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    FAQ/Walkthrough by James00715

    Version: 1.1 | Updated: 03/02/13 | Search Guide | Bookmark Guide

    |----- STARCRAFT 2 FAQ/WALKTHROUGH -------------------------------------------|
    Platform: PC and Mac
    Version: 1.1
    Last Update: March 2, 2013
    Email: perfdark@gmail.com
    Author: Jared Cano (aka James00715, Thander)
    |----- TABLE OF CONTENTS -----------------------------------------------------|
    I. Legal Stuff...........................................................[LGLS]
    II. Revision History.....................................................[RVSN]
    III. Introduction........................................................[NTRD]
    IV. Basics...............................................................[BSCS]
         A. Interface & Controls.............................................[CNTR]
         B. Mechanics........................................................[MCHN]
    V. Races.................................................................[RCSE]
         A. Terran...........................................................[TRRN]
              i. Terran Mechanics............................................[TMCH]
              ii. Terran Units...............................................[TNTS]
              iii. Terran Buildings..........................................[TBLD]
         B. Zerg.............................................................[ZRGE]
              i. Zerg Mechanics..............................................[ZMCH]
              ii. Zerg Units.................................................[ZNTS]
              iii. Zerg Buildings............................................[ZBLD]
         C. Protoss..........................................................[PRTS]
              i. Protoss Mechanics...........................................[PMCH]
              ii. Protoss Units..............................................[PNTS]
              iii. Protoss Buildings.........................................[PBLD]
    VI. Single Player........................................................[SNGL]
         A. Campaign Features................................................[CFTR]
         B. Campaign Walkthrough.............................................[CWLK]
              i. Mar Sara Missions...........................................[MRSR]
                   a. Liberation Day.........................................[LBRD]
                   b. The Outlaws............................................[THTL]
                   c. Zero Hour..............................................[ZRHR]
              ii. Colonist Missions..........................................[CLNS]
                   a. The Evacuation.........................................[THVC]
                   b. Outbreak...............................................[OTBR]
                   cA. Safe Haven............................................[SFHV]
                   cB. Haven's Fall..........................................[HVNF]
              iii. Covert Missions...........................................[CCVR]
                   a. The Devil's Playground.................................[THDV]
                   b. Welcome to the Jungle..................................[WLCM]
                   cA. Breakout..............................................[BRKT]
                   cB. Ghost of a Chance.....................................[GSTF]
              iv. Rebellion Missions.........................................[RBLL]
                   a. The Great Train Robbery................................[THGR]
                   b. Cutthroat..............................................[CTTH]
                   c. Engine of Destruction..................................[NGND]
                   d. Media Blitz............................................[MDBL]
                   e. Piercing the Shroud....................................[PRCN]
              v. Artifact Missions...........................................[RTFC]
                   a. Smash and Grab.........................................[SMSH]
                   b. The Dig................................................[THDG]
                   c. The Moebius Factor.....................................[THMB]
                   d. Supernova..............................................[SPRN]
                   e. Maw of the Void........................................[MWFT]
              vi. Prophesy Missions..........................................[PRPH]
                   a. Whispers of Doom.......................................[WHSP]
                   b. A Sinister Turn........................................[SNST]
                   c. Echoes of the Future...................................[CHSF]
                   d. In Utter Darkness......................................[NTTR]
              vii. Final Missions............................................[FNLM]
                   a. Gates of Hell..........................................[GTSF]
                   bA. Belly of the Beast....................................[BLLY]
                   bB. Shatter the Sky.......................................[STTR]
                   c. All In.................................................[ALLN]
         C. Campaign Lists...................................................[CLST]
              i. Armory......................................................[RMRY]
              ii. Mercenaries................................................[MRCN]
              iii. Laboratory................................................[LBRY]
              iv. Unlocked Units.............................................[NLCK]
         D. Challenges.......................................................[CHNG]
              i. Basic.......................................................[BASC]
                   a. Tactical Command.......................................[TCTC]
                   b. Path of Ascension......................................[PTHA]
                   c. For the Swarm..........................................[FRTH]
              ii. Advanced...................................................[ADVN]
                   a. Covert Ops.............................................[CVRT]
                   b. Psionic Assault........................................[PSNC]
                   c. Infestation............................................[NFST]
              iii. Expert....................................................[XPRT]
                   a. Harbinger of Death.....................................[HRBN]
                   b. Opening Gambit.........................................[PNNG]
                   c. Rush Defense...........................................[RSHD]
         E. The Lost Viking..................................................[LSTV]
         F. Skirmishes.......................................................[SKRM]
    VII. Multiplayer.........................................................[MLTP]
         A. Etiquette........................................................[TGTT]
         B. Melee............................................................[MLLE]
              i. Versus A.I..................................................[CPRT]
              ii. Unranked...................................................[NRNK]
              iii. Ranked....................................................[LDDR]
              iv. Custom Games...............................................[CSTM]
              v. Game Flow...................................................[GMFL]
              vi. Macro......................................................[MCRA]
              vii. Micro.....................................................[MCRI]
         C. Arcade...........................................................[CMPS]
    VIII. Achievements.......................................................[CHVM]
         A. Liberty Campaign.................................................[LBRT]
              i. Mar Sara Missions...........................................[AMRS]
              ii. Colonist Missions..........................................[ACLN]
              ii. Covert Missions............................................[ACVR]
              ii. Rebellion Missions.........................................[ARBL]
              ii. Artifact Missions..........................................[ARTF]
              ii. Prophesy Missions..........................................[APRP]
              ii. Final Missions.............................................[AFNL]
              ii. Story Mode.................................................[STRY]
         B. Matchmaking......................................................[CPTV]
              i. 1v1 Unranked/Ranked.........................................[SLLG]
              ii. Team Unranked/Ranked.......................................[TMLG]
              iii. Competitive...............................................[CMPT]
              iv. Versus A.I. Very Easy......................................[PMAI]
              v. Versus A.I. Medium..........................................[PHAI]
              vi. Versus A.I. Harder.........................................[PVHA]
              vii. Versus A.I. Elite.........................................[PIAI]
              viii. Race Versus A.I..........................................[PRAI]
              ix. Economy....................................................[CNMY]
              x. Unranked/Ranked.............................................[LGCM]
              xi. Melee Combat...............................................[MLCM]
         C. Custom Games.....................................................[CMGM]
              i. Very Easy A.I...............................................[CMAI]
              ii. Medium A.I.................................................[CHAI]
              iii. Harder A.I................................................[CVHA]
              iv. Elite A.I..................................................[CIAI]
              v. Outmatched..................................................[TMTC]
         D. Arcade...........................................................[BLZZ]
         E. Exploration......................................................[XPLR]
              i. Guide One...................................................[GDE1]
              ii. Guide Two..................................................[GDE2]
              iii. Guide Three...............................................[GDE3]
              iv. Guide Four.................................................[GDE4]
              v. Challenges..................................................[ACHN]
         F. Feats of Strength................................................[FTFS]
    IX. Cheat Codes..........................................................[SCRT]
    X. FAQ...................................................................[SFAQ]
    XI. Links................................................................[LNKS]
    XII. Closing.............................................................[CLSN]
         A. Thanks...........................................................[TNKS]
         B. Submissions......................................................[SBMS]
         C. To-Do List.......................................................[TDLS]
    |---- I. LEGAL STUFF --------------------------------------------------[LGLS]-|
    This document is copyright (C) 2013 Jared Cano (aka James00715, Thander).
    This FAQ/Walkthrough is not to be used to make a profit of any kind. Permission
    is granted to print this document for personal use only. Any and all other
    means of reproduction are not allowed without my express permission.
    Websites with permission to host this FAQ:
    If you see or download this from anywhere else, please email me with the
    subject "Starcraft 2 FAQ/Walkthrough". You may also send an email to request
    permission to host the FAQ on your website.
    The latest version of this FAQ/Walkthrough can always be found on GameFAQs. I
    generally do not post updates on other websites. It is too tedious to maintain
    accounts on every different website and put updates on all of them. Once I give
    permission to a website to host my FAQ/Walkthrough, they are free to follow
    GameFAQs and update their files when new updates appear.
    |---- II. REVISION HISTORY --------------------------------------------[RVSN]-|
    V1.1 - March 2, 2013
    - Campaign Walkthrough section
      * Added timings to indicate when the computer attacks and when to go out and
        attack with your army during the missions. These are all based on the in-
        game clock feature. To enable this, go into Options -> Gameplay and tick
        the "Show Game Timer" checkbox.
    - Patch 2.0.4 changes
      * Updated Skirmishes, Multiplayer and Achievements sections to be consistent
        with the changes that came with patch 2.0.4, the pre-release patch before
        Heart of the Swarm.
    V1.03 - April 15, 2011
    - Achievements section: Added all the Portrait rewards to Liberty Campaign I
      somehow forgot before
    - Patch 1.3 changes
      * Custom Maps section: Updated to include the new options available
      * Achievements section: Added Blizzard Mods section with 20 new achievements
        for Blizzard's official mods: "Aiur Chef", "StarJeweled", and "Left 2 Die"
    V1.02 - January 11, 2011
    - Revision History updates
      * Reversed the order so the newest updates are first
      * Combined many entries to shorten the list
    - Overhauled Cheat Codes section
      * Text updates based on the official Blizzard blog post
      * Improved readability with tables
      * Added a question to FAQ about cheat codes
    - Small updates to the document
      * Corrected errors in Campaign Features
      * Updated To-Do List
      * Added new feats to Feats of Strength section
      * Added some updates based on Patch 1.2 changes
    V1.01 - September 2010 (5, 15, 19)
    - Added paragraph to Legal Stuff about latest version
    - Fixed some formatting errors
    - Reworded cheat code descriptions to be clearer
    - Added stuff from submissions
      * Fixed typos
      * Made corrections
      * Reader strategies
    V1.00 - August 25, 2010
    - First release
    - First drafts finished
      * Campaign Walkthrough section
      * Campaign Lists section
      * Challenges section
      * FAQ section
    - Added content
      * The Lost Viking section
      * Skirmish section
      * Liberty Campaign achievements
      * Challenge achievements
    - General cleanup of the document
      * Fixed broken Table of Contents links
      * Spellcheck and grammar-check
    V0.40 - July 2010 (1, 10-13, 15-16, 19-21)
    - Added content
      * Basics section
      * More headings in Campaign section for future content
    - First drafts finished
      * Races section
      * Single Player section
      * Multiplayer section (Macro, Micro)
      * Achievements section
      * Links section
      * Table of Contents section
    - Links added to Table of Contents and Headings
    - General cleanup of the document
      * Headings and line spacing
      * Spellcheck and grammar-check
    V0.01 - June 2010 (8, 29)
    - File creation
    - General structure
    - First drafts finished
      * Introduction section
      * Basics section
    |---- III. INTRODUCTION -----------------------------------------------[NTRD]-|
    As a big fan of RTS games and Blizzard in general, I was really excited when
    they announced Starcraft 2. I kept up on any news about it and made sure to
    opt-in to the beta test. After numerous delays, the beta test finally started
    and I was lucky enough to get an invite. It was a blast being able to play one
    of the best games of the year before many other people. In a few short months
    the first phase of beta was over. They said they needed to configure the
    servers for the final release of the game, but there would be a phase two beta
    a few weeks before release. With a month's time of no Starcraft 2, it was going
    to be a long wait. I decided to use the free time I had from not playing to
    work on a FAQ/Walkthrough for what I predicted would be one of my favorite
    games in years. I hope you enjoy it.
    This FAQ/Walkthrough is laid out sort of in the order I would want to learn
    about the game. It starts with the most basic general information I could think
    of about the game. It then moves on to the basics for each race like units and
    buildings they have. All the single player content is next including the
    walkthrough and challenges. The multiplayer section contains brief overviews of
    the various multiplayer modes, but does not go into huge detail with strategies
    and such. There are entire websites devoted to Starcraft 2 multiplayer that
    have much more information on that subject than I could possibly include here.
    I provide a special Links section at the end of the document that includes good
    websites to learn more about multiplayer as well as other websites of interest
    to a Starcraft 2 player.
    |---- IV. BASICS ------------------------------------------------------[BSCS]-|
    In this part I assume you are familiar with the RTS genre, but maybe not with
    the Starcraft mechanics. If you need more basic information, the in-game
    tutorial walks you step by step through most of the important things. This
    section is mainly about what's new in Starcraft 2 compared to other RTS games
    that a new player will want to know.
    =====A. Interface & Controls===========================================[CNTR]==
    Once the game starts there are pretty much five areas of the screen you are
    looking at: The world view, the mini-map, the unit card, the command card, and
    the resource display.
    There are many more controls then I list and describe here. In fact, most game
    functions have a keyboard hotkey associated with them. Hotkeys can speed up how
    fast you give orders, but they aren't required to play the game.
    -----World View-----
    This is where the pretty explosions are. In the world view, you can interact
    with your units and buildings directly with the mouse. You can Left-click on a
    unit to select it or Left-Click & Drag to select a group of units. Right-click
    is context sensitive based on the unit selected and where you click. So a
    right-clicking a Marine on the ground will order it to move to that location.
    Right-clicking the Marine onto an enemy unit will order it to move & attack the
    enemy unit. Other common uses for Right-click are ordering workers to gather
    resources and setting building waypoints. So the thing to remember: Left-Click
    is for selection, Right-Click is for orders.
    This is probably the most familiar part of the interface. The world view itself
    is just a zoomed in portion of the overall map, but the minimap shows the
    entire map on a small scale. The minimap let's you interact with the overall
    map faster than just relying completely on the world view. Left-click jumps the
    world view to that area of the map. Right-click orders units to move or attack
    units at the clicked point. Many unit special abilities can also be targeted on
    the minimap.
    -----Unit Card-----
    The unit card area has all the information about selected units or buildings.
    Common things to look at are name, portrait, health, damage, and armor numbers.
    Some units or buildings also have regenerating energy which is used up when
    using abilities. Protoss units and buildings also have regenerating shields.
    One new thing in Starcraft 2 is buff and debuff icons. Next to the image of the
    unit is an empty area that fills up with buff and debuff icons when the unit is
    affected by one. In most cases you won't see more than 1 or 2 on a unit at a
    time. There are only a few buffs and debuffs in the game.
    A buff is a positive effect like Stimpack, which increases movement and attack
    speed by 25%. A debuff is negative such as Concussive Shells which slows enemy
    movement speed by 50%. Buffs appear in a green shade while debuffs appear with
    red shading. Buffs and debuffs will flash when they are about to expire, but
    the actual duration left is not shown. Many times you don't have to worry about
    looking here as the units in the world view will have an animation pertaining
    to the buff/debuff, or it will be obvious when the ordered units don't behave
    -----Command Card-----
    Just like its name, the command card has all of the commands you may wish to
    order your units and buildings. In Starcraft they are usually called abilities
    instead of commands. The top row has general abilities that all units have like
    Move, Attack, and Stop. The middle rows will usually have passive abilities or
    more rarely used abilities. The bottom row has the unique abilities for that
    unit. Some abilities require energy which the unit will regenerate over time.
    Every ability also has a hotkey which can speed up using it in the heat of
    battle. Since Starcraft 2 is a real-time game, the faster you can give your
    units orders, the bigger the advantage you will have over other players.
    -----Resource Display-----
    This area simply displays how much of each resource you have available. It is
    generally a good idea to keep your resources as low as possible. This means you
    will have more units on the field and more research on the way compared to it
    just sitting in the bank. Many times you don't have time to react to your
    enemy's army immediately. You have to prepare ahead of time by making the right
    units and buildings.
    Your army's current supply is also displayed here. Supply is sort of a resource
    since you have to decide when to construct buildings or units to support more
    supply. You start with a few free supply units but must raise it over time.
    Each game there is a max of 200 supply worth of units per player in the game.
    Supply is not equivalent to units since many units actually require more than
    one supply, up to eight supplies for the most powerful units. In contrast to
    the other resources, higher is better for supply.
    =====B. Mechanics======================================================[MCHN]==
    Besides the typical mechanics in other RTS games, Starcraft 2 introduces a few
    new ones and modifies a few old ones. These mechanics are used with all of the
    races. Race-specific mechanics are described in the Races section below.
    Just like Starcraft 1, there are two resources in Starcraft 2: Minerals and
    Vespene Gas. The minerals are the most common resource and the first one you
    need in the game. Many of the first units you can create only require minerals.
    Vespene Gas is used for the more advanced units. Units require more and more
    gas the higher you get in the tech tree. The workers for all three races gather
    resources at the same rates. They carry 5 minerals per trip and 4 vespene gas
    per trip.
    One new thing in Starcraft 2 is the idea of high yield minerals. On some maps
    there will be minerals that appear gold or yellow instead of blue. The reward
    for gathering at these locations is 40% faster gathering rates (7 minerals per
    If you come from Warcraft, the resources are somewhat switched. Minerals are
    the "wood" and vespene gas is the "gold". Vespene is still scarce though
    because they have limited the max workers per vespene building to only 3
    compared to 5 in Warcraft. Minerals are also gathered a lot faster than wood is
    chopped in Warcraft games with a max of about 24 workers per expansion.
    -----High Ground-----
    Similar to SC1, units on high ground have an advantage over units on low
    ground. However, there is a big change between SC1 and SC2. In SC2, units on
    low ground cannot fire at all on units standing on high ground unless they have
    sight of the high ground. Sight is gained by sending one of your ground units
    to the high ground or sending a nearby flying unit to spot for your units. Once
    sight is gained, low ground units do full damage to high ground units. This
    means that high ground has a bigger effect in the early part of the game when
    flying units are rare, but is negligible in the mid to late game.
    -----Environmental Cover-----
    On most maps there will be little enclosures of grass, weeds, or steam vents.
    Despite the visual differences, they all have the same effect. They obstruct
    the site range of ground units. Ground units can walk through them to see
    inside of the enclosure. This opens up possibilities for surprise attacks or
    escaping from failed attacks. Similar to high ground, a flying unit's sight
    range will not be obstructed by cover objects.
    -----Xel'Naga Towers-----
    This is a new mechanic for Starcraft 2. It has been done before in other games,
    but not so much in competitive play. When a ground unit moves near a Xel'Naga
    Tower, the tower becomes activated revealing a giant area around it. As long as
    the unit stays near the tower, the player gains constant sight of the area.
    It's usually good practice to park a cheap unit near them on the map to give
    early warning of enemy attacks.
    -----Destructible Rocks/Debris-----
    This is another new mechanic. Some of the objects on the map in strategic
    locations can be destroyed to reveal new paths for ground units or to unlock
    new expansion locations. New paths might be shortcuts to the enemy's base or a
    hidden back entrance. On many maps the gold (high yield) minerals require the
    nearby rocks be destroyed before you can build a Command Center (or equivalent)
    close to the minerals.
    -----Worker Auto-Mine-----
    Similar to Warcraft 3, you can set Rally points on minerals for the Command
    Center, Nexus, and Hatchery buildings. New workers will automatically go to the
    minerals and start mining. In addition, Blizzard has improved the worker AI
    when gathering minerals. Workers automatically move to other nearby mineral
    patches until the best overall gathering efficiency is achieved. This means you
    as the player never really need to worry about gathering once you have set your
    rally point. Just keep training new workers and all is well.
    -----Multiple Building Select-----
    Many RTS games in the past have had the ability to create multiple production
    buildings like the Barracks, but Starcraft 2 adds some new functionality making
    it a little easier and faster. In addition to units, buildings can now be
    grouped & hotkeyed. When a group of buildings is selected and a unit icon
    clicked, one building will start to train the unit. If you want more units, you
    click again. So the general idea is one click, one unit. This new system also
    automatically chooses the best production building to train the unit. For
    instance if building A is training a unit with 5 seconds left and building B is
    training a unit with 10 seconds left, the game will automatically queue a new
    unit from building A. These changes make it much easier to train units "in the
    field." You can focus on controlling your army away from base while still
    training reinforcements with efficiency.
    -----Smart Casting-----
    Many RTS games have casted abilities or spells, but Starcraft 2 makes them
    easier to use. In Starcraft 2 when you have multiple caster units and click on
    one of their abilities, only one of the casters will use the ability. This
    makes it a lot easier to control your army compared to Starcraft 1. You no
    longer have to click on each unit separately and cast abilities. You can
    maintain your group selection while still casting the necessary abilities in
    However, smart casting doesn't affect every ability. Stimpack is probably the
    most common ability that does not smart cast, meaning you click Stimpack once
    and all of your Marines will use their stim.
    -----Unit Damage, Armor, and Attributes-----
    When playing the game it helps to know how much damage your units will do or
    how many hits your units can take. This lets you make the best decision about
    which upgrades to research (since you don't usually have time to research
    Each unit has a certain number of attacks and some damage for each attack. For
    instance the Zealot has 2 attacks and 8 damage per attack. This means it would
    normally do 16 damage to another unit. What can be confusing is how armor
    reduces damage. Rather than dealing 15 damage to a 1 armor unit, the zealot
    would only do 14 damage. This is because the game calculates armor damage
    reduction for both attacks. So the first attack of 8 is reduced to 7 and then
    the same for the second attack for a total of 14 damage. So armor is very
    important in Starcraft 2.
    Some units also do Bonus Damage to certain units. One such unit is the Hellion
    which does 8 normal damage, but 16 damage to Light units. Each unit in the game
    has a few attributes. Some examples are Biological, Light, and Structure. So
    for this example the Hellion would do 14 damage to a unit with the Light
    attribute, but only 8 damage to units without the Light attribute. Looking at
    the Bonus Damage for each unit can help to show which units it will counter.
    Since the Hellion does Bonus Damage to Light, we know it is a good counter to
    |---- V. RACES --------------------------------------------------------[RCSE]-|
    Starcraft 2 has three races just like the original. However, there are quite a
    few differences in this game. Read about all three or just the Terran. The
    campaign only covers the Terran race with a mini-campaign for the Protoss. All
    three races are available in multiplayer.
    Each race has a tech tree made up of three tiers. The tiers are roughly based
    on when new units are available to be trained. The first tier has the cheapest
    units. They are usually pretty weak but can do a lot of damage in great
    numbers. The second tier has slightly more powerful units, but usually more
    specialized as well.
    You have a lot of choices of which units you want to focus on and may end up
    with a very different army than someone else. The third tier has the most
    powerful units. Usually the first player that gets a tier three unit is going
    to win the game, but they are pretty difficult to get when being attacked
    Next to each unit or building name is a letter indicating which parts of the
    game that unit or building is available in. Protoss units and buildings
    available in single player are only available in the special Protoss mini-
    [M] - available in multiplayer
    [S] - available in single player
    =====A. Terran=========================================================[TRRN]==
    Just like a person from America is called American, someone from Terra is
    called Terran. Terra is just another name for Earth, so the Terrans are humans
    just like us. The Terrans crash landed many years ago in the Koprulu sector,
    where Starcraft takes place. With their ships ruined, they learned very quickly
    how to reuse parts and make things work. Ingame this can be seen with a lot of
    the Terran units and buildings that are able to transform on the fly. Even
    though Terrans are not as advanced as the Protoss or as populous as the Zerg,
    they are gritty, scrappy, and toughened by years of hard survival away from
    The Terran tech trees are based around the Barracks, Factory, and Starport. The
    Terran can tech up the fastest out of all the races. Their buildings have fast
    build times, and they don't need any tech buildings to get to the next tier.
    -----i. Terran Mechanics-----------------------------------------------[TMCH]--
    Lift Off
    Some Terran buildings have the Lift Off ability. This allows them to fly and
    move to another spot. While airborne they cannot perform their normal functions
    like training units. This is useful if you run out of minerals at your current
    location. You can just fly your Command Center close to some more minerals
    rather than having to build a whole new one. With unit producing buildings, you
    can build them in the safety of your base and later move them close to the
    enemy's base. Your units will be created much closer to your enemy's base,
    making it easier to catch them off guard or faster to send in reinforcements.
    Flying buildings can also act as a spotter to attack enemy units on high
    Available to: Command Center, Barracks, Factory, Starport
    Building Add-ons
    In Starcraft 2, the building add-ons are now standardized. This means buildings
    that are capable of having an add-on can use any of the add-ons. There are no
    unique add-ons that only work with a certain building. Add-ons provide a way to
    upgrade buildings directly. Not only that, the add-on can be reused for another
    building later. You might build a Reactor for your Barracks early on, but then
    later on you swap out the Barracks with a Starport by clever use of Lift Off.
    So now your Starport has a Reactor at no additional time or cost. The two add-
    ons are the Reactor and Tech Lab. Look them up in the Buildings section below
    for more information about what they do.
    Available to: Barracks, Factory, Starport
    Terran unit health is recovered in different ways depending on the unit. Units
    with the Mechanical attribute (Factory, Starport units) can be repaired by
    SCVs, MULES, or the Science Vessel. Buildings can also be repaired. The cost of
    repairs is based on the original cost of the unit, but it's always cheaper to
    repair then to buy a whole new unit. Units with the Biological attribute can be
    healed by Medics or Medivacs. Healing uses up energy, but it takes a long time
    for them to run out. Most Terran units are Mechanical, so it is good practice
    to bring a few SCVs behind the army for on-the-go repairs.
    Available to: SCV (Repair), MULE (Repair), Science Vessel (Nano-Repair), Medic
    (Heal), Medivac (Heal)
    Call Down: MULE
    This ability summons a new unit from the sky in a drop pod. The Mobile Utility
    Lunar Excavator (MULE) is basically a Super-SCV with a few limitations. It
    gathers six times as many minerals as an SCV and can repair things. The only
    downsides are that it's a temporary unit, it can't gather vespene gas, and it
    can't construct buildings (but can repair).
    Available at: Orbital Command
    Call Down: Extra Supplies
    Sometimes you might forget to build Supply Depots as your army increases. You
    will try to create a unit, but it will say you need more supply. You then have
    to wait 30 seconds for a new Supply Depot to be built. With this ability you
    can correct those mistakes by doubling the supply in a Supply Depot. A regular
    Supply Depot provides 8 Supply, so it becomes 16 with this ability. Of course
    if you manage supply perfectly, you probably won't need to use this ability.
    Available at: Orbital Command
    Scanner Sweep
    Just like Starcraft 1, this ability reveals an area of the map for a few
    seconds. The most common use is for scouting. You can do a scan before
    attacking to make sure you have enough units to win the battle or the right
    units to counter their units. You can also use it defensively to detect cloaked
    and burrowed units.
    Available at: Orbital Command
    -----ii. Terran Units--------------------------------------------------[TNTS]--
    -----Command Center Units-----
    SCV [M][S]
    The Space Construction Vehicle is the basic Terran worker unit. Even though
    they don't really attack, SCVs are one of the most important units in the game.
    They gather the resources and construct the buildings for the Terran race.
    Without resources and buildings, you really can't do much. Only one SCV can
    construct a building at a time. SCVs can repair Terran buildings, Factory
    units, and Starport units. Any unit with the Structure or Mechanical attribute
    can be repaired by SCVs. Multiple SCVs can repair the same unit to speed up the
    repair at the cost of additional resources.
    Built at: Command Center, Orbital Command, Planetary Fortress
    -----Barracks Units-----
    Marine [M][S]
    This is the bread and butter infantry unit of the Terran army. They are cheap
    units with low health and armor and can attack both land and air. They may seem
    weak at first, but they are very strong in numbers. With their low cost, it's
    easy to build a lot of them quick. There is also an upgrade to improve their
    health to 55. The Stimpack ability even further increases their damage in
    numbers. For the immediate loss of 10 health, their attack speed and movement
    speed increases by 50%.
    Built at: Barracks
    Medic [S]
    Medics are the first Terran support unit. They come from Starcraft 1 almost
    unchanged. They are a special infantry unit that can heal any Biological unit,
    but they have no attack. In Starcraft 2 their heal has a longer range than in
    Starcraft 1, but otherwise they work the same as before. If you plan for a
    heavy infantry army, Medics are a must-have unit. You should have a minimum of
    1 Medic for every 2 infantry in your army.
    Built at: Barracks w/ attached Tech Lab
    Marauder [M][S]
    Marauders are a new unit in Starcraft 2. Compared to Marines, they have more
    health and higher damage. The downsides are that they cost a little more and
    they cannot attack air units. So Marauders combined with Marines forms a well-
    rounded group. They also have the Stimpack ability, except it does 20 health
    damage instead of 10. Their attacks can be upgraded to Concussive Shells that
    slow the target's movement for a short time.
    Built at: Barracks w/ attached Tech Lab
    Firebat [S]
    In the campaign, you get access to Firebats early on. They look different from
    Starcraft 1, but they pretty much function the same way. They are melee shock
    troop units that fire two jets of flame at targets in a short area in front of
    them. This attack also does bonus damage to Light units like Zerglings and
    Hydralisks making them excellent for any kind of army intending to fight Zerg.
    Built at: Barracks w/ attached Tech Lab
    Reaper [M][S]
    These are pretty much only used for early harassment. To help them with this
    task, they are able to jump over cliffs with their jetpacks, making it easier
    to sneak inside the enemy's base. They do a lot of damage to Light units, but
    not much to other unit types. All workers are Light units, so you can see they
    are great in the beginning to pick off workers. Once the enemy has gotten a few
    army units, the usefulness of Reapers will be over. Reapers also do excellent
    damage to buildings. Sometimes you can use them to pick off buildings when your
    opponent is distracted.
    Built at: Barracks w/ attached Tech Lab
    Ghost [M][S]
    The ghost is the first Terran caster unit. It does do okay damage to Biological
    units, but most players build the Ghost for its special abilities. Just like in
    Starcraft 1, the Ghost can cloak and call a nuclear missile down on a target.
    It also gets the EMP Round ability, formerly on the Science Vessel, that
    removes shields and caster energy. A new ability in Starcraft 2 is Snipe, which
    gives the Ghost the ability to deal 45 damage instantly to any Biological unit.
    This is great for sniping weak units like other casters.
    Requires: Ghost Academy
    Built at: Barracks w/ attached Tech Lab
    Spectre [S]
    Spectres are a special alternative to the Ghost available only in the single
    player campaign. Compared to the Ghost it attacks slower, but does higher
    damage. While Spectres can cloak, their other abilities are a little different.
    Spectres don't have the EMP Round ability or the Snipe ability, but have the
    Psionic Lash ability. This ability requires a lot of energy, but does 200
    damage to a single target and stuns it for a few seconds. This ability is the
    best against big, powerful targets such as Thors, Battlecruisers, Ultralisks,
    and Carriers.
    Requires: Shadow Ops
    Built at: Barracks w/ attached Tech Lab
    -----Factory Units-----
    Hellion [M][S]
    The hellion starts out as a harassment unit, but becomes a good support unit
    throughout the game. This unit is basically a buggy with a flame thrower
    attached to the top. The flame thrower only shoots in a straight line but can
    deal damage to all units in that line. It does extra damage to Light units,
    making it especially powerful against Zerg. Because of its high movement speed
    and low cost, it can be used as a scout throughout the game.
    Built at: Factory
    Vulture [S]
    The Vulture is a futuristic hover bike. It functions very similar to the
    Hellion, but with a few differences. Like the Hellion, it moves fast and does
    bonus damage to Light units. Unlike the Hellion, its grenade attacks only hit
    one target at a time. Vultures also have one special ability, Spider Mines.
    They can drop these on the ground anywhere. Spider Mines will lift out of the
    ground and pursue any enemy units that walk near them. Spider Mines do pretty
    hefty damage to any units in range. The easiest way to use them is for base
    defense where you place them at all the entrances to your base. A less common
    way to use them is when attacking. You can place a few near enemies and run
    away to let the Spider Mines do the job of killing them. Vultures are fast
    enough to pull this off.
    Built at: Factory
    Goliath [S]
    Goliaths return from Starcraft 1 in the campaign. Just like before they have a
    twin cannon ground attack and a twin missile launcher air attack. Of those two
    roles, they are best against air units. They do pretty good against ground
    units as well, but they don't attack very quickly. Cheaper ground units will
    overwhelm them. They can function as a good mobile anti-air defense for your
    base taking out any threats that try to get in the base between your defensive
    Built at: Factory w/ attached Tech Lab
    Diamondback [S]
    Diamondbacks are a unique unit in the campaign, because they are the only unit
    in the game that can fire while moving automatically. They come with two
    mounted laser cannons that do bonus damage to Armored units. This means they
    are the best against Factory units as well as a few Protoss and Zerg units.
    They also have high enough damage to take on most Light units. They don't have
    a lot of health though, so it's best to keep them behind the rest of your army.
    Built at: Factory w/ attached Tech Lab
    Predator [S]
    This is a special unit that excels at melee attacks. The Predator looks like a
    big, mechanical black panther. It moves very quickly and attacks fast as well.
    Each attack a little wave of electricity will go out doing area damage to all
    units in range. It is most powerful against masses of weak units like Zerglings
    and Marines. A few Predators can easily take out lots of these weak units
    before going down. Unfortunately, they don't have very high health. They end up
    getting destroyed a lot.
    Built at: Factory w/ attached Tech Lab
    Siege Tank [M][S]
    The Siege Tank returns in Starcraft 2. Its regular attack is pretty good
    against almost any unit, but it can't attack air units. It can be later
    upgraded to have a siege mode, where its name comes from. In siege mode, its
    range is greatly increased and its tank shells do splash damage. It completely
    decimates units and buildings at long range. The downside is that it cannot
    attack nearby targets and cannot move in siege mode. It also takes a second or
    two to switch from siege mode to normal mode and back again. This means the
    enemy can destroy it in transition pretty easily. Extra care should be taken
    with siege tanks to get the most use out of them.
    Built at: Factory w/ attached Tech Lab
    Thor [M][S]
    The Thor looks like it came out of a MechWarrior game. It has a small pilot in
    a huge suit of power armor. This is the most powerful Terran ground unit. It
    has huge health and huge ground damage. Its ground attack is so high it can
    kill many ground units in one volley. It doesn't do that bad against air units
    either, but massed Marines would probably do better against air units.
    Downsides are their high cost and big size that makes it so only a few can
    attack at the same time.
    Requires: Armory
    Built at: Factory w/ attached Tech Lab
    -----Starport Units-----
    Medivac [M][S]
    This is the new unit in Starcraft 2 that combines the Dropship and Medic of
    Starcraft 1. This is a pretty big change and makes this unit one of the most
    important in the Terran army. Not only does it heal your units from the air, it
    can also move them by air anywhere you need them. It has great utility at all
    times. You can keep them with your infantry for good combat healing, sneak
    units inside the enemy's base, and even ferry troops to the battlefield, all
    with one unit.
    Built at: Starport
    Viking [M][S]
    The Viking is basically the air version of the Siege Tank. The unit can
    transform into two different modes as needed. The first mode, which it starts
    out as, is called Fighter Mode. This is the flying version. In Fighter Mode it
    is a pretty respectable fighter plane, but cannot attack ground units at all.
    Assault Mode is the ground version. In this mode it can only attack ground
    units. It doesn't do the best damage compared to other Terran ground units, but
    can be a good ground support unit if there are no enemy air units to fight.
    Overall, the air mode is the stronger of the two. Only use the ground mode if
    there are no air units to attack. Also Vikings can easily be destroyed in the
    time it takes to transform, so it's best to retreat them if you want to
    transform them.
    Built at: Starport
    Wraith [S]
    Wraiths are small tactical strike fighters. They return from Starcraft 1 and
    are available in the campaign. They can attack both air and ground targets, but
    their ground attack is not very powerful. They do best against big air targets
    like Battlecruisers and Carriers. They don't have a lot of health, but they do
    have the Cloak ability. Enemy units without detection nearby will not be able
    to see the Wraiths giving you free hits on them. This more than makes up for
    the low health and low damage ground attack. You just have to be a little more
    strategic with them than some other units.
    Built at: Starport w/ attached Tech Lab
    Raven [M][S]
    The Raven is the second caster unit of the Terran army. Unlike the Ghost, it
    has no attack at all. Some of its abilities are like an attack, but they all
    cost energy. You can only use these attacks a few times before needing time to
    recharge. The first ability is the Auto-Turret, a small turret with moderate
    damage that attacks air and ground. The next ability is the Point Defense
    Drone, which shoots down enemy projectiles before they can damage your units.
    More information on the Auto-Turret and Point Defense Drone can be found in the
    Summoned Units section below. The last ability is the Seeker Missile. The Raven
    shoots a homing missile at a target that does huge damage to the target and all
    units around it. The damage is similar to a siege tank shell, but it is much
    easier to target and homes in on the target as well. The Seeker Missile will
    run out of fuel after a short time and doesn't move really fast, so it's
    possible for the enemy to retreat to avoid any losses.
    Built at: Starport w/ attached Tech Lab
    Science Vessel [S]
    The Science Vessel is similar to the Raven being a caster unit with detection,
    but has different abilities. This unit was in Starcraft 1, but doesn't have all
    the same abilities. The first ability is Irradiate which can only target
    Biological units. The targeted unit is filled with radiation doing damage over
    time to it and all nearby units. This is very powerful against Zerg units. The
    other ability it has is Nano-Repair which repairs Mechanical units at the cost
    of energy. This is just like the Medic's healing ability, but for Mechanical
    units. You no longer need to bring SCVs for repairs with your army if you bring
    a few of these along. Since they are flying units, you can have a nice self-
    sufficient air force going.
    Built at: Starport w/ attached Tech Lab
    Banshee [M][S]
    This unit is the replacement for the Terran Wraith that was in Starcraft 1. The
    Banshee is a flying unit with no air attack but a powerful ground attack. It
    can be upgraded with a cloaking ability similar to the Ghost. This gives some
    good opportunities for harassment in the midgame. After opponents gain
    detecting units and buildings, it is still a good support unit for your army.
    Built at: Starport w/ attached Tech Lab
    Battlecruiser [M][S]
    The Battlecruiser returns in Starcraft 2. It is exactly the same as in
    Starcraft 1. It is as strong as a building and a little slow, but still does
    huge damage. It does higher damage to ground units, but is still pretty
    powerful against air units due to its massive health. In addition, it also can
    be upgraded with the Yamato Cannon which does huge damage to a single unit like
    a mini-nuke. It has no real weaknesses other than a high resource cost and slow
    build time.
    Requires: Fusion Core
    Built at: Starport w/ attached Tech Lab
    Hercules [S]
    The Hercules is the Battlecruiser of transports. It has no attack but high
    armor and high health. When unloading an army, units are unloaded extremely
    fast. A full Hercules will empty in just a couple seconds which is much, much
    faster than a Medivac. The Hercules is nice if you want to drop an army into
    enemy territory, but don't have much of an air army to clear the way for your
    transports. Also, the units inside can survive if it is destroyed over land.
    Requires: Fusion Core
    Built at: Starport w/ attached Tech Lab
    -----Summoned Units-----
    MULE [M][S]
    This Orbital Command ability basically gives you a Super SCV. Instead of just 5
    minerals a trip, it can carry 30 minerals per trip. It can also repair units
    and buildings, just like the SCV. The only thing it can't do is gather vespene
    gas from Refineries. This is the Terran macro mechanic and essential if you
    want to keep up with Zerg and Protoss mineral gathering rates.
    Requires: Orbital Command with 50 energy
    Auto-Turret [M][S]
    This is a Raven ability. For 50 energy, you get a stationary turret that does
    just a little more damage than a Marine. This is the weakest Raven ability, but
    it is useful for harassment. You can cast it at the back of the enemy's base to
    attack their workers or maybe for support in battle.
    Requires: Raven with 50 energy
    Point Defense Drone [M][S]
    This is a Raven ability. This is probably the best defensive ability in the
    game. It creates a little flying, stationary unit with a small laser beam. The
    laser shoots down all projectiles in a small area. On top of this, it only
    affects enemy projectiles. This ability can completely turn the battle into
    your favor. Your enemy's are forced to retreat when you use this ability or
    face huge losses.
    Requires: Raven with 100 energy
    -----iii. Terran Buildings---------------------------------------------[TBLD]--
    -----Production Buildings-----
    Command Center [M][S]
    The Command Center is the central Terran building. You start with one in every
    game. Besides producing SCVs, you can also protect up to 5 SCVs inside of the
    Command Center. It can even Lift Off with the SCVs inside of it. This is a
    great way to start a new expansion or save SCVs in a destroyed base. It can be
    upgraded later into the Orbital Command or Planetary Fortress. These two
    buildings have different strengths and weaknesses described below.
    Produces: SCV
    Command Center Reactor [S]
    This is a special Command Center available only in the campaign. Once you get
    this upgrade, your Command Centers can then create 2 SCVs at the same time.
    This means you can get any base up and running quick. After upgrading the
    Command Center to an Orbital Command or Planetary Fortress, it also retains
    this ability. With this ability, you can build extra SCVs for all sorts of
    things like starting new expansions or having dedicated repairers for your
    Produces: SCV
    Orbital Command [M][S]
    This is a caster upgrade to the Command Center. Like all casters, it has a
    number of special abilities and regenerating energy used to cast them. These
    abilities are the Terran macro mechanics. Call Down: MULE creates a MULE at any
    visible spot on the map that you can use to harvest minerals or repair things.
    Casting this ability directly on the minerals will cause the MULE to instantly
    start gathering minerals without you having to order it to gather. Call Down:
    Extra Supplies doubles the supply provided by any single Supply Depot you
    control. This is good for saving time if you forget to build enough Supply
    Depots in time to create all the units you want. The last ability is Scanner
    Sweep and is the same as the scanning ability that the Comsat Station had in
    Starcraft 1. It reveals an area of the map for a short amount of time. It also
    will reveal cloaked and burrowed units if you don't have detectors ready.
    Requires: Barracks
    Produces: SCV, MULE
    Planetary Fortress [M][S]
    This is the defensive upgrade to the Command Center. It gains more health than
    the Command Center, a powerful short range ground attack, and increased
    capacity for up to 7 SCVs. The downside is that the Planetary Fortress loses
    the Lift Off ability. Overall, the Planetary Fortress is not as useful as the
    Orbital Command. It's good for defending an expansion in a high traffic area or
    in expansions with gold minerals. Basically, anywhere there is likely to be
    high enemy traffic it would be good to get this upgrade. It's just if no
    battles happen near the Planetary Fortress, it would have been better to
    upgrade to an Orbital Command, whose abilities work anywhere on the map.
    Requires: Engineering Bay
    Produces: SCV
    Barracks [M][S]
    The Barracks trains all of the Terran infantry units. You will build this in
    every game since it's required to build the Factory and indirectly the Starport
    as well. Every strategy involves the Barracks and its units in some way. Of the
    units it creates, the Marauder is most common usually with a few Marines early
    for support. The Reaper and Ghost are only used in certain strategies or
    against certain races.
    Produces: Marine, Marauder, Reaper, Ghost
    Factory [M][S]
    The Factory creates all of the Terran mechanized units. Some strategies don't
    use the Factory units but still require it to make the Starport available. Of
    the Factory units, the Siege Tank is the most common one built. The Hellion is
    used mostly early in the game and the Thor is added later as a support unit.
    This isn't the case in all strategies though. Some specific strategies rely on
    Hellions or Thors as core units in the army.
    Requires: Barracks
    Produces: Hellion, Siege Tank, Thor
    Starport [M][S]
    The Starport builds all of the Terran air units. In a short game you might not
    need one, but in longer games you will definitely need at least one. The Viking
    and Medivac are critical additions to the army in any game. The other Starport
    units are more specialized, but are still very useful.
    Requires: Factory
    Produces: Viking, Medivac, Banshee, Raven, Battlecruiser
    Merc Compound [S]
    The Merc Compound is a special campaign-only building used to call down
    mercenaries to fight for you. Mercenaries are more powerful versions of the
    regular units like Marines, Marauders, and Vikings. You automatically get a
    Merc Compound in all missions once you have unlocked the Cantina in the
    Hyperion. You only need to build another one if the first gets destroyed.
    Requires: Barracks
    Produces: All Mercenary Units
    -----Tech Buildings-----
    Engineering Bay [M][S]
    This building provides the infantry attack and armor upgrades. It also has a
    few utility upgrades for Terran such as increasing Terran building armor.
    Requires: Barracks
    Ghost Academy [M][S]
    This is the required building to make the Ghost. This building houses all of
    the research opportunities for the Ghost unit. It also creates and houses the
    Nuclear Missiles called down by the Ghost. You need a Factory before you can
    build a Nuke.
    Requires: Barracks
    Shadow Ops [S]
    This is the required building for making Spectres. Spectres start with all of
    their abilities from the beginning, so you don't ever have to research anything
    at this building.
    Requires: Barracks
    Armory [M][S]
    The Armory has all the attack and armor upgrades for Terran mechanized and
    flying units. In a long game you will probably want two of these: one for
    vehicles and one for ships. This is because attack and armor upgrades research
    very slowly and a single armory can only research one at a time. Building
    multiple Armories lets you research at double the speed.
    Requires: Factory
    Fusion Core [M][S]
    This is the required building to make Battlecruisers and Hercules. It also has
    the Battlecruiser-specific upgrades such as the Yamato Cannon.
    Requires: Starport
    -----Utility Buildings-----
    Supply Depot [M][S]
    Just like its name, the Supply Depot increases the supply for the Terran army.
    A Supply Depot provides 8 supplies, but it can also be upgraded to provide 16
    supplies with the Orbital Command's Call Down: Extra Supplies ability.
    Refinery [M][S]
    Before you can gather from vespene gas geysers, you must build the Refinery
    over it. It is effectively the same as the Protoss Assimilator and Zerg
    Extractor. This building is essential since only a few units require solely
    Automated Refinery [S]
    This is the same as the normal Refinery except it harvests vespene gas
    automatically. No need to task any SCVs on it. This is really nice, because you
    can build these on any Refinery on the map. Their mineral cost is so cheap you
    can just build another one if the enemy destroys one.
    -----Defensive Buildings-----
    Bunker [M][S]
    Just like in Starcraft 1, bunkers are great defensive buildings but require
    some investment. Bunkers by themselves don't do anything unless you put Terran
    infantry units inside them. Units inside will fire on attackers outside, but
    they won't take any damage unless the Bunker is destroyed. SCVs can also hide
    in Bunkers if needed, but they can't attack in them. Only put SCVs in bunkers
    as a last resort. A fully loaded bunker is the most powerful defensive
    structure in the game, but it costs more because you need units on hand to put
    in them. Since Bunkers themselves don't cost much, it is good practice to build
    them in key defensive areas. If battles happen to occur in that area, you can
    load some units in them to give you a small advantage.
    Requires: Barracks
    Missile Turret [M][S]
    This is the Terran anti-air building. Of all the races, it is the most powerful
    defensive building against air. In addition, it also has the ability to detect
    cloaked and burrowed units in its sight range. Missile Turrets are an excellent
    building to construct if you have extra minerals in the midgame.
    Requires: Engineering Bay
    Sensor Tower [M][S]
    The Sensor Tower is an interesting building. It's kind of like a Xel'Naga
    tower, but it doesn't reveal the map. Instead, enemy units in range will show
    up as red dots in the uncovered area of the map. When built, it will show both
    you and your enemies the radius of the tower. It's possible that enemies can
    move their armies around the radius giving you no information about their
    movements. Therefore, if using Sensor Towers it's important to overlap their
    radii a little so your enemies cannot do anything but move through them (or
    destroy the towers).
    Requires: Engineering Bay
    Perdition Turret [S]
    This campaign-only unit is essentially an immobile Firebat. Its attack is
    pretty much the same as the Firebat, but it has a longer range. These turrets
    will also hide underground when there are no enemies around, so your army can
    walk over them. Just like the Firebat, these turrets are very powerful against
    the Zerg, but not so much against Terran and Protoss.
    Requires: Engineering Bay
    Hive Mind Emulator [S]
    The Hive Mind Emulator is a powerful campaign building that looks similar to a
    Sensor Tower. It has a small pool of energy that can be used to Mind Control
    any Zerg unit in range. Once the Zerg unit is Mind Controlled, it is yours for
    the rest of the game. As the Hive Mind Emulator gains more energy you can use
    it on more and more Zerg. Eventually, you could have a huge Zerg army just from
    all the little attacks they have launched at your base. This ability is not
    auto-casted. You have to manually click on Zerg units to Mind Control them. The
    best units to cast it on are Ultralisks and Broodlords.
    Requires: Engineering Bay
    Psi Disruptor [S]
    The Psi Disruptor is a powerful campaign building that looks similar to the
    Sensor Tower. It has a constant effect ability that slows down all Zerg within
    range by 50%. This means 50% slower movement speed and 50% slower attack speed.
    This is a nice hands-off bonus to your base defense. Your Bunkers and Missile
    Turrets are able to get more hits on enemy Zerg before they get in range to
    attack making your defensive buildings survive longer.
    Requires: Engineering Bay
    -----Add-on Buildings-----
    Tech Lab [M][S]
    The Tech Lab is the most common add-on you will see attached to buildings. It
    is required to train the more advanced units in the Terran army. It also
    provides a bunch of utility upgrades for the units at the building it's
    attached to: Infantry upgrades for the Barracks, vehicle upgrades for the
    Factory, and ship upgrades for the Starport.
    Attaches to: Barracks, Factory, Starport
    Reactor [M][S]
    The Reactor doubles unit production to whatever building it is attached to. The
    catch is that you can't build all the units at that building. The Reactor
    limits you to the Marine, Hellion, Viking, and Medivac from their corresponding
    buildings. It's an important strategic decision whether these units are
    important enough to need double production. Individual units don't actually
    produce twice as fast. The building acts like it has two separate unit queues
    up to 4, so for the Barracks you could queue up eight Marines with two Marines
    produced at the same time. It's usually good to have a Reactor or two but you
    probably will want Tech Labs on most of your unit production buildings.
    Attaches to: Barracks, Factory, Starport
    Tech Reactor [S]
    The Tech Reactor combines the advantages of both Tech Labs and Reactors in one
    building. Your production buildings can then produce all units available and
    produce twice as much. Unfortunately, this is only available in the campaign.
    Otherwise Terran would be way too powerful in multiplayer games. This is add-on
    essentially takes the place of another production building. You can have the
    same production without having to manage as many buildings.
    Attaches to: Barracks, Factory, Starport
    =====B. Zerg===========================================================[ZRGE]==
    The Zerg were formerly controlled by a hive mind called the Overmind. In the
    events of Starcraft 1, the Overmind infested a Terran Ghost named Sarah
    Kerrigan. With her psychic powers as a Terran combined with new Zerg traits,
    she was a formidable foe. Eventually, she orchestrated her rise as the new
    leader of the Zerg swarm.
    The Zerg are an insect race adapted to years of harsh conditions including deep
    space travel and other normally unsuitable habitats. They are able to absorb
    foreign DNA, taking all the best traits, and incorporating it into them. They
    have an idea of the perfect being and that by absorbing all other races they
    will achieve that perfection. Their units are very animalistic and alive than
    the other races. Nothing is static in the Zerg. Even their buildings are living
    organisms. Because of their ability to absorb foreign DNA, they are able to
    emulate any technology the Terran or Protoss have to ensure their survival.
    Zerg tiers are based around the Hatchery, Lair, and Hive upgrades. This is most
    similar to the Humans in Warcraft 3. You start with the Hatchery and need to
    build one tech building before upgrading to Lair. Lair to Hive is the same but
    requires a different tech building. The Zerg tech up the slowest out of all the
    races, but their units are generally more well-rounded to make up for this.
    -----i. Zerg Mechanics-------------------------------------------------[ZMCH]--
    Just like in Starcraft 1, most Zerg buildings can only be built on the creep.
    Also if the creep starts to disappear around the buildings, Zerg buildings will
    start to die. This would seem like a limitation, but creep provides good
    bonuses to make up for it. Zerg units move much faster on creep than they do on
    plain ground helping with their swarming tactics. The Zerg has several ways of
    spreading creep to give them these advantages all over the map. Creep is most
    similar to the Blight in Warcraft 3.
    Creep spread by: Creep Tumor (Queen Ability), Overlords (Generate Creep,
    requires Lair), Hatchery (circular radius around building)
    This ability returns from Starcraft 1. It functions exactly the same, but there
    are a few changes for specific units. Ultralisks are now able to burrow like
    every other Zerg ground unit. In addition, a few of the new Zerg units (Roach,
    Infestor) can move while burrowed. They move slower underground, but it's still
    a nice advantage. You can sneak into your enemy's base and attack while their
    army is not there. For the other Zerg ground units, they can't move at all
    while burrowed. This can still be used to great effect for ambushes and
    Available to: All Zerg ground units
    Unlike Terran who need SCVs or Medivacs to recover their units' health, Zerg
    units and buildings automatically regenerate health at all times. They have no
    way of boosting their regeneration except the Roach, but it's free, automatic
    regeneration, even during combat.
