all ground upgrades. -Usually you only send 3 Drones to gather Vespene Gas. However, some Lost Temple's require 4 Drones at an expo to gather Gas at a normal pace. ************** Zerg vs Terran ************** Early Game: This is the starting build order you want to do when against Terran: -9 Overlord(the number which is how many supplies you've used. The unit/building beside the supply number is when you build it) -11 Hatchery -11 Spawning Pool -13 Extractor Start by building a drone and commanding the workers to mine, then move your Overlord out of your main to scout. Since you're facing Terran, you do NOT want your Overlord to get killed by Marines, so be careful. Put the Overlord on his cliff when you find him. When you get to 9 drones, build another Overlord. When your 2nd Overlord hatches, build another 2-3 drones. By now you should have enough money to build a 2nd Hatchery. You should usually build it on your expansion next to you. However, if your starting position is at 12:00 it may be risky, so build the Hatchery next to your ramp. When you have 200 minerals, build a Spawning pool. Build a few more drones if you have the larva, then an extractor. The Spawning Pool and the 2nd Hatchery should be finished at about the same time. Then build some sunken colonies at your 2nd Hatchery and Zerglings to protect yourself from Marines. What you want to do now is Power(build Drones) to get money from your expansion and upgrade one of your Hatcheries to a Lair. When that's done, make a Spire and get 3-6 Mutalisks. It's time to harass his workers! If you kill some of his mining SCV's, it should hold him off for a little while longer. Now it's time to get a Hydralisk Den and get Lurker upgrade. Mid Game Chances are, the Terran will have a force of Marines, Medics, Tanks and maybe even Science Vessels mid game. You can either go Speedlings and Lurkers, which is what I recommend, or Hydralisks and Lurkers. I wouldn't recommend Queens because the gas you use to get Queens could have got you an extra Lurker. Mutalisks aren't too great either against Terran. You try to expand as much as you can to get more units, but you have to have at least 1 expo more than he does. When attacking his units, make sure you let the Zerglings/Hydralisks take the hits first so the Lurkers have time to burrow and attack. Upgrades are very important for Zerg, so get Evolution Chambers. You also want to upgrade your Overlord abilities just in case the Terran drops on your cliff and attacks your expo. Late Game By now, you should have a Hive and upgrades. The Terran will most likely have MM, Tanks, and Science Vessels to detect your Lurkers. You can either: 1) Go for Guardians if he has few or no Science Vessels and has MANY Seige Tanks. Be careful though, if he Irradiates one of your Guardians, keep it away from your other Guardians. 2) Go with Hydralisks, Lurkers, Scourge, and Defilers. Defilers use Dark Swarm on the Hydras and Lurkers to make them almost invincible, and the Scourge kill the Science Vessels nearby. This works really well and not that risky, but requires very good micro. 3) Go with Ultralisks and Cracklings if Terran has many Science Vessels and some Seige Tanks. Basically, the Ultralisks are like sponges. They take in the hits while the Cracklings do the attacking. How to deal with some yncommon Lost Temple Terran Strategies against Zerg: Bunker Rush: This is when the Terran will try to build a Bunker next to your 2nd Hatchery, bringing in Marines and eventually destroying the 2nd Hatchery. If you see this happening, send some of your workers in your main to attack the SCV building the Bunker. If you don't kill the SCV before the Bunker finishes, either block the Bunker with the Drones or try to kill the Marine trying to enter the Bunker. Start building sunken colonies and Zerglings until the threat is over. Tank Push: The Terran will usually start the Tank Push next to your Natural. If you can't stop the push early on, then get Speedlings and Lurkers. Once you think you have enough, overwhelm the Terran by sending ALL of your lings and Lurkers to counter the Tank Push. Cliff Drops: Sometimes, the Terran will utilize the cliff overlooking your expansion and attack from there. Like I said earlier, try to get Overlord upgrades if you can, so you counter drops coming from your cliff. ************ Zerg vs Zerg ************ Zerg vs Zerg is probably one of the most difficult matchups there is, especially if the two players are adjacent to each other on Lost Temple. Most ZVZ games are won in the early game, which is what makes it so tense. The decisions you make early usually decides victory or defeat for you. Early Game: This is the starting build order you want to use against Zerg: 9 Overlord 11 Hatchery 11 Spawning Pool 12/13 Extractor Start by sending your