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    Challenge Guide by Drayxs

    Version: 1.05a | Updated: 12/08/10 | Search Guide | Bookmark Guide

    Stacraft II: Wings of Liberty Challenges Guide (V.1.05a)
    By: Draconicfire/BlackDra90n
    Table of Contents.......................................................[cgtoc]
    1) Table of Contents       [cgtoc]
    2) Recent Changes          [cgrcs]
    3) Introduction            [cgint]
    4) Basic Challenges        [cgbcs]
       - Tactical Command     
       - Path of Ascension  
       - For the Swarm 
    5) Advanced Challenges     [cgacs]
       - Covert Ops      
       - Psionic Assault
       - Infestation        
    6) Expert Challenges       [cgxcs]
       - Harbringer of Death 
       - Opening Gambit  
       - Rush Defense
    7) End                     [cgend]
    8) Legal Stuff             [cglgs]
    Alright, so the original game of Starcraft has pretty much reached legendary
    status among gamers. It doesn't matter if you even played it or not, you heard
    of it. It's pretty much the most popular RTS of all time due to it's amazing
    multiplayer, and really, it's great.
    Now that SC2 is out, a lot of people are wondering if the sequel will match
    it's predecessor in terms of gameplay, popularity, and many other things. But,
    this guide will not talk about any of that. One thing people forget when
    talking about Starcraft is it's single player, with it's fun missions and
    awesome storyline. In Starcraft 2, theres more of that with a pretty cool
    single player campaign, but, Blizzard also added something new called
    These Challenges are designed to test the player's skill doing certain things,
    and can be pretty fun and challenging. Note that there are many different ways
    of doing them and I'm pretty much just going to be writing about the way I did
    it. If you found a better/easier way to finish a challenge, then feel free to
    email me, I'll add it in to the guide.
    In addition, I also have replays of myself getting the gold achievement for
    every challenge, so if you dont understand my explanations, or just want a
    visual, I can provide you with a replay pack if you want one.
    Patches shouldn't affect challenges since Single Player isn't patched when
    Multiplayer is. The only things that may change are the glitches, if there
    are any.
    Recent Changes..........................................................[cgrcs]
    Latest update on 12/8/2010 (v.1.05a)
    - Removed the side strategy in the Rush Defense section since it was patched.
    Latest update on 11/21/2010 (V.1.05)
    - Rehauled the Rush Defense section
    - Minor changes throughout
    Latest update on 9/4/2010 (v.1.04)
    - Added a small section for Psionic Assault
    - Added a player submitted strategy for Rush Defense
    Updated on 8/16/2010 (V.1.03)
    - Added player submitted strategies for Path of Ascension and Rush Defense
    Updated on 8/11/2010 (V.1.02)
    - Added the Recent Changes section (This section)
    - Added some strategies for For the Swarm that were emailed in to me by users.
      Player submitted strategies will be blocked in by stars (****)
    - Added some more detail to the highground/lowground thing in Psionic Assault,
      and added a diagram to help clarify what I mean.
    - Minor changes and amendments throughout the guide.
    - Changed my contact information
    Basic Challenges........................................................[cgbcs]
    All three basic challenges are essentially the same thing, but they give you
    different races to deal with. All of them comprise of you controlling a group
    of units to kill the computer units while losing as few units as possible. If
    the structures you are tasked with protecting are destroyed, then you lose.
    Bronze: Protect all Structures
    Silver: Lose 20 Units or Less
    Gold: Lose 10 units or Less
    Tactical Command is the mission where you control various Terran units to make
    sure the enemy Zerg units do not destroy your supply depots. I personally
    found that this was the easiest mission to get the gold achievement on, even
    though I don't main Terran.
    -- Round 1 --
    The first round is pretty simple. In terms of units you can control, you have
    a group of Hellions, a group of Marines, two Medivacs, a Ghost, and a Seige
    Tank. In terms of opposing units, you have to deal with a swarm of Zerglings,
    a group of Banelings, and a fleet of Mutalisks.
    First, move your Hellions over to where the Zerglings are. Then, move your
    Seige Tank up right in front of the supply depot where the Banelings are.
    Lastly, send over your Ghost, Marines and Medivacs over to the Mutalisks.
    Before we hit "Ready", theres a few things we need to do. Go over to your tank
    and seige it up. It'll stay seiged even after you hit ready, so it'll save
    some time. Then, go and cloak your Ghost, it has enough energy to stay cloaked
    for the entire round. Then, make sure your medivacs are in range of your
    marines, and stim them. Immediatly hit ready.
    For your first sub round, you will be taken to the Hellions and Zerglings.
    This is a pretty easy fight, just kite your Hellions around the supply depot.
    The Zerglings shouldnt even come close to killing any of your Hellions.
    The second sub round is the seige tank vs the Banelings. Since your tank is
    already seiged up, you really have nothing to do but wait. Your tank should
    get two shots off on the Banelings, which will kill all of them but two. It
    doesn't matter because two Banelings wont be able to kill your depot, and
    since they explode on death, the round ends.
    For the last sub round, position your Ghost in between the Mutalisk and your
    Marines. Then just wait. Your Ghost will start attacking the Mutas, which is
    fine, since they can't attack a cloaked target. Start sniping the Mutas as
    soon as you can. Each snipe takes off a decent chuck off the Mutalisk you hit,
    so it'll lower your casualities. The marines should be able to wipe the floor
    with the Mutas pretty easily with Medivac and Snipe support since theyre
    stimmed up. Some Marines might die, but it's not a big deal.
    -- Round 2 --
    For round two, you have some Marauders, Marines, Medivacs, Seige Tanks, and a
    Ghost. You have to deal with Roaches, Hydras and an Ultralisk.
    Move your Marauders to where the Roaches are, Tanks to where the Hydras are,
    and the Marines, Medivacs and Ghost goes to the Ultralisk. Again, seige up
    your tanks and hit cloak on your Ghost, then hit ready.
    For the first sub round, you get control over the Marauders. Hit Stim on your
    Marauders and kite them around like you did with the Hellions and Zerglings
    in round one. It's exactly the same thing.
    The second sub round is with the Marines, Ghost and Medivacs. Position your
    Marines behind your cloaked Ghost, and hit Stim. Your Ultralisk will go for
    your Marines, but with Stim you can outrun it, thus you can kite it. Kite the
    Ultra around your Ghost so your Ghost can still shoot it. None of your marines
    should die since your Medivacs do a great job of keeping you alive.