    Available to: All Zerg units and buildings
    Spawn Larva
    The Zerg are known for their swarming tactics. Most Zerg units have lower
    health, armor, or damage compared to Terran and Protoss units, but the Zerg can
    make their units much faster. Spawn Larva is the primary way to increase Zerg
    production. The Queen sprouts larva eggs on the Hatchery. After 40 seconds, the
    eggs hatch to give you four more larvae. This ability can be continually used
    to stack larva at a single Hatchery, up to a total of 19 larvae. The Hatchery
    will naturally spawn its own larvae up to three total, but with this ability
    you can have roughly seven larvae in the same timeframe: three from the
    Hatchery plus four from Spawn Larva.
    Available to: Queen
    Spawn Creep Tumor
    This is the best ability for spreading creep. When cast it creates a new
    building anywhere on the creep that will spread the creep even further in a big
    radius around it. The radius is similar to that of the Hatchery's, but creep
    tumors are free and build almost instantly. With diligent use, you can form a
    "creep highway" to the enemy's base for quick movement to and from their base.
    Available to: Queen
    -----ii. Zerg Units----------------------------------------------------[ZNTS]--
    -----Special Units-----
    Larva [M]
    These are special Zerg units that morph into every other unit. So if you want
    to make 10 Hydralisks, you need 10 Larva to morph into them. Larva are created
    automatically every 10 seconds by the Hatchery/Lair/Hive up to three total.
    Additional larva can be stacked on the building with the Queen's Spawn Larva
    -----Hatchery Units-----
    Drone [M]
    This is the basic worker unit for the Zerg. Like the SCV it gathers resources
    and makes the buildings. The big difference is that it actually morphs itself
    into the building. This means the Drone is lost after the building finishes. As
    a Zerg player Drone management is very important. It can be easy to get carried
    away morphing all kinds of buildings. Sometime later your resources will be
    much lower than you expect and then you will realize you forgot to replace the
    Drones you used to make the buildings.
    Created at: Hatchery, Lair, Hive
    Overlord [M]
    Unlike the Terran and Protoss, the Zerg don't have a building for supply. They
    have an actual unit. Overlords are pretty much the same as they were in
    Starcraft 1. Just like Supply Depots they provide eight supplies. However, the
    Overlord has some new abilities in Starcraft 1 and can be morphed into the
    Overseer later. Once you have a Lair, all of your Overlords gain the ability to
    spread the creep temporarily below them. For as long as the Overlord is
    stationary above the spot, they will continue spewing creep onto the ground.
    Creep Tumors can even be built on this temporary creep allowing you to move the
    Overlord to another place that needs creep. Overlords can also be upgraded at
    the Lair to be the Zerg transport unit. In this fashion, Overlords are a great
    utility unit. The only downside is that they no longer detect cloaked and
    burrowed units until they are morphed into an Overseer.
    Created at: Hatchery, Lair, Hive
    Queen [M]
    This is a special Zerg unit. Unlike every other Zerg unit, it does not require
    a Larva. It is built directly from the Hatchery/Lair/Live similar to Terran or
    Protoss units. The Queen provides the Zerg macro mechanic, so it is a very
    important unit to get early on. Her first ability spawns a Creep Tumor building
    at the targeted location. Besides Hatcheries, this is the only permanent way to
    spread creep. Creep Tumors are described in more detail in the Buildings
    section. Next we get to the Zerg macro mechanic: Spawn Larva. This ability
    spawns 4 Larva on a Hatchery, Lair, or Hive after 40 seconds. It's important to
    keep this up throughout the game very 40 seconds. Her last ability heals 120
    health of a friendly Zerg unit or building. This is an excellent defensive
    ability to use if your Queens have extra energy. Since Queens move slowly, you
    rarely get to take advantage of this on offense.
    Requires: Spawning Pool
    Created at: Hatchery, Lair, Hive
    Zergling [M]
    Everyone probably knows about the Zergling, the iconic Zerg unit. Zerglings are
    cheap, fast melee units. They have low health and damage, but you get two of
    them per larva morph. This means they can be massed really easily. If they can
    surround a unit, it will die really fast. Their speed and improved pathfinding
    in Starcraft 2, make this pretty easy to do if the enemy isn't moving their
    army much. Even if half of them are killed, it's not a big deal. They at least
    prevented your more expensive units from taking that damage, and they can be
    replaced cheaply. Whether defending or attacking, Zerglings are a great all-
    around unit. They also make good scouting units for being cheap and fast-
    Requires: Spawning Pool
    Created at: Hatchery, Lair, Hive
    Baneling [M]
    In Starcraft 2, the Zergling can be morphed into a Baneling, giving it the
    ability to explode like a suicide bomber. This ability does heavy damage to
    Biological type units, but not a whole lot to other unit types. Enough of them
    can still destroy non-Biological units, but it's probably not cost effective.
    Still, these are great units if you see the opponent has mostly Biological
    units. Even if only half their army is Biological, there's a bunch of targets.
    Banelings can even be burrowed underground, opening up the possibility for
    surprise mine-like explosions!
    Requires: Baneling Nest
    Created at: Zergling morph
    Roach [M]
    The typical Zerg unit is cheap and easy to mass-up but also weak. The Roach is
    still cheap, but not as easy to mass-up. It is actually pretty strong. It has
    more health & armor than any other Zerg ground unit except the Ultralisk. The
    downside is that the Roach requires four times as much supply as the Zergling.
    Later in the game this won't be much of a problem, but don't expect to get a
    lot of them in the early part of the game. They start out a little slow moving
    but can get a movement upgrade to fix that. Once you have a Lair, they can be
    upgraded to have movement while burrowed underground and on top of that have
    increased regeneration while burrowed. This is a huge upgrade. You can sneak in
    to areas unburrow to do some damage and then burrow again. By the time you
    unburrow again, your Roaches will have full health. Overall, Roaches are very
    powerful units if invested into.
    Requires: Roach Warren
    Created at: Hatchery, Lair, Hive
    -----Lair Units-----
    Overseer [M]
    The Zergling isn't the only unit with a new morph. The Overlord can now be
    morphed into the Overseer, turning it into a flying caster unit. The unit moves
    much faster, but loses the ability to transport units and drop creep. The
    Overseer still brings a lot of utility though. It can detect cloaked and
    burrowed units and has a few useful abilities. The Overseer can create a
    Changeling temporary scouting unit. More information on this unit can found in
    the Summoned Units section below. The other ability they get, called
    Contaminate, infests a building temporarily so it can't produce any units. You
    will probably have a few Overseers with your army just for detection, so you
    will get many opportunities to slow down their unit production whenever you
    attack their base. Any units you kill will be that much harder for them to
    Requires: Lair
    Created at: Overlord morph
    Hydralisk [M]
    The Hydralisk returns in Starcraft 2 but is now a Lair unit. The changes to
    this unit are down almost all around. First, they cost more supply than they
    did in Starcraft 1. Second, they cost about twice as many resources to make as
    in SC1. Lastly, they are much slower this time around and their speed upgrade
    has been removed. The only good thing in the transition to SC2 is they attack a
    lot faster than in SC1. Even with these changes they are still a great all
    around unit. They absolutely destroy air units, and aren't bad against ground
    units either. They just need a little more support now.
    Requires: Lair, Hydralisk Den
    Created at: Hatchery, Lair, Hive
    Infestor [M]
    This is the Zerg's new caster unit. They don't have a normal attack and have a
    high vespene gas cost, but their spells are some of the best all around in the
    game. Their first ability is to spawn an Infested Terran with similar stats to
    a Marine. The Infestor shoots a little egg on to the ground that hatches into
    the unit after a few seconds. More information about the Infested Unit is below
    in the Summoned Units section. Their second ability is the spawn a Fungal
    Growth on a group of units. While affected, units lose some health every second
    and are unable to move. This is a huge ability against Terran but still does
    well against all races. With this ability you are able to dictate the pace of
    battle. It's great in all situations. Their last ability is Neural Parasite,
    which is a mind control ability. For 15 seconds you have complete control of
    any enemy unit. The only limitation is that you can't use any of their
    abilities. With this ability you can temporarily acquire some of your enemy's
    most powerful units. You can then turn them against their former owner for a
    short time. In most cases the unit's supporting army will be destroyed before
    the mind control wears off. Popular uses are on the Colossus and Thor units.
    Requires: Lair, Infestation Pit
    Created at: Hatchery, Lair, Hive
    Mutalisk [M]
    Blizzard didn't forget about Mutalisk. I think they are exactly the same as
    Starcraft 1. They move fast, attack fast, and still have their bouncing glaive
    attack. This attack has a special effect that bounces to other targets after
    the first, up to two times. Each bounce reduces the damage by 50%. When massed,
    this small splash damage can make a huge difference. Mutalisks are not very
    strong by themselves. It's only when there are a lot of them that the glaive
    attack starts win battles. They are probably the best air unit against units,
    making them one of the most powerful air units in the game when massed.
    Requires: Lair, Spire
    Created at: Hatchery, Lair, Hive
    Corruptor [M]
    This unit is kind of a replacement for the Starcraft 1 Devourer, which was
    removed in Starcraft 2. The Corruptor has a powerful, slow attack with bonus
    damage against Massive unit types. This makes them great against all of the big
    expensive buildings. Their only downside is that they can't attack ground
    units. They are also a semi-caster unit with the Corruption special ability. It
    increases damage done to the targeted unit for a short time. It's a nice bonus
    for this support unit.
    Requires: Lair, Spire
    Created at: Hatchery, Lair, Hive
    -----Hive Units-----
    Brood Lord [M]
    The Brood Lord is the replacement for the Starcraft 1 Guardian. The difference
    is that the Brood Lord is much more powerful than Guardians ever were. Like the
    Guardian they can only attack ground and have a huge range, but now they have
    the Spawn Broodling ability that the old Starcraft 1 Queen had. Best of all the
    Broodlings don't cost any energy. They are automatically spawned with every
    ground attack. Enemy units will automatically target the Broodlings over the
    Brood Lord, making it extremely tough to take out Brood Lords except by air.
    With enough Brood Lords, you can flood the battlefield with Broodlings. The
    Brood Lord is a game-ending unit.
    Requires: Hive, Greater Spire
    Created at: Hatchery, Lair, Hive
    Ultralisk [M]
    Just like Starcraft 1, the Ultralisk is the final unit of the Zerg swarm. They
    are the most powerful ground unit in the game. Their swipe attack now does a
    small splash damage to units nearby their target. They also do a special attack
    to buildings that will destroy any building in seconds. You can think of them
    as a huge upgrade to Zerglings. They are pretty much just as fast but do way
    more damage. They are also immune to mind control and movement-impairing
    abilities. It takes a lot to bring one down.
    Requires: Hive, Ultralisk Cavern
    Created at: Hatchery, Lair, Hive
    -----Summoned Units-----
    Infested Terran [M]
    These units are almost the same as the Terran Marine. Take a Marine, slow down
    its movement a lot, and then give it more damage: that is the Infested Terran.
    Because of the slow movement, it's critical you summon them close enough to
    deal damage. You also have to be careful you aren't do close, or else, your
    Infested Terran might get killed before it hatches. With proper position they
    can be devastating. One popular use is to destroy a Command Center or Nexus. A
    small group Infestors with their Infested Terran can level even a strong
    building pretty quickly. Best of all your Infestors can escape safely while
    your throwaway Infested Terrans do the killing.
    Requires: Infestor with 100 energy
    Created at: Infestor special ability
    Broodling [M]
    Broodlings are very similar to Zerglings. They have low health and low damage,
    but they move fast and can be massed easily. They are temporary units and will
    disappear after a short time, but it's enough to cause great mayhem to enemy
    forces. Each Brood Lord attack spawns two Broodlings. A single Brood Lord can
    have roughly 5 Broodlings on the field at once with old ones dying and new ones
    replacing them.
    Requires: Brood Lord
    Created at: Brood Lord special ability
    Changeling [M]
    Spawn Changeling let's you create a special, temporary scouting unit. This unit
    assumes the form of a Marine, Zealot, or Zergling to fit into your enemy's
    units. With clever movement of your Changeling, you can make it seem like just
    another unit in the other player's army. So you get some good scouting
    information at no resource cost, only some energy.
    Requires: Overseer with 50 energy
    Created at: Overseer special ability
    -----iii. Zerg Buildings-----------------------------------------------[ZBLD]--
    -----Production Buildings-----
    Hatchery [M]
    This is the starting building for the Zerg. A new thing in Starcraft 2 is the
    ability to have two rally points for the Hatchery. This is because the Zerg
    produces workers and fighting units from the same building. You can use one
    rally point to have your workers go to the minerals and the other for wherever
    you want your army to be. About every 10 seconds it spawns a new Larva. It will
    spawn up to three total, but only if the Hatchery has less than three Larva. So
    if your Queen has spawned a bunch of Larva, it's likely your Hatchery won't be
    spawning Larva very often. If you use up all your Larva, it will start spawning
    them again like normal. As stated in the units section, Larva morph into all of
    the Zerg units, ground and air.
    Produces: Larva, Queen
    Lair [M]
    The Lair does everything that the Hatchery does and more. It unlocks all of the
    second tier units and buildings. The Lair also has some upgrades. The most
    important one is Burrow. Once upgraded, all of your Zerg ground units can
    burrow underground. Underground units are the same as cloaked units. They can
    only be seen with detector units or abilities. This is a pretty powerful
    ability you will want in any game. The Lair also has all of the Overlord
    upgrades to turn it into a transport.
    Produces: Larva, Queen
    Requires: Spawning Pool
    Hive [M]
    The Hive does every thing the Lair and Hatchery do plus unlocks the tier three
    units and buildings. Besides making tier three available, it doesn't do
    anything new. It has no new upgrades or abilities.
    Produces: Larva, Queen
    Requires: Infestation Pit
    -----Tech Buildings-----
    Spawning Pool [M]
    This is the first tech building you will need. It makes Zerglings available
    from Larva at the Hatchery/Lair/Hive. It also contains all of the upgrades for
    the Zergling units including move speed and attack speed improvements.
    Baneling Nest [M]
    You need this building if you want to make Banelings. Once completed, you can
    morph Zerglings into Banelings for a small resource cost. This building only
    has one upgrade to increase Baneling speed.
    Requires: Spawning Pool
    Roach Warren [M]
    This is just like the Spawning Pool but for Roaches. There are some big
    upgrades here like giving Roaches the ability to move underground and
    regenerate fast while burrowed. There is also a movement speed upgrade.
    Requires: Spawning Pool
    Evolution Chamber [M]
    This has all of the basic upgrades for Zerg ground units (armor and attack).
    It's not required to build any units, but the upgrades will make a big
    difference in the long run. You also need it if you want to make Spore
    Crawlers, the Zerg air defense building.
    Hydralisk Den [M]
    You can see a pattern for Zerg units. They pretty much all need a tech building
    before you can make them. This one is for the Hydralisk. Its sole upgrade is
    for attack range, which helps Hydralisks do better mainly against air units.
    Requires: Lair
    Spire [M]
    This is the required building for all Zerg air units. It has all the basic Zerg
    air upgrades (armor and attack).
    Requires: Lair
    Infestation Pit [M]
    This building is required for the new Infestor unit. The most important upgrade
    unlocks their Neural Parasite ability. The other one is the typical caster
    upgrade that increases starting energy when the unit is first created.
    Requires: Lair
    Greater Spire [M]
    This is an upgrade for the Spire building. It has all the Zerg air unit
    upgrades just like the Spire, but now allows the creation of Brood Lords from
    Requires: Hive, Spire
    Ultralisk Cavern [M]
    The final tech building is for the Ultralisk. It has one upgrade to increase
    Ultralisk armor. This armor upgrade stacks with other armor upgrades the
    Ultralisk may have from the Evolution Chamber.
    Requires: Hive
    -----Utility Buildings-----
    Extractor [M]
    This is required to harvest vespene gas from geysers. It is effectively the
    same as the Terran Refinery and Protoss Assimilator. The Zerg version is
    cheaper than the other races, because the Drone is lost to make the building.
    This building is essential since only a few units require solely minerals.
    Creep Tumor [M]
    This is the special Zerg building to spread the creep. It has a pretty big
    radius. Each Creep Tumor can spawn another Creep Tumor, but only once per
    building. In most cases, you only need to create one using the Queen and then
    your existing Creep Tumors can spawn more all over the map. Using Creep Tumors
    you can make a speedy highway for your Zerg army up to your enemy's doorstep.
    The creep normally spreads slowly, so it takes time to build the next Creep
    Tumor at max range. You can speed up the process by having an Overlord drop
    Requires: Queen with 25 energy
    Nydus Network [M]
    This is the same as the Nydus Canal of Starcraft 2, but improved. It transports
    Zerg units from one part of the map to the other. The difference is that you
    only need to build one. The Nydus Network can create exits all over the map,
    and even more than once (with a small cooldown). You can put basically infinite
    units (255 unit limit) in the network as well and choose which exit they will
    leave. Even better, the Nydus exit doesn't have to be spawned on creep. You
    only need to have sight range of the area to create one. This opens the
    possibility to use them offensively, even in your enemy's base!
    Requires: Lair
    -----Defensive Buildings-----
    Spine Crawler [M]
    This is the Zerg ground defense building. It is the most powerful standalone
    building for ground defense. Only the Bunker is more powerful, but it requires
    units garrisoned.
    Requires: Spawning Pool
    Spore Crawler [M]
    This is the Zerg air defense building. Its damage is in the middle between the
    three races. Not the best, but not the worst either. It also can detect cloaked
    and burrowed units.
    Requires: Evolution Chamber
    =====C. Protoss========================================================[PRTS]==
    The Protoss are the oldest race in Starcraft. They have a warrior society made
    up of clans and castes. Historically, they have fought great battles against
    each other even in the face of bigger dangers. The Protoss are also gifted with
    a psionic attunement to the world around them. They can communicate without
    speaking and possess powerful telekinetic powers. Being the oldest, they have
    the most advanced technology in the galaxy. Their psionic powers give each of
    them a personal shield that protects them from any permanent harm. They also
    have advanced robots with impressive AI. This technology comes at a cost. After
    so many years of fighting fellow Protoss, their numbers have dwindled. They
    have even lost their home planet to the ravages of war, although not completely
    through their own fault.
    The Protoss tiers are based around the unit producing buildings they have. This
    is similar to the Terran except Protoss need to build extra tech buildings to
    unlock certain production buildings. The Gateway is the first tier, the
    Robotics Facility is the second tier, and the Starport is the third tier.
    Templar units are an offshoot in the second tier because they require more than
    just the Robotics Facility.
    The Protoss are the second fastest race at teching up. Compared to the Terran
    Protoss buildings cost more resources. They don't need to upgrade the Nexus
    like the Zerg, but they do need to build tech buildings to get to the next
    -----i. Protoss Mechanics----------------------------------------------[PMCH]--
    Psionic Matrix
    Almost all Protoss buildings require power to function. If they lose power,
    units cannot be created, buildings cannot be constructed, and research cannot
    be conducted. The necessary power is provided by the psionic matrix. The Pylon
    structure is used to extend this power matrix. All buildings need power except
    the Pylon and Nexus. Buildings can only be constructed in the psionic matrix
    radius around Pylons.
    Power spread by: Pylon (circular radius around building), Phasing Mode (Warp
    Prism Ability)
    Warp In
    This signature Protoss ability returns again in Starcraft 2, but with ability
    to now warp in a few units. When the Protoss start a building, the worker
    doesn't have to stay and build it. The building will warp in from distant lands
    over time automatically. This saves time by not having to worry about that
    worker in the future, since they can go straight back to work gathering
    resources. The new thing in Starcraft 2 is warping in units. One of the new
    Protoss technologies is to research Warp Gates. Once researched, any Gateway
    building can be converted to a Warp Gate. It takes 30 seconds but costs no
    resources to convert the building. After it is converted, you can warp in any
    Warp Gate unit over Pylon-powered areas just like a building.
    Available to: All buildings, Warp Gate units.
    Being the most advanced race, the Protoss get shields on their units. Shields
    are like an extra set of health points. The unit will not take any long term
    damage as long as they still have shields available. Only when the shields are
    depleted will the unit start taking health damage. Shields have been changed a
    little since Starcraft 1. They no longer regenerate in combat, but outside of
    combat they regenerate much quicker. This adds some strategy where you may want
    to run away a short while to recover some shields before attacking again.
    Available to: All Protoss units and buildings
    Chrono Boost
    The first building the Protoss get also has a nifty ability. Chrono Boost
    speeds up everything at a building by 50% for a short time. Units will be
    created faster and research will completed faster. This ability does not work
    on buildings that are warping in, so it does not help to build stuff faster.
    You should try to use this ability as much as possible, because there are no
    Available to: Nexus
    -----ii. Protoss Units-------------------------------------------------[PNTS]--
    -----Nexus Units-----
    Probe [M][S]
    The Probe is the Protoss worker unit. Like the other races it gathers resources
    and makes the buildings. The difference is that Protoss buildings are warped in
    instead of built. This means the Probe only has to start the warp in. The Probe
    can then go straight back to work while the building warps in on its own.
    Overall, this means the Protoss will probably have a few more resources in the
    beginning, because they don't tie up workers with buildings.
    Built at: Nexus
    Mothership [M] [S]
    This is the ultimate Protoss unit. It's so powerful you can only have one on
    the field in any game. It has as much health as a building, heavy single target
    damage, and a number of powerful special abilities. First, it can teleport
    friendly units to its location. This spell has a pretty big radius, so you can
    pretty much move your entire army. Second, it can create a temporary black hole
    that sucks in all nearby units of the targeted area. With this ability you can
    take out huge swaths of the opponent's army for a short time. While those units
    are gone you will easily destroy the rest of their army. This is one of the
    most powerful abilities in the game. It also has a great passive ability which
    automatically cloaks all units and buildings near it. So in a way this unit is
    the Carrier and Arbiter (from Starcraft 1) in one, powerful unit.
    Requires: Fleet Beacon, only one on the field at a time
    Built at: Nexus
    -----Gateway Units-----
    Zealot [M][S]
    This is the Protoss starting warrior unit. It dual wields psi blades and
    attacks in melee range. It has pretty high health and damage but slow movement
    speed, and that can really kill a melee unit when most other units are ranged.
    They can get a Charge ability later that mostly offsets this limitation.
    Built at: Gateway
    Stalker [M][S]
    The Stalker is the replacement for the Dragoon that was in Starcraft 1. It is a
    cybernetic armored Protoss guy that shoots a blue beam. Compared to the Zealot
    it has a range attack and moves a lot faster. This makes it a good complement
    to the Zealot. Later, the Stalker can get an upgrade that gives it the ability
    to Blink. This is similar to a Hero ability in Warcraft 3. The Stalker will
    teleport instantly a short distance. They can even teleport up cliffs, but you
    need to have sight over the land they will end up in. They can not teleport
    across gaps in the terrain such as bodies of water, ravines, or chasms. This
    ability improves the unit both offensively to advance on weakened units and
    defensively to retreat from battle.
    Requires: Cybernetics Core
    Built at: Gateway
    Sentry [M][S]
    This is a new caster unit in Starcraft 2. Its primary attack has low damage,
    but it has abilities that make up for it. Force Field creates an impassable
    barrier. You can use it to trap units so they don't escape or to split up
    armies so they are only half as effective. It's one of the most powerful
    abilities in the game, and this unit is available early in the game. Guardian
    Shield, like its name, creates a big shield around the Sentry. All friendly
    units inside gain two additional armor. Multiple Guardian Shields do not stack.
    Their last ability was taken from Starcraft 1. Hallucination lets you create
    fake units. The hallucination has all the qualities of the actual unit. It just
    has no abilities and deals no damage. They are good for scouting or tricking
    your opponent into thinking you are massing a certain unit.
    Requires: Cybernetics Core
    Built at: Gateway
    Dark Templar [M][S]
    This unit is just like its counterpart in Starcraft 1. It is a permanently
    cloaked Protoss warrior. It's just like a Zealot except it does more damage and
    has that cloaking field. These are very nice in surprise attacks. Sometimes
    they can cause an instant win if opponent is not prepared for it with detector
    units and abilities.
    Requires: Dark Shrine
    Built at: Gateway
    High Templar [M][S]
    This unit also returns in Starcraft 1 and is not much different than before.
    Feedback is the same as Mana Burn in Warcraft 3, only it works on energy
    instead of mana. The target's energy is destroyed and it takes damage for each
    point of energy destroyed. This is very powerful against any unit with energy.
    Most units with energy have a 200 capacity so there is a possibility for high,
    instant damage. Their other ability is the same as in Starcraft 1, Psi Storm.
    The radius of the spell has been reduced and the total damage reduced a little,
    but overall it's the same spell. Where Feedback is good against a single
    target, Psionic Storm is good against groups of units. It is great against all
    units, but especially the low health ones like Marines and Zerglings. With a
    direct hit even if the enemy moves their army, they will still take most of the
    Requires: Templar Archives
    Built at: Gateway
    Archon [M][S]
    The Archon is a morphed unit from combining two Templar units. This Archon is a
    little different from the one in Starcraft 1. Its damage has been lowered
    against all units except Biological type units. In SC1 its attack had a splash
    damage radius, but in SC2 the splash has a tiny radius. It is no longer the
    powerhouse it was before. You might want to make one if your High Templar ran
    out of energy and you need units right away. Another use is if your enemy just
    got detector units, so your Dark Templar wouldn't be very useful.
    Requires: Any combination of two templar (2 dark, 2 high, 1 dark 1 high)
    -----Robotics Facility Units-----
    Observer [M][S]
    The Observer is also back from Starcraft 1. Like before, it is a cloaked
    detector unit. This is the best scouting unit in the game. It's not too
    expensive either. You will want one with your army and a few more flying around
    the map to give you information.
    Built at: Robotics Facility
    Immortal [M][S]
    This new unit is a more powerful Stalker, but also way more expensive. The cost
    is so high and build time so slow they won't ever replace the Stalker, but each
    one is a formidable unit. Their special ability is Hardened Shields. While the
    Immortal has shields, any damage done to it is reduced to 10. This makes it a
    great counter unit to Roaches, Marauders, and especially Siege Tanks in siege
    Built at: Robotics Facility
    Warp Prism [M]
    This is the Protoss transport. It also has a special ability that creates a
    Pylon-like power field over a small area. If a building lost its Pylon, this
    could be a temporary replacement. The field can also be used to warp in units
    from the Warp Gate. So this unit is very good for surprise attacks.
    Built at: Robotics Facility
    Colossus [M][S]
    Here we have the other new robotic unit. These units are just like the War of
    the Worlds alien weapons. They stand on three legs and attack with a powerful
    laser beam. It shoots two parallel laser beams at the enemy army line doing
    heavy damage to the whole line of units. It can even kill some units in one
    hit. Their lasers can be upgraded to have longer range. The Colossus is so big
    it can be attacked by units with only air attacks including Missile Turrets.
    This unit is a great edition to the Gateway units.
    Requires: Robotics Bay
    Built at: Robotics Facility
    -----Stargate Units-----
    Phoenix [M][S]
    This unit replaces the Scout from Starcraft 1. It loses the ground attack and
    its air attack is weaker, but it gains a new special ability. With the Graviton
    Beam the Phoenix can disable any single unit. The catch is that the Phoenix
    itself is also disabled during this time. It's a great way to keep a powerful
    unit from helping the enemy though. The Graviton Beam affects both air and
    ground units. So the base unit is a little weaker, but with its special ability
    it's probably a little better.
    Built at: Stargate
    Void Ray [M][S]
    This is an all-new, powerful unit. It shoots one laser beam that attacks ground
    or air units with a special charge up attack. At first the damage is pretty
    weak, but given enough time the beam does huge damage. A group of Void Rays can
    demolish buildings in seconds. It can even move while attacking. Void Rays are
    the best air unit against buildings. They are about equal with Mutalisks as one
    of the best air units.
    Built at: Stargate
    Carrier [M][S]
    With the new Mothership unit, the Carrier is no longer the top dog in the
    Protoss arsenal. It is still a pretty powerful unit though. It has a similar
    advantage as the Brood Lord in that it summons little Interceptors to attack
    for it. The Interceptors usually take all the damage from any defenders, not
    the Carrier. Interceptors must be built in the Carrier for a few minerals. It's
    possible all the Interceptors are destroyed, and then the Carrier is a sitting
    duck. Interceptors are explained more below.
    Requires: Fleet Beacon
    Built at: Stargate
    -----Summoned Units-----
    Interceptor [M][S]
    These are the small robotic fighter planes that attack for the Carrier. They
    don't do that much damage and have pretty low health but are strong in numbers.
    Anti-air units and buildings usually attack the closest unit, so their attacks
    are spread out over all the Interceptors instead of focused on one. If the
    Carrier is destroyed, all of its Interceptors will die instantly.
    Requires: Carrier
    -----iii. Protoss Buildings--------------------------------------------[PBLD]--
    -----Production Buildings-----
    Nexus [M][S]
    This is the starting Protoss building. Even though it can make the Mothership,
    it requires a tech building that you can't get until late in the game. This
    building also has the Protoss macro mechanic: Chrono Boost. This ability speeds
    up building processes for a short time. This includes both unit production and
    research time.
    Produces: Probe, Mothership
    Gateway [M][S]
    The Gateway is sort of like the Terran Barracks having all the Protoss infantry
    type units. You will build one every game, because it is required to get to the
    later tech buildings and units. It can be upgraded later to turn into a Warp
    Gate, where units can be warped into any Pylon field.
    Produces: Zealot, Stalker, Sentry, Dark Templar, High Templar
    Warp Gate [M][S]
    This is the upgrade for the Gateway building. You get a special button for all
    your Warp Gates. In the bottom right corner of the screen just above the
    command card, the button can be clicked to select your Warp Gates for fast
    warping. The button also has a number to show how many Warp Gates are ready to
    warp in a unit. Warping in units is generally much faster than training them in
    a Gateway, so you should always transform all your Gateways to Warp Gates when
    you learn the technology.
    Requires: Warp Gate Research at Cybernetics Core
    Robotics Facility [M][S]
    This building can make all the robotic units in the Protoss army. There are a
    wide variety of robotic units. Anything from scouting, attacking, and
    transporting can be done with the various robotic units. You will probably want
    this building in every game.
    Produces: Observer, Immortal, Warp Prism, Colossus
    Stargate [M][S]
    This one makes all the Protoss air units. Carriers are not very popular due to
    their cost and build time but are still powerful units. The Phoenix is used
    mainly in specific builds to harass. The Void Ray is the all around Protoss air
    unit. It is usually the next step for the Protoss army.
    Produces: Phoenix, Void Ray, Carrier
    -----Tech Buildings-----
    Cybernetics Core [M][S]
    Besides having some upgrades to research, the Cybernetics Core is required to
    build the Robotics Facility and a few other buildings. It has the all-important
    Warp Gate upgrade. This is pretty much a required upgrade every game since
    warping in units is just so powerful. It also has the basic upgrades for
    Protoss air units. Protoss armies don't usually rely on lots of air units, so
    the general air upgrades are not obtained very often. If resources allow, extra
    upgrades will never hurt though.
    Requires: Gateway
    Forge [M][S]
    The Forge houses the basic upgrades (damage, armor) for Protoss ground units as
    well as Protoss shields. The Shield upgrade is twice the resource cost of the
    others, but it affects all Protoss units and buildings. It should definitely
    not be ignored.
    Requires: Gateway
    Twilight Council [M][S]
    This tech building is required to get to the Templar units and buildings. It
    also has two upgrades for Gateway units. The Zealot Charge and the Stalker
    Blink abilities are also researched here.
    Requires: Cybernetics Core
    Templar Archives [M][S]
    This is the required building to make High Templar units at the Gateway. It
    also has the required upgrade for Psi Storm and a caster upgrade that increases
    starting energy.
    Requires: Twilight Council
    Dark Shrine [M][S]
    This building is required to make Dark Templar. It doesn't have any upgrades,
    so its only purpose is to unlock Dark Templar at the Gateway.
    Requires: Twilight Council
    Robotics Bay [M][S]
    This is the required building to make the Colossus. It also has a number of
    upgrades for robotic units. This is where the Colossus range upgrade is as well
    as movement speed upgrades for the Observer and Warp Prism. The speed upgrades
    aren't as important, but can be useful for the affected units.
    Requires: Robotics Facility
    Fleet Beacon [M][S]
    This is the last tech building for the Protoss. It opens up the Carrier at the
    Stargate and the Mothership from the Nexus. It also has some upgrades for air
    units in general like Void Ray movement speed and one that increases Carrier
    launch speed of Interceptors.
    Requires: Stargate
    -----Utility Buildings-----
    Pylon [M][S]
    Pylons are the supply buildings for the Protoss, each increasing supply by
    eight. It also provides the power matrix for nearby buildings. Protoss
    buildings can only be constructed in the power matrix. If the pylon is
    destroyed later, the building will be disabled.
    Assimilator [M][S]
    This is required to harvest vespene gas from geysers. It is effectively the
    same as the Terran Refinery and Zerg Extractor. This building is essential
    since only a few units require solely minerals.
    -----Defensive Buildings-----
    Photon Cannon [M][S]
    The Photon Cannon is the best all around defensive building. It attacks air and
    ground equally, but doesn't do as much damage as the more specialized defensive
    buildings. Of the defensive buildings, it's the third best ground damage and
    second best air damage. It also can detect cloaked and burrowed units.
    Requires: Forge
    |---- VI. SINGLE PLAYER -----------------------------------------------[SNGL]-|
    =====A. Campaign Features==============================================[CFTR]==
    Starcraft 2 is radically different from previous RTS games. The campaign
    gameplay is completely different compared to the multiplayer side. Changes to
    units for multiplayer or single player will not affect the other side of the
    game. Also, the campaign is not intended to be a tutorial for how to play
    multiplayer. Special solo challenges are included for learning multiplayer
    skills. This gave Blizzard a lot of freedom with the campaign to do pretty much
    whatever they wanted. Because the campaign is so different than previous
    Blizzard RTS games, an overview is in order to get the general idea of how the
    campaign in Starcraft 2 works.
    The main campaign is called Wings of Liberty, just like on the game box. You
    start out in a hub where you can select missions to do. This is kind of like an
    interactive briefing room. You can talk to people to get the main goal of the
    mission, but can also interact with the objects in the rooms for interesting
    tidbits about the world. Once the mission starts the game plays like many RTS
    games of the past, but most of the missions in Starcraft 2 have very different
    objectives. After completing a mission, you are rewarded with credits that you
    can use to improve your units and buildings. New missions also become
    Unlike Starcraft 1, the player no longer controls the anonymous "commander".
    You play as Jim Raynor directly this time. All of the dialog and decisions are
    given by you through Raynor. For the most part you just watch the story, but
    there are a few times when you will be required to choose Raynor's decision.
    Jim Raynor is a laid back country boy. He prefers to stay in the background,
    but is not afraid to take action when he has to. His main enemies are Kerrigan,
    the leader of the Zerg swarm, who mysteriously disappeared after the events of
    the Brood War, and the Dominion Emperor Mengsk, who allowed Kerrigan to become
    infested by the Zerg in the first place.
    Raynor used to work with Mengsk's faction, the Sons of Korhal, but ditched him
    when he allowed Kerrigan to be infested by Zerg. There were many other like-
    minded individuals who joined Raynor at the same time, and they named
    themselves Raynor's Raiders. In addition to the Raiders, Raynor has
    historically also been allies with the Protoss. After fighting Mengsk for
    years, Raynor has become disillusioned by his original goals and one day may
    decide to give up the fight.
    In previous RTS games, the missions would be mostly the same. You would start
    out with a small base and some units. You would then build up while defending
    against attacks. Finally, you would attack with your big mass of units and
    destroy the computer player. That all changes with Starcraft 2. The missions
    almost always have something new that add a twist to the gameplay. Anything
    from new units or new buildings to even entire new game mechanics can be unique
    to a mission.
    The hub area before each mission is very similar to those old adventure style
    games of the 90s. The camera is fixed, but you can use the mouse to interact
    with things like getting a close-up view of an object or watching the news
    feed. Jim Raynor can talk to characters of importance and learn what they need
    help with. After you are done looking at everything, you can start a mission.
    Sometimes you have a variety of missions to choose from. After each mission
    Raynor returns to hub. The hub sometimes changes after missions with new things
    to interact with or old things removed.
    Difficulty Levels
    The missions have four difficulty levels: Casual, Normal, Hard, and Brutal.
    Casual - Enemy units have -50% health.
    Normal - Enemy units have full health and no upgrades.
    Hard - Enemy units have full health and start with level 1 upgrades. Enemies
    attack more frequently and with greater numbers than Normal.
    Brutal - Enemy special units have +33% health, and units start with level 2 or
    3 upgrades (depending on mission). Enemies attack more frequently and with
    greater numbers than Hard.
    None of the missions require a certain difficulty to unlock, but many
    achievements can only be earned on Normal, Hard, or Brutal difficulty.
    Choosing Missions
    Unlike previous RTS games, the missions are not completely linear. The campaign
    starts and ends with a few missions you must do in order, but a big chunk of
    the missions in between can be done in whatever order you want. Each mission is
    part of what I call a "mission arc", given by a certain crew member. Within the
    arc you have to do the missions in order, but you are free to skip between
    different mission arcs however you choose. Missions have no time limits, so
    don't worry about choosing the wrong one. You can choose to stick with one
    mission arc to the end or skip around however you want, but some missions will
    not show up until you have completed a minimum number of missions.
    Mission Alternatives
    When you start certain missions, Raynor will have to make a decision on how to
    solve the problem. These choices will usually involve Raynor having to decide
    if he wants to help himself or help others on his ship. After completing the
    chosen mission, you can see what the other mission would have been like by
    using the Mission Archives on the Hyperion Bridge.
    The Hyperion is Jim Raynor's capital ship stolen from Arcturus Mengsk. It is
    the central hub of the campaign mode. The four areas are the Bridge, Armory,
    Cantina, and Laboratory. The camera is fixed, you can interact with some things
    in the environment, and there are crew members to talk to. Each of the four
    areas has one main point of interest to further your progress in the game.
    This is where you give orders to your crew. You can choose missions to do with
    the Mission Console. For each mission it shows who is giving the mission, what
    you have to do to complete the mission, and how many credits you get. The crew
    then flies the ship to the planet for that mission.
    Another feature of the Bridge is the Mission Archives. With it, you can play
    cinematics and missions you have previously experienced. If you missed any
    bonus objectives, you can do the mission again here to get any rewards from
    those. You can also complete achievements you missed. The Mission Archives is
    the only thing accessible after beating the campaign.
    The Armory is where you can buy permanent upgrades for your units. Armory
    upgrades cost credits instead of minerals or vespene gas. New upgrades unlock
    as you complete missions. After buying the upgrade, the affected units will
    start with it from the beginning of all future missions. In a single campaign,
    you will not have enough credits to get all of the upgrades. The Armory also
    functions like a trophy case for your progress through the campaign. Many of
    the new units you get can be examined in the hangar up close.
    In this area you can buy special mercenary units. Mercenaries are the same as
    the base unit, but come with improved health and damage. For a small credit
    cost, they are unlocked in the Merc Compound. They can be called down from the
    compound in a mission for a few resources. All but one mercenary comes in a
    squad, so you usually get more than one unit. Mercenaries also have a squad
    limit per mission, so you can't just use mercenaries for your entire army. The
    Cantina also has a little arcade machine in the left corner. By examining the
    machine, you can play The Lost Viking arcade game. See The Lost Viking section
    below for more information.
    Some missions will have research objectives. By completing these you will earn
    Protoss or Zerg research points. These points can be used to choose new
    technologies for your units and buildings. The upgrades are basically combining
    Terran technology with Protoss or Zerg technologies. In the Laboratory Research
    Console is a research tree for Protoss and for Zerg. At each research level,
    you can make a choice of which upgrade to go with. Your choice is final. You
    can't change it later to see what the other upgrade would have been like. The
    only thing you can do is play another campaign to see the other upgrades or
    load a save game before you made the choice.
    Note: In the interest of not spoiling all the stuff you can get, full lists for
    Armory upgrades, Cantina mercenaries, and Laboratory upgrades are after the
    -----Protoss Mini-campaign-----
    Early in the campaign you will get access to a special mini-campaign featuring
    the Protoss race. The missions in this campaign are optional but do provide
    more back story for the Starcraft universe. The missions feature Zeratul, a
    Protoss hero from Starcraft 1, and his quest to search for knowledge from
    ancient Protoss ruins.
    =====B. Campaign Walkthrough===========================================[CWLK]==
    This is a spoiler-free walkthrough from mission to mission, but not entirely
    spoiler-free. What I mean is that within each mission, I will reveal spoilers
    necessary to finishing the mission. However, I will not reveal anything about
    how the mission ends or about any later missions, except if the mission has a
    special reward.
    I played the campaign with the Hard difficulty. If you play on Casual or
    Normal, the missions will be a little easier. If you play on Brutal, the
    missions will be a lot tougher. The walkthrough should still give you the
    general idea for the mission regardless of what difficulty you play on.
    Throughout the walkthrough I note the timings of when the computer attacks or
    when you should leave your base with your units to complete an objective. These
    timings are all based on the in-game timer. This is off by default but can be
    turned on by opening the Options -> Gameplay Menu and ticking the "Show Game
    Timer" checkbox. These timings are based on the default game speed of Fast on
    Hard difficulty. I am pretty sure the timer scales up and down with the game
    speed slider, meaning it will match the timings in the walkthrough no matter
    what speed you have the game set to. If it doesn't, please set the game speed
    to Fast.
    These are what the fields mean for each mission:
    Background: A short description of what you are doing in this mission and why.
    New Units: Any units you see for the first time in a mission.
    New Structures: Any structures you see for the first time in a mission. This
    depends many times on what order you do the missions.
    Heroes: Any Hero units you get in this mission and what their base unit is.
    Unlocks: Any new Armory Upgrades, Hyperion Areas, or Mercenaries will be listed
    Rewards: This will show how many credits you get for the mission as well as any
    Protoss or Zerg research you can get.
    Difficulty: A rating from 1 to 10 of how difficult I think the mission is to
    complete on Hard difficulty.
    Objectives: The list of objectives you must complete to finish the mission.
    Some objectives are optional, which will also be listed here.
    Walkthrough: This is the biggest section, with detailed, step by step
    instructions on how to beat the mission. Reader submitted strategies are shown
    with a little border.
    -----i. Mar Sara Missions----------------------------------------------[MRSR]--
    These are the introductory missions of the game, just setting up the story and
    background for the rest of the game.
    -----a. Liberation Day-----                                          --[LBRD]--
    Background: Raynor and a small squad of Marines must destroy the Dominion
    Logistics Headquarters in Backwater Station to start the revolution against
    Emperor Mengsk.
    New Units: Marine
    Difficulty: 1/10
    - Destroy the Logistics Headquarters
    - Raynor Must Survive
    - Bonus: Destroy 6 Dominion Holoboards
    You start with 5 Marines, Raynor, a beefed-up Marine, and one main objective to
    destroy a key building. Of course, there are enemies along the way. Most of the
    enemies are Marines, but there are a few Vikings at the end. One key tactic in
    this mission is focus fire. Since you don't really get reinforcements, every
    unit needs to last. With focus fire, you will kill enemies faster and reduce
    damage done to your units. This mission is the first in the game, so it's
    pretty easy to beat.
    - Destroy the Logistics Headquarters
    Follow the road to the first set of enemies consisting of 3 Marines. Focus fire
    and you shouldn't lose any units. Immediately after, you will see Dominion
    Holoboard #1 with a small cutscene. Simply right click on it to destroy it.
    Follow the road again killing 2 Marines on the way until another cutscene
    occurs. A large force of 9 Marines are guarding the road, but Horner will
    quickly drop two sets of Marine reinforcements for you that will help kill the
    Marines for you.
    After dispatching that group, Dominion Holoboard #2 will be visible. Destroy it
    and move SE to Dominion Holoboard #3. Two enemy Marines will be guarding it.
    They should be no trouble for your reinforced group. Now move SW along the road
    Dominion Holoboard #4.
    Follow the road NW until you get to a bend where a cutscene will play. Destroy
    the 5 Marines guarding the road. The transport also has a turret, so it must be
    destroyed as well. Right next to the transport is Dominion Holoboard #5.
    Continue NE on the road to find the Dominion Holoboard #6, the last one.
    The only thing left now is the Logistics building and enemy guards. The
    colonists you just saved will join you. There is no penalty for losing
    colonists, so feel free to let them take the brunt of the attacks. There are 6
    Marines guarding the compound as well as 2 Vikings that appear after the Mengsk
    Statues are destroyed. The angry mob with Raynor support should have no trouble
    dispatching everything. Mission Complete!
    -----b. The Outlaws-----                                             --[THTL]--
    Background: The Dominion are on Mar Sara digging for something. Take out their
    base and steal what they were after.
    New Units: SCV, Medic
    New Structures: Command Center, Supply Depot, Barracks, Tech Lab
    Rewards: 45,000 credits
    Difficulty: 2/10
    - Destroy the Dominion Base
    - Bonus: Rescue the Rebels
    This is the first standard mission with base building and unit training. You
    start with a small base consisting of a Command Center, Supply Depot, and
    Barracks. You also get 8 SCVs to start gathering and 6 Marines to defend with.
    Enemies consist of Marines and some Hellions close to the enemy base. Across
    the map there are various resource caches that give free minerals and vespene
    Set your initial SCVs to gather minerals. Use one SCV to build a Refinery,
    making sure to put 3 SCVs on it when it finishes. Focus your resources on SCVs
    initially, building Supply Depots as needed. Aim for 16 SCVs gathering
    minerals. As you start to get extra resources start training Marines from your
    Barracks. Build two more Barracks as you get extra resources. Don't forget
    about Supply Depots either. Add a Tech Lab to one of the Barracks so you can
    train Medics.
    While you are building up your base, take your initial 6 Marines and move them
    north. There should be two resource caches that will speed up your base
    building. Continue north through a small pass and kill 3 Marines guarding a few
    more resource caches. After that, move the Marines back to your base for
    - Bonus: Rescue the Rebels
    You will get this objective around 3:20 along with a small attack on your base
    at 3:30. Build up a force of about 12 Marines and 2 Medics to send over. Your
    reward for helping them is control of all their units and buildings: 4 Marines,
    3 Medics, a Barracks with Tech Lab, and 2 Supply Depots. Their base also has
    some more resource caches.
    While you are doing this, make sure to continue producing Marines. Set your
    Barracks rally points to the front of the rebel base as well. All enemy units
    have to pass through this area, so this will defend your main base as well.
    - Destroy the Dominion Base
    You will need a pretty good size force to destroy the Dominion Base. Aim for
    about 10 Medics and 24 Marines before attacking the Dominion Base. On your way
    north you will be attacked by 3 Hellions. You then have to crack through a
    Bunker with 3 Marines inside.
    As long as you built the right size army, you should have no trouble. Your
    Medics should keep almost all of your Marines alive. Once you get to the actual
    base, destroy the Factory first followed by the two Barracks. With no more
    reinforcements, the base will go down fast. Mission Complete!
    -----c. Zero Hour-----                                               --[ZRHR]--
    Background: Defend your base from the Zerg until evacuation.
    New Structures: Bunker, Reactor, Engineering Bay, Missile Turret
    Unlocks: Hyperion Bridge, Hyperion Armory, Armory Upgrades (Bunker, Marine,
    Medic), Mercenaries (War Pigs - already hired).
    Rewards: 55,000 credits
    Difficulty: 4/10
    - Hold Out For Evacuation
    - Bonus: Rescue 3 Rebel Camps
    This is a holdout mission where you have to last a certain length of time
    before being rescued, very similar to the third Terran mission in SC1. You
    start with 5 SCVs and 16 Marines. This sounds like a pretty good start, but
    it's nothing when the Zerg start attacking.
    Immediately, put 8 Marines in the two Bunkers on the lower level. Also build
    one more Bunker at each of those bridges. Station an SCV nearby the Bunkers at
    each bridge for instant repairs. Build Missile Turrets if you have extra
    minerals, but they aren't required as long as you repair the existing turrets
    when they get hit. That should hold the Zerg back for quite a while.
    With your base defenses okay for a while, you can focus on getting production
    up. Build your Refinery to get vespene gas going. Also keep building SCVs until
    you have about 30 gathering minerals. Build Reactors on your starting two
    Barracks. Build one more Barracks and put a Tech Lab on it. With the
    Engineering Bay you can now upgrade your units' armor and attack by one level,
    so remember to start those early. Upgrades make a big difference when you have
    lots of cheap units like Marines.
    - Bonus: Rescue 3 Rebel Camps
    At certain intervals in the mission, rebels will request assistance with
    evacuation from the Zerg. The first request comes at 2:30. All you need to do
    is move a unit into the waypoint and they will join your forces. They also have
    extra resource caches you can pick up. The problem is that there are usually
    burrowed Zerg and sometimes Spine Crawlers defending the way. Therefore, you
    need to build up a small army to push your way through to their encampments.
    Aim for about 10 Marines for the first rebel camp to the NE. You can use the
    Marines in the Bunkers at your NE entrance to supplement your army for this
    first camp. Keep your Barracks constantly building Marines and Medics while
    doing this. After the first camp, come back to your base, to refill your NE
    Bunkers and reinforce your army.
    Build up a group of about 20 Marines and 6 Medics for the second (at 6:00) and
    third (at 11:00) rebel camps. Wait until the third rebel camp shows up before
    moving out with your army. Now go up the NW bridge out of your base. The path
    will branch with one rebel camp to the NW and another to the NE. With your
    reinforcements, you should be able to rescue both remaining rebel camps.
    - Hold Out For Extraction
    With the bonus objective complete, you just need to hold out for the remaining
    time. As long as you have been constantly producing new units and repairing
    your Bunkers, you should have no trouble at all. You might lose the lower area
    in the last few minutes, but by then the Zerg won't be able to destroy your
    base before the timer runs out.
    -----ii. Colonist Missions---------------------------------------------[CLNS]--
    -----a. The Evacuation-----                                          --[THVC]--
    Background: Help Dr. Hanson to evacuate her colonists from invading Zerg.
    Missions Required: Zero Hour
    New Units: Firebat
    New Structures: Merc Compound (fifth mission)
    Unlocks: Firebat Armory Upgrades, Hyperion Cantina, Hyperion Laboratory (fifth
    mission), Mercenaries (War Pigs, Devil Dogs)
    Rewards: 100,000 credits, 3 Zerg Research Points (bonus objective)
    Difficulty: 4/10
    - Reach Dr. Hanson's Settlement
    - Escort 50 Colonists to the Colony Ships
    - Do Not Let 20 Colonists Die
    - Bonus: Collect 3 Chrysalis DNA (Research)
    - Reach Dr. Hanson's Settlement
    You start with only 2 Firebats and 2 Medics. Luckily, the only thing standing
    in your way to the settlement is a few Zerglings. Your Firebats will chew right
    through them.
    - Escort 50 Colonists to the Colony Ships
    This is your ongoing objective for the mission. The transports will carry
    roughly 10 colonists at a time, so you need to complete about 5 escorts up to
    the spaceport. The first one will come at 3:00 before you have time to really
    build up an army, but fortunately, they only throw you a few Zerglings at a
    time. On the road you will find two Bunkers you can garrison troops in for
    support, but don't worry if you lose them. You can easily complete the mission
    without the Bunkers. At the end of this escort is the Chrysalis DNA #1.
    During the first escort, make sure to be building up your base. Shoot for 24
    SCVs gathering minerals and 3 gathering vespene gas from the Refinery. Build
    two extra Barracks for three total. Put a Reactor on one Barracks and Tech Labs
    on the other two Barracks. That way you can constantly pump out Marines,
    Firebats, and Medics. Remember to build an Engineering Bay for the weapons and
    armor upgrades. If you have mercenaries available, you can call them down as
    After the first escort, move your army back to your base. Build up Marines,
    Medics, and Firebats in preparation for the second escort. In the second escort
    starting at 7:22, groups of Zerglings will attack where the Bunkers are as well
    as from one little offshoot path on the road in between the Bunkers. After this
    second escort, if you have at least 10 Marines, 4 Medics, and 4 Firebats, you
    can look for Chrysalis DNA #2. It is at that offshoot path in between the
    Bunkers on the road. Go south down the offshoot, and you will find Chrysalis
    DNA #2 there with a burrowed Roach, Hydralisk, and some Zerglings guarding it.
