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    FAQ/Walkthrough by James00715

    Version: 1.00 | Updated: 01/22/14 | Search Guide | Bookmark Guide

    |----- STARCRAFT 2: HEART OF THE SWARM FAQ/WALKTHROUGH -----------------------|
    Platform: PC and Mac
    Version: 1.00
    Last Update: January 21, 2014
    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. Summary of Changes in Heart of the Swarm.............................[NWCN]
    V. New Units.............................................................[NNTS]
         A. New Zerg Units...................................................[ZNTS]
         B. New Terran Units.................................................[TNTS]
         C. New Protoss Units................................................[PNTS]
    VI. Heart of the Swarm Campaign..........................................[SNGL]
         A. Campaign Features................................................[CFTR]
         B. Campaign Walkthrough.............................................[CWLK]
              i. Umoja Missions..............................................[MJMS]
                   a. Lab Rat................................................[LBRT]
                   b. Back in the Saddle.....................................[BCKN]
                   c. Rendezvous.............................................[RNDZ]
              ii. Char Missions..............................................[CHRM]
                   a. Domination.............................................[DMNT]
                   b. Fire in the Sky........................................[FRNT]
                   c. Old Soldiers...........................................[LDSL]
              iii. Kaldir Missions...........................................[KLDR]
                   a. Harvest of Screams.....................................[HRVS]
                   b. Shoot the Messenger....................................[SHTT]
                   c. Enemy Within...........................................[NMWT]
              iv. Zerus Missions.............................................[ZRSM]
                   a. Waking the Ancient.....................................[WKNG]
                   b. The Crucible...........................................[THCR]
                   c. Supreme................................................[SPRM]
              v. Skygeirr Missions...........................................[SKGR]
                   a. Infested...............................................[NFST]
                   b. Hand of Darkness.......................................[HNDF]
                   c. Phantoms of the Void...................................[PHNT]
              vi. Space Missions.............................................[SPCM]
                   a. With Friends Like These................................[WTHF]
                   b. Conviction.............................................[CNVC]
              vii. Final Missions............................................[FNLM]
                   a. Planetfall.............................................[PLNT]
                   b. Death From Above.......................................[DTHF]
                   c. The Reckoning..........................................[THRC]
         C. Campaign Lists...................................................[CLST]
              i. Evolution Pit...............................................[VLTN]
                   a. Mutations and Evolutions List..........................[MTVL]
                   b. Evolution Missions.....................................[VLTM]
              ii. Kerrigan...................................................[KRRG]
              iii. Unlocked Units............................................[NLCK]
              iv. Missions Graph.............................................[MSSN]
    VII. Multiplayer and Battle.net Changes..................................[MLTP]
         A. Revamped Progression.............................................[RVMP]
              i. Experience and Levels.......................................[XPRN]
                   a. Gaining Experience Points..............................[GNNG]
                   b. Rewards for Leveling Up................................[RWRD]
         B. New Social Features..............................................[NWSC]
         C. Improved Replay Mode.............................................[MPRV]
    VIII. New Achievements...................................................[CHVM]
         A. Swarm Campaign...................................................[SWRM]
              i. Umoja Missions..............................................[AMJM]
              ii. Char Missions..............................................[ACHR]
              iii. Kaldir Missions...........................................[AKLD]
              iv. Zerus Missions.............................................[AZRS]
              v. Skygierr Missions...........................................[ASKG]
              vi. Space Missions.............................................[ASPC]
              vii. Final Missions............................................[AFNL]
              viii. Story Mode...............................................[STRY]
              ix. Kerrigan...................................................[AKRR]
              x. Mastery.....................................................[MSTR]
         G. 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) 2014 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 "Heart of the Swarm Walkthrough" or "HotS 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]-|
    V1.00 March 23, 2013
    - Initial release
    V1.00 November 8, 2013
    - Added several Feats of Strength to the Achievement section for 2013
    promotional events, such as Starcraft 2's 15th anniversary and Blizzcon 2013.
    V1.00 January 21, 2014
    - Patch 2.1 update:
      * Added Starter Edition info to the Summary of Changes in Heart of the Swarm
      * Added new Levels, Decals, and Portraits to the Gaining Levels and Rewards
        for Leveling Up sections.
      * Updated the New Social Features section with the patch 2.1 changes to
        Clans & Groups.
    |---- III. INTRODUCTION -----------------------------------------------[NTRD]-|
    Starcraft 2 came out with a bang. For the most part, it lived up to the hype.
    All my friends who had previously stopped playing PC games started clamoring to
    try it out. Many of them upgraded their computers or bought brand new ones just
    to play Starcraft 2. Since Wings of Liberty is only one third of the trilogy,
    many of us have been eagerly awaiting the second expansion, Heart of the Swarm,
    to continue the story. On the multiplayer side, the community has remained
    strong and active and looks for Heart of the Swarm to improve balance while
    adding variety with new units and abilities.
    There are a few differences between this FAQ/Walkthrough and my Wings of
    Liberty FAQ/Walkthrough because Heart of the Swarm is only an expansion. Rather
    than go over all of the content from Wings of Liberty again, I only focus on
    new content from the expansion and any changes to the existing content as a
    result of that. So for instance, the New Units section only provides
    information on the new units added in the expansion.
    The document would be way too big if I were to put Wings of Liberty + Heart of
    the Swarm in the same file, but feel free to download my Wings of Liberty
    FAQ/Walkthrough as well if you want more of the old information. I continue to
    update it with major patch changes.
    |---- IV. SUMMARY OF CHANGES IN HEART OF THE SWARM --------------------[NWCN]-|
    Like previous Blizzard expansions, Heart of the Swarm requires Wings of Liberty
    to play. Heart of the Swarm is the first expansion for Starcraft 2 and adds
    quite a bit of new content to the original game.
    -----New Campaign-----
    Perhaps the biggest addition to the game is an all new campaign featuring the
    Zerg race. The main "hero" character this time is newly cured Kerrigan as she
    tries to regain control of the Swarm to fight a new mysterious foe. As always,
    there are several achievements related to this new campaign. Check out the
    Heart of the Swarm Campaign and Achievements sections for more information.
    -----New Units-----
    In multiplayer, Heart of the Swarm adds 2 units for Zerg, 2 units for Terran,
    and 3 units for Protoss. The Zerg race also gets many additional variations of
    their core units, all exclusive to the campaign. More information can be found
    in the New Units section.
    -----Revamped Multiplayer and Battle.net Features-----
    With the release of Heart of the Swarm, Blizzard has revamped the Battle.net
    multiplayer systems to show a more clear progression for beginner players to
    get into multiplayer, get better at the game, and have fun along the way.
    Included is a new experience points and leveling system to give players a more
    lasting reason to keep playing the game.
    Blizzard also added a couple social features to Battle.net: Clans & Groups.
    Clans are the beginning of a system much like Clans in Warcraft 3. Groups are a
    new system with their own purpose. There is also a new and improved replay mode
    that should address all the major requests players had before.
    To top it all off, Global Play is finally available. Players can finally play
    with their friends in other countries without having to buy a whole new copy of
    the game. Added Game Replay features rounds out the Battle.net changes.
    Of these features, only the leveling system requires Heart of the Swarm, so
    this is a general improvement for Wings of Liberty players too. Starter Edition
    players still have several limitations, but since patch 2.1 they can play all
    Arcade games for free as well as Custom Games with all races on Official
    Blizzard Maps either solo or with friends. For more details read the
    Multiplayer & Battle.net Changes section.
    -----Game Editor Improvements-----
    It wouldn't be a Blizzard game without a robust map editor. The new version
    comes with 14 new tilesets and all the new unit and buildings corresponding
    with the new missions in the campaign. Blizzard has also added a built-in
    Cutscene editor and will soon release StarTools, a set of plugins for 3ds Max
    users to easily create and import 3D models into the Starcraft 2 Editor.
    |---- V. NEW UNITS ----------------------------------------------------[NNTS]-|
    As is typical in a Blizzard expansion, each race gets new some new units and
    upgrades to add more variation and strategy to the game. The main purpose of
    the new units, according to Blizzard, is to fill holes in the Wings of Liberty
    unit lineups for each race. This should give each race a few more tools to deal
    with any army they are faced against.
    =====A. New Zerg Units=================================================[ZNTS]==
    The Zerg had one main problem in Wings of Liberty, but it was a big one. They
    simply lacked options for dealing with the heavy hitters of the other races
    like Siege Tanks and Colossi. The 2 units they get in Heart of the Swarm should
    help with both problems.
    Swarm Host
    The Swarm Host is the new version of the Lurker from Starcraft: Brood War, but
    focused more on offense than defense. Underground is where they shine. They can
    summon little Locusts to attack your enemies. They have an infinite supply of
    Locusts. It just takes time for each set to be summoned.
    Requires: Infestation Pit
    Created at: Hatchery, Lair, Hive
    These are the tiny units created by the Swarm Host. Their damage is pretty good
    for a temporary unit, but it's their range that is the big deal. They are one
    of the few "free" units in the game that have a ranged attack. They excel as
    cannon fodder against Siege Tanks and Colossi. In general they are good against
    any enemy fortified position. Have your Swarm Hosts send them in first with
    your real army just behind them. When the Locusts die you can retreat your army
    until new ones spawn.
    Summoned by: Swarm Host
    Vipers are a flying caster unit with offensive abilities. The Viper's signature
    Abduct ability allows them to pick up and pull any unit to their location.
    Siege Tanks, Colossi, and any other powerful ranged unit are prime targets for
    this ability. The Viper can also use Blinding Cloud over ranged units that sets
    their range to 1 while standing in it, perfect for Zerglings to surround them.
    Finally, they can Consume a friendly building, dealing some damage to it but
    gaining energy to use more special abilities.
    Requires: Hive
    Created at: Hatchery, Lair, Hive
    Swarm Queen
    In the single player campaign all Hatcheries can generate 6 Larva on their own
    without a Queen for support. Therefore, the normal Queen has evolved into the
    Swarm Queen with more battlefield utility. Swarm Queens can heal Zerg units
    over time using their energy, so they are similar to a Terran Medivac. They can
    still spread the Zerg creep though. This unit replaces the normal Queen in the
    Requires: Spawning Pool
    Created at: Hatchery, Lair, Hive
    This unit appeared in the Wings of Liberty campaign, but they were your enemies
    then. Now in the Zerg campaign you get them on your side. Aberrations are
    basically lighter versions of Ultralisks. Aberrations are still tanks, but not
    as strong as Ultralisks. They are not as costly either. Combine them with lots
    of Hydralisks for best results.
    Requires: Evolution Chamber, Lair / Hive
    Created at: Hatchery, Lair, Hive
    Note: Zerg units have several "evolutions" in the campaign, but they are just
    variations on the core unit, not all new units.
    -----Other Changes-----
    Pneumatized Carapace from Hatchery
    The Overlord speed upgrade is now available with just a basic Hatchery. It used
    to require a Lair. This makes them much better scouts in the early game.
    Burrow from Hatchery
    Burrow is also available from the Hatchery. This probably gives the most
    benefit to Roaches with their fast life regeneration when burrowed, but
    Banelings can also really take advantage of it (hidden Baneling mines).
    Spine and Spore Crawler Availability
    These two defensive buildings no longer require an Evolution Chamber be built
    first. They now only require a Spawning Pool. The Evolution Chamber is normally
    built later in the build order, so Zerg players can now defend against rushes a
    little easier.
    Muscular Augments
    The speed upgrade for Hydralisks is back! Players have been wanting this since
    the Wings of Liberty beta. It's nice to see it back finally, but it only works
    off creep. Now they can keep up with Roaches, at least when off of creep.
    Mutalisk Improvements
    Their base speed has been increased. They were already pretty fast. Now they've
    been made even faster. That makes them better at harassment, though this change
    may be a way to balance them with the Terran's new speedy Medivacs. Another
    change is that they have a much higher regeneration rate. It's about 4 times as
    =====B. New Terran Units===============================================[TNTS]==
    The main hole in the Terran lineup was in the Factory units. All of the Factory
    units were situational except for the Siege Tank, but the Siege Tank required
    support units from the Barracks. End result: everyone always built Barracks
    first with Factories as a supplement. Heart of the Swarm adds 2 new Factory
    units, which will hopefully make "Factory First" a more viable strategy.
    Widow Mine
    Finally, a new incarnation of the Spider Mine appears in Heart of the Swarm.
    Widow Mines are much more expensive than Spider Mines. However, Widow Mines
    have some very nice improvements. First, they have a ranged splash damage
    attack, so they are able to fire at air units. Second, they are not sacrificial
    units. They can keep firing missiles. The only downside with Widow Mines is
    they have to be burrowed to fire. Their burrow has a long cast time, but it can
    be reduced with an upgrade. Because of that burrow time, they are mainly used
    defensively, but occasionally you might be able to sneak a few them to the
    frontlines and burrow them in the middle of a large skirmish.
    Built at: Factory
    Hellbat (Hellion Battle Mode)
    The Hellbat is a transformation for the Hellion, much like how the Viking and
    Siege Tank have different modes that serve different purposes. Hellbats are
    heavy, frontline fighters made to counter mass melee units like Zerglings and
    Zealots. They have a shorter range than the Hellion but have more health and
    damage. Hellions start to lose their usefulness in the midgame. That's when you
    can research the Transformation Servos upgrade, letting you to transform all
    your Hellions into Hellbats. A common tactic is to keep them in Hellion Form
    for movement, and then transform to the slower Hellbat Mode for combat.
    Requires: Armory (to build directly) or Transformation Servos (to transform
    from Hellion)
    Built at: Factory
    -----Other Changes-----
    Reaper Changes
    Reapers have been massively changed. They no longer require a Tech Lab to
    build, so with a Reactor you can build 2 at once from the same Barracks. Their
    damage was reduced but they automatically start with their movement speed
    upgrade. Also, their life regenerates quickly when they are out of combat. You
    can move in for some quick attacks and get out. When you are ready to move in
    again, they are at full health.
    Siege Mode For Free (Siege Tank)
    Unlike Wings of Liberty, Siege Tanks do not have a Siege Mode upgrade. All
    Siege Tanks automatically have Siege Mode to begin with. This makes them a much
    stronger unit early in the game.
    Ignite Afterburners
    This is a free ability that Medivacs start with, no purchasing of an upgrade
    required. Medivacs used to have a higher base speed in Wings of Liberty, but it
    was reduced in one of the patches for balance. Now they get some form of that
    speed back. Afterburners increases their speed by an incredible 70%, but it's
    only for a short duration. The ability has a 10 second cooldown too.
    Thor Changes
    Thor's used to have a powerful siege ability, 250mm Cannons, against ground
    units and structures. That ability has been removed, but they have a new
    transformation to better counter certain air units. Their normal Javelin
    Missiles are still best against Mutalisks and Phoenixes, but the new Punisher
    Cannons transformation does best against the larger air targets like Brood
    Lords and Tempests.
    Air and Vehicle Armor Upgrades Combined
    Pretty self explanatory but in Wings of Liberty you had an armor upgrade for
    air units and an armor upgrade for vehicles. Now they both share the same
    upgrade. The weapon upgrades are still separate for each.
    =====C. New Protoss Units==============================================[PNTS]==
    Protoss' main weakness in Wings of Liberty was the lack of air power. Carriers
    were really hard to get out in a competitive game. The cost and tech tree
    requirements were too much. Protoss get 3 new units as opposed to the 2 new
    units the other races get. The other air units were good, but very specialized.
    The new units will hopefully alleviate Protoss' lack of air power.
    Mothership Core
    Instead of building a Mothership directly, in Heart of the Swarm you start with
    a Mothership Core. It is a defensive caster unit, with special abilities to
    Mass Recall units to a friendly Nexus, detect cloaked and burrowed units, and
    to temporarily add a powerful stationary cannon to a Nexus. Once in the late
    game with a big ground army, you can upgrade it to a full Mothership, which is
    more powerful. The Mothership Core is available very early in the tech tree,
    compared to the Mothership alone.
    Requires: Cybernetics Core
    Built at: Nexus
    The Protoss really lacked caster air units, so they get another one with the
    Oracle. Unlike the Mothership Core, the Oracle is an offensive caster
    specialized to harass the enemy. Move in quickly use a spell or two and go back
    to base will be the standard use for this unit. Interestingly, it does not have
    a normal attack. However, one of its abilities allows it to attack enemy units
    for a short duration. Its other abilities include granting vision of enemy
    units and slowing down enemy unit movement speed.
    Built at: Stargate
    The Tempest is effectively a replacement unit for the Carrier. Blizzard felt
    bad about possibly removing the Carrier, an iconic Protoss unit. They kept it
    in the game but expect players to use the Tempest now. Tempests move slowly and
    attack slowly but have extremely long range. This allows you to position them
    behind your main army line or even over open space without worrying about
    retaliation. They can attack both air and ground but do bonus damage to massive
    air targets. They are best used as a support unit to bait enemy armies into
    range of your main army with your Colossi, Stalkers, and Zealots, or as
    counters to the "massive" air units like Battlecruisers and Brood Lords.
    Requires: Fleet Beacon
    Built at: Stargate
    -----Other Changes-----
    This Sentry ability no longer requires research. Just building a Sentry gives
    you access to it. It's a fairly expensive ability at 100 energy, but now you
    can use it for early air unit scouting (using a fake Phoenix).