Overlord to find the other Zerg. When you get to 12 Drones, this is where things start to get interesting. Where you decide to put your 2nd Hatchery is important. I recommend you place it in your main, to play it safe. If you build it on your expansion, you will have a serious problem defending Hatcheries on different terrain. Enemy Zerglings will harass you and you will probably lose the match. If you see your opponent has his 2nd Hatchery at his expansion, start harassing him. If you let him set up, you will lose. Some people also like to build the Spawning Pool first. Although you'll have Zerglings earlier, your economy will suffer a bit. When Spawning Pool finishes, build 4-6 Zerglings and upgrade to a Lair. When Lair finishes, get a Spire as soon as possible. When you get Mutalisks, harass his Drones that are mining. At this point, you should build your 3rd Hatchery at your expansion. Mid Game Try to build as many Mutalisks as you can. If you have much more minerals than gas, then spend the minerals on Zerglings, Drones, or more Hatcheries. Remember to keep building zerglings, and not just Mutalisks. The Zerg will most likely attempt to attack with Mutalisks from behind your cliff, so put a spore colony or two to protect your expo. Try to expand when you can to have more units than he does. Attack whenver you think it's safe. Late Game Wow, pat yourself on the back. =p Most Zerg vs Zerg games don't last this long. To be honest, I don't know too much about late game Zerg vs Zerg. I suppose Mutalisks, Devourers, and Cracklings wouldn't be too bad. Ultralisks and Defilers aren't too useful against Zerg. How to deal with some uncommon Lost Temple Zerg Strategies against Zerg: 4 pool: Some people like to immediately build a Spawning Pool and have 6 Zerglings with 4 Drones. This is a very bad strategy because if it doesn't work, you're toast. Anyways, to counter this, run your Drones if you see Zerglings coming into your main. Assuming you're building a Spawning Pool already, the Zerg will probably attack your Spawning Pool as well. If he does that, send your Drones back to attack the Zerglings. Chances are, he'll start attacking your Drones again. Start running! Repeat until Spawning Pool is finished, then build Zerglings. Keep defending your base until you see your opponent trying to power(build Drones). If he does, attack him and you should win the game easily. 4 pool doesn't work well on Lost Temple either. 2nd Hatchery at expansion: If your opponent is being greedy and trying to take his expansion early, constantly attack him with your Zerglings. If he has sunken colonies near his 2nd Hatchery, run past them and head for the workers in his main. 1 Hatchery Fast Tech: This is when your opponent decides not to build a 2nd Hatchery at all, and tries to get a spire as soon as possible. Just harass him with Zerglings until he is dead. He won't have the Larva to get as many Zerglings as you have. Extractor Cheeze: Your opponent is one cheap bastard if he does this. X_X This is when he uses a Drone of his to build an Extractor on YOUR gas. He's trying to delay you from getting a Spire. *************** Zerg vs Protoss *************** This is a very fun matchup. You can do many different strategies on Lost Temple when it's Zerg vs. Protoss. Early Game Starting build order: 9 Overlord 11 Hatchery 11 Spawning Pool As usual, start by sending Drones to mine and Overlord to scout. At 9 Drones, get Overlord and then another 3 Drones. You can build 2nd Hatchery anywhere you want. However, if you and the Protossare at 12:00 and 3:00(or Vice Versa) you probably want to build the Hatchery near your ramp instead because it's too risky. After deciding where to build your Hatchery, build a Spawning Pool right after. Around when you have 12/13 Drones, build an Extractor if you're not going for mass Zerglings early in the game. When your 2nd Hatchery finishes, IMMEDIATELY build 1-2 sunken colonies around it and Zerglings. Chances are, the Protoss will harass you with his Zealots, and you need to be ready for it. Mid Game Well, what can I say? Just about any attack force can work on the Protoss, but how efficent it is depends on what units he's building. For example, if he has Corsairs, you probably don't want to use Mutalisks. Or, if he has no Photon Cannons or Observers, you want to get Lurkers. In my opinion, Hydralisks and Zerglings are the safe way to go. You'll won't have much trouble killing his Zealots as long as he has no High Templars, you'll own his Dragoon with the Zerglings, and Hydralisks can take care of Corsairs. But it is up to you. Also, like in Zerg vs. Terran, you must stay at least 1 expansion ahead of the Protoss at all times. Late Game At this point, the Protoss will probably use Zealots, High Templars, Archons, and maybe Dark Templars. Be