    In any case, move your army back to base in time for the third escort.
    Just continue what you have been doing for the third escort starting at 12:00.
    It will feature attacks from the same points, but the enemy groups will now
    include a few Roaches and Hydralisks. If you didn't get the Chrysalis DNA #2 in
    the second escort, get it in this one. If you already got it, you can go after
    Chrysalis DNA #3 which is west down the ramp where the first Bunker is. Like
    the previous escorts, return your army to base when you finished.
    For the fourth escort starting at 16:10, just do the same thing you've been
    doing. In this escort, the Zerg attack groups will sometimes have Banelings
    which are devastating to Marines. In addition to the normal attack points,
    there are now a few Zerg air drops. They usually just have a few Zerglings, but
    sometimes can have a few Hydralisks or Roaches. If you didn't get Chrysalis #3
    earlier, get it now after this escort. The fifth escort ends the mission, and
    you won't have time to move your army all the way down there.
    By the time the fifth escort (20:40) comes around, you should have a pretty
    massive army. Nothing the Zerg throw at you should be an issue. In addition to
    all the other Zerg attacks, they will now spawn Nydus Worms at various points.
    They will keep spitting out Zerg units if you don't destroy them. Destroy them
    as fast as you can to reduce how much Zerg you have to kill. Other than the
    Nydus Worms, this should be a pretty easy escort. Mission Complete!
    -----b. Outbreak-----                                                --[OTBR]--
    Background: Some of Dr. Hanson's colonists were infected by a Zerg virus in
    their escape in the last mission. This virus has spread throughout the colony
    infecting almost everyone. You must destroy the infestation and escape with the
    surviving colonists.
    New Units: Hellion
    New Structures: Sensor Tower, Factory, Armory, Merc Compound (fifth mission)
    Unlocks: Hellion Armory Upgrades
    Rewards: 110,000 credits, 2 Zerg Research Points
    Difficulty: 5/10
    - Cleanse the Infestation (Destroy all Infested Structures)
    - Bonus: Destroy 2 Zerg Infestors
    You start with 6 SCVs, 4 Firebats, 6 Marines and 4 Medics. As always you want
    24 SCVs gathering minerals, but your base has 2 vespene geysers this time. That
    means you need 6 SCVs gathering vespene gas. This mission is similar to the
    third mission where you had to hold out for a while. The difference is you only
    get attacked in the nighttime. At daytime the map is pretty safe.
    - Cleanse the Infestation
    This is your ongoing objective for this mission. There are 144 structures
    strewn about the map that need to be destroyed. In the daytime it is pretty
    safe to venture out and destroy buildings, but at night you will need a heavy
    defense to survive. Throughout the whole mission, make sure to be building
    units and upgrading them with the Engineering Bay and Armory.
    Your base has three entrances, but one is barricaded. This barricaded one will
    be broken down by the enemies on the third night, so build up some garrisoned
    Bunkers there whenever you have the resources to spare. At each base, you
    should have two Bunkers. Of those two Bunkers, one of them should have a
    Firebat. Fill the rest of the slots with Marines. Once the Bunkers are filled,
    continue building Firebats and Hellions for defense. Marauders and Reapers are
    good at destroying buildings if you have them available. Otherwise Firebats,
    Hellions, and Marines can still destroy buildings.
    The first night at 1:35 is only made up of Infested Terrans which only have a
    melee attack. They will get completely chewed up before even touching your
    Bunkers. After the first wave, empty all your Bunkers and send out the units to
    destroy buildings. When the adjutant gives you the 30 second warning, quickly
    move all your units back to base and fill up your Bunkers again.
    In the second night at 10:30, there will be some Infested Marines added to the
    mix, which have a ranged attack. Some of your Bunkers may be destroyed, but you
    should have enough units trained to deal with it until daybreak.
    Also in this night, the locations for the bonus objective will appear. The
    targets for the bonus objective are two Infestors that only show up at night.
    Move out with at least 6 Hellions to a location. Try to pass by the enemies if
    you can. Only attack if they are blocking the way. If any of their fire happens
    to hit a building, it will spawn a ton of infested units possibly destroying
    your Hellions outright. Make your way to an Infestor, destroy it quickly and
    then run back home. You can try to take out the other Infestor in the same
    night if you are feeling brave.
    One other tactic for killing Infestors is to park some Hellions near the spawn
    points in the daytime. At nighttime the Infestor will spawn with few enemies
    nearby, letting you snipe it easier and retreating before too many enemies
    After daybreak make sure to rebuild your Bunkers. At this point you have enough
    units to keep your defenses and attack with the remaining forces. You could
    continue to empty your Bunkers and send them out if you want to finish the
    mission faster, but it's not required.
    The third night at 18:34 is pretty much the same as the second night, but the
    enemies will now include the occasional Abomination unit. They are similar to
    Ultralisks in that they have a lot of health and high damage. They are the main
    culprit for destroyed Bunkers at this point. If you missed any Infestors in the
    last night, you can try again this night.
    The fourth night at 27:05 adds no new enemy types, but Abominations become more
    frequent and the enemies have higher upgrades. Each new night, more enemies
    will spawn per structure and they will get higher upgrades. That's why it's
    important to keep making progress each day destroying structures. Feel free to
    leave one structure remaining if you still have an Infestor to kill. With only
    one structure, the "zombies" won't be able to spawn many units. Once the last
    structure is demolished, Mission Complete!
    | Cloaked Ghosts by Night                                    Submitted by: RV |
    This does require the completion of Tosh's mission to unlock the ghost unit.
    This strategy does take some micromanagement to finish correctly though,
    specifically, keeping tabs on 3 different teams. This strategy has the same
    initial idea as yours. Create 2 bunkers at each entrance, place a fire bat in
    each bunker and fill it with marines from there. During the first real "Day",
    send out 2 teams consisting of the marines, firebats and medics from each
    entrance point. Give each of them a set of attack-move waypoints to different
    areas. DO NOT waypoint specific buildings, as your units will leave the
    broodlings be. Once the two teams are on their ways, build 2 shadow ops and 2
    ghosts, assigning each of them to a separate control group.
    If you have the upgrade that allows cloak to effectively become permanent, this
    mission becomes really easy, really fast. With the exception of the spore
    crawlers all the way at the south end of the map, your enemy does not have any
    detectors at all, thus allowing your ghosts to continue what they started
    during daytime. Obviously, when there is about 45 seconds left, you should call
    in the other infantry units to defend your base. Meanwhile, the ghosts can
    snipe away the infestors when they emerge without being detected. When the next
    day comes up, send out your teams on their respective routes again. Use tac
    nukes on the spore crawlers to get rid of them at a safe distance. Once they
    are out, have the ghosts take out the spine crawlers, and its an easy game from
    there. This method also helps with the achievement that requires attacking by
    Another tip for you to consider, regardless of the ghosts, is getting siege
    tanks on the entrances should you have them. The enemy is helpless against 2
    siege tanks at each entrance.
    -----cA. Safe Haven-----                                             --[SFHV]--
    Background: Help Dr. Hanson's colonists escape from the Protoss.
    Missions Required: 7 or more completed
    New Units: Viking
    New Structures: Starport
    Unlocks: Viking Armory Upgrades, Hel's Angels Mercenaries
    Rewards: 125,000 credits, 3 Zerg Research Points
    Difficulty: 5/10
    - Destroy the 3 Protoss Nexus
    - Destroy the Purifier Mothership
    - Bonus: Stop the First Terror Fleet
    - Bonus: Stop the Second Terror Fleet
    - Bonus: Stop the Third Terror Fleet
    You start with 6 SCVs, 3 Vikings, 4 Marines, and 2 Medics. You can use Vikings
    to complete all objectives for this mission, but you will want some Marines and
    Marauders in Bunkers to defend your base. Get your SCVs to 24 for minerals and
    3 per Refinery. For base defense, build a Bunker at each entrance to your base
    (southwest, southeast). Also build some Missile Turrets. Protoss attacks on
    your base are frequent but not in great numbers, so one Bunker should be good
    Build a Reactor on your Starport and Tech Lab on your Barracks. You won't need
    the Factory in this mission unless you decide to build Mechanical units for
    defending your base. The Starport should be constantly producing Vikings two at
    a time. The Barracks should be making Marines and Marauders for your Bunkers
    plus a few extra for reinforcements if a Bunker falls. With your Armory, focus
    on ship upgrades for your Vikings. With the Engineering Bay, focus on infantry
    attacks. Since your infantry will be mostly in Bunkers, you won't need the
    armor upgrades.
    Nexus #1 is just east. Add 4 Vikings to your original 3 for a total of 7
    Vikings. Move out east to a Protoss base. Destroy any Warp Prisms you come
    across, because they are powering the Photon Cannons. Then, land on the little
    plateau near the Nexus. Destroy any Protoss units that attack, but for the most
    part, your Vikings will be safe attacking from this plateau.
    While you are destroying this Nexus, the Protoss might send Terror Fleet #1
    after the colonists. This happens at 5 minutes into the mission. They will
    attempt to destroy the colonists' escape transport. You will need to
    temporarily abandon your Nexus destroying efforts to take out the fleet. This
    first fleet will only be 2 Carriers. A fleet of 10 Vikings should manage this
    first air battle with ease.
    For Nexus #2, build up about 12 Vikings. Move southeast to the Nexus marked on
    your map. To the north of the Nexus is another convenient plateau you can land
    your Vikings on. Again destroy the Warp Prisms first to disable Photon Cannons.
    Then, go about attacking the Nexus picking off any Protoss units that try to
    defend it.
    Terror Fleet #2 will start attacking at 12:45 consisting of 2 Carriers and a
    Void Ray. They should go down even easier now that you have a bigger fleet.
    Return to base, repair and reinforce. This time build up about 20 Vikings.
    Nexus #3 has no plateau, but 20 Vikings should be a big enough fleet to destroy
    the Protoss head on. Approach the Nexus from the west side by the minerals.
    Start by taking out the Warp Prisms as you did with the other bases. This base
    will also have some Phoenixes, Void Rays, and Carriers you need to take out.
    Then, land near the minerals and start taking out any ground units. You will
    probably lose about half of your Vikings, but as long as you kept building
    Vikings during the battle, you should have enough for the next objective.
    Terror Fleet #3 will be attacking around 15:50. Twelve Vikings are enough for
    this battle, but you will probably have more this far into the mission. Focus
    on the 2 Void Rays first before destroying the 2 Carriers.
    Build up 20 Vikings again, this time for taking out the Purifier. It will now
    have lost its shields, but it still has 7000 health for your Vikings to plow
    through. When confronted, it will warp in a couple Carriers and some Stalkers.
    It will also sometimes cast a black hole ability that sucks in half of your
    Vikings. If this happens, order your remaining Vikings into the hole as well.
    They cannot be damaged when inside the hole, preventing your few Vikings from
    being picked off while your other Vikings can't help. Focus on the 2 Carriers
    first before attacking the Purifier and ignore the Stalkers. You will probably
    lose a lot of Vikings, but the mission is over after destroying it. You win
    when the Purifier's health hits zero. Mission Complete!
    -----cB. Haven's Fall-----                                           --[HVNF]--
    Background: Dr. Handon's colonists have been infested. They must be purged to
    ensure it does not spread to the entire planet.
    Missions Required: 7 or more completed
    New Units: Viking
    Unlocks: Viking Armory Upgrades, Hel's Angels Mercenaries
    Rewards: 125,000 credits
    Difficulty: 5/10
    - Destroy the Zerg Infestation (Destroy all Zerg units and buildings)
    - Destroy the Zerg Infestation
    In this mission your goal is to destroy all Zerg. There are three established
    Zerg bases from which they launch their main attacks. These bases have some
    okay defenses, so you will need to build up a large force to deal with them.
    The other Zerg base just east of your base is an infested colony. It's defended
    by mostly air units like Mutalisks and Broodlords, but they also have Zerglings
    on the ground.
    As time goes on the Zerg will attempt to infest other colonies. Try to prevent
    these colonies from starting up by destroying the special Virophage building.
    If you fail to destroy it in time, the colony will be infested just like the
    one next to your base. Fortunately, these infestations are easy to fight off
    with Vikings.
    You start with 6 SCVs, 3 Vikings, 4 Marines, and 2 Firebats. For your economy
    get 24 SCVs on minerals and 9 SCVs for the 3 vespene geysers. You will need a
    good sized ground army to take out the three normal Zerg bases as well as a
    fleet of Vikings to prevent infestation attempts as they happen. Add a Reactor
    to your Starport so you can build 2 Vikings at a time. For the the first
    infested colony, 5 Vikings will do well enough. While you are building the
    Vikings, you can get your base defense going.
    Build 2 Bunkers at each entrance. Put a Firebat in 1 Bunker at each entrance.
    Fill the rest of the slots with Marines. Also build a Missile Turret near the
    Bunkers. Add a Reactor to your starting Barracks. Build 2 extra Barracks with
    Tech Labs. Train Marines and Firebats until your 4 Bunkers are filled. While
    working on this the Vikings will probably be finished.
    Move east of your base at 1:40 with your Vikings to the infested colony. They
    have no anti-air except for the occasional Infested Marine on the ground. Start
    by killing the Broodlords and Overlords. Then land your Vikings below. Take out
    any ground forces, and destroy the Virophage. Return to base for repairs.
    Keep building Vikings. Your overall goal for the mission is 16 Vikings.
    Whenever the Zerg try to infest a new area, you can just send any Vikings you
    have on hand. You should have enough for each part.
    The next Virophage will spawn a little ways south of your base at 5:45. This
    one will have some Mutalisks for air defense, but that is pretty much it. A
    fleet of 8 Vikings will be able to pick them apart easily. Like before, take
    out the Broodlords and Overlords next. Then land below and destroy the
    Virophage. Return to base to repair.
    Your Viking production will probably be good, so you can start working on your
    ground force. Aim for 8 Firebats, 20 Marines, 10 Marauders, and 10 Medics.
    While building up your ground units, the Zerg will start infestation of another
    colony (around 11:10). This one is straight east of your base. It is guarded by
    a few more Mutalisks then the last one, but otherwise, it's the same thing as
    the last one. Return to base for repairs when finished.
    Continue building up your ground army and Vikings. Your Vikings are likely
    close to 16 by now or already there. The Zerg will attempt another infestation
    at 16:10. This time it's in the far southeast side of the map, but your Vikings
    are fast enough to get there in time. This one has the same defenses as the
    last one. You should have these battles down by now. Mutalisks and other air
    units, then land and attack the ground stuff.
    The Zerg will attempt another infestation in the northeast at 20:50. This one
    will be just as easy as the last one. At this point, the Zerg will have no
    chance of infesting anymore colonies. Your Viking fleet is huge compared to
    their defense at the sites. The only thing to worry about this one is that an
    Abomination might hatch out of one of the eggs. It should be no trouble for 16
    Vikings though.
    Your ground army is probably ready to go now. You can take out the main Zerg
    bases in any order. None of them have any Spine Crawlers, so they are easy to
    take with ground units. The northern and eastern bases have quite a few Spore
    Crawlers. Your Vikings should only help if you land them on the ground. The
    eastern base has a few Abominations, but nothing to really faze your army. The
    southern base is the hardest out of all of them having quite a few Banelings.
    The Baneling nest is very close to the entrance to the base, so just focus on
    it so they can't make any more after.
    During your attacks, the Zerg will keep attempting to infest colonies cycling
    through the previous locations. Just do the same thing you have been doing for
    the whole mission. Your ground army is strong enough you can just order it to
    Attack-Move while you focus on saving the colonies. Just continue eliminating
    the Zerg presence. Mission Complete!
    -----iii. Covert Missions----------------------------------------------[CCVR]--
    -----a. The Devil's Playground-----                                  --[THDV]--
    Background: Gather minerals for Tosh in exchange for credits.
    Missions Required: The Evacuation or Smash and Grab
    New Units: Reaper
    New Structures: Merc Compound
    Unlocks: Reaper Armory Upgrades
    Rewards: 110,000 credits, 3 Zerg Research Points (bonus objective)
    Difficulty: 3/10
    - Gather 8000 Minerals
    - Bonus: Locate Tosh's Miners
    - Bonus: Kill the Brutalisk (Research)
    You start this mission with 10 SCVs and only 2 Marines. Fortunately, you will
    get 4 free Reapers at 2:25. Your main goal is to gather minerals, so you don't
    need to build a huge army, but you still need some units for defense. The Zerg
    enemies tend to send waves of mostly Zerglings with a few Hydralisks for
    support and the occasional Mutalisk. A group of 10 Reapers, 10 Marines and a
    few Medics should do the job of mobile defense wherever you may be gathering
    Throughout the mission you will need to move your units and buildings to high
    ground to avoid them being destroyed by lava. Never build Bunkers or Supply
    Depots on the low ground since they cannot lift off to avoid lava. Watch the
    timer and move your units early to high ground to take account travel time.
    For your starting base build two Bunkers, one at each entrance. Fill the
    Bunkers with Firebats (if available) and Marines. You can build extra SCVs to
    speed up harvesting, but it's not a huge deal. The Zerg never get too tough to
    fight off. For buildings, add a Tech Lab to your Barracks and build one
    Refinery. You will need just a little bit of vespene gas to train some Medics
    and Reapers. After you have built your defensive army, you can pull all your
    SCVs off the Refinery to gather minerals faster.
    - Bonus: Locate Tosh's Miners
    This is a pretty easy bonus objective obtained around 3:00. With your starting
    Reapers, move past the NE entrance of your base and then NW to another raised
    area. This area has 3 Zerglings and 1 Hydralisk all burrowed. Right after that,
    you should find Tosh's Miners. From the free Command Center, move your Reapers
    NE. Kill off another 3 Zerglings and 1 Hydralisk to get 4 more free Reapers. Go
    back up the platforms those new Reapers were on for some more free resources.
    - Bonus: Kill the Brutalisk
    This bonus objective which shows up at 4:00 is also pretty easy. On the way to
    the Brutalisk will be another small group of burrowed Zerg (3 Zerglings, 1
    Hydralisk). After taking them out, continue on to the Brutalisk. He has really
    high health and damage, but he is very slow. With your 8 Reapers, you can
    attack and move away, attack and move away over and over until he goes down.
    You should not lose any Reapers. Once he's down, go into his lair and take all
    the free resources.
    - Gather 8000 Minerals
    Spend some time to build up your mobile army if it's not finished yet. At this
    point, the mission is basically over. You should have an easy time gathering
    minerals as long as you keep your mobile army around. While you wait you can
    look for more free Reapers or free resources on the plateaus. You could even
    build up a big army and take out the Zerg bases if you wanted to. There are
    more than enough minerals. Mission Complete!
    -----b. Welcome to the Jungle-----                                   --[WLCM]--
    Background: Help Tosh gather Terrazine from altars before the Tal'darim seal
    them off.
    New Units: Goliath
    New Structures: Factory, Armory (seventh mission)
    Unlocks: Armory Upgrades (Goliath), Mercenaries (Spartan Company)
    Rewards: 120,000 credits, 3 Protoss Research Points (bonus objective)
    Difficulty: 6/10
    - Gather 7 Terrazine
    - Protoss Can't Seal 7 Altars
    - Bonus: Find 3 Protoss Relics (Research)
    You start with 5 SCVs, 3 Goliaths, and 2 Marines. Get the typical 24 SCVs
    gathering minerals and 3 SCVs per Refinery. The Protoss mainly attack with air
    units so focus on anti-air units and buildings.
    Build one extra Barracks and one extra Factory. Put a Reactor on one Barracks
    and a Tech Lab on the other. Put a Tech Lab on the extra Factory. From both
    Factories constantly be producing Goliaths. From the Reactor Barracks build
    Marines constantly, and from the Tech Lab Barracks build Medics constantly. For
    base defense, build two Missile Turrets and a Bunker on the east ramp of your
    base. The Protoss will not attack your base very often. The few times they do,
    you should have enough time to bring your army back to kill them off.
    One thing to note with this mission is that the Protoss get stronger the longer
    the mission lasts. They start attempting to seal altars faster (I've seen two
    at once) and will send more attack groups to your base and your Terrazine-
    collecting SCVs. Depending on your speed through this mission, your base may
    run out of resources or you may start getting too far behind the Protoss
    sealing efforts. Just keep restarting the mission until you get faster at it.
    - Gather 7 Terrazine
    - Protoss Can't Seal 7 Altars
    These are your ongoing objectives for this mission. You will need to build up
    quickly. The Protoss waste no time sealing off Terrazine altars. Don't worry
    about stopping all of the Protoss sealing efforts; try to stop most of them.
    You might not have the ideal army size when they start sealing. Just attack
    with whatever you have. The first unit you should attack is the Probe that is
    sealing the altar. It should go down pretty much instantly. Then you can take
    down the defending units. That way if you lose all your units, you at least
    make them bring another Probe down from their base. Bring an SCV behind your
    attack group to start gathering from the freed Terrazine node immediately.
    While you are preventing the Protoss from sealing altars, you need to be
    gathering Terrazine. Keep in mind you can gather Terrazine from the altars in
    any order. This is just my recommended order for doing it the fastest and
    Terrazine Altar #1 is just outside the west ramp of your base. Send an SCV over
    there as soon as the mission starts. The Protoss will not attack this early, so
    he can go undefended. The other altars your SCV will need defense. Keep
    building up your base and army while he is collecting.
    Terrazine Altar #2 is just north of the first one. The Protoss will start
    sealing it probably before you are ready at 4:20, but your army should be big
    enough to manage this battle. Steal the Terrazine after you win the battle.
    Keep your army a little bit north of the altar to catch any Protoss trying to
    destroy your SCV. While doing this remember to keep building up your base,
    training more units, and researching armor and attack upgrades.
    Terrazine Altar #3 is just north of the second one. Again the Protoss will
    start sealing the altar before you are ready, around 6:50. Try to have at least
    4 Marines, 3 Goliaths, and 4 Medics to take them out. After the battle bring in
    reinforcements if you need to while your SCV gathers the Terrazine.
    Just as the SCV finishes this altar, the Protoss will probably (9:00) attack
    your main base with a few Scouts, Stalkers, and Zealots. Hopefully you have
    been training some units at your base to deal with this. Otherwise, your army
    on the field should be able to deal with them. Immediately after, the Protoss
    will start sealing another altar. This one is pretty far away, and you're army
    is probably reeling a little from the last two battles. You can ignore this one
    and build up your army.
    When you have at least 6 Marines, 6 Medics, and 6 Goliaths, you can go after
    Terrazine Altar #4. The Protoss will go after this same altar at 11:35, so
    that's the upper limit of when to move out. It is located east of the third
    one, north-northwest of your main base. As you go north from your base, you
    will see the Protoss Relic #1. Be careful not to get to close to the Photon
    Cannons near it. Your army probably isn't big enough to take out that satellite
    Protoss base yet. Continue slightly northwest until you get to the altar. Kill
    off the surrounding Protoss and wait while your SCV gathers the Terrazine.
    While collecting this Terrazine around 13:40, the Protoss will probably attack
    your base. This time they will have some Void Rays instead of Scouts and no
    Zealots. I didn't have any units at my base to defend, so they started tearing
    it up. Luckily, they don't know to focus fire on your buildings, so you
    shouldn't lose too much. The Protoss will start sealing another altar at 13:55,
    which should be shortly after this attack on your base. You probably aren't
    ready to go back out and fight again after your base was damaged and your army
    somewhat weak.
    Rebuild base defenses and repair buildings. Then build up your army again, this
    time getting at least 16 Marines, 10 Medics, and 16 Goliaths. You are going to
    steal Terrazine from two altars at once, so your army needs to be bigger. You
    will be attacked again at 16:20 in your base while you are building up. Wait to
    move out until you fight it off.
    When you are ready, move out to the far NW of your base with 2 SCVs following.
    During this time the Protoss will seal another altar at 16:45, just ignore it.
    On the left edge of the map, you will see two altars almost in a straight
    north-south line. These are Terrazine Altar #5 and Terrazine Altar #6. On your
    way there, you will have to fight through a small satellite Protoss base.
    Continue past this area making your first left to get to the area with the two
    In the middle between the two altars is Protoss Relic #2 guarded by two
    Zealots. Position your army near the northern altar to defend. Protoss trying
    to attack your SCV at the southern altar will have to come through your army
    first, so both SCVs will be safe. Your army will suffer heavy losses defending
    two altars. You might even lose your army, but your SCVs should get out safe.
    As you are returning to base at 19:00, the Protoss will go after another altar
    in the middle of the map. That's okay. Once you return your two Terrazine
    canisters, you only need one more to complete the mission.
    Protoss attacks on your base will now start to include Colossi which are deadly
    against Marines. Focus fire on them with every unit when you see them. The
    first such attack will be around 20:20. Build up your army again for the last
    altar. Depending on your speed through the mission, there may be only one left
    so it's critical to get your army up fast. I move out right after that first
    Colossi attack.
    At 21:40, the Protoss will seal two altars at the same time, but there is still
    one left. Terrazine Altar #7 will be on the NE edge of the map. From the east
    ramp of your base move your army as far east as you can. Then continue north
    killing any Protoss in the way. You will pass by two previously sealed altars.
    The last one will still be open.
    After collecting the Terrazine, save your game and move north to collect
    Protoss Relic #3. It is guarded by a few Protoss units and Photon Cannons. If
    you army doesn't seem like it will last against all the attacks, run your SCV
    back to base the same way you came while your army sacrifices itself. There
    should be no enemies on the way. Otherwise, move your army with your SCV like
    before. Mission Complete!
    -----cA. Breakout-----                                               --[BRKT]--
    Background: Help Tosh break his Spectre buddies out of New Folsom Prison.
    Missions Required: 8 or more completed
    Heroes: Tosh (Spectre)
    Unlocks: Spectre, Armory Upgrades (Spectre)
    Rewards: 125,000 credits + 25,000 credits per Cell Block freed
    Difficulty: 3/10
    - Destroy the Main Prison Base
    - Tosh Must Survive
    - Bonus: Kill Guards at Cell Block A
    - Bonus: Kill Guards at Cell Block B
    - Destroy the Main Prison Base
    In this mission you only get Tosh, who is a special hero unit. Your mission is
    to destroy every enemy unit and building. Tosh by himself is pretty powerful,
    but there are certainly places where he can't go it alone. That's where your
    ally, Raynor's base, comes in. Raynor will send units down the path to fight
    whatever they come across. Just like Tosh they can only do so much by
    Tosh is permanently cloaked, but there are plenty of Missile Turrets and Ravens
    around to make his job harder. Your first priority should always be to take out
    those detector units and buildings. The next thing on the priority list is
    Siege Tanks. So whenever you find a new pocket of enemies, you should take out
    the detectors, the Siege Tanks, and then help Raynor's army finish off the rest
    of the units and buildings. As you clear more areas, Raynor will build up more
    increasing his overall army size and training rate. Raynor's forces include
    Medics that can heal Tosh if he get's low health.
    From the start, move Tosh to the northeast to take out the 3 Marines standing
    there. You will see a group of Marines to the northeast. Tosh will tell you
    about his Mindblast ability that stuns and damages groups of enemies. This is a
    pretty powerful ability. It affects both units and buildings. You can use it on
    Missile Turrets and Siege Tanks to destroy them before you take much damage.
    Use Mindblast on the Marines and kill them one by one. To the northwest are 4
    Marines and a Missile Turret. Use Mindblast on 3 Marines and the turret. Kill
    the Marines first and then finish off the turret. The path continues northeast.
    You will be confronted by a Siege Tank, 2 Marines, and a Missile Turret. Tosh
    will tell you about his Psi Shield ability. It's basically the same thing as a
    Protoss shield but only temporary. Use the ability, then get close to the Siege
    Tank so it can't do too much damage. Destroy the Siege Tank and then the 2
    Marines. Finally destroy the Missile Turret.
    Continuing northeast you will get to the first of many small prison bases.
    Raynor will start sending units to help. He sends mostly Marines with a few
    Medics and the occasional Marauder. There is a Missile Turret just above the
    right Bunker. It's too dangerous right now to go after it solo. Instead go up
    the ramp on the left side. There is a Siege Tank within range you can destroy.
    Take out the nearby Bunker next and any units inside. Now wait until Raynor is
    sending another wave of units.
    When the next wave comes, get behind them and help take out the Bunker. Also
    help take out any units nearby. Raynor's forces are not very strong yet, so be
    careful. Once the Bunker is gone and there aren't too many enemy units around,
    use Psi Shield and take out the Missile Turret.
    Now you can move in further behind the Missile Turret to find a Siege Tanks
    that needs to die. When there aren't too many units around, use Psi Shield
    again to take out the Missile Turret just northwest of the Factory. Take out
    the Tech Reactor and Factory last. Once destroyed, Raynor will send in a bunch
    of units in drop pods to build up his own base over the one you just destroyed.
    Leave from the west entrance of the base. A Ghost will use an EMP Round on Tosh
    removing all of his energy. Tosh will tell you about his Consumption ability
    that takes away a friendly unit's health to give Tosh energy. The best targets
    for this ability are Raynor's Marauders. They are the highest health Biological
    unit in this mission. Kill the Ghost and then use Consumption on a Marauder to
    get most of your energy back.
    Where the Ghost attacked you, is a small alleyway to the south. Follow this
    path around to the other side of the fortification. You will see 3 Siege Tanks
    in range for easy pickings. After destroying them, wait for another of Raynor's
    army waves. Mindblast the Missile Turret and a Bunker, use Psi Shield, and then
    take out the Missile Turret. You are then free to destroy the Bunkers and any
    enemy unit.
    By this time Horner probably told you about Prison Block A. It's just up the
    northwest path from where you just took out the Bunkers. Use 2 Mind Blasts on
    the Marines to kill them instantly. Then use Psi Shield and move around the
    fence to destroy the Siege Tank. Take out the remaining Marauders and the
    Missile Turret to free the prisoners. They will start piloting Diamondbacks
    with Raynor's forces against the prison defenders.
    Go back to where you took out the 3 Siege Tanks earlier and head west to find
    another little alleyway. Go up the ramp to find a good vantage point of the
    next base to fight through. Watch out for the patrolling Raven. Siege Tanks
    down below will waste no time shelling Tosh if a Raven is in range. When the
    Raven patrols to the right side, take out the Siege Tank in view. Then wait for
    the Raven to come back. Stun it with a Mindblast and destroy it before it moves
    away. Now destroy the Missile Turret roughly in the middle of the base.
    Go back to the front entrance of this little base with the 2 Bunkers. Wait for
    another of Raynor's army waves to attack. Once they engage, use Psi Storm and
    target the Missile Turret just behind the Bunker on the right side. Take out
    the Siege Tank next to it after. There are no more detectors near the Bunkers,
    so destroy them now. Raynor's army should be able to put up a good fight here.
    Wait for another wave of friendly units to get there. Move south and west after
    the units are engaged. Destroy the Siege Tank south of the Factory and then the
    Missile Turret just west of it. Take out the Factory and Tech Reactor to secure
    another base for Raynor.
    Continue west to find Prison Block B. There's a big group of units in the
    center with a Siege Tank on both sides and a Raven patrolling overhead. When
    the Raven Patrols to one side, take out the southern Siege Tank. Then use a
    couple Mindblasts to take out most of the units. If the Raven's detection gets
    close, just move out of range until it goes away again. Use Psi Shield to take
    out the last Siege Tank. Pick off the now-defenseless Raven to free the
    prisoners. Like the prisoners from the other cell block, they will pilot
    vehicles for your cause, this time Siege Tanks instead of Diamondbacks.
    Now move north of the cell block to finally get to the main base. Tosh is given
    4 Nukes to drop on the base. Use your first nuke on the main entrance to the
    base making sure the 2 Missile Turrets and 2 Bunkers are in range. In the next
    area go up the ramps to both sides to take out the Siege Tanks there. This area
    has 2 Missile Turrets that need to go down as well as 2 powerful Thors. Another
    Nuke will do the job.
    Up above the ledge to the northwest you will see 3 Siege Tanks. Take out the 2
    closest to the edge. You can destroy them without having to go up the ramp.
    Also take out the 2 Bunkers in range. You will now need to wait for a big group
    of Raynor's units to come. When they push in, quickly take out the Missile
    Turret and the Siege Tank followed by any Bunkers in this area still standing.
    There is a Planetary Fortress just past the Bunkers. On both sides are Siege
    Tanks with Missile Turrets. Use your last 2 Nukes on each of these areas to
    take out the Missile Turrets. To the right and left you will see many
    production buildings along with the last 2 Missile Turrets. Take out those
    turrets when there aren't many enemy units around and the mission is pretty
    much over. Just help Raynor's army mop up the leftovers. Mission Complete!
    -----cB. Ghost of a Chance-----                                      --[GSTF]--
    Background: Help Nova to destroy Tosh's Spectres and his main base of
    Missions Required: 8 or more completed
    Heroes: Nova (Ghost)
    Unlocks: Ghost, Armory Upgrades (Ghost)
    Rewards: 125,000 credits + 5,000 credits per Spectre killed
    Difficulty: 3/10
    - Destroy Jorium Stockpile
    - Destroy Terrazine Tank
    - Destroy Psi-Indoctrinator
    - Nova Must Survive
    - Bonus: Kill 10 Spectres
    - Destroy the Jorium Stockpile
    You start with Nova on the high ground and a group of 12 Marines and 4 Medics
    on the low ground. The mission functions kind of like a puzzle. You use Nova to
    kill as much as she can solo. When Missile Turrets uncloak her, you use your
    army to take them out.
    Move Nova east through the narrow path to take out a lone Marauder. Nova will
    tell you about her Snipe ability which does high damage to a single non-
    Mechanical target. Take out the Marines on the lower level. There is a path to
    go northeast, but there is a Missile Turret and Bunker nearby that can kill
    Nova. It's time to go back to your army to take out that turret.
    Move them northeast to find a Bunker with Marines inside. Don't worry about
    losing units. You are supposed to lose units here. Follow the path to find a
    ramp with 4 Marines on it. Up the ramp you will find 3 Marines and a Marauder
    to kill. Lastly, take out the Missile Turret. Nova is safe now, so continue
    with her.
    Move her north and destroy the gate control. Your army can now join up with
    Nova, but you don't want them to fight together. You will still use them
    separately. Go north with Nova to find 2 Marauders, a Medic, and a Goliath.
    Take them out in any order. Remember Snipe can speed up the process. Up the
    nearby ramp are 2 Missile Turrets with Marauders and a Firebat. Use your army
    to take out the units and the Missile Turrets. Then go back to using Nova.
    Move west towards another ramp will prompt Nova to tell you about her
    Domination ability. When used you get control of the unit including all special
    abilities permanently, but Nova can only Dominate one unit at a time. The
    ability has a cast range, but Nova and the controlled unit can be as far apart
    as you want afterwards. You can give Nova orders while she is dominating a unit
    as well.
    As Nova suggested, use Domination on the Siege Tank. Use it to take out the
    Missile Turret and any units that come to guard it. With Nova, attack the Raven
    to get it to move away. Then move south to spot for your Siege Tank. It should
    be able to kill everything that comes. Go up the ramp and then up another
    smaller ramp to find Spectre #1. A single Snipe will take him out before he can
    Move Nova north to another ramp, being careful not to get in range of the
    Missile Turret detection range. You will see Spectre #2 on a ledge to the left
    and 2 Battlecruisers to the north. Move your Siege Tank in range of the Spectre
    and put it in Siege Mode to take him out. Then move the Siege Tank up a ramp to
    kill the first Missile Turret. When the Battlecruiser destroys the Siege Tank,
    use Domination on it. Command it to attack the other Battlecruiser. If you use
    Yamato Cannon, your Battlecruiser should be able to take out the other one.
    Then attack with the Battlecruiser and Nova to destroy the Jorium Stockpile.
    - Destroy the Terrazine Tank
    Be ready for this next part. At the very beginning a group of Marines,
    Marauders, a Diamondback, and a Raven will come to attack Nova. Quickly use
    Domination on the Raven, so the enemy units can't see Nova. They will start
    attacking your Raven now. Use a Point Defense Drone and an Auto-Turret. At the
    same time have Nova attack as well. You should be able to take out all the
    units with the Raven still alive.
    With Nova move west to kill 2 Marines guarding a door. Then move south to find
    3 Vikings. Destroy them, and your army will show up consisting of 2 Siege
    Tanks, 8 Reapers, and a Raven.
    With your Reapers, jump over the platform. There are 4 Marines and a Siege Tank
    guarding the Gate Controls. Keep your Reapers on the upper ledge while
    attacking, and the enemy units won't be able to retaliate. Start with the Siege
    Tank and then move on to the Marines. Then take out the Gate Controls and
    Missile Turret on the lower ledge.
    With Nova, move through the open doorway and then north to find a Bunker and a
    Missile Turret. Use your Siege Tanks to take out the Bunker and the units
    inside safely. Then have them take out the Missile Turret. If Nova is still
    dominating the Raven, destroy it now.
    Move Nova north up a ramp to find a Siege Tank on top of the ledge. Dominate
    the Siege Tank. Then, have it destroy the Missile Turret and any units within
    range. Move on the lower area with Nova. A Spectre will attempt to nuke the
    area. Just move back until it hits.
    Move your Raven up to this area so you can see the units and buildings on top
    of the ledges. With your Siege Tanks, take out everything dangerous on both
    sides of the path. Just be careful to keep your Raven out of Missile Turret
    range. On the path you should see Spectre #3 who tried to nuke your units
    earlier. He will go down instantly from Siege Tank fire. Keep killing
    everything until you see a big ramp here. This leads to the Terrazine Tank, but
    there is more to do before you destroy it.
    There should be a smaller ramp near the big ramp. Up this ramp will be a few
    Firebats and a Missile Turret. Take these all out and then have your Reapers go
    to the area where the Missile Turret was. Also notice the little waypoint here.
    Order your Reapers to jump down to the lower ledge. Take out the Missile
    Turret. There are some cliffs to the northwest of here. Order your Reapers over
    the cliffs to find Spectre #4 and an Auto-Turret. It's okay if you lose a few
    Now move Nova to the little waypoint you found. Nova will get a free nuke. Go
    up the big ramp you saw earlier to find a sizable enemy force. Target the nuke
    near the Terrazine Tank to destroy it. This should also kill Spectre #5 who was
    guarding the tank.
    - Destroy the Psi-Indoctrinator
    You start with Nova, 4 Banshees, and 4 Vikings. Move down the ramp to find a
    Siege Tank guarding the area. Use Domination and the Siege Tank will get
    destroyed by his own friends. With your Banshees move south to find some units
    you can kill. One of them is a Viking that will go into air mode to attack.
    Have your own Vikings ready to take it out. That should eliminate everything
    near the Missile Turret. Have Nova deal with the remaining units and then take
    out the turret.
    On this ledge another turret is nearby to the southeast. Go back to the area
    you started with and go northeast to find a Siege Tank you can dominate. Make
    sure to kill the Marines first so they don't just kill it instantly.
    Put the Siege Tank in Siege Mode near where the Missile Turret was. With its
    attacks and Nova's Snipe you should be able to take out everything except the
    Raven. Destroy the Siege Tank, and then dominate the Raven. Move north with the
    Raven ignoring the Missile Turrets. Cast a Seeker Missile on Spectre #6 to kill
    Move south with Nova to find some barriers. If you destroy them, the Ultralisk
    will be released. He will destroy a large group of Marines and Missile Turrets
    for you. Kill him afterwards, and continue east.
    You should see a Thor to the south Nova can dominate. With the Thor, go north
    on the path to a small ramp. All of the units here are on the low ground, so
    they won't be able to return fire. One of the units is Spectre #7. Destroy them
    all. Go down the ramp and move a bit southeast to see the final objective.
    Don't attack that area. Instead, notice a Raven near a Missile Turret. Take it
    out and the Missile Turret, so Nova can move freely through this area. You are
    done with the Thor now, so you can suicide it on any units you want.
    With Nova, move back to the area where you killed Spectre #6. Kill the Goliath
    and two Missile Turrets. Then Dominate the Raven patrolling over head. Move
    north with Nova and take out the Bunker and as many Marines as you can without
    getting in range of the Missile Turret. With the Raven, put down Auto-Turrets
    to take out the remaining units near the Missile Turret. Nova can then destroy
    the Missile Turret and the 2 Auto-Turrets near the waypoint. Enter the waypoint
    to get the nuke for the last objective.
    Move Nova east down the ramp. Another Spectre will attempt to nuke your units.
    It's just as easy as before to avoid. Go up the ramp with Nova and quickly
    Snipe Spectre #8. Then run back down the ramp. There are too many units here to
    destroy, so you just have to run away.
    Go back to where you attacked the units with the Thor. You should have enough
    range to use the nuke on the Psi-Indoctrinator. The nuke will also kill Spectre
    #9 and Spectre #10. Mission Complete!
    -----iv. Rebellion Missions--------------------------------------------[RBLL]--
    -----a. The Great Train Robbery-----                                 --[THGR]--
    Background: Rob some Dominion trains and find out what they are looking for in
    the Confederate ruins.
    Missions Required: 6 or more completed
    New Units: Diamondback
    Unlocks: Armory Upgrades (Diamondback)
    Rewards: 110,000 credits, 3 Zerg Research Points (bonus objective)
    Difficulty: 6/10
    - Destroy 8 Dominion Trains
    - Don't Miss 3 Trains
    - Bonus: Locate 6 Diamondbacks
    - Bonus: Collect 3 Defiler Bone Samples (Research)
    You start out with a small base of 4 SCVs, 4 Marines, a Barracks, and a
    Factory. Put a Reactor on your starting Barracks. Build an extra Barracks, and
    put a Tech Lab on it. Your ideal force for destroying trains will be 10
    Diamondbacks, 20 Marines, 10 Medics, and 10 Marauders. Remember to get upgrades
    from the Engineering Bay and Tech Lab. Also build 2 Bunkers and fill them each
    with 4 Marines.
    For economy there aren't a lot of mineral patches at your base or anywhere
    really. Only build 16 SCVs or so for minerals. You should still get 3 SCVs per
    Refinery, though. Throughout the map you will find resource caches on the
    ground you can pick up to speed things up. Each Dominion Train you destroy will
    also drop lots of resources to help bolster your forces.
    - Destroy 8 Dominion Trains
    - Don't Miss 3 Trains
    These are the ongoing objectives. You will get a notification on the map
    whenever a train is coming. Attack it early on before it gets too far along.
    Otherwise it may escape causing a waste of time. As long as you keep building
    up while you fight, you should have no problem destroying every train that
    appears with time to spare.
    Pretty soon after the mission starts at 0:29, Horner will point out 3
    Diamondbacks on the map. Order a Marine to each one to get the west Diamondback
    #1, northwest Diamondback #2, and north Diamondback #3. To the east of
    Diamondback #2 is Defiler Bones #1. Just northeast of Diamondback #2 is
    Diamondback #4 near a ramp. There is a base northwest of here if you need more
    resources later in the mission. It is guarded by only a few units and the enemy
    will not usually attack this area after. You can leave it undefended.
    With the 4 Diamondbacks, 4 Marines, and any other units you have trained since
    the mission started, you should be able to take out the defenseless Dominion
    Train #1. It will move on the northern tracks at 2:40.
    For the Dominion Train #2 at 5:40, aim for 6 Diamondbacks, 14 Marines, and 6
    Medics. It will move on the middle tracks and be guarded by a few Firebats and
    Marines. After taking out the train, go a little ways east and south on the
    tracks until you see a little ramp. Up this ramp are two Marines guarding
    Diamondback #5. Go back down the ramp and continue east to pick up Defiler
    Bones #2. Return to base to reinforce your army. The enemy will attack your
    base using some Firebats with Medivac support at 8:15, but your Bunkers should
    have no trouble dealing with it.
    The Dominion Train #3 will move on the southern tracks at 8:45 and will be
    guarded by a few Marauders, Firebats, and Marines. After destroying it at 9:50,
    the Dominion will start building Bunkers on the tracks. They will fill each one
    with 4 Marines and a Marauder outside for support. Follow the tracks east where
    the train was until you see Defiler Bones #3. Continue following the tracks
    south, east, and then north until you see a ramp north of the tracks. Up this
    ramp will is Diamondback #6 guarded by a Firebat, some Marines, and a Medic.
    The Dominion Train #4 will be on the middle tracks at 11:41 guarded by
    Goliaths, Firebats, and Marines. An army of 10 Diamondbacks, 12 Marines, and 5
    Medics should be able to take care of it. Attacks on your base will now include
    Ravens with Seeker Missiles and Siege Tanks, the first such attack around
    The Dominion Train #5 will be on the northern tracks at 14:42 guarded by a
    Raven at the front, Siege Tanks, Goliaths, Marauders, and Medics. Be careful
    with the Raven. It has the Seeker Missile which does 200 damage to the target
    and all surrounding units. It can destroy quite a few units in one shot if you
    aren't careful. You can outrun the missile if you back away long enough, but
    the train my escape. Best to just move the unit the missile targets away from
    your army and let it take the hit. You can rebuild a single unit without much
    After this train is destroyed around 16:50, a "Marauder Kill Team" will spawn
    on the map. It's a bunch of Marauders with attack and armor upgrades. They will
    shred through Diamondbacks, so avoid them if you can. A safe tactic to kill
    them is with a large group of Marines and Medics. Keep the Diamondbacks safe in
    The Dominion Train #6 will be on the middle tracks at 17:50. It is another
    undefended one, but it moves much faster than normal. As long as your army is
    the right size, this should be an easy one. Enemy attacks on your base will now
    consist of Goliaths, Siege Tanks, and Banshees, the first attack at 20:12.
    The Dominion Train #7 will be on the northern tracks at 20:43, but otherwise,
    it is the same as the sixth train. It has increased speed but no units
    defending it. At this point the mission should pretty much be in the bag. Just
    sit in your base and wait for the last train.
    The Dominion Train #8 at 23:40 is normal speed, but is much better defended
    than the last ones. It is guarded by Goliaths, Spartan Company Goliaths
    (Mercenaries), lots of Siege Tanks, and 2 Ravens that like to use Seeker
    Missiles. Save before engaging just in case you make any big mistakes. After
    destroying this last train, Mission Complete!
    | A Faster Strategy                                        Submitted by: Esto |
    Head out right away and build bunkers (about 3) on the tracks just outside the
    Dominion bases on the east side of the map. (I did two on the top 2 tracks
    right away, and then went to the south track with 3 SCVs and built all at once
    before the third train came.) If you have the Shrike Turrets upgrade and
    Neosteel Frames, 4 Marines and a Marauder in each, with an SCV for repairs and
    about 6 roving Diamondbacks will handle EVERY train, and keep attacks out of
    your base entirely. Even if you can't fill the bunkers, the Shrike Turrets will
    help out 'til you can. I was able to beat the level almost too easily and
    forgot to go find the last defiler bones, LOL. When the Marauder strike team
    pops up, about 10 Marines and 3 Medics, along with the Bunkers at whichever
    base will take them out quite handily. I used a couple of Perdition Turrets in
    some important point-defense places too.
    -----b. Cutthroat-----                                               --[CTTH]--
    Background: One of Raynor's old associates, Colonel Orlan, is capable of
    decrypting the Confederate Adjutant. Unfortunately, Orlan has other plans for
    the adjutant. Force Orlan to reconsider.
    New Units: Vulture
    Unlocks: Armory Upgrades (Vulture)
    Rewards: 120,000 credits, 3 Protoss Research Points (bonus objective)
    Difficulty: 7/10
    - Buy Merc Contract Before Orlan (Collect 6000 Minerals)
    - Destroy Orlan's Mercenary Forces
    - Bonus: Find the 3 Protoss Relics
    You start out with 5 SCVs and 5 Marines. Within a few minutes you will get 4
    Vultures free from Mira. Since there aren't that many minerals here, only build
    about 12 SCVs. Don't build any Refineries, since you won't need any vespene gas
    for a while. For base defenses build a Bunker at each entrance to your base
    filled with 2 Marines and 1 Marauder. Also plant Spider Mines with your
    Vultures at the entrances in front of your Bunkers to do some early damage to
    any attackers.
    - Buy Merc Contract Before Orlan (Collect 6000 Minerals)
    Your starting base doesn't have many resources, so you won't be able to get all
    6000 minerals just gathering minerals there. Also Orlan has expansions all over
    the map, so he can gather minerals a lot faster than you can.
    Instead, use your Vultures to move all over the map scavenging junk for
    minerals. They are very fast, so you can avoid a lot of enemies or kill them
    before they get close. Junk that can be scavenged will show up as tiny white
    dots on the minimap. There are a few places around where junk will "respawn".
    Horner will speak up when you discover an area like this.
    In additional to the 4 Vultures you get for free, build 2 more for a total of 6
    Vultures. After planting Spider Mines around your base, take the north entrance
    out scavenging junk and killing any enemies you come across. This should be
    around 2:90. Along the way you will see a place that regenerates junk to
    scavenge. New junk will appear every few minutes. This can be used if you just
    need a few more minerals to reach 6000. Continue north to a Command Center
    defended by mostly Marines, a few Medics, and a few Firebats. Try to only
    attack one unit at a time, moving back after each kill. This will reduce the
    damage your Vultures take greatly.
    Destroy the Command Center and SCVs to slow down Orlan's gathering process.
    Just west of where you took out the Command Center you will see Protoss Relic #
    1. Simply destroy the scrap to access it. Further west of this location are
    some Missile Turrets and a pocket of enemies. You should avoid this area. It is
    pretty close to the main enemy base, and they can bring a lot of
    reinforcements. Send your Vultures back to base the same way they came, picking
    up any regenerated junk along the way. Repair your Vultures if they are damaged
    since building all new ones will cost a lot more minerals.
    Now you will be leaving from the southwest entrance of your base, around 6:40.
    You should see Protoss Relic #2 immediately. Destroy the scrap to take it.
    Stick to the southern part of the map to avoid any large groups of units. There
    is another enemy Command Center here as well you can destroy. Just west of this
    Command Center is Protoss Relic #3 guarded by a few Marines and a Goliath. By
    now, you should have gotten 6000 minerals.
    - Destroy Orlan's Mercenary Forces
    After you get the minerals, you will gain full control of Mira's base. She has
    a really nice base with multiple Barracks, multiple Factories, lots of Supply
    Depots and many powerful Mercenary units. If your main base gets destroyed, it
    won't be a problem. Mira's base will be strong enough for you to take out the
    last enemy Command Center.
    With Mira's pretty big army, you won't need to train a whole lot more to
    destroy the last base. At this point, you probably have bought a number of
    upgrades at the Hyperion Armory. Train the units you have bought upgrades for.
    Besides building up some more units, remember to get the Engineering Bay and
    Armory upgrades before your final attack. You have access to two levels of
    upgrades. Keep building more units until the upgrades have finished. For me,
    this was around 30:00 into the mission. Your army will be huge and nothing will
    stop it.
    The lower part of Orlan's base is defended with Bunkers and Siege Tanks. Try to
    move your units up the ramp before attacking, so all of your units will be in
    range to fight back. Shortly after destroying the Bunkers, Orlan will attempt
    to nuke your army. Quickly move your army farther into his base where all his
    Factories and Starports are before the nuke hits. You should not suffer any
    losses from the nuke this way. You can wipe out everything here or continue up
    the northeast ramp to Orlan's Command Center. His only remaining defense is a
    Battlecruiser, but your Goliaths should have no trouble destroying it. Putting
    the Command Center in the red will end the mission. Mission Complete!
    -----c. Engine of Destruction-----                                   --[NGND]--
    Background: Steal the Dominions newest super weapon right out from under their
    noses, and then use it to destroy all their forces on the planet.
    New Units: Wraith
    New Structures: Starport
    Unlocks: Armory Upgrades (Wraith)
    Rewards: 120,000 credits, 3 Zerg Research Points (bonus objective)
    Difficulty: 5/10
    - Escort Tychus to the Odin
    - Tychus Must Survive
    - Destroy the 5 Dominion Bases
    - Odin Must Survive
    - Bonus: Find and Destroy the Loki
    - Bonus: Find 3 Devourer Tissue Samples (Research)
    - Escort Tychus to the Odin
    - Tychus Must Survive
    You start with 5 Marines and 2 Medics. This objective is pretty easy. Tychus is
    so buff he could probably solo the way to the Odin. Still, your units are good
    support. Try to have Tychus take enemy attacks while your units attack from
    behind. Your Medics can heal Tychus pretty quickly, so he shouldn't get too
    hurt. On your way you will see a small capsule containing Devourer Tissue #1.