    Prismatic Alignment
    Warp Prisms used to have a three stage weapon. It would start with lower
    damage. A few seconds later the damage would increase. Even more seconds later
    the weapon would get to full power. Warp Prisms now have a free ability,
    Prismatic Alignment, that boosts their weapon damage. It has a long 60 second
    cooldown, but the boosted damage lasts for 20 seconds. The downside is the
    bonus damage is only to Armored targets. This makes them extremely potent
    against the heavy hitting armored targets like Thors, Colossi, and Brood Lords.
    Pylon Psionic Matrix on High Ground
    The blue field surround Pylons is called the Psionic Matrix. It's required to
    power Protoss buildings and allow warp-ins from Warp Gates. In Heart of the
    Swarm, you can no longer warp-in units or construct new buildings on higher
    ground than the Pylon is even if that higher ground has power from the Pylon. A
    common rush strategy was to warp-in a Pylon on the low ground, and then warp-in
    units to that higher ground. This made it really hard for the other races to
    stop because the Pylon itself, powering all the warp-ins, was very hard to get
    to by ground.
    |---- VI. HEART OF THE SWARM CAMPAIGN ---------------------------------[SNGL]-|
    =====A. Campaign Features==============================================[CFTR]==
    The Heart of the Swarm expansion continues the story first told in Wings of
    Liberty. The Wings of Liberty campaign did a lot of new things for a real-time
    strategy game campaign, and Heart of the Swarm is no different. In fact, you
    will find the Zerg do things very differently than the Terran did.
    The main campaign is fittingly called Heart of the Swarm, as you play as Sarah
    Kerrigan, Queen of Blades. All of the dialog and decisions are given by you
    through Sarah. For the most part you just watch the story, but there are a few
    times where you can choose the next set of missions to do.
    Despite the events of Wings of Liberty, Sarah Kerrigan still harbors hatred for
    Arcturus Mengsk, Emperor of the Terran Dominion. Her goal is revenge against
    Mengsk at all costs, and anyone that stands in her way is dead. She doesn't
    care about Terran, Protoss, or even Zerg. They are just tools to be used to
    kill Mengsk.
    Heart of the Swarm continues the general structure that Wings of Liberty
    introduced for the campaign. 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 an close-up view of an object. Kerrigan can talk to
    her advisors to get information on the available missions and learn how to
    improve the Swarm. After you are done looking at everything, you can choose
    which planet to go to next. Sometimes you will have a few to choose from, but
    sometimes there is only one path. After each mission Kerrigan returns to the
    hub. It 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. The
    biggest difference between difficulties is the unit numbers and upgrades. On
    Brutal the enemy will send more units, in shorter intervals, and with better
    upgrades than on Casual. For timed mission objectives, you usually have less
    time on higher difficulties as well. Overall, Casual is the mode for someone
    who just wants to see the story and doesn't care about gameplay while Brutal is
    for someone that likes to restart each mission a few times to achieve victory.
    None of the missions require a certain difficulty to unlock, but many
    achievements can only be earned on a particular difficulty level. The
    achievement description will always say when this is.
    Choosing Missions
    Most of the campaign requires you to do missions in a certain order. Sometimes
    you get the choice of which planet to visit next but then must complete all
    missions on that planet before travelling elsewhere. No missions have time
    limits or can be lost, so don't worry about which planet to do first. The game
    shows you what the big rewards are before deciding. Pick whichever one
    interests you the most.
    A Leviathan is Kerrigan's capital ship. It is a massive, living Zerg organism.
    If you played the Wings of Liberty campaign, you may be familiar with
    Leviathans. There were a couple missions late in the campaign that pitted your
    Terran army against one. Kerrigan has one as a central hub for the campaign. It
    has three areas: the Viewing Room, Evolution Pit, and Kerrigan's personal
    Viewing Room
    This is where you speak with your top Zerg advisors about the current state of
    the Swarm. Sometimes you can choose which planet to go to. Once chosen, you
    must complete all missions on that planet before travelling to another planet.
    For each mission it shows who is giving the mission, what you have to do to
    complete the mission, and what the rewards are for completing it.
    Another feature of this area is the Archives. With it, you can replay
    cinematics and missions you have previously seen or beaten. 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. Once you beat the
    campaign, the Master Archives becomes available where you can replay the
    missions while mixing and matching your upgraded units.
    Evolution Pit
    The Evolution Pit is where you can upgrade your Zerg units. There are two types
    of upgrades: Mutations and Evolutions. Mutations are smaller upgrades that are
    mostly passive, always on all the time. In between missions they can be
    switched around at will, but only one can be active in a single mission.
    Evolutions are one time choices that radically change the base unit. The
    Evolution Pit also functions like a trophy case for your progress through the
    campaign. Many of the units you obtain can be examined here up close.
    Unlike Jim Raynor, Sarah Kerrigan is a hero with a level and special abilities.
    The higher level Sarah becomes, the more powerful she becomes on the
    battlefield. Every few levels, new special abilities will unlock for you to
    choose between. Some of them are passive upgrades while others are new powers
    she can use in combat.
    Note: In the interest of not spoiling all the fun stuff you can get, full lists
    for Kerrigan's abilities and Evolution Pit upgrades are after the walkthrough.
    ----- Campaign Zerg vs. Multiplayer Zerg -----
    There are a few small changes to the campaign version of Zerg compared to the
    multiplayer version. I noticed some players asking if there some changes
    because the Zerg in the campaign seem to play a little bit differently.
    Queens are replaced by Swarm Queens - You can read more about Swarm Queens in
    the New Units section above. In multiplayer, Queens are not really a combat
    unit; they simply tend to the Swarm like a mother. In the campaign though, they
    are more of an offensive caster meant to be included in your army.
    Hatcheries spawn 6 Larva - In multiplayer, Hatcheries will only spawn 3 Larva
    at a time. You have to use the Queen's Spawn Larva ability to give them 7 Larva
    at a time. In the campaign, Queen's don't even have that ability, but
    Hatcheries spawn more Larva. I believe this was done so players could focus
    more on fighting with their army in the field instead of managing their base.
    =====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.
    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.
    Sometimes in the walkthrough I will note the timing of when some event happens
    in the campaign.  These timings are all based on the in-game clock. 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 for some reason, please set the game speed to Fast.
    I try to avoid giving timings as much as possible because most events in the
    game are depending on how you play the mission, not set in stone for all
    These are what the fields mean for each mission:
    Background: A short description of what you are doing in this mission.
    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, not counting Kerrigan.
    Unlocks Evolution: Evolutions are awarded much later than when you first get
    access to a unit. They are noted in this field when a mission unlocks one.
    Recommendations: My favorite Mutations and Evolutions for the units I use in
    that mission's walkthrough. Also, my favorite Kerrigan powers for each tier
    that I think will help the most. I always assume Kerrigan is at a low level, so
    you may have more powers available
    Kerrigan Levels: This will show you how many Kerrigan Levels you can get on the
    mission, including which ones come from bonus objectives.
    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 instructions on how to
    beat the mission the easiest way I have found. Reader submitted strategies are
    shown with a little border.
    -----i. Umoja Missions-------------------------------------------------[MJMS]--
    -----a. Lab Rat-----                                                 --[LBRT]--
    Background: Kerrigan must complete one final test before she can leave the
    facility and get to fighting Mengsk.
    New Units: Drone, Overlord, Zergling
    New Structures: Hatchery, Spawning Pool
    Difficulty: 1/10
    - Select Drone
    - Mutate Hatchery
    - Harvest 300 Minerals
    - Morph Overlord
    - Mutate Spawning Pool
    - Morph 6 Zerglings
    - Destroy Eradicator
    - Destroy 3 Gas Turrets
    - Bonus: Release Zerglings from 3 Pens
    This mission is pretty much a tutorial. You can just follow the directions the
    game gives you, but I will write a few things for each objective anyways.
    - Select Drone
    - Mutate Hatchery
    - Harvest 300 Minerals
    - Morph Overlord
    - Mutate Spawning Pool
    - Morph 6 Zerglings
    For all of these you have no control but to follow Valerian's orders.
    - Destroy Eradicator
    Immediately after destroying the first three Sentries, you will get this
    objective. The Eradicator is at the top right, but you have to fight your way
    there. Throughout the mission you should be making more Zerglings with your
    Hatchery. Rally them near your army of Zerglings in the field, so you always
    have fresh reinforcements.
    Just south of your initial Zergling position is Zergling Pen #1. Six Sentries
    are in your way, but they should go down easily. Then you will have to go north
    through a series of switchbacks to a room that fills with gas.
    - Destroy 3 Gas Turrets
    The doors you need to get through are locked. They only open after you destroy
    the 3 Gas Turrets. If you have at least 8 Zerglings with full life, send them
    in focusing on one Gas Turret at a time. The Gas Turrets don't do as much
    damage as you would think. After destroying all three your Zerglings' health
    will still be around orange.
    - Destroy Eradicator
    The northwest path out of the gas room is the way forward to the Eradicator,
    but Zergling Pen #2 is through the southeast door, so go that way first. About
    6 Sentries guard this pen, but you should have enough Zerglings by now to take
    them out easily.
    Now go through the northwest path to Zergling Pen #3. This one has even more
    Sentries than the last one, but they are in three separate groups. You can take
    on one group at a time (3-4 Sentries each).
    All that's left is the Eradicator through the northeast path out of this
    reddish room. You will have to fight 4 Sentries on the way and then the
    Eradicator with 2 Sentries for support. While the fight is going on, they have
    Factories creating 2 Sentries at a time, but they should only have time to get
    4 more Sentries this way. The Eradicator should go down quick. Mission
    -----b. Back in the Saddle-----                                      --[BCKN]--
    Background: The Dominion have attacked the secret facility. Kerrigan and Raynor
    must find a way to escape.
    Heroes: Kerrigan (and Raynor)
    Difficulty: 3/10
    - Get to the Sublevel Door
    - Defend Sublevel Door
    - Escape the Sublevel
    - Defend Tram Engines
    - Destroy the Archangel
    - Kerrigan Must Survive
    It's just Raynor and Kerrigan in this mission. You get some special abilities
    on Kerrigan, but you have no control over Raynor. He just automatically follows
    Kerrigan and attacks whatever is attacking her.
    - Kerrigan Must Survive
    This is an ongoing objective for the whole mission. When you have a Hatchery,
    Kerrigan will be revived at the Hatchery if she dies. Since you don't have a
    Hatchery in this mission, Kerrigan can't revive if killed. When fighting
    Dominion forces, try to let the friendly Umojan Forces take the hits.
    Throughout the level there are Recovery Terminals that spawn Restoration
    Charges. These heal Kerrigan's life and energy to full, but they are not in
    every room. To be safe, move Kerrigan back if her health gets below 50%.
    - Get to the Sublevel Door
    This is an easy one. Just follow the path. It is basically a tutorial on using
    a couple of Kerrigan's special abilities. You will be able to unlock more
    special abilities for her later in the game.
    - Defend Sublevel Door
    This objective involves a medium-sized battle against both Zerg and Dominion
    Marines. Use Crushing Grip on as many Zerglings as you can. Save Kinetic Blast
    for Banelings and Roaches. One Baneling can wipe out all of your friendly
    Marines, so it is the highest priority unit to destroy at range. Halfway
    through the battle, 4 Dominion Marines will show up in a side door. Your
    Crushing Grip should be off cooldown by then to make short work of them.
    - Escape the Sublevel
    When you get off the elevator, Nova will try to lockdown that portion of the
    station. You will only have 2 minutes on Hard difficulty to get out. You should
    be able to destroy most things you come across. However, when you see Zerg and
    enemy Terrans fighting, wait for them to weaken each other. Then pick off the
    Once you get to a Recovery Terminal, you are safe for a few moments. Pick off a
    few Zerg though and another countdown starts. When you come across an
    Ultralisk, focus fire on him with Kinetic Blast instead of the debris blocking
    the way. As long as he doesn't destroy the debris, he can't attack Kerrigan and
    Raynor. Shortly after another Recovery Terminal, you will find another
    Ultralisk with a couple Zerglings. Crushing Grip the whole group, then Kinetic
    Blast the Ultralisk.
    For the last part on this level of the station, you will face a decision to
    release Zerglings or Gas a room. Zerglings will destroy all the enemy Terrans,
    but they will also be hostile to Kerrigan. If you deploy the gas turrets, the
    Marines will all die but you will have to kill the Siege Tanks and Vikings. I
    personally think the Zerglings are a little easier to fight but both options
    - Defend Tram Engines
    Now you are stuck on a tram for a few minutes, but you can't relax yet.
    Dominion forces will fly in and try to destroy the tram engines. If all 6
    engines are destroyed, the mission is failed. Watch the minimap often for red
    dots. These will let you know when enemies are coming before they are on top of
    the tram. In particular, try to Kinetic Blast the Medivacs before they get over
    solid ground. If you destroy them over the air, their entire payload of units
    will also be killed. Note that Crushing Grip does not affect air targets, so
    only use it on Vikings that drop to the ground and units dropped by Medivacs.
    - Destroy the Archangel
    Once the tram section is done you have just a short way to go to fight a boss:
    Archangel. It is basically an oversized Terran Viking, but he has special boss
    attacks. Most of his attacks will show red targeting reticles on the ground to
    let you know what parts of the ground will be hit. Try your hardest to keep
    Kerrigan out of those areas. If you have to, just use Kinetic Blast and focus
    on dodging the rest of the time. The battle will take longer, but Kerrigan will
    be safe. If Kerrigan's life gets low, try to stay near the Recovery Terminal to
    quickly pick up the Restoration Charge when it respawns.
    The Archangel boss battle has a few different phases:
    Gatling Gun Strafe - He will attack slowly in an arc all targets in front of
    him. Stay to his right to avoid the damage. He will mostly focus on the
    Single Rockets - With this attack he will fire a single rocket every second for
    about 10 seconds under Kerrigan or a friendly Umojan Marine. Just constantly
    move Kerrigan whenever the red target is under her until Archangel stops
    Air Strikes - Archangel will fly in the air and then proceed to launch air
    strikes on the platform. The game shows you a line where he is going to attack,
    so it's pretty easy to avoid. You can't attack Archangel during this phase.
    Mass Rockets - In this phase he attacks one half of the platform all at once.
    Then he switches to the other half. Stay towards the middle of the platform to
    have enough time to move out of range.
    Air Strikes - Just after the Mass Rockets, he will do Air Strikes again. The
    friendly units will probably be dead by now, so you'll have continue solo.
    Rockets in a Circle - Archangel will land in the center and do some area damage
    to Kerrigan if she is nearby. He then shoots rockets in a small arc directly at
    Kerrigan. Just run around in a circle to avoid this attack. This is the last
    phase. Archangel stays in this phase for the remainder of the battle.
    After Archangel kicks the bucket, Mission Complete!
    -----c. Rendezvous-----                                              --[RNDZ]--
    Background: Raynor was left behind by Valerian and Horner. It's up to Kerrigan
    to return to the planet's surface and rescue him.
    New Unit: Swarm Queen
    New Structures: Extractor, Evolution Chamber, Creep Tumor
    Difficulty: 3/10
    - Hold Out for Reinforcements
    - Destroy the Drakken Pulse Cannon
    - Bonus: Rescue 3 Trapped Swarm Queens
    This is a traditional Starcraft mission. You start with a small base and must
    hold out for 15 minutes. At that time, you will get a bunch of reinforcements
    and can pretty much roll over all Terran forces.
    - Hold Out for Reinforcements
    Start by building a Spawning Pool. This will allow you to build Zerglings for
    defense. Constantly build Drones until the Spawning Pool is complete. Then,
    build a force of 30 Zerglings and 4 Swarm Queens. Once your defensive force is
    complete constantly build Drones until you have 20-24 on minerals and 3 on the
    Once you have the minerals, build an extra Spine Crawler at each entrance to
    your base. Also build one Spore Crawler near the other Spore Crawler you start
    with that is next to the cliff. Kerrigan's Crushing Grip on groups in range of
    Spine Crawlers is devastating. Kinetic Blast can be used on Marauders and
    That should be enough to defend your base, but make more Zerglings and Queens
    whenever you have extra minerals and vespene gas. You can build more Hatcheries
    in your base too if you want to increase your Larva production. Also don't
    forget about the Evolution Chamber your base starts with. You can get level 1
    upgrades for all your units. If you are doing really well with minerals, build
    extra Evolution Chambers to research multiple upgrades at the same time.
    - Destroy the Drakken Pulse Cannon
    After you get your reinforcements, it's a simple matter to complete the
    mission. The bonus objectives are marked on your map. With the reinforcements
    and your own Zergling and Queen army, you can tackle them in any order. Each
    one awards you with more Zerglings and Queens. You might get to the max 200
    Whenever you are ready, you can go after the Pulse Cannon. The only dangers to
    watch for are Siege Tanks and Thors. Use Kinetic Blast as many times as you can
    on the Siege Tanks. Thors aren't all that dangerous against swarms of
    Zerglings, but they have a lot of health that Kinetic Blast can remove. Once
    the cannon is destroyed, Mission Complete!
    -----ii. Char Missions-------------------------------------------------[CHRM]--
    -----a. Domination-----                                              --[DMNT]--
    Background: A rogue Queen, Zagara, refuses to submit to Kerrigan's rule.
    Kerrigan must force her into submission to reclaim the brood for herself.