    The last sub round is again with tanks, which means waiting. Seiged tanks
    require no micro at all (nerf kthx), so just wait and watch as the Hydras 
    -- Round 3 --
    In this last round, you have control over a more diverse amount of units. You
    have a group of Thors, Marauders, Seige Tanks, Medivacs, Vikings, Hellions,
    and once again, one Ghost. You will be facing a Hydra-roach combo, Broodlord
    and Zergling combo, and a fleet of Mutalisks.
    Move your Thors and Ghost over to the Mutalisks section. Then, move your
    Vikings and Hellions over to the Broodlords/Zerglings. Lastly, move your
    tanks, Marauders and Medivacs to the Hydra-roaches. Once again seige up your
    tanks and cloak your ghost. Press ready.
    You will be brought over to the Vikings and Hellions. This sub round is
    exactly the same as the very first Hellion round, except this time you have
    to do something extra. Select your vikings and a-move them into the Broodlord
    group, then wait for the Zerglings to attack your Hellions. The Broodlords
    move very slow and cant attack air, so your Vikings can kill them all before
    they even get in range of your Hellions, so you can forget about them once it
    starts. There are less Zerglings than in the first Hellion round, so if you
    did that with 0 deaths, then this one is laughably easy.
    The second sub round is the tanks, Marauders and Medivacs. Move your Marauders
    and Medivacs to the side in the start so you dont have to worry about splash.
    Once the Hydras and Roaches get in range of your tanks, a-move your Marauders
    into the mix, everything should die with minimal deaths.
    The last round is with your Thors and Ghost. Thors are so OP against Mutas, so
    their splash will essentially kill everything. You don't have to worry about
    them. This sub round is almost like the first Marine sub round. Dont worry
    about the Thors, just control your Ghost and snipe things. Voila, easy gold
    Bronze: Protect all Structures
    Silver: Lose 20 Units or Less
    Gold: Lose 10 units or Less
    In this challenge, you control Protoss units to go destroy Terran units. In my
    opinion, this is the hardest challenge of this set. Why? Because Zealots 
    aren't the greatest units against Terrans imo.
    -- Round 1 --
    In round one, you have control of a group of Zealots, Stalkers, Collosus, and
    a single Sentry. You have to face a group of Hellions, Marauders and a large
    army of Marines. Now already in multiplayer Zealots are the last unit you
    would build against this army, but hey, Blizzard gave you them to use.
    Move your Stalkers over to the Hellion section, Collosus to the Marines, and
    the Zealots and Sentry to the Marauders. Spread out your Stalkers in an arc
    like formation so that they will have a slightly easier time to get into
    position. Make sure your Collosus are once again side by side so they can all
    attack. Also make sure your Sentry is in the middle of the Zealot blob.
    After you hit ready, you will be brought to the Stalkers. Once the barrier is
    gone, a-move your Stalkers into the Hellions and start paying attention to
    their health. Protoss units are different from Terran and Zerg units in the
    sense that they have shields, and since they have shields, their HP is
    generally lower, so ideally, instead of waiting until their health is yellow,
    look to see when their shields are gone. When their shields are gone, their
    icon will have a darker background. When this happens, blink them back to
    After the Hellions all explode, you get brought over to the Collosus. Just
    a-move them into the Marines. None of your Collosus should die, but if one
    does, dont worry about it.
    This last subround should be where most of your deaths come from if any. Right
    before your army engages, get your Sentry to use it's Guardian Shield to
    reduce some damage. Manually move your Sentry into Melee range so most of your
    Zealots are covered by it. The Marauders should all fall when the Shield falls
    so if you want, you can summon a Halucination to help soak some damage. An
    Archon or Collosus works great.
    Gingercakes sent me an email saying that another way you can do this is to use
    only 4/5 of the Collosi given to you to deal with the Marines. Start off your
    Collosi by placing them on the cliff next to the bubble force field thinggie
    and have them attack from the highground. The Marines cant hit you from the
    lowground, so while they walk past, you can shoot them. After they start to hit
    the pylon, move your Collosi down to engage them. Whenever one of their shields
    go down, move that Collosus back onto the cliff so that it's safe. As for the
    last Collosus, she had them attack with the Zealots to deal with the Marauders
    for additional damage.
    -- Round 2 --
    In round two, you have control of Void Rays, Carriers, Immortals and a High
    Templar. You have to face some Thors, Seige Tanks and Battlecruisers.
    Move your Carriers and High Templar to the Thors, Immortals to the tanks, and
    your Void Rays to the Battlecruisers. Make sure your Immortals are spread out
    in an arc.
    After you hit ready, you will be brought to your Carriers and High Templar.
    Get your Carriers to start attacking the Thors, and shift control over to the
    Templar. You have enough energy for two Storms and a Feedback, both will do
    pretty decent damage to the Thors. Start off by using your Storms, you should
    be able to get a decent amount of Thors in your first Storm, and just place a
    second wherever you think could use some destruction. After both storms, you
    have just enough energy for a Feedback. Feedback is pretty awesome. Choose a
    Thor with high HP and Energy (The purple bar underneath HP), and Feedback it.
    All the energy will get converted into damage, so it takes off a decent chunk.
    Now wait for your Carriers to finish the job. One may fall, but dont worry
    about it.
    Next up is your Immortals. Just a-move them into the tanks. One or two might
    go down, but again not a big big deal.
    With your Void Rays, they do like no damage to the Battlecruisers when their
    beam isn't charged, so get them to focus down one Battlecruiser while watching
    their health. If their shields get low, move them back as best you can, but
    it's likely that it will still explode. Once the beams are all charged, the
    Battlecruisers die really fast when you focus them down. One thing you could
    try is to charge up your beams on your Pylon before you engage the BCs. I
    didnt really give it any serious tries, so I'm not sure if it's possible, but
    go ahead and give it a try if you have some issues.
    NOTE: Gingercakes actually tried this and confirmed that it's possible to have
    your Void Rays charge up on the pylon before you engage the Battlecruiser army,
    but it's really close and your Pylon may burn down. So she suggests to have
    your army attack the Battlecruisers when the Pylon is at yellow.
    -- Round 3 --
    In this last round, you have control of Zealots, Collosus, Immortals, Archons,
    Stalkers, and a single High Templar and Sentry. You have to face a BC/Viking
    combo, a Hellion/Reaper combo, and a Marauder/Tank combo. I had so many issues
    with this because my Zealots kept dying, but then I tried a different strategy
    and it worked very well.