    It took me 1:05 to complete this first objective, but that may be slower or
    faster than you. For this reason, the later timings I list for this mission are
    based on when you get your base. For example, an attack at 5:00 is 5:00 from
    when the second objective starts. The "real" time would then be 6:05 counting
    that first objective. That number will differ if you completed the first
    objective in a different amount of time.
    - Destroy All Dominion Bases
    - Odin Must Survive
    Now Tychus is inside the Odin. You can repair it with SCVs or a Science Vessel
    if you have unlocked them. The way this part works is Tychus will attack on his
    own whenever he feels like it. When he does this, you need to make sure you
    have good support for him so he doesn't die.
    Your base starts with 6 SCVs and 3 Marines and a Bunker plus the remaining
    Marines & Medics from escorting Tychus on foot. All enemy attacks will come
    from the side with a Bunker. Build an additional Bunker and some Missile
    Turrets to keep your base safe while your Wraiths are gone. You also might want
    to build some extra Marines and Marauders in case you get attacked by multiple
    groups at once. This is not very common, but can happen. Build a Tech Lab on
    the Barracks and on the Factory as well. From the Barracks and Factory you can
    build units to support your defense or to support Odin. You really only need
    Wraiths to win this mission, but some ground units will definitely make Odin's
    job easier.
    Soon (0:55) the Odin will be attacked by two Battlecruisers. Swann introduces
    you to the Wraith which is a powerful anti-air unit. You get 4 Wraiths for
    free, but then must build any extras yourself. Odin is extremely powerful
    against ground units, but pretty weak against air units. You will need a pretty
    big complement of Wraiths to support him. Build an extra Starport, both with
    Tech Labs so you can pump out Wraiths fast. Remember to build your Engineering
    Bay and Armory for upgrades. Focus on the air upgrades for your Wraiths, but
    you can get other upgrades if you have the extra resources.
    For Dominion Base #1 at 1:10, try to have 5 Wraiths ready to go. Also bring a
    few SCVs to repair Odin in combat. Early on, he will definitely need some
    repairing as you build up your army. This base is mostly infantry. Aim for
    Marauders over Marines since Marauders do extra damage to Armored units like
    the Odin. Also take out the Medivacs fast to reduce healing to their units.
    There are no detector units or buildings, so your cloaked Wraiths will be safe.
    For Dominion Base #2 at 6:30, an army size of 10 Wraiths should do the job.
    Also about 5 SCVs should be good to keep Odin topped off even in combat. In the
    northeast corner of this base is Devourer Tissue #2. This base is a mix of
    infantry and vehicle units with Marines, Marauders, Vultures, and Goliaths.
    There is also one Battlecruiser to destroy, but it should go down fast.
    Dominion Base #3 at 11:10 is more of the same. Just keep pumping Wraiths and
    you should do fine. There is one Missile Turret in the base near the Command
    Center. Other than that, your cloaked Wraiths should be safe. This base is
    mostly vehicle units such as Vultures, Goliaths, and Siege Tanks. There are
    also some Vikings and Banshees to take out. Target air units first if there are
    any followed by Siege Tanks which have high damage in siege mode.
    Dominion Base #4 at 16:50 is where they keep all their air units. At the front
    of the base is a Barracks. Just to the left of it is Devourer Tissue #3. Try to
    pick off Siege Tanks like the last base, then the Banshees and Vikings. Keep
    your Wraiths near Odin taking out all the air units, and he should stay alive.
    There is one Missile Turret near the Command Center again. Let Odin take it out
    before proceeding.
    Where that Missile Turret was, go north to find a Battlecruiser that seems to
    be getting repaired. Get close and it will come to life as Loki, the hero
    Battlecruiser. Destroy Loki to finish that bonus objective. You will probably
    lose a unit or two in this battle since Loki has the Yamato cannon that will
    instantly kill any unit.
    For Dominion Base #5 at 22:10, try to have at least 20 Wraiths with level 2
    attack and armor upgrades. Also replenish any SCVs you may have lost. Odin
    should survive with about 5 repairing him. This base is a heavy air base with
    numerous Battlecruisers, Vikings, and Banshees. There are also some Marines,
    Marauders, and Ravens (with Seeker Missiles). The hardest part will be pushing
    through their initial standing army. They won't be able to rebuild units fast
    enough after it is destroyed. Once Tychus gets closer to the Command Center, he
    will take out everything with a nuke. Mission Complete!
    -----d. Media Blitz-----                                             --[MDBL]--
    Background: Use the Odin in a surprise attack on Korhal to commandeer the UNN
    station headquarters and broadcast a special message to the millions of
    New Units: Thor
    Unlocks: Armory Upgrades (Thor), Piercing the Shroud (Secret Mission)
    Rewards: 120,000 credits
    Difficulty: 5/10
    - Destroy Dominion during the Surprise Attack
    - Access Broadcast Tower 1
    - Access Broadcast Tower 2
    - Access Broadcast Tower 3
    - Secret: Unlock the Secret Mission
    - Destroy the Dominion during the Surprise Attack
    You start with just the Odin. It is just a more powerful Thor unit. If you have
    read about the Thor in the Terran Units section, you will know what to expect.
    Besides having beefed up health and damage compared to the Thor, the Odin also
    has a different ability called Barrage. While the 250mm Strike Cannons of the
    Thor stuns and damages a single target, the Barrage ability of the Odin does
    huge area damage and does not stun any units. Overall Barrage is more powerful
    since you can destroy huge groups of units and buildings in seconds. It's
    basically as powerful as a nuke, only with a smaller area.
    Begin by using Barrage on the units behind the Odin. This should take out about
    half the units in one swoop. Then pick off the rest of the units. Now you have
    three choices of Dominion bases to attack. The northwest base is the Dominion's
    air base. The northeast base is the Dominion's vehicle base. The southeast base
    is the Dominion's infantry base. Dominion units will not attack the Odin until
    you attack. This means you can get up close to Siege Tanks or other dangerous
    units before attacking to limit damage. You can also make careful use of
    Barrage to hit the most units with one volley.
    The best base to attack is the vehicle base, because most of the units there
    have bonus damage to Armored units like the Odin. The fastest way to get to
    this base is just behind the celebration area. Try to get close to Siege Tanks
    before attacking them since they cannot attack while in Siege Mode. Take out
    all enemy units except SCVs. For buildings, destroy every production building.
    Ignore the Command Center, Supply Depots, Missile Turrets, and Bunkers. For
    this base, use a Barrage on the middle 2 Factories making sure to get the Siege
    Tank as well. Use another 2 Barrages on the 2 remaining Factories further in
    taking out the groups of units near them as well.
    Now move to the southeast Dominion base. You will not have time to take out
    this base entirely, but you should be able to destroy most of the production
    buildings. Be careful not to attack too many units at once, because the Odin
    will have low health by this time. Try to kill units first whenever they come
    in range before destroying buildings. When time runs out, there will probably
    be a Factory or Barracks that you couldn't destroy, but you have taken out
    almost two bases worth of production buildings. For your main base you only
    have to prepare for air attacks from the Dominion's air base and maybe a few
    Reapers or Hellions from the Barracks or Factory you couldn't destroy.
    - Secret: Unlock the Secret Mission
    After the surprise attack, the mission moves into a traditional "build up and
    destroy the enemy base" mission. You start with 6 SCVs, the Odin (if it
    survived the surprise attack), and 4 Marines. You will want the typical 24 SCVs
    on minerals and 3 per Refinery. Remember the upgrades as well. Focus on the
    vehicle upgrades (attack, armor) and the infantry attack upgrades. Send one SCV
    at the start to repair the Odin, since it is probably in the red.
    For this mission, you can pretty much use Thors and the Odin for all of your
    attacks. Swann will give you a free Thor in the first minute. Build a total of
    6 Thors plus the Odin for your attack force. For base defense, build two
    Bunkers at both entrances to your base. Fill them with Marines since they are
    cheap, build fast, and you will mostly fight air units when defending. Also
    build liberal amounts of Missile Turrets at the entrances as well as the north
    side of your base.
    If you've looked around the map a little bit during the surprise attack, you
    maybe noticed there was an unrevealed area in the southeast corner of the map.
    While you are building Thors and when Odin is fully repaired, send him out the
    northeast entrance of your base solo to a small Dominion base consisting of a
    single Bunker for defense, a Command Center, and a few SCVs. The Odin should
    have no trouble dealing with this small base.
    After destroying this small base, you should see a small path behind the
    minerals that goes southeast. Follow that path to a small platform with a
    secret undefended Science Facility, which is a building that was in the first
    Starcraft. Destroy the Science Facility with the Odin. On the ground will be
    the Secret Documents. Just have the Odin walk over them to pick them up. There
    you go, the secret mission unlocked.
    Note that this is the only way to unlock the secret mission. There is no way to
    unlock it by replaying the mission in the Mission Archives or beating the game.
    You must do this now, the first time you play the mission. Unlocking and
    completing the secret mission is required for getting 26/26 missions completed
    in the campaign as well as a number of achievements, so you definitely want to
    do this.
    Now move the Odin northwest on the road past the base you destroyed to another
    Dominion base. This one has two Barracks and a few Bunkers, but is overall
    pretty weak compared to the Odin. The Odin will chew through Marines and Medics
    with ease and has enough damage to destroy a base quickly. Feel free to use the
    Barrage on this base to take out the Command Center and a Barracks.
    - Access Broadcast Tower 1
    Once you have 6 Thors and the Odin all fully repaired, move out the northwest
    entrance of your base (around 13:10 for me) past the small Dominion base you
    destroyed earlier to get to the Dominion's air base. Bring 5 SCVs behind your
    Thors for on-the-go repairs. Move in with the Odin first since he has better
    armor and health than your Thors. Try to position your units so they can focus
    fire on air units. Thors and the Odin aren't the best at air targets, but they
    will do fine when attacking the same target. After destroying everything here,
    repair all of your units to 100%.
    Set one Thor to stand ground on the waypoint. Broadcast Tower #1 will start to
    increment. Progress is fast, but you will be subjected to a number of attack
    waves. Always put the Odin in front to take hits while your other Thors provide
    supporting fire. Enemy waves will consist of Reapers/Hellions, Siege
    Tanks/Diamondbacks, Reapers/Goliaths, or the occasional Raven with Seeker
    Missiles. Siege Tanks and Diamondbacks are the dangerous ones. Save Barrage for
    use on waves with those units. In total you will face about six waves, two per
    unit combo.
    - Access Broadcast Tower 2
    With Broadcast Tower 1 complete, repair your units with the SCVs you brought.
    Then move northeast (around 21:10 for me) for the next broadcast tower. Along
    the way there will be a Bunker, Barracks, and a few units, but they will be
    nothing for your Thor army. Continue to the base you pretty much destroyed
    earlier. Destroy the Command Center and SCVs to put this base completely out of
    commission. Repair up and start the process of transmitting from Broadcast
    Tower #2 just like the last one. The enemy waves will be the same except a new
    wave type of 6 Vikings will appear. Vikings are weak versus ground targets, so
    it shouldn't be a problem. Keep the Odin in front and repair when able to.
    - Access Broadcast Tower 3
    Ensuring your units are repaired, move southeast (around 27:10 for me) to the
    last Dominion base. They will probably have a few Reapers built up since the
    last time you were here. Take out everything here taking care not to step on
    the waypoint before you are ready. The Dominion forces in this mission are now
    completely gone. To complete the mission you simply have to transmit at the
    last Broadcast Tower #3. The enemy waves will be the same as the second tower,
    but this time there is Battlecruiser in the last wave. The transmission should
    be pretty much over by the time it arrives, so you can just ignore it. Mission
    -----e. Piercing the Shroud (Secret)-----                           --[PRCN]--
    Background: The secret documents stolen from the science facility have led to a
    secret Dominion science lab. Raynor has come to investigate.
    Heroes: Raynor
    Rewards: 125,000 credits, 4 Protoss Research Points, 3 Zerg Research Points
    Difficulty: 3/10
    - Investigate the Dominion Lab
    - Destroy the Fusion Reactor
    - Escape From The Facility
    - Raynor Must Survive
    - Bonus: Find 2 Protoss Relics (Research)
    - Bonus: Kill the Brutalisk (Research)
    - Investigate the Dominion Lab
    You start with Raynor, 5 Marines, and 2 Medics. You only get reinforcements
    once in this mission, and you don't get many units that one time, so try to
    keep most of your units alive. Next to Raynor, the Medics are the most
    important units to keep alive.
    Raynor will tell you about his Breaching Charge ability. Use it on the door to
    proceed. You will find a waypoint on the other side guarded by a Firebat and 3
    Marines. Focus on the Firebat first since he does bonus damage to Marines and
    After they are dead, enter the waypoint and then click the button to view the
    camera feed. After the little cutscene, you have a choice of the left side guns
    or right side guns. Near the left side guns are Firebat and near the right side
    guns are Marines. I think the best choice is the right side guns since Marines
    have lower armor. The guns will take out 5 Marines or so whereas the left side
    guns would only be able to take out 1 or 2 Firebats. Five Marines will do more
    damage than 2 Firebats especially since you can pretty much kill a Firebat
    before it gets in close range.
    In the next room you will be closed up with a Holding Pen full of Zerg units.
    Use a Breaching Charge on the Holding Pen to destroy it. Then pick off any
    remaining Zerg units. Open the northeast door with a Breaching Charge to
    In this next room you will be able to exact revenge on the Marines that locked
    you up with the Zerg. Take the Grenades next to them. Grenades do powerful area
    damage to a small area. There are plenty of Grenades in the level, so use them
    whenever there are three or more units together. Continue east to find a Marine
    by itself, but then a big group of enemy units. They have 4 Marines, a Firebat,
    and 2 Medics healing. Use a Grenade on the Marines to take them out in one hit.
    Then finish off the Firebat and the Medics one at a time. Go up the nearby ramp
    to find another pretty big group of units consisting of 2 Marauders and 6
    Marines. Take out the Marines with 2 Grenades, then finish off the Marauders.
    It's okay if you lose a Marine here. Now enter the waypoint and click the
    button to view the camera feed.
    In the next room is a huge group of Marines and Marauders with supporting
    turrets. You get the choice of which units to unleash on them to soften them up
    before you attack. Your choices are 19 Zealots, 75 Zerglings, or 5 Ultralisks.
    The Zerglings are overall the easiest choice. Once you choose, hit the back
    button to get back to your units. The door will open. Have your units attack a
    few Zerglings and a few Dominion forces. If you go back and forth, the battle
    will be pretty much even with Zerglings and Dominion forces dying at about the
    same time. After all enemy units are dead, destroy the Holding Pen to find
    Protoss Relic #1.
    - Destroy the Fusion Reactor
    In the next area is a hallway with a door to the northeast. Grab the
    Restoration Charge to instantly heal and energize (full energy) all of your
    units. Then, break open the nearby door with a Breaching Charge. Inside will be
    a new weapon for Raynor, the Plasma Gun. It does high damage to a single
    target. It has no cooldown, so you can keep using it over and over on a tough
    unit to bring them down quicker. Follow the hallway southwest to the next area.
    Down the ramp you will see a Spartan Company unit (Goliath Mercenary). Take it
    out with a Plasma Gun shot. Continue to find a group of 3 Marines and 2 Medics.
    Take them out with a Grenade and some gunfire. There is also a patrolling Siege
    Tank. It will go down with a single Plasma Gun shot.
    The next room is filled with a pretty big army. Fortunately, you can activate a
    battlebot with the nearby waypoint/terminal. You get a choice of giving it
    bonus damage to Armored units, bonus damage to Light units, or a smaller bonus
    damage to all unit types. I think the best one is bonus damage to Light units.
    He will take care of the Marines and Medics.
    Order the A.R.E.S. to Attack-Move into the room. With your other units destroy
    the explosive barrels and target the vehicles with Raynor's Plasma Gun, but
    save 2 Plasma Gun rounds. Move down the ramp to find some Marines with a Thor.
    If you moved fast enough, your robot should last until the Thor dies.
    Enter the waypoint to get your choice of reinforcements. You get a choice of 8
    Marines, 3 Marauders, 4 Firebats, or 3 Marines and 3 Medics. Firebats have too
    short of a range, so they should not be chosen. The group with Medics you
    should get if you lost all your Medics getting here. The Marine and Marauder
    groups are about equal as far as usefulness, but for the bonus objective,
    Marauders are going to be better.
    In the next room, pull the units away from the turrets into the room you were
    in before. This will help reduce the amount of stuff you have to kill at once.
    Take out the turrets next and then any remaining units inside the room. In the
    northwest of this room are more Plasma Gun rounds and a waypoint. Avoid the
    waypoint for now. The southeast of this room is a Restoration Charge to heal
    your units, Protoss Relic #2, and more Grenade Ammo.
    Go back to the northwest side of the room with the waypoint. Enter it and
    release the Brutalisk. You have to kill him to complete the bonus objective
    (Zerg research). Don't worry about saving every unit, but try to lose only a
    couple. Position Raynor and the Marauders at the front of your units since they
    can take a lot more hits than Marines and Medics. Use all of Raynor's Plasma
    Gun rounds on the Ultralisk. They should take out most of his life. For his
    remaining health you can attack and move back, then attack again and move back
    and so on until he is dead. If performed well, your units can almost attack and
    move at the same time instead of having to stop and shoot.
    Go northeast breaking through the door into the next area. You will find a
    group of 4 Marines and a group of 3 Marauders to kill. They should be easy
    compared to the Brutalisk. Feel free to use Grenades on them as you don't need
    to kill much stuff for the rest of the level.
    - Escape From The Facility
    Head northwest killing Zerglings, Marines, and a Marauder that gets in the way.
    There are Plasma Gun charges here as well. There is a blown out doorway you can
    go through.
    Kill the Zerglings that get in your way. You will find some Dominion units and
    Zealots fighting. Let them fight to the death, only killing whatever is left at
    the end. Just to the left of that battle you will find the Chrono Rift Device.
    This special weapon slows down all units in a pyramid-like area. Move southeast
    to find some debris you need to destroy to continue. Raynor can place a
    Breaching Charge on it to speed things up.
    As you move southeast, fight off any Zerglings in the way. You will see the
    Hybrid pretty soon breaking through debris. He is immune to your attacks, does
    area damage, and can slow your units down. Escaping from him is your primary
    goal. Use the Chrono Rift Device if he gets really close. Try to avoid as many
    enemy units as possible. Pick up extra ammo for the Chrono Rift Device, but
    ignore other weapons you may find. You don't need any other special weapons to
    make it through.
    Go southeast and then southwest destroying any debris in the way. Eventually
    you should get to a group of Zealots fighting Zerglings and Roaches. Behind
    them near the west wall is Protoss Relic #3. Try to ignore as many units here
    as possible, because the Hybrid will spend time killing them before he
    continues chasing you.
    Shortly, you will get to room where you can go southeast further into the room
    or northeast through a doorway. Go southeast further into the room. Avoid the
    Zealots and destroy some debris. You should find Protoss Relic #4 on your way.
    Afterwards, go down the ramp to the southwest.
    The Hybrid will disappear. You will then pass through an area with egg sacs
    that hatch into baby Ultralisks. A big Ultralisk will appear if you stick
    around, so move fast through this area.
    Continue southeast avoiding enemies. Use any grenades you have to clear enemies
    up that completely block the way. Otherwise, just run through. You can use the
    Chrono Rift Device on them if you want since you are almost done with the
    mission. Get to the waypoint near the transport, and you are done. Mission
    -----v. Artifact Missions----------------------------------------------[RTFC]--
    -----a. Smash and Grab-----                                          --[SMSH]--
    Background: Help Tychus get another artifact guarded by the Tal'darim.
    Missions Required: Zero Hour
    New Units: Marauder
    New Structures: Merc Compound if this is your fifth mission.
    Unlocks: Armory Upgrades (Marauder), Hyperion (Cantina, Laboratory if this is
    your fifth mission), Mercenaries (Hammer Security)
    Rewards: 110,000, 4 Protoss Research Points
    Difficulty: 3/10
    - Get to the Artifact
    - Destroy the 3 Stone Zealots
    - Bonus: Find 4 Protoss Relics (Research)
    You start out with 5 SCVs, 3 Marines, and 1 Medic. Soon after Swann will drop 3
    Marauders to fight off some Stalkers around 1:38. Marauders are pretty powerful
    against almost all Protoss units, so they are a pretty good unit for this
    mission. You will want about 24 SCVs gathering minerals and 3 gathering vespene
    gas. Build two additional Barracks. Put a Reactor on one of them and a Tech Lab
    on the other. Use one Barracks exclusively for Marauders, one exclusively for
    Marines, and one Barracks alternate between Marauders and Medics. Build an
    Engineering Bay for the infantry upgrades. Build two Bunkers and a Missile
    Turret at the ramp to your base. Fill up one Bunker with 2 Marauders and the
    other with 4 Marines. These defenses will pretty much be enough to hold off any
    Build up an army of 10 Marauders, 16 Marines, and 4 Medics. These can be made
    up of Bunker units. You should be able to move out around 7:30. Collect Protoss
    Relic #1 just north of your base. For Protoss Relic #2, you will want to go
    west up the ramp, through a small Zerg-controlled area, and then, south through
    a small Protoss-controlled area. Zerg defenses include 2 Spine Crawlers and
    some Zerglings. The Protoss defense is 2 Photon Cannons and 1 Stalker. After
    getting the relic, come back to base to build up for the main objective.
    - Get to the Artifact
    Build up an army of 30 Marines, 16 Marauders, and 10 Medics. Also hopefully you
    have gotten the infantry upgrades from the Engineering Bay. If not, start them
    before you leave your base. Move out around 14:30. Even after you move out,
    continue to build units at your base just to help with defense. Some of the
    Zerg waves with Banelings can easily destroy your Bunker.
    From your base, go east destroying any Protoss in your way. The Photon Cannons
    can be disabled by destroying the Pylons near them. Sentries will block your
    way with Stasis Fields at various points so make sure to destroy those Pylons.
    Eventually you will cross a blue bridge. Venture south a short ways and then
    southwest a little further for Protoss Relic #3.
    Continue east killing more Protoss to get to the main Protoss base on your side
    of the map. Destroy it to prevent any further Protoss attacks on this mission.
    You are almost at the artifact. A couple Sentries will again block your way.
    Just east is a small path with some Pylons. Protoss Relic #4, the last one, is
    located at the end of this tiny path. Go back to where the Sentries blocked you
    off and continue to the waypoint to finish this objective.
    - Destroy the 3 Stone Zealots
    Somehow the Protoss infused power into ancient stone guardians to attack any
    thieves. You must destroy them before you can retrieve the artifact. If your
    army is pretty weak from taking out the Protoss up to this point, you can spend
    some time to reinforce it. The Zerg should not be too far in taking out the
    northern Protoss base, so you should have some time. The Stone Zealots are not
    all that tough under focus fire especially if you have Marauders. Once they are
    destroyed, Mission Complete!
    -----b. The Dig-----                                                 --[THDG]--
    Background: The Moebius Foundation sent out a specialist team to dig up an
    artifact on Xil, but they lost contact with them recently. Find out what
    happened to the dig party and finish the job of recovering the artifact.
    Missions Required: 8 or more completed
    New Units: Siege Tank
    Unlocks: Armory Upgrades (Siege Tank), Mercenaries (Siege Breakers)
    Rewards: 120,000 credits, 3 Protoss Research Points (bonus objective)
    Difficulty: 5/10
    - Recover the Laser Drill
    - Destroy the Xel'Naga Temple
    - The Laser Drill Must Survive
    - Bonus: Find 3 Protoss Relics (Research)
    - Recover the Laser Drill
    You start out with just a few units: 4 Marines, 1 Marauder, and 2 Medics. Your
    main objective is to get to the Laser Drill. Along the way Raynor will find out
    his old Tal'darim buddies are guarding the artifact. Move south from the
    starting point to find 2 Zealots and 2 Stalkers. They will destroy most of your
    Luckily, Swann will deliver 2 Siege Tanks to help you the rest of the way to
    the Laser Drill. Let the Siege Tanks destroy the Photon Cannons guarding the
    way. Continue east until you get to a long canyon area. As Raynor says, you
    should siege up at the top to destroy the remaining Protoss in between you and
    the Laser Drill. Take the few remaining steps to the drill to complete this
    It took me 3:15 to complete this first objective, but that may be slower or
    faster than you. For this reason, the later timings I list for this mission are
    based on when you get your base. For example, an attack at 5:00 is 5:00 from
    when the second objective starts. The "real" time would then be 8:15 counting
    that first objective. That number will differ if you completed the first
    objective in a different amount of time.
    - Destroy the Xel'Naga Temple
    - The Laser Drill Must Survive
    This becomes your new main objective. The temple that holds the artifact is
    indestructible by normal weapons. Only the Laser Drill can destroy the temple
    doors, but it will take a long time.
    As always get your SCVs training to boost your economy. You will also need
    Bunkers and Missile Turrets to defend your base and the drill. Build 2 Bunkers
    at the two big entrances to your base (north and southeast) adding extra
    Missile Turrets in these areas as well. For production, build an additional
    Barracks and put a Reactor on it. Also build an Armory so you can upgrade your
    Siege Tanks.
    Fill each Bunker with 2 Marines and 1 Marauder. Also put at least 3 Siege Tanks
    in Siege Mode at each entrance. When you are attacked, try to have the Siege
    Tanks target the Stalkers and other ranged units instead of Zealots. When
    attacking Zealots near Bunkers, they can easily destroy your Bunkers at the
    same time with splash damage.
    Early on the Protoss will mainly attack with Stalkers and Zealots, easily
    dispatched by your Siege Tanks and filled Bunkers. Just a little ways into the
    mission though (5:05 from when you got your base), they will start fielding
    Archons, Immortals, and Colossi. These units are way too powerful for your base
    defenses. The best thing to do is follow Horner's suggestion of destroying them
    from a distance with the Laser Drill. The game will display little map pings
    whenever one of these dangerous units appears. Make sure to get the drill
    working on them early, because it doesn't switch targets very fast.
    Periodically, your base will be subjected to air raids consisting of Void Rays,
    Scouts and Warp Prisms. Air raids will occur at 8:15, 15:15, and 22:10. The
    times may be based on your progress with drilling through the temple doors.
    They may not be exact for your particular game, but they should be close. It is
    critical you take care of these as soon as possible, because the Warp Prisms
    will warp in Zealots and Stalkers behind your main defense lines attacking the
    Laser Drill. Missile Turrets will not last in these air raids, so make sure you
    have an extra 15-20 Marines in your base to deal with the enemy units.
    Once defenses are in order, it's time to build a small army to work on the
    bonus objective. Build up an army of 20 Marines, 10 Marauders, and 10 Medics.
    Move out the southeast entrance to your base. There will be a small area with
    more resources in case you run out at your main base. Continue east to a small
    path with some Photon Cannons guarding it. Destroy all the Protoss forces
    At 9:40, Horner will show you all the locations of the Protoss Relics on this
    map. To the north you will see a temple similar to the one holding the
    artifact, but smaller. Just like the bigger temple, this one is impenetrable
    with normal weapons. Use the Laser Drill to destroy it and take Protoss Relic #
    1. Just a little ways east and south you will find another temple up a little
    ramp. Again, use the Laser Drill to destroy it and collect Protoss Relic #2.
    Now move your army back to base to get reinforcements if you lost any units on
    the last trip. Build up a similar-sized army as the last time (20 Marines, 10
    Marauders, and 10 Medics). This time leave from your north entrance and head
    west to find another temple guarded by Photon Cannons. You may have to destroy
    the Protoss units stationed outside your base to get to this area. Once the
    defenders are destroyed, use the Laser Drill to destroy this temple just like
    you did with the other temples. Then recover Protoss Relic #3.
    By now, the drill should be close to finishing the temples doors. Move your
    army back to base and use it to reinforce your Bunker line whenever the Protoss
    launch attacks. They will also help a lot with the air raids. Now just sit back
    and wait until the drill finishes the job. When the drill gets really close to
    finishing, the Protoss will launch one last big attack. Just last a few more
    minutes and Mission Complete!
    | Scanner Sweep with Mining Laser                    Submitted by: agentheart |
    first you need orbital command.
    when you get control of the laser you can use scans to allow you to see the
    protoss bases and then you can target buildings with the laser. The far right
    protoss base does not have a nexus/probes to rebuild buildings.  I use the
    scans and targeted all the pylons and this stops about a third of the attacking
    forces and made the mission much easier.
    -----c. The Moebius Factor-----                                      --[THMB]--
    Background: Kerrigan has attacked the Moebius Foundation's main base of
    operations. It's up to you to destroy the sensitive information before Kerrigan
    can steal it.
    Missions Required: 11 or more completed
    New Units: Medivac
    New Structures: Starport
    Unlocks: Armory Upgrades (Medivac)
    Rewards: 120,000 credits, 3 Zerg Research Points (bonus objective)
    Difficulty: 5/10
    - Destroy the 3 Data Cores
    - Kerrigan Must Not Access a Data Core
    - Bonus: Destroy the Brutalisk (Research)
    You start with 5 SCVs but no army. At 0:45, you will get 2 free Medivacs as
    well as 4 Marines and 4 Warpigs Marines. After fighting off the attack, load up
    the Medivacs and move southwest to the first building with Data Core #1. Land
    on a nearby building to get more free units. Have them attack the data core
    building from the building rooftop to destroy it.
    While you are doing this, you should be building up your base. Build 2 Bunkers
    filled with 1 Firebat and 2 Marines each. Also build Missile Turrets on three
    sides of your base. For your production buildings, build a Tech Lab on your
    Barracks, Tech Lab on your Factory, and Reactor on your Starport. Build Marines
    from the Barracks, Goliaths and Siege Tanks from the Factory, and Medivacs from
    the Starport. There are many free units you can rescue on the map that you will
    want extra space to carry.
    When you get back from the first data core, a Nydus Worm pops up on the lower
    ground near your base. Build up an army of 16 Marines, 8 Goliaths, and 6
    Medivacs. Then go down around 9:40 and take out the Nydus Worm and all Zerg
    units on that level. It should be an easy battle. Repair back at base and then
    you are ready for the second data core.
    Around 11:50, load up your Medivacs and then move west to another building
    rooftop with more free units. Unload a few units here and take out the 2 Spore
    Crawlers on the lower ground. Be careful not to lose any Medivacs here. After
    the Spore Crawlers are gone, load up your units and move northwest to another
    rooftop with free units.
    Just northeast of this location is a small Zerg base and a building with Data
    Core #2. Take out the Zerg base and then the building. The Zerg will launch a
    last ditch attack in the form of lots of Nydus Worms to try and stop you, but
    you should have no trouble with all the free units you got. Return to base when
    you are done and repair/rebuild your army.
    Now you should have a lot of time until Kerrigan hits the last data core.
    Another Nydus Worm will appear near your base at 14:55. Destroy it with your
    army, and then it's time to go after the bonus objective around 16:20. Near the
    Brutalisk is a small ledge with no Spore Crawlers you can use to land your
    units without your Medivacs dying. Destroy the Brutalisk, then the Spore
    Crawlers and return to base.
    At this point the Zerg will start doing Overlord drops with Zerglings,
    Banelings, Roaches, and Hydralisks. They will also start sending Mutalisks and
    Corruptors around. Occasionally, a Broodlord will be included as well. Be
    careful your Medivacs don't get caught by them in mid-route. All the units
    inside will be lost as well as the Medivac. It's too big of a cost to lose.
    Repair your units and rebuild until you have 16 Marines, 10 Goliaths, and 5
    Medivacs. Move out around 18:35 to the rooftop where the Brutalisk was.
    Continue south and west. You should see an open area with only a few Spore
    Crawlers. Land a few of your Medivacs, take out the Spore Crawlers, and then
    land the rest of your units. The building with Data Core #3 is just west of
    here. There is a small Zerg base here, but you can ignore it if you want. You
    can also ignore any attacks on your base. Either way, destroy the last data
    core building. Mission Complete!
    -----d. Supernova-----                                               --[SPRN]--
    Background: An artifact has been found on Typhon, but its nearby star is about
    to go nova. Steal the artifact from the Tal'darim before everything is burned
    to ashes.
    Missions Required: 14 or more completed
    New Units: Banshee
    Unlocks: Armory Upgrades (Banshee), Mercenaries (Dusk Wings)
    Rewards: 120,000 credits, 4 Protoss Research Points (bonus objective)
    Difficulty: 9/10
    - Clear the Landing Zone
    - Destroy the Artifact Vault
    - Bonus: Find 4 Protoss Relics (Research)
    This is one of the hardest missions in the game. You have to be very quick to
    build up, very efficient with your units, and able to multitask well. Just keep
    on it if you fail.
    - Clear the Landing Zone
    This is very easy compared to the rest of the mission. You get 4 free Banshees.
    Just use them to take out the few Protoss here. With their cloak, your Banshees
    shouldn't take much damage. You will first see a Stalker and a Pylon you can
    take out. Farther northeast you will find 2 Photon Cannons, a Pylon and a
    Stalker. Take out the nearest Photon Cannon, then the Stalker, Pylon, and last
    Photon Cannon. Also take out the poor Probe.
    - Destroy the Artifact Vault
    Once your base starts you will get 6 SCVs, 4 Marines, and 2 Marauders. You will
    need to build up very fast, but there are a few caveats. Don't build any add-
    ons for your Barracks or Factory. You just don't have enough time or resources
    right now to make use of add-ons on those buildings. For base defenses, build 2
    Bunkers filling them with the starting ground units. Bunkers can be salvaged to
    get all of the resources back when you are finished with them. One bonus of
    this mission is that you don't need any Supply Depots.
    Use your ground force to pick up Protoss Relics as you find them. There are
    also resource caches scattered around you can pick up. Spend all your other
    resources on Banshees. Save your game often in case your base gets attacked
    while your Banshees are gone. When you reload keep your Banshees there long
    enough to take out the attack, then you should have a long window to attack
    safely. Enemy attacks on this base occur at 4:00 and 7:00.
    Train 16 SCVs for minerals and 6 SCVs for vespene gas. Build 2 Banshees to get
    your Banshee fleet to 6 total. You can start exploring the map with them, but
    continue to build Banshees back at base. Move out just east of your base to
    find Protoss Relic #1. Kill all enemies around it with cloaked Banshees.
    Continue southeast to find Protoss Relic #2. Again kill the Protoss with your
    Banshees. You can pick up the relics safely now with a lone SCV.
    Now move your Banshees back to base to defend any attacks. When ready, move a
    little northeast to find some more Protoss units with Photon Cannons behind
    them. Engage the units away from the cannons destroying the cannons next.
    Protoss Relic #3 is now open.
    Return your Banshees to base for repairs. Grab any additional Banshees that
    have trained. Aim for about 8-10 Banshees total. Then around 7:20 move straight
    to the east to attack the first Protoss base in the way. Focus on Photon
    Cannons first and then any anti-air units. You should be able to take this base
    out just with your Banshees with minimal losses.
    While this battle is going on, the fire should be getting close to your base.
    Lift Off any building that can and move it to the east where your Banshees are
    attacking the Protoss base. Also group your SCVs and move them a little ways
    east. Don't move them to the former Protoss base until your Banshees have dealt
    with all Protoss units and buildings.
    When the Protoss base is gone, move your buildings to this location and set up
    a base. Again build 2 Bunkers as base defense, filling them with Marines. For
    me Protoss attacks came at 11:20, 14:40, and 17:33. This might be different
    depending on when you moved to this base. Put a Tech Lab on your Starport and
    continue building Banshees. You also have room now to build up your ground
    force a little bit. It will help with the next Protoss base. Build up about 12
    Banshees and 20 Marines.
    The next base is just a little south and east of this location. Move along the
    path with your Banshees, destroying any defenses in the way. Stop when you get
    to the enemy base. Return to your own base and repair your Banshees. Hopefully
    your Marine army is almost done.
    When you are ready to attack, move out with your Marines first. They are
    basically the cannon fodder for your Banshees, but they are also for taking out
    enemy Scouts that your Banshees can't attack. The Protoss base is defended
    mainly with Photon Cannons, Stalkers, and Scouts. They don't train units all
    that fast, so you should be able to pull it off.
    The fire will probably be getting close to your base again when this attack
    starts, so Lift Off buildings again and Salvage Bunkers. Move them just north
    and east temporarily. Your SCVs can gather some minerals here while your attack
    force takes out the Protoss base.
    With another Protoss base destroyed, move your buildings there and set
    everything up again. There is just one more Protoss base in between you and the
    Artifact Vault, but it's a tough one. You will need to be fully prepared. Build
    your Bunkers and fill them up again with Marines. For me, attacks on this base
    occurred as soon as I finished my Bunkers and then again at 25:45, 28:40,
    31:40, and 33:25. Build Tech Labs on your Starport, Factory, and Barracks.
    Build one additional Barracks with a Tech Lab. Build up your army until you
    have at least 14 Banshees, 20 Marines, 20 Marauders, 4 Siege Tanks, and
    Medivacs or Medics (your preference).
    While building up, explore just east of your base with your Banshees to find
    some Protoss units and Protoss Relic #4. Be careful taking out these units.
    There is a High Templar with Psi Storm that can do huge damage to any units in
    a bunch. Return your Banshees to base and repair up.
    When your force is ready to go, don't attack yet. Keep building units until you
    use up every last resource. Lift Off all your buildings and move them to the
    far east. Now just wait until the fire starts destroying the Protoss bases.
    This will make the coming battle much easier with many of their production
    buildings and standing forces destroyed.
    Save often at this point. When the Protoss attack, they will many times bring
    in a High Templar that can decimate your infantry. If you reload your save you
    can snipe the High Templar with your Banshees before he can do much damage.
    When the fire is pretty close to your army, attack as fast as possible. The
    Protoss base is defended by the same units you saw in their other bases, but
    now they have Carriers, Archons, and High Templar. Ignore as many Protoss
    buildings as possible, aiming solely for the Artifact Vault. It was a hard one,
    but Mission Complete!
    -----e. Maw of the Void-----                                         --[MWFT]--
    Background: Retrieve the last artifact from a derelict Xel'Naga ship guarded by
    the Tal'darim.
    New Units: Battlecruiser
    New Structures: Fusion Core
    Unlocks: Armory Upgrades (Battlecruiser), Mercenaries (Jackson's Revenge)
    Rewards: 125,000 credits, 4 Protoss Research Points
    Difficulty: 7/10
    - Clear the Landing Zone
    - Destroy the Xel'Naga Vault
    - Bonus: Rescue the 4 Protoss Prisoners (Research)
    This mission starts out just like the last one, Supernova. Fortunately, it is a
    much easier mission. You pretty much have as much time as you want to complete
    the mission. You just have to be methodical and careful.
    - Clear the Landing Zone
    The start with 3 Battlecruisers. Move a little west to find some Stalkers and
    the first Rip-Field Generator. I will guide you through destroying most of
    them, as they can easily eat through your forces in a short time. Take out the
    Stalkers first with focus fire. Then use your Battlecruisers' Yamato Cannon
    ability on the generator. Finish it off with regular attacks.
    - Destroy the Xel'Naga Vault
    Build up your base with 24 SCVs gathering minerals and 3 SCVs gathering vespene
    gas. Add a Tech Lab to the Starport. Constantly build Battlecruisers until you
    have 6. Then build a Medivac. For base defenses, build 2 Bunkers at the ramp
    with 2 Missile Turrets behind them. Fill the Bunkers with Marines. They will
    attack your base at 4:25, 7:05, 11:02, 13:34, 15:38, and 25:00 it may get
    destroyed. Build an Engineering Bay so you can build Missile Turrets, but you
    won't need any upgrades from it. Build the Amory for the air unit upgrades.
    Fully upgraded Battlecruisers will make this mission much easier. By the end of
    the mission, you should have 12-14 Battlecruisers with level 3 upgrades. Save
    often and reload if you ever lose a Battlecruiser. They are way too expensive
    to lose.
    While you are building up, move your 3 Battlecruisers south to fight 2
    Stalkers. Then follow this lower ledge to the southeast to find an Archon and 2
    more Stalkers. Take them all out, and your island will be safe. Have an SCV
    move around and pick up all the resource caches.
    When you have 6 Battlecruisers, you are ready to take out the next Rip-Field
    Generator. This will open up a place for an expansion as your starting base is
    likely running out of minerals by now. As part of this attack, destroy all of
    the Protoss Gateways and any units nearby.
    Lift Off your buildings and move them to the new resources. Leave your Bunkers
    and Marines at your island base for defense of your Armory and Supply Depots,
    but be ready to rebuild them if the island base is overrun. Your Battlecruisers
    are too slow to be moving back and forth defending both of your bases and
    attacking the Protoss base at the same time. Use your Medivac to transport your
    SCVs over to the new resources.
    Immediately build 2 Bunkers right next to the Command Center just outside of
    the Rip-Field. You will need them to buy you time while your Battlecruisers
    come back to defend. Use your Medivac to transport an SCV to the nearby
    plateaus to gather resource caches. This second base will be attacked around
    15:30, 19:40, 27:00, 31:00, and more every few minutes depending on how long
    the mission takes for you.
    Have your SCVs repair all your Battlecruisers. Add 2 more Battlecruisers to
    your fleet for a total of 8 Battlecruisers. Then you can go after the next Rip-
    Field Generator. First, move west to a building that can be destroyed for
    Protoss Prisoners #1. You get 3 free Dark Templar. Use these units and any
    future Dark Templar as extra defense for your expansion.
    Watch out for the High Templar nearby that will Psi Storm your clumped-up
    Battlecruisers. There is not much you can do about the damage. Just be ready to
    move back and have your Battlecruisers repaired if their health gets too low.
    Move southwest over the gap to the next Rip-Field Generator taking out any
    Protoss along the way. Use 5 Yamato Cannons to take it out instantly. The
    Protoss will summon in a Mothership. It will patrol the area around the
    Xel'Naga Vault.
    Go back to your expansion and repair. Then go south of your expansion for
    Protoss Prisoners #2, 3 Dark Templar. From the destroyed prison, go directly
    west destroying 2 Carriers, a Void Ray, and a Photon Cannon. Then continue on
    to another Rip-Field Generator. Go back to base and repair again after
    destroying it.
    The next part will be a little harder, so get 12 Battlecruisers. Your expansion
    will be running out of resources at this point, so be frugal from now on with
    any expenses. You will probably need about 2000 minerals and vespene gas for
    Head to the far north of the map. Then head west to get to Protoss Prisoners #
    3, 3 Dark Templar. Leave the Dark Templar where they are until you clear out
    the area below. It's too dangerous to clear the area with the Rip-Field
    Generator, though. Move southwest with your Battlecruisers killing any Protoss
    units that get in the way. Destroy the generator with 5 Yamato Cannons, then
    return to base for repairs.
    With fully repaired Battlecruisers, go to the area south of the Dark Templar
    you just freed. Destroy everything here to slow down the Protoss attacks. In
    particular, losing 2 Stargates, 3 Gateways, and a Robotics Facility will slow
    them down a lot. They still have production buildings further in, but they have
    no probes to rebuild anything you destroy.
    Repair again back at base. Then move out to either the north or south Rip-Field
    Generator depending on which area the Mothership is in. You will want to
    destroy both, but you don't want to take on the Mothership at the same time. On
    the way to the south Rip-Field will be Protoss Prisoners #4, 2 Dark Templar.
    While attacking this Rip-Field Generators, feel free to take out the Mothership
    if your Battlecruisers have good health. It will teleport away when it's health
    gets low, so it will probably take two fights to destroy it. Otherwise, finish
    the generators and then take it out. Keep repairing after each attack.
    The last Rip-Field Generator you can ignore. Attack from the east side of the
    base, taking out any Protoss units and buildings you come across. The Protoss
    are crippled now. It should be an easy battle. When you finally get in range of
    the Xel'Naga Vault, use your Yamato Cannons to destroy the door to release the
    artifact. Mission Complete!
    -----vi. Prophesy Missions---------------------------------------------[PRPH]--
    These are the Protoss mini-campaign missions. You play as the Protoss race.
    Upgrades you have bought on the Hyperion do not help in these missions.
    Note: The game will give you a lot of tips about the Protoss units and
    buildings you can use. If you need more information feel free to consult the
    Protoss section which covers Protoss mechanics, units, and buildings.
    -----a. Whispers of Doom-----                                        --[WHSP]--
    Background: Zeratul must search the ruins for parts of the prophesy while
    fending off Zerg along the way.
    Missions Required: The Dig
    New Units: Stalker
    Heroes: Zeratul (Dark Templar)
    Rewards: 3 Protoss Research Points, 3 Zerg Research Points
    Difficulty: 3/10
    - Bring Zeratul to the 3 Xel'Naga Shrines (Research)
    - Zeratul Must Survive
    - Escape To The Void Seeker
    - Bonus: Destroy the 3 Zerg Hatcheries (Research)
    - Bring Zeratul to the 3 Xel'Naga Shrines
    - Zeratul Must Survive
    You start with only Zeratul and no base. Occasionally, you will get some
    Stalkers that join you. Other than that, there are no reinforcements. Try to
    keep as many units alive as possible. If you lose too many units in a battle,
    reload a save. The level will become too hard if you lose all your Stalkers
    Zeratul is the same as a Dark Templar unit, but has much higher stats and more
    special abilities. Like all Dark Templar he has a permanent cloak ability. He
    also has a Blink ability just like the Stalkers to instantly teleport a short
    distance in any direction you choose. His last ability is Void Prison which
    disables a single unit for a short time. The most common use for this is to
    disable a Detector unit or building. You can use it on a Spore Crawler and then
    destroy it to remove Zerg detection. You can also use it on an Overseer to
    prevent it from moving while your Stalkers destroy it.
    The first Xel'Naga Shrine is pretty easy to get to. Follow the path until you
    get to a Spine Crawler, some Zerglings and a Hydralisk. They have no detection,
    so Zeratul can kill them freely. Continue north until you get to a chasm. Use
    Zeratul's Blink ability to get across. There are Zerg there, but again they
    have no detection.
    Blink across another chasm to get to some destructible rocks. You can destroy
    them or Blink over them. Keep following the path to get to the first Zerg units
    with detection. This one is pretty easy though. Simply use Void Prison on the
    Spore Crawler, destroy it, and then have fun taking out the rest of the Zerg
    without retaliation.
    Go up the nearby ramp to get to another area with a Spore Crawler. This time is
    a little more dangerous with an Ultralisk guarding it. Use Void Prison quickly
    before the Ultralisk and other Zerg units can do much damage to Zeratul.
    Destroy the crawler and then take out the Zerg.
    Just a little ways further is another chasm, but this time there are Zerg units
    on the other side with a Spore Crawler. Blink across and then use Void Prison
    quickly before the Zerg can do much damage. Kill the crawler and then slice up
    the Zerg.
    The last little Zerg camp before the first Xel'Naga Shrine is the same as
    before, but instead of a Spore Crawler there is an Overseer. Void Prison the
    Overseer then Blink across and kill the 4 Hydralisks before the prison wears
    off. There is no way to kill the Overseer, so just ignore him. Continue north
    to the waypoint for Xel'Naga Shrine #1.
    Go up the ramp and around to another chasm. Blink across and 3 Mutalisks will
    appear with Scourge and an Overseer. Void Prison the Overseer to keep the
    Mutalisks from seeing Zeratul. Four Stalkers will then warp in. Use them to
    focus fire the Mutalisks down. If any Stalkers lose their shields, use their
    Blink ability to force the Mutalisks to attack a different one.
    Blink up to the nearby ledge. There is a patrolling Overseer and 5 Hydralisks
    on a lower ledge. Void Prison the Overseer and then destroy it with your
    Stalkers out of range of the Hydralisks. Then Blink down with Zeratul and
    destroy the Hydralisks. Some of them will burrow down, but your Stalkers should
    be safe crossing the bridge.
    The next group of Zerg consists of an Ultralisk and 3 Mutalisks supported with
    a Spine Crawler and Spore Crawler. With Zeratul Blink down to the lower level,
    Void Prison the Spore Crawler, and destroy it. Then he can safely remove the
    Ultralisk and the Spine Crawler. The only enemies remaining are the 3
    Mutalisks. Attack them like you did before with focus fire and Blinking
    shieldless Stalkers behind.
    Continue southeast to find a couple Broodlords supported by an Overseer, Spore
    Crawler and Spine Crawler. The best thing to do here is to focus on taking out
    the Broodlords. Start with the northern Broodlord using Zeratul to Void Prison
    him and then moving your Stalkers back to avoid the second Broodlord. Then
    attack the Overseer while the Broodlord is at the very back. Back away once it
    is dead. Now Zeratul can Void Prison the Spore Crawler and destroy it followed
    by the Spine Crawler. The only thing left is the second Broodlord. Simply Void
    Prison and destroy with Stalkers.
    Blink south to the next area. A number of Scourge will appear to distract your
    Stalkers. Ignore them, destroying the first Mutalisk that appears and then an
    Overseer. Then have them kill any remaining Mutalisks. While you are doing
    this, have Zeratul down below killing an Ultralisk and 2 Roaches that appear.
    Without detection Zeratul will decimate them.
    Blink up to another ledge and go south to find the first Hatchery #1. It has a
    lot of defense, but it can all be whittled down. Start by destroying the
    closest Overseer with Void Prison and Stalker focus fire. Make sure to be out
    of Spine Crawler range when attacking it. Slowly work your way around taking
    out the 2 Mutalisks and Broodlord. Finally take out the second and last
    Overseer here. With the air units and detection removed, Zeratul can take out
    the Hatchery and Spine Crawlers safely. Now move southwest to the waypoint for
    Xel'Naga Shrine #2.
    The next area is one of the tougher ones. Start with the Overseer, so Zeratul
    can safely destroy the Spine Crawlers. This will leave you with 3 Mutalisks and
    a Broodlord. It's very important not to engage the Broodlord at the same time
    as the Mutalisks. You should be able to safely take out all 3 Mutalisks at once
    using Stalker Blinks if necessary. Destroy the Broodlord next. Now it will
    appear everything is safe, but there is actual an Ultralisk burrowed at the
    bend of the path. Move your Stalkers in but be ready to back them up. Make sure
    Zeratul is in front to start taking it down fast.
    Now go south and then up the ramp to the next area. This part is pretty hard
    until you know the trick. The Banelings will move all the way around to attack
    your Stalkers, and they will destroy all of them if don't do anything. The
    trick is to Blink across the chasm to the west when the Banelings get close.
    When the Banelings get close again, Blink back across to the middle area.
    Continue doing this until all the Banelings are dead. You should not lose a
    single Stalker this way.
    Where the Banelings started, Blink across the southwest chasm to find Hatchery
    #2 hidden. Void Prison the Overseer and destroy it. Move your Stalkers back
    after as there is a burrowed Ultralisk, you don't want to deal with. Wait for
    Void Prison to recharge to use it on the Spore Crawler. Then destroy it, the
    Spine Crawler, and the Hatchery in that order with Zeratul. You are done in
    this area so Blink all your units back across the chasm.
    Go north down a platform to see an Overseer. Destroy it quickly and then move
    your Stalkers back. Zerg will start unburrowing to attack, but Zeratul will be
    able to deal with them with the Overseer gone. Be careful here as there is one
    Baneling burrowed. Try to Blink away as it unburrows, so your units don't take
    the splash damage.
    The next area you will see a bunch of Spine Crawlers and one Spore Crawler. Try
    to take out as many Spine Crawlers as possible before they can dig in to the
    creep. Destroy the Overseer with your Stalkers and Void Prison. Then wait for
    Void Prison to recharge to use on the Spore Crawler if you missed it. Then
    Zeratul can deal with any remaining Spine Crawlers.
    The next part is a big battle to the last Xel'Naga Shrine. Luckily, you are
    allied with a huge army of Zealots that hold the line. Stay back and pick off
    key units like the Mutalisks. Have Zeratul use Void Prison on any Ultralisks
    that appear. There is a little ledge with a ramp that's a good spot for your
    Stalkers. After the Spore Crawlers are down, Zeratul can help take out the
    Spine Crawlers and Nydus Worms safely.