careful of High Templars, Psionic Storm can own your attack force. I recommend going for Ultralisks and Cracklings. Those two units working together can just about destroy any ground Protoss unit. Defilers aren't that useful, but they can be helpful. Guardians don't work that well because they're slow, and that means Psionic Storms will take them out fast. How to deal with some uncommon Lost Temple Protoss Strategies against Zerg: Corsairs and Dark Templars- This Protoss strategy works well against the Zerg. The Corsairs take out the Overlords you have while the Dark Templars destroy your undetected base. First, get Hydralisks to give the Corsairs a hard time. Ultralisks are very helpful if you have the money for it also. You should have Spore Colonies in your base combined with a few Sunken Colonies. Carriers- In Zerg vs. Protoss, the statement Carriers=Instant win is not true. Get many Hydralisks, and use Dark Swarm with Defilers to make your Hydralisks invulerable to the Carrier attacks. Plague on Carriers can also be beneficial to you. Scourge aren't too useful on Carriers anymore because of how quickly Corsairs can kill them. Cannon cheeze- If your Protoss opponent is cheap, he'll sometimes try to build Photon Cannons just below your Main. Very hard to counter because while your units are coming down from your ramp, they'll get hit by the Photon Cannons. If you see Protoss structures being built near your ramp, try to annoy the Probe until you can get Zerglings. If he is able to build Cannons, send most of your workers to attack the unfinished cannon(s). ************************ Protoss General Strategy ************************ -Always build Probes. Probes are priceless when you think about it. They cost 50 minerals, but they pay it back for you and give you more. -If there's one Protoss unit you don't want to lose, it's the Probe. Sure, if you lose units, they are replaceable. But if you lose mining Probes, not only do you lose units, your economy will suffer. -High Templars are very good, so get them whenever you have the gas -Make sure you build a few Photon Cannons near your Main and your expansions to protect your Probes from attacks(e.g. Vulture raids, Lurker drops). -Upgrades are important. You don't need to get all of them, but always get Attack upgrade for ground units and sometimes air units -As with Zerg, normally you'd only send 3 Probes to gather Vespene Gas. However, some Lost Temple's require 4 Probes at an expo to gather Gas at a normal pace. -Did I mention always build Probes? ***************** Protoss vs Terran ***************** To be honest, I don't play Protoss too much, so I'm not too fond of Protoss vs. Terran. I will try my best to see what strategies are good on Lost Temple for this matchup. Starting Build Order: 8 Pylon 11 Gateway 12 Assimilator 14 Cybernetics Core Early Game As usual, send your workers to mine as soon as the game starts. When you get to 8 Probes, build a Pylon with a Probe and use that same Probe to find the Terran. When you have 11 Probes, warp in a Gateway, then an Assimilator when you have 100 minerals. At 14 Probes, build a Cybernetics Core. Build a Dragoon and send it to harass your Terran opponent. If he didn't make a wall, use the Dragoon to kill his workers and you should have the advantage, or even win the game. If he did make a wall(1 Barracks, 1-2 Supply Depot), attack the Supply Depot. Keep attacking until he gets a Seige Tank, then retreat your Dragoon. By this point, constantly keep building Dragoons from that 1 Gateway. Now, build a Robotics Facility, then an Observatory. When both these buildings are finished, starting building many Observers. So constant Dragoons, constant Probes, and semi-constant Observers, got that? Mid Game The reason why you want many Dragoons and Observers is because of Vultures. Dragoons will take care of Vultures, while the Observers will detect their Spider Mines. When you have the money, build a 2nd Gateway. By this time, the Terran will probably start building Seige Tanks. This is when you want to start building Speedlots(Fast Zealots) and Templars. So get a Citadel of Adun and Templar Archives. Another important thing is, if you see the Terran expanding, immediately expand twice(or just once if you already have an expo) In fact, you should stay 1 expo ahead of the Terran because Tanks and Vultures>Zealots and Dragoons. As you get more expansions, start building more and more Gateways(6 or more is good). Late Game Eventually, the Terran will try to take the middle and Tank push you. Hopefully you have lots of money and Gateways to counter the push. Use Zealots, Dragoons, Templars, and Observers. If you have the money, you should get Carriers. If Terran sees Carriers, he will start building Goliaths to counter it. Because of this, make sure your