    Move your Zealots, Stalkers and Sentry to the BC/Vikings. Now you may be
    asking, "Why are you bringing your Zealots over to air units?". Thats because
    the Vikings will automatically go into ground mode if there arent any air
    units in the area, and I found that Vikings own Phoenixes in the face. Move
    your Collosus and High Templar to the Reapers/Hellions, and move your Archons,
    Immortals and Phoenixes to the Marauders/Immortals. Again, you may be asking
    "Why are you bringing Phoenixes to that group? None of them are air". Well,
    thats because were not going to be using the Phoenixes for damage. Read on.
    For the first subround, you have your Zealots, Stalkers and Sentry. Get your
    Stalkers to focus down the Battlecruiser first and just have your Zealots move
    into position for when the Vikings land. Have your Sentry pop it's shield and
    again manually move it so that it covers most of your units. The Zealots
    actually do suprisingly well against the Vikings, so you only lose a few in
    comparison to like everything.
    With your Collosus, a-move them into the giant blob of units, then switch to
    your High Templar ASAP and Storm them in the face. Two well placed storms gets
    rid of like the entire blob since both Reapers and Hellions are quite frail.
    The Collosus will easily pick off the survivors.
    Lastly, you have your Archons, Immortals and Phoenixes. Select all your
    Archons and Immortals and a-move them into the battle. Both of them dont
    require any micro at all, so you can put them into the same control group. Now
    with your Phoenixes, fly them over the tanks and have all four of the use
    their gravity beams on the tanks. Four tanks should be in the air. This is
    actually pretty big, since you are removing four tanks from the fight. By the
    time the beams wear off, the rest of the army should be gone, and you can
    watch as each tank falls back to the ground and instantly gets destroyed by
    the Archons and Immortals.
    Bronze: Protect all Structures
    Silver: Lose 20 Units or Less
    Gold: Lose 10 units or Less
    FOR THE SWARMMMMM! Woooooo! Anyways, for this challenge, you control Zerg
    units this time around against Protoss units. I would say this would be the
    second easiest (and second hardest I guess) basic challenge. Your Spire is the
    key building this time around, but everything else is the same.
    -- Round 1 --
    In round one, you have an Infestor, some Zerglings, Hydralisks and some
    Ultralisks. You will be facing a fleet of Voidrays, an Immortal and a group of
    Move your Infestor and Zerglings to the lonely Immortal area, and then move
    your Hydralisks to the Void Ray area, lastly move your Ultralisks to the
    Collossus area. Before we start, spread out your Ultralisks a tiny bit so they
    can all attack, dont have them in a group, move them into a line. Same deal
    with the Hydras, although it's inevitable that some will group. Just arc them
    as much as you can. Press ready.
    The first group you get to control are the Ultralisks. Just a-move them into
    the group of Collosus. If you spread them out enough, then some of them will
    get into the red, but everything will die without any Zerg casualties.
    The second group is the Infestor and Zerglings vs the Immortal. Use your
    Infestor to Neural Parasite the Immortal, and get your Zerglings to kill it
    while it is under your command. Easy win right there.
    The last group is the Hydralisks and Void rays. A bit more micro is needed
    here. A-move your Hydras to the void rays, and watch your Hydra's health. The
    moment you see one dip into the yellow, either burrow it or move it back. Keep
    doing that for every Hydra you see get hurt and you'll minimize casualties.
    -- Round 2 --
    In this round, you have two Ultralisks, a fleet of Mutalisks, some Roaches and
    an Infestor. You have to destroy some Void Rays, Stalkers and Zealots.
    Move your Ultralisks to the Stalker area, then move your Mutalisks to the Void
    Rays, and Roaches and Infestor to the Zealot area. Spread out your Ultralisks
    so that they are side by side, and make sure you spread out your Infestor from
    your Roaches too. Set the Roaches and Infestor to hotkeys you can press easily
    to make things easier.
    The first group you can control are the Roaches and Infestor. Select your
    Infestor first, and get it to Fungal Growth as many Zealots as you can. Then,
    use your Roaches to kite the remaining Zealots to their death. When the Fungal
    wears off, do it again if you can. If your Infestor gets under attack, burrow
    it. Keep kiting your Roaches back while attacking your Zealots. If they get
    too close, burrow them and let your Roaches regen a bit before unburrowing.
    The second group is the Mutalisks and Void Rays. I normally get them to attack
    the Void Ray in the middle, but I guess it doesn't really make a huge
    difference. Like the Hydralisks from the last round, keep tabs on your army,
    whenever one gets into the yellow, move it back.
    The last group is the Ultralisks, which is pretty simple. Just a-move them
    into the Stalker army, they'll kill everything pretty easily.
    Alternatively, I had some emails with some suggestions on how to approach the
    Zealots and Void Rays differently. Credit goes to these GameFAQs users on their 
    Both MrOmega2 and aleksazen emailed me with the same strategy for the Zealots,
    where instead of having the Infestor and Roaches all working there, they just
    used the Roaches. What they suggest is to abuse the burrow mechanic as much as
    possible to keep the Zealots running back and forth between your Spire. What
    you would do is start off your Roaches burrowed and wait until the Zealots run
    over you. After they passed you, they should be in between you and the Spire.
    After that, just unburrow, attack attack attack, and burrow when they hit you.
    After a brief moment, they will go back to running to the Spire, so just rinse
    and repeat.
    Both of those users also gave me a different strategy for dealing with the Void
    Rays. MrOmega2 suggest to have the Infestor there to Neural Parasite one of the
    Void Rays while your Mutas are attacking them. They should attack your Mutas,
    but when they are not charged, they do barely any damage. Once theyre charged,
    move your Mutas back and instead of chasing them the Void Rays will attack the
    Mind Controlled one. Once that one is dead, move your Mutas back to clean up
    the rest of the Void Rays.
    aleksazen also used the Infestor to deal with the Void Rays. But instead of
    using Neural Parasite, he suggests on using Infested Terrans instead. Spam as
    many Infested Terrans as you can and position them in front of the Mutas when
    you attack. This way the Void Rays will attack them instead to minimize deaths.
    -- Round 3 --
    In this round, you get some Ultralisks, Roaches, Broodlords (!), Corruptors,
    and yet again a single Infestor. You have to destroy a Immortal/Stalker combo,
    a Archon/Zealot Combo and some Carriers.