    The last waypoint is before you, but don't activate it yet. There is one more
    Hatchery to destroy. Blink to the ledge south of the waypoint. Blink again
    across a small chasm. Then come around the south and east to get to the last
    Hatchery. This Hatchery has a Roach Den near it, and it will create 3 more
    Roaches for defense when you start attacking.
    Try to only take one thing out at time to be safe. Have Zeratul Void Prison the
    Spine Crawler and then pull just a few Roaches at a time. Keep doing this until
    the Roaches are all dead. With the Roaches dead, your Stalkers can sit back and
    watch the show. Zeratul can finish the rest on his own. Use Void Prison again
    one Spine Crawler and destroy it. Then destroy the 2 Spore Crawlers, Roach Den,
    and Hatchery in that order. To leave this place, Blink behind the Hatchery to
    the area where you joined the Zealots. Go back to the waypoint for Xel'Naga
    Shrine #3.
    - Escape To The Void Seeker
    Compared to the rest of the level, this next objective is a cinch. You just
    need to think fast and move fast. You will be escaping to Zeratul's ship to the
    east. Blink up any ledges to reduce the distance you have to travel. Void
    Prison Spine Crawlers to reduce the damage your units will take. Also Blink
    over any destructible rocks instead of destroying them to slow Zerg ground
    units. Get to the ship to survive. Mission Complete!
    -----b. A Sinister Turn-----                                         --[SNST]--
    Background: Zeratul goes in search of the Protoss Preservers who can make sense
    of the prophecy he found in the ruins.
    New Units: Probe, Zealot, Immortal, Dark Templar, High Templar
    New Structures: Pylon, Assimilator, Nexus, Gateway, Twilight Council, Forge,
    Photon Cannon, Cybernetics Core, Robotics Facility, Dark Shrine, Templar
    Rewards: 3 Protoss Research Points, 3 Zerg Research Points
    Difficulty: 5/10
    - Power Up The Encampment
    - Free the 3 Preservers (Research)
    - Bonus: Power Up 3 Protoss Buildings (Research)
    - Power Up The Encampment
    You start with just 6 Probes but a lot of resources. Immediately, build two
    Pylons in the locations the game shows you to power up all the buildings. Then,
    build two Assimilators. Just like Terran you will want 24 Probes gathering
    minerals and 3 Probes per Assimilator. For production, build 3 more Gateways so
    you have 4 total. This will be enough for you to produce a big army in a short
    time. When you have resources, also get upgrades from the Forge. Try to build
    an even mix of Zealots and Stalkers.
    There are other buildings around that you can warp in for the bonus objective.
    I will cover the best time to warp those in to finish the objective, but I
    didn't need the units those buildings unlocked to complete the mission. You are
    free to use those units if you want.
    Powering up the Robotics Facility gives you 1 free Immortal and unlocks
    Immortals for production at the Robotics Facility. Powering up the Dark Shrine
    gives 2 free Dark Templar and unlocks Dark Templar at your Gateways. Powering
    up the Templar Archives gives you 1 free High Templar and unlocks High Templar
    at your Gateways.
    - Free the 4 Preservers
    At 1:50 you get attacked by an enemy Stalker. What seems like a normal "kill
    the enemy's base" mission becomes much harder when Maar appears. He is a
    powerful unit. It takes a long time to bring him down. When he spawns he will
    come straight towards your base. Even when killed, he respawns very soon. He
    also get's stronger the longer the mission lasts. His health and shields will
    increase, he will start to use special abilities, and he will respawn faster.
    You will definitely need your army at your base when he attacks.
    Even though Maar is powerful and respawns throughout the mission, you can
    actually methodically take out all the Protoss. This is what I recommend. It
    makes the bonus objective easier. You also won't have to worry about so much
    going on at once.
    There are three Protoss bases on the map. Their main base will be shown to you
    on the map where the main objective is completed. To the southwest of your base
    is a small Protoss base with resources. To the southeast is another small
    Protoss base. The attacks on your base will generally come from these two
    bases. Only after they are destroyed will the main base start sending units to
    Build up a force of 20 Zealots and 20 Stalkers to take out the small Protoss
    base to the southwest. They have a pretty big standing army even at this small
    base, but it should go down fast. Start your attack right after Maar is
    destroyed at 12:30 to ensure you have time to take out the Protoss base before
    he respawns. While you are taking out this base you might get attacked by other
    Protoss, but you should have some Zealots and Stalkers in your base you were
    training while you are attacking the base.
    After this first one goes down, go back to base and build up your army again to
    20 Zealots and 20 Stalkers. Also build about 5 extra Zealots and Stalkers to
    defend while you are away from your base. This Protoss base is much further
    away. Your main army will be too far away to defend from Protoss attacks. Time
    your attack again around 19:00 when Maar has just been killed. Then take out
    the small Protoss base to the southeast. It should go down faster than the
    first one.
    Build up your army to take out the Protoss main base. Build up an army of at
    least 40 Zealots and 40 Stalkers. Park them at the bridge entrance to the
    Protoss main base, but you are not going to attack yet. They can deal with Maar
    when he respawns and any Protoss attacks.
    Now you are ready to do the bonus objective. The game will point out where each
    abandoned building is. Move some units as escorts with the Probe to each
    building to kill any Protoss guarding it. Then move a Probe in to build a
    Pylon. You can power up the buildings in any order giving you Abandoned
    Building #1, Abandoned Building #2, and Abandoned Building #3.
    It's finally time to take out the Protoss main base, destroy the Preserver
    prisons and end this mission. This can be a tough battle, but with your
    superior numbers you should do fine. Wait for Maar to attack. Once he is
    destroyed around 25:00 quickly move in to take out the base. Maar will probably
    respawn while you are still attacking the base, so be ready to fight the
    Protoss and Maar at the same time. Key Protoss units to destroy include Void
    Rays, Archons, and High Templar. If you have a lot of Stalkers, use Blink to
    get them in better positions for taking out Void Rays or letting your Zealots
    get to the front lines.
    With the Protoss base destroyed, all you have to do is destroy the prisons
    holding the Preservers. They are all next to each other right where Maar
    respawns. Your army should be big enough by now to deal with him no problem.
    Destroy the 3 prisons to end the mission. Mission Complete!
    -----c. Echoes of the Future-----                                    --[CHSF]--
    Background: Zeratul must commune with the Overmind's remains in order to get
    his last thoughts containing the prophecy.
    New Units: Observer, Colossus
    New Structures: Warp Gate, Robotics Bay
    Heroes: Zeratul (Dark Templar)
    Rewards: 4 Zerg Research Points, 2 Protoss Research Points
    Difficulty: 5/10
    - Reach the Nexus
    - Bring Zeratul to each of the 4 Overmind Tendrils (Research)
    - Zeratul Must Survive
    - Bonus: Power the 2 Obelisks (Research)
    - Reach the Nexus
    Similar to the first Protoss mission, you only start with Zeratul. Follow the
    terrain east killing any Zerg until you get to the base. You will get 5 Probes
    and 2 Colossi for free. Like the last mission, you will need to build a few
    Pylons early to power up the rest of the buildings.
    It took me 1:30 to complete this first objective, but that may be slower or
    faster than you. For this reason, the later timings I list for this mission are
    based on when I got control of the base. For example, an attack at 5:00 is 5:00
    from when the second objective starts. The "real" time would then be 6:40
    counting that first objective. That number will differ if you completed the
    first objective in a different amount of time.
    - Bring Zeratul to each of the 4 Overmind Tendrils
    Build 3 Gateways to add to your first one for a total of 4. Like the last
    mission there are abandoned buildings out in the wilderness you can power up
    with Pylons. The bonus objective is completed by powering two specific Obelisk
    buildings, which I will cover later. Don't worry about building more Photon
    Cannons. They will probably be destroyed just wasting your minerals. With your
    4 Gateways, create an army of Zealots and Stalkers initially for defense. Also
    remember to be researching the upgrades. In this mission you now have access to
    the level 2 upgrades.
    Every few minutes the Zerg will launch an attack on your base with Nydus Worms
    from two sides. Enemy units will be Zerglings, Roaches, Hydralisks, Banelings,
    and Ultralisks. The more powerful units will appear over time, not in the first
    attacks. These attacks are easy to defend if you have your army nearby. If not,
    they can easily destroy your entire base while you are gone. So you must time
    your attacks in between the Zerg attacks. Other than that, this is a pretty
    easy mission.
    Overmind Tendril #1 is just east of your base. It is protected by two Spine
    Crawlers and a number of Zerglings and Roaches. Build your army up to at least
    10 Zealots and 10 Stalkers for this first attack. Include your Colossi whenever
    you move out to attack as well. I moved out around 5:30.
    Near the tendril you will also find a Warp Gate, which is a special Protoss
    Gateway that can warp in Protoss units almost instantly to any Pylon power
    field. Just by encountering this Warp Gate, you can now transform all of your
    Gateways into Warp Gates. Warp Gates also train units faster than Gateways, so
    there is really no downside to this. You will probably run out of resources
    soon. You can start an expansion here at these resources. Just remember to
    build a few Photon Cannons to fend off the occasional Mutalisk.
    At this point there will also be Broodlords attacking sometimes, which have
    longer range than Photon Cannons. Keep some Stalkers nearby to take them out if
    needed. While building your expansion, also build a Pylon near the Warp Gate
    and Obelisk #1. You will get 3 Stalkers and 1 High Templar for free. Reinforce
    your army back at base until you have about 20 Zealots and Stalkers.
    After the next Zerg attack around 11:40, move east past the first tendril to an
    Infested Terran base. Take out all of the units, and pick up all the little
    resource nodes. Now go north taking out a couple Spine Crawlers. There are also
    4-5 Ultralisks here that will decimate your Zealots. Have Zeratul Hold Position
    behind your army so he doesn't get destroyed with your Zealots. Afterwards,
    move Zeratul to the waypoint for Overmind Tendril #2.
    Return to base and build up again 30 Zealots and 30 Stalkers. After the next
    Zerg attack around 18:30, move north to another Zerg base. Along the way you
    should see Obelisk #2 as well as other buildings you can power up. For powering
    the Warp Gate you will get 3 Stalkers and 1 High Templar. Continue north and
    take out the Zerg base. You can build a Nexus here for later gathering if you
    think you might need it.
    Now go east for Overmind Tendril #3. It is guarded by a lot of Mutalisks, so
    have Stalkers ready with Blink to shoot them down. After taking out all the
    Zerg in this area you will notice a ramp further east. This ramp leads to a
    sizable Zerg base including Zerglings, Roaches, Mutalisks, Banelings, and
    numerous Spine Crawlers. You need to be prepared before entering with 30
    Zealots and 30 Stalkers.
    Attack the base whenever you're ready doing your best to take out Spine
    Crawlers and Banelings before they can do too much damage. Like before your
    Zealots might be destroyed making it dangerous for Zeratul. Keep him in the
    back if you're nervous with Hold Position. Your main base might be attacked
    while this is going on, but you can just ignore it. The mission is almost over.
    Fight your way to the waypoint for Overmind Tendril #4. Then quickly send in
    Zeratul before he can get hurt. Mission Complete!
    | Dealing with Hybrids (Maar): Feedback                     Submitted by: K S |
    I suggest using the high templar's feedback on hybrids. For example, in the
    mission "A Sinister Turn", Maar's ability is very annoying, as it can disable
    many units and damage them. Using feedback depletes his energy (from quite a
    safe range too, or it's just too fast to cast), as well as dealing some damage.
    Then 2-3 immortals should be enough to kill him. This is also useful in the
    mission "In Utter Darkness", albeit a little harder to do with all the
    commotion around, and the hybrid reavers possessing no mana.
    -----d. In Utter Darkness-----                                       --[NTTR]--
    Background: The Terrans have been destroyed. The Dark One has taken command of
    the Zerg. The last hope for the galaxy lies in Protoss hands.
    New Units: Phoenix, Void Ray, Carrier, Mothership
    New Structures: Stargate, Fleet Beacon
    Heroes: Zeratul (Dark Templar), Urun (Phoenix), Mohander (Void Ray), Selendis
    (Carrier), Artanis (Mothership)
    Rewards: 3 Zerg Research Points, 3 Protoss Research Points (bonus objective)
    Difficulty: 7/10
    - Destroy 2000 Enemies (Research)
    - Defend Until the Last Protoss Falls
    - Bonus: Protect the Protoss Archive for 25:00 (Research)
    This is a long mission and can be pretty tough towards the end. I don't have
    attack timings for this mission because there are too many. You are pretty much
    constantly under attack. You start out with a big base with almost everything
    you need already there. You also have a pretty big ground force including
    Zeratul. At first you can't build any air units, but they will be available
    later on.
    Build 5 Probes at each Nexus and rally it to the nearest minerals. Then make
    sure to have all of the Assimilators filled with 3 Probes. You have a Forge and
    a Cybernetics Core ready to start upgrades. I suggest getting only the first
    level of ground upgrades (attack, armor), but try to get all three levels of
    the air upgrades (attack, armor, shields). Phoenixes, Void Rays, and Carriers
    are your best bet for getting lots of kills.
    - Bonus: Protect the Protoss Archive
    The only thing you have to do to complete this objective is to hold back the
    enemies for the time limit. It will then lower underground protected for the
    rest of the mission. Even when it goes down, you should still try to hold out
    as long as possible in this area. You can get kills easier when they come from
    three entrances versus two entrances.
    - Destroy 2000 Enemies
    Your base is pretty much built, but you can't build air units yet. It would
    seem you don't have much to do with your resources. Well, a good tactic on this
    mission is to wall off the three entrances with Photon Cannons. You will have
    more than enough minerals to do this. When you get air units later, they can
    attack from behind the cannons safely while still doing good damage.
    The first air units you get are Phoenixes. You get 7 Phoenixes, one of them the
    Urun hero. They have the Graviton Beam ability that disables a ground unit for
    a short time. You also get 4 Zealots. The best use for this is against the
    Hybrids. They are the most powerful unit you will face and can easily destroy
    cannons and your other units. Simply Graviton Beam the Hybrids and let the
    cannons destroy them. After this point, 2 Stargates will warp into your base,
    and you can train Phoenixes.
    The second air units you get are Void Rays. You get 5 Void Rays, one of them
    the Mohander hero. You also get 4 Zealots. Use the Void Rays with Phoenixes to
    take out the Hybrids. Their charge beam is great against targets that have a
    lot of health. Void Rays will now be available in your Stargates.
    The third air units to arrive are Carriers. You get 5 Carriers, one of them the
    Selendis hero. You also get 4 Zealots and 2 Immortals. Carriers are great
    general purpose units. While your Phoenixes and Void Rays take out Hybrids, let
    your Carriers take out everything else. Carriers greatly increase your air
    units' survivability, because their little Interceptor units will take most of
    the enemy hits. After this point you can build Carriers.
    The last air unit to arrive is the Mothership hero Artanis. It is the most
    powerful Protoss unit able to cloak other units, teleport Protoss units, and
    disable enemy units. Keep it with your flying units at all times. Only your
    Mothership will be attackable by Zerg, but most enemy units will die before
    they get that close. With Artanis, you also get 2 Phoenixes, 2 Void Rays, 4
    Zealots, and 4 Stalkers.
    Throughout all the fighting, keep building Photon Cannons. When the three
    entrances are walled off, build more Photon Cannons at the two closer entrances
    to your base. This will delay the units for the longest time. Also build a few
    cannons deeper inside your base to grab the attention of Nydus Worms that start
    to appear later. Use your air force to clean up after Nydus Worms when they
    - Defend Until the Last Protoss Falls
    The last objective means you don't lose when your buildings die. The mission
    only ends when the last of your units are destroyed. When they destroy your
    base, move your air units away from the ground. That way you can only be
    attacked by air units. This increases your units' survivability greatly and
    lets you get a lot more kills. Hopefully you got 2000 kills before your units
    died. Mission Complete!
    | Defense with Dark Templar and Phoenixes           Submitted by: Montegoraon |
    Unlike Maar in A Sinister Turn, the Hybrid Destroyers in this mission are not
    detectors, and the enemy will not send Overseers in the first few waves, and
    will never send them in great numbers. It's helpful that your enemy will always
    come to you in this mission, since it lets you use a combination of units which
    if you tried it against an enemy base it would not end well for you. Dark
    Templar supported by Phoenixes works extremely well in this mission. Using four
    to six warp gates you can quickly make eight to ten Dark Templar for each of
    your base's three entrances. In the beginning you can just put the Dark Templar
    on one entrance and cover the other two with the remainder of your starting
    forces. Once you have your Dark Templar in place, they'll drive back your
    enemy's Zerg rush faster than they get sent at you. You'll want to keep a good
    supply of Phoenixes ready very nearby. Use their graviton beam ability to shut
    down the enemy's Overseers for their detection ability and Hybrid Destroyers
    for their strong anti-air attack. Twelve Phoenixes should be plenty if you keep
    them mobile. With that defense in place, you can dedicate your resources to
    building up a fully upgraded backup force for when the Nydus Worms start coming
    out. If you manage your forces well and be aggressive with your Phoenixes
    against the Overseers then even 3000 kills isn't impossible, even playing hard
    -----vii. Final Missions-----------------------------------------------[FNLM]--
    -----a. Gates of Hell-----                                           --[GTSF]--
    Background: Ferocious Zerg attacks have scattered the Dominion forces during
    the landing. It's up to Raynor to gather the surviving troops and establish a
    foothold on the surface of the planet.
    Missions Required: Maw of the Void
    Difficulty: 8/10
    - Build A 100 Supply Army
    - Destroy the 3 Nydus Worms
    - Build A 100 Supply Army
    You need to build a big army to establish a foothold. SCVs do not count towards
    the Supply total for this objective. You start with 5 SCVs, 2 Siege Tanks, 6
    Marines, 4 Marauders, and 4 Medics. This seems like it would be a pretty strong
    force, but not compared to what the Zerg will throw at you. You will need one
    more Bunker at each entrance filled with Marines and Firebats. Your initial
    Marauders and Medics can be part of your rescue force. Build a Tech Lab on your
    Barracks for filling up your Bunkers. One thing you don't have to worry about
    in this mission is Supply Depots.
    At this point in the game, you probably have access to all of the units in the
    game. This means it's largely up to you what units you will produce to win this
    mission. Your choice should be based on which Hyperion Armory and Hyperion
    Laboratory upgrades you purchased. You probably won't have enough resources to
    go solely air units or solely vehicles, but you should be able to use those
    units as complements to your other units. I chose to go with infantry units
    since they are the easiest to make. Just remember to get the upgrades for the
    units you use. As always, 24 SCVs on minerals and 3 SCVs per Refinery should
    continue in this mission.
    Throughout the mission drop pods with free units and buildings will appear on
    the map. A group of Zerg will also be nearby. After a short time the Zerg will
    attack the units, usually overwhelming them. If you can make it to the units
    before then, you are awarded those units and buildings. Saving all of the units
    is pretty tough on Hard difficulty, but it's optional. Feel free to just go
    after the units you want and ignore the rest. Even if you ignored all of the
    drop pods you could still beat the mission. It would just take you longer to
    build up 100 units.
    - Destroy the 3 Nydus Worms
    After you have built up 100 supply worth of units, your main objective will
    change to this one. This would be pretty easy, but there are some big obstacles
    ahead including two heavily fortified bases to smash through as well as
    constant heavy attacks on your own base. Warfield can hold for quite a while,
    so build up as much as you can before attacking. You won't be able to defend
    your base while going after the Nydus Worms. Lift Off and fly a Terran building
    near your army in case you lose your base.
    Once you are satisfied with your army, move out through your base's east
    entrance and then southeast through a small pass with no Zerg creep on it. This
    was around 16:00 for me. There are some resources here if you run out at your
    main base, but it will be hard to guard.
    There are two bases to push through to get to the Nydus Worms. The first one is
    an infested Terran base. It has quite a few Spine Crawlers, so try to attack
    with air units or Siege Tanks. They can create new units almost instantly. You
    will have to push through the infested units and take out Spine Crawlers at the
    same time. After taking this base, you may need reinforcements from your own
    base if it still stands.
    The second base is a regular Zerg base, but it is mainly a Hive with a bunch of
    Zerg units standing around defending. It has an even mix of Spine Crawlers and
    Spore Crawlers. The one thing to watch out for is the Banelings. They can
    easily take out a group of infantry. There are about 10 Banelings in a small
    area that will mostly all attack at once.
    Even when you get to the Nydus Worms, it's still not over. They will constantly
    spit out large groups of Zerglings, Hydralisks, and Banelings. Hopefully, your
    army is strong enough to take all three out. You won't have enough the time or
    resources to build up another big army this late in the mission. Focus on the
    Nydus Worms over the other Zerg units since they can reinforce so fast you will
    never deal damage to the Nydus Worms if you just attack their units. Mission
    | Heavy Ghost Strategy                                       Submitted by: RV |
    I found that the use of ghosts is invaluable, as long as they have both
    upgrades researched at the Hyperion Armory. Once I had my base defenses set up,
    consisting of 3 siege tanks guarding each of the entrances, missile turrets
    protecting airways, and a small team of wraiths or vikings for dealing with
    broodlords, I built two Shadow Ops in my base. I assigned them to Control
    groups 9 and 0 for easy manufacture of tactical nukes. After receiving the
    objective to save Warfield, I quickly took out the first base encountered on
    the path to the Nydus worms using the method you suggested. After that, I
    simply move my ghost in, sniping any units that get in my way. Be careful of
    overseers and spore crawlers while doing this. Should the Zerg see you, simply
    retreat until they cannot. Once you encounter the last base, start lazing
    targets for tac nukes. Even if an overseer has you in its sights, the zerg
    units will not attack you unless you target a unit within its own sight radius.
    Give your ghost the command to call in a nuke, then tell him to move away so
    that in the short time between you regaining control over the ghost and the
    nuke coming down, you will be able to get out of overseer sight range. Keep
    doing this and the bases, and worms will eventually fall.
    I would also like to suggest that if an overseer tries to move to detect you
    and no one else is around, tell your ghost to hold position. The overseer will
    try to designate you as a target but will also try to run away when hit, thus
    causing the ghost to have an easy kill. It is also recommended that you use the
    Hold Fire command liberally.
    -----bA. Belly of the Beast-----                                     --[BLLY]--
    Background: Raynor has chosen to destroy the Nydus Networks to prevent Nydus
    Worms in the final battle. Lead him and his team to destroy key points in an
    underground cave system.
    Heroes: Raynor (Marine), Findlay (Marine), Swann (Marauder), Stetmann (Medic)
    Difficulty: 6/10
    - Plant Seismic Charges at the 3 Fissures
    - Kill The Queen
    - Escape The Cave
    - Plant Seismic Charges at Fissure #1
    Follow the path southwest. Raynor will tell you about his Penetrator Round
    ability. Use it to take out the units ahead that are in a straight line.
    Continue further to find another group of Zerg with 2 Spine Crawlers. Try to
    take out the Spine Crawlers with a Penetrator Round. The rest of the Zerg units
    are nothing compared to your Heroes.
    Keep going west to find another group of Zerg units. This time Tychus will tell
    you about his Shredder Grenade ability. Using it on the Zerg units on the ramp
    should kill most of them. Just finish off the few remaining Zerglings with
    regular attacks. Up the ramp you will find more Zerg with 2 Spine Crawlers. Hit
    both of them with a Shredder Grenade. Then have Raynor finish one off with a
    Penetrator Round. Retreat out of range of the surviving Spine Crawler killing
    any Zerg units that follow you. Then come back and take out the Spine Crawler
    with its defenders dead.
    Go around and then down the ramp to find a big group of Zerglings in the next
    room. Before you get there, Swann will tell you about his Flaming Betty turret.
    It functions pretty much the same as a Perdition Turret. Place it in the
    indicated spot to kill most of the Zerg. You can use your other hero abilities
    if you want to speed up the killing.
    Continue east up a ramp killing Zerglings, Hydralisks, and Roaches that get in
    the way. You will get a transmission from Warfield about some units you can
    free nearby. Go towards that direction. You will get to an area with 4 Spine
    Crawlers and some enemy units. Retreat and then focus fire on the Abomination.
    Then take out the Spine Crawlers safely with Penetrator Rounds and Shredder
    Grenades. Go north to rescue 4 Marines and a Medic.
    Now go south destroying some rocks. You will cross a little bridge, and a bunch
    of Zerg units will unburrow to attack. Use a Penetrator Round on the ones in
    front and a Shredder Grenade on the units behind you. Continue west to find a
    bunch of Zerglings with a few Hydralisks, Roaches, and an Abomination. A
    Penetrator Round should take out most of them. Watch out for the Abomination.
    It can kill your Marines and Medic in only two shots, faster than they can be
    Just west 4 Nydus Worms will spawn with Broodlings and an Abomination. Use a
    Penetrator Round to take out 2 worms instantly. Then use a Shredder Round to
    take out the other 2 worms. Finish the remaining units then continue west.
    You will find Fissure #1. You need to guard it for 2:20. There are 3 paths into
    the area, and Zerg units will come from all three. Have Swann place a flame
    turret on one path. Then, you will only have to worry about two of the paths.
    Be sure to keep placing turrets when the last one disappears. Periodically,
    Nydus Worms will spawn. Take them out as fast as you can to prevent your units
    from getting overwhelmed.
    - Plant Seismic Charges at Fissure #2
    In the next area, go east to find an Infestor with infested Terrans. A single
    Penetrator Round should kill most of the units. Move south and a little west to
    find a large group of infested Terrans with an Infestor. With a Penetrator
    Round and a Shredder Grenade you should be able to take care of them.
    Go a little south and then east to find another big group of infested Terrans
    with some Spine Crawlers. Lead them back a little ways away from the Spine
    Crawlers. Use all three of your hero abilities to take them out without much
    trouble. Then use a Penetrator Round to take out both Spine Crawlers in one
    Go southwest to find lone Abomination. He is still pretty tough to kill even
    solo. Just southeast will be another Abomination, but don't use any special
    abilities on it. A bunch of Banelings will come from behind. They can decimate
    your units if they get too close. Use your hero abilities on the Banelings
    while a hero takes the hits from the Abomination.
    Head east to find an Infestor with Hydralisks and Banelings. Try to take out
    the Banelings and Infestor with one Penetrator Round. Zerg units will also come
    from behind. Take them out with a well-placed Shredder Grenade. Lastly, take
    out the 2 Nydus Worms and move north up the ramp to rescue 2 Firebats and a
    Medic. Take the other path just west of the ramp you went up to rescue the
    You will face a long battle against Nydus Worms spitting out infested units.
    Fight your way up to each one using a grenade or round to take out the worms
    instantly. At one point, some Banelings will unburrow. Use a grenade to kill
    them at a distance. A little ways further an Ultralisk will appear in front of
    you and an Abomination behind you. Try to get one of them to attack Flaming
    Betty while you fight the other. While fighting this battle, use a Penetrator
    Round on the nearby Nydus Worm. This can be tough towards the end, so try to
    move fast.
    After the last Nydus Worm is Fissure #2. This room is a little more open than
    the one containing the last fissure. A good choke point to put the flame turret
    is on the southeast side of the fissure. On the west and southwest, you will
    need to move around with your units. Compared to the last fissure, enemy
    attacks will now include some Ultralisks and Banelings.
    - Plant Seismic Charges at Fissure #3
    The next area starts with a number of rooms full of Zerg eggs. When nearing
    them they will pop open with infested Terrans and Infestors. Also there are
    occasionally Zerglings, Banelings, Hydralisks, and Roaches to kill.
    After going north a ways you will get a transmission for some more units to
    rescue. An Omegalisk is attacking the rocks next to them. You must take it out
    before it destroys the rocks. In this room are also a bunch of eggs that will
    pop out trying to distract you. Try to focus on the Omegalisk the whole time.
    Stetmann's healing should keep your heroes a live through it. Move southeast to
    the waypoint for Fissure #3 and the Queen.
    - Kill The Queen
    This part is similar to the last one where you have to defend, but it's more of
    a boss fight. Eggs are all over the room. A Zerg Queen boss will appear. She
    will break open nearby eggs for awhile and then move in to attack your units.
    Use all your hero abilities as often as possible to reduce her life. When she
    loses 25% health, she will burrow. A little while later she will unburrow in
    another area with some health healed and start breaking more eggs open.
    When the Queen attacks, try to get her to attack the Flaming Betty. Let the
    turret take all the hits while your heroes dish out the damage. After the third
    time she burrows, she will come up at the fissure to attack your units
    directly. She will have a new ability as well. Whenever she unburrows, your
    units will be stunned for a little bit giving her and her minions free hits.
    More eggs will also start popping at this time. As long as you keep up on using
    your abilities, you should be fine.
    - Escape The Cave
    This objective is pretty straightforward. Just follow the path to the end. For
    the first Zerg group, use a Shredder Grenade. You will get to an area with eggs
    and some Spine Crawlers. Use a Penetrator Round on the Spine Crawlers, but
    ignore the eggs. You don't have enough time to fight them.
    You will get to another area with Infested Terrans and an Infestor. Use a
    grenade if your Penetrator is still be on cooldown. A little further you will
    face an Abomination. Use a Flaming Betty to distract it. Some Zerg units will
    try to attack you from behind. Just keep moving to the waypoint. They won't be
    able to catch up. Mission Complete!
    -----bB. Shatter the Sky-----                                        --[STTR]--
    Background: Raynor has chosen to destroy the Zerg platforms in orbit around the
    planet to prevent Zerg air support in the final battle.
    Difficulty: 6/10
    - Destroy the 4 Coolant Towers
    - Bonus: Destroy the Zerg Leviathan
    You start with 9 SCVs, 8 Marines, 3 Medics, 2 Banshees, and a Battlecruiser.
    This is a pretty good start, but not enough to do anything yet. There are two
    entrances to your base. You will want to build 2 Bunkers per entrance along
    with an array of Missile Turrets all around the southwest edges of your base.
    Fill the Bunkers with Marines. The Zerg rarely send Zerglings or Ultralisks, so
    Firebats wouldn't be very useful.
    For production, put a Reactor on your Barracks, a Tech Lab on your Starport,
    and a Tech Lab on your Factory. Pump out Marines from the Barracks,
    Battlecruisers from the Starport, and Siege Tanks and Goliaths from the
    - Destroy the 4 Coolant Towers
    The Zerg base defending the first tower is pretty weak. They have a few Spore
    Crawlers and Spine Crawlers, but not in great numbers. They don't have many
    standing forces either. Build up 6 Battlecruisers for this first tower. Then
    move straight southwest to the coolant tower. This was around 11:45 for me.
    Keep building Battlecruisers while you do this.
    Use the Yamato Cannon on one Spore Crawler in the way and finish it off with
    lasers. Continue southeast to the Coolant Tower #1. On the way you may attract
    some Zerg forces, but they are weak compared to Battlecruisers. Use 5 Yamato
    Cannons on it to destroy it instantly. Quickly move your Battlecruisers back to
    base before the platform explodes or else you will lose all of them.
    Around this time you will probably be running out of minerals at your main
    base. Through the south entrance of your base, there is a fairly close location
    with more resources that you can expand to. Destroy the Hatchery and Crawler
    defenses with your Battlecruisers. Then build a Command Center and 2 Bunkers to
    defend it.
    With more resources secured, you can build up to take out the next coolant
    tower. This one is northwest of your new expansion. As Horner said, it is
    mainly defended with Spine Crawlers and ground attack units. That means it's
    the perfect target for your Battlecruisers. For this attack build up 12
    Battlecruisers. Also start building up your ground force now. Any extra
    resources you have after queuing Battlecruisers should go to Marines, Siege
    Tanks, and Goliaths.
    When you are ready to attack Coolant Tower #2 -- it was 19:35 for me -- move
    northwest targeting any Spore Crawlers, Mutalisks and Hydralisks you find. Use
    Yamato Cannons on the Spore Crawlers. When you get to coolant tower, use Yamato
    Cannons if your Battlecruisers have any left over energy. Otherwise, even
    regular attacks should bring it down quick. Just like the first coolant tower,
    move away quickly to prevent your units from being caught in the explosion.
    At this time, the Zerg will introduce a new unit, the Leviathan. It is a
    powerful air unit with high health, area damage attacks, and a few abilities.
    First, it can summon other Zerg units to help it. They basically hatch out of
    its body. Second, it can cast an ability on your flying units that prevent them
    from moving or attacking for a little while. Its last ability is a single
    target heavy damage shot against Battlecruisers. It does somewhere around 350
    damage in one shot. It casts all of these abilities fairly often as long as it
    has energy.
    It patrols in front of the last coolant tower and through many of the ground
    passes, so you should destroy it before attacking another tower. Your 12
    Battlecruisers plus any Marines and Goliaths you have produced will make short
    work of it. Wait for the Leviathan to move over land. Then engage with your
    Marines. They are cheap units and fast to replenish. Use Yamato Cannons
    liberally until it dies, then deal with the other Zerg flyers it summoned.
    Return to base for repairs.
    Build up your ground force until you have 30 Marines, 5 Siege Tanks, and 5
    Goliaths. Coolant Tower #3 is just south of your expansion base, but the land
    route is a little longer. Around 35:00, clear the way to the base with your
    Battlecruisers. There is a small Zerg base with a Hatchery and some defenses.
    After destroying this base, keep your Battlecruisers here while your ground
    army goes after the third coolant tower. The base defending it has strong
    defenses against air units, but not very much against ground units.
    Use your Marines as cannon fodder while your Siege Tanks do the real damage
    focusing on Spine Crawlers and the few ground units they have. Use Goliaths to
    take out Broodlords. Keep edging forward with your Siege Tanks until you get in
    siege range of the tower. From the upper ledge, your Siege Tanks should be able
    to attack the tower when in Siege Mode. Once it's destroyed, remember to move
    your forces out fast before it explodes.
    For the last cooldown tower, build up your armies again until you have 30
    Marines, 5 Siege Tanks, and 12 Battlecruisers. Move southwest towards Coolant
    Tower #4. This was 48:00 for me. Just like before, the Marines will act as
    cannon fodder while your Battlecruisers and Siege Tanks do damage. Target Spine
    Crawlers with Siege Tanks and Spore Crawlers with Battlecruiser Yamato Cannons.
    Try to ignore other buildings unless they are blocking the way. When you get to
    the tower, a combination of Siege Tanks and Battlecruiser Yamato Cannons should
    take it out fast. Once it is destroyed, Mission Complete!
    | Alternate Strategy: Coolant Towers #3 and #4           Submitted by: Andrew |
    After you've destroyed two cooling towers and the Leviathan, you'll probably
    have 10-14 battle cruisers knocking around. If so, and your BCs have the shield
    ability from the Armory, there's really no point in doing anything else, since
    the mission ends immediately when all towers are destroyed. Make sure all the
    BCs are repaired, and have enough energy to Yamato and to also start up the
    shield. Split your BCs evenly into two control groups, and drive them right up
    to the last two bases. Start up the shields if available, and tell them all to
    Yamato their respective towers in a suicide charge. If you have at least 5 in
    each group, enough should survive to take out the towers and end the mission.
    Sending other (faster) flyers in ahead can distract the AA defenses for a
    little while. I haven't tried this without the shield; you'd probably just need
    another BC or 2 in each group.
    | Heavy Ghost Strategy                                       Submitted by: RV |
    I found that the use of ghosts is invaluable, as long as they have both
    upgrades researched at the Hyperion Armory. Once I had my base defenses set up,
    consisting of 3 siege tanks guarding each of the entrances, missile turrets
    protecting airways, and a small team of wraiths or vikings for dealing with
    broodlords, I built two Shadow Ops in my base. I assigned them to Control
    groups 9 and 0 for easy manufacture of tactical nukes. In "Shatter the Sky",
    this strategy only works with the base closest to your original LZ. Learning
    how to use overseers and tac nukes will make easy, albeit time consuming, work
    of the Zerg forces.
    I would also like to suggest that if an overseer tries to move to detect you
    and no one else is around, tell your ghost to hold position. The overseer will
    try to designate you as a target but will also try to run away when hit, thus
    causing the ghost to have an easy kill. It is also recommended that you use the
    Hold Fire command liberally.
    -----c. All In-----                                                  --[ALLN]--
    Background: Defend the Xel'Naga Artifact long enough to fully charge up.
    Difficulty: 10/10
    - Defend the Artifact
    Your one objective here is long and hard. This is another base defense mission.
    The artifact has to charge to 100% to beat the mission. You can activate the
    artifact at any time to release a minor wave that will kill all nearby Zerg
    units. This does not affect the overall charge rate, so you should use this
    ability often. Good times to use it are when Nydus Worms appear, when Kerrigan
    gets close, and when air waves come.
    This mission plays out a little differently depending on whether you chose to
    do Belly of the Beast or Shatter the Sky. Read the General Strategies and then
    follow the walkthrough for the mission you chose before.
    - Defend the Artifact
    ---General Strategies---
    Kerrigan will appear every so often to attack your base and the artifact. She
    has a few different abilities. One ability a more powerful Psi Storm that does
    huge area damage over a long time. Bunkers, Siege Tanks, and Marines will all
    go down in just a few seconds. Try to move units out of the way that are not
    attacking. You will have to rebuild any buildings hit by it. Her other ability
    is an instant kill where she lifts up a unit for a short time and drops it to
    its death.
    To take her out, use the artifact and send in any available units. She takes
    reduced damage from Siege Tanks, so don't rely on them to kill her. Mass
    Marines are good if you can avoid her area attack. The Battlecruiser's Yamato
    Cannon is also good, but she may instant kill them. Once you do enough damage,
    she will burrow and attack later when she has regained her strength.
    You are pretty much constantly under attack on this mission, so there is no
    point in me giving attack timings.
    ---Belly of the Beast completed---
    Your base is well developed at the beginning, but you still need to build a
    lot. You start with quite a few SCVs, but you should try to have 40 total. You
    also get a lot of Supply Depots, but you are going to need more to get to the
    200 supply cap.
    For production, build a Barracks with a Reactor, a Factory with Tech Lab, and a
    Starport with Reactor. Constantly build Marines from your Barracks, Siege Tanks
    from your Factories, and Vikings from your Starport. For armor and attack
    upgrades, focus on ship upgrades and infantry upgrades. By the end of the
    mission, you should be close to level 3 upgrades or already have them finished.
    Have 5 filled Bunkers at each entrance of your base along with 5 Siege Tanks.
    Around the artifact, put 4 Missile Turrets on the cliffs and 4 Bunkers around
    it. Fill Bunkers with only Marines since you will mostly be attacking air
    units. Keep 3-5 SCVs at each entrance for repairs and rebuilding. On the
    southeast cliffs of your base build Missile Turrets to defend from Overlord
    drops that will occur later in the emission.
    Bunkers will not last long against the Banelings Kerrigan is sure to send at
    the artifact, but it's better than Marines by themselves that are instantly
    killed by Banelings. Bunkers also can't be instantly destroyed with Kerrigan's
    instant kill ability, because it only affects units.
    Throughout the mission, you will be subjected to many air attacks. A fleet of
    Vikings will make short work of them. A goal of 30 Vikings is good for the
    entire mission. This may be an unobtainable goal, but just keep aiming for it
    by producing them constantly.
    About halfway through, Kerrigan will send an Overlord drop. Many of the
    Overlords are decoys with no units, but some of them do have units that can
    take out your SCVs and buildings. As long as you built Missile Turrets around
    the cliffs of your base, you should be fine here. Send a few Vikings if you are
    A little after the Overlord drop, the Leviathan will appear on the field. It is
    a powerful air unit with 3000 health. It has two powerful abilities. The first
    one prevents your air units from moving or firing for 30 seconds or so. There
    is really nothing you can do about this. Just bring tons of Vikings and some of
    them should survive to kill it. The second ability does heavy damage to
    Battlecruisers. Keep your Battlecruisers away from this fight if you don't want
    to lose them.
    This mission can take a lot of tries to beat. Just keep working on it if you
    fail. You might want to make saves at various points to recover from mistakes.
    Keep your defenses up, keep building units, and you should be able to pull it
    off. Mission complete and congratulations on finishing the Wings of Liberty
    ---Shatter the Sky completed---
    Your base is well developed at the beginning, but you still need to build a
    lot. You start with quite a few SCVs, but you should try to have 40 total. You
    also get a lot of Supply Depots, but you are going to need more to get to the
    200 supply cap.
    For production, build a Barracks with a Reactor, another Barracks with a Tech
    Lab, a Factory with Tech Lab, and a Starport with Tech Lab. Constantly build
    Marines from your Barracks with Reactors, Siege Tanks from your Factories, and
    Banshees from your Starport. Build Firebats as needed to fill the occasional
    Bunker slot, but you don't need a lot of them. For armor and attack upgrades,
    focus on ship upgrades and infantry upgrades. By the end of the mission, you
    should be close to level 3 upgrades or already have them finished.
    Have 5 filled Bunkers at each entrance of your base along with 5 Siege Tanks.
    Fill Bunkers with mostly Marines since you will need their range. A few of the
    Bunkers that get attacked the most by Zerglings can have one Firebat. Put 4
    Missile Turrets on the cliffs near the Xel'Naga Artifact. Around the artifact,
    build 3 Planetary Fortresses if you unlocked them with research. They have high
    armor, high health, and pretty good damage to ground units. Otherwise build
    Bunkers around the artifact. Keep 3-5 SCVs at each entrance for repairs and
    rebuilding. On the southeast cliffs of your base, build Missile Turrets to
    defend from Overlord drops that will occur later in the emission.
    Bunkers will not last long against the Banelings Kerrigan is sure to send at
    the artifact, but it's better than Marines by themselves that are instantly
    killed by Banelings. Bunkers also can't be instantly destroyed with Kerrigan's
    instant kill ability, because it only affects units.
    About halfway through, Kerrigan will send an Overlord drop. Many of the
    Overlords are decoys with no units, but some of them do have units that can
    take out your SCVs and buildings. As long as you built Missile Turrets around
    the cliffs of your base, you should be fine here. Send some Marines or your
    Battlecruisers if you are worried.
    Nydus Worms will spawn all over the map every so often. A fleet of Banshees
    will be able to quickly move to the worms and destroy them before too many
    units can escape. Aim for a fleet of 30 Banshees in two separate control
    groups. Use one control group to take out all the Nydus Worms that spawn in the
    southwest and another control group to take out the ones that spawn in the
    This mission can take a lot of tries to beat. Just keep working on it if you
    fail. You might want to make saves at various points to recover from mistakes.
    Keep your defenses up, keep building units, and you should be able to pull it
    off. Mission complete and congratulations on finishing the Wings of Liberty
    =====C. Campaign Lists=================================================[CLST]==
    This section lists all of the upgrades available from the Armory, mercenaries
    from the Cantina, new technologies from the Laboratory, and units you can
    unlock in each mission.
    -----i. Armory---------------------------------------------------------[RMRY]--
    Use the Armory console in the Armory to buy upgrades for your units and
    buildings. These upgrades are permanent for the rest of the campaign. You can
    choose to focus on certain categories of units that you like to use or just
    skip around to get upgrades that sound interesting. You can complete the
    campaign with pretty much any combination of upgrades.
    The Armory consists of 5 categories covering the various unit types and some
    buildings. Each unit or building has two associated upgrades. Whenever that
    unit is unlocked in a mission, both of its upgrades will be available in the
    Armory afterwards.
    ----Base Upgrades-----
    | Bunker                                            Unlocked After: Zero Hour |
    | Projectile Accelerator    | 40,000  | Neosteel Bunker             | 50,000  |
    | Bunkered units gain +1 range.       | Bunkers gain 2 additional slots.      |
    | Missile Turret                         Unlocked After: 6 missions completed |
    | Titanium Housing          | 50,000  | Hellstorm Batteries         | 80,000  |
    | Missile Turrets gain +75 life.      | Missile Turrets gain a second attack  |
    |                                     | that does area damage.                |
    | SCV                                    Unlocked After: 9 missions completed |
    | Advanced Construction     | 60,000  | Dual-Fusion Welders         | 80,000  |
    | Multiple SCVs can build the same    | SCVs repair twice as fast.            |
    | structure to reduce build time at   |                                       |
    | no additional cost.                 |                                       |
    | Terran Building                       Unlocked After: 12 missions completed |
    | Fire-Suppression System   | 90,000  | Orbital Command             | 125,000 |
    | Structures automatically put out    | Adds the Scanner Sweep and Call Down: |
    | their own fires repairing           | MULE abilities to the Command Center. |
    | themselves up to 50% life.          | Refer to the Orbital Command in the   |
    |                                     | Terran Units section for more info.   |
    -----Infantry Upgrades-----
    | Marine                                            Unlocked After: Zero Hour |
    | Stimpacks                 | 50,000  | Combat Shield               | 60,000  |
    | Adds the Stimpack ability to        | Marines gain + 10 life                |
    | Marines that increases move and     |                                       |
    | attack speed by 50% for 15 seconds  |                                       |
    | at the cost of 10 life.             |                                       |
    | Medic                                             Unlocked After: Zero Hour |
    | Advanced Medic Facilities | 60,000  | Stabilizer Medpacks         | 105,000 |
    | Medics no longer require the Tech   | Medics heal targets 25% faster and    |
    | Lab add-on.                         | use 33% less energy per heal.         |
    | Firebat                                      Unlocked After: The Evacuation |
    | Incinerator Gauntlets     | 40,000  | Juggernaut Plating          | 85,000  |
    | Firebats gain a 40% larger attack.  | Firebats gain +2 armor.               |
    | Marauder                                     Unlocked After: Smash and Grab |
    | Concussive Shells         | 70,000  | Kinetic Foam                | 90,000  |
    | Marauder attacks slow all units in  | Marauders gain +25 life.              |
    | the target area.                    |                                       |
    | Reaper                               Unlocked After: The Devil's Playground |
    | U-238 Rounds              | 60,000  | G-4 Clusterbomb             | 75,000  |
    | Reapers gain +1 range and do an     | Reapers gain an anti-personnel charge |
    | additional +3 damage to Light armor.| with a large blast radius that ejects |
    |                                     | smaller payloads in the radius for    |
    |                                     | increased damage.                     |
    -----Vehicle Upgrades-----
    | Hellion                                            Unlocked After: Outbreak |
    | Twin-Linked Flamethrower  | 40,000  | Thermite Filaments          | 60,000  |
    | Doubles the width of the Hellion's  | Hellion's do an additional +10 damage |
    | flame attack.                       | to Light armor.                       |
    | Vulture                                           Unlocked After: Cutthroat |
    | Cerberus Mine             | 50,000  | Replenishable Magazine      | 60,000  |
    | Increases mine blast radius and     | Allows Vultures to replenish mines in |
    | trigger radius by 30%               | the field for 15 minerals.            |
    | Goliath                               Unlocked After: Welcome to the Jungle |
    | Multi-Lock Weapons System | 50,000  | Ares-Class Targeting System | 80,000  |
    | Goliaths can fire both weapons      | Goliaths gain +3 missile range and +1 |
    | simultaneously.                     | cannon range.                         |
    | Diamondback                         Unlocked After: The Great Train Robbery |
    | Tri-Lithium Power Cell    | 75,000  | Shaped Hull                 | 90,000  |
    | Diamondbacks gain +1 range.         | Diamondbacks gain +50 life.           |
    | Siege Tank                                          Unlocked After: The Dig |
    | Maelstrom Rounds          | 105,000 | Shaped Blast                | 140,000 |
    | Siege Tanks do +40 damage to the    | Shock Cannon does 75% less damage to  |
    | primary target, but splash damage   | friendly units.                       |
    | remains the same.                   |                                       |
    -----Ship Upgrades-----
    | Medivac                                  Unlocked After: The Moebius Factor |
    | Rapid Deployment Tube     | 50,000  | Advanced Healing AI         | 115,000 |
    | Medivacs deploy loaded troops       | Medivacs can heal two targets at      |
    | almost instantly.                   | once.                                 |
    | Wraith                                Unlocked After: Engine of Destruction |
    | Tomahawk Power Cells      | 80,000  | Displacement Field          | 125,000 |
    | Wraiths start with +100 energy.     | Wraiths evade 20% of attacks when     |
    |                                     | cloaked.                              |
    | Viking                           Unlocked After: Safe Haven or Haven's Fall |
    | Ripwave Missiles          | 75,000  | Phobos-Class Weapons System | 90,000  |
    | Viking missiles do area damage.     | Vikings gain +2 missile range and +1  |
    |                                     | cannon range.                         |
    | Banshee                                           Unlocked After: Supernova |
    | Cross-Spectrum Dampeners  | 80,000  | Shockwave Missile Battery   | 110,000 |
    | Banshee can remain cloaked for      | Banshee attacks fire multiple         |
    | twice as long.                      | missiles in a line.                   |
    | Battlecruiser                               Unlocked After: Maw of the Void |
    | Missile Pods              | 140,000 | Defensive Matrix            | 150,000 |
    | Grants the Missile Pods ability     | Grants the Defensive Matrix ability   |
    | that does area damage to air        | that absorbs 200 damage before        |
    | targets.                            | failing.                              |
    -----Dominion Upgrades-----
    | Spectre                                            Unlocked After: Breakout |
    | Psionic Lash              | 100,000 | Nyx-Class Cloaking Module   | 125,000 |
    | Spectres gain the Psionic Lash      | Cloak becomes permanent at no energy  |
    | ability that deals 200 damage to a  | cost.                                 |
    | single target.                      |                                       |
    | Ghost                                     Unlocked After: Ghost of a Chance |
    | Tomahawk Power Cells      | 85,000  | Displacement Field          | 125,000 |
    | Ghosts gain +2 range and +3 sight   | Cloak becomes permanent at no energy  |
    | radius.                             | cost.                                 |
    | Thor                                            Unlocked After: Media Blitz |
    | 330mm Barrage Cannon      | 130,000 | Immortality Protocol        | 140,000 |
    | Improved bombardment cannon that    | Grants the Immortality Protocol       |
    | deals massive area damage and       | ability that allows Thors to be       |
    | stuns central targets.              | reactived in the field.               |
    -----ii. Mercenaries---------------------------------------------------[MRCN]--
    Talk to Graven Hill in the Cantina to buy mercenaries. Mercenaries are produced
    from the Merc Compound, which is a campaign-only building. On every mission
    where you get a base, you start with a Merc Compound. You only need to build
    one if your first one is destroyed. Refer to the Terran Units section for
    information about the base unit. Mercenaries work the same as the base unit.
    They just have more powerful stats. Upgrades that affect the base unit also
    affect the mercenaries, and these will stack with the mercenary stat bonuses.
    Stat Description
    Health - The health bonus over the base unit.
    Damage - The damage bonus over the base unit.
    Squad Size - How many units you get in one call down.
    Limit - How many squads you can call down in a single mission.
    Time - How many minutes before you can call down your first squad and how long
    before you can call down another squad after that.
    Credit Cost - How much it costs to hire the mercenaries to work for Raynor's
    Resource Cost - How many resources you need to call down this unit in a
    mission. An uppercase 'M' stands for minerals and 'G' for vespene gas.
    | Health | Damage | Squad Size | Limit | Time | Credit Cost | Resource Cost   |
    | War Pigs (Marines)                                Unlocked After: Zero Hour |
    |  +65%  |  +35%  |     4      |   3   | 5:00 |      0      | 250M            |
    | Devil Dogs (Firebats)                        Unlocked After: The Evacuation |
    |  +60%  |  +25%  |     2      |   2   | 5:00 |   35,000    | 250M, 75G       |
    | Hammer Securities (Marauders)                Unlocked After: Smash and Grab |
    |  +25%  |  +20%  |     2      |   2   | 6:00 |   30,000    | 250M, 75G       |
    | Spartan Company (Goliaths)            Unlocked After: Welcome to the Jungle |
    |  +33%  |  +33%  |     2      |   2   | 6:00 |   40,000    | 300M, 125G      |
    | Siege Breakers (Siege Tanks)                        Unlocked After: The Dig |
    |  +33%  |  +66%  |     2      |   2   | 7:00 |   45,000    | 400M, 200G      |
    | Hel's Angels (Vikings)           Unlocked After: Safe Haven or Haven's Fall |
    |  +45%  |  +40%  |     3      |   2   | 5:00 |   45,000    | 400M, 300G      |
    | Dusk Wings (Banshees)                             Unlocked After: Supernova |
    |  +25%  |  +50%  |     2      |   2   | 7:00 |   60,000    | 350M, 200G      |
    | Jackson's Revenge (Battlecruiser)           Unlocked After: Maw of the Void |
    |  +30%  |  +33%  |     1      |   1   | 7:00 |   80,000    | 400M, 300G      |
    -----iii. Laboratory---------------------------------------------------[LBRY]--
    Check the research console in the Laboratory to pick which upgrades you want.