    New Unit: Baneling
    New Structure: Baneling Nest
    - Zergling Mutation: Hardened Carapace - keep your Zerglings alive in the field
    - Kerrigan Level 1: Kinetic Blast - almost one-shots Zagara
    - Kerrigan Level 1: Chain Reaction - faster killing of Infested Terrans and
    Kerrigan Levels: 7 (5 + 2 bonus)
    Difficulty: 4/10
    - Collect 100 Eggs
    - Zagara Can't Collect 100 Eggs
    - Destroy Zagara's Base
    - Bonus: Destroy 2 Infested Command Centers (+2 Kerrigan Levels)
    This mission is very similar to Human Mission 6: The Culling in Warcraft 3. It
    is a tug of war style level, where both sides are after the same limited
    resources on the map. Wait too long and it becomes impossible to catch up. You
    have Kerrigan on your side, but they have Zagara, a hero Queen unit. Only
    heroes can collect the eggs. Both sides can kill the other side's hero to slow
    them down.
    - Collect 100 Eggs
    - Zagara Can't Collect 100 Eggs
    There are deposits of eggs all over the map (white dots on the minimap). Move
    Kerrigan over the eggs to collect them for your side. There are also 6 Baneling
    Egg Nests, each with 6 free Banelings inside them when Kerrigan walks near
    them. Zagara cannot get these, so they are one advantage over her.
    You will need to make a bigger army. Your starting base has all the necessary
    buildings for army production, but make about 10 Drones first. Eventually, you
    want to have both gas geysers (Extractors) filled with 3 Drones each and about
    20 Drones on the minerals. Zagara will be attacking around 1:00 before your
    army is strong, but you will get free units to deal with this first attack.
    Around 5:50 in the mission, Izsha will tell you about the bonus objective. You
    will probably still be busy collecting eggs, so you can ignore the bonus until
    you get the objective to destroy Zagara's base.
    With a few Drones built, it is time to build a force of about 30 Zerglings, 8
    Banelings, and 4 Swarm Queens. Don't worry too much what Zagara is doing early
    on. You will have a slower start than her, but once you get going, you will be
    collecting eggs much faster than her. You will also be able to attack Zagara
    directly, killing her and giving you 1-2 minutes of free egg collecting.
    Just northwest of your base is a Baneling Egg Nest. South of that point is an
    expansion area with more minerals and a vespene geyser. Both of these can be
    secured early on with a very small army.
    If you find yourself with extra minerals, build more Drones until you get the
    maximum needed or build Evolution Chambers to get upgrades for your units. Try
    to have upgrades researching constantly. They take a while, but it makes a big
    difference if you get them earlier in the mission. Also, try to build an extra
    Hatchery, so you have the Larva to spend all the minerals you are getting.
    Zagara will move out again around 3-4 minutes into the mission. It's okay to
    sit back if your army isn't ready. She can get up to 50 out of 100 eggs and you
    will do fine. However, once your army is complete, make a beeline to her
    location and kill her. Around 6:30 she was very close to my base and my army
    was ready. That's when I moved out to attack.
    Use Kinetic Blast on Zagara to take out most of her life. Then finish off with
    Zerglings and Banelings. Whenever you use Banelings, try to morph new ones from
    your Zerglings immediately. So even after getting your full army, keep
    producing more Zerglings and Queens.
    - Destroy Zagara's Base
    After collecting 100 eggs first, you will get a massive group of free Zerglings
    and Banelings. Combined with your existing army it's enough to obliterate
    Zagara's base. Complete the bonus objective if you haven't already. Otherwise,
    you can go straight for her base. Use Kinetic Blast on Ultralisks, also
    Mutalisks since you don't have many anti-air units. After her Hive goes down,
    Mission Complete!
    -----b. Fire in the Sky-----                                         --[FRNT]--
    Background: The only way to the Terran fortress is through the Bone Trench.
    Reawakening the Scourge Nests from previous wars is the only way for Kerrigan
    and her Swarm to fight their way through.
    Unlocks Evolution: Zergling (if you haven't gotten it already)
    - Zergling Mutation: Hardened Carapace - reinforcements are hard to come by
    - Zergling Evolution: Raptor - lots of ledges on this mission
    - Baneling Mutation: Regenerative Acid - keep your Zerglings alive
    - Kerrigan Level 1: Kinetic Blast - dealing with Siege Tanks and Thors
    - Kerrigan Level 1: Crushing Grip - shutdown deadly Terran unit groups
    Kerrigan Levels: 3 (bonus)
    Difficulty: 5/10
    - Destroy 7 Gorgon Battlecruisers
    - Awaken 7 Scourge Nests
    - Bonus: Find 3 Zerg Biomasses (+3 Kerrigan Levels)
    - Destroy 7 Gorgon Battlecruisers
    - Awaken 7 Scourge Nests
    It's all about spreading creep on this mission. The Gorgon Battlecruisers
    cannot be attacked by your units at all. Even your Queens and Kerrigan with
    their air attacks can't attack these special units. The only way to destroy
    them is by awakening the Scourge Nests, and the only way to awaken Scourge
    Nests is by spreading creep within two tiles of the nest.
    Gorgon Battlecruisers will spawn on the far right of the map as soon as the
    last one is destroyed. The key thing to know for this map is that only one
    Gorgon will spawn at a time and the next one only spawns after the current
    Gorgon is dealt with. This means awakening the Scourge Nests at the last
    possible moment gives you a lot more time then awakening them as soon as you
    can. You will be able to build up your base and army more this way. It makes
    the mission a lot easier.
    The first Scourge Nest is within the distance of your Creep Tumor, but don't
    use it yet. Wait until the Gorgon is very close to your base. In the meantime
    build up your base and army. Make 10 Drones initially for minerals. Then get
    around 20 more Zerglings and 2 Queens for defense. After that, just focus on
    economy. Get 20 Drones on minerals, build Extractors and fill them with 3
    Drones each. Make another Hatchery for increased Larva production. Lastly, make
    a couple Evolution Chambers to upgrade your melee ground attacks and ground
    When you absolutely have to, spread the Creep Tumor to Scourge Nest #1.
    Ultimately, you want to have 30 Zerglings, 8 Banelings, 4 Queens, and Kerrigan
    for your army. Scourge Nest #2 is just east of your base. There is a small
    group of enemy units down the ramp. Kill them and spread the creep to that
    area. Zerg Biomass #1 is here too just a few feet east. Then, move up the ramp
    to kill a few Marines next to the dead Scourge Nest. Again, wait until the
    Gorgon is close to spread the last bit of creep to the nest.
    If you lost any units in the last few skirmishes, refill your army to 30
    Zerglings, 8 Banelings, and 4 Queens. On the way to the next Scourge Nest is a
    Bunker, then a group of enemies. The scariest unit here is the Siege Tank. Use
    Kerrigan's Kinetic Blast on it to destroy it ASAP. Then try to focus your
    ranged attacks on the Ghost and Medics. Marines and Marauders are the lowest
    priority. You will have a minute or two until you have to spread the last bit
    of creep to Scourge Nest #3.
    As you go further from your base, it becomes harder to move your army back and
    defend. Build 3 Spine Crawlers and 2 Spore Crawlers near your Hatcheries for
    initial defense. That should give you enough time to move your army back to
    base. An alternative is to build a defending army of 20 Zerglings. With Spine
    Crawler support, it should be enough to take out most enemy forces.
    Refill your army and move towards the next Scourge Nest, #4. Along the way you
    will have to fight your way through 6 Vikings and a Bunker. Further, you will
    face a Thor (Kinetic Blast) with Science Vessel and Marines. Remember to spread
    creep behind your army to keep up with the Gorgon.
    Immediately after that, two Scourge Nests will appear. This far to the east,
    the Gorgon is very close to your army, but you can keep them north or south of
    its path to avoid any damage. The easiest Scourge Nest is just south of your
    location, which I call Scourge Next #5.
    Siege Tanks, Ghosts, and Marines in Bunkers guard it. Use Kinetic Blast on the
    tanks and Crushing Grip on the Ghosts. If you move carefully, you can engage
    each group by itself. Finally, right next to the Scourge Nest are a bunch of
    Marines, Banshees, and Vikings. They should go down easily though with how big
    your army is now.
    Around this time, a Raven with some air support will try to destroy your Creep
    Tumors. Just watch and take it out as soon as you can. Have your Queens
    immediately rebuild any tumors that are lost. Once it is dead, continue south
    to Scourge Next #6.
    There is still a Scourge Nest up north, but the one to the south is closer. As
    you move watch out for a Terran base near here. You will lose a lot of units if
    you attack it, so try to avoid letting your Zerglings run in to kill Marines.
    Near Scourge Nest #6 is a Thor, Ghost, and multiple Vikings, but they should go
    down easily. Keep your army near this area but move Kerrigan individually to
    the east near a bunch of dead Zerg bones to pick up Zerg Biomass #2.
    It's time to get to the last Scourge Nest, #7, and Zerg Biomass, #3. Go as far
    northeast as you can without going down a ramp. A force consisting of two Siege
    Tanks and two Bunkers is guarding Zerg Biomass #3. Earlier in this mission that
    would be tough to get through, not now. Rebuild some units if you have to. Then
    go down the ramp taking out a Thor and a few Firebats. Just finish spreading
    your creep and you are done with another mission!
    -----c. Old Soldiers-----                                            --[LDSL]--
    Background: The Terrans have made their last stand in General Warfield's
    fortress. It is time for Kerrigan to wipe them out.
    New Unit: Aberration
    Unlocks Evolution: Baneling
    - Zergling Mutation: Adrenal Overload - for the first strike objective
    - Zergling: Raptor - for the first strike objective
    - Baneling Mutation: Rupture - for the first strike objective
    - Kerrigan Level 1: Kinetic Blast - Snipe Siege Tanks, Thors, Science Vessels,
    and Ghosts
    - Kerrigan Level 1: Crushing Grip - Disable Firebats and Hellbats to protect
    - Kerrigan Level 10: Zergling Reconstitution - Most of your army is Zerglings
    Kerrigan Levels: 2 (bonus)
    Difficulty: 3/10
    - Destroy Forces Before the Nuclear Strike
    - Breach the Tactical Operations Center
    - Bonus: Destroy 2 Science Facilities (+2 Kerrigan Levels)
    You get some breathing room in this mission. There are no time limits really,
    so you can build up as much as you want before attacking. The only thing to
    worry about are nuclear strikes on your army. Warfield always targets your army
    except occasionally he will target the front of your base. Try to build
    everything near the minerals, so they won't be destroyed by nuclear missiles.
    - Destroy Forces Before the Nuclear Strike
    You start out with a massive force of Zerglings and Banelings. Put the
    Banelings at the front of the army and have them destroy the entrance doors to
    Warfield's base. Then send in all units (hotkey F2) inside his base. Zagara
    will be sending you constant reinforcements, so keep hitting F2 to get them all
    in the fight. Once the first area is cleared, go southeast to take out a small
    force. Then go northwest past the doors you blew open to a fairly large Terran
    force. You will lose most of your army here, but the nukes will be going off,
    and all those units (except Kerrigan) will be dying anyways.
    - Breach the Tactical Operations Center
    You get 2 Hatcheries from the beginning here to build up your army fast. As
    always, start with 10 Drones before building Zerglings. The ideal army will
    have 30 Zerglings, 10 Aberrations, 10 Banelings, 6 Queens, and Kerrigan. It may
    take a while for you to get to this point, but that's fine because you have as
    much time as you want.
    To fully complete your base, you will want to build two more Extractors over
    the gas geysers, three Evolution Chambers to get fast upgrades, a Baneling
    Nest, three Spore Crawlers near the northeast lava in your base, and three
    Spine Crawlers really close to the Hatcheries. Do not build any Spine Crawlers
    at the entrance of your base as they will just be destroyed by nukes.
    Eventually, you will want 30 Drones on minerals and 9 Drones on the three
    Extractors. This powerful economy will greatly speed up your production rate.
    Once your army is ready, go to the enemy base in the northeast where your army
    was killed before. Your new army is much stronger and will have no trouble with
    it. Zagara will give you 3 Drones to expand to this base. Continue with your
    army to the northeast to find Science Facility #1.
    Now move your army back to base. Refill your army, then move down the southeast
    path to Science Facility #2. There are some Bunkers and Siege Tanks to fight
    through, but they shouldn't be too tough for your army.
    It's time to take out the big base far to the northeast guarding Warfield
    himself, but your army is too small. You will need 60 Zerglings, 20 Banelings,
    20 Aberrations, 10 Queens, and Kerrigan to survive this battle. Remember it's
    okay if you lose your army and even Kerrigan. Kerrigan can respawn at your main
    Hatchery, and your army can quickly be rebuilt with your good economy and 3-4
    Hatcheries. You only need to destroy the Tactical Operations Center. Once it's
    gone, Mission Complete!
    -----iii. Kaldir Missions----------------------------------------------[KLDR]--
    -----a. Harvest of Screams-----                                      --[HRVS]--
    Background: Kerrigan needs to grow her army if she is to fight Mengsk. A frozen
    Zerg brood has a few useful Zerg strains she needs.
    New Unit: Roach
    New Structure: Roach Warren
    - Zergling Mutation: Adrenal Overload - when the enemies are frozen, faster
    attack speed goes a long ways.
    - Kerrigan Level 1: Kinetic Blast - knocking down Colossi and air units.
    - Kerrigan Level 1: Crushing Grip - shutting down Stalkers
    Difficulty: 3/10
    - Collect Ursadon Matriarch Essence
    - Destroy Psi-link Spires
    - Bonus: Kill the 2 Ursadon Matriarchs (+2 Kerrigan Levels)
    Kerrigan Levels: 7 (5 + 2 bonus)
    - Collect Ursadon Matriarch Essence
    For the first part of this mission, you just have one path to follow. You start
    with 4 Zerglings and Kerrigan. The Zerglings will die fast, but you will get 4
    Roaches along the way. This part is a cakewalk. Just follow the path and kill
    everything that gets in the way.
    - Destroy Psi-link Spires
    Your base already has the buildings necessary to make an army, but build 10
    Drones first. The Protoss will attack early but will become frozen. You can
    take them out easily with your starting army. Once the attack is over focus on
    building your base and army. For base defense, build one more Spine Crawler.
    Then, build 3 Evolution Chambers for upgrades and an extra Hatchery for Larva
    production. Initially, only use your army for defense. Good numbers for this
    are 20 Zerglings, 10 Roaches, and 4 Queens.
    You have all the time in the world for this mission, so don't worry about
    attacking when Flash Freezes are not happening. Your small defensive army can
    do a lot of damage when the Protoss are frozen. Just make sure to move the army
    back to base around 20 seconds before the freeze is over. To actually go toe to
    toe with the Protoss without Flash Freezes, you need a bigger army.
    Aim for 60 Zerglings, 30 Roaches, and 8 Queens. Along with Kerrigan you will be
    able to fight all Protoss forces. There are three Protoss bases on the map
    corresponding with the three Psi-links. One small one northeast you might be
    able to take out early during a Flash Freeze. It has extra minerals and gas.
    Another Protoss base is to the far northwest with Archons and Scouts. Finally,
    the biggest Protoss base has Colossi and Archons. For this base, I would
    suggest waiting for a Flash Freeze, but the other bases you can do without one
    with the above army size.
    During Flash Freezes your base will sometimes be attacked by the native
    animals, but a couple Spine Crawlers is enough to deal with them. These animals
    will also attack the Protoss during this time. The animals are neutral enemies
    and can sometimes kill a few of the Protoss too.
    You can do the bonus objective, Ursadon Matriarchs, whenever you want. A few of
    the native animals will guard each one, but they are nothing compared to the
    Protoss. A good time is during Flash Freezes when the Protoss can't attack your
    base. Just don't forget to get them both before destroying the last Psi-link.
    That happened to me the first time I did the mission. Mission Complete!
    -----b. Shoot the Messenger-----                                     --[SHTT]--
    Background: Kerrigan must stop the Protoss from warning their allies on
    Shakuras of the new Zerg threat.
    New Unit: Hydralisk
    New Structure: Hydralisk Den
    Unlocks Evolution: Zergling (if you haven't gotten it already)
    - Zergling Mutation: Hardened Carapace - keep your Zerglings alive so more
    minerals can go to Hydralisks and Roaches.
    - Roach Mutation: Hydriodic Bile - Zealots are a common foe on this mission.
    - Kerrigan Level 1: Kinetic Blast - does a lot of damage to each shuttle.
    - Kerrigan Level 1: Chain Shot - Crushing Grip doesn't work on air units.
    - Kerrigan Level 10: Zergling Reconstitution - most of your army is Zerglings
    Difficulty: 6/10
    - Destroy All 8 Protoss Shuttle Waves
    - No Shuttles Can Escape
    - Bonus: Destroy the 3 Stasis Chambers (+3 Kerrigan Levels)
    Kerrigan Levels: 3 (bonus)
    In this mission you are pressed hard to destroy all shuttles. That is, the
    first time you play and don't know where all the shuttles go and how many units
    you need, it can be a very tough mission. Once you know what's going to happen,
    it's quite a bit easier.
    Wave #1: Shuttle with no supporting units
    This wave is just the shuttle by itself. Build 4 more Hydralisks to go with
    your starting 3 for a total of 7 Hydralisks. Position them near the conduit.