Carriers are attacking from the cliff. If you attack directly in the middle of Lost Temple the Carriers will easily get hit by the Goliaths. How to deal with some uncommon Lost Temple Terran Strategies against Protoss: Tank Drops: I don't see this happening much anymore, but sometimes the Terran will try to drop Tanks near your Probes. Just keep some of your Dragoons near your Nexus, and you should be fine. Marines and Medics: If the Terran doesn't go for Metal(Factory units), then get Reavers. It will crush his force of Marines and Medics. Nukes!: The Terran will also try to go for Nukes sometimes. Usually he will try to nuke your expansions or your Main. Place Cannons near your expansion and watch the cliffs, because that's probably where the Ghost is going to be. If you hear "Nuclear Launch Detected" and you can't find the Ghost, move your Probes mining minerals. If you lose those Probes from a Nuke, it is a BIG loss for you. *************** Protoss vs Zerg *************** A matchup where there are many different strategies you can use. That's all I have to say. =p Starting Build Order 8 Pylon 11 Gateway (The rest varies on the strategy) As usual, send your workers to mine as soon as the game starts. When you get to 8 Probes, build a Pylon with a Probe and use that same Probe to find the Zerg. When you have 11 Probes, warp in a Gateway, then an Assimilator when you have 100 minerals. Now, the Zerg will probably build a 2nd Hatchery on his Natural. You can either go with 2 Gateway, start building Zealots, and harass that 2nd Hatchery. Or, stick with 1 Gateway with Zealots, but trying to get more advanced units. I prefer the ladder method, because that's the only method I know and it's the safer method. Hydralisks and Zerglings can and will beat Zealots and Dragoons, and you want High Templars because it owns Zerg, so that's why I prefer going for advanced units. But Either way, CONSTANTLY BUILDZEALOTS THROUGHOUT THE WHOLE GAME (and Probes of course =p). After buildingyour 1st Zealot, build a Cybernetics Core. Command your Zealots to Hold position on your chokepoint(ramp) to stop any Zerglings trying to kill your Probes. When the Cybernetics Core is done, build a Stargate. When Stargate finishes, build a Corsair, and send that Corsair to the Zerg base and start harassing his Overlord(s). Use the Corsair to see what the Zerg has in his Main and Natural. If you see a Lair AND a Hydralisk Den, get Observers and Dragoons because that probably means he's going for Lurkers. If you see a Spire, build Photon Cannons near your mining Probes and more Corsairs. Mid Game By this point you should have some Zealots and a few Corsairs (and many Probes :D). If you see the Zerg trying to take many expansions, attack those expansions with some of your Zealots and Corsairs. Now build a Citadel of Adun and upgrade Zealot speed. Then build a Templar Archives and research Psionic Storm. Next thing to build is a 2nd Gateway. Build as many High Templars as you can until you run out of gas for them. Get Forge if you haven't already, upgrade attack, and try to build an expansion at your Natural. When you do get an expansion, you should have more Vespene Gas to build more High Templars and a few Archons. As you get more money, expand more, attack the Zerg's expo(s), and more Gateways for Speedlots and Templars, and maybe a few Dark Templars and Corsairs. Late Game Hopefully by now you have many Gateways(6 or more), several SPEEDlots, some High Templars, and some expos. The Zerg will most likely go for Ultralisks and Cracklings. Ultralisks can own your Zealots and Archons Cracklings can tear down your base within seconds. It's the High Templars' Psionic Storm that will save your arse. Whenever your force of Zealots and Archons(maybe Dark Templars and Dragoons) clash with the Zerglings and Ultralisks, use Psionic Storm on the Zerg units to bring down their mass quantity. What also helps is the Dark Archon. You can research and use its ability, Maelstrom, to freeze the Zerg units. This makes it easier to kill the Zerg force. How to deal with some uncommon Lost Temple Zerg Strategies against Protoss: 3 Hatchery Zerglings: Using this strategy, the Zerg will only build Drones and Zerglings. This could destroy you if you're going for 2 Gateway and only building Zealots. Just go for advanced units instead. Corsairs will own his Overlords because he has nothing to counter it. If he decides to attack with severals Zerglings to your Main, you should be able to hold it off. You may need a few Probes to help you out if you're in trouble. Guardians and Devourers: This shouldn't be too hard to counter, because a situation like this is usually late game. All you need a couple, nicely placed Psionic Storms and that should take out most of his Guardians. Dragoons should finish off the