    Research points are gained in missions. Objectives with "(Research)" award
    research points at the end of the mission. For each research level you get the
    choice of one upgrade or the other. Your choice is final, and there is no way
    to change it other than reloading from a save file before you made the choice
    or starting a new campaign.
    Many of the choices seem to be offensive or defensive in nature. You can choose
    to specialize on offensive or defensive upgrades, or just skip around choosing
    upgrades that sound interesting.
    For the unlocked units or buildings, see the Terran Units or Buildings section
    for a full description. Choices that are mostly just upgrades like the Bunker
    upgrades are not described in those sections.
    | Level 5                                                                     |
    | Strike Turret                        | Fortified Bunker                     |
    | Outfits all Bunkers with an          | Bunkers gain +150 life.              |
    | automated turret.                    |                                      |
    | Level 10                                                                    |
    | Perdition Turret                     | Planetary Fortress                   |
    | A flame turret that does massive     | Command Center can upgrade to a      |
    | damage and conceals itself when not  | Planetary Fortress with extra armor  |
    | in combat.                           | and heavy ground damage, but loses   |
    |                                      | the ability to Lift Off.             |
    | Level 15                                                                    |
    | Predator                             | Hercules                             |
    | An anti-infantry specialist unit     | A massive transport ship that        |
    | with a powerful area shock attack    | unloads almost instantly built at    |
    | built at the Factory.                | the Starport. Loaded troops survive  |
    |                                      | if the Hercules is destroyed.        |
    | Level 20                                                                    |
    | Cellular Reactor                     | Regenerative Bio-Steel               |
    | Specialists (Spectre, Ghost, Raven,  | Ships and vehicles slowly regenerate |
    | Science Vessel) gain +100 starting   | life.                                |
    | energy and +100 max energy.          |                                      |
    | Level 25                                                                    |
    | Hive Mind Emulator                   | Psi Disruptor                        |
    | A defensive structure that can       | A defensive structure that constantly|
    | permanently Mind Control Zerg units. | slows movement and attack speeds of  |
    |                                      | nearby Zerg.                         |
    | Level 5                                                                     |
    | Ultra Capacitors                     | Vanadium Plating                     |
    | Armory and Engineering Bay weapon    | Armory and Engineering Bay armor     |
    | upgrades increase unit attack speed  | upgrades increase unit health by 5%  |
    | by 5% each.                          | each.                                |
    | Level 10                                                                    |
    | Orbital Depots                       | Micro Filtering                      |
    | Supply Depots are built instantly.   | Refineries and Automated Refineries  |
    |                                      | produce vespene gas 25% faster.      |
    | Level 15                                                                    |
    | Automated Refinery                   | Command Center Reactor               |
    | Refineries no longer require SCVs to | Allows two SCVs to be trained        |
    | harvest vespene.                     | simultaneously.                      |
    | Level 20                                                                    |
    | Raven                                | Science Vessel                       |
    | A Starport unit that can detect      | A Starport unit that can detect      |
    | cloaked and burrowed enemies, drop   | cloaked and burrowed units, Irradiate|
    | Auto-Turrets, place Point Defense    | enemy biological units, and repair   |
    | Drones, and deploy Seeker Missiles.  | nearby mechanical units.             |
    | Level 25                                                                    |
    | Tech Reactor                         | Orbital Strike                       |
    | Combines the Tech Lab and the Reactor| Barracks units now arrive by Drop-Pod|
    | in one building.                     | at the Barracks' rally point.        |
    -----iv. Unlocked Units------------------------------------------------[NLCK]--
    This is a list of units you can unlock in the campaign and which mission
    unlocks it. Use this list if you want to make sure you have a particular unit
    before doing a mission. The description of each unit can be found in the Terran
    Units section.
    | Unit Name      | Mission Unlocked In        |
    | Marine         | Liberation Day             |
    | Medic          | The Outlaws                |
    | Firebat        | The Evacuation             |
    | Marauder       | Smash and Grab             |
    | Reaper         | The Devil's Playground     |
    | Hellion        | Outbreak                   |
    | Vulture        | Cutthroat                  |
    | Goliath        | Welcome to the Jungle      |
    | Diamondback    | The Great Train Robbery    |
    | Siege Tank     | The Dig                    |
    | Medivac        | The Moebius Factor         |
    | Wraith         | Engine of Destruction      |
    | Viking         | Safe Haven or Haven's Fall |
    | Banshee        | Supernova                  |
    | Battlecruiser  | Maw of the Void            |
    | Spectre        | Breakout                   |
    | Ghost          | Ghost of a Chance          |
    | Thor           | Media Blitz                |
    | Predator       | 15 Zerg Research Points    |
    | Hercules       | 15 Zerg Research Points    |
    | Raven          | 20 Protoss Research Points |
    | Science Vessel | 20 Protoss Research Points |
    =====D. Challenges=====================================================[CHNG]==
    Challenges are special missions to help you get ready for multiplayer games.
    Starcraft multiplayer is extremely fast paced and can be hard to pick up. There
    are skills you use in multiplayer that you don't really need in campaign
    missions. The challenges do a good job to teach these skills. Each challenge
    has three different achievements awarded (Bronze, Silver, Gold) based on how
    well you do. The challenges are split into three groups based on difficulty:
    Basic, Advanced, and Expert.
    Once you get gold medals on every challenge, you can move on to Multiplayer
    melee games knowing a lot of good tactics. You might also keep playing
    challenges to get even better scores. The game keeps track of your best score
    in every challenge making it easy to show your friends how well you did.
    These are what the fields mean for each challenge:
    Goal: The main thing you are trying to do to win the challenge.
    Tests: Multiplayer skills the challenge tests you on.
    Bronze: Successfully completely a challenge with any score awards a Bronze
    medal and achievement.
    Silver: Additional requirements to get a Silver Medal.
    Gold: Further requirements to get a Gold Medal.
    Gold Medal Strategy: My strategy for getting gold. Reader submitted strategies
    are shown with a little box around them.
    -----i. Basic----------------------------------------------------------[BASC]--
    -----a. Tactical Command-----                                        --[TCTC]--
    Goal: Choose the right Terran units to counter enemy units defending three
    Supply Depots from enemy waves.
    Tests: Terran Unit Counters
    Bronze: Destroy all enemies.
    Silver: Lose 20 units or less.
    Gold: Lose 10 units or less.
    Gold Medal Strategy:
    The map for this challenge has a center area and 3 offshoot paths. In the
    center area you are given a few different unit types. In each offshoot path is
    a Supply Depot you need to defend and some enemies that will attack it. Your
    job is to decide which units to defend with in each path and then to
    micromanage your units to victory. You do this for three rounds with your
    cumulative total units lost used for determining whether you get Gold or
    Round 1
    Your forces: 20 Marines, 2 Medivacs, 10 Hellions, 1 Siege Tank, 1 Ghost
    Enemies: 40 Zerglings
    Target Losses: 0
    Use all the Hellions against the Zerglings. The Hellions are faster than the
    Zerglings, so keep moving them around out of melee range until all the
    Zerglings are dead.
    Enemies: 8 Banelings
    Target Losses: 0
    Use the Siege Tank in Siege Mode by itself against the Banelings. It will take
    out almost all of them before they get to it. The few that remain will suicide
    on your Siege Tank, but they won't do enough damage to destroy it.
    Southwest enemies: 12 Mutalisks
    Target Losses: 5
    Use all of the Marines, Medivacs, and the Ghost against the Mutalisks. With the
    Marines try to focus fire using Shift-Right-Click to queue Mutalisks to fire
    on. With the Ghost, use Cloak and Snipe as many Mutalisks as you can before
    they engage the Marines.
    Round 2
    Your forces: 9 Marines, 2 Medivacs, 9 Marauders, 1 Ghost, 6 Siege Tanks.
    Enemies: 9 Roaches
    Target Losses: 0
    Use 8 Marauders. Marauders have twice the range of Roaches, and both units have
    the same move speed. Attack and then move back, then attack and move back so
    your Marauders won't get hit very often. The Roaches should go down before you
    lose any units.
    Enemies: 1 Ultralisk
    Target Losses: 0
    Use 3 Siege Tanks and 1 Marauder. Have the Marauder lure the Ultralisk around,
    so it doesn't attack the Siege Tanks. They will keep whittling his health down.
    When the Marauder's health is low, back him away until the Ultralisk goes after
    the tanks.
    Enemies: 20 Hydralisks (verify)
    Target Losses: 4
    Use 9 Marines, 2 Medivacs, 3 Siege Tanks and 1 Ghost. Use cloak on the Ghost.
    Then have him Snipe Hydralisks, two shots per Hydra. You should be able to take
    out 2 or 3 with Snipe. Then the Ghost can just help with extra damage. Focus
    fire with the Marines while the Medivacs heal them. The Siege Tanks will do the
    rest of the damage.
    Round 3
    Your forces: 10 Vikings, 10 Hellions, 7 Marauders, 3 Medivacs, 1 Ghost, 6 Siege
    Tanks, 5 Thors.
    Enemies: 22 Zerglings, 5 Broodlords
    Target Losses: 0
    Use 5 Hellions and all 10 Vikings. Send the Vikings in right away focus firing
    on one Broodlord at a time. Then use the Hellions to take out the Zerglings
    just like you did in the first round.
    Enemies: 12 Hydralisks, 9 Roaches
    Target Losses: 1
    Use all 6 Siege Tanks, all 7 Marauders, 5 Hellions, all 3 Medivacs, and the
    Ghost. Use the Ghost early with Cloak to Snipe as many Hydralisks as you can.
    Use two Snipes per Hydralisk to take out 2 or 3 before running out of energy.
    Let the remaining units get in range of your Siege Tanks. Then, attack the
    Hydralisks with your Hellions and the Roaches with your Marauders. Move back
    any units that start to get low health.
    Enemies: 17 Mutalisks
    Target Losses: 0
    Use all 5 Thors and position them in a line blocking the pass. Try to focus
    fire on the Mutalisks. If any Thors start to get low health, move them back.
    -----b. Path of Ascension-----                                       --[PTHA]--
    Goal: Choose the right Protoss units to counter enemy units defending three
    Pylons from enemy waves.
    Tests: Protoss Unit Counters
    Bronze: Destroy all enemies.
    Silver: Lose 20 units or less.
    Gold: Lose 20 units or less.
    Gold Medal Strategy:
    The map for this challenge has a central area and 3 offshoot paths. In the
    central area you are given a few different unit types. In each offshoot path is
    a Pylon you need to defend and some enemies that will attack it. Your job is to
    decide which units to defend with in each path and then to micromanage your
    units to victory. After three rounds, your total units lost from every round is
    used to determine whether you get Gold or Silver.
    Round 1
    Your forces: 9 Stalkers, 5 Colossi, 1 Sentry, 14 Zealots
    Enemies: 13 Hellions
    Target Losses: 0
    Use all 9 Stalkers and 2 Colossi. Position your Stalkers in a line, so the
    Hellions will also be in a line. That will give a good area for your Colossi to
    do big laser sweeps. Try to focus fire with the Stalkers as well.
    Enemies: 55 Marines
    Target Losses: 0
    Use 3 Colossi and the Sentry. Position your Colossi in a line. Then, use your
    Sentry's Force Field to block off the path. The Colossi will have 15 seconds to
    chew through the Marines. If any Colossus starts to get low health, just move
    it back so the Marines will attack a different Colossus.
    Enemies: 12 Marauders
    Target Losses: 3
    Use all 14 Zealots. Your Zealots have Charge, so they can instantly close on
    the Marauders. They will cut through the Marauders like a knife through butter.
    Round 2
    Your forces: 7 Carriers, 7 Immortals, 6 Void Rays, 1 High Templar
    Enemies: 10 Thors
    Target Losses: 2
    Use all 7 Carriers here. Focus fire on one Thor at a time. Move back any
    Carriers that lose their shields.
    Enemies: 20 Siege Tanks (verify)
    Target Losses: 2
    Use all 7 Immortals. Move close to the tanks before attacking to force them out
    of Siege Mode. Also give Move and Attack orders quickly, so your Immortals can
    almost move and attack at the same time.
    Enemies: 3 Battlecruisers
    Target Losses: 1
    Use all 6 Void Rays and the High Templar. Have the Void Rays focus fire on one
    Battlecruiser at a time. Use the Feedback ability from the High Templar on each
    Battlecruiser to instantly deal 200 damage to them.
    Round 3
    Your forces: 8 Stalkers, 3 Colossi, 7 Immortals, 4 Archons, 4 Phoenixes, 8
    Zealots, 1 Sentry, 1 High Templar.
    Enemies: 1 Battlecruiser, 5 Vikings
    Target Losses: 1
    Use 8 Stalkers and the High Templar. Focus fire on the Battlecruiser first.
    Also use Feedback on it with the High Templar. Use the Stalker Blink ability to
    teleport underneath the Battlecruiser. Use Psi Storm on the remaining Vikings
    and focus fire them down with Stalkers.
    Enemies: 14 Hellions, 14 Reapers
    Target Losses: 0
    Use all 3 Colossi and the Sentry. This is basically the same as the first
    round. Block off the path with Sentry Force Fields and then let the Colossi
    kill everything. If the Colossi are at max range, none of the units can
    retaliate until the Force Fields go down.
    Enemies: 11 Siege Tanks, 6 Marauders
    Target Losses: 0
    Use all of your Immortals, Archons, Phoenixes, and Zealots. Use the Graviton
    Beam on 4 Siege Tanks immediately to put them out of the fight. Then move in
    with Immortals on the front line and Archons next. Use the Zealots to flank the
    enemy units from the top or bottom.
    -----c. For the Swarm-----                                           --[FRTH]--
    Goal: Choose the right Zerg units to counter enemy units defending three Spires
    from enemy waves.
    Tests: Zerg Unit Counters
    Bronze: Destroy all enemies.
    Silver: Lose 20 units or less.
    Gold: Lose 10 units or less.
    Gold Medal Strategy:
    The map for this challenge has a central area and 3 offshoot paths. In the
    central area you are given a few different unit types. In each offshoot path is
    a Spire you need to defend and some enemies that will attack it. Your job is to
    decide which units to defend with in each path and then to micromanage your
    units to victory. After three rounds, your units lost from each round is
    totaled to determine whether you get Gold or Silver.
    Round 1
    Your forces: 4 Ultralisks, 10 Zerglings, 21 Hydralisks, 1 Infestor
    Enemies: 5 Colossi
    Target Losses: 0
    Use all 4 Ultralisks and the Infestor. Have the Infestor use Neural Parasite on
    one Colossus. Then have your Ultralisks move in to attack the remaining Colossi
    while they are in disarray. Lastly, destroy the mind-controlled Colossus.
    Enemies: 1 Immortal
    Target Losses: 1
    Use all 10 Zerglings. The Immortal attacks slowly. Whenever a Zergling takes a
    hit, move it out of range and tell it to Hold Position. Keep doing this for
    minimal losses.
    Enemies: 8 Void Rays
    Target Losses: 4
    Use all the Hydralisks. Put them in a line so they can hit the most units at
    once. Try to focus fire on certain Void Rays. If a Hydralisk gets low health,
    move it away and Hold Position to try to keep it alive.
    Round 2
    Your forces: 11 Mutalisks, 20 Roaches, 2 Ultralisks, 1 Infestor
    Enemies: 19 Zealots
    Target Losses: 3
    Use all 20 Roaches. Zealots are not ranged, so just keep moving back after each
    attack. The Zealots will rarely get a hit in.
    Enemies: 5 Void Rays
    Target Losses: 0
    Use all 11 Mutalisks and the Infestor. Use Neural Parasite on one Void Ray.
    Then, spawn 4 Infested Terrans. Let the Void Rays attack the Infested Terrans
    since they don't count if they die. Then, move your Mutalisks in to do the real
    damage. Have them focus fire on one Void Ray at a time for best results.
    Enemies: 9 Stalkers
    Target Losses: 0
    Use both of your Ultralisks. They have so much health, they shouldn't die. If
    one of them happens to get low, just pull it back. The second one should be
    able to finish off the last few Stalkers easily.
    Round 3
    Your forces: 4 Ultralisks, 12 Roaches, 5 Broodlords, 14 Corruptors, 1 Infestor
    Enemies: 11 Stalkers, 3 Immortals
    Target Losses: 1
    Use all 4 Ultralisks and all 12 Roaches. Have the Ultralisks focus on the
    Stalkers while the Roaches take out the Immortals. There is no fancy technique
    here other than moving wounded units away from battle.
    Enemies: 4 Archons, 10 Zealots
    Target Losses: 1
    Use all 5 Broodlords and the Infestor. Have the Broodlords focus fire on the
    Archons. Then, Neural Parasite one Archon and let the Zealots kill it. If
    another Archon remains, use another Neural Parasite on it.
    Enemies: 4 Carriers
    Target Losses: 0
    Use all 14 Corruptors. Cast Corruption on each Carrier. Then, focus fire on one
    at a time. Move back any Corruptors that get low health.
    -----ii. Advanced------------------------------------------------------[ADVN]--
    -----a. Covert Ops-----                                              --[CVRT]--
    Goal: Kills as many units as possible with Ghosts and Ravens in 3:30.
    Tests: Micromanagement and Multitasking with Terran caster units.
    Bronze: Kill 125 enemies.
    Silver: Kill 150 enemies.
    Gold: Kill 175 enemies.
    Gold Medal Strategy:
    In this challenge you need to get a lot of kills in a limited time. There are
    Zerg enemies all over the map. You have a lot of choices of where to go to get
    kills, but for the gold medal, the best path is the one that takes you near the
    most enemies. This path starts right in front of your units to the northeast.
    This path takes you near three big concentrations of enemies, perfect sites for
    You get 11 Ghosts and 8 Ravens for this challenge. A good idea is to put all
    your Ghosts in one control group and all your Ravens in another control group.
    That way you can use both of their ability sets more quickly in combat. Both of
    these units are described in further detail in the Terran Units section above,
    but I will briefly go over their abilities here.
    Snipe - This does high damage to all Zerg units. Use it on every unit you face
    except Zerglings and Broodlings.
    EMP Round - This ability has no use in this challenge. Ignore it.
    Cloak - You can cloak to kill the Zerg safely, but it takes longer because the
    Zerg units will run away after each hit. The best use for this in the challenge
    is when firing off a nuke. Be sure there are no Spore Crawlers or Overseers
    nearby to detect him.
    Build Auto-Turret - Auto-Turrets are special defensive buildings. They have
    pretty high health and armor, making them a good choice to take hits for your
    Ghosts while they do damage from afar.
    Build Point Defense Drone - This is a special stationary unit that shoots down
    all enemy projectiles. For this challenge, it is effective against groups of
    Hydralisks and Mutalisks, but only use energy on it if they are in big numbers.
    Seeker Missile - Like a mini-nuke, the Seeker Missile does pretty big damage to
    a small area. Its best use in this challenge is on Mutalisks.
    With these two units you have a wide variety of ways to deal with any threats
    you may face against the Zerg base. Here is a list of threats you will face and
    how best to deal with them:
    Zergling - Attack with Ghosts using regular fire.
    Baneling - Use 1 Snipe for an instant kill.
    Roach - Use 3 Snipes for an instant kill.
    Hydralisk - Use 2 Snipes for an instant kill.
    Mutalisk - Occupy them with Auto-Turrets, and then use 2 Snipes per Mutalisk.
    If there are 4 or more, use 2 Seeker Missiles.
    Infestor - Use 2 Snipes for an instant kill.
    Queen - Use 4 Snipes for an instant kill.
    Overlord/Overseer - Use 4 Snipes for an instant kill.
    Spine Crawler - Place 1 or 2 Auto-Turrets near it. Then attack with Ghosts
    while it's occupied by the turrets.
    Spore Crawler - Attack with Ghosts using regular fire.
    * Move your Ghosts northeast on the path in front of them.
    * Kill the Roach with Snipes and the Zerglings with regular fire.
    * Put 2 Auto-Turrets down near the Spine Crawler. Kill it with Ghosts after it
    starts attacking the turrets.
    * Have a Ghost nuke the lower area further northeast over the cliff. Target it
    near the Creep Tumor in the lower area.
    * While waiting for the nuke to hit, have your other Ghosts kill the
    Zergling/Roach pack to the east.
    * Kill the 2 Overlords with Snipes.
    * After the nuke has landed, finish off the Ultralisk Cavern with Ghost regular
    fire and kill any Broodlings that spawn.
    * Move your Ghosts northwest and kill another Zergling/Roach pack.
    * Kill the 2 Overlords with Snipes.
    * Have a Ghost Nuke the lower area to the northwest over the cliff. Target it a
    little northwest of the Creep Tumor.
    * While waiting for the nuke to hit, destroy the Baneling Nest with regular
    attacks and kill any Broodlings that spawn.
    * Using Ravens, lay down 2 Auto-Turrets where the Baneling Nest was. Kill the
    Mutalisks that show up with Snipe.
    * Lay down 1 Auto-Turret near the Spine Crawler to the northeast. Destroy it
    with Ghosts.
    * Destroy the Greater Spire with Ghosts.
    * While attacking the Greater Spire, look for 2 Overseers that patrol to the
    north. Take them out with 4 Snipes each. Destroy any Broodlings from the
    Greater Spire.
    * Have one Ghost use Cloak and target a nuke on the Hatchery to the west. The
    Zerg should have no detection in this area after you killed the Overseers.
    * While waiting for the nuke to hit, move your other Ghosts northeast.
    * Kill the Zerglings with regular attacks and Hydralisks with Snipe out of
    range of the Spine Crawler.
    * Put 2 Auto-Turrets down near the Spine Crawler. Then finish it off with
    * Group up all your Ghosts where the Spine Crawler was you just destroyed.
    * Kill the Overseer to the east with Snipes making sure to stay out of Spine
    Crawler range.
    * Have one Ghost use Cloak and target a Nuke in the center of the Spine
    * While waiting for the Nuke to hit, move your Ravens north and put down a
    Point Defense Drone. Then, use 2-3 Seeker Missiles on the Mutalisks until they
    are all dead.
    * When the Nuke lands, be ready to fight a number of Zerg including Zerglings,
    Mutalisks, a Queen and an Infestor. A Seeker Missile will do nicely with Snipes
    on the rest.
    * In the base where you nuked all the Spine Crawlers, cloak 2 more Ghosts and
    have them target nukes over the Hive and Spore Crawler.
    * By now time is sure to be running out.
    * Send in all of your Ravens to the Hive area using Seeker Missiles on any
    units outside of nuke range. Don't worry about losing the Ravens.
    If you don't get the gold medal on the try, you can make some changes to get
    more kills. If time ran out before you nuked the Hive at the end, practice
    targeting nukes early while you are killing other things so you aren't waiting
    on them to progress. If you lost a lot of units, practice using your abilities
    quicker and positioning your units better. If you were just off by a few units,
    maybe you can adjust the target of your nukes to hit a few more enemies. In any
    case, it shouldn't be too hard to do now that you have a good plan.
    -----b. Psionic Assault-----                                         --[PSNC]--
    Goal: Kill as many units as possible with Sentries and High Templars.
    Tests: Micromanagement and Multitasking with Protoss caster units.
    Bronze: Kill 75 enemies
    Silver: Kill 150 enemies
    Gold: Kill 225 enemies
    Gold Medal Strategy:
    Unlike the other Advanced Challenges, this one doesn't have a time limit. In
    this challenge you have to fight waves of enemies with limited units. The
    longer you last, the more kills you will get.
    The map is made up of a center area and 3 corners. One corner has destructible
    rocks blocking the way, but the others are open. Each corner has a spawn area
    for new enemy waves. New enemy waves spawn every 30 seconds in one corner of
    the map. In the early waves they only spawn in the northeast corner. They start
    spawning in the southeast in the middle waves and the northwest corner in the
    last waves.
    You get 11 Sentries and 6 High Templar to do the killing. A good idea is to put
    all your Sentries in one control group and all your High Templar in another
    control group. That way you can use both of their ability sets more quickly in
    combat. Both of these units are described in further detail in the Protoss
    Units section above, but I will briefly go over their abilities here.
    Force Field - This makes a small area impassible to ground units. Use it to
    block off the ramps giving your High Templar time to use Psi Storm more
    Guardian Shield - This creates an aura around your units that reduces 2 damage
    per ranged attack. Use it when you will be attacking ranged units for more than
    a few seconds.
    Hallucination - You can create fake illusion units. They don't do any damage,
    but they will distract enemy units. While they are attacked, your real units
    can do damage from the back.
    High Templar
    Feedback - This is good on other caster units and any unit with high energy,
    but Psi Storm is more efficient if you are attacking a group.
    Psi Storm - This is your main damage for this challenge. Weak units will be
    killed in one storm. Stronger units will take two or three. Make sure to let it
    go the full duration if you are going to use it more than once on the same
    units. Psi Storm does not stack, so the extra casts will be wasted energy. Try
    to conserve Psi Storms whenever possible.
    Archon Warp - When your High Templar run out of energy and you need damage
    right now, use this ability to turn them into an Archon. They won't be able to
    change back and use their abilities, but you will at least have some damage.
    Number - Direction - Units - Tactics
    1 - Northeast - 14 Zerglings - Use your Sentries' Sentry fire. Pull back any
    Sentries that lose their shields.
    2 - Northeast - 10 Marines - Use one Psi Storm and then finish them off with
    Sentry fire.
    3 - Northeast - 8 Zerglings, 4 Hydralisks - Block off the ramp with 2 Force
    Fields. Use one Psi Storm and finish them off with Sentry fire.
    4 - Northeast - 13 Marines, 1 Marauder - Block off the ramp with 2 Force
    Fields. Use one Psi Storm and finish them off with Sentry fire.
    5 - Northeast - 16 Zerglings, 8 Banelings, 1 Roach - Block off the ramp with 2
    Force Fields. Use one Psi Storm and finish them off with Sentry fire.
    75 kills completed
    6 - Northeast - 10 Marines, 3 Marauders - Block off the ramp with 2 Force
    Fields. Use 2 Psi Storms and finish them off with Sentry fire.
    7 - Southeast - 23 Zerglings - On the cliff overlooking the ramp, there is a
    choke point. Place 2 Force Fields down and use Sentry fire over the cliffs to
    finish them off.
    8 - Southeast - 6 Zealots, 5 Sentries - On the cliff overlooking the ramp,
    there is a choke point. Place 2 Force Fields down to block the choke point. Use
    one Psi Storm and finish them with Sentry fire over the cliffs.
    9 - Northeast - 10 Reapers - Block off the ramp with 2 Force Fields. Use one
    Psi Storm and finish them off with Sentry fire.
    10 - Southeast - 6 Reapers - Make an Archon and have it take hits. Use one Psi
    Storm and then finish them off with Sentry fire.
    11 - Southeast - 6 Hydralisks, 4 Banelings - On the cliff overlooking the ramp,
    there is a choke point. Place 2 Force Fields down and use Sentry fire over the
    cliffs to finish them off.
    12 - Northeast - 2 Banshees - Use 1 Feedback per Banshee for an instant kill.
    150 kills completed
    13 - Northeast - 4 Stalkers - Block off the ramp with 2 Force Fields. Use 2 Psi
    Storms and finish them off with Sentry fire.
    14 - Southeast - 10 Reapers, 2 Ghosts - Create 2 Archon illusions to take hits.
    Use 1 Psi Storm on the Reapers, and 1 Feedback per Ghost (instant kill). Finish
    them off with Sentry fire.
    15 - Northeast - 6 Mutalisks - Create 2 Archon illusions if your other ones
    died. Use 2 Psi Storms and finish them off with Sentry fire.
    16 - Southeast - 2 Vikings, 10 Marines, 2 Marauders - Block off the choke point
    with 2 Force Fields. Then focus fire on the Vikings with Sentries. Use one Psi
    Storm on the units below and finish them off with Sentry fire.
    17 - Northwest - 20 Zerglings - Block off the ramp with 2 Force Fields. Use one
    Psi Storm and finish them off with regular attacks.
    18 - Northwest - 6 Roaches - Use Psi Storm on them while they attack the rocks.
    Then finish them off with Sentry fire. Use Archon Warp on 2 High Templar that
    have run out of energy.
    19 - Northwest - 1 Ultralisk - Use your real Archon to attack and take hit from
    the Ultralisk. Finish it off with Sentry fire.
    20 - Northeast - 10 Banelings - Block off the ramp with 2 Force Fields. Use 1
    Psi Storm and finish them off with Sentry fire.
    21 - Southeast - 2 Siege Tanks - On the cliff overlooking the ramp, there is a
    choke point. Place 2 Force Fields down and use Sentry fire over the cliffs to
    finish them off.
    225 kills completed
    If you don't get the gold medal the first time, there are a few things you can
    try. When finishing off units, try to focus fire on the low health ones to
    reduce the overall damage your Sentries will take. Also position your Sentries
    in a nice arc around the ramp, so they will all be in range to attack the same
    target. This also helps if a Sentry loses its shields. There will be no
    friendly units behind it blocking the way. If it's a problem of not have the
    units in the right place at the right time, memorize the location and units of
    waves you are having trouble with. That way you will be able to move them at
    the earliest chance, not having to wait to see where the next wave is or what
    units will be in it.
    -----c. Infestation-----                                             --[NFST]--
    Goal: Kill as many units as possible with Roaches and Infestors in 5:00.
    Tests: Micromanagement and Multitasking with Zerg caster units.
    Bronze: Kill 100 enemies
    Silver: Kill 125 enemies
    Gold: Kill 150 enemies
    Gold Medal Strategy:
    In this challenge you are given 10 Roaches and 9 Infestors with the goal to get
    as many kills as possible. Both of these units can move while burrowed. This is
    key to getting around safely. Roaches are regular attackers, but they
    regenerate quickly when burrowed. Infestors are caster units that have three
    abilities: Spawn Infested Terran, Neural Parasite, and Fungal Growth. Neural
    Parasite will mind control any enemy unit. Of the three abilities, Neural
    Parasite is the only one you need for this challenge. Key units to use this
    ability on are Siege Tanks, High Templar, and Colossi.
    The fastest way to kill units is to split your forces down the line and attack
    from both the southwest and northeast path. Each side you should have 5 Roaches
    and 4-5 Infestors (9 Infestors can't be split evenly).
    Here is a good order to do things for both sides. Try to do both sides
    simultaneously for the most kills in the time limit.
    Southwest Side
    * Send 5 burrowed Roaches all the way southwest to some Marines.
    * Unburrow the Roaches and kill the Marines.
    * Burrow and move further southwest to some Marines and a Marauder.
    * Unburrow and kill these units.
    * Send 4 burrowed Infestors to the Siege Tank to the west.
    * Unburrow 1 Infestor and use Neural Parasite on it.
    * When the tank destroys all Marines and Reapers in range, destroy it with
    Roaches and burrow the Infestor that was controlling it.
    * Unburrow another Infestor and Neural Parasite the High Templar to the west.
    * Have it use Feedback on the Ghost to the west and cast Psi Storm on the
    Marines. Then, kill the High Templar with Roaches and burrow the Infestor that
    controlled it.
    * Move your Infestors to the ramp.
    * Unburrow an Infestor and Neural Parasite the Siege Tank to the north.
    * After it has destroyed all Infantry in range, destroy it with Roaches and
    burrow the Infestor that controlled it.
    * Unburrow another Infestor and Neural Parasite the Colossus to the northwest.
    * Let it destroy anything in range. Then, destroy it with Roaches and burrow
    the Infestor that controlled it.
    * Move your burrowed Roaches and Infestors to the ramp where the Colossus
    * Unburrow an Infestor and Neural Parasite the High Templar to the north.
    * Use Psi Storm on two groups of Marines, one group northeast and another group
    in the north. Keep this High Templar alive to use one more Psi Storm on the
    SCVs when he gets enough energy. Then destroy him with Roaches.
    * Move two Infestors to the Siege Tank and Colossus near the Command Center.
    * Unburrow them and Neural Parasite the Colossus first, followed by the Siege
    * Have the Siege Tank and Colossus attack the nearby SCVs. Your 5 Roaches can
    help destroy the SCVs. Then destroy the Siege Tank and Colossus with Roaches.
    Northeast Side
    * Send 5 burrowed Roaches far northeast to some Marines.
    * Unburrow the Roaches and kill the Marines.
    * Send 4 burrowed Infestors to the Siege Tank to the north.
    * Unburrow 1 Infestor and Neural Parasite the Siege Tank.
    * When the tank destroys all Marines and Reapers in Range, destroy it with
    Roaches and burrow the Infestor that was controlling it.
    * Unburrow an Infestor and have it Neural Parasite the Colossus to the north.
    * When the Colossus has destroyed the Marines to its west and northeast,
    destroy it with Roaches and burrow the Infestor that controlled it.
    * Unburrow an Infestor and use Neural Parasite on the Siege Tank down the ramp
    and to the west.
    * After it has destroyed all Marines, Reapers, and Marauders in range, destroy
    it with your Roaches and burrow the Infestor that controlled it.
    * Unburrow an Infestor and Neural Parasite the High Templar on the ramp. Psi
    Storm the two sets of infantry to its west. Then destroy it with Roaches and
    burrow the Infestor that controlled it.
    * Unburrow an Infestor and Neural Parasite the Siege Tank to the north of the
    ramp the High Templar was on.
    * Let the Siege Tank destroy all infantry in range except for High Templar.
    Then destroy it and burrow the Infestor that controlled it.
    * Unburrow an Infestor and Neural Parasite the High Templar you avoided with
    the Siege Tank. Use Psi Storm on the nearby Marines to the southwest. Then,
    have it help take out SCVs with Psi Storm.
    * Move your Roaches to the Command Center to help take out SCVs.
    This is the ideal way to go about it, like if you had no time limit. With a
    time limit, you will be hard pressed to kill every single unit. You have to
    switch between all your units constantly giving them orders which is not always
    possible. It will be hard to control both sides at once, but that is a good
    goal to have. Improve in that area, and you will get the kills for the gold
    medal easily.
    -----iii. Expert-------------------------------------------------------[XPRT]--
    -----a. Harbinger of Death-----                                      --[HRBN]--
    Goal: Use hotkeys alone to kill as many enemy units as possible before time
    runs out.
    Tests: Multitasking, Control Groups, Hotkeys
    Bronze: Kill 50 enemies.
    Silver: Kill 100 enemies.
    Gold: Kill 150 enemies.
    Gold Medal Strategy:
    You play as Protoss against a Zerg enemy. You have 2:30 to kill as many enemies
    as possible. Your base is in the central area of the map. On the outskirts you
    will find various Zerg units you can use to attack. Each set of units is
    positioned near enemies to kill. You can order them to Attack-Move, but they
    won't kill units as effectively as manual control. Some of the units don't even
    have a regular attack, only special abilities.
    This challenge has a unique requirement compared to the others. You can only
    issue orders with the mouse Right-Click or keyboard hotkeys. Memorizing the
    hotkeys and practicing them over and over is key to using them without having
    to think about it.
    For each set of units, you should assign a control group in the planning stage.
    In case you didn't read the ingame tips, you can assign a control group by
    selecting some units, holding Ctrl, and then pressing a number key from 1 to 0
    on the keyboard top row. Any time later you can hit the key you assigned to
    select that unit group. You can also double tap the key to make the camera snap
    to that group's location.
    Here are the unit groups and how best to use them
    7 Sentries, 8 High Templar - With the Sentries, summon Force Fields around the
    Marines to keep them in a clump. Then, use Psi Storm with your High Templars to
    take out the Marines. If your Sentries run out of energy, use them as attackers
    to take hits while your High Templar use their Psi Storm safely.
    11 Stalkers - Blink up the cliff to the southeast and Attack-Move to the other
    side of the cliff. They will kill all the Reapers here. Continuing Blinking to
    the nearby ledges to kill all the Reapers. Reapers are weak against Stalkers,
    so you don't have to manage any of the fighting. You only have to worry about
    getting your Stalkers in the right places to attack.
    5 Carriers - Queue up 4 Interceptors in all of them. After the Interceptors are
    fully trained, have the Carriers attack the Marines and Missile Turrets to the
    east. Focus fire on the Missile Turrets before attacking the Marines. Other
    than that, you can just Attack-Move with the Carriers.
    8 Phoenixes - Use the Graviton Beam on any Hydralisks. While they are disabled,
    focus fire on the Mutalisks. After the Mutalisks go down, destroy the
    Hydralisks while they are in the air. Finally, Graviton Beam the Zerglings and
    destroy them one at a time. There are several groups like this to kill.
    3 Phase Prisms - Move them north a tiny bit, and put them in Phasing Mode.
    Then, use the Warp Gate hotkey and a unit hotkey to warp in units. Float your
    mouse over the Warp Gate icons to learn the hotkeys for each unit. Templar
    units are the best to use here. Use Dark Templar to take out all ground forces.
    The Zerg only have two Overseers for detection. Kill the Overseers instantly
    with High Templars using Feedback. Groups of Mutalisks can be killed with 2 Psi
    Storms each.
    Obviously, you can't manage all of these at once perfectly. You just have to do
    your best to get as many kills as possible. There are no challenges like this
    for Terran or Zerg. Once you have done this challenge, you can apply the same
    ideas to the other two races but will have to learn it in normal games.
    -----b. Opening Gambit-----                                          --[PNNG]--
    Goal: Train 30 Marines, 8 Siege Tanks, and 8 Ghosts in 18:00 minutes while
    defending against Zerg attacks.
    Tests: Build Orders, Macromanagement
    Bronze: Complete the objectives.
    Silver: 2 minutes remaining on the clock.
    Gold: 4 minutes remaining on the clock.
    Gold Medal Strategy:
    You play as Terran against frequent Zerg attacks. You have 18 minutes to build
    up your base and an army. The intro cutscene shows you basically the ideal
    building layout to get gold in this challenge. There is a ramp up to your main
    base to the northeast. You can kind of see some ghost buildings here. Use these
    as a guide for placing your Supply Depots and Barracks to block the ramp.
    Here is the order you should do things:
    * Build SCVs until your Supply counter is at 9/11.
    * Queue up one extra SCV.
    * When you have 50 minerals, send out an SCV to build a Supply Depot at the
    ramp leading up to your base. By the time he gets there, you should have 100
    minerals ready for it.
    * While the Supply Depot is building keep making SCVs until you hit the Supply
    cap (11 at this point).
    * When the SCV finishes building, have him start a Barracks as soon as you have
    the resources.
    * At 13/19 supply, build a Refinery over one of the vespene geysers.
    * When the Barracks finishes, immediately start training a Marine and have the
    SCV start a Supply Depot. Your ramp should now be blocked.
    * You will be attacked pretty soon by some Zerglings. Kill them safely with
    your Marines behind the Supply Depots.
    * Save up 150 minerals and upgrade your Command Center to an Orbital Command.
    * From this point on, constantly train SCVs and Marines, build Supply Depots as
    needed, and use the Call Down: MULE ability from the Orbital Command whenever
    you have the energy.
    * Save up minerals until you have 300.
    * Send an SCV to the expansion area to build a Command Center. By the time he
    gets there, you should have the 400 required minerals.
    * Send another SCV to build a Bunker at the choke point north of the expansion
    * While the Bunker and Command Center are being built, have an SCV built a
    second Refinery at your main base over the other vespene geyser making sure to
    fill the Refinery with 3 SCVs when finished.
    * When that SCV finishes, fill the Bunker with Marines, and build another
    Bunker right after.
    * When the second Bunker is finished, fill it with SCVs and have the SCV build
    2 Refineries at the expansion vespene geysers.
    * When the 2 Refineries are complete, fill them with 3 SCVs each.
    * When the Command Center finishes, immediately upgrade it to an Orbital
    * Add a Tech Lab to your Barracks after the Bunkers are filled.
    * Build the following buildings in this order as resources allow:
    - Factory with Tech Lab
    - Barracks with Reactor
    - Ghost Academy
    - Barracks with Tech Lab
    - Factory with Tech Lab
    - Barracks with Tech Lab.
    * When the first Factory with Tech Lab is finished, research Siege Mode for
    Siege Tanks from the Tech Lab as soon as you have the resources.
    * From this point on, constantly train units from every production building
    that finishes until you meet the unit requirement.
    You will be attacked with increasingly powerful Zerg forces as the game
    continues, but you should have no trouble dealing with it as long as you have
    constantly produced units from the start. Starting enemy attacks will be just
    be Zerglings, but they will grow to include Hydralisks, Roaches, Mutalisks, and
    The first time you might not get the gold, but it shouldn't be too hard with
    some practice. You just have to get the timings down for every little part. One
    common problem is getting supply blocked, which is when you try to build a unit
    but haven't built enough Supply Depots to support it. You can mitigate this a
    little bit with Call Down: Extra Supplies from the Orbital Command, but you
    shouldn't rely on that ability. Extra minerals from MULES are always better
    than extra supplies. Another common problem is not building your Refineries
    early enough, slowing down your ability to train Siege Tanks and Ghosts.
    -----c. Rush Defense-----                                            --[RSHD]--
    Goal: Survive the Zergling rush and the Zealot rush.
    Tests: Build Orders, Micromanagement, Macromanagement, Multitasking
    Bronze: Complete the objectives.
    Silver: Lose 16 units or less (separate counter per part).
    Gold: Lose 9 units or less (separate counter per part).
    Gold Medal Strategy:
    This challenge has two parts in it. The interesting thing about this is that
    the requirements for Silver and Gold are not cumulative. Whatever kills you got
    in the first part are wiped clean in the second part. That means you just need
    to get less than 9 units lost in the first part and then do the same thing in
    the second part. If you got 5 units lost in the first part, you don't have to
    count that against you for the second part.
    Zergling Rush
    You will want to wall off your entrance from the start with 2 Supply Depots and
    a Barracks and train Marines to attack the Zerglings over the wall. You have
    enough resources at the beginning to immediately build a Supply Depot and a
    Barracks with 2 SCVs. When the first Supply Depot finishes, start the second
    one right away. When the Barracks finishes, constantly train Marines.
    Zerglings will attack 1 minute after the start, which is about 10 seconds
    before you have any Marines. Just pull some SCVs off minerals to repair your
    wall buildings. About 4 SCVs should be able to do it. Once you have a Marine
    out, it's an easy win. Just constantly produce Marines and repair your wall
    buildings until all the Zerglings have been killed.
    Zealot Rush
    This part is similar to the Zergling rush but much tougher. Zealots are three
    times as strong as Zerglings, and you don't have a wall blocking them to fire
    from behind. The first Zealot will attack after 1:20.
    Build a Barracks at the beginning ASAP and then a Bunker right after that. With
    your first Marine lure the Zealot around until the Bunker finishes. You can
    surround it with workers to kill it faster although you might lose an SCV or
    two. Make sure you are constantly training Marines and building Supply Depots
    when necessary. Do not worry about teching up, just constantly train Marines.
    If you have extra resources, build an extra Barracks to speed up production.
    Once you have two Bunkers full of Marines, you have pretty much won. Just build
    up an additional 4-6 Marines, evacuate all the Marines in Bunkers, and attack
    with your 12+ Marine army. Keep producing Marines as you destroy the Protoss
    buildings just in case. Save the Photon Cannon for last. Without the Protoss
    buildings above, it won't be able to see your Marines.
    =====E. The Lost Viking================================================[LSTV]==
    After you complete your fifth mission in the campaign, you can access the
    Cantina. One of the main features in the Cantina is an old arcade machine. If
    you examine it you can play a game of The Lost Viking. The name is an Easter
    egg for one of Blizzard's first games called The Lost Vikings (note the s),
    which was a puzzle game with three Vikings each having different abilities.
    The arcade game, however, is a completely different game. It is a topdown
    arcade shooter, where you control a Terran Viking unit. You start with some
    basic guns, but can pick up power-ups to improve them. The goal is to kill as
    many enemies and bosses as you can before losing your lives to get a high
    The Lost Viking is a fun little game to take a break between missions. There
    are also some achievements for getting high scores. Here is a little overview
    of the things you will see.
    Like all good topdown shooters, The Lost Viking has power-ups you can get.
    There are four power-ups available, all with a different color.
    Side Missiles (Orange) - With this power-up, your ship adds a side missile to
    each side to give you better coverage of the screen. If you pickup the power-up
    a second time, it will be upgraded to give you two side missiles on each side
    of the ship. This is the best weapon for taking out large groups of weak
    Drones (Red) - Drones will circle around your ship guarding it from bullets and
    attackers. For most attacks if you get to close, the Drone will be sacrificed
    to save your ship. Drones also fire a homing missile that does light damage to
    any target it hits. You can have a maximum of two drones at a time.
    Plasma Cannon (Pink) - The plasma cannon changes your two default missiles into
    a plasma cannon. It does higher damage than the default missiles. It can be
    upgraded a second time to do even higher damage. This is the best weapon for
    taking out bosses.
    Bombs (Blue) - Bombs will clear the screen of bullets and most enemies. Bosses
    and other tougher enemies will not go down from a single bomb, but it will take
    out a chunk of their life.
    When power-ups appear they will start as one color. Every few seconds they will
    change to another color. Using this feature, you can wait to pick up power-ups
    until they have the bonuses you want. Power-ups will rotate in the order I have
    them listed here wrapping around to the top if they get to the bottom. They
    will only do one full rotation before moving off the screen, so be quick if you
    want a certain power-up.
    -----Extra Lives-----
    There is no extra life power-up for extra lives, but you can get a few for
    scoring high points. As high as I have scored, you get extra lives at 25,000;
    75,000; 125,000; 250,000; 375,000; and 525,000 points.
    There are only three levels in the game: Protoss, Zerg, and Terran. Each one
    features units from that race to shoot down.
    Protoss Units
    Scout - These are the weakest Protoss units. They fire a blue orb, but not very
    often. They tend to go in straight lines, sometimes veering off in a different
    Phoenix - These are a little tougher than Scouts. They hover at the top of the
    screen and will fire two sets of two lasers in the direction of your Viking.
    They generally attack in groups of three or four, making it sometimes hard to
    dodge all their lasers.
    Carrier - This is the boss for the level. Its attacks have two rounds. The
    first round it launches a bunch of interceptors. Interceptors move somewhat
    randomly occasionally firing a blue orb at your Viking. The second round it
    will shoot rapid fire blue orbs sweeping across the screen. The shots look
    similar to the Scout shots, but are very close together. These rounds repeat
    until it is killed.
    Scourge - This is the basic Zerg unit. They will fly all over the screen en
    masse. They do not fire at you but emit four small poison spores when
    destroyed. If you kill a bunch of them at once, you can have a hard time
    dodging all the spores.
    Corruptor - They function similar to Phoenixes in that they hover at the middle
    of the screen firing at your Viking. They shoot green goo, but they don't fire
    very quickly.
    Swarm Guardian - These are a mini-boss in the Zerg level. You have to fight two
    of them at once. They fire a long line of little green goos. It looks similar
    to the Corruptor's attack, but much smaller. When not firing, they kind of
    meander around the middle of the screen. They appear twice in the level.
    Leviathan - This is the Zerg boss. The fight is made up of two rounds. In the
    first round, it attempts to poke your Viking with its tentacles. While doing
    this it also emits green spores that explode to release poison spores in
    circles. In the second round, it tries to ram your Viking. It has a warning
    animation before it does this, so you should see it coming. These rounds repeat
    until it is killed.
    Wraith - These are the most abundant units in the level. They fly in lines of
    one or two. Sometimes they will go straight and sometimes they will fly in
    curved paths. They will occasionally shoot a red laser at your Viking.
    Laser Gun - At certain points of the level, laser guns will appear on the side
    and emit a long laser. These do not appear the first time through the level. If
    your Viking is there when it appears, it will be destroyed. The laser does not
    cover the entire screen left to right and it will fade in and out, so there are
    chances to get around it. It is just another thing to worry about. The laser
    emitters cannot be destroyed.
    Laser Batteries - You have to fight two of these at a time. They hover in the
    middle of the screen. They will fire a big arc of red lasers at your Viking and
    then fade out. They will reappear somewhere else to fire another arc. They only
    appear three or four times in the level.
    Battlecruiser - These are a mini-boss for the Terran level. You have to fight
    two at once. They have two attacks. In one attack they fire lasers straight
    downward. In their other attack, they launch Seeker Missiles that will home in
    on your Viking. The Seeker Missiles are not very fast, so you do have time to
    shoot them down before they get too close.
    Terra-Tron - This is the Terran boss. He is made up of a bunch of Terran
    buildings combined into a big transformer guy. He has three attacks. In one
    attack he will fire flaming orbs with both of his arms in big arcs across the
    whole screen. He will also create two space platforms that hover at the top
    firing red lasers in big circles all around them. His last attack is a big blue
    gear that he will throw across the screen. It will bounce on the edges for a
    while before disappearing.
    -----Winning the Game-----
    When you beat the last level, you get to see a little ending movie where your
    Viking finally makes it home. You are then given the choice of quitting right
    there or continuing on with a higher difficulty. This is the way to get a
    higher score. You will play through the same levels over again (Protoss, Zerg,
    Terran), but the enemies will move faster, fire faster, and take more hits to
    destroy. If you are going for all of the achievements, it will take about three
    full playthroughs (nine levels) to get the last one.
    =====F. Skirmishes=====================================================[SKRM]==
    Skirmishes, or Custom Games, are available in Starcraft 2 like every other RTS.
    This time the AI is a little better though. The computer no longer "cheats" to
    win the game except on the Elite difficulty. They pretty much play just like
    the player, scouting to see what you are doing and guessing the best units to
    build to counter your army. After completing the challenges, skirmishes are a
    good way to test your overall Starcraft 2 skills to prepare for Multiplayer.
    Custom Games have their own area in the Battle.net interface. You can play
    these in both offline and online modes. Online is the default, and simply
    creating a game will automatically make it online. However, you can right-click
    on a map name in the list and choose the Create Offline Game option, to play a
    Custom Game in offline mode.
    There are two differences between online and offline:
    1. In Offline Custom Games, you obviously cannot add any human players to the
    game. The game is just running on your local computer. There is no way for
    anyone else to join it.
    2. The Custom Games achievements cannot be earned in offline games. If you want
    to be working towards achievements, play all of your Custom Games in the normal
    online mode. You can setup the games the same way and play solo with AI
    players. You just have to be in online mode.
    For more information on the game settings you can choose for Custom Games,
    refer to the Multiplayer -> Custom Games section below.
    |---- VII. MULTIPLAYER ------------------------------------------------[MLTP]-|
    Just like previous Blizzard games, Starcraft 2 has a big online community. The
    most popular game type is Melee, but there are also Custom Games where players
    can tweak basic map and game settings. Then there are Arcade maps where players
    can create almost anything they want using the free map editor included with
    the game. The single player may only last a few months, but the multiplayer can
    last for years if you like the gameplay and competition.
    =====A. Etiquette======================================================[TGTT]==
    Just like in boxing the two boxers shake hands before and after the fight,
    Starcraft players do the equivalent of shaking hands with in-game chat. At the
    beginning of the game, many players type "glhf" which stands for "Good Luck.
    Have Fun." Generally it is considered bad manners ("bm") to ignore the other
    player's "glhf". It is not considered bad manners for both players to be
    silent. Just when one player wishes good luck, the other player should respond.
    At the end of the game, the losing player types "gg" for "Good Game". It is
    usually humiliating to watch all of your buildings get destroyed. This is why
    most players will leave early with a "gg". Saying "gg" is essentially the same
    thing as saying "I give up." However, the winning player can say it as well if
    they think the other player has no chance left to win.
    Now, you don't have to follow these guidelines. They are just considered the
    nice thing to do, like you respect the other players. If you are respectful to
    other players, you may be labeled "good manners" ("gm") and build up a good
    =====B. Melee==========================================================[MLLE]==
    Think of Melee as the standard online Starcraft 2 game type. Each player has a
    separate start location. In team games some maps have players on the same team
    near each other. Other team maps have all the players separate. Players start
    with a central building (Command Center, Hatchery, Nexus) pre-built next to
    some resources and six workers. Players build up their base, make an army, and
    destroy their enemies. The game is won by destroying all of the enemy's
    buildings. In most games there are a lot of back and forth battles until one
    player makes a critical mistake.