    Also there is a Spore Crawler uprooted that you should move and root near the
    Once that is over with, take some time to build up your base. Try to get 24
    Drones on minerals and 3 Drones each on gas. Build a Roach Warren so you can
    get some good ground attackers. Build more Evolution Chambers to get upgrades
    faster. An extra Hatchery is also nice once your Drones are maxed out.
    In between the shuttle waves try to move around the map a little bit to explore
    and clear out small Protoss guards hanging about. Eventually the bonus
    objective will appear. The later shuttle waves have less time in between them,
    so it becomes harder to complete the bonus the later in the mission you do it.
    Wave #2: 1 Shuttle with 3 Scouts
    The waves are still fairly easy. About 10 Hydralisks plus Kerrigan will do fine
    here. Try to build Queens too. They can spread creep which will speed up your
    units' movement around the map. This aids in both defense and offense.
    To the east of your base are just a few small Protoss groups. Pick up Stasis
    Chamber #1 on a small, raised ledge over here. It's very close and only has an
    Archon and 2 Stalkers guarding it. A small expansion area is protected by
    another small group of Protoss. You should expand there for the gas geysers.
    Your production of Hydralisks and Roaches is limited by vespene gas more than
    At this point, you have a bit of freedom to build up. Try for 30 Hydralisks, 15
    Roaches, 20 Zerglings, and 6 Queens. The Zerglings will mostly be cannon
    fodder, but they are pretty cheap. Roaches will be needed later on mostly, and
    of course you need a bunch of Hydralisks to destroy shuttles.
    Wave #3: 1 Shuttle with 1 Scouts, 2 Void Rays
    Just position your army in front of the conduit to easily destroy the shuttle.
    Once it is down you can finish off any Protoss to the east because the next
    wave will be going to the far southeast conduit.
    Wave #4: 1 Shuttle with 1 Carrier, 2 Void Rays
    About 15 Hydralisks will be enough for this. Once destroyed, this is a good
    time to go for Stasis Chamber #2 far to the northeast. Just watch out for the
    High Templar guarding it. Also, the Protoss will start attacking your base
    directly, so try to build some Spine Crawlers at the entrances for defense. You
    can also build some Roaches for defense only.
    Wave #5: 2 Shuttles each with 1 Carrier, 2 Void Rays
    The hard part about this one is that each Shuttle is going to a different
    conduit. You don't have time to move your main army to both locations. Try to
    root all your Spore Crawlers at one location with about 5 Hydralisks. Focus
    fire the Shuttle. With the rest of your Hydralisks, take out the other Shuttle.
    Once you finish this wave, build up your army just a little bit and move out to
    get Stasis Chamber #3 to the northwest of your base. There is a medium-sized
    Protoss base guarding it, but you don't want to fight that whole base. You just
    want the bonus objective. You will lose too many units taking on the base. Just
    focus on destroying the Stasis Chamber. Then evacuate and forget about lost
    While you are doing this, you should be building up more units. I was around
    150 supply at this point with the units I listed above (Hydralisks, Roaches,
    Zerglings, Queens). You will need increasingly bigger armies to deal with the
    last 3 waves.
    Wave #6: 2 Shuttles
    Western Shuttle with 1 Carrier, 3 Void Rays
    Eastern Shuttle with 1 Carrier, 3 Scouts
    There is a point where the Shuttles cross paths. This is the best spot to
    position your army. You can pick off the Shuttles one by one. You should try to
    build some Hydralisks while out in the field and rally them to the conduits in
    case your army is destroyed.
    If you haven't already, finish destroying the Stasis Chambers. There isn't much
    time left in the mission. The waves are getting closer together at this point,
    so you don't have large windows to move around the map.
    Wave #7: 2 Shuttles each with 2 Void rays, 2 Scouts, 1 Colossus
    These Shuttles again are going to different locations, but the Colossus
    prevents you from just sending a few Hydralisks. The best option is to split
    your army in two. The army with Kerrigan should pursue the Shuttle going to the
    far southeast. With 10 Hydralisks and 10 Roaches, Kerrigan's army will do fine.
    The other army should consist of the rest of your forces, which means it is the
    bigger of the two. This is because Kerrigan's Kinetic Blast is so good, the
    Shuttle will only be at half health.
    Wave #8: 3 Shuttles
    Western Shuttle with 1 Void Ray, 2 Colossus
    Middle Shuttle with 1 Mothership, 2 Scouts
    Eastern Shuttle with 1 Carrier, 2 Scouts
    The next wave is big and they are all going to the same conduit. Move all your
    Spore Crawlers near the middle conduit. Spore Crawlers numbering 6-8 should be
    enough. Then move your army there too. Have Kerrigan and all the Hydralisks
    slaughter the Mothership ASAP. Then once everything is uncloaked, focus fire on
    the Shuttles. With Spore Crawler support the Shuttles should go down.
    An alternative strategy for this last wave is to take out the Shuttle groups
    individually. This is only possible if you have cleared the southern half of
    the map of Protoss forces and have a large enough army (180/200 supply is
    Tackle the western Shuttle first. It will get to the middle earlier than the
    Mothership, giving you a chance to pick it off before being cloaked. Then head
    east and snipe the eastern Shuttle. Finally, you have to deal with the
    Mothership and middle Shuttle. It may get past your forces, so be prepared with
    Spore Crawlers at the conduit. An injured Shuttle with no reinforcements will
    go down fast to them. It was a long mission, but finally Mission Complete!
    -----c. Enemy Within-----                                            --[NMWT]--
    Background: One ship secretly escaped Kerrigan's grasp. Starting with a lowly
    Larva, you must destroy all Protoss life forms aboard the Protoss ship.
    Heroes: Larva, Niadra
    Unlocks Evolution: Roach
    - Zergling Mutation: Hardened Carapace - so they survive longer with your
    limited numbers
    - Zergling Evolution: Swarmling - more bang for your supply buck
    - Roach Mutation: Hydriodic Bile - take out Zealots much faster
    - Hydralisk Mutation: Frenzy - the burst damage is great with all the small
    battles on this map
    Difficulty: 4/10
    - Gain 100 Biomass
    - Find a Safe Place
    - Grow into a Broodmother
    - Destroy the Warp Drive
    - Escape the Stasis Quadrant
    - Destroy the 5 Escape Pods
    - Kill the 128 Protoss
    - Niadra Must Survive
    - Bonus: Infest the Giant Ursadon (+1 Kerrigan Level)
    Kerrigan Levels: 1 (bonus)
    This mission features a new hero unit, Niadra. Well she starts as a lowly
    Larva, but soon she becomes a powerful Queen. There is no base to manage here,
    so it ends up being an easier mission.
    - Gain 100 Biomass
    - Find a Safe Place
    - Grow into a Broodmother
    Just follow the directions they give for these objectives. The beginning is
    just a tutorial.
    - Kill 128 Protoss
    - Niadra Must Survive
    These are the ongoing objectives for the rest of the mission. In order to do
    that you need an army. Niadra is a special hero unit that can hatch her own
    army like a Hatchery would. She starts out only being able to spawn Zerglings,
    but she has two level-ups. Whenever she gets 150 Biomass, she can level-up. The
    first level-up lets her spawn Roaches. The second level-up adds Hydralisks.
    Each level-up also increases your Supply, so you can summon more units.
    Here are my recommended units for each of Niadra's levels:
    Niadra Level 1 - Well, your only choice is Zerglings. Make 6 Zerglings, which
    becomes 12 after they hatch (or 18 if you have Swarmlings). (10 supply)
    Niadra Level 2 - 8 Zerglings, 5 Roaches (18 supply)
    Niadra Level 3 - 10 Zerglings, 6 Roaches, 6 Hydralisks (35 supply)
    This mission is linear; there is only one way to go. The next room has a lot of
    creatures for Biomass. As soon as you start consuming them, a Zealot and Sentry
    will attack. Your Zerglings will make short work of them. Further in the room
    you will face 2 more Zealots.
    The next room has 2 Stalkers, 1 Sentry, and a Probe. Be careful about the
    Probe. It will start warping in Photon Cannons. They can really decimate your
    force if you don't attack fast enough. After this battle, you should have 85
    Biomass saved up. You will only have one path that Niadra can't fit through, so
    just send the Zerglings. The next room has 1 Zealot, 1 Sentry and a Psi
    Broadcaster. Destroy it to open the way for Niadra.
    - Destroy the Warp Drive
    Regroup your army and continue northeast to find some more Protoss units and
    creatures with Biomass. That's 120 Biomass, almost ready for Niadra to grow
    stronger. Only the Zerglings can fit through the small path to destroy the Warp
    Drive, but they should do fine. The room with the Warp Gate has a Photon Cannon
    with 2 Sentries supporting it. Destroy the Psi Broadcaster to allow Niadra to
    enter the room. Only she can destroy the Warp Drive because of her ranged
    - Escape the Stasis Quadrant
    Now the Protoss will try to seal you in the Warp Drive area. You only have 1:10
    to escape. Go towards the marker on your minimap. You will face one group with
    an Archon and Stalker. Another group has 3 Zealots and 2 Sentries. Have Niadra
    constantly rebuild Zerglings as soon as she can. Unlike Kerrigan, Niadra is
    fairly weak when solo.
    After escaping, the next room has 4 Zealots and more creatures with Biomass.
    This will bring up Niadra's Biomass to 155, enough to level-up. Your supply
    goes up to 18, which is enough for 8 Zerglings and 6 Roaches.
    The next room has quite a few Protoss units but they are in stasis. You will
    only have to face 3 units at a time. The first two groups have 2 Zealots and 1
    Sentry. The third group has 3 Zealots, but the last group has 2 Zealots and a
    High Templar. Watch out for the High Templar's Psionic Storm. It can devastate
    your Zerglings. Remember to have Niadra remaking units as soon as they die.
    The Protoss now understand how Niadra is getting stronger. Any Protoss left
    alone will start attacking the creatures to prevent Niadra from getting the
    Biomass. Have your army attack the Protoss units, but have Niadra on her own
    consuming the creatures. The Protoss come out of stasis slow enough you have
    enough time to consume everything.
    The next room is much the same as the last but has stronger Protoss units. The
    first group out of stasis has an Archon and 2 Stalkers. Archons can do a lot of
    damage to Zerglings. Focus fire it with your Roaches while your Zerglings
    attack the Stalkers. The second group has an Immortal with two Stalkers. The
    Zerglings are best against the Immortal while Roaches should fight the
    Stalkers. The third group has a Stalker, Sentry, and Zealot. It should be very
    easy by now. The last group is a bigger one with 4 Zealots and 2 Sentries, but
    it should still be easy with your 6 Roaches and Zerglings as cannon fodder.
    After that room you are at 150 Biomass if you didn't skip any creatures, enough
    for another level-up for Niadra. This time you get access to Hydralisks and 35
    supply. That's enough supply for 10 Zerglings, 6 Roaches, and 6 Hydralisks. The
    bigger army will be needed very soon.
    The next room has 4 Zealots and a Stalker that ignore your army and go straight
    for the creatures. If you missed some Biomass early (or the Protoss destroyed
    it), you only have this last room to gain Biomass. Killing all the regular
    creatures will give you 55 Biomass. Niadra's Parasitic Invasion is instant and
    has no cooldown, so be quick.
    The biggest creature in this room is the Giant Ursadon, the bonus objective. It
    should be your first target. Once you get it, you can consume it for 75 Biomass
    if you really need it, or just use it as a powerful tank. Hopefully, you got
    enough Biomass to fully grow Niadra already. Destroy another Psi-Broadcaster to
    enter the last room.
    - Destroy the 5 Escape Pods
    You enter fairly large room with 5 Escape Pods. The Protoss ship is crippled,
    but they still might get the word out if allowed to escape. You have about 2
    minutes to destroy all the Escape Pods. It is critical that you rebuild units
    as soon as they die. You really don't have time to sit around between battles.
    The enemy army guarding the first Escape Pod is pretty massive compared to what
    you've been facing before. An Immortal, Archon, 3 Stalkers, 8 Zealots, and 3
    Sentries with a Photon Cannon are guarding the way. Most of your Zerglings will
    die, so be watchful to remake them.
    The second Escape Pod only has 2 Zealots and 2 Sentries. The Sentries will
    spawn Hallucinations, which are fake units that look like real ones. Try to
    have your army ignore those units and go after the real ones. The third escape
    pod has an Immortal and 3 Zealots. They may attack you while you are still at
    the second Escape Pod. Sentries will block a ramp, so go northeast to the
    fourth escape pod. It just has 5 Stalkers.
    Another large army guards the fifth escape pod consisting of numerous Archons,
    Sentries, and Zealots. After that escape pod is down, there are just a few
    Protoss stragglers to mop up. You have as much time as you want to rebuild your
    units, but there should only be an Immortal, Sentry, High Templar, and Photon
    Cannon left. Once they are gone, Mission Complete!
    -----iv. Zerus Missions------------------------------------------------[ZRSM]--
    -----a. Waking the Ancient-----                                      --[WKNG]--
    Background: An ancient primal Zerg resides on Zerus' surface, old enough to
    have memories of the Overmind's original birth. Kerrigan must awaken it to find
    out how to tap the primal Zerg power.
    New Unit: Mutalisk
    New Structure: Spire
    - Zergling Mutation: Hardened Carapace - cannon fodder that lasts longer
    - Zergling Evolution: Swarmling - lots of cannon fodder while your Mutalisks do
    - Kerrigan Level 1: Kinetic Blast - deal with high health primal Zerg
    - Kerrigan Level 1: Chain Reaction - primal Zerg forces lots of weak units
    - Kerrigan Level 10: Improved Overlords - Mutalisks need a lot of supply
    - Kerrigan Level 20: Wild Mutation - burst damage for the small battles on this
    Difficulty: 5/10
    - Feed 7 Quillgor Biomass to the Ancient One
    - Brakk Can't Destroy 7 Quillgor Biomass
    - Kill Brakk
    - Bonus: Absorb 3 Primal Essences (+3 Kerrigan Levels)
    Kerrigan Levels: 3 (bonus)
    This is another tug of war mission. There are limited resources on the map that
    you need, but the enemies are destroying them. You have to be fast to both
    secure your own while slowing down them down.
    - Feed 7 Quillgor Biomass to the Ancient One
    - Brakk Can't Destroy 7 Quillgor Biomass
    These are the ongoing objectives. To get your 7 Biomass you will need an army.
    Since Mutalisks use so much vespene gas, it's best to pair them with mineral-
    only costing Zerglings. Your Mutalisks will be your real army with Zerglings
    just for cannon fodder. Get the air unit upgrades from the Spire as soon as
    possible, but you can ignore the ground unit upgrades.
    Your base already starts with the necessary buildings to build Mutalisks and
    Zerglings. Try to fill up the vespene geysers as soon as you can, so you can
    get Mutalisks producing fast. An initial army of 10 Mutalisks and 20 Zerglings
    is good. Note that there is an expansion area just south of your main base.
    It's guarded by Quillgor, so it's a good target for your second Biomass. When
    you have the minerals, build a Hatchery here for the vespene geysers. You will
    be getting enough minerals just from your main base.
    For base defense build a couple Spine Crawlers at each entrance. About 6 Queens
    will also do well. The Queens can heal your army when they are back in base,
    but you don't need the Queens in the field. They are pretty slow moving
    compared to Mutalisks and Zerglings.
    About 1 minute in, Kerrigan will show you the closest Biomass. Your Drone won't
    be attacked this time because it's still early. Around 5:30, Brakk will appear
    with his primal Zerg and start slaughtering Quillgor to the south. There aren't
    many enemy units in the way, so you should be able to defend it. Brakk's next
    attack will be in the northeast, but your army may not be strong enough yet. If
    you have 20 Mutalisks and 30 Zerglings, you should be fine.
    I'm not sure but Brakk's attacks may be randomized, so I won't give specifics
    on where and when he attacks after this point. Early on it will feel as if you
    can't defend everything while still collecting Biomass. Just focus on defending
    the Quillgor carcasses until you are handily defeating every force Brakk sends
    your way. That will probably be when you have level 2 weapon and armor upgrades
    for your Mutalisks and two bases harvesting vespene.
    - Bonus: Absorb 3 Primal Essences
    You can do this at any time before getting the 7 Quillgor Biomasses, but some
    of them are guarded by quite a few primal Zerg forces. As long as you kill all
    Brakk's armies that try to slaughter Quillgor, you have as much time as you
    want to complete this objective. About halfway through the mission, your army
    should be large enough to tackle anything Brakk throws at you. Just have your
    army on stand by to kill whatever enemies appear.
    Primal Essence #1 is just southeast of the big creature you are feeding Biomass
    to. It is guarding by a small group of primal Zerglings. Your starting army can
    get this one easily. Primal Essence #2 is at the far southwest corner of the
    map. It's guarded by more powerful primal Zerg like Roaches, Hydralisks,
    Ultralisks, and Mutalisks.
    Primal Essence #3 is the hardest one. It's in the far northeast corner of the
    map, but there are three groups of primal Zerg in between you and the essence.
    You will want a near max army to take this one. A good time is just after your
    have your sixth Quillgor carcass. You will only need one Quillgor, so you can
    ignore Brakk's attacks until there is just one Quillgor left.
    - Kill Brakk
    Finally, in anger at Kerrigan's successful feeding of the Ancient One, Brakk
    charges your base. He will attack your southern expansion base. By now this
    shouldn't be an issue. You should have 30 Mutalisks and 40 Zerglings at this
    point. You can even position all your Spine Crawlers near this base with your
    Queens joining in for healing. Either way the mission is complete!