    Move your Ultralisks, Roaches, and Infestor to the Stalker/Immortal area, then
    move your Broodlords to the Archon/Zealot area. Lastly, move your Corruptors
    to the Carriers. Make sure your Ultralisks are spread out in a line, and your
    Roaches are spread out behind them. Also make sure your Infestor isn't blocked
    by anything.
    When the round starts, you get to control your Ultra/Roach/Infestor army.
    Immediatly Neural Parasite an Immortal, and then a-move your Ultra/Roaches
    into the battle. An immortal needs to be mind controlled or it'll wreck your
    Ultras pretty hard. The mind control makes most of the ai units to attack it,
    so your units gets some free killing time and a free dead Immortal. Your
    army should wipe the floor pretty easily with this group as long as you get
    your Parasite off.
    For the next group, Broodlords vs Archons/Zealots, I used to have the Roaches
    here instead, but realized they were useless. This is because Broodlords are
    like the greatest things ever. They have long range and they spawn ground
    units when they attack. Due to this, this round is easymode. Just get your
    Broodlords to attack an Archon. When they attack, the Broodlings they spawn
    will help you kill the group, plus it makes all the Archons and Zealots attack
    them, so the Zealots wont be like "Hey, nothing we can kill, lets own that
    Spire lawl". Just take down the Archons one at a time and then wait as your
    Broodlords take down the dumb Zealots. The Archons may attack your Broodlords,
    but it's not a big deal.
    The last group is the Corruptors vs the Carriers. Make your Corruptors attack
    the nearest Carrier and get them to cast Corruption on all of them to speed
    things up. Make sure you always have your Corruptors attacking Carriers, or
    they'll act like the Zealots from the previous round and attack the Scarabs.
    Advanced Challenges.....................................................[cgacs]
    Advanced Challenges are designed to test your ability to make the most of what
    you have. I guess you could say theyre there to test your efficiency. They
    all have some sort of timer involved and all the achievements are related to
    how many units you can kill with the limited units given to you.
    - COVERT OPS -
    Bronze: Kill 125 Enemies
    Silver: Kill 150 Enemies
    Gold: Kill 175 Enemies
    Covert Ops is a timed challenged where you have control of two types of
    Terran units, Ghosts and Ravens. You need to kill a lot of Zerg using these
    units. Thankfully, you have the awesome thing known as nukes. You have seven
    nukes under your control, so you have plenty to work with.
    The Ghosts are going to be the main units you will be focusing on in this
    mission since nukes are just awesome. Ravens normally arent really an
    offensive unit, but you have enough of them that you can spawn a good amount
    of turrets to deal damage and to soak damage. The one thing you have to be
    careful of with your Ghosts are detectors and your energy. Detectors can see
    through your Cloak, so obviously thats not a good thing. If you see a Spore
    Crawler, stay away from it. If you see an Overseer, use your Ghosts to snipe
    it out of the sky. Just have your Ghosts selected and spam "R" -> Click and
    repeat until it's dead. Snipe uses energy though, and if your Ghosts run out
    of energy, they decloak, so only use your snipes for Overseers.
    After you hit ready, select one of your Ghosts, cloak it, and send it to nuke
    the expansion on the right path. There are Spore Crawlers at this expansion
    but your nuking range can outrange the detection. You dont have to care about
    this Ghost after that, just let it attack buildings or something.
    Now take the rest of your Ghosts and Ravens and move them along the left path.
    The moment the you see the Hydra/Roach/Muta group, cloak your Ghosts and kill
    them using regular attacks, that way they dont harass your Ravens. After they
    are gone, move your Ghosts up to a ramp, there should be a group of Zerglings
    there. Kill those Zerglings using your Ghosts and have your Ravens place some
    Turrets pretty much everywhere. Have one Ghost nuke the Hive with all the
    drones mining, and have another Ghost nuke the group of units to the left of
    the Hive up on the highground. There is an Overseer that patrols here, so if
    you see it, snipe it.
    After the nukes go off, move your army past where the Hive used to be. You
    should see another ramp. Go up there. Theres another Overseer that patrols
    this area, so again take it out. From here, place some turrets and have your
    Ghosts kill off the units to the north of the ramp. After those units are
    dead, follow the path and you'll encounter a split in the road. On one side
    of the road, there are a ton of Spine Crawlers. Nuke them. Have another Ghost
    Nuke the lowground opposite of the Spine Crawlers, there should be a bunch of
    Hydras and Roaches there.
    Move the rest of your Ghosts that arent nuking back to the area where that
    Hive used to be. Head North and you should see a small path with an Infestor
    and other Zerg units, kill them normally. After they are dead, continue down
    the path and you'll see a group of Mutalisks and an Overseer. That Overseer
    just stays there, so you dont need to snipe it. Have a Ghost nuke that area,
    you can outrange the detection.
    By now the two nukes you set off before shouldve landed, so take your Ravens
    and fly into the area where the Spine Crawlers were, lay down a ton of turrets
    and just wait. You should have the gold achievement by now. If not, take your
    Ghosts and nuke the main Hive where your Ravens are.
    Bronze: Kill 75 Enemies
    Silver: Kill 150 Enemies
    Gold: Kill 225 Enemies
    The first time I did this challenge, I honestly thought it was going to be the
    hardest challenge of the nine. However, after a few attempts, it just became
    memorizing where to put your stuff when they are needed. In order to get the
    gold achievement for this challenge, you need to go through 21 waves with the
    same 11 Sentires and 6 High Templars.
    Before you hit ready, keybind all of your units. Make sure you know where
    everything is so you dont get confused. I personally used 1 for Sentries and 2
    for High Templars. However TheJzzler emailed me saying that if you were to use
    1 for all your Sentries, and then a pair of Templars in 2, 3 and 4, you'll have
    better management of your energy. This is because you can use one pair at a
    time, and when they run out of energy you can transform both of them into
    Archons. This will save you from a bit of hassle since you wont have to
    manually check your templars for energy, and you only work with two at a time.