    A limited set of units from each race are allowed that Blizzard has balanced,
    so that each race does not have an overall advantage against any other race.
    This means you can largely expect a fair game. Blizzard releases frequent
    patches with fixes for hacks that some players will use to win unfairly, and
    also changes to the units to make the races more balanced.
    -----i. Versus A.I.----------------------------------------------------[CPRT]--
    This is a popular game type from the Starcraft 1 days. Some people don't like
    the pressure of competition against real people. Teaming up against the AI can
    be a fun alternative. This is a good multiplayer mode for learning how
    Starcraft 2 works as well. These games usually last a long time giving you time
    to build up and see all the units your race has. There are even some
    achievements associated with this game type.
    In the Multiplayer menu of Battle.net, Versus A.I. is the second from the left.
    1v1, 2v2, 3v3
    This choice is basically choosing how many players you want in the game. One
    side is human players and the other side is computer players. I'm not sure why
    4v4 is not available. Maybe Battle.net can't control that many AIs at once.
    Terran, Zerg, Protoss, Random
    You can choose the race you want to play, or choose Random to have the game
    choose one for you. You will not know which race you get until the game starts.
    Very Easy, Easy, Medium, Hard, Harder, Very Hard, Elite
    This setting used to be choosable by the player. Since the Heart of the Swarm
    pre-patch, the matchmaking system now automatically puts you against an
    appropriate A.I. difficulty. This is based on how many wins and losses you
    have. The system attempts to place you against AIs that you win 50/50. If you
    are winning too much, it will pit you against harder AIs. If you are losing too
    much, it still start putting you against easier AIs. For some of the harder
    AIs, you will probably need to work together with your allies to win.
    -----ii. Unranked------------------------------------------------------[NRNK]--
    Unranked games are the next step up from Versus A.I. games. You are no longer
    just fighting the A.I. but other real players. This mode is designed for those
    wanting the competition of real players but without the pressures of having a
    ranking that everyone can judge them by. If you really get nervous about
    playing a ranked game, this game type is for you.
    It's also a nice way to try out the other races without hurting your ranking.
    Due to the complexity of the game, most players only get really good at one
    race. Sometimes you want to have some fun with the others races though. It can
    be discouraging to play those other races if they will lower your rank.
    Unranked is a really nice sandbox mode to just have fun with.
    In the Matchmaking menu of Battle.net, the Unranked game type is the second
    from the right.
    1v1, 2v2, 3v3, 4v4
    With this setting you can choose how many players you want in the game.
    Unranked games always have balanced teams to make sure they are fair. After
    all, this is practice for the Ranked games, where balance is very important.
    FFA stands for free-for-all, so it's the same thing as 4v4 just with no teams,
    everyone for themselves. All of these modes are available to the solo player.
    You will be ranked based on your own performance, but it can be very hard to
    compete against organized teams. You can start a quick match as a team with
    your friends. You will have a persistent team and can work together to get
    better at the game.
    Terran, Zerg, Protoss, Random
    You can choose the race you want to play, or choose Random to have the game
    choose one for you. You will not know which race you get until the game starts.
    Your opponent(s) will not know until they scout your base.
    Map Preferences
    Each mode has a set of ladder maps associated with them. These are usually
    Blizzard created maps which they have deemed to be the most balanced between
    the races. Clicking the Map Preferences button brings up a screen where you can
    choose your preferred maps. Battle.net will attempt to put you in a game with
    one of your preferred maps. If there are no other players with agreeable map
    preferences in the queue, Battle.net will disregard your preferences in the
    interest of getting you into a game faster. So if your preferences fit with the
    majority of the players, you should mostly get the maps you like.
    -----iii. Ranked-------------------------------------------------------[LDDR]--
    Ranked games, sometimes called Ladder or League games, are the most competitive
    type of game in Starcraft 2 multiplayer. Every player in the ladder system is
    ranked against other players with similar skill levels. It gives you a quick
    at-a-glance idea of how you are doing compared to the majority of the
    population. This game mode is what real Starcraft enthusiasts are interested
    in. Some players are even good enough to play professionally, though there
    isn't much money in it yet. Most pro players barely make the equivalent of
    minimum wage playing professionally, but they do get some nice perks (free
    housing and food).
    -----Leagues & Placement-----
    The primary reason to play Ranked games is to increase your rank. The new
    Battle.net doesn't have a single ranking for all the players. Instead, there
    are seven leagues based on player skill level. At the beginning of each ladder
    season, you first have to complete five placement matches, less if you've
    participated in previous ladder seasons. These serve to tell Battle.net how you
    stack up against other ladder players. Of course, Battle.net can only make a
    rough estimate with only five games. You might end up in a league too high or
    too low to start off. Battle.net will move you around based on your future
    games though, so eventually you should be in a pretty good spot for your skill
    The seven leagues (worst to best) - placement wins (out of five)
    Bronze - 2 wins or less
    Silver - 3 wins
    Gold - 4 wins
    Platinum - 5 wins
    Diamond - Platinum promotion only
    Master - Diamond promotion only
    Grandmaster - Master promotion only
    Within the leagues (except Grandmaster) there are also divisions, each with 100
    players. They have random names and are kind of meant for more casual players
    to see how they compare to players close to their skill level. Rather than
    seeing you are number 50,600 out of 100,000, you see you are 45 out of 100 in
    your division. Grandmaster being the top league is only one division of the top
    200 1v1 players in the region, but there is no way to see any other player's
    overall rank.
    Winning more games than you lose against equally skilled players will
    eventually reward you with being promoted to a higher league (unless you are
    already at the top in Grandmaster league). Maintaining the top spot in a
    division is simply a sign of activity. The more active players tend to rise to
    the top. Promotion is the only way to get into the Diamond, Master, and
    Grandmaster leagues by being promoted from Platinum, Diamond, or Master league
    respectively. Grandmaster is the hardest not only because you have to be one of
    the best in the game, but also because there are only 200 spots total.
    For players below Grandmaster, there isn't really any way to see exactly where
    you are compared to all the other Battle.net players. You can only tell things
    like "I'm Gold, so I'm middle of the pack." or "I'm Master, so I'm better than
    most." The most important ranking of the top players is available from the
    Grandmaster league. All players are able to see that ranking in the Leagues and
    Ladders section of their profile.
    In the Matchmaking menu of Battle.net, Ranked is the furthest on the right.
    1v1, 2v2, 3v3, 4v4
    With this setting you can choose how many players you want in the game. Ladder
    games are always balanced to make sure they are fair. After all, you are ranked
    for these games. FFA stands for free-for-all, so it's the same thing as 4v4
    just with no teams, everyone for themselves. All of these modes are available
    to the solo player. You will be ranked based on your own performance, but it
    can be very hard to compete against organized teams. You can start a quick
    match as a team with your friends. You will have a persistent team and can work
    together to get better at the game.
    Terran, Zerg, Protoss, Random
    You can choose the race you want to play, or choose Random to have the game
    choose one for you. You will not know which race you get until the game starts.
    Your opponent(s) will not know until they scout your base.
    Map Preferences
    Each mode has a set of ladder maps associated with them. These are usually
    Blizzard created maps which they have deemed to be the most balanced between
    the races. Clicking the Map Preferences button brings up a screen where you can
    choose your preferred maps. Battle.net will attempt to put you in a game with
    one of your preferred maps. If there are no other players with agreeable map
    preferences in the queue, Battle.net will disregard your preferences in the
    interest of getting you into a game faster. So if your preferences fit with the
    majority of the players, you should mostly get the maps you like.
    -----iv. Custom Games--------------------------------------------------[CSTM]--
    In Custom Games area of Battle.net let's play the same basic melee game but
    with the ability to tweak any of the settings to your liking. Maybe the game is
    too fast in ladder. Well you can set it to "Slow" if you want. Maybe you are
    really bad against one race. Well you can have a friend play that race and test
    you over and over until you improve.
    You first have to choose a map you want to play on. All of the maps in this
    section are made for melee. Most of the maps are Blizzard-created maps, but
    there are sometimes maps from other players. A lot of professional tournaments
    have their own maps, which they host in this section. Once you choose a map,
    you can either join an existing game or create your own. Then, you are in the
    game lobby. The left side has a box for changing map settings. The right side
    is for changing player and team settings.
    -----Map Settings-----
    Co-op VS A.I., Melee, Miscellaneous
    Co-op VS A.I. sets up a game similarly to Versus A.I. in the Matchmaking area
    of Battle.net with one team of human players against a team of AI players.
    Melee makes available the same groupings as the Unranked and Ranked games (1v1,
    2v2, 3v3, 4v4, and FFA), which are the balanced groupings. Miscellaneous opens
    up all the other possibilities such as 1vs2 or 3vs5 or 2v2v2v2 if the map
    creator added them.
    Co-op VS A.I.: Very Easy, Easy, Medium, Hard, Harder, Very Hard, Elite, Cheater
    1 (Vision), Cheater 2 (Resources), Cheater 3 (Insane)
    Melee: 1v1, 2v2, 3v3, 4v4, FFA
    Miscellaneous: Other
    The Mode setting changes depending on the category you chose. For Co-op VS A.I.
    games, you can choose the A.I. difficulty here, including computers that can
    cheat. For Melee games, you can choose the team matchup Melee game you want to
    play. Miscellaneous doesn't seem to use this setting.
    2 Teams, 3 Teams, 4 Teams, 5 Teams, 6 Teams, 7 Teams, 8 Teams, Free For All,
    Custom Teams
    This setting is only available if you chose the Miscellaneous category. The
    Custom Teams lets you fully customize how teams are setup in the game. The
    other options are just preset team configurations. You can quickly create that
    2vs2vs2vs2 game here.
    Game Speed
    Slower, Slow, Normal, Fast, Faster
    Faster is the default for Matchmaking games, but that may be too fast for newer
    players. At slower speeds you have more time to make decisions, so you will
    make fewer mistakes. The only problem with the slower speeds is that it can be
    boring for players used to Faster.
    Locked Alliances
    Yes, No
    You can think of the teams as alliances. If alliances are unlocked, players can
    change teams in the middle of a game. Players might form a new team or leave
    their team and just play by themselves. This can make the game more dynamic,
    but it might not be all that fair. This can be a lot of fun with friends,
    Game Privacy
    Normal, No Build Order, No Match History
    This setting is primarily for pro players who don't want other players looking
    up their match history in their profiles. Pro players will frequently be
    practicing for an upcoming tournament. They don't want their opponents to see
    their strategies before the big day. No Build Order is part of the Match
    History, so hiding Match History will also hide Build Orders.
    -----Player Settings-----
    Based on the map settings you chose, the player slots and teams will show on
    the right side of the game creation screen. This area will have some basic
    teams based on the map settings you chose. There will be empty slots where you
    can add more players if you want to make new teams or add a player to a team.
    To add more slots, use the Add A.I. and Add Player buttons at the top of the
    screen based on whether you want Computer or Human players.
    Each player that joins the game has three player settings they can change. The
    first one is the race they want to play, just the same as all the games in the
    Matchmaking area. The second is the color they want to be. You can choose your
    favorite color or maybe a color that fits the race you play. The last thing is
    the handicap. A good player can set this to 50%. Their units and buildings will
    have 50% less health than normal. Computer players have one extra setting, and
    that is how good you want their AI to be. It goes from Very Easy to Elite. With
    Elite the computer gets free resources, but on all the others it plays fairly.
    Only the game host can change Computer player settings. Note that A.I.
    difficulty is locked if you made that setting in the map settings.
    Once you have the settings you like, you still need to get Human players in the
    slots. There are two ways to do this. The first way is if you want strangers in
    your game. The button at the top Open to Public will allow other players to
    join your game from the Custom Games listing. When a player clicks Join Game
    for a particular map, the game searches for open lobbies to add them to. The
    second way to get players in your game is with friends. From your friends list
    you can invite individual players to your games. If you have a party, you can
    also invite the entire party.
    -----v. Game Flow------------------------------------------------------[GMFL]--
    Even in single player there is a sort of flow to the game, but it's drastically
    different than multiplayer. In single player, you can kind of do things at your
    own pace. The computer will attack from time to time, but it's usually not so
    bad to just stay in your base and build up. This section serves as an
    introduction to how Melee games play out.
    The early game lasts about the first five to seven minutes. At the beginning of
    this period, both players are just starting out. They will be creating workers
    and building the structures they need for their first units.
    Many players will memorize an optimized order of building things called a build
    order. This is just like an opening in Chess. It's a proven way to start the
    game that puts them in a good position for whatever their strategy is for this
    game. All build orders have strengths and weaknesses. The choice is usually
    based on which units they want to build and when they want to launch their
    first attack.
    By asking on forums, you can get a good general build order to start with. You
    can add your own custom flair to it when you are more experienced. Of course
    you could just try to come up with everything yourself as well if you want. It
    can feel like a bigger accomplishment if you didn't get help.
    One good thing about build orders is the reduced chance of supply block. This
    is when you forget to make the buildings or units required to increase supply.
    In the middle of the game, you might click on a unit to build it and realize
    you forgot to increase your supply. This can add a lot of delay to your
    progress since you have to wait 30 seconds or so for the supply building or
    unit to finish before you can get back to making the units you want.
    Supply block is bad at all times of the game really, but especially devastating
    in the early game. You want to always be predicting how much supply you will
    need and when, so you can be prepared with ample supply buildings or units. A
    good build order takes into account when you need to build supply buildings or
    units giving you a good start to the game.
    The midgame starts when one player moves out with a small army to attack. The
    midgame usually lasts about ten to fifteen minutes. With this first attack, the
    army sizes are usually pretty small, so it is critical the defending player has
    the right units to defend. A failed defense at this point may mean a short end
    to the game.
    Assuming the defending player succeeded in repelling the attack, both players
    will tech up to better units and technologies. After each new unit or
    technology they attack in the hope the other player will not be ready to
    counter that new unit or technology. This attacking and teching continues back
    and forth through the midgame.
    While the early game doesn't give players much choice about which units to
    bring to the field, the midgame gives players lots of choices. In most games
    you will not have time to get every single unit available. There are a lot of
    branching decisions in this period where you must decide which units to work
    towards. You must ensure you end up with a balanced unit combination that can
    take on anything your enemy throws at you.
    The late game starts when one player gets to tier three, the best units for
    their race. It usually lasts about five to seven minutes. By this time both
    players have chosen the unit combination for their army. One player has
    probably been doing better for the majority of the game and is ready to end the
    game. The other player is hoping they will make a comeback somehow and steal
    the win. Some of the tier three units are very powerful and can end the game
    fast unless the other player is able to play superbly with counter units.
    Once a player has lost most of their base it's possible they will be revealed
    by the game. Player revealing only happens when one player has lost all of
    their Command Centers, Hatcheries, or Nexuses (depending on race). The player
    about to be revealed is given a warning and about 30 seconds to build another
    central building (Command Center, etc.).
    If they fail to build one, their remaining buildings will be revealed to the
    other player. This mechanic is to speed up the process of ending the game when
    there is little chance the player has of winning the game. You win the game by
    destroying all of your opponent's buildings, but most times the other player
    will just say their "gg" and leave the game before it gets to that.
    -----vi. Macro---------------------------------------------------------[MCRA]--
    In Starcraft 2 you ultimately win by destroying your opponent's base. The only
    way to do that is to build up an army. But before you can have an army, you
    have to gather resources, build up your base, and produce the units. Macro,
    short for macro-management, is all of the stuff you have to do just to get your
    army on the field. The other side of the game, moving and ordering your army,
    is called Micro and is explained more in its own section below.
    -----Macro Mechanics-----
    New in Starcraft 2 is the idea of Macro Mechanics. When Blizzard made SC2 they
    realized the better user interface and unit AI would make the game a lot easier
    to play compared to the first game. They wanted to keep the game as difficult
    as Starcraft 1, but not be bound to primitive controls for slowing the player
    down. Blizzard came up with the idea of macro mechanics, which are optimally
    used every 25 to 50 seconds. This extra step required by the player keeps them
    from having a lot of free time, so they are more pressed to make quick
    decisions. The individual abilities are described in the Races section above.
    -----Base Building-----
    When building up your base, of course you have to decide which units to build,
    and consequently, which tech buildings to construct. However, there are many
    other possible decisions to make having to do with where you want to place your
    buildings. You could just stack them all next to each other in your base, but
    with some thought, you can enjoy some advantages.
    Wall Off
    Most maps have choke points near the starting location. Both Terran and Protoss
    can setup their buildings to block off some or all of the choke point, leaving
    a few units to close the "door". You can even use buildings to create partial
    choke points inside your base to protect your workers or funnel enemy units
    into a trap.
    Some Terran players build a Barracks and fly it around for scouting purposes.
    Since there are not that many anti-air units in the early game, you are pretty
    safe to do some early enemy base scouting with it. The flying Barracks can also
    be used to spot the high ground if your enemy catches you in a bad position.
    Protoss and Terran can also build cheap buildings like Pylons or Supply Depots
    to reveal more of the map. They help to give advance warning of players trying
    to sneak into your base. They also bolster your supply limit.
    Proxy Buildings
    In the early game production buildings can be built close to the enemy base.
    Once the buildings finish they can start churning out units really close to the
    enemy and attack before they are ready for it. This can also be done later in
    the game to provide fast reinforcements when attacking their base and put
    constant pressure on them. Protoss players can choose to hide Pylons around the
    map from which they can warp in units with their Warp Gates.
    Bunker Rush
    This is unique to the Terran. This is a special kind of proxy building
    technique where you build a Bunker in firing range of the enemy's buildings.
    You then send some Marines or Reapers into the Bunker. Early in the game you
    can delay your enemy quite a bit because a Bunker is hard to destroy that
    You can also do a wall off at the enemy's choke point. Then you can slowly
    starve them of resources until they give up or are forced to attack you where
    you are strongest. This will usually result in a long game, but it is almost an
    assured victory if you can pull it off.
    Hiding Tech
    Many players will hide some of their tech buildings. Their opponent may not see
    this building because it's far from their other buildings or outside of the
    main base entirely. They might not have the right units to defend against the
    unit, giving the other player an advantage.
    -----Producing Units-----
    When it comes to competitive games, the faster player usually wins. With
    Starcraft 2 (and most RTS games), almost all actions can be performed solely
    with keyboard shortcuts. These keyboard shortcuts are called hotkeys. If you
    float your mouse cursor over anything in the command card, it will show you the
    hotkey. There are also hotkeys for navigating around the map and selecting
    units and buildings. Patch 1.2 added the ability to customize all of the
    hotkeys in the game. You might take some time to think of your most commonly
    used hotkeys and customize them to be easier to reach.
    There are is a set of special hotkeys for controlling your armies and
    buildings. These selection hotkeys are on the top row of the keyboard starting
    at '1' and ending at '=' (equals key). By holding Ctrl and typing one of the
    keys on the top row, you can save the current selection to that number key. In
    the future a simple touch of that key will select those units or buildings
    again. This makes it a lot easier to control your army. Customizing and
    memorizing hotkeys is one easy way to get a lot better at the game in a short
    amount of time.
    Building Queues
    All production buildings have a unit queue. You can queue up to five units at a
    time. You have to pay for the resources of all the units up front, but the
    building will train each one automatically over time. New units will follow any
    rally points you set for the building as well. You can also hotkey multiple
    buildings to have full production capabilities at your fingertips wherever you
    may be on the map.
    In every game there will be a bunch of upgrades you want to get. Some of them
    are general attack and armor upgrades, but many times it's that one special
    upgrade you need to make a unit powerful. Many upgrades take a long time to
    research, so you should start as early as possible. Plan ahead which upgrades
    you want based on the units you will build. Then make sure to start them early
    so you have them in that critical battle.
    New Abilities
    Many upgrades will unlock abilities for your units. These abilities are usually
    very powerful and can force your opponent to build different units or change
    their strategy. These abilities, in combination with new units, are usually
    what cause the back and forth motion of games. Player A gets a powerful ability
    leaving Player B reeling. Then, Player B gets a powerful ability, and Player A
    is pushed back.
    -----vii. Micro--------------------------------------------------------[MCRI]--
    Micro, short for micromanagement, is all the little things you do with your
    army to win the game. Units can be ordered to Attack-Move where they will
    automatically attack all enemy units to the best of their ability, but that's
    not enough to beat most players. Many units have special abilities that need to
    be used. Other times you might have equal numbers, so you need to use terrain
    or range to your advantage.
    Focus Fire
    Most Starcraft 2 units have ranged attacks, so this is very important. With a
    normal Attack-Move order, your units will split their attacks somewhat evenly
    between all enemy units. It would be better if your units focused on one unit
    and then the next and so on because each unit killed lowers the damage your
    units are taking by a small amount. This isn't always possible with all the
    other things going on in the game but should be seen as an ultimate goal if you
    want to get better.
    There are a few melee units in the game. They are deadly up close, but not so
    much when you can kill them before they get to your units. With kiting, you
    keep moving your army away after each attack. This adds a little bit more
    distance between the enemy units and your units while still giving your units
    the ability to fire. You are essentially working the game to give your ranged
    units the ability to fire while moving. Kiting can even work against other
    ranged units if your units have much longer range. It is a little harder than
    kiting melee units though.
    -----Special Abilities-----
    There are a few different types of abilities in the game. These types should be
    familiar to anyone that has played Warcraft 3, but they may be different from
    other RTS games.
    Passive abilities don't have to be clicked to use. They are either active at
    all times or they activate automatically by the unit when it attacks or moves.
    They also cost no energy to use.
    Active abilities must be clicked to activate them. They almost always use
    energy. They also usually have a cooldown, so you can't just keep using them
    over and over. Active abilities are more powerful than passive abilities, but
    usually have a short duration.
    Some active abilities have auto-cast functionality. Auto-cast is a special
    toggle for the ability. When it is toggled on, the unit will automatically use
    the ability when needed. One example is the Zealot Charge. If you tell it to
    attack a unit, it will Charge when it gets in range automatically. When auto-
    cast is disabled, you have to use the ability manually just like an active
    A counter is just a unit that's strong against another specific unit. So maybe
    the unit is strong against Light units or strong against only flying units. In
    your army it's important to have a variety of units that will be able to
    counter any units your enemy has.
    Bonus Damage
    Some units will do extra damage towards certain units. For example, the Hellion
    unit has two damage values in its unit card: one for Light units and one for
    any other unit type. Some units have a separate attack that is only used
    against that unit. These separate attacks usually have different qualities than
    the normal attacks such as longer range or faster attacks that cater to the
    Area of Effect (AOE)
    Many units have attacks that do damage to more than one unit. These attacks are
    generally good against smaller units that move about in a tight group. Smaller
    units also usually have a lot less health than the bigger units. Splash damage
    is one kind of AOE, in which the attack hits one target and then does some
    extra, smaller damage to nearby units. Many special abilities have an AOE. Some
    of them do damage (Psi Storm), but some of them cause other negative effects
    (EMP Round).
    Ranged units have varying amounts of range on their attacks. Some units have
    pretty much the whole screen. Others can only fire a short distance in front of
    them. The longer range units can counter the shorter range units with kiting.
    Ranged units will also counter melee units, but most melee units can get speed
    upgrades to close the gap a little bit.
    =====C. Arcade=========================================================[CMPS]==
    Starcraft 2 comes with a full-featured map editor nicknamed the Galaxy Editor.
    Using the editor, players can create pretty much any kind of game they want.
    Some examples I have seen are shooters (both third- and first-person), role-
    playing games (with heroes and loot), and various classic games (such as Tetris
    and Chess). There are many original games as well. The map creator can publish
    their maps to Battle.net. They can then create games using their map, and
    optionally open up the map publicly for other players to use.
    Arcade games (formerly called custom maps) are the most popular game type in
    multiplayer. Long after you have gotten bored of the campaign and other
    multiplayer game types you will probably find a fun map to play in the Arcade
    area. Most of the maps are set up so you only have to invite players and are
    ready to start. No need to mess with settings. This makes it really easy to get
    a game going.
    The Arcade maps are split up in categories to feature both the popular maps but
    also draw attention to the new maps that haven't drawn lots of attention yet.
    -----Join Game Tabs-----
    Most Popular
    These are the most popular maps based on how many games have been played on
    Custom maps Blizzard thinks are really good, which may or may not be popular.
    This is a way for unknown maps that are really fun to get into the popular
    ranks. Featured maps change every few weeks.
    By Category
    This tab has a few of the more popular map types such as Tower Defense and Tug
    of War. If you have a favorite "genre" of Arcade game this is the place to go.
    Blizzard adds new categories as they become popular.
    Up & Coming
    This tab lists maps players have voted as being fun to play but haven't quite
    gotten popular enough yet to get on the Most Popular listing.
    Fun or Not
    This section is where you vote on maps as "fun or not". You click on the join
    button, and Battle.net puts you in a random custom map with other people. After
    the game ends, you are given the option to vote. Maps that get a lot of votes
    here will move up to the Up & Coming area.
    Recently Played
    The last few maps you played will be in this area. Good for times when you
    played a fun map but forgot what its name was later.
    At the end of every custom game, one of the new options is to bookmark the map.
    This is just like a web browser but for Arcade maps. You can have up to 30 maps
    bookmarked. This screen lets you join the map directly without having to find
    it in one of the other tab areas.
    You can also get games externally from the game if you want to try them out in
    single player. Check the Links section for some of the more popular Starcraft 2
    map hosting sites. Most of them have rating or popularity systems to rank the
    maps. After downloading maps from a website, you can open them up in the map
    editor, and use the "Test Document" button (Ctrl + F9 on Windows) to play them.
    |---- VIII. ACHIEVEMENTS ----------------------------------------------[CHVM]-|
    Most new games have achievements these days, and Starcraft 2 is no exception.
    The achievement system is very similar to World of Warcraft if you have played
    that game. A lot of the achievements you will get just playing the game, but
    some of them are creative challenges that you wouldn't consider if not for
    achievements. You might try to get all of them or just focus on a few areas.
    Completing achievements almost always awards points, but sometimes you can also
    unlock new portraits and decals to use.
    These just show your overall achievement progress. They can't be traded in for
    anything. They are pretty much the same as Xbox Live gamer points.
    These are avatars people can see when checking your profile. In your profile
    you can look through all of the unlocked portraits you have gained and choose
    the portrait you want displayed. You can view all of the portraits in your
    profile, but can only select it for your avatar after you have unlocked it.
    This is a little insignia on some of your ingame units and buildings. In your
    profile you can look at all the decals you have unlocked and choose one for
    each race that you want other players to see in your games. Your decals will
    show up in your game replays as well. You can view all of the decals in your
    profile, but can only select one for display after you have unlocked it.
    -----Earning Achievements-----
    Here are just a few notes about how to earn the achievements.
    * In each top level category, I tell which game modes the achievements in that
    category can be earned in. League games are on the first screen you see when
    you click Multiplayer in Battle.net. Cooperative vs AI is on that same screen
    in the top right. Custom Melee is in the bottom right.
    * Some achievements can be earned in solo play against AI players even when
    it's not clear that would work. I note this when it is not obvious.
    * Most achievements that require killing units only activate when you kill
    enemy units; friendly fire doesn't count.
    * After the Victory/Defeat screen shows up, Battle.net considers the game to be
    over. Achievements can no longer be earned in that game, even if they don't
    require other players. Just make sure to meet the achievement's requirements
    while the game is ongoing.
    Here's how the achievements are listed:
    -----Achievement Name--10p  (this is the name and how many points you get)
    A description of what you have to do to earn the achievement.
    Ranks: Some achievements have multiple ranks, and you get rewards for each
    Steps: Some achievements have multiple requirements. You won't get any reward
    until to meet all of the requirements.
    Reward: Special rewards you might get like portraits and decals.
    =====A. Liberty Campaign==1590p========================================[LBRT]==
    These are all earned in the Wings of Liberty campaign. Achievements that
    require a certain difficulty can be achieved on a harder difficulty but not an
    easier one. For example, if it says to do X on Hard difficulty, it can be
    earned on Hard as well as Brutal difficulty. This means if you play missions on
    Brutal, you are eligible for every achievement. Some achievements can be
    obtained in the middle of the mission, but most of them require you to complete
    the mission first.
    -----i. Mar Sara Missions--125p----------------------------------------[AMRS]--
    -----Liberation Day--15p
    Complete all mission objectives in the "Liberation Day" mission.
    -----Raynor's Back--10p
    Kill 5 enemy units in the "Liberation Day" mission with Raynor on Normal
    -----Down with Mengsk--10p
    Kill every enemy unit in the "Liberation Day" mission on Hard difficulty.
    -----The Outlaws--15p
    Complete all mission objectives in the "The Outlaws" mission.
    -----Cash Reward--10p
    Collect all Mineral and Gas Pallet pickups in "The Outlaws" mission on Normal
    -----Be Quick or Be Dead--10p
    Complete "The Outlaws" mission on Hard difficulty in less than 10 minutes.
    -----Zero Hour--15p
    Complete all mission objectives in the "Zero Hour" mission.
    -----Hold the Line--10p
    Complete the "Zero Hour" mission on Normal difficulty without losing or
    salvaging a structure.
    -----The Best Defense...--10p
    Destroy 4 Zerg Hatcheries in the "Zero Hour" mission on Hard difficulty.
    -----Mar Sara Mastery--20p
    Complete all of the above Mar Sara mission achievements.
    Reward: Adjutant Portrait
    -----ii. Colonist Missions--160p---------------------------------------[ACLN]--
    -----The Evacuation--15p
    Complete all mission objectives in "The Evacuation" mission.
    -----Handled with Care--10p
    Complete "The Evacuation" mission on Normal difficulty without losing a
    Transport Truck.
    -----Sacrifice Nothing--10p
    Complete "The Evacuation" mission on Hard difficulty without losing or
    salvaging a structure.
    Complete all mission objectives in the "Outbreak" mission.
    -----28 Minutes Later--10p
    Complete the "Outbreak" mission on Normal difficulty before the 5th night.
    -----Army of Darkness--10p
    Destroy 15 Infested structures at nighttime in the "Outbreak" mission on Hard
    -----Safe Haven--15p
    Complete all mission objectives in the "Safe Haven" mission.
    -----You Shall Not Pass--10p
    Save 3 Colonist Outposts in the "Safe Haven" mission on Normal difficulty.
    -----My Precious!--10p
    Save 2 Colonist Outposts in the "Safe Haven" mission on Hard difficulty.
    -----Haven's Fall--15p
    Complete all mission objectives in the "Haven's Fall" mission.
    Complete the "Haven's Fall" mission with 3 settlements protected on Normal
    -----House Call--10p
    Complete the "Haven's Fall" mission with 5 settlements protected on Hard
    -----Colonist Mastery--20p
    Complete all of the above Colonist mission achievements.
    Reward: Dr. Ariel Hanson Portrait
    -----iii. Covert Missions--160p----------------------------------------[ACVR]--
    -----The Devil's Playground--15p
    Complete all mission objectives in "The Devil's Playground" mission.
    -----Red Lobster--10p
    Kill the Brutalisk with lava in "The Devil's Playground" mission on Normal
    -----Reaper Man--10p
    Locate all of Tosh's Crew in "The Devil's Playground" mission on Hard
    -----Welcome to the Jungle--15p
    Complete all mission objectives in the "Welcome to the Jungle" mission.
    -----Appetite for Destruction--10p
    Prevent the Protoss from killing an SCV in the "Welcome to the Jungle" mission
    on Normal difficulty.
    -----It's So Easy--10p
    Prevent the Protoss from capping a Tal'darim Altar in the "Welcome to the
    Jungle" mission on Hard difficulty.
    Complete all mission objectives in the "Breakout" mission.
    -----Cool Hand Tosh--10p
    Complete the "Breakout" mission without Tosh going below 100 life on Normal
    -----Jailhouse Rock--10p
    Complete the "Breakout" mission on Hard difficulty in less than 25 minutes.
    -----Ghost of a Chance--15p
    Complete all mission objectives in the "Ghost of a Chance" mission.
    -----Dominate Tricks--10p
    Complete the "Ghost of a Chance" mission using Dominated units to kill at least
    15 enemy troops on Normal difficulty.
    -----Total Protonic Reversal--10p
    Kill every enemy unit in the "Ghost of a Chance" mission on Hard difficulty.
    -----Covert Mastery--20p
    Complete all of the above Covert mission achievements.
    Reward: Gabriel Tosh Portrait
    -----iv. Rebellion Missions--195p--------------------------------------[ARBL]--
    -----The Great Train Robbery--15p
    Complete all mission objectives in "The Great Train Robbery" mission.
    -----Bully the Bullies--10p
    Kill the Marauder Kill Team in "The Great Train Robbery" mission on Normal
    -----Silver Streak--10p
    Complete "The Great Train Robbery" mission without letting a Train pass by on
    Hard difficulty.
    Complete all mission objectives in the "Cutthroat" mission.
    Kill 25 total units with Vulture Spider Mines in the "Cutthroat" mission on
    Normal difficulty.
    Don't train additional SCVs before purchasing Han's contract in the
    "Cutthroat" mission on Hard difficulty.
    -----Engine of Destruction--15p
    Complete all mission objectives in the "Engine of Destruction" mission.
    -----Kicking Asgard--10p
    Destroy the Loki in the "Engine of Destruction" mission on Normal difficulty.
    -----Ragnarok & Roll--10p
    Don't let the Odin drop below 30% of its total life in the "Engine of
    Destruction" mission on Hard difficulty.
    -----Media Blitz--15p
    Complete all mission objectives in the "Media Blitz" mission.
    -----Seek & Destroy--10p
    Destroy an enemy Barracks, Factory, and Starport in the "Media Blitz" mission
    during the sneak attack on Normal difficulty.
    Complete the "Media Blitz" mission on Hard difficulty in less than 20 minutes.
    -----Piercing the Shroud--15p
    Complete all mission objectives in the "Piercing the Shroud" mission.
    -----Not So Brutalisk--10p
    Kill the Brutalisk in the "Piercing the Shroud" mission without losing a unit
    to the Brutalisk on Normal difficulty.
    -----Lock and Load--10p
    Locate all 13 weapon pickups in the "Piercing the Shroud" mission on Hard
    -----Rebellion Mastery--20p
    Complete all of the above Rebellion mission achievements.
    Reward: Matt Horner Portrait
    -----v. Artifact Missions--195p----------------------------------------[ARTF]--
    -----Smash and Grab--15p
    Complete all mission objectives in the "Smash and Grab" mission.
    -----Rock Solid--10p
    Complete the "Smash and Grab" mission on Normal difficulty without losing a
    unit to a Protoss Stone Guardian.
    -----Hit & Run--10p
    Complete the "Smash and Grab" mission on Hard difficulty in less than 15
    -----The Dig--15p
    Complete all mission objectives in "The Dig" mission.
    -----Drill Hard--10p
    Kill 20 enemy units with the Laser Drill in "The Dig" mission on Normal
    Destroy 50 Protoss structures in "The Dig" mission on Hard difficulty.
    -----The Moebius Factor--15p
    Complete all mission objectives in the "The Moebius Factor" mission.
    -----Alive Inside!--10p
    Complete the "The Moebius Factor" mission before Kerrigan destroys 6 Abandoned
    Structures on Hard difficulty.
    -----Hard Core--10p
    Complete the "The Moebius Factor" mission before Kerrigan destroys 6 Abandoned
    Structures on Hard difficulty.
    Complete all mission objectives in the "Supernova" mission.
    -----Cool Running--10p
    Complete the "Supernova" mission on Normal difficulty without losing a unit to
    the wall of fire.
    -----Shock 'n' Awe--10p
    Kill 75 enemy units or structures with cloaked Banshees in the "Supernova"
    mission on Hard difficulty.
    -----Maw of the Void--15p
    Complete all mission objectives in the "Maw of the Void" mission.
    -----I Have the Power--10p
    Destroy all Rip-Field Generators in the "Maw of the Void" mission on Normal
    -----Master of the Universe--10p
    Complete the "Maw of the Void" mission without losing a unit inside the Rip-
    Field on Hard difficulty.
    -----Artifact Mastery--20p
    Complete all the Artifact mission achievements.
    Reward: Tychus Findlay Portrait
    -----vi. Prophesy Missions--160p---------------------------------------[APRP]--
    -----Whispers of Doom--15p
    Complete all mission objectives in the "Whispers of Doom" mission.
    -----Stalker Delight--10p
    Complete the "Whispers of Doom" mission on Normal difficulty with 3 or more
    -----Merely a Flesh Wound--10p
    Complete the "Whispers of Doom" mission on Hard difficulty without Zeratul
    suffering life damage.
    -----A Sinister Turn--15p
    Complete all mission objectives in the "A Sinister Turn" mission.
    -----Out of Justice--10p
    Kill all Protoss in the "A Sinister Turn" mission on Normal difficulty.
    -----A Sinister Turn--10p
    Complete the "A Sinister Turn" mission on Hard difficulty in less than 25
    -----Echoes of the Future--15p
    Complete all mission objectives in the "Echoes of the Future" mission.
    -----Army of One--10p
    Complete the "Echoes of the Future" mission with Zeratul killing 50 Zerg units
    on Normal difficulty.
    -----Overmind Dead Body--10p
    Complete the "Echoes of the Future" mission on Hard difficulty in less than 20
    -----In Utter Darkness--15p
    Complete all mission objectives in the "In Utter Darkness" mission.
    Kill 250 additional Zerg units in the "In Utter Darkness" mission on Normal
    -----Blaze of Glory--10p
    Kill 750 additional Zerg units in the "In Utter Darkness" mission on Normal
    -----Prophesy Mastery--20p
    Complete all of the above Prophecy mission achievements.
    Reward: Zeratul Portrait
    -----vii. Final Missions--160p-----------------------------------------[AFNL]--
    -----Gates of Hell--15p
    Complete all mission objectives in the "Gates of Hell" mission.
    -----The Big Bang Cannon--10p
    Destroy all the Spore Cannons in the "Gates of Hell" mission on Normal
    -----Dominion Roundup--10p
    Rescue 10 Drop-Pods of Dominion Troops in the "Gates of Hell" mission on Hard
    -----Belly of the Beast--15p
    Complete all mission objectives in the "Belly of the Beast" mission.
    Complete the "Belly of the Beast" mission without letting a hero fall
    Incapacitated on Normal difficulty.
    -----One Shot, Fifty Kills!--10p
    Kill 50 units with a single Penetrator Round in the "Belly of the Beast"
    mission on Hard difficulty.
    -----Shatter the Sky--15p
    Complete all mission objectives in the "Shatter the Sky" mission.
    -----Demolition Man--10p
    Complete the "Shatter the Sky" mission without losing a unit to a Platform
    explosion on Normal difficulty.
    -----Speed Too!--10p
    Complete the "Shatter the Sky" mission on Hard difficulty in less than 25
    -----All In--15p
    Complete all mission objectives in the "All In" mission.
    -----Burn and Turn--10p
    Kill 150 Zerg units with the Artifact in the "All In" mission on Normal
    -----Aces High--10p
    Use the Artifact only once in the "All In" mission on Hard difficulty.
    -----Final Mastery--20p
    Complete all of the above Final mission achievements.
    Reward: Valerian Mengsk Portrait
    -----viii. Story Mode--435p--------------------------------------------[STRY]--
    -----Mar Sara Missions--10p
    Complete the Mar Sara missions in the Wings of Liberty campaign.
    -----Dr. Ariel Hanson Missions--10p
    Complete the Dr. Hanson storyline in the Wings of Liberty campaign.
    -----Gabriel Tosh Missions--10p
    Complete the Tosh storyline in the Wings of Liberty campaign.
    -----Matt Horner Missions--10p
    Complete the Horner storyline in the Wings of Liberty campaign.
    -----Zeratul Missions--10p
    Complete the Zeratul storyline in the Wings of Liberty campaign.
    -----Nice Suit--10p
    Find out why Tychus Findlay is always in a Marine suit.
    -----Ihan Crystal--10p
    Acquire an Ihan Crystal.
    -----Couch Surfer--10p
    View 10 television news broadcasts.
    Reward: Kate Lochwell Portrait
    -----The Artifact--10p
    Collect all 5 Xel'Naga Artifacts.
    -----Stay Awhile and Listen--10p
    Start a conversation with all the main characters.
    -----Dead Man's Hand--10p
    Find out what Matt Horner won playing poker.
    -----Terra-Tron Terrorized!--10p
    Beat the Terra-Tron on the Lost Viking arcade machine.
    -----Lost Viking--30p
    Score points on the Lost Viking arcade machine.
    Ranks: 125,000; 250,000; 500,000 (10p each)
    -----Band of Legends--10p
    Purchase all Mercenary contracts.
    Reward: Hill Portrait
    -----Wings of Liberty--10p
    Complete the Wings of Liberty campaign.
    Reward: Jim Raynor Portrait
    -----Wings of Liberty: Hard--50p
    Complete missions in the Wings of Liberty campaign on Hard difficulty.
    Ranks: 5, 10, 15, 20, 25 (10p each)
    -----Wings of Liberty: Brutal--50p
    Complete missions in the Wings of Liberty campaign on Brutal difficulty.
    Ranks: 5, 10, 15, 20, 25 (10p each)
    -----Liberty Completionist: Normal--15p
    Complete all 29 Wings of Liberty campaign missions on Normal difficulty.
    Reward: General Warfield Portrait
    -----Liberty Completionist: Hard--15p
    Complete all 29 Wings of Liberty campaign missions on Brutal difficulty.
    Reward: Arcturus Mengsk Portrait
    -----Liberty Completionist: Brutal--15p
    Complete all 29 Wings of Liberty campaign missions on Brutal difficulty.
    Reward: Sarah Kerrigan Portrait
    -----Hurry Up: It's Raid Night--10p
    Complete the Wings of Liberty campaign under 8 hours of total played mission
    time on Normal difficulty.
    -----Base Tech Master--10p
    Purchase 8 base upgrades from the Armory console.
    -----Infantry Tech Master--10p
    Purchase 10 infantry upgrades from the Armory console.
    -----Vehicle Tech Master--10p
    Purchase 10 vehicle upgrades from the Armory console.
    -----Starship Tech Master--10p
    Purchase 10 starship upgrades from the Armory console.
    -----Dominion Tech Master--10p
    Purchase 4 Dominion upgrades from the Armory console.
    -----Master Mechanic--20p
    Complete the above Tech Master achievements.
    Reward: Rory Swann Portrait
    -----Master Technician--20p
    Complete the above Xenobiology achievements.
    Reward: Egon Stetmann Portrait
    -----Zerg Xenobiology--10p
    Complete 5 Zerg research console projects.
    -----Protoss Xenobiology--10p
    Complete 5 Protoss research console projects.
    =====B. Matchmaking==1920p=============================================[CPTV]==
    These are earned using either the Versus A.I., Unranked, or Ranked game modes
    under the Matchmaking category. There are achievements for a large variety of
    playstyles from Solo (1v1) to Team (2v2,3v3,4v4) to Free For All. If an
    achievement's description does not state a specific game mode, it can most
    likely be completed in any of the Matchmaking game modes (except Training).
    -----i. 1v1 Unranked/Ranked--360p--------------------------------------[SLLG]--
    -----Solo Terran--80p
    Win 1v1 Unranked or Ranked games as Terran.
    Ranks & Rewards:
    10 wins - 10p, Marine Portrait
    25 wins - 10p, Marauder Portrait
    50 wins - 10p, Medivac Portrait
    100 wins - 10p, Siege Tank Portrait
    250 wins - 10p, Ghost Portrait
    500 wins - 10p, Thor Portrait, Mar Sara Separatists Decal
    750 wins - 10p, Battlecruiser Portrait, Terran Max Decal
    1000 wins - 10p, Nova Portrait, DMW Decal
    Reward Total: 80p, 8 portraits, and 3 decals
    -----Solo Zerg--80p
    Win 1v1 Unranked or Ranked games as Zerg.
    Ranks & Rewards:
    10 wins - 10p, Zergling Portrait
    25 wins - 10p, Roach Portrait
    50 wins - 10p, Baneling Portrait
    100 wins - 10p, Hydralisk Portrait
    250 wins - 10p, Queen Portrait
    500 wins - 10p, Infestor Portrait, Char Brood Decal
    750 wins - 10p, Ultralisk Portrait, Aiur Brood Decal
    1000 wins - 10p, Queen of Blades Portrait, Spine Brood Decal
    -----Solo Protoss--80p
    Win 1v1 Unranked or Ranked games as Protoss.
    Ranks & Rewards:
    10 wins - 10p, Zealot Portrait
    25 wins - 10p, Stalker Portrait
    50 wins - 10p, Phoenix Portrait
    100 wins - 10p, Immortal Portrait
    250 wins - 10p, Void Ray, Portrait
    500 wins - 10p, Colossus Portrait, Hybrid Honors Decal
    750 wins - 10p, Carrier Portrait, Judicator Caste Decal
    1000 wins - 10p, Tassadar Portrait, Daelaam Regalia Decal
    -----Solo Random--80p
    Win 1v1 Unranked or Ranked games as Random.
    Ranks & Rewards:
    10 wins - 10p, Reaper Portrait
    25 wins - 10p, Sentry Portrait
    50 wins - 10p, Overseer Portrait
    100 wins - 10p, Viking Portrait
    250 wins - 10p, High Templar, Portrait
    500 wins - 10p, Mutalisk Portrait, Claw Brood Decal
    750 wins - 10p, Banshee Portrait, Templar Caste Decal
    1000 wins - 10p, Hybrid Destroyer Portrait, Pan-Terran Decal
    -----Solo Hot Streak--20p
    Win 1v1 Unranked or Ranked games in a row.
    Ranks: 3 games, 5 games (10p each)
    -----Solo Zen Master--20p
    Complete all of the above 1v1 Unranked/Ranked achievements.
    Reward: Dark Voice Portrait
    -----ii. Team Unranked/Ranked--360p------------------------------------[TMLG]--
    -----Team Terran--80p
    Win Team Unranked or Ranked games as Terran.
    Ranks & Rewards:
    10 wins - 10p, SCV Portrait
    25 wins - 10p, Firebat Portrait
    50 wins - 10p, Vulture Portrait
    100 wins - 10p, Hellion Tank Portrait
    250 wins - 10p, Medic Portrait
    500 wins - 10p, Spartan Company Portrait, Moebius Forces Decal
    750 wins - 10p, Wraith Portrait, War Pigs Decal
    1000 wins - 10p, Diamondback Portrait, Terran Dominion Decal
    -----Team Zerg--80p
    Win Team Unranked or Ranked games as Zerg.
    Ranks & Rewards:
    10 wins - 10p, Drone Portrait
    25 wins - 10p, Infested Colonist Portrait
    50 wins - 10p, Infested Marine Portrait
    100 wins - 10p, Corruptor Portrait
    250 wins - 10p, Aberration Portrait
    500 wins - 10p, Broodlord Portrait, Redstone Brood Decal
    750 wins - 10p, Overmind Portrait, Zerus Brood Decal
    1000 wins - 10p, Leviathan Portrait, Lost Brood Decal
    -----Team Protoss--80p
    Win Team Unranked or Ranked games as Protoss.
    Ranks & Rewards:
    10 wins - 10p, Probe Portrait
    25 wins - 10p, Scout Portrait
    50 wins - 10p, Urun Portrait
    100 wins - 10p, Nyon Portrait
    250 wins - 10p, Executor Portrait
    500 wins - 10p, Mohander Portrait, Shelak Tribe Decal
    750 wins - 10p, Selendis Portrait, Lost Tribe Decal
    1000 wins - 10p, Artanis Portrait, Tal'darim Standard Decal
    -----Team Random--80p
    Win Team Unranked or Ranked games as Random.
    Ranks & Rewards:
    10 wins - 10p, Overlord Portrait
    25 wins - 10p, Hydralisk Marine Portrait
    50 wins - 10p, Zer'atai Dark Templar Portrait
    100 wins - 10p, Goliath Portrait
    250 wins - 10p, Lanassa Dark Templar Portrait
    500 wins - 10p, Mira Han Portrait, Mira Mercs Decal
    750 wins - 10p, Archon Portrait, Sky Brood Decal
    1000 wins - 10p, Hybrid Reaver Portrait, Spectre Ops Decal
    -----Team Hot Streak--20p
    Win Team Unranked or Ranked games in a row.
    Ranks: 3 games, 5 games (10p each)
    -----Team Zen Master--20p
    Complete all of the above Team Unranked/Ranked achievements.
    Reward: Predator Portrait
    -----iii. Competitive--150p--------------------------------------------[CMPT]--
    ----FFA Gladiator--10p
    Destroy a total of 5,000 enemy units in Free-for-All Quick Match games.
    ----FFA Destroyer--10p
    Win a Free-for-All Quick Match game as each race option.
    Steps: Terran, Protoss, Zerg, Random
    ----FFA Wins--80p
    Win Free-for-All Quick Match games.
    Ranks: 5 wins, 10 wins, 25 wins, 50 wins, 100 wins, 200 wins, 400 wins, 800
    wins (10p each)
    ----League Qualifier--10p
    Qualify for league Quick Match in each of the following modes: (this means get
    through placement matches)
    Steps: 1v1, 2v2, 3v3, 4v4
    ----Two-Way Dominant--10p
    Win a 2v2 league Quick Match playing all race possibilities.
    Steps: 2 Terran, 2 Zerg, 2 Protoss, 1 Terran 1 Zerg, 1 Terran 1 Protoss, 1 Zerg
    1 Protoss
    ----Three-Way Dominant--10p
    Win a 3v3 league Quick Match playing all race possibilities.
    Steps: 3 Terran, 2 Terran 1 Zerg, 2 Terran 1 Protoss, 1 Terran 1 Zerg 1
    Protoss, 3 Zerg, 2 Zerg 1 Terran, 2 Zerg 1 Protoss, 3 Protoss, 2 Protoss 1
    Terran, 2 Protoss 1 Zerg
    -----Competitive Zen Master--20p
    Complete all of the above Competitive achievements EXCEPT FFA Gladiator.
    -----iv. Versus A.I. Very Easy--150p-----------------------------------[PMAI]--
    -----Wins: Very Easy--50p
    Win Versus A.I. games against Very Easy opponents.
    Ranks: 10 wins, 25 wins, 50 wins, 100 wins, 250 wins (10p each)
    -----Wins Streak: 2v2 Very Easy A.I.--30p
    Win 2v2 games in a row against Very Easy Versus A.I. opponents.
    Ranks: 5 games, 10 games, 15 games (10p each)
    -----Wins Streak: 3v3 Very Easy A.I.--30p
    Win 3v3 games in a row against Very Easy Versus A.I. opponents.
    Ranks: 5 games, 10 games, 15 games (10p each)
    -----2v2 Versus A.I. Coverage: Very Easy--10p
    Win a 2v2 Versus A.I. game as all race possibilities against Very Easy
    Steps: 2 Terran, 2 Zerg, 2 Protoss, 1 Terran 1 Zerg, 1 Terran 1 Protoss, 1 Zerg
    1 Protoss
    -----3v3 Versus A.I. Coverage: Very Easy --10p
    Win a 3v3 Versus A.I. game as all race possibilities against Very Easy
    Steps: 3 Terran, 2 Terran 1 Zerg, 2 Terran 1 Protoss, 1 Terran 1 Zerg 1
    Protoss, 3 Zerg, 2 Zerg 1 Terran, 2 Zerg 1 Protoss, 3 Protoss, 2 Protoss 1
    Terran, 2 Protoss 1 Zerg
    -----Gosu Comp Stomp: Very Easy--20p
    Complete all of the above Versus A.I. Very Easy achievements.
    -----v. Versus A.I. Medium--150p---------------------------------------[PHAI]--
    -----Wins: Medium--50p
    Win Versus A.I. games against Medium opponents.
    Ranks: 10 wins, 25 wins, 50 wins, 100 wins, 250 wins (10p each)
    -----Wins Streak: 2v2 Medium A.I.--30p
    Win 2v2 games in a row against Medium Versus A.I. opponents.
    Ranks: 5 games, 10 games, 15 games (10p each)
    -----Wins Streak: 3v3 Medium A.I.--30p
    Win 3v3 games in a row against Medium Versus A.I. opponents.
    Ranks: 5 games, 10 games, 15 games (10p each)
    -----2v2 Versus A.I. Coverage: Medium--10p
    Win a 2v2 Versus A.I. game as all race possibilities against Medium opponents.