    -----b. The Crucible-----                                            --[THCR]--
    Background: Kerrigan travels to the birthplace of the Overmind to fuse her Zerg
    DNA with the pure DNA of the first Zerg, the primals. Until the transformation
    is complete, she must rely on her Swarm and Zagara's leadership to protect her.
    New Unit: Swarm Host
    New Structure: Infestation Pit
    - Zergling Mutation: Hardened Carapace - helps a lot with the bonus objective
    - Zergling Evolution: Raptor - able to jump over spine crawlers
    - Baneling Mutation: Rupture - wreak havoc on enemy units in choke points
    - Baneling Evolution: Hunter - able to jump over spine crawlers
    - Hydralisk Mutation: Grooved Spines - makes killing air units much easier
    - Kerrigan Level 10: Zergling Reconstitution - more cannon fodder is always
    - Kerrigan Level 20: Improved Overlords - save minerals and time on Larva
    Difficulty: 8/10
    - Proceed to the Mysterious Pool
    - Kerrigan Must Survive
    - Kerrigan's Chrysalis Must Survive
    - Bonus: Slay Tyrannozor (+1 Kerrigan Level)
    Kerrigan Levels: 11 (10 + 1 bonus)
    I found this to be the toughest mission in the game. Most missions start out
    somewhat difficult in the beginning but get easier over time once your army
    hits critical mass. However, you can never really get critical mass in this
    mission and are forced to split your army into three groups.
    - Proceed to the Mysterious Pool
    - Kerrigan Must Survive
    This objective is easy enough. Just follow the directions killing a few primal
    Zerg on the way. It's very hard for Kerrigan die here. The real fun starts with
    the next objective.
    - Kerrigan's Chrysalis Must Survive
    Just one essential objective for this mission, but it's a hard one. You must
    defend the Chrysalis for 25:00 minutes. I noticed that even though Kerrigan is
    occupied by the transformation, passive powers like Improved Overloads still
    give your base a bonus. I picked Zergling Reconstitution and Improved
    Your base gets attacked from two sides to start with and then later, three
    sides. Each entrance to your base needs to have formidable defenses to hold off
    the primal Zerg. Initially, only one entrance will be attacked at a time, but
    pretty soon you will have attacks coming from two entrances and then three
    The best army composition I found is 4 Spine Crawlers and 2 Spore Crawlers
    backed up with 6 Swarm Hosts, 6 Hydralisks, and 2 Queens at each entrance. The
    Spine Crawlers should be at the front blocking off most of the path. They will
    be killed but are cheap to rebuild. Swarm Hosts do a great job providing cannon
    fodder while the Spine Crawlers do the real damage. Hydralisks with the longer
    range mutation (Grooved Spines) can pick off enemies from the back. They also
    are needed to defend against Mutalisks and Guardians that the enemies send your
    Additionally about 48 Zerglings and a few Banelings are good as a mobile
    defensive force. Their main purpose is to simply block enemies from getting to
    the Spine Crawlers or Swarm Hosts. This army is also great for getting the
    bonus objective. It's just barely enough to destroy the Tyrannozor. Most of
    those Zerglings won't be coming back, so make new ones as soon as you send
    those Zerglings down. Be careful that the Zerglings don't get caught up
    fighting other enemies. The long line of enemy units fighting each other down
    south has holes in it from time to time that you can send your Zerglings
    Now, some enemy air units will go straight for the Chrysalis and bypass your
    choke points. Make sure to build some Spore Crawlers on the creep around the
    Chrysalis. They will give you enough time to move the nearest untasked
    Hydralisks for support. Also, don't forget about the Spawn Locusts ability.
    Abathur will tell you about it with around 15 minutes left on the clock. Use it
    whenever your base is being attacked. It has a short cooldown, so there's no
    reason to hold off (unless there are no attacks at the time).
    All this is obviously the ideal situation, but in the middle of the game it can
    be hard to keep track of what units you need to build to replenish each choke
    point as well as work on the bonus objective. In the final minutes just send
    all new units to the Chrysalis as your entrances are likely to be overrun.
    Note that there is an expansion area to the east of your main base, but I found
    it pretty hard to defend. It's a wider open area without any choke points to
    force enemies through. That side of your base constantly needs reinforcements
    after each attack. It ends up being another thing to worry about, but the main
    base has enough resources for the whole mission.
    Don't worry if you have to retry this mission a few times. I think it's the
    hardest in the game. It took me one retry and it was still a sloppy win. Only
    after several times did I master it and not have much trouble.
    -----c. Supreme-----                                                 --[SPRM]--
    Background: With Kerrigan's new power, she can now absorb essences of primal
    Zerg. Only by killing the pack leaders will the primal Zerg accept her as their
    new pack leader and be fully incorporated into the Swarm.
    Unlocks Evolution: Hydralisk
    Difficulty: 4/10
    - Slay the 3 Primal Pack Leaders
    - Kill Zurvan
    - Kerrigan Must Survive
    - Bonus: Find 4 Zel'Naga Relics (+4 Kerrigan Levels)
    Kerrigan Levels: 9 (5 + 4 bonus)
    Compared to the last mission, this one is a cinch. Whereas the last mission
    stressed your ability to macro well, this mission is focused on micro. The
    first bit of the mission is a tutorial on Kerrigan's new abilities. You will
    also find Xel'Naga Relic #1 on the way. You will come across some rival primal
    Zerg fighting each other. Help out Dehaka's minions to gain them as free units.
    One major change with this new Kerrigan is her energy pool. Instead of 200, it
    is only 100. However, she now has a much higher energy regeneration rate. From
    what I can tell, it is about double the original rate. This means Kerrigan
    takes a little more micro now. You can't save up energy for a while, then spend
    a bunch at once. You need to be constantly spending it every 5-10 seconds to
    get the most out of it.
    - Kerrigan Must Survive
    Without having a base to revive at, the mission is over if Kerrigan dies. That
    shouldn't be a problem though. You get free units to help Kerrigan. They should
    be taking most of the hits.
    Before getting into the primary objectives, it's a good idea to know when to
    use each of Kerrigan's abilities and how to fight each enemy unit.
    Kerrigan's New Powers
    Leaping Strike - This is best used on the high health targets like primal
    Ultralisks and bosses. It is also a great escape tool; you can target the power
    on the ground.
    Psionic Shift - This dash will one-shot primal Zerglings and do good damage to
    Hydralisks. Try to position Kerrigan so she will hit all the enemies in a line.
    It can also be used as an escape tool if lots of enemies are in the way.
    Mend - Kerrigan is pretty much invincible with this power. It refills about 25%
    of her life and even more for her primal Zerg. Use it when 3 or more Zerg are
    at yellow or orange health, or 1 Zerg is at red health.
    - Pack Leader #1: Yagra
    After getting the 4 primal Roaches, continue on the path to face a primal
    Ultralisk. It should be easy; your small force outnumbers it by a lot. The next
    area has some shallow water with an Ultralisk and 3 Hydralisks. If you want to
    preserve your units, send Kerrigan in first. As long as you use Mend on
    cooldown, her health will stay high enough. In the northwest of this shallow
    water area is Xel'Naga Relic #2. Use Leaping Strike to get up the ledge. Then
    dash through the enemies with Psionic Shift.
    The way to the pack leader is southeast. You will face a mass group of
    Zerglings. A couple Psionic Shifts will deal with them. Then another group with
    4 Hydralisks and an Ultralisk has to be dealt with. Leaping Strike the
    Ultralisk and Psionic Shift the Hydralisks for easy kills. After getting your
    Roach reinforcements, it is time for the first boss fight.
    Yagra is a fire breathing worm-like primal Zerg. He will come out of the ground
    and spit fire randomly in an arc. You will need to move your units around a lot
    to avoid this. Once he tucks back under ground a bunch of eggs will be left
    behind. The big ones always contain Ultralisks so target them first. The little
    ones will die in one shot to Psionic Shift. Yagra's only other attack is a long
    line of lava. He shoots it straight out then moves slowly in an arc.
    The hardest part of this fight is killing the eggs. If you don't do it fast
    enough, they can start to overwhelm your little army. However, Kerrigan can
    solo the boss if she has to. Just pay attention and Mend when you can.
    - Pack Leader #2: Kraith
    After your successful battle, you can move on to the next pack leader.
    Immediately, you will gain 4 primal Hydralisks. You will need them in the next
    area because it is a full of hundreds of eggs. Like the Yagra boss fight, focus
    fire the big ones while Kerrigan uses Psionic Shift on as many little ones as
    she can. There are four groups of these eggs. As long as no Ultralisks are able
    to spawn, you should do fine.
    The next area has a narrow area with lava on the northern part and a Xel'Naga
    Relic in the middle. Before you can get it, you must fight two groups of primal
    Zerg. Click on Psionic Shift and wait for all the primal Zerglings to be in a
    line. Then you can start each little battle with just a few injured Hydralisks
    and Roaches remaining.
    Xel'Naga Relic #3 is for the taking. It is protected by four large eggs. Use
    Leaping Strike on one of them. Focus fire the other two. With luck you will
    only have to fight one Ultralisk. Burrow any units that become injured to keep
    them alive.
    Lastly, you will have to fight two fairly large waves near a ramp. After a
    Psionic Shift only a few Hydralisks, Roaches, and Ultralisks will be left. As
    long as you burrow injured units and Mend Kerrigan, the enemies will be down
    before your units.
    Up the ramp you will face another ambush. It looks like just Zerglings and
    Hydralisks, but two Ultralisks are hiding in the foliage. It's okay if you lose
    a few units here. You will get reinforcements in the next area. Time for the
    second boss.
    Kraith is a big bull creature. His first attack is launching an arc of razor
    spines. He will rotate in a circle to try to hit your army. Just move in a
    circle as he moves to avoid it. His second attack has two parts. He will try to
    charge one of your units. It does fairly high damage. Even if you dodge it
    though, he still hits the wall and a bunch of Zerglings will fall on top of
    your units. Kerrigan can easily escape this but not her units. Psionic Shift
    will clear a lot of Zergling, but sometimes a few Zerglings will trip up your
    army setting them up to be hit by a charge.
    - Pack Leader #3: Slivan
    Continue on the path towards the next pack leader. More free units, an Ultalisk
    and Hydralisk. Cross a bridge to be introduced to primal Banelings. They are
    like normal Banelings but take a second to explode. Kill them all and look
    northeast. Across several ledges is Xel'Naga Relic #4. It is guarded by lots of
    Ravasaurs. They shoot these acid spores that explode on impact, but the key is
    that they can be dodged. The acid spores move slowly and don't move with
    Kerrigan. Keep her mobile and the Ravasaurs will die easily.
    After finishing the bonus objective, continue northwest on the one path
    available. You will have to fight 3 Ultralisks and a Ravasaur. The Ravasaur can
    do the most damage, so have Kerrigan use Leaping Strike on it. Then she can use
    Psionic Shift on all 3 Ultralisks. Mend and burrow units as needed. A tiny bit
    further is a group of Zerglings and a Ravasaur. You should know how to deal
    with these units now.
    Now, there's a marshy area with lots of Banelings and other enemies. The key is
    that Ravasaurs line the southern side. They are blocked by thick foliage, but
    Kerrigan can use Leaping Strike to get over it. Once all the Ravasaurs are
    dead, you can send in the army. Another group of Banelings awaits. Then an
    Ultralisk that appears alone, but soon more enemies appear. You might lose a
    few units here. Continue on to receive a couple Roaches and a Hydralisk, and
    then you're onto the last boss fight.
    This is a much harder boss fight compared to the last one. Slivan constantly
    spawns more Banelings to deal with. It is almost impossible to kill them all.
    Use Psionic Shift as much as possible to open up paths for your army to get in
    range of Slivan. Slivan will also poor acid pools onto the ground. These seem
    to last for the duration of the entire battle. The battlefield effectively
    becomes smaller as time goes on. Ravasaurs will spawn too, but Kerrigan can
    kill them quickly. It's okay if you lose a lot of units as long as Kerrigan
    - Kill Zurvan
    Just when Kerrigan gained all this power and got the packs under her control,
    Zurvan turns on her. The good news is you get a nice-sized army to start with.
    A total of 6 Roaches, 4 Hydralisks, and 1 Ultralisk are given to you for the
    boss fight. This is an easier fight than Slivan too.
    Zurvan's first attack will be to slap tendrils down onto the battlefield. These
    are randomly positioned. It can be impossible to dodge them all. Do your best
    and Mend as much as possible. Only attack when there is an open window. His
    second attack is to spew a bunch of primal Zerg on top of your units. This is
    the hardest one to deal with. Sometimes you can't kill them quickly and lose
    units. His last attack is a lightning breath attack in an arc. It's easy to
    dodge the initial attack, but then lightning pools are left over. By now you
    may have lost all your supporting units, but Kerrigan can finish his last
    sliver of health. Mission Complete!
    -----v. Skygeirr Missions----------------------------------------------[SKGR]--
    -----a. Infested-----                                                --[NFST]--
    Background: The Skygeirr platform is the Dominion's Hybrid research center.
    Before Kerrigan can destroy it, she must disable the platform defenses.
    New Unit: Infestor
    - Zergling Mutation: Metabolic Boost - speedlings make defending virophages
    much easier
    - Zergling Evolution: Raptor - further improves speed across the map
    - Baneling Mutation: Regenerative Acid - keep your speedlings alive in the
    - Baneling Evolution: Hunter - they jump just like Raptors and can keep up
    - Mutalisk Mutation: Vicious Glave - greatly increases their damage to large
    - Kerrigan Level 1: Leaping Strike - so Kerrigan can keep up with speedlings
    and Mutalisks
    - Kerrigan Level 1: Psionic Shift - a nice passive 30% movement speed boost
    - Kerrigan Level 10: Automated Extractors - get to producing Mutalisks faster
    Kerrigan Level 20: Mend - Mutalisks are pretty expensive and need to stay alive
    Kerrigan Level 35: Malignant Creep - Virophages need creep spread, so let's
    speed it up!
    Difficulty: 4/10
    - Infest 3 Garrisons
    - At Least 1 Infestor Must Survive
    - Destroy the Dominion Outpost
    - Destroy the Lab Entrance
    - Bonus: Spread Creep to 3 Science Facilities (+3 Kerrigan Levels)
    Kerrigan Levels: 3 (bonus)
    - Infest 3 Garrisons
    - At Least 1 Infestor Must Survive
    - Destroy the Dominion Outpost
    Use Fungal Growth on the initial Marines. Then move an Infestor to the Zerg
    circle to capture the Virophage. After the Virophage has finished, go down the
    ramp and use Parasitic Domination on the Banshee to mind control it. The Bunker
    only has Firebats in it, which can't attack air.
    While the Bunker is being destroyed, send your Infestors to the next Garrison
    to get another Virophage producing free units. Northeast is the Dominion
    Outpost. You can mind control the 2 Diamondbacks to speed up the killing. A
    group of Marines to the northwest near the third garrison is just waiting to be
    - Destroy the Lab Entrance
    Now the goal is to defend the Virophages while slowly crossing the map and
    eliminating any Dominion forces in the way. Eventually, you will make it to the
    Lab Entrance and destroy it. As always, you need an army to do that. While you
    can go with Zerglings, Roaches, and Hydralisks, I like Mutalisks and Zerglings
    for this mission. With the speed Mutation for Zerglings, they are even faster
    than Mutalisks. It makes defending Virophages that much easier.
    It's also possible to do this mission with mostly Infestors. The Infested
    Terrans can be consumed by Infestors for near limitless energy. That means they
    can mind control all the powerful units they come across. Over time you can
    build a fairly large Terran army. Siege Tanks are probably the best since they
    can attack from afar while protected by the Infested Terrans. I still find
    Zerglings and Mutalisks to be the easiest.
    Your base already has a Spawning Pool, but you will need a Spire. Build 2
    Spires to get air upgrades faster. Also, build 2 Evolution Chambers to speed up
    your Zergling upgrades. There is a vespene geyser that needs an Extractor too.
    Remember to constantly build Drones until you are at the maximum for that base.
    For defense 20 Mutalisks and 40 Zerglings are enough. The Terrans never send
    anything super strong. You should still keep a few Infestors around to plant
    more Virophages. Also, Swarm Queens are good for spreading creep. The bonus
    objective requires you to spread creep to 3 Science Facilities on the map.
    There are basically two phases to the mission after you get your base. In the
    gas phase lasting 3:27, the Terrans gas the whole platform. The Virophages
    can't spawn Infested Terrans, and the Dominion will send raiding parties out to
    destroy Virophages. In the infested phase, you get to go on the offensive.
    Infested Terrans are great cannon fodder. You can assist them in taking more
    territory for yourself, spreading creep behind you, capturing more Garrisons
    for more Virophages, and infesting the Science Facilities.
    Once you have the army size noted above, you are ready to take the expansion
    base. It's pretty lightly defended, so it will go down easily. Then build a
    Hatchery and 2 Extractors. The minerals won't be needed, but the gas will
    greatly speed up Mutalisk production. With two bases, just keep massing more
    Down a ramp from the expansion base is the middle section of the platform. An
    army of 30 Mutalisks and 60 Zerglings is more than enough to take it out. After
    the third gas phase, the Dominion will open a bridge connecting the middle area
    close to your Hatchery. They will use this as an attack route, but your
    infested Terran will be able to use it too.