    Obviously to kill that many things, you need to conserve your MP as much as
    you can and try to not let your stuff die, but thats a given. Another trick is
    to abuse the highground as much as you can. Due to Starcraft II mechanics, if
    a unit is on the lowground and has no sight of the highground, they cannot
    attack back. So if you keep your Sentries a small distance away from the ramp,
    you can forcefield in a way so that your forcefield's lower side is touching
    the intersection of the ramp and the lowground. If you do this, the enemy units
    will walk up to the forcefield and be stuck on the lowground. The moment they
    are touching the forcefield, a-move your Sentries to engage them. Your Sentries
    should engage them while techincally on the highground, so the enemy units cant
    attack back since they have no sight of you from the lowground.
        ENEMIES (LG)
          __ __
        /|FF|FF|  /
       / |__|__| /
      /   RAMP  /
     /         /
    I'll be going through each wave one by one.
    The first wave is a group of zerglings, use Force Fields to block off the ramp
    and have your sentries kill them. Dont use storms.
    Next are Marines, again block off the ramp and have your Sentries kill them.
    If they can shoot you, you need to either place your Force Fields lower on the
    ramp, or move your Sentries back a bit. Dont use storms.
    Next is a Hydra/Ling combo. Do the same thing as the previous wave. Dont use
    The next one after that is a Marine group with a single Marauder. Again, do
    the same thing. Block off the ramp and use only Sentries.
    Next wave is Zerglings, Banelings and a single Roach. Block off the ramp and
    use one Storm. It should kill most of the lings, have your Sentries clean up
    the rest.
    Wave 6 is Marine/Marauders. Block of the ramp and storm them once. Sentries
    again should be cleaning up the survivors.
    Now on wave 7, things will start spawning on the South East portion of the
    map. It's essentially the same, but now you need to move around a bit. I like
    to move my units to that little alcove to the right of the bottom ramp. I like
    to block off the choke immediatly below the alcove because you can use one
    forcefield instead of two, since you can storm the gap thats left behind and
    since your sentries have the highground advantage, they can kill things before
    they even get up the ramp. This wave consists of just lings. Use one force
    field to restrict their movements and storm them once.
    Wave 8 is again on the SE side, it has Zealots and Sentries. Fully block off
    the choke and storm them once. Have your Sentries attack as much as you can,
    but move one or two back to the beginning ramp.
    Wave 9 are Reapers. They may spawn while your Sentries are still killing the
    remaining units from wave 8, which is why you moved one or two back. Block off
    the ramp and Storm them once. One storm should finish them all, if not, use
    your Sentries.
    The next wave also consists of Reapers, but on the SE side. They will jump up
    on the rightmost side, so preemptively place three forcefields side by side on
    the highground, starting from right under the pile of trash and moving down
    the edge. The reapers will jump into the force fields and get stuck, so Storm
    Wave 11 consists of Banelings and Hydralisks on the SE side. Again, block off
    the choke and Storm them while your Sentries attack.
    Wave 12 are Banshees coming in from the original side. Take your High Templars
    and Feedback them both. One feedback will one shot them.
    The next wave are some Stalkers on the original side, again just block off the
    ramp and Storm them once. If you have any High Templars at this point with sub
    75 energy, fuse them into Archons, you'll need them. If only one is less than
    75, but another is just above it, manually control that one to storm the next
    wave, and then fuse them.
    Wave 14 are a bunch of Ghosts and Reapers on the SE side. These Reapers will
    jump up to the highground near the alcove. So preemptively place some force
    fields to block off the area and storm them. Have your Sentries DPS down the
    Wave 15 are a bunch of Mutalisks. This is where having an Archon is super
    helpful, because Mutas will kill your Sentries quite fast. Kill them using your
    Sentries/Archon if you have them. If you dont have an Archon, storm them once
    and hope that not many Sentries die.
    Wave 16 is once again from the SE side consisting of two Vikings and some
    Marines and Marauders. This is another dangerous wave since the Vikings
    provide sight for the Marines and Marauders, so they can attack back. Get your
    Sentries/Archon to focus down the Vikings and storm the ground army twice.
    Side by side storms should wipe them out.
    Wave 17 comes from a new direction, the north west side. The north west side
    is on the highground, but has a destroyable rock on the ramp. This rock needs
    to stay undestroyed for as long as it can. This first wave on this side are
    a bunch of Zerglings, Storm them once and have your DPS units kill the rest.
    A group of Roaches are next from the same side. Storm them twice and have your
    army blast them. Also at this point your High Templars are probally all really
    low, so again if you have 2 of them that are sub 75 MP, Archon them.
    Wave 19 is an Ultralisk from the NW side. This guy will most likely destroy
    your rocks unless if you have a decent amount of Sentries and Archons. Focus
    him down as best you can. Do not storm him unless if he breaks through the
    rocks and you really need to.
    Wave 20 is a group of Banelings from the original side. This group may come
    while the Ultralisk is still alive. If it's still alive, keep your units
    attacking him. If it's dead, block off the ramp. If the ramp is blocked, one
    storm should finish off this group. If it's not blocked, you'll need to kite
    them through two storms with your Templars while your army finishes off the
    The last wave consists of two tanks from the SE side. Take everything you have
    and unleash it on them, cause once these are dead, you have your achievement.
    Storm them if you have the energy, if you dont, Archon them. Take your
    remaining Sentries and Archons to blow em up.
    At this point you'll have your achievement. If you wish to continue, you can
    though. I didnt have the units to do anymore though.
    Bronze: Kill 100 Enemies
    Silver: Kill 125 Enemies
    Gold: Kill 150 Enemies
    Infestation is a timed challenge where you have to take control of Roaches and
    Infestors to take out as many Terran and Protoss units as you can in the time
    given to you. I personally found this challenge to be pretty awesome, because
    hey, you get to mind control things to kill their friends. Cant get much more
    awesome than that.
    After the introduction, you have as much time as you want to go survey the
    surroundings. Take this time to familiarize yourself with your enemy locations
    as best as you can. You'll notice that there are many clumps of lower tier
    units like Marines, and in the area theres also a few Collosi, tanks and High
    Templars scattered around. Take note of where these are, these are the most
    important units.
    As for your own units, you have Roaches and Infestors. Honestly, after looking
    at the enemy unit compositions and stuff, you would have probally noticed that
    your Infestors are the key units for this challenge, the Roaches really wont
    do that much. The key to this challenge is to Neural Parasite all the big AoE
    units to go wreck the smaller balls of units to bits. 
    There are three physical levels on this map, from top to bottom, they will be
    levels 1, 2 and 3 respectively. When you are ready, click Ready.