    Steps: 2 Terran, 2 Zerg, 2 Protoss, 1 Terran 1 Zerg, 1 Terran 1 Protoss, 1 Zerg
    1 Protoss
    -----3v3 Versus A.I. Coverage: Medium--10p
    Win a 3v3 Versus A.I. game as all race possibilities against Medium opponents.
    Steps: 3 Terran, 2 Terran 1 Zerg, 2 Terran 1 Protoss, 1 Terran 1 Zerg 1
    Protoss, 3 Zerg, 2 Zerg 1 Terran, 2 Zerg 1 Protoss, 3 Protoss, 2 Protoss 1
    Terran, 2 Protoss 1 Zerg
    -----Gosu Comp Stomp: Medium--20p
    Complete all of the above Versus A.I. Medium achievements.
    -----vi. Versus A.I. Harder--150p--------------------------------------[PVHA]--
    -----Wins: Harder--50p
    Win Versus A.I. games against Harder opponents.
    Ranks: 10 wins, 25 wins, 50 wins, 100 wins, 250 wins (10p each)
    -----Wins Streak: 2v2 Harder A.I.--30p
    Win 2v2 games in a row against Harder Versus A.I. opponents.
    Ranks: 5 games, 10 games, 15 games (10p each)
    -----Wins Streak: 3v3 Harder A.I.--30p
    Win 3v3 games in a row against Harder Versus A.I. opponents.
    Ranks: 5 games, 10 games, 15 games (10p each)
    -----2v2 Versus A.I. Coverage: Harder--10p
    Win a 2v2 Versus A.I. game as all race possibilities against Harder opponents.
    Steps: 2 Terran, 2 Zerg, 2 Protoss, 1 Terran 1 Zerg, 1 Terran 1 Protoss, 1 Zerg
    1 Protoss
    -----3v3 Versus A.I. Coverage: Harder--10p
    Win a 3v3 Versus A.I. game as all race possibilities against Harder opponents.
    Steps: 3 Terran, 2 Terran 1 Zerg, 2 Terran 1 Protoss, 1 Terran 1 Zerg 1
    Protoss, 3 Zerg, 2 Zerg 1 Terran, 2 Zerg 1 Protoss, 3 Protoss, 2 Protoss 1
    Terran, 2 Protoss 1 Zerg
    -----Gosu Comp Stomp: Harder--20p
    Complete all of the above Versus A.I. Harder achievements.
    -----vii. Versus A.I. Elite--150p--------------------------------------[PIAI]--
    -----Wins: Elite--50p
    Win Versus A.I. games against Elite opponents.
    Ranks: 10 wins, 25 wins, 50 wins, 100 wins, 250 wins (10p each)
    -----Wins Streak: 2v2 Elite A.I.--30p
    Win 2v2 games in a row against Elite Versus A.I. opponents.
    Ranks: 5 games, 10 games, 15 games (10p each)
    -----Wins Streak: 3v3 Elite A.I.--30p
    Win 3v3 games in a row against Elite Versus A.I. opponents.
    Ranks: 5 games, 10 games, 15 games (10p each)
    -----2v2 Versus A.I. Coverage: Elite--10p
    Win a 2v2 Versus A.I. game as all race possibilities against Elite opponents.
    Steps: 2 Terran, 2 Zerg, 2 Protoss, 1 Terran 1 Zerg, 1 Terran 1 Protoss, 1 Zerg
    1 Protoss
    -----3v3 Versus A.I. Coverage: Elite--10p
    Win a 3v3 Versus A.I. game as all race possibilities against Elite opponents.
    Steps: 3 Terran, 2 Terran 1 Zerg, 2 Terran 1 Protoss, 1 Terran 1 Zerg 1
    Protoss, 3 Zerg, 2 Zerg 1 Terran, 2 Zerg 1 Protoss, 3 Protoss, 2 Protoss 1
    Terran, 2 Protoss 1 Zerg
    -----Gosu Comp Stomp: Elite--20p
    Complete all of the above Versus A.I. Elite achievements.
    -----viii. Race Versus A.I.--220p--------------------------------------[PRAI]--
    -----Terran Command--50p
    Win Versus A.I. games as Terran.
    Ranks: 10 wins, 25 wins, 50 wins, 100 wins, 250 wins (10p each)
    -----Protoss Command--50p
    Win Versus A.I. games as Protoss.
    Ranks: 10 wins, 25 wins, 50 wins, 100 wins, 250 wins (10p each)
    -----Zerg Command--50p
    Win Versus A.I. games as Zerg.
    Ranks: 10 wins, 25 wins, 50 wins, 100 wins, 250 wins (10p each)
    -----Random Command--50p
    Win Versus A.I. games as Random.
    Ranks: 10 wins, 25 wins, 50 wins, 100 wins, 250 wins (10p each)
    -----Victory: Easy--10p
    Win a match against an Easy A.I. opponent.
    -----Victory: Medium--10p
    Win a match against a Medium A.I. opponent.
    -----Victory: Hard--10p
    Win a match against a Hard A.I. opponent.
    -----Victory: Harder--10p
    Win a match against a Harder A.I. opponent.
    -----Victory: Very Hard--10p
    Win a match against a Very Hard A.I. opponent.
    -----Victory: Elite--10p
    Win a match against an Elite A.I. opponent.
    -----Supreme Command--20p
    Complete all of the above Race Versus A.I. achievements.
    -----ix. Economy--110p-------------------------------------------------[CNMY]--
    -----Training Day--10p
    Train 10 Marines during the first 320 seconds of a single Melee game.
    -----Zergling Rush--10p
    Morph 20 Zerglings during the first 255 seconds of a single Melee game.
    -----Zealot Push--10p
    Warp in 5 Zealots during the first 250 seconds of a single Melee game.
    -----Fast Expand--10p
    Expand during the first 225 seconds of a Melee game.
    -----Erector Time--10p
    Build a Factory during the first 270 seconds of a Melee game.
    -----Warp In Time--10p
    Warp in a Twilight Council during the first 275 seconds of a Melee game.
    -----It's Morphing Time--10p
    Mutate a Lair in the first 285 seconds of a Melee game.
    -----The Rich Get Richer--10p
    Deplete 10 Rich Mineral Fields in a single Melee game.
    -----Just a Scratch--10p
    Repair a 1,000 life on allied structures in a single Melee game.
    -----City Builder--20p
    Complete all of the above Economy achievements.
    -----x. Unranked/Ranked--280p------------------------------------------[LGCM]--
    As the name implies, these can only be done League games (1v1, 2v2, 3v3, 4v4,
    -----Yamato Master Blaster--10p
    Destroy 20 units with Yamato blasts in a single League game.
    -----Professional Have Standards--10p
    Destroy 20 units with Sniper Rounds in a single League game.
    -----Infested Terror--10p
    Destroy 30 units with Infested Terrans in a single League game.
    -----Beep, Beep, Boom!--10p
    Destroy 6 units with a single Seeker Missile in a League game.
    -----Would You Kindly...--10p
    Destroy 5 units with a single Neural Parasited unit in a League game.
    Destroy 40 units with a single unit in a League game.
    Using Auto-Turrets, destroy 20 SCVs in a single League game.
    -----Raining Blood--10p
    Destroy a fully loaded transport in a League game.
    -----Nuclear Launch Detected--10p
    Kill 15 enemy units with a single Nuke in a League game.
    -----Terran Macro Master--10p
    Have 9 Terran units training simultaneously in a League game.
    -----Protoss Macro Master--10p
    Have 9 Protoss units training simultaneously in a League game.
    -----Zerg Macro Master--10p
    Have 9 Zerg units training simultaneously in a League game.
    -----Warp In Madness--10p
    Warp in 100 units with Warp Gates in a single League game.
    -----Centurion Queen--10p
    Create 100 Larvae with Queens in a single League game.
    -----Neighborly Help--10p
    Heal 300 life on friendly units in a single League game.
    -----The Flying Heal Bus--10p
    Heal 5,000 life with Medivacs in a single League game.
    -----Frugal Fighter--10p
    Task: Regenerate 500 shield energy on a single unit without taking friendly
    fire in a League game.
    -----A Roach's Life--10p
    Regenerate 1,000 life on a single Roach without taking friendly fire in a
    League game.
    -----Shroom Absorption--10p
    Absorb 1,000 damage with hallucinations in a single League game.
    -----Counter Proof--10p
    Attack for 20 seconds with no counterattacks in a League game.
    -----Carnage Hell--10p
    Destroy 4 Command Centers, Hatcheries, or Nexuses in a single League game.
    Destroy an enemy Command Center, Hatchery, or Nexus while it is under
    construction in a League game.
    -----Hot Pickup--10p
    Load a Dropship (Medivac, Overlord, or Warp Prism) with a unit that is under
    attack in a League game.
    -----MULE X'ing--10p
    Call down 30 MULEs in a single League game.
    -----Big Brother Is Watching--10p
    Hold a Xel'Naga Tower for 5 consecutive minutes in a League game.
    -----Meet the Spy--10p
    Kill 5 Changelings in a single League game.
    -----Supreme Being--20p
    Complete all of the above League Combat achievements.
    -----xi. Melee Combat--130p--------------------------------------------[MLCM]--
    -----I See Dead Units--10p
    Destroy 10 cloaked or burrowed units in a single Melee game.
    -----Psionic Death--10p
    Destroy 20 units with a single High Templar in a Melee game.
    Kill 50 supply worth of units in 15 seconds in a Melee game.
    -----The Back Door--10p
    Using Warp Prisms, warp in 50 units in a single Melee game.
    While playing as Zerg, warp in a Zealot in a Melee game.
    -----Distorted Reality--10p
    Capture 50 enemy units in a single Vortex in a Melee game.
    -----To the Shadows I Run--10p
    Use Blink to save a Stalker in a Melee game.
    -----Can't Touch This!--10p
    Dodge a Raven Seeker Missile in a Melee game.
    -----Fire Fighter--10p
    Save 8 burning Terran structures in a single Melee game.
    -----One-Finger Discount--10p
    Cancel construction of a structure that is being destroyed by an opponent in a
    Melee game.
    -----Just an Illusion--10p
    Control 15 hallucinations at once in a Melee game.
    -----Welcome Back, Commander--20p
    Complete all of the above Melee Combat achievements.
    =====C. Custom Games==680p=============================================[CMGM]==
    These are earned in the Custom Games area of Battle.net. They require an
    official Blizzard map and one or more computer AIs.
    -----i. Very Easy A.I.--200p-------------------------------------------[CMAI]--
    -----Terran AI Romp--10p
    Win evenly matched Custom Games as Terran against Very Easy A.I. opponents.
    Ranks: 10 wins, 25 wins, 50 wins, 100 wins
    -----Zerg AI Romp--40p
    Win evenly matched Custom Games as Zerg against Very Easy A.I. opponents.
    Ranks: 10 wins, 25 wins, 50 wins, 100 wins (10p each)
    -----Protoss AI Romp--40p
    Win evenly matched Custom Games as Protoss against Very Easy A.I. opponents.
    Ranks: 10 wins, 25 wins, 50 wins, 100 wins (10p each)
    -----Random AI Romp--40p
    Win evenly matched Custom Games as Random against Very Easy A.I. opponents.
    Ranks: 10 wins, 25 wins, 50 wins, 100 wins (10p each)
    -----Very Easy FFA--10p
    Win a Free-for-All Multiplayer Custom Game against 7 Very Easy A.I. opponents.
    -----Very Easy Blitz--10p
    Win a 1v1 Multiplayer Custom Game against a Very Easy A.I. opponent in under 5
    -----Very Easy A.I. Crusher--20p
    Complete all of the above Very Easy A.I. achievements.
    -----ii. Medium A.I.--120p---------------------------------------------[CHAI]--
    -----Medium AI Romp--40p
    Win evenly matched Custom Games against Medium A.I. opponents.
    Ranks: 10 wins, 25 wins, 50 wins, 100 wins (10p each)
    -----Medium FFA--10p
    Win a Free-for-All Multiplayer Custom Game against 7 Medium A.I. opponents.
    -----Medium Blitz--10p
    Win a 1v1 Multiplayer Custom Game against a Medium A.I. opponent in under 5
    -----3v3 Mix vs Medium AI--10p
    Win a 3v3 Multiplayer Custom Game with Medium A.I. allies using all three races
    against Medium A.I. opponents. So between your allies you need 1 Terran, 1
    Zerg, and 1 Protoss. The other team can be any races.
    -----3v3 vs Medium AI Mix--10p
    Win a 3v3 Multiplayer Custom Game with Medium A.I. allies against all three
    races of Medium A.I. opponents. So you and your allies can be any race, but the
    other team needs to be 1 Terran, 1 Zerg, and 1 Protoss.
    -----4v4 Kin vs Medium AI--10p
    Win a 4v4 Multiplayer Custom Game with Medium A.I. allies using the following
    race combinations against Medium A.I. opponents. So you and your allies need to
    all be the same race.
    Steps: 4 Terran, 4 Protoss, 4 Zerg
    -----4v4 vs Medium AI Kin--10p
    Win a 4v4 Multiplayer Custom Game with Medium A.I. allies against the following
    race combinations using Medium A.I. opponents. So the opposing team needs to
    all be the same race.
    Steps: 4 Terran, 4 Protoss, 4 Zerg
    -----Medium AI Crusher--20p
    Complete all of the above Medium A.I. achievements.
    -----iii. Harder A.I.--120p--------------------------------------------[CVHA]--
    -----Harder AI Romp--40p
    Win evenly matched Custom Games against Harder A.I. opponents.
    Ranks: 10 wins, 25 wins, 50 wins, 100 wins (10p each)
    -----Harder FFA--10p
    Win a Free-for-All Multiplayer Custom Game against 7 Harder A.I. opponents.
    -----Harder Blitz--10p
    Win a 1v1 Multiplayer Custom Game against a Harder A.I. opponent in under 5
    -----3v3 Mix vs Harder AI--10p
    Win a 3v3 Multiplayer Custom Game with Harder A.I. allies using all three races
    against Harder A.I. opponents. So between your allies you need 1 Terran, 1
    Zerg, and 1 Protoss. The other team can be any races.
    -----3v3 vs Harder AI Mix--10p
    Win a 3v3 Multiplayer Custom Game with Harder A.I. allies against all three
    races of Harder A.I. opponents. So you and your allies can be any race, but the
    other team needs to be 1 Terran, 1 Zerg, and 1 Protoss.
    -----4v4 Kin vs Harder AI--10p
    Win a 4v4 Multiplayer Custom Game with Harder A.I. allies using the following
    race combinations against Harder A.I. opponents. So you and your allies need to
    all be the same race.
    Steps: 4 Terran, 4 Protoss, 4 Zerg
    -----4v4 vs Harder AI Kin--10p
    Win a 4v4 Multiplayer Custom Game with Harder A.I. allies against the following
    race combinations using Harder A.I. opponents. So the opposing team needs to
    all be the same race.
    Steps: 4 Terran, 4 Protoss, 4 Zerg
    -----Harder AI Crusher--20p
    Complete all of the above Harder A.I. achievements.
    -----iv. Elite A.I.--120p----------------------------------------------[CIAI]--
    -----Elite AI Romp--40p
    Win evenly matched Custom Games against Elite A.I. opponents.
    Ranks: 10 wins, 25 wins, 50 wins, 100 wins (10p each)
    -----Elite FFA--10p
    Win a Free-for-All Multiplayer Custom Game against 7 Elite A.I. opponents.
    Rewards: Orlan Portrait
    -----Elite Blitz--10p
    Win a 1v1 Multiplayer Custom Game against a Elite A.I. opponent in under 5
    -----3v3 Mix vs Elite AI--10p
    Win a 3v3 Multiplayer Custom Game with Elite A.I. allies using all three races
    against Elite A.I. opponents. So between your allies you need 1 Terran, 1 Zerg,
    and 1 Protoss. The other team can be any races.
    -----3v3 vs Elite AI Mix--10p
    Win a 3v3 Multiplayer Custom Game with Elite A.I. allies against all three
    races of Elite A.I. opponents. So you and your allies can be any race, but the
    other team needs to be 1 Terran, 1 Zerg, and 1 Protoss.
    -----4v4 Kin vs Elite AI--10p
    Win a 4v4 Multiplayer Custom Game with Elite A.I. allies using the following
    race combinations against Elite A.I. opponents. So you and your allies need to
    all be the same race.
    Steps: 4 Terran, 4 Protoss, 4 Zerg
    -----4v4 vs Elite AI Kin--10p
    Win a 4v4 Multiplayer Custom Game with Elite A.I. allies against the following
    race combinations using Elite A.I. opponents. So the opposing team needs to all
    be the same race.
    Steps: 4 Terran, 4 Protoss, 4 Zerg
    -----Elite AI Crusher--20p
    Complete all of the above Elite A.I. achievements.
    -----v. Outmatched--120p-----------------------------------------------[TMTC]--
    -----Outmatched: 2 Very Easy AI--10p
    Win a 1 v 2 Multiplayer Custom Game with no Allies against 2 Very Easy A.I.
    -----Outmatched: 3 Very Easy AI--10p
    Win a 1 v 3 Multiplayer Custom Game with no Allies against 3 Very Easy A.I.
    -----Outmatched: 4 Very Easy AI--10p
    Win a 1 v 4 Multiplayer Custom Game with no Allies against 4 Very Easy A.I.
    -----Outmatched: 2 Medium AI--10p
    Win a 1 v 2 Multiplayer Custom Game with no Allies against 2 Medium A.I.
    -----Outmatched: 3 Medium AI--10p
    Win a 1 v 3 Multiplayer Custom Game with no Allies against 3 Medium A.I.
    -----Outmatched: 4 Medium AI--10p
    Win a 1 v 4 Multiplayer Custom Game with no Allies against 4 Medium A.I.
    -----Outmatched: 2 Harder AI--10p
    Win a 1 v 2 Multiplayer Custom Game with no Allies against 2 Harder A.I.
    -----Outmatched: 3 Harder AI--10p
    Win a 1 v 3 Multiplayer Custom Game with no Allies against 3 Harder A.I.
    -----Outmatched: 4 Harder AI--10p
    Win a 1 v 4 Multiplayer Custom Game with no Allies against 4 Harder A.I.
    -----Outmatched: 2 Elite AI--10p
    Win a 1 v 2 Multiplayer Custom Game with no Allies against 2 Elite A.I.
    -----Outmatched Crusher--20p
    Complete all of the above Outmatched achievements.
    =====D. Arcade==270p===================================================[BLZZ]==
    These achievements can only be obtained when using the "StarCraft Master",
    "Aiur Chef", "StarJeweled", or "Left 2 Die" official Blizzard custom maps.
    These are all found in the Arcade category.
    -----StarCraft Pupil/Apprentice/Expert--30p
    Complete rounds in "StarCraft Master".
    Ranks: 10 rounds, 20 rounds, 25 rounds
    Rewards: StarCraft Master Portrait (25 rounds)
    -----StarCraft Master--10p
    Complete all 30 rounds in "StarCraft Master".
    -----Safe Zone--10p
    Complete round 8 in "StarCraft Master" without losing any Stalkers.
    Complete round 9 in "StarCraft Master" in under 45 seconds.
    -----Blink of an Eye--10p
    Complete round 24 in "StarCraft Master" without losing any Stalkers.
    -----Executor Chef--10p
    Win a game of Aiur Chef.
    Cook at least one of each dish in all three rounds of one game of Aiur Chef.
    Reward: Zealot Chef Portrait
    -----Supreme Cuisine--10p
    Score 2000 points in a game of Aiur Chef.
    -----The Heat Is On--10p
    Kill another zealot chef when hit by the Great Equalizer.
    -----Allez Cuisine--10p
    Cook two dishes within 30 seconds of each other.
    -----Tag Team--10p
    Win a 2v2 of 'StarJeweled' with no A.I. players.
    -----Jewel Crafter--10p
    Win a 1v1 of 'StarJeweled' against a Medium A.I. opponent.
    -----Jewel Star--10p
    Win a 1v1 of 'StarJeweled' against a Hard A.I. opponent.
    -----Jewel Super Star--10p
    Win a 1v1 of 'StarJeweled' against a Very Hard A.I. opponent.
    -----Jewel Rock Star--10p
    Win a 1v1 of 'StarJeweled' against a Insane A.I. opponent.
    -----Jewel of Denial--10p
    Heal 3000 points of damage in a game of 'StarJeweled' using the Healing Wave
    Reward: Ornatus Portrait
    -----World of Orecraft--10p
    Do a 6 combo gem break and receive the "For the Swarm" notification in a game
    of 'StarJeweled'.
    -----Live and Let Die--10p
    Complete the "Left 2 Die" scenario on Normal difficulty.
    -----Die Another Day--10p
    Complete the "Left 2 Die" scenario on Hard difficulty.
    -----Please Hammer, Don't Hurt 'Em--10p
    Kill a Stank before it kills anything on Hard difficulty.
    Reward: Stank Portrait
    -----License to Kill--10p
    Complete the "Left 2 Die" scenario on Brutal difficulty.
    -----Here Comes the Hammer--10p
    Complete the "Left 2 Die" scenario before the fifth night on Brutal difficulty.
    -----Night of the Living--10p
    Survive 5 Infested Horde Attacks in the "Night 2 Die" mode of the "Left 2 Die"
    -----Night of the Living II--10p
    Survive 10 Infested Horde Attacks in the "Night 2 Die" mode of the "Left 2
    Die" scenario.
    -----Night of the Living III--10p
    Survive 15 Infested Horde Attacks in the "Night 2 Die" mode of the "Left 2
    Die" scenario.
    =====E. Exploration==530p==============================================[XPLR]==
    These achievements are meant to get players to "explore" all the various online
    game modes Starcraft 2 offers.
    -----i. Guide One--50p-------------------------------------------------[GDE1]--
    -----Challenge Accepted--10p
    Complete 3 challenge missions with a Bronze rating or higher.
    -----Custom Game Novice--10p
    Win 3 solo evenly matched Custom Games against any A.I. opponents.
    -----Cooperative Novice--10p
    Win 3 Matchmaking Versus A.I. games.
    -----Medal of Combat--20p
    Complete all of the above Guide One achievements.
    Reward: Tiger Marine Portrait
    -----ii. Guide Two--70p------------------------------------------------[GDE2]--
    -----Challenge Accepted, Too!--10p
    Complete 6 challenge missions with a Bronze rating or higher.
    -----Custom Game Terran--10p
    Win 3 solo evenly matched Custom Games as Terran against any A.I. opponents.
    -----Custom Game Protoss--10p
    Win 3 solo evenly matched Custom Games as Protoss against any A.I. opponents.
    -----Custom Game Zerg--10p
    Win 3 solo evenly matched Custom Games as Zerg against any A.I. opponents.
    -----Qualified For Action--10p
    Play enough qualifying games to get placed in a Matchmaking Ranked League.
    -----Medal of Valor--20p
    Complete all of the above Guide Two achievements.
    Reward: Panda Marine Portrait
    -----iii. Guide Three--70p---------------------------------------------[GDE3]--
    -----Challenge Completed--10p
    Complete all of the challenge missions with a Bronze rating or higher.
    -----Free-for-All Crusher--10p
    Destroy a total of 100 enemy units in Free-for-All Quick Match games.
    -----Play Replay--10p
    Watch any Battle.net replay.
    -----Flying Solo--10p
    Win 5 1v1 Unranked or Ranked games.
    -----That's Teamwork--10p
    Win 5 Team Matchmaking Unranked or Ranked games.
    -----Medal of Honor--20p
    Complete all of the above Guide Three achievements.
    Reward: Wolf Marine Portrait
    -----iv. Guide Four--50p-----------------------------------------------[GDE4]--
    -----Training: Stage 1--10p
    Complete Training stage 1.
    ----- Training: Stage 2--10p
    Complete Training stage 2.
    ----- Training: Stage 3--10p
    Complete Training stage 3.
    -----Race Level 5--10p
    Reach Terran, Zerg, or Protoss Level 5.
    -----Medal of Competency--10p
    Complete all of the above Guide Four achievements.
    -----v. Challenges--290p-----------------------------------------------[ACHN]--
    -----Tactical Command--30p
    Earn medals in the "Tactical Command" challenge Mission.
    Ranks: Complete the challenge objectives, lose 20 units or less, lose 10 units
    or less (10p each).
    -----Path of Ascension--30p
    Earn medals in the "Path of Ascension" challenge Mission.
    Ranks: Complete the challenge objectives, lose 20 units or less, lose 10 units
    or less (10p each).
    -----For the Swarm--30p
    Earn medals in the "For the Swarm" challenge Mission.
    Ranks: Complete the challenge objectives, lose 20 units or less, lose 10 units
    or less (10p each).
    -----Covert Ops--30p
    Earn medals in the "Covert Ops" challenge Mission.
    Ranks: 125 kills, 150 kills, 175 kills (10p each)
    -----Psionic Assault--30p
    Earn medals in the "Psionic Assault" challenge Mission.
    Ranks: 75 kills, 150 kills, 175 kills (10p each)
    -----Zerg Infestation--30p
    Earn medals in the "Zerg Infestation" challenge Mission.
    Ranks: 100 kills, 125 kills, 150 kills (10p each)
    -----Harbinger of Death--30p
    Earn medals in the "Harbinger of Death" challenge Mission.
    Ranks: 50 kills, 100 kills, 150 kills
    -----Opening Gambit--30p
    Earn medals in the "Opening Gambit" challenge Mission.
    Ranks: Complete the challenge objectives, 2 minutes or more left on the clock,
    4 minutes or more left on the clock (10p each).
    -----Rush Defense--30p
    Earn medals in the "Rush Defense" challenge Mission.
    Ranks: Complete the challenge objectives, lose 16 units or less, lose 9 units
    or less (10p each).
    -----Solid Gold--20p
    Score the rank of Gold in all the challenge missions.
    Reward: Spectre Portrait
    =====F. Feats of Strength==============================================[FTFS]==
    -----Hot Shot-----
    Finish a Qualification Round with an undefeated record.
    Note: This feat seems to be somewhat unreliable. Some people have gotten it
    from finishing their placements undefeated, but others have not.
    -----Monster Mash-----
    Use the A.R.E.S. to kill the Brutalisk in the "Piercing the Shroud" mission on
    Normal difficulty.
    -----The Scenic Route-----
    Destroy all Zerg Structures in "The Devil's Playground" mission on Normal
    -----You'ze So Crazy!-----
    Destroy all Protoss structures in the "Welcome to the Jungle" mission on Normal
    -----Devoted Fan-----
    Purchase the Starcraft 2 Collector's Edition.
    Rewards: Raynor Marine Portrait, Tauren Marine Portrait, Night Elf Banshee
    Portrait, Diablo Marine Portrait, Alliance Symbol Decal, Horde Symbol Decal,
    Diablo Skull Decal, Collector's Edition Thor Skin
    -----BlizzConqueror 2010-----
    Purchase physical (or virtual) tickets to Blizzard's convention taking place in
    Anaheim, California on October 22 & 23, 2010.
    Rewards: Murloc Marine Portrait, Murlocalypse Now Decal, Tide Hunters Decal
    -----Cataclysmic Devotion-----
    Purchase World of Warcraft Cataclysm Collector's Edition.
    Rewards: Worgen Marine Portrait, Goblin Marine Portrait, Worgen Decal, Goblin
    -----BlizzConquerer 2011-----
    Purchase physical (or virtual) tickets to Blizzard's convention taking place in
    Anaheim, California on October 21 & 22, 2011.
    Rewards: PanTerran Marine Portrait, Fists of Fury Decal
    -----Diabolical Devotion-----
    Purchase the Diablo 3 Collector's Edition.
    Rewards: Wizard Templar Portrait, Tyrael Marine Portrait, Witch Doctor Zergling
    Portrait, Diablo 3 Skull Decal, Barbarian Decal, Demon Hunter Decal, Monk
    Decal, Witch Doctor Decal, Wizard Decal
    -----Pandemonium Devotion-----
    Purchase the Mists of Pandaria Collector's Edition.
    Rewards: Infested Orc Portrait, Night Elf Templar Portrait, Leaf it to Panda
    Decal, Way of the Crane Decal
    |----- IX. CHEAT CODES ------------------------------------------------[SCRT]-|
    Starcraft 2 has many cheat codes available for players to have fun with. While
    achievements are disabled when cheat codes are active, you can still have some
    fun with them until you decide to reload your save.
    Caution: Once you use a cheat code, any saves after that point are flagged as
    unable to earn achievements. Make sure you keep track of which saves you have
    cheated on, because the game gives no indication. You might do everything for
    that really hard achievement and get nothing for it, because you forgot you
    used a cheat code earlier in the campaign.
    -----Starcraft 2 Cheats-----
    These cheats only work in the single player Campaign or in Offline Custom Games
    vs AI players.
    | General Cheats              | Effect                                        |
    | = (equals key)              | Re-enters the last cheat you entered.         |
    | WhatIsBestInLife            | Instant Victory.                              |
    | LetsJustBugOutAndCallItEven | Instant Defeat.                               |
    | TookTheRedPill              | Disables Fog of War.                          |
    | Bunker55AliveInside         | Disables the need for Supplies (Food).        |
    | TerribleTerribleDamage      | Enables God Mode.                             |
    | SpectralTiger               | Adds 5000 Minerals to the Available           |
    |                             | Resources.                                    |
    | RealMenDrillDeep            | Adds 5000 Gas to the Available Resources.     |
    | WhoRunBartertown            | Adds 5000 of each Resource to the Available   |
    |                             | Resources.                                    |
    | SoSayWeAll                  | Allows the use of all Tech.                   |
    | IAmIronMan                  | Instantly Allows all Upgrades.                |
    | CatFoodForPrawnGuns         | Enables Fast Builds and Fast Upgrades.        |
    | HanShotFirst                | Disables Cooldowns on Spells.                 |
    | TyuHasLeftTheGame           | Disables Victory Conditions to Allow          |
    |                             | Continued Play.                               |
    | NeverGiveUpNeverSurrender   | Enables Continued Play After a Defeat.        |
    | ImADoctorNotARoachJim       | Enables Fast Unit Healing.                    |
    | MoreDotsMoreDots            | All Units and Buildings are Free to Build     |
    |                             | (No Cost).                                    |
    | Campaign Only Cheats        | Effect                                        |
    | WhySoSerious                | Adds 5 Million Credits.                       |
    | LeaveYourSleep              | Opens all Missions (Ability to Jump to        |
    |                             | Missions).                                    |
    | EyeOfSauron                 | Allows Access to all Cinematics.              |
    | StayClassyMarSara           | Allows Access to all UNN TV News Broadcasts.  |
    | HoradricCube                | Opens all Research Options.                   |
    | Special Cheats              | Effect                                        |
    | OverEngineeredCodPiece      | Plays the Song "Terran Up the Night". Does    |
    |                             | not disable achievements.                     |
    | Jaynestown                  | Adds 5000 Terrazine to the Available          |
    |                             | Resources. (custom maps only)                 |
    -----Lost Viking Mini-game Cheats-----
    These cheats only work in the Lost Viking mini-game within the campaign. The
    beginning dash for these cheats is required. Uppercase cheats are normal game
    cheats. Lowercase cheats were mainly for Blizzard to test things when they were
    making the mini-game. Credit goes to Sixen on the US Starcraft 2 forums for
    these cheats.
    | Cheat Code  | Effect                                              |
    | -BOSS       | The level end boss appears immediately.             |
    | -LEVELCLEAR | Skip to the next level.                             |
    | -BONUS      | End the game, victory/defeat screen shows up.       |
    | -pu         | Creates a power up in the middle of the screen.     |
    | -LIFE       | Set number of lives to 10.                          |
    | -end        | Show ending cinematic.                              |
    | -ss         | Display "boss incoming" message.                    |
    | -score x    | Add x to current score.                             |
    | -NOQUIT     | Hide the quit button.                               |
    | -ADDLIFE    | Add one life to total lives.                        |
    | -mb         | Change the background (Protoss, Zerg)               |
    | behind      | A new wave of enemies appears.                      |
    | sine        | Displays the sine of 180, 90, and pi on the screen. |
    |----- X. FAQ ---------------------------------------------------------[SFAQ]-|
    This section contains some spoilers in the campaign section. I have put those
    questions at the end to make them easier to avoid if you haven't played through
    the campaign yet.
    Q: Want your question answered here?
    A: Submit a question, and I will answer it to the best of my abilities.
    Q: Which race is the most powerful?
    A: Blizzard has done a pretty good job balancing the races that no race is
    completely more powerful than any other race. Each race has various strengths
    and weaknesses. Pushing your race's strengths while avoiding your race's
    weaknesses will win you games. There are of course small imbalances from time
    to time. These imbalances will make one race a little too powerful in some
    situations, but it's never a complete advantage. Blizzard releases patches to
    fix these small imbalanced things every so often.
    Q: What is a macro mechanic? Why are they in the game?
    A: Macro mechanics are special abilities each race has that are used ideally
    every 25 or 50 seconds. They are meant to make the player always have something
    to be working on. Blizzard added these to Starcraft 2, because they were fixing
    a lot of the little annoying control and interface issues in Starcraft 1. These
    issues were the main reason Starcraft 1 was so hard to play well, but for
    Starcraft 2 they were fixing all of that. With the interface and controls
    working so well, they needed something to keep the player occupied to ensure
    the sequel was just as hard to master as the first game.
    Q: What units for each race can detect cloaked and burrowed units?
    A: Terran has the Raven unit and Missile Turret building. Zerg has the Overseer
    unit and Spore Crawler building. Protoss has the Observer unit and Photon
    Cannon building. There are some abilities that also reveal cloaked and burrowed
    units. Terran has Scanner Sweep from the Orbital Command and EMP Round from the
    Ghost. Zerg has Fungal Growth from the Infestor.
    Q: Do Archons require 2 of the same templar unit?
    A: No, Archons can be morphed with any combination of templar including a Dark
    Templar and a High Templar.
    Q: Does the Viking need both Vehicle and Ship upgrades?
    A: No, the Ship upgrades from the Armory boost both its air and ground attacks.
    Q: How many units are in the game?
    A: Not counting summoned or special units, there are 51 units in the game. Of
    those 50 units, 15 are Protoss, 13 are Zerg, and 23 are Terran. All 23 Terran
    units are available in the campaign, but only 13 of them are available in
    Q: How do I upload replays to video sites like YouTube?
    A: Replays are not movie files, so there is no direct way to convert a replay
    file into a video file for uploading. What people do is get video recording
    software like Fraps and have it record the entire replay from start to finish
    as their computer displays it. They will also record their voice as it plays if
    they are doing commentary for the replay. Then, they upload the video file to
    Q: When will the next expansion, Heart of the Swarm, be released?
    A: Based on their past games, the next expansion should come early 2012
    although only Blizzard knows for sure.
    Q: Will my account be banned for using cheat codes?
    A: No, the cheat codes Blizzard provides are for you to have fun and totally
    allowed. Using cheat codes does disable the ability to earn achievements,
    though. Cheat codes don't work in multiplayer either.
    Q: How do I find out my character code?
    A: The easiest way is to float your mouse over the character portrait on the
    Battle.net screen. A little help text will show up with your character code.
    You can also find it in your friends list when you go to the Add Friend screen
    or on the official Starcraft 2 forums any post you make you can check your
    character code.
    Q: How do I use voice chat in the game?
    A: Voice chat is very buggy currently. Most players do not use it. If you are
    in a clan, you might have a Teamspeak or Ventrilo server. These are popular
    external voice chat systems.
    Q: What is bonus pool?
    A: The bonus pool is a pool of points every player gets in the ranked ladders
    at a rate of 1 point every 2 hours. Whenever a player wins a ladder game,
    points in their bonus pool will match the points they won for the match, which
    makes it possible to double the points they get in a match. These points are
    intended to help players maintain their rank by limiting the effectiveness of
    increasing rank by grinding games. Every player in the ladder gets the same
    amount of points regardless of when they first qualified.
    Q: How many teams can I be on at once?
    A: There is no limit to how many teams you can be on. However, if you are on a
    large number of teams, your profile may not display all of them.
    Q: How does team rating work in the ladders?
    A: There are two kinds of teams in Starcraft 2: Arranged Teams and Random
    Teams. Both of these kinds of teams are on the same ladder. Arranged Teams are
    a group of friends in a party that join together to create a persistent team.
    They go through placement matches together and play all games together. The
    team roster never changes. It is always the founding players. If the players
    want to play with other people, they can create a party with the desired
    players and start their placement matches. A new team is automatically created.
    Random Teams are individual players who use the Battle.net matchmaker to find a
    teammate and an opposing team to play. In Random Teams there is no team rating.
    Each player has their own rating base on their own wins and losses since they
    are not expected to play with the same people ever again.
    Q: What is Real ID?
    A: People who know each other in real life can add Real ID friends to their
    friends list. This requires the other person's Battle.net user name. After both
    people accept the friendship, Battle.net will display them with their real
    first and last names. They can also chat across Blizzard games and servers.
    Currently, this feature only works between World of Warcraft and Starcraft 2,
    but is expected to work with Diablo 3 when it comes out as well. Real ID
    friends can also see more information about what the other person is doing like
    which server a World of Warcraft player is on or what kind of game a Starcraft
    2 player is playing.
    -----Leagues and Ladders-----
    Q: What are the possible leagues in the ladder system?
    A: The five possible leagues are Bronze, Silver, Gold, Platinum, and Diamond.
    Blizzard has hinted at creating a Pro league for exceptionally good players,
    but there is none as of the last update. Each league is broken up into
    divisions made up of 100 players of similar skill.
    Q: When does Blizzard reset the ladders?
    A: Blizzard does not reset the ladders on any kind of schedule. Usually a month
    before the reset, they will make an announcement. Based on their previous
    strategy games, ladder resets usually occur about every six months.
    Q: What does a ladder reset actually reset?
    A: When Blizzard does a ladder reset, the ladders are completely cleared of all
    rankings. Your rank in all of your ladders will be removed along with your wins
    and losses. All teams you may have been in are also cleared. Achievements,
    Rewards, and Career Stats are never cleared.
    Q: What causes promotions or demotions between leagues?
    A: Promotions occur if you win a lot of games against players in higher
    leagues. Demotions occur if you lose a lot of games against players in lower
    leagues. They are not based on activity at all. If you stop playing for a few
    months your ranking in your division may go down, but you will never be demoted
    for inactivity.
    -----Custom Games-----
    Q: How do I make a custom map?
    A: Custom maps are created with the Starcraft 2 Map Editor. This is included on
    both Mac and PC when you install the game. On Mac, it is found in the
    Applications folder where you would normally go to launch Starcraft 2. On PC,
    the shortcut is found in the Start Menu or you can open it directly from your
    Program Files. Note that the PC installer does not create a desktop shortcut,
    only the Start Menu shortcut.
    Q: How do I use my custom map with friends?
    A: Starcraft 2 uses a new system for custom games compared to Starcraft 1. All
    maps that you want to play online with others you have to publish to
    Battle.net. You can choose whether you want it to be a public map or a private
    map. Public maps anyone can see and use when they go to create a game. Private
    maps only the author is allowed to create maps with.
    Q: What kinds of games are possible in the map editor?
    A: All the map types that have been done before in Starcraft 1 and Warcraft 3
    are possible. The new map editor also includes a new data editor that lets you
    change almost anything about the units and buildings in the game. It also has
    more powerful scripting features to do more advanced maps. So far I have seen
    Defense of the Ancients remakes, topdown shooters, single player RPGs, tower
    defense games, first and third person shooters, and side-scrolling fighting
    games. There is a lot of variety already, but these are just the beginning of
    what will be possible.
    -----Achievements -----
    Q: Can achievements be earned offline?
    A: No, you must be online and connected to Battle.net to earn achievements.
    Q: What are achievement points used for?
    A: Achievement points are just to show your overall progress in the game. Other
    players viewing your profile can see what kinds of games you like to play based
    on the categories you have the most achievement points in. You can't trade in
    achievement points for anything. They are basically the same as Xbox Live gamer
    points, if you have played or heard about that.
    Q: Do achievements work with cheat codes?
    A: No, achievements will be disabled as long as cheat codes are active. Keep
    track if you save a game while cheat codes are active. That save file will be
    tainted from that point on, with no achievements possible. Reload an earlier
    save to continue getting achievements.
    Q: If I play on a harder difficulty, can I get the lower difficulty
    A: Yes, if you play on Hard difficulty you can get both Normal and Hard
    achievements. The same goes for the Cooperative Co-Op Stomp and Custom Games AI
    Romp achievements. Playing against a Hard AI will give you credit for Hard and
    Medium AI. If you are really good, you can play Brutal in the campaign and
    Insane AI in the other modes to get a lot of the lower difficulty achievements
    for free.
    Q: How many achievements/achievement points are in the game?
    A: At my last count, there were 307 achievements in the game totaling 4970
    points possible. The average achievement is worth 10 points. Many achievements
    also have multiple parts with 10 points awarded per part completed.
    Q: How come I met all the requirements for an achievement in the Custom Games
    category, but Battle.net didn't give it to me?
    A: Custom Games achievements are worded in a way that makes it seem you can do
    them with the Single Player vs AI game mode. This game mode does not work for
    these achievements. They must be done in the Multiplayer side in the bottom
    right Custom Games area. Click the Create Game button and it will function
    exactly the same as the Single Player vs AI mode.
    Q: Do mission replays in the Mission Archives count towards the Wings of
    Liberty: Hard/Brutal achievements?
    A: The mission counter doesn't seem to work properly when doing missions in the
    archives. For these two achievements, try to do them in a single campaign
    playthrough. If the counter is working at first but then stops, sometimes
    loading a save game will reset the counter to the right value.
    Q: How come it says I have 99% campaign achievements even though I have done
    every single one?
    A: Currently, there is a bug in the Liberty Campaign category where it lists
    there being 1600 points total, but there are only 1590 points to get with the
    available achievements. Some people have speculated Blizzard removed an
    achievement just before release and intended to add an achievement later, or
    there was a hidden achievement. So far none of those have turned out to be
    true. The best guess is that it is a bug Blizzard just never got around to
    Q: What are Feats of Strength?
    A: Feats of Strength are a special kind of achievement. They don't give you any
    points, but they sometimes have special rewards. They are usually rewarded for
    doing something out of the ordinary. Wiping out all enemies on some campaign
    missions awards a Feat of Strength, being #1 on the ladder at the end of the
    season, and participating in a limited time event are Feat of Strength
    examples. Feats of Strength kind of form a history other players can see on
    your profile.
    -----Wings of Liberty Campaign-----
    Q: I accidentally skipped the intro cinematic. How do I view it again?
    A: You can replay all the cinematics from the Mission Archives, which is
    available after you complete the third mission in the campaign.
    Q: How many missions are in the campaign?
    A: There are a total of 29 missions in the campaign, but only 26 are available
    in a single playthrough. There are three planets where you get an A or B
    choice. After you finish the mission, you can go to the Mission Archives and
    play the other mission to see what it would have been like.
    Q: I finished the campaign and did all the missions, but it says I only
    completed 25/26, 22/26, or 21/26. Where are the other missions?
    A: There are 5 commonly missed missions. Early on Raynor will meet Zeratul on
    his ship. After which there will be a crystal in the Laboratory Raynor can
    examine to do 4 Protoss missions. Some people have forgotten about the crystal
    in the Lab and missed these ones. The other mission is the secret mission,
    which you probably wouldn't know about if you didn't read about it on a
    website. Read the next question to see how to unlock that mission.
    Q: How do I unlock the secret mission?
    A: On the Media Blitz mission, destroy the Science Facility in the bottom right
    corner of the map. Then pick up the Secret Documents with a ground unit. You
    will get a message that the mission is unlocked. It will appear on the Bridge
    Mission Console after the mission. I was not able to unlock it through the
    Mission Archives, but submitter Bobma says he was able to. Blizzard may have
    updated this in one of the patches since release.
    Q: Will my Wings of Liberty choices carry over to the next expansion?
    A: No one knows for sure what Blizzard will do, but most people believe they
    will not have separate story paths based on your early choices. These choices
    were to make the campaign more fun to play, not to give the player control over
    the story. The "canon" story is believed to be that Raynor sided with Dr.
    Hanson and Gabriel Tosh, meaning they are still alive and may appear in the
    later expansions.
    Q: What gameplay is available after beating the campaign?
    A: After you beat the campaign, the game will create a final save. If you load
    this save, you will be at the Mission Archives. The Mission Archives allows you
    to replay any mission. Missions you skipped will not appear. The secret mission
    will also not appear if you did not unlock it in the campaign beforehand. This
    save file does not give you access to the Hyperion. Make sure you have done
    everything you want to do in the Hyperion before starting the Final Missions.
    |----- XI. LINKS ------------------------------------------------------[LNKS]-|
    Of course, my FAQ/Walkthrough can't cover everything on the game. I don't have
    enough time or the experience even to cover everything. As always, there is a
    wealth of information online. In this section I have gathered a small library
    of Starcraft 2 resources which cover certain topics in more detail.
    -----Official Websites-----
    The official Blizzard website features announcements and major news about new
    Blizzard games.
    The official Battle.net website features community sites for all Blizzard games
    including Starcraft 2, World of Warcraft, and soon Diablo 3. It also has some
    content for Blizzard's legacy games (Warcraft 3, Diablo 2, Starcraft 1).
    The official Starcraft 2 Community site features announcements and news related
    to Starcraft 2 as well as forums, a beginner's guide, and top 200 1v1 rankings.
    The official Starcraft 2 site. This is the site that started it all. Blizzard
    didn't update the site much and it is outdated compared to the community site,
    but it's still nice to go through those old articles and see how the game was
    -----Fan sites-----
    One of the better fan sites out there. They cover Starcraft 2 news and have
    forums with a pretty friendly community. They also have a good visual overview
    of the races, units, and buildings. The administrator is very active,
    constantly adding new features to the site.
    This is a fan site with Blizzard post trackers. When Blizzard makes an official
    post, it shows up in blue text on the forums. Blizzard forums don't have very
    good search functionality, so the tracker ensures you never miss their posts.
    One of the oldest Starcraft fan sites that's still alive. It was formed
    sometime around 2000 and has grown ever since. They frequently have very good
    Starcraft 2 articles, rivaling the quality of research papers.
    The most up to date wiki for all things Starcraft. While not having much in the
    way of gameplay information, it can answer pretty much any Starcraft lore-
    related question.
    This is a Starcraft 2 pro gaming site with blogs and news. It also covers some
    custom maps.
    These are some unofficial Starcraft 2 forums.
    A popular blog devoted to Starcraft 2.
    This site used to be StarcraftWire but is now the Starcraft 2 portal in the
    IncGamers network.
    -----Maps & Modding-----
    This is the most popular place for custom map development. This is the
    development side of Curse's Starcraft 2 portal.
    This is the download side of Curse's Starcraft 2 portal.
    This is another site with custom maps, although I haven't used it much. I don't
    know if it has a lot of maps that Curse doesn't have.
    This is the place to go if you want to follow the pro scene or even try your
    hand at becoming pro. TeamLiquid is a clan of Starcraft 1 & 2 players. In
    addition, the forums are filled with pros and experienced players from all
    around the world, so you can bet you will be getting good information. It's the
    best English language website for competitive enthusiasts.
    The Liquipedia is a wiki for Starcraft 2 competitive multiplayer, featuring
    build orders, pro gamer biographies, and map strategies. It also has a little
    bit of information about the campaign. It is run and supported by TeamLiquid.
    Husky and HD in the last year have become extremely popular commentators of pro
    Starcraft 2 games. Both of them average over 100,000 viewers per day on their
    YouTube channels. Day[9], the 2007 WCG Pan-American Starcraft champion, is a
    popular analyst of pro game replays. His channel features highly in-depth
    analysis of all things Starcraft. He brings all of his pro gaming experience to
    the viewer. He also does commentating at several community tournaments.
    Artosis is a three time WCG US Champion. He works full time for IEG, one of the
    major players in Korean e-Sports (pro gaming), on the SCforAll website. He goes
    around meeting the top pro players and posts videos and news about them on the
    website. He also posts some of his videos on YouTube. He does commentating as
    well for many major events each year such as the WCG Grand Finals.
    These are some websites with Starcraft 2 replays. If you have a favorite pro
    player, you can search for their games and see how good they are. You can also
    use replays if you have trouble in a certain matchup (such as ZvT). Most replay
    sites let you search by matchup.
    |----- XII. CLOSING ---------------------------------------------------[CLSN]-|
    =====A. Thanks=========================================================[TNKS]==
    * Blizzard - They invited me into the Starcraft 2 closed beta test and made a
    fun game.
    * Starcraft 2 Armory - They are very helpful especially the "Simple Question,
    Simple Answer" thread, which I used to answer the majority of the questions I
    had about subtle game mechanics.
    * The general Starcraft 2 community - When you see a lot of community
    involvement in various things it feels like your work will pay off such as this
    * You, the reader - Thanks for taking an interest in my FAQ. I hope this
    walkthrough was useful to your Starcraft 2 playing.
    * Andrew - Shatter the Sky strategy.
    * K S - Feedback to deal with Hybrids.
    * JP - Fixes to my directions in The Devil's Playground.
    * Chris W. - Corrections to Marauder, Missile Turret, and SCV Armory Upgrades
    * Michael T. - Protoss mini-campaign info and Nydus Canal unit limit.
    * Bobma - Unlocking secret mission through Mission Archives.
    * Jim P. - "You'ze So Crazy" typo.
    * Aaron K. - Map Editor Shortcut in Start Menu.
    * Denis B. - Typo in Supernova mission.
    * Esto - The Great Train Robbery strategy.
    * Montegoraon - In Utter Darkness strategy.
    * RV - Outbreak, Gates of Hell, and Shatter the Sky strategies.
    * Your Name Here - submit something today!
    =====B. Submissions====================================================[SBMS]==
    There are three kinds of submissions I'm looking for specifically. The first
    are corrections. I know I probably made a lot of mistakes when writing this.
    They could be as small as spelling mistakes or as big as bad directions. I
    always hated when I read a FAQ and their directions were backwards. I know how
    annoying that can be, so please let me know about big mistakes like that.
    | The Second Kind of Submission                  Submitted by: Your Name Here |
    The second kind of submission I am looking for is your own strategies for
    beating a mission or a challenge. Maybe my strategy is the hard way of doing
    it. Maybe there is a more creative way to win. Maybe there are secrets in the
    mission I missed. Or maybe you just think your strategy is more fun.
    Regardless, your strategy will be featured in a box like this.
    The third submission I am looking for is more questions for the FAQ section.
    Maybe some information was hard to find in my walkthrough or something in the
    game is tricky or whatever you can think of. I will add a new question or
    update an existing one with the new content.
    Please send submissions to my email address ( perfdark@gmail.com ). The subject
    line should have something like "Starcraft 2 Walkthrough". Please include a
    nickname in your email so you will receive credit. Everyone who sends quality
    submissions will be thanked in the section above.
    =====C. To-Do List=====================================================[TDLS]==
    -----Possible Additions-----
    These are ideas I am interested in doing for the FAQ/Walkthrough if I have
    time. Reader requests will also go here if I think they are a good idea.
    * All finished - Submit a request if there is something you would like added.
    -----Things I Will Never Do-----
    * Maps of the levels - This would take way too long to do well. ASCII art is
    really hard to do well for a game that isn't grid-based.
    * Multiplayer strategies - I don't have enough experience with multiplayer to
    be any kind authoritative source on the subject. The Multiplayer section will
    always be an overview of the gameplay modes possible and the basics of playing
    the game in multiplayer. I do provide links to the multiplayer experts, though.
    On the same line, I won't accept submissions for Build Orders or anything of
    that sort.
    * Complete unit and building stats - There are plenty of websites with tables
    and charts of all the units/buildings and their stats, which are more suited
    for that than a plain text document. I provide what they don't have: brief
    descriptions describing their most common uses and any special qualities I
    think they have.
    * Unit grades or ratings - There isn't much use for this, because every unit
    has some unique quality. For instance, Goliaths would seem to be a complete
    upgrade over Marines. Both can be healed/repaired in the field and both attack
    air and ground. However, Marines have the Stimpack ability which will boost
    their damage, Goliaths have longer air range, and Marines take up less space in
    Medivacs. These subtle differences make one of them better compared to the
    other in certain situations and strategies. Some units are more well-rounded
    than others, but each one is useful in at least one strategy.
    * Make this guide into a Formatted FAQ (html) - Some readers have said they
    prefer a simple text file that they can download, so I won't be doing this for
    any of my Starcraft 2 FAQs.

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