    You can tackle the Science Facilities bonus however you want. The game marks
    out where they all are on the map, so it's just a matter of clearing the
    Terrans from the area and then spreading creep to it. You have as much time as
    you want. Just wait to destroy the Lab Entrance until you're done.
    After the middle part of the platform is cleared of all Dominions, build up a
    max supply army and get all weapon and armor upgrades. I had around 50
    Mutalisks and 70 Zerglings when I attacked the final Dominion base. Destroy the
    Lab Entrance and the mission is complete!
    -----b. Hand of Darkness-----                                        --[HNDF]--
    Background: Kerrigan and the Swarm enter the Hybrid Lab to continue the pursuit
    of Dr. Narud and destroy the lab's dangerous residents.
    Unlocks Evolution: Mutalisk
    - Zergling Mutation: Adrenal Overload - more damage to Hybrids
    - Zergling Evolution: Raptor - more damage to Hybrids
    - Baneling Mutation: Corrosive Acid - more damage to Hybrids
    - Baneling Evolution: Hunter - Banelings find their target faster
    - Roach Mutation: Adaptive Plating - they need to tank Hybrids
    - Roach Evolution: Vile - slow down Hybrids
    - Hydralisk Mutation: Frenzy - burst damage to Hybrids
    - Hydralisk Evolution: Impaler - defend base against Siege Tanks
    - Kerrigan Level 1: Kinetic Blast - focus fire the Hybrids
    - Kerrigan Level 1: Crushing Grip - assist with base defense
    - Kerrigan Level 10: Automated Extractors - save time and minerals on Drones
    - Kerrigan Level 20: Mend - area healing to counter Hybrids' area damage
    - Kerrigan Level 35: Twin Drones - greatly speed up economy
    Difficulty: 5/10
    - Destroy All 8 Hybrid
    - Kerrigan's Life Cannot Be Drained
    - Bonus: Destroy 2 Brutalisks (+2 Kerrigan Levels)
    Kerrigan Levels: 2 (bonus)
    This is one of those missions where you have limited time to build up your base
    and army before being forced to move out and attack or complete an objective.
    You will constantly need to juggle going out in the field and defending your
    base, all while keeping within the time limits.
    - Destroy All 8 Hybrid
    - Kerrigan's Life Cannot Be Drained
    Hybrid #1 is an immediate threat from the beginning of the mission, and you
    only have 5:00 to kill it. Your starting army is not ideal, but you just have
    to deal with it. He's just outside your base. The good news is there are no
    Dominion forces guarding him.
    While you are pursuing this Hybrid, you should be making Drones back at base.
    With Kerrigan's Twin Drones it will be much faster than normal. When you get
    near the 21 Drones on minerals, build a Roach Warren, Hydralisk Den, and 2
    Evolution Chambers. Remember to make more Drones as you use them up.
    For base defense, a couple Spine Crawlers and a Spore Crawler at each entrance
    is good. If you have the time and resources, you can make Impalers for defense
    against Siege Tanks. Impalers are a Hydralisk evolution with long range attacks
    that do bonus damage to Armored targets like Siege Tanks.
    Now it's time to build an army. Zerglings die so quickly, they are not very
    useful on this mission. The Hybrids do a lot of area damage before the
    Zerglings can be healed by Mend. However, Banelings with the Corrosive Acid
    upgrade can do a lot of direct damage to Hybrids. About 5 Banelings per Hybrid
    is good.
    The bread and butter of your army will be Roaches and Hydralisks. Overall, they
    are very strong against Marines, Medics, Firebats, Marauders, and Hellbats.
    Only Siege Tanks pose any threat, but Kerrigan can use Kinetic Blast on those.
    Make sure to get the ranged attack and ground armor upgrades with your
    Evolution Chambers.
    Hybrid #2 will be next in line just southwest of your base with another 5
    minute timer. There are a couple Bunkers with Marines, Marauders, Medics, and a
    few Hellbats guarding it. However, your army of Roaches and Hydralisks will
    have no trouble with it. Hopefully, you have the first level of weapon upgrades
    at this point.
    Hybrid #3 in the northwest will only give you 4:30 to kill it. Go north past
    where the first Hybrid was to get to it. Watch out for a Bunker. You don't want
    to get into combat there yet. Hug the western wall to avoid taking any damage
    from it. You will come upon a group of Marines and Marauders. They should be
    easy for your group. With Kerrigan's Mend, you shouldn't lose more than one
    unit. Your Banelings should be for the Hybrid though. Make sure they don't
    self-destruct on the Marines.
    Now just northeast is the next Hybrid. He starts out similar to the last one,
    but this time he splits into three once you get through his shields. As long as
    you Frenzy your Hydralisks and Kinetic Blast with Kerrigan, he should be no
    problem. Mend will keep most of your units alive.
    Just after killing him, move straight southwest to find Brutalisk #1. Only a
    few Firebats guard it. You will get a powerful Ultralisk-type creature to add
    to your army. There's some free minerals and vespene laying on the ground too.
    As you go back to base, you can engage that Bunker you skipped before. Behind
    the Bunker is a small Terran base. Once destroyed, you can plant a Hatchery
    there for more resources. Your main base will have enough resources for the
    whole mission, but an extra base will speed up army production and make the
    later parts of the mission easier.
    Hybrid #4 will start draining Kerrigan from the southeast. You will only get
    4:30 to kill it just like the last Hybrid. You will have to fight through a
    small Terran base with a couple Bunkers. With your Brutalisk in front, it
    should not be too hard. You can use your Banelings on them if you want instead
    of the Hybrid.
    This Hybrid will not split in three, but has devastating Psionic Storms. He
    will throw down 2-3 of these on your units during the fight. Your units may
    take a lot of damage. Try to be making replacements from your Hatchery while
    the battle is going on. As soon as the battle is over, head west for Brutalisk
    #2. There are more free resources here too.
    Hybrid #5 east of your base. Another 4:30 will be given for you to destroy him,
    but another Terran base guards the way. This one also has a couple Bunkers,
    this time with Banshees. It still shouldn't be too big of an issue for your
    army. After this one if your army is still strong, continue northwest towards
    the next Hybrid. This way you will have already destroyed the enemy units in
    the way when the Hybrid starts draining Kerrigan.
    For Hybrid #6 you get another 4:30. Again, there are enemy units in the way. A
    couple Siege Tanks are there as well, so try to destroy them quickly with
    Kerrigan. This Hybrid has Psionic Storms but also splits into three when its
    shields go down. Most of my army was in the red after this battle but barely
    survived because of Kerrigan's Mend. My base was also attacked during this. I
    ended up losing a Hatchery and having to rebuild.
    Finally, Dr. Narud's last try pits you against two Hybrids (#7 & #8) at once,
    both of which having the same powers as Hybrid #6. They both launch Psi Storms
    and both split when their shields are taken out. Send everything you have
    including reinforcements from your base. There's also a large group of Terrans
    in the way including 2 Siege Tanks, 2 Thors, and lots of Marines. Go after
    these Hybrids early. This will give you a few minutes to replenish your forces
    if you lose too much fighting the Terrans. After the last Hybrid dies, Mission
    -----c. Phantoms of the Void-----                                    --[PHNT]--
    Background: It is time to finish Dr. Narud and his Hybrid army before he can
    revive his master.
    New Unit: Ultralisk
    New Structure: Ultralisk Cavern
    Heroes: Stukov
    - Zergling Mutation: Adrenal Overload - more damage to everything
    - Zergling Evolution: Raptor - good damage upgrade
    - Baneling Mutation: Corrosive Acid - more damage to Hybrids
    - Baneling Evolution: Splitter - more damage to Zealots
    - Roach Mutation: Hydriodic Bile - more damage to Zealots and Sentries
    - Roach Evolution: Vile - slow down Protoss
    - Kerrigan Level 10: Automated Extractors - reduce the amount of Drones needed
    - Kerrigan Level 35: Twin Drones - further speeds up economy
    Difficulty: 6/10
    - Destroy the Protoss Base
    - Deactivate the 5 Temples
    - Kerrigan Must Survive
    - Bonus: Destroy 3 Xel'Naga Crystals (+3 Kerrigan Levels)
    Kerrigan Levels: 7 (4 + 3 bonus)
    Like Hand of Darkness, this mission also has short time limits to complete
    objectives. I sometimes wish they had more missions that give the player more
    freedom on when to attack. This is another mission that doesn't let you control
    Kerrigan. However, some of her passive powers that improve base building still
    provide bonuses on this mission.
    - Destroy the Protoss Base
    Kerrigan needs a base if she is to stop Dr. Narud from resurrecting his master.
    This first part of the mission is pretty easy. Just follow the directions, and
    you will have your base.
    - Deactivate the 5 Temples
    Kerrigan and Dr. Narud are both attempting to destroy the other with psionic
    powers. Unfortunately, Dr. Narud is being strengthened by the Xel'Naga Temples
    across the map. Using Stukov, you have to build an army and destroy all of the
    temples. Only Stukov can destroy the temples, and he has to be defended while
    doing it. Wait too long and Dr. Narud will kill Kerrigan resulting in mission
    failure. Go too fast and you won't have enough forces to defend Stukov while he
    destroys the base. You have to get the right balance.
    Ultralisks are the highlight of this mission. They will be a pretty good ground
    force. You just need some Hydralisks to back them up so your army can attack
    air units. That will use up most of the vespene gas you collect. The only Zerg
    unit that doesn't use gas is Zerglings, but a few Roaches can be good too.
    Stukov will soon tell you to go after the first temple. Temple #1 is just
    northeast of your base. You can go with just your starting force. Use Stukov's
    abilities liberally. Having no energy he is only limited by the cooldowns on
    the abilities.
    While defending Stukov, max out your Drones at your base and start building the
    necessary structures. You already have an Ultralisk Cavern and Spawning Pool.
    Build a Hydralisk Den and 3 Evolution Chambers. Once Stukov is finished, travel
    to the minerals just east of your base and kill the Zealots there. Then you can
    send a Drone there to make a Hatchery. You really need the vespene though, so
    send a couple Drones to make Extractors. Also, build a couple Spine Crawlers at
    each entrance to your base.
    For the next temple, 6 Ultralisks, 10 Hydralisks, 20 Zerglings, and 2 Queens
    should be good enough. Now head east to Temple #2. It's the closest one to your
    base. On the way there is a small ledge slightly southeast that has Xel'Naga
    Crystal #1. As soon as you start attacking, the Protoss will warp in more units
    to help defend. They will be no trouble for your army though. As for the
    temple, it will be fairly easy just like the last one.
    Increase your army to 9 Ultralisks, 16 Hydralisks, 30 Zerglings, and 4 Queens
    for the next temple. The closest temple is almost straight north of your base.
    This temple will have slightly more Protoss forces, but it should still be
    fairly easy. While defending, you will face Protoss from the northwest and
    southeast ramps. Also, 2 Hybrids will attack instead of just one, coming from
    opposite sides.
    Your army should be pretty strong now. Take a moment to rebuild some units if
    you need. Then go straight northwest down the ramp and up another ramp to the
    next temple. It is lightly defended except for a couple Archons. Xel'Naga
    Crystal #2 is just a few steps southwest of this temple. You can destroy it
    first if you want.
    You will have a bit of breathing room after disabling two temples this quickly,
    a perfect time to get Xel'Naga Crystal #3. East near Temple #3 you already
    cleared is a small path to the northeast. Keep northeast until you run into a
    Colossus. It guards the last Xel'Naga Crystal.
    There's only one temple left, but a full Protoss base guards it. Build up your
    army until you are at max supply. I had 16 Ultralisks, 24 Hydralisks, 20
    Zerglings, and 6 Queens plus Stukov. Start fighting your way to the temple as
    soon as you get that max supply. It will take some time to get through it.
    While Stukov is destroying the temple, ignore any attacks on your base. The
    mission is about to be over, so it won't matter. Mission Complete!
    -----vi. Space Missions------------------------------------------------[SPCM]--
    -----a. With Friends Like These...-----                              --[WTHF]--
    Background: Mira Han refuses to give up Colonel Orlan without Jim Raynor's
    approval. Matt and Valerian must shut down her operations to force her hand.
    Heroes: Hyperion
    Difficulty: 2/10
    - Clear Out Mira's Fleet
    - The Hyperion Must Survive
    - Destroy the Mercenary Space Station
    - Bonus: Harvest 3 Mineral Clusters
    - Bonus: Destroy the Pirate Capital Ship
    This mission is totally different from all the others in the campaign. You just
    have your one unit, the Hyperion. You will get a few different abilities for
    it, but it's still just one unit. Compared to some of the other missions, this
    one is very easy.
    - Clear Out Mira's Fleet
    This is just the tutorial portion of the mission to teach you how the
    Hyperion's abilities work.
    - Destroy the Mercenary Space Station
    - The Hyperion Must Survive
    The path to Mira's space station is a long zigzag with several smaller enemy
    bases in between. There are multiple space stations and lots of enemies. As
    long as you work your way slowly, you shouldn't have any trouble with it.
    The Space Stations
    Ordnance Towers - They periodically shoot missiles at your units or friendly
    Valerian units.
    Merc Starport - These are bigger stations that fire missiles and spawn either
    Griffon fighters, Valkyries, or Battlecruisers. They also have more life than
    Ordnance Towers.
    Mercenary Space Station - There is only one and it's the primary objective. It
    launches the same ships as the Merc Starport but also Mag Mines. It has a ton
    of life, so it takes a while to bring it down.
    The Hyperion
    This is your one hero unit for the whole mission. It starts at level 0, but can
    be upgraded three times by picking up minerals on the map.
    Level 0 - It has 1550 life, can launch 6 fighters, does 300 damage with its
    Yamato Cannon, and can stun enemies for 3 seconds (Pirate Ship bonus)
    Level 1 - 1650 life, level 1 armor and weapons upgrades, 8 fighters, 400
    Yamato, 4 second stun
    Level 2 - 1800 life, level 2 armor and weapons, 10 fighters, 500 Yamato, 5
    second stun
    Level 3 - 2000 life, level 3 upgrades, 12 fighters, 600 Yamato, 6 second stun
    When you're ready, follow the path to the first engagement, just a few enemy
    fighters with an Ordnance Tower here. Yamato the tower, and focus it down with
    the Hyperion. Your TAC fighters can deal with the enemy fighters. Northwest is
    Mineral Clusters #1. Mag Mines are best fought by simply moving out of their
    rocket path. The Jump ability helps a lot with this. You can send in your
    fighters to take the hits, but be ready to dodge them if the missile misses the
    fighter and goes in the Hyperion's direction.
    Pretty soon you will get the bonus objective to destroy the Pirate Capital Ship
    in the southeast. There is an Ordnance Tower and some Mag Mines guarding the
    area. Just take your time to avoid the mines. Once you have all your fighters
    ready to go, you can attack the pirate ship. It can launch 6 fighters of its
    own, cloak, and stun all your units.
    If you are far enough away the stun will not hit the Hyperion, but it's hard to
    do that. He generally does the stun just after uncloaking. A good strategy is
    to avoid his location when he cloaks. You can just faintly see the outline of
    the enemy ship when cloaked. Once it's down you get that stun ability for the
    Now back to the main path, there is an Ordnance Tower guarded by a
    Battlecruiser and some more fighters, nothing too difficult. Further along is
    an Ordnance Tower and a Merc Starport. Try to wait for some of Valerian's
    fighters before engaging it. Once both are destroyed, Valerian will send in
    another space station for more supporting fighters. Just northeast of this is
    Mineral Clusters #2. This is basically the same as the last one except there
    are a few fighters defending it in addition to the Mag Mines.
    The next big force of Mira's has 2 Ordnance Towers and 2 Merc Starports. Again,
    wait for Valerian's fighters to come help. Then try to pick off Ordnance
    Towers. When your units start disappearing retreat until more of Valerian's
    fighters come. After that area is cleared, head west Jumping over some debris
    for Mineral Clusters #3.
    Now go northeast along the main path towards the Mercenary Space Station. Along
    the way are 2 Ordnance Towers with Battlecruisers and other fighters. Watch out
    for Mag Mines but otherwise destroy these as you have before. Then you will get
    to a string of Ordnance Towers and Merc Starports all guarding the Mercenary
    Space Station. Kill one at a time, then move back to replenish health and
    Eventually, only the big space station will be left. As soon as you start
    attacking, it will shoot out lots of Mag Mines. If you have all your fighters,
    you can go in solo. Just be ready to Jump back. Once you destroy it, Mission
    -----b. Conviction-----                                              --[CNVC]--
    Background: With the Terran help Kerrigan can finally return the favor and
    rescue Jim Raynor, just like he rescued her on Char.
    Unlocks Evolution: Swarm Host
    - Zergling Mutation: Hardened Carapace - help them survive longer
    - Zergling Evolution: Raptor - you can't spawn Zerglings so Swarmlings give no
    - Baneling Mutation: Regenerative Acid - keep your troops alive longer
    - Baneling Evolution: Hunter - great in tight spaces so they find targets
    - Roach Mutation: Hydriodic Bile - boost damage to Marines and Ghosts
    - Roach Evolution: Corpser - cannon fodder to protect your valuable units
    - Hydralisk Mutation: Frenzy - burst damage for critical battles
    - Kerrigan Level 1: Heroic Fortitude - she can tank enemies better
    - Kerrigan Level 1: Crushing Grip - to shutdown dangerous units
    - Kerrigan Level 20: Mend - keep your units alive
    Difficulty: 5/10
    - Kerrigan Must Survive
    - Rescue Jim
    - Protect Kerrigan
    - Bonus: Find 2 Secret Documents (+2 Kerrigan Levels)
    Kerrigan Levels: 11 (9 + 2 bonus)
    Being a classic Terran installation mission, Conviction reminds me a lot of
    Starcraft 1.