rest. Do not go for Scouts or Corsairs. This is because Corsairs get owned by Devourers and Dragoons are just as efficient as Scouts, but MUCH cheaper. Lurker Contain: If the Zerg does contain you to your main with Lurkers, be careful. Most likely he'll have Overlords and Scourge to kill any Observers you bring near the Lurkers. Get Dragoons and Observers to break the contain. ****************** Protoss vs Protoss ****************** In my opinion, this matchup is tough, although not as bad as Zerg vs Zerg. Starting build order 8 Pylon 10 Gateway 12 Assimilator 14 Cybernetics Core 15 Pylon Early Game As usual, send your workers to mine as soon as the game starts. When you get to 8 Probes, build a Pylon with a Probe and use that same Probe to find the Protoss. When you have 10 Probes, warp in a Gateway, then an Assimilator when you have 100 minerals. When you're at 14 Probes, build a Cybernetics Core. Build your first Dragoon, then another Gateway after. At this point, constantly keep building Dragoons(and Probes :D). Send a Probe to your opponent's base to see what's going on. Have about two Dragoons on your ramp and the rest near your Nexus in case your opponent goes for a Reaver drop. When you have the money, build a Robotics Facility and get the Singularity Charge upgrade(better range for Dragoons). Then build a Robotics Support Bay and Observatory. After that's done, build a Reaver and a Shuttle in your Robotics Facility. A few Observers help too. Mid Game At this point, you should have a nice amount of Dragoons, a Reaver and a Shuttle, and a few Observers. Either you can take your expo next to you, or attack. I prefer to expand and get more money. Build a Nexus, and 2 forges for Photon Cannons and for Attack and Armor upgrades. When your Nexus finshes, you should now have money to get High Templars. Now build a Citadel of Adun and Templar Archives right after. Get Speed upgrade for Zealots and research Psionic Storm for High Templars. Keep building High Templars and Dragoons until you have much more minerals than gas, then start building Zealots until you have the gas to make more Dragoons and High Templars. Try to expand some more when you think you have a good force of Speedlots/Dragoons/High Templars. As you take more expansions, build more Gateways. Late Game You should have lots of Dragoons and Speedlots, and some High Templars. What you should do periodically is send a High Templar to his cliff and Psionic Storm his workers. If you do it enough, you'll have an economical advantage over your opponent. If you are ready to attack, go for his expansions, not his Main. How to deal with some uncommon LT Protoss Strategies against Protoss: Dark Templars: Remember the Probe I said to send to see what's going on? If you notice that he has a Citadel of Adun early in the game(or very few Dragoons), assume that he's going for Dark Templars. Either get a Robotics Facility and an Observatory early for Observers. Or you can build a forge and get Cannons early. Either way, do it quickly because you don't want your opponent to kill your Probes. Early expo: If your opponent decides to expand much earlier than you do, then have 3 Gateways(instead of 2) and build Dragoons. Because he expanded, you should more Dragoons than he does. When you lots of Dragoons, attack him and you should easily overpower him and win. Carriers: Carriers could be a threat to you, because the Dragoon's fire isn't as straight as a Goliath's fire. But if you see him going for Carriers, put Dragoons and High Templars near your Probes and cliff(s). Do not go for the interceptors, attack the Carrier itself. If you see the Carriers are cluttered together, use Psionic Storm. Carriers shouldn't be a big threat to you if you have many Dragoons and High Templars. Cliff Cannons: Ah, your opoonent is cheap if he builds Photon Cannons on your cliff. It works well, because you cannot expand to your natural and you can't really counter it. But there a few things you should know. First, always put an Observer or a few Dragoons on your cliff to make sure nothing is being built there. If you can't stop it, then just attack him. This is because he's building Photon Cannons, which probably means he has less Dragoons than you do. *********************** Terran General Strategy *********************** -Like Protoss with Probes, always build SCV's for Terran -Lost Temple has many flaws on the map in which the Terran can take advantage of =p -These are the tank cheeze on Lost Temple. Keep in mind some Lost Temple versions might eliminate some of them listed here: *At 1:00, where you can hit 3:00's Vespene Gas *At 3:00's main, IF your opponent starts at 12:00, you can hit most units that come out of that ramp *At 6:00, there is a very small piece of land just below it, where you can fit two Seige