    Once the countdown finishes, immediately burrow all your units. Hopefully,
    you remember where the key units that you need to mind control are. There are
    two tanks on level one, so move one Infestor to each tank, and make sure they
    are right on top of them. Now using your Roaches, move them to the second level
    to help give your more vision of the area. Unburrow your Infestors that are 
    underneath the tanks, and immediatly NP them. The tanks would not be able to 
    attack you since you are so close. They will begin to destroy things on level 
    While this is happening, move more Infestors to level two and find the tanks
    there. The tanks are in similar positions to the ones on level one, again
    make sure you are right underneath them, unburrow and NP. There are also some
    High Templars on the side, if you want, go ahead and get some Infestors to
    Mind Control them too, they don't fight back. With them under control, Psi
    Storm the Infantry groups nearby.
    Afterwards, move more roaches and the rest of your Infestors to the final
    level. You'll see that there is a Command Centre with a ton of SCVs mining
    stuff being guarded by a tank and Collosus. Bring two Infestors there and
    make sure both of them are underneath the tank. Unburrow them both and 
    immediatly Mind Control the Collosus first, the tank cannot attack, so you
    can take your time with him, but the Collosus can. Once both are under your
    control, make them kill all the SCVs and the unit groups nearby.
    At this point you should already have a ton of kills. If you want, you can
    now unburrow your roaches and just give them free reign, if they kill stuff,
    great, theres no penalty if your units die anyways. You should already be able
    to get the gold achievement using the units you mind controlled, just move
    them around a bit to make sure they can kill stuff. But, if you want, you can
    use the rest of your Infestors to move around the map mind controlling other
    units. Theres an unseiged tank on the second level at the top that you can get
    if you want.
    Overall, this should be pretty simple. The time limit is forgiving enough that
    you can take your time. Just make sure you know where eveyrthing is.
    Expert Challenges.......................................................[cgxcs]
    Expert Challenges are designed to test your micro and economic skills. There
    really isnt any link between the challenges.
    Bronze: Kill 50 Enemies
    Silver: Kill 100 Enemies
    Gold: Kill 150 Enemies
    Harbringer of Death is a challenge with a focus on multitasking Protoss units.
    I personally think that I'm pretty bad at multitasking, but this challenge is
    just as much about planning your moves as much as it is actually executing
    them. As a note, you cannot click your spells and actions in this challenge,
    you have to use the keybinds.
    When you start the challenge, you are given a sizeable amount of resources to
    work with and various groups of units. These units are the ones you will need
    to control to defeat as many Zerg and Terran units as you can. You have
    control of Warp Prisms, Carriers, Stalkers, High Templars, Sentries and
    Phoenixes. Each group of units except for High Templars and Sentries have
    their own "wing" where they go do their stuff.
    Like the other challenges that require you to kill x amount of units in a
    certain amount of time, they give you as much time as you want to survey the
    map and plan your actions before you are ready to take on the challenge. I
    suggest using this time to set up keybinds and to familiarize yourself with
    the layout. Since theres so much that has to be done here, I'm going to go
    over each wing and describe the strategy that I used, afterwards I'll go more
    into depth about how I actually did it.
    You are given three warp prisms on the very northern side of the map. Warp
    Prisms cannot attack, but they can transform into essentially a pylon where
    you can warp in units from Warp Gates. The map gives you seven Warp Gates to
    deal with, so you dont have to worry about building them. These Warp Prisms
    need to be transformed individually, so select all three and hit "E" three
    times. This will generate a psi field for you to warp in units, so hit "W" to
    select the Warp Gates. From here you can summon units. I used Dark Templars
    because Dark Templars are like the greatest units ever, and since in that wing
    they only have one detector, they are quite strong. If you plan on using DTs,
    summon them using "D". Once all seven are finished warping in, a-move them
    into the top left corner of the map. There should be a small staircase with a
    small platform up top with a bunch of Roaches and Hydras on it, a-move them
    there. Whenever you can, warp in more DTs. You have enough resources to do
    this so you dont have to worry about it. Once your second wave of DTs are
    finished warping in, select all of them and a-move them to the opposite side
    of the Roach/Hydra platform. When they have killed all that stuff, a-move
    them to the far end of the wing. Theres an Ultralisk there with other units
    and an Overseer. The Overseer will allow your DTs to be killed, but they
    served their purpose.
    Next are the Carriers. You have five Carriers with four Interceptors each.
    Carriers can have up to eight at a time, so get them to make four more. After
    that, a-move them to the end of the wing. Chances are they will run out of
    Interceptors because the Marines and Turrets are noobs and decide to kill them
    instead of the actual Carriers, however this doesn't matter that much. As long
    as they kill mostly everything on the ground, it's fine. Dont worry about the
    units on that tall platform just yet.
    For the Stalkers, you need to Blink them onto the platform they are facing.
    Chances are you won't get them all up to that platform on your first try, but
    it doesn't really matter. If you have the apm to spare, go ahead and Blink up
    the stragglers, but as long as you have a small group of them, you will be
    fine. Get them to kill everything on that platform, and then Blink them down
    to the lowground. Get them to kill everything on the ground. When thats done,
    Make them move to the Northeastern side of the wing and get them to Blink to
    the platform there. There should be a bunch of SCVs there. Once everything is
    dead, Blink them down into the Carrier wing. Once the cooldown is up, Blink
    them onto the Highground in the Carrier wing using your Carriers to give you
    sight. If your Carriers already wiped up everything up there, then you dont
    need to do this, but I found that my Carriers always lost all their
    Interceptors, so I would bring my Stalkers along to clean up those units.
    Next up are the Sentries and High Templars. Honestly, I just used the Sentries
    for soaking up damage and doing as much damage as they can, but I didnt really
    use them that much. The main unit here are the High Templars. There are a ton
    of Marine/Marauder groups here and one well placed storm can kill all the
    Marines and then the Sentries can take out the Marauders as best they can.
    There really isn't much of a strategy here except to storm everything. You
    have plenty of storms, so just storm each group. You get a large portion of
    your unit kills in this wing, so make sure youre efficient at storming things.
    Storm is bound to the "T" key.
    Lastly, you have the Phoenixes. In their wing, you have some Mutalisks, Hydras
    and Zerglings. Phoenixes cannot attack ground, so your main targets are the
    Mutas. You can lift ground units off the ground using your Gravity Beam, but
    I thought that wasnt needed. Just select all your phoenixes, and get them to
    kill as many mutas as you can.