    - Rescue Jim
    - Kerrigan Must Survive
    You just have to get to Jim's jail cell. Problem is a bunch of Dominion forces
    are in your way. You start out with just Kerrigan, but the Leviathan will be
    sending more units to you throughout the mission. Be careful not to lose
    Kerrigan. You don't have a base for her to revive at. That's why Heroic
    Fortitude is nice. She can take a beating, especially at her higher level now.
    Move northeast into the next room. It contains quite a few enemy units
    (Firebats, Medics, and Marines), but the Leviathan will send a bunch of
    Zerglings and Hydralisks to your aid. Use Crushing Grip initially to disable a
    couple Firebats. The Firebats are the priority here. They are direct counters
    to Zerglings and Hydralisks. Just a short ways northeast is another group, but
    no Firebats in this one. It's a much easier group. The Leviathan will even send
    you more units.
    The only way is through a small doorway to the northwest. More Marines and
    Marauders guard the passage, but no Medics this time. The next room contains
    Ghosts, Marines and Medics. Focus on the Ghosts and Medics with Kerrigan and
    the Hydralisks. Just down a ramp you will encounter Hellions and Hellbats. Both
    of these are fairly dangerous to Hydralisks and Zerglings, so use Crushing Grip
    and try your best to focus fire one at a time with your ranged units.
    The only threat in the next hallway is a Siege Tank. You know what to do. The
    Leviathan will give you more units as well. Northeast you will have to fight a
    Thor and a few Bunkers. Try to use Parasitic Domination on the Thor to mind
    control him. He can soak up a lot of damage. In general, Infestor energy should
    be saved for mind controlling key targets like Thors and Siege Tanks.
    - Protect Kerrigan
    A locked door bars your way. Kerrigan must use her psychic powers to
    breakthrough. Meanwhile you have to protect her. This encounter consists of
    four rooms with different units in each. One room will open at a time and go
    towards Kerrigan unless you kill them with your units. Kerrigan will only
    finish breaking the door down when all four rooms are cleared.
    The rooms have progressively stronger enemy units as you go, but you get
    reinforcements during the encounter to compensate. The first room just has
    Marines and Medics. The second room has Hellions which will transform into
    Hellbats. The next room has a couple Siege Tanks. The last room has a Thor and
    more Hellbats. Try to mind control a Thor or Siege Tank with your Infestor.
    Once the door is opened, look to a small passage in the northwest for Secret
    Documents #1. About 5 Ghosts guard it. A Crushing Grip will do wonders. This is
    the only one on this floor, so don't worry about finding any more until you get
    to the bottom floor of the prison.
    The next room has a sizable force starting with a Bunker and some Marines. Deal
    with them and you will get the option to spawn Virophages. These will create
    constant Infested Terran cannon fodder. Wait for a large group of them to
    attack and move in behind them. A Thor is here that can be mind controlled.
    Wait for the Infested Terrans again. The next room has some more Bunkers and a
    Thor. Some Reapers ambush you during the battle, but Crushing Grip is great
    There is some urgency in the next room. A Thor will try to destroy the
    generator needed to run the elevator to the bottom floor where Jim Raynor is
    being held. The mission is failed if he succeeds. Nevertheless, you should have
    enough time to mop everything up before taking him out. The big threats are 2
    Siege Tanks that can decimate your army. Worry about them before the Thor.
    After the short cutscene, a 5 minute counter starts going down. After the
    Dominion's failure to defend the prison they have activated the self destruct
    mechanism. Despite this, most of the little battles should go by quickly as
    long as you don't lose too many units. You may want to make a few saves along
    the way in case you mess up.
    A couple Thors can be trouble in the first room on this floor. Try to mind
    control one. Following the passage you will get to a Siege Tank. Have Kerrigan
    single it out to limit damage to your army. Destroy the doorway to continue.
    You come to another room with 2 Siege Tanks. Do your best.
    As you continue look for a small passage going to the southeast. Guarded by a
    Perdition Turret, some Ghosts, and Marines is Secret Document #2. The clock
    will probably be around 2:00 by now, but that's more than enough for the rest
    of the mission. Continue on the main path to face another Terran group with
    Marauders. Watch out because they can slaughter Aberrations and Roaches.
    The timer will be getting low now, but there's just one big battle to go.
    Bunkers, Marines, Firebats, Marauders, and a Siege Tank block the way. Have
    Kerrigan Crushing Grip the Firebats, and then have her destroy the Siege Tank
    like before. The Leviathan will send you reinforcements in the middle of battle
    including a couple Ultralisks. They will be enough to finish off the Bunkers
    and Marines. After the last Terran goes down, Mission Complete!
    -----vii. Final Missions-----------------------------------------------[FNLM]--
    -----a. Planetfall-----                                              --[PLNT]--
    Background: Only Zerg Bile Launchers can destroy Korhal's defense cannons.
    Kerrigan must protect them while they mature.
    Unlocks Evolution: Ultralisk
    - Zergling Mutation: Adrenal Overload - lots of Zerglings get lots of damage
    - Zergling Evolution: Swarmling - more cannon fodder
    - Baneling Mutation: Rupture - more damage to mass Marines
    - Baneling Evolution: Splitter - more damage to mass Marines
    - Roach Mutation: Hydriodic Bile - kill Marines, Medics, and Ghosts faster
    - Roach Evolution: Corpser - cannon fodder when your Zerglings die
    - Hydralisk Mutation: Grooved Spines - more deadly focus fire with more range
    - Hydralisk Evolution: Impaler - good Bile Launcher defense
    - Kerrigan Level 1: Kinetic Blast - for Siege Tanks and Thors
    - Kerrigan Level 1: Chain Reaction - good damage to mass Marines
    - Kerrigan Level 10: Automated Extractors - speed up gas production
    - Kerrigan Level 20: Wild Mutation - greatly power up your army
    - Kerrigan Level 35: Twin Drones - speed up early economy
    - Kerrigan Level 50: Fury - good complement to Chain Reaction
    - Kerrigan Level 60: Apocalypse - great for taking out any Dominion bases in
    the way
    Difficulty: 5/10
    - Defend 5 Bile Launchers
    - Don't Lose 3 Bile Launchers
    - Destroy the 2 Dominion Bases
    - Bonus: Destroy 3 Augustgrad Gates
    - Defend 5 Bile Launchers
    - Don't Lose 3 Bile Launchers
    Throughout the mission these Bile Launchers will be dropping to the ground. You
    will be told the location of each one, but are given only 3-4 minutes to get
    there for defense. You have to protect them both as they are being built and
    for the remainder of the mission. Only 3 can be destroyed or else the mission
    is failed. Luckily, the Dominion mostly focuses on the new ones coming down and
    rarely attacks the ones you already defended initially.
    The map is pretty thick with Dominion bases and units. I would normally take
    the time to build up with lots of Mutalisks and Brood Lords. Because you only
    get one base for a while and those flying units take a while to build up, they
    don't work as well on this mission. The most viable units are a ground force of
    Zerglings, Roaches, and Hydralisks. They cost far less resources and build
    faster, especially useful when you don't have much time to build up.
    Your base starts out pretty empty of tech structures. You will need a Roach
    Warren, Hydralisk Den, Baneling Nest, 3 Evolution Chambers for ground upgrades,
    and another Extractor. You don't need any defensive structures beyond what you
    start with. The enemy units will always go after Bile Launchers instead.
    Immediately after you get control of your base, Izsha will notify you about
    Bile Launcher #1. It's just west of your base down the ramp. Your starting army
    is good enough to defend it. Once the Bile Launcher appears, you will get some
    free units to help out as well as a couple Spine Crawlers.
    While defending the Bile Launcher, you should be building up your base with
    more Drones. You don't really need any fighting units until the location of
    Bile Launcher #2 appears. For that one, try for a small force of 7 Roaches, 7
    Hydralisks, and 10 Zerglings. Then move out just east of your base. It's
    another undefended location. You will get a couple free Hydralisks.
    Meanwhile, be making more army units and researching upgrades with your
    Evolution Chamber. The location of Bile Launcher #3 will be defended by a few
    Bunkers and other Dominion units. It is just northwest of #2. You want 10
    Roaches, 10 Hydralisks, 16 Zerglings, and 4 Queens for this one. You will get a
    couple Ultralisks. Watch out for Siege Tanks while defending this one.
    Right in the middle of defending this one, you will be shown the location of
    the Bile Launcher #4, which is in the middle of a Dominion base. Try for 12
    Roaches, 12 Hydralisks, 20 Zerglings, and 6 Queens before taking this one. They
    have a few Siege Tanks you need to push through. Once you kill the Terrans
    here, it's a good spot to build an expansion.
    Bile Launcher #5 is also in a Terran base. This one is a bit tougher, so try
    for 20 Roaches, 20 Hydralisks, 30 Zerglings, and 8 Queens. There are 3 Siege
    Tanks in the base, but they are special mercenary versions that are stronger
    than normal. They even have a Science Vessel to repair them.
    - Destroy the 2 Dominion Bases
    Once the Bile Launchers are safely on the ground, you just have to mop up the
    remaining Dominion forces. This objective only appears if you have not
    destroyed them already while the Bile Launchers were still coming down. The 2
    Dominion Bases are right next to each other without many units.
    Before you do that though, you should finish the bonus objective if you haven't
    already. It may have been hard to fight your way to the Augustgrad gates while
    defending Bile Launchers, but now you have time. I don't know what the bonus
    objective actually does. Kerrigan's already max level, so you don't get any
    Kerrigan Levels. It also doesn't give you any free units or extra resources. It
    might just be needed for the achievement.
    In any case, crack open those 2 Dominion bases to complete the mission. Only
    two more missions to go!
    -----b. Death From Above-----                                        --[DTHF]--
    Background: The Dominion has deployed a devastating weapon against the Zerg,
    the Psi Destroyer. Dehaka and his pack of primal Zerg do not have the psionic
    connection that modified Zerg do, making them immune to the weapon's effects.
    Only they can take care of this situation.
    Heroes: Dehaka
    - Zergling Mutation: Adrenal Overload - kill Terrans faster
    - Zergling Evolution: Swarmling - makes them cheaper and okay emergency base
    - Baneling Mutation: Regenerative Acid - nice healing for Zerglings
    - Baneling Evolution: Splitter - improved damage to mass Marines
    - Roach Mutation: Adaptive Plating - keep your tank units alive longer
    - Roach Evolution: Corpser - Roachlings are nice cannon fodder
    - Hydralisk Mutation: Grooved Spines - more damage when you have a large group
    - Hydralisk Evolution: Impaler - good counter to Siege Tanks attacking your
    - Kerrigan Level 1: Kinetic Blast - fast, efficient killing of dangerous
    - Kerrigan Level 1: Crushing Grip - stun dangerous groups
    - Kerrigan Level 10: Automated Extractors - speed up base building
    - Kerrigan Level 20: Mend - keep your units alive
    - Kerrigan Level 35: Twin Drones - speed up base building
    - Kerrigan Level 50: Ability Efficiency - great synergy with Mend
    - Kerrigan Level 60: Apocalypse - decimate the Terran bases
    Difficulty: 6/10
    - Destroy the 3 Power Links
    - Disable the Psi Destroyer
    This is a mission where you have periods of being on defense and periods of
    being on offense. It is also the only mission that combines the normal base
    building mission with the installation-type mission that gives you limited
    units. That means your multitasking ability will be stretched to the limit.
    Before Kerrigan can start a base, Dehaka needs to destroy a Power Link.
    Destroying one temporarily disables the Psi Destroyer, allowing Kerrigan to
    attack the Dominions. Eventually, the weapon recovers though. Kerrigan and her
    army must stay very close to base until Dehaka destroys another Power Link.
    The Psi Destroyer's field slowly gets bigger, so there is some urgency to
    destroying each Power Link after the first. Wait too long and Kerrigan's base
    will be destroyed. Each Power Link is progressively harder to destroy than the
    last with more units to face and more ways to be ambushed, making it take
    longer to destroy the later Power Links. Fortunately, Dehaka gets more
    supporting units with each one.
    Time is not really an issue in this mission. It seems that you can only attack
    in the small windows between Dehaka destroying Power Links, but after 3 Power
    Links are destroyed, the Psi Destroyer is permanently disabled. You're then
    free to build and attack when you want. Only worry about running out of time
    when you have Dehaka and are working on destroying a Power Link.
    - Destroy Power Link #1
    For this Power Link, you only get Dehaka. Destroy the 3 Marines in front of him
    and head northeast. A Siege Tank will attack, but Dehaka can scale short
    cliffs. Continue northeast to fight around 7 Marines, 2 Maruaders, and a Medic.
    The Medic is the highest priority. Dehaka has a Mend ability to heal him. It is
    his only ability right now, so use it as soon as the cooldown is up. The first
    Power Link is gone.
    - Destroy the Psi Destroyer
    You've got a Spawning Pool and Evolution Chamber, but that's it. The tried and
    true Zergling, Roach, and Hydralisk army is easiest. You could replace the
    Zerglings with Ultralisks. You have more than enough gas for it. Another option
    is to go with a heavy air force including Mutalisks and Brood Lords. I will
    assume Zergling, Roach, and Hydralisk when I list army size, but I will include
    the army supply to make it easier if you go with different units.
    Get about 30 Drones and then start building. You will need a Roach Warren,
    Hydralisk Den, Baneling Nest, 2 Extractors, and 2 Evolution Chambers. Try for
    about 8 Roaches, 8 Hydralisks, and 20 Zerglings (52 supply army, not counting
    Drones). Then move southeast to destroy a small Dominion base guarding extra
    minerals and gas. As soon as it is destroyed, send over 3 Drones to build a
    Hatchery and 2 Extractors.
    Don't worry about destroying any more Dominion bases. Just get more Roaches,
    Hydralisks, and Zerglings. You won't have enough time to take a full base and
    will have to run back to base while under fire.
    - Destroy Power Link #2
    This time you get Dehaka and 6 primal Roaches. You will immediately see several
    Siege Tanks. They are on the low ground and can't see you. Dehaka can use his
    Grab ability to pull them up top for your Roaches to destroy. The first few
    Siege Tanks can't see you, but soon you will meet a Ghost and Marines on the
    high ground, giving vision to the Siege Tanks.
    Continue further to face some Marines, Marauders, and Medics. Send in Dehaka
    first with the Roaches behind for support. A little further will be a couple
    Siege Tanks spread apart, then some more Marines and Medics with a Siege Tank
    on the high ground. Don't worry too much if you lose the Roaches, Dehaka can
    still solo it with liberal use of Mend.
    - Destroy the Psi Destroyer
    The field is down again. An army of 15 Roaches, 15 Hydralisks, 30 Zerglings,
    and 10 Banelings (100 supply army, not counting Drones) is enough to take out
    the closest Dominion base. It is just northeast of your main base.
    - Destroy Power Link #3
    The last one is quite a bit harder than the last two. There are more units, but
    the Dominion will have gotten better upgrades to their weapons and armor by
    now. Dehaka gets a new ability called Generate Spawns that creates two
    duplicates of himself. It is critical that you have those spawns in the front
    to take the damage.
    Early on you will get some primal Zerglings, Roaches, Hydralisks, and even an
    Ultralisk, but they just won't last that long without Dehaka's spawns taking
    the hits. Not only are there more units, but the Terrans have production
    buildings like Starports and Barracks to make reinforcements. Use Mend on
    cooldown to limit the damage along with Grab on any Siege Tank. Even if the
    unit is in close range you can still Grab it to stun it for 1 second.
    One particular danger is a high ground ledge near most of the path to the Power
    Link. There are a lot of units there. Only Dehaka can get up there, but he
    doesn't have the strength to fight them alone. He must have his two spawns
    helping. While he is doing this, have your primal Zerg burrowed to prevent them
    from wandering into danger. After the high ground is cleared, fight your way
    along the path. About halfway through you will get more reinforcements to seal
    the deal.
    - Destroy the Psi Destroyer
    The Psi Destroyer is now disabled for the rest of the mission. Dehaka and a
    bunch of primal Zerg now join your forces. Build up a max supply army and
    annihilate the Dominion whenever you are ready. The only thing to worry about
    is the Ghosts. They will launch nuclear missiles on your army. However, Dehaka
    can use his Grab ability to cancel their nuclear laser targeting.
    -----c. The Reckoning-----                                           --[THRC]--
    Background: The final battle is at hand. Most of Arcturus Mengsk's army has
    been destroy or subdued. Only his imperial guard is left to fight through.
    Kerrigan will have her revenge at last.