Tanks and hit 6:00 -As with any other race, usually you'd only send 3 SCV's to get gas. However, some Lost Temple's require 4 SCV's at an expo to gather Gas at a normal pace. -Protect your SCV'S! If you lose them, it is a bigger loss than losing any other unit -If you're trying to wall your main, make sure the top of your Barracks is touching the Supply Depot. At 12:00, 3:00, and 6:00, it requires 1 Barrack and 2 Supply Depots to wall. At 9:00, you only need a Barracks and a Supply Depot to wall. -When you get Comsat Station(s), make sure you hotkey it(ctrl + any number). I recommended setting the hotkey to 0. -To you newbies: Vultures do NOT suck! **************** Terran vs Terran **************** This is one of the most fun matchups in the game. It's tough, especially on Lost Temple, but once you get used to it, you'll probably love this matchup! Starting build order: 9 Supply Depot 10 Barracks 11/12 Refinery 15 Supply Depot Early Game Start by building 1 SCV and sending the rest to mine. When it's 9 supply of SCV's, build a Supply Depot and send 1 SCV to find your Terran opponent. When you have 100 Minerals, build a Refinery on your Vespene Gas. When Supply Depot is done, build a Barracks. After the Barracks finishes, lift it off to either find the opponent or on your cliff to make sure he doesn't build there. Now, either build a Factory, Armory and a Starport if you're going for an early offense, or 2 Factories if you're staying defensive. If you picked the former, get 2-4 Goliaths and a Dropship. Drop those Goliaths where your opponent's SCV's are mining and kill as many SCV's as you can. Keep in mind when you drop on their main, always come from the side opposite of their cliff. If you go the other way, it's suicide. X_X By early game, get Seige mode upgrade, Engineering Bay for Missile Turrets, Armory, and maybe another Command Center if he's not harassing you. Mid Game The reason why you want to use drops is because you have more mobility and Seige Tanks. Basically, if you send like 6 Seige Tanks to his base, 3 of his Seige Tanks in Seige Mode could easily destroy all of your Tanks. That is why you want Dropships to move past his defenses. For this reason, you want to get several Missile Turrets across the map because most likely, he'll also use Dropships. Anyways, back to the mid-game. At this point, you should have 2-3 Factories, 1 Starport(don't build any more Starport's unless you're going for Battlecruisers, which you shouldn't do until late game), an expansion or setting up one, and LOTS of SCV's and Missile Turrets. Continue to build Goliaths, Seige Tanks, and Dropships. Put the Goliaths and Tanks in the Dropships and move them to find stuff to kill(e.g. hidden enemy expos, non-defended Missile Turrets). If your opponent has an expansion near a cliff, drop your units on the cliff and assault his expo from there. It will be very difficult for him to counter because the Seige Tanks will damage any enemy units that come near yours. As for defense mid-game, the most likely spots that your opponent will drop is either your main(where your SCV's are) and your cliff. Protect those areas with Seige Tanks and Missile Turrets. Try to expand more if you can, you'll have more Vespene Gas for Tanks and Goliaths, and soon Battlecruisers. Late Game At this point, you want to get Battlecruisers, because they will Tanks easily. You'll also want Goliaths and Seige Tanks to support your Battlecruisers. Ghosts can be helpful as well, because Lockdown works on all Terran units except Infantry, but chances are that your opponent will use Mechanical units. You probably don't want to build many Dropships anymore, because your Battlecruisers should take care of enemy Seige Tanks. Find your opponent's expansions, and destroy them. If you are using Ghosts, make sure you Lockdown the enemy units first before attacking with your units. How to deal with some uncommon Lost Temple Terran Strategies against Terran: Early Bunker Rush: This rarely happens, but if you're walling, your opponent may build a Bunker nearby to damage or even destroy your Supply Depot(s) or Barracks. If you see a Bunker being built, send a few SCV's to attack that SCV. If he manages to get a Bunker in time, get a Factory as soon as possible. In the mean time, repair the building that the Marines are attacking. You may want to build a Vulture to kill any other Marines trying to enter that Bunker. Once you get a Seige Tank, the threat should be over. Mass Seige Tanks: This isn't the best strategy, but it can work if you don't know how to counter it. You'll always have the mobility advantage, so make good use of it. Place your Seige Tanks on your Cliff. This should kill most of his Seige Tank army if he's going for your main. As for expansions, just protect them with several Seige