    As for actually executing all these strats, it's up to you how to do it. Not
    everyone can multitask the same way. However, I would suggest doing the Warp
    Prisms and Carriers first, since they require time to warp in units and to
    create Interceptors.
    How I did this was I started doing the Warp Prism wing first, and while the
    units were warping in, I created Interceptors on my Carriers. Then, after I
    told my DTs to a-move, I got my Carriers to a-move as well and started to get
    my Stalkers to start their wing. After that, I went to my Phoenxies and set
    up some way points so they would go after as many mutas as they could. After
    I finished doing whatever needed to be done with my DTs and Stalkers, I did
    the High Templar/Sentry wing, since they actually require more focus since you
    cant just a-move your way to victory in that wing.
    Bronze: Train 30 Marines, 8 Seige Tanks and 8 Ghosts
    Silver: 2 Minutes Remaining
    Gold: 4 Minutes Remaining
    Now I may have mentionned this before earlier in the guide, but I dont play
    Terran. In fact, it's like my worst race and the only real experience I have
    playing Terran is in the Campaign and in these challenges. So, for this strat,
    my build order may suck terribly. However, it got me the achievement so I'm
    not complaining.
    This challenge has you controlling a Terran base and you have to defend your
    base from waves of Zerg units while building up a fantastic army of Tanks,
    Marines, and Ghosts (wut). I personally thought this was the hardest challenge
    out of the nine, but again, I'm terrible at Terran.
    So we start off like we start off any game of Starcraft. Get your workers to
    start working, and start building more SCVs. When you are at 10/11 supply,
    move an SCV over to your ramp. Blizzard thoughtfully decided to add in a ghost
    image of where you should put your buildings to block off the ramp, so build
    a supply depot where it tells you to. In the meantime, keep building SCVs as
    much as you can.
    After the Depot, take that SCV and have it build a Barracks on the spot where
    Blizzard tells you to. Keep building SCVs. Build a Refinery at about 13 or 14
    supply, and wait. Make sure you have 100 minerals to build a Supply Depot
    after your Barracks, and make sure you have 150 minerals to make your CC into
    an Orbital.
    By the time your Barracks is done, get that SCV to build a Supply Depot to
    finish off your wall, get your CC to morph into an Orbital Command, and move
    two SCVs from your Mineral Line to your finished Refinery. Whenever you can,
    build a Marine and rally it inside your base. At this point, I'm going to stop
    mentionning Supply Depots, so just build them when you need them in advance.
    Having your unit production blocked because of lack of depots sucks.
    The first wave of Zerg should appear roughly the time your wall finishes, so
    if your SCV finishes building and walks onto your ramp, lower a depot and get
    it inside before it dies. You should already have a Marine out and another on
    the way when the Zerglings start hitting your wall. This Barracks needs to be
    pumping Marines for the entire duration of the Challenge until you have the
    30 needed.
    Now at this point, take the SCV that built your wall and have it build a
    Factory if you have enough gas. If you dont, have it build a second Refinery
    and take another SCV to build it when you have enough gas. When this Refinery
    is finished go throw two SCVs into it.
    At this point, I doubt people can really follow any build order exactly. I'll
    tell you how I did it, but you should really only take it as reference, do
    things when you can.
    I built a Ghost Academy at about 25 supply, and a second Command Centre at
    about 30 supply. The moment your Factory is finished, get it to build a Tech
    Lab immediatly. At about 35 supply, I made a second Barracks. As soon as your
    second Command Centre is done, turn it into an Orbital.
    When the second Barracks is done, give it a Tech Lab immediatly, and the
    moment it is done, you need to have it making Ghosts until you have 8. Now
    if you have been following my strategy so far, you should be fine on Seige
    Tanks well before the four minute mark, but you may potentially be close on
    Ghosts. Ghosts take 40 in game seconds to build, and since you need 8 of them,
    were talking 320 seconds of actual building time. Factor in potential resource
    and supply blocks, you should have at least 10:30 left on the cloak when you
    start building Ghosts. Even if you are slightly under that, you should still
    be ok, but you may need to bring out a third Barracks out faster.
    Once your second Orbital Command is done, land it at your expansion. Lower
    your Supply Depots at your wall, and have your first Barracks fly back a bit
    and build a Reactor. Move some SCVs (About halfish) from your main to your
    expansion, and build two Refineries immediatly. Once those are done throw
    some SCVs in them.
    At this point, build a third Barracks when you have the spare minerals and
    get it to build a Tech Lab when it's done. Use this as your second Ghost
    When your Factory is done building the required amount of tanks, lift it off
    the ground. Now look at your units. If you are close to having 30 Marines, but
    still need a good amount of Ghosts, finish off your Marines with your Reactor
    Barracks and when thats done, lift off your Barracks and fly it over to where
    your Factory was and use it's Tech Lab. This will mean you have three Barracks
    to pump Ghosts from, which should be enough.
    In the event that two Ghost Barracks are enough, and you actually need more
    Marines, just have all your Barracks pump Marines after your Ghosts are done.
    Note that when I got the gold achievement, I actually had so many Marines next
    to my first Barracks that the game couldn't place anymore units on the ground
    so there was a blockage in the unit queue. At this point I was freaking out
    because I only had a few seconds left and those were my final two Marines. So
    if this happens to you, move your Marines away from your Barracks. You can do
    this preemptively, or better yet, just rally your marines so theyre not next
    to your Barracks.
    Bronze: Survive the Zergling Rush and Destroy the Protoss Structures
    Silver: Lose 16 Units or Less
    Gold: Lose 9 Units or Less
    In this challenge, you control a Terran base and have to go through two phases
    in order to beat the challenge. The first phase requires you to defend your
    base from a Zergling rush, and the second phase requires you to defend your
    base against a Zealot rush. I think Blizzard designed this mission to help
    newer players deal with early pressure in multiplayer, but the way I did it
    would fail miserably in multiplayer. It works great in the challenge, but dont
    try it in multiplayer.
    -- Phase 1 --
    In the first phase, you start off with eleven SCVs already mining, so you dont
    have to worry about getting them to mine. You have 55 seconds to prep your
    defenses for the initial wave of Zerglings, but since you are already given
    250 minerals and a supply depot to start off with, you can start right away.
    First, pick one SCV off the line and immediatly make it build a refinery on
    the closest geyser. Then, pick another SCV off your mineral line and move it
    over to your ramp, and build a Barracks so that it blocks off half of your
    ramp. When you have about 100 minerals again, move another SCV off your line
    and get it to build another Barracks one space over from your first one. So
    at this point, you should have something like this..