    - Zergling Mutation: Adrenal Overload - improved damage to Marines
    - Zergling Evolution: Swarmling - to slaughter enemy infantry
    - Baneling Mutation: Rupture - boost damage to mass Marines
    - Baneling Evolution: Splitter - even more damage to infantry
    - Roach Mutation: Hydriodic Bile - more damage to Marines, Medics, and Reapers
    - Roach Evolution: Vile - slow down enemy units to protect your army
    - Hydralisk Mutation: Grooved Spines - big damage bonus in large numbers
    - Mutalisk Evolution: Brood Lord - the Zerg version of Siege Tanks
    - Kerrigan Level 1: Kinetic Blast - pick off dangerous targets
    - Kerrigan Level 1: Psionic Shift - great against all the mass Marines,
    Reapers, and Ghosts you will face
    - Kerrigan Level 10: Automated Extractors - speed up economy
    - Kerrigan Level 20: Wild Mutation - greatly boost your armies health and
    damage during critical moments
    - Kerrigan Level 35: Twin Drones - speed up economy
    - Kerrigan Level 50: Ability Efficiency - lots of active abilities can now be
    used more
    - Kerrigan Level 60: Drop-Pods - very nice boost to your army numbers before a
    big attack
    Difficulty: 7/10
    - Destroy the Palace Gate
    - The Hyperion Must Survive
    - Bonus: Clear 3 Entrenched Positions
    Here it is: the final mission of the campaign. It's been a long journey, but
    you're finally here. In a few short hours you will have beaten the campaign.
    - Destroy the Palace Gate
    - The Hyperion Must Survive
    Just destroy the Palace Gate. That's all you have to do to beat the mission. Of
    course there's always a catch. Arcturus' personal guard has some of the
    strongest units in the game. Almost every unit they make is a special powered
    up version with more health and damage. In addition, they are heavily
    entrenched with Bunkers, Thors, Siege Tanks, and Battlecruisers all over the
    map, just waiting to slaughter your Zerg army.
    The safe way to do this mission is slow and steady. You can really go with any
    army composition you want but some will be faster than others. You start with
    lots of minerals and vespene gas, and there are more just to the east lightly
    guarded by Dominions. I went with a mass Mutalisk and Brood Lord force the
    first time I beat it, but the Dominion has a ton of anti-air units and
    structures. It will work, but it will take longer.
    I found the fastest was the same old Zergling, Roach, and Hydralisk army. Now,
    you can add some other units to complement it. Brood Lords are great siege
    weapons so long as they have units in front to protect them. Also, Infestors
    with their Parasitic Domination are great on this mission. Many of those
    powerful Battlecruisers, Thors, and Siege Tanks can be yours. A few Ultralisks
    can help as well.
    The enemy units they send are too strong for Spine Crawlers and Spore Crawlers.
    I ended up just using them to delay the enemy long enough for my army to get
    back. Just be careful not to leave your Brood Lords by themselves. They are the
    slowest unit in the army and can easily be left behind. They take a while to
    rebuild and cost a lot of vespene gas. You don't want to lose them.
    In addition to the structures you start with, your base will need a Roach
    Warren, Hydralisk Den, Infestation Pit, Spire (mutate into Greater Spire), and
    3 Evolution Chambers. Start with the ground unit upgrades first. When you have
    the extra resources, get the air damage upgrades from the Spire. Build the
    defensive crawler structures early on and be ready to rebuild them as they are
    For your early attacks look to build an army consisting of 15 Roaches, 15
    Hydralisks, and 30 Zerglings. This army will just need to clear the expansion
    area to the east of your base initially. Then get that expansion economy going
    while your army defends.
    Next, will be the bonus objectives on the eastern side of the map. About 5
    Brood Lords, 25 Roaches, 25 Hydralisks, and 50 Zerglings should be enough to
    clear the bases guarding those two bonuses. This will give you some breathing
    room on this side of the map. Move your army back to base and then head
    northwest past Jim Raynor's base to the last bonus objective.
    Raynor's base may need support while you do these things. Arcturus sends air
    armadas at Raynor's location, and eventually the extremely powerful Odin, a
    hero Thor unit. On Normal difficulty he can pretty much defend himself, not on
    Hard difficulty. You may want to save the game here and there. If you find
    yourself far away in combat and Raynor needs help, you can reload from before
    that point and wait for Raynor to be attacked. This will give you a bigger
    window to destroy Dominion bases.
    After the bonus is complete, Raynor is secure, and your army is maxed out, it's
    finally time to wipe the map clean of the remaining Dominion forces. It may
    take a few replacement armies, but you will eventually get all the way to the
    Palace Gate and destroy it. Mission Complete! You are then treated to an
    awesome ending cinematic. Congratulations!
    =====C. Campaign Lists=================================================[CLST]==
    This section lists all of the Mutations and Evolutions from the Evolution Pit,
    powers available to Kerrigan, and units you can unlock in each mission. I also
    included a graph of all the missions in the campaign to give you a better idea
    on the ordering of the missions.
    -----i. Evolution Pit--------------------------------------------------[VLTN]--
    The Armory (unit upgrades) and Laboratory (Zerg/Protoss research) systems from
    Wings of Liberty have been combined into the Evolution Pit for Heart of the
    Swarm. Six of the most common Zerg units can be upgraded and modified here.
    Each unit has three Mutations, these are small upgrades to the base unit
    roughly equivalent to Armory Upgrades in Wings of Liberty. You then have
    Evolutions, which are radical changes to the base unit much like what the
    Laboratory did in Wings of Liberty.
    There are a few key differences between Mutations and Evolutions:
    Each unit has three Mutations. As soon as you unlock the unit, you get access
    to all three of its Mutations. Only one Mutation can be active at a time in a
    mission, but you can switch the active Mutation between missions as much as you
    Like Mutations, Evolutions are unlocked after specific missions. Unlike
    Mutations, your choice of Evolution is final. When you are ready to pick an
    Evolution, you get to do an Evolution Mission that shows off both Evolutions.
    At the end of the mission, you have to make a choice on which one to get. Once
    you've made your decision, it is final for the remainder of that campaign. You
    can read more about the missions in the Evolution Missions section below.
    -----a. Mutations and Evolutions List-----                           --[MTVL]--
    For each unit below, the first row has the Mutations while the second row has
    the Evolutions.
    | Zergling                                 Mutation Unlocks After: Rendezvous |
    |             Evolution Unlocks After: Fire in the Sky or Shoot the Messenger |
    | Hardened Carapace       | Adrenal Overload        | Metabolic Boost         |
    | Gains +10 maximum life, | Attack speed increased  | Movement speed          |
    | an increase of 30%.     | by 50%.                 | increased by 60%.       |
    | Raptor                               | Swarmling                            |
    | Leaps over obstacles and onto        | Spawns in groups of three. Morphs    |
    | targets from range. Deals +2 damage, | almost instantly.                    |
    | an increase of 40%. Can jump up and  |                                      |
    | down cliffs.                         |                                      |
    | Baneling                                 Mutation Unlocks After: Domination |
    |                                       Evolution Unlocks After: Old Soldiers |
    | Corrosive Acid          | Rupture                 | Regenerative Acid       |
    | Increases base attack   | Blast radius increased  | In addition to dealing  |
    | damage dealt to primary | by 50%.                 | damage, Baneling        |
    | target by 100%. Splash  |                         | explosions heal nearby  |
    | damage remains the same.|                         | friendly units and      |
    |                         |                         | structures.             |
    | Splitter                             | Hunter                               |
    | Splits into two Baneling Spawn on    | Leaps over obstacles and onto        |
    | death. Baneling Spawn deal less      | targets at long range. Can jump up   |
    | damage                               | and down cliffs.                     |
    | Roach                            Mutation Unlocks After: Harvest of Screams |
    |                                       Evolution Unlocks After: Enemy Within |
    | Hydriodic Bile          | Adaptive Plating        | Tunneling Claws         |
    | Roach gains +8 damage   | Gains +3 armor when     | Roach can move at full  |
    | vs. light units, and    | Roach's life is under   | speed while burrowed.   |
    | increase of 50%.        | 50%.                    | Life regeneration rate  |
    |                         |                         | increased by 100% while |
    |                         |                         | burrowed.               |
    | Corpser                              | Vile                                 |
    | Spawns two Roachlings if enemy       | Attacks reduce movement and attack   |
    | killed quickly.                      | speed by 75%. Heroic units are       |
    |                                      | reduced by 20%.                      |
    | Hydralisk                       Mutation Unlocks After: Shoot the Messenger |
    |                                            Evolution Unlocks After: Supreme |
    | Frenzy                  | Ancillary Carapace      | Grooved Spines          |
    | When Frenzy is activated| Gain +20 maximum life,  | Attack range increased  |
    | the Hydralisk gain +50% | an increase of 25%.     | to 6, an increase of    |
    | attack speed for 15     |                         | 20%.                    |
    | seconds. Cooldown: 30   |                         |                         |
    | seconds.                |                         |                         |
    | Impaler                              | Lurker                               |
    | Morphs from Hydralisk. Attacks       | Morphs from Hydralisk. Attacks       |
    | single targets while it is burrowed. | multiple enemies while it is         |
    | Effective against armored units.     | burrowed. Effective against light    |
    |                                      | ground units.                        |
    | Mutalisk                         Mutation Unlocks After: Waking the Ancient |
    |                                   Evolution Unlocks After: Hand of Darkness |
    | Vicious Glave           | Rapid Regeneration      | Sundering Glave         |
    | Mutalisk attacks bounce | Mutalisks regenerate 10 | Gains +9 damage vs.     |
    | up to three more times, | life per second while   | armored targets, an     |
    | hitting up to six more  | out of combat. Must     | increase of 100%.       |
    | targets. Bounces deal   | remain out of combat    | Attacks no longer       |
    | increased damage and    | for 5 seconds.          | bounce to additional    |
    | travel further.         |                         | targets.                |
    | Brood Lord                           | Viper                                |
    | Morphs from Mutalisk. Besieges       | Morphs from Mutalisk. Pulls units to |
    | ground targets from long range.      | new locations. Enemies will be       |
    | Attacks spawn Broodlings. Cannot     | stunned for 1 round. Slows enemy     |
    | attack air units.                    | units and prevents them from         |
    |                                      | attacking. Drains life from allied   |
    |                                      | units to restore energy. Can attack  |
    |                                      | air units.                           |
    | Swarm Host                             Mutation Unlocks After: The Crucible |
    |                                         Evolution Unlocks After: Conviction |
    | Burrow                  | Rapid Incubation        | Pressurized Glands      |
    | Allows Swarm Hosts to   | Locusts spawn 20%       | Locusts can attack both |
    | burrow. While burrowed, | faster.                 | ground and air units.   |
    | Swarm Hosts cannot be   |                         |                         |
    | seen by enemies without |                         |                         |
    | detection. Able to      |                         |                         |
    | Spawn Locusts while     |                         |                         |
    | burrowed.               |                         |                         |
    | Carrion                              | Creeper                              |
    | Spawns flying Locusts that can       | Able to Deep Tunnel to any location  |
    | attack ground targets. Flying        | covered by creep. Constantly emits   |
    | Locusts are faster and deal 50% more | creep while rooted or burrowed.      |
    | damage than ground Locusts, but they |                                      |
    | have 25% less life.                  |                                      |
    | Ultralisk                      Mutation Unlocks After: Phantoms of the Void |
    |                                         Evolution Unlocks After: Planetfall |
    | Burrow Charge           | Tissue Assimilation     | Monarch Blades          |
    | Ultralisk burrows and   | Gain life equal to 40%  | Gain +20 splash damage, |
    | charges towards a unit. | of all damage dealt     | an increase of 400%,    |
    | When Ultralisk          | from normal attacks.    | causing attacks to deal |
    | unburrows, all enemy    |                         | 25 damage to both       |
    | units nearby are knocked|                         | primary and secondary   |
    | back and stunned for 2  |                         | targets.                |
    | seconds. Cooldown: 10   |                         |                         |
    | seconds.                |                         |                         |
    | Noxious                              | Torrasque                            |
    | Emits Noxious Cloud that deals 5    | Enters a Chrysalis when killed.      |
    | damage per second to enemy ground    | After a short period, is reborn as a |
    | units. Toxic Blast deals 20 damage   | new Ultralisk. Rebirth cooldown: 60  |
    | to enemy ground units and structures.| seconds.                             |
    | Toxic Blast cooldown: 10 seconds.    |                                      |
    -----b. Evolution Missions-----                                      --[VLTM]--
    Before you can choose an evolution for one of your units, you must do a short
    mission to learn about the two possibilities. These missions are pretty short
    without a lot of story. By the end of the mission you have a good idea how to
    use the new units best. There are a total of 7 Evolution missions. I will not
    provide walkthroughs of these as the missions are basically just tutorials on
    the new units. I do, however, list the mission required to unlock the evolution
    and the objectives. Refer to the chart above for descriptions of the evolved
    -----Zergling Evolution-----
    Required Mission: Fire in the Sky or Shoot the Messenger (whichever you
    complete first)
    New Units: Raptor or Swarmling
    - Collect 4 Karak Essences
    - Destroy the Dominion Outpost
    - Protect the Hive Cluster
    - Destroy the Dominion Base
    -----Baneling Evolution-----
    Required Mission: Old Soldiers
    New Units: Splitter or Hunter
    - Collect 6 Mitoscarab Essences
    - Destroy 4 Protoss Colossi
    - Collect 3 Baneling Survivor Groups
    - Destroy the Planetary Fortress
    -----Roach Evolution-----
    Required Mission: Enemy Within
    New Units: Corpser or Vile
    - Kill the Scantipede
    - Destroy the Protoss
    - Escape the Protoss Lab
    - Eliminate All Protoss
    -----Hydralisk Evolution-----
    Required Mission: Supreme
    New Units: Impaler or Lurker
    - Collect 3 Impaler Colony Essences
    - Morph Impalers
    - Eliminate All Terran Forces
    - Get to the Lurker Den
    - Defend the Lurker Den
    -----Mutalisk Evolution-----
    Required Mission: Hand of Darkness
    New Units: Brood Lord or Viper
    Brood Lord
    - Collect 2 Brood Lord Essences
    - Morph Brood Lords
    - Destroy the Planetary Fortress
    - Destroy All Terran Forces
    -----Swarm Host Evolution-----
    Required Mission: Conviction
    New Units: Carrion or Creeper
    - Consume the Carrion Nest
    - Destroy 2 Nuke Silos
    - Kill the Ash Worm
    - Defend the Hatcheries
    -----Ultralisk Evolution-----
    Required Mission: Planetfall
    New Units: Noxious or Torrasque
    - Escape the Lab
    - Secure the Bridge
    - Destroy the Weapons Facility
    -----ii. Kerrigan------------------------------------------------------[KRRG]--
    In Heart of the Swarm, Sarah Kerrigan is a special hero unit available in all
    missions. While she starts as a fairly powerful Zerg unit, she eventually
    becomes the strongest unit you have. Kerrigan can level-up and gain levels,
    which unlock special powers.
    -----Kerrigan Levels-----
    Kerrigan gains levels for completing both essential mission objectives and
    bonus objectives. Kerrigan does not gain experience points. She just gets
    levels directly from completing objectives. Higher levels increases Kerrigan's
    base stats and unlock more powers.
    Kerrigan Starting Stats
    Life: 300
    Energy: 200
    Damage: 20
    Armor: 0
    Kerrigan Final Stats (Level 70)
    Life: 800
    Energy: 110 (regens at 4x normal rate)
    Damage: 50
    Armor: 3
    I could not figure out a formula for how her stats increase. I think it is
    different for each level. For example, sometimes gaining 2 levels gave her 40
    life, but later she only got 10 life from 2 levels. Her base stats seem to
    increase at a faster rate in the lower levels, her progression slowing down in
    the higher levels. These are the numbers I took down just for reference:
    8 levels = +100 life, +2 damage
    3 levels = +40 life, +1 damage
    1 level = +1 armor
    7 levels = +40 life, +5 damage
    3 levels = +40 life, +1 damage
    2 levels = +20 life, +1 damage
    3 levels = +20 life, +2 damage
    20 levels = +100 life, +10 damage, +2 armor
    3 levels = +30 life, +1 damage
    2 levels = +10 life, +1 damage
    7 levels = +50 life, +2 damage
    11 levels = +50 life, +10 energy, +4 damage
    -----Kerrigan's Powers-----
    A new tier (or row) of powers is unlocked every few levels that Kerrigan gains.
    You can only choose one ability from each tier, but you can change them anytime
    between missions. The third column (furthest to the right) does not appear
    until after you have completed the "Supreme" mission, which is about 12 story
    missions into the game.
    | Level 1                                                                     |
    | Kinetic Blast           | Heroic Fortitude        | Leaping Strike          |
    | Kerrigan deals 300      | Kerrigan gains +200     | Kerrigan leaps to her   |
    | damage to target unit   | maximum life. Life      | target and deals 150    |
    | or structure from long  | regen rate increased by | damage to it. Can be    |
    | range.                  | by 100%.                | used without a target   |
    |                         |                         | to travel quickly.      |
    |                         |                         | Passive: +10 damage     |
    |                         |                         | Passive: -3 attack      |
    |                         |                         | range.                  |
    | Level 1                                                                     |
    | Crushing Grip           | Chain Reaction          | Psionic Shift           |
    | Enemies in target area  | Kerrigan's attacks deal | Kerrigan dashes through |
    | are stunned for 3       | normal damage to her    | enemies, dealing 50     |
    | seconds and take 30     | target then jump to     | damage to all enemies   |
    | damage over time.       | additional nearby       | in her path.            |
    |                         | enemies. Deals 10       | Passive: +50% movement  |
    |                         | damage to up to four    | speed.                  |
    |                         | additional targets.     |                         |
    | Level 10                                                                    