Tanks. Since he is neglecting Dropships, you will always goto a destination before he does. ************** Terran vs Zerg ************** Note: I never played Terran vs Zerg, so I will update this section soon! But I'll give you a short summary of it for now: -Get Marines and Medics, then Seige Tanks and Science Vessels to take care of Lurkers -Dropping on his cliff early can be very effective. Overlord upgrades take a while to get, and they are no Zerg units which can counter drops effectively -Not too sure, but you should have at least 5 Barracks early game TVZ ***************** Terran vs Protoss ***************** Note: Like Terran vs Zerg, I'm not too fond of this matchup, but I will get information about it soon. This is all I know: -Get a Seige Tank as fast as you can in the beginning of the game. The Protoss will usually harass you with Dragoons, and all infantry and Vultures will not kill Dragoons -Your attack force should consist of Seige Tanks and Vultures, with their upgrades(Spider Mines, Seige Mode) -I think in Lost Temple you're supposed to build Missile Turrets around the middle so that Observers cannot see the Spider Mines planted on the ground) -If Protoss sees you with an expansion, chances are he'll try to expand as well -You should have 8 Factories if you have 1 expansions, 12 or more Factories if you more than 2 expansions -If Protoss has expansions with no Photon Cannons, punish him and harass the Probes with your Vultures -If he has Carriers, get several Goliaths and Missile Turrets on your cliff. This is because Carriers on the cliff will be very difficult to beat ************************** Frequently Asked Questions ************************** These are questions that people send to me, or I think that people will send me.... Q: Which one is the best Lost Temple? A: It depends on your preferences. If you're a balance freak, then you might like the WCG or WGTour Lost Temple's. But if you love being cheap, then you'll probably like the original Lost Temple the best. Q: WHY DOESN'T LOST TEMPLE HAVE 50 000 MINERALS/GAS?! A: Lost Temple is not a money map. Professional gamers wouldn't use Lost Temple if you could easily gain money off 1 base. Q: Where can I get the different versions of Lost Temple? A: Either look on the Battle.net server or www.sclegacy.com. Q: I went on www.sclegacy.com and there's a Melee and Observer version. Which one should I download? A: Just in case you don't know, an Observer version is a map that lets other people watch you play if you set it on Use Map Settings. Problem is, Observer version maps will not work if you play it on Melee. I suggest downloading both because you'll want to watch people play on Observer version and getting wins on the Melee version. Besides, most maps are very small in size, so it will not take much space in your hard drive. Q: What is "Jungle Temple"? Is it better than all of the Lost Temple's? A: Jungle Temple is a Lost Temple version made by Bill307. It addresses ALL of the problems of Lost Temple, which is why it looks so different from most versions. It is a really underated map, but I can't say it's the best. Q: Where can I find/download Jungle Temple? A: Since people on Battle.net will most likely not use Jungle Temple, it can be difficult obtaining this map. If you ask me, I can give it to you. Q: Carriers=instant win? A: To tell you the truth, Carriers don't give you an instant win, you'll just have a high chance of winning, especially on Lost Temple. You don't know how many stories I've heard from other players of how they made a huge comeback just by having Carriers. On Lost Temple, if you play it safe and attack from the cliff and off land, you can win the game with few casaulties. Since Carriers are so helpful, the statement "Carriers=instant win" is so popular. But it's up to you if you think Carriers=instant win. What do you think? ;) If you have other questions about Lost Temple, e-mail me at: deity307@hotmail.com ******* Credits ******* -Blizzard, for making Starcraft best PC game ever (P.S. Make a sequel already!) -Bill307, for his information on the differences of the various Lost Temple's and other stuff -SCLegacy, for providing me basic information about Lost Temple -You, for reading this FAQ! *********** Legal Stuff *********** This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Only GameFAQS is allowed to post this FAQ. If you want to post my FAQ on your site, please e-mail me at deity307@hotmail.com and I will probably give you permission to do so. Thank you. ******** About Me ******** If you see any errors in this FAQor just want to comment,my e-mail is deity307@hotmail.com. If you want to play with me on Battle.net, my username is doma_mai and I play on US East. I think that's all you need to know. :D ******* Updates ******* -V 1.0- Finished FAQ