         SAFE ZONE
    ________   ________
    |       |G|       |
     /              /
    /      RAMP    /
    Yes I know my diagram sucks. I just hope it turns out alright. But what you
    want to do is to block off the majority of your ramp with Barracks, but leave
    a small gap in the middle thats big enough for Barracks 1 to make an addon.
    Whenever your Refinery is finished building, the SCV that built it would
    automatically start mining from it. Move another SCV off the line to have it
    gather gas.
    When you have time, double click on one of the SCVs that are building the
    Barracks so that both of them are selected. Now hold down Shift and rally them
    over to the safe zone so that when they finish building the Barracks, they go
    there instead of on the ramp and get slaughtered. While both SCVs are still
    selected, right click the Repair command they have so it's set to auto cast.
    Also, rally your Barracks so that the units they create spawn inside your base
    in the safe zone.
    Your first Barracks should be done building just as the Zerglings reach your 
    ramp, immediatly build an addon. It really doesn't matter what you build, but
    if you can, build a Reactor if you have enough gas. If not, dont worry, build
    a Tech Lab. This addon should fully block off your ramp, if you messed up your
    wall in, this strat wont work, so just restart until you get it right. The
    Zergling AI is kind of dumb, so they wont run into your base and wreck havok
    on your mineral line like an actual player would, so even if you dont have the
    gas to build an addon right away, you have some time. Just hope their pathing
    doesn't get into the way of you building your addon.
          PEW PEW    
    ________   ________
    |       |o|       |
    |___1___| |___2___|
     /  ZERGLINGS   /
    It's possible that if youre unlucky the SCV building Barracks 2 will die since
    he might be building on the ramp instead of somewhere safe, if that happens,
    you can move another SCV off the mineral line to complete the building if you
    dont want to restart.
    Now that you have your ramp fully blocked off and your SCVs safe inside your
    base repairing your Barracks, start creating Marines. When you can, build a
    Reactor for Barracks 2. After that, transfer both SCVs that were mining gas to
    your ramp and set their repair commands to auto cast. With four SCVs repairing
    your Barracks, they will not be destroyed. So just slowly pump out Marines and
    you'll beat this level with hopefully zero losses.
    Tidbit.352 emailed me another strategy that abuses the AI pretty similarly to
    the strategy I used in Phase 2. What you would do is you would build a Barracks
    first on the lower right edge of the Command Centre, and then immediatly build
    a Supply Depot to the right of the Barracks. This would mean that you now have
    a tight wall from your Command Centre to your gas. After that, save your money
    until you can build a second Supply Depot right above that gas, and to the
    right of that single mineral patch. This would essentially wall off that entire
    side. When you can, start creating Marines and rally them to the inside. When
    the first wave hits, you shouldn't have a Marine yet, but be patient and let
    them wail on your buildings for a bit. After the Marine spawns and gets rid of
    a decent amount of Zerglings, have your SCVs repair your buildings, and build
    a bunker to house your Marines in. Repair your Bunker when needed and just fill
    it up.
    -- Phase 2 --
    In this phase, you have to defend your base from a constant Zealot attack
    while building up an army to destroy his pylons, gateways and photon cannon.
    When I first did this, I had a really crazy strategy. Now, I realised it was
    super crazy, so thought of a new way to do it. If you ask me for a replay of
    this section though, I may still only have the old strategy.
    Anyways, so for this phase, the Protoss start off with a cannon and a pylon on
    the lower ground, and with a Gateway warping in on the high ground in your base
    behind the grass. When the game first starts, send an SCV over to the Protoss
    "base" and build a Barracks to the right of the grass. It should be placed so
    that it looks something like this.
    ______   ______
    | P  | | |  B |
    |____| | |____|
    Where P is the pylon warping in, B is where you need to build your Barracks,
    and the two lines where the grass is. This actually blocks the Protoss from
    making a second Gateway, since you're in his way, and the probe is too dense
    to make the gateway somewhere else.
    Now when you have 150 minerals, build a second Barracks in a position right
    above the only gateway, above the grass. So somewhere like this.
    | B  |
    ______  \
    |  G |  |
    |____|  |
    Where B is where you need to place the Barracks, and G is where his Gateway is.
    The lines are obviously for the grass. This will block the third Gateway from 
    being created for the same reason as above. So now you have two Barracks versus
    his one Gateway.
    The moment your first Barracks finishes, take that SCV and build a bunker next
    to your Barracks. Make sure to keep it on your side of the grass. Make a Marine
    immediatly from Barracks 1 and rally it to the corner of the map. The Zealot
    should spawn first, make sure it does not kill your SCV making the Bunker. When
    your marine spawns, it should chase after the marine, so just send your marine
    to the corner of the map to keep the zealot busy.
    When you have 150 minerals, build a third barracks wherever.
    Rally all 3 barracks to the bunker and just mass marines. You have three
    Barracks and a Bunker versus his one gateway. You will overwhelm his Zealots
    eventually and kill the gateway. When the gateway is dead, just take all your
    marines and snipe the pylon on the highground, and then just kill the cannon
    and pylon on the lowground from the highground. Since the cannon doesn't have
    sight, you can kill it without it shooting you.
    Man, that was a lot simpler than my first strategy.
    Alright, thats it for the challenges, hurray. Enjoy your Spectre portrait. I
    hope my strategies weren't confusing or hard to follow.
    If you have a better strategy for certain challenges, or want a bit of
    clarification, feel free to email me at Draconicfire@hotmail.ca or message me
    in game. My character name is Draconicfire with a number identifier of 506. If 
    you decide to email me, please include the words "Challenge Guide" somewhere 
    in the email subject please, chances are I will not open it if you dont. Also 
    if you decided to send me a new strategy, be sure to give me a username or 
    something that I can use to give you credit!
    If you want a replay pack, just ask, but dont be expecting some 1337sauce
    play, I made a bunch of mistakes in them (See: Fail Fungul Growth in For The 
    Swarm), but you can still get the general idea from them.
    Legal Stuff.............................................................[cglgs]
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    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 
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    violation of copyright.
    This guide can be hosted on the following sites. 
    If you would like to host my guide on your site, feel free to email me. My 
    email is in the "End" section.
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    Copyright 2010 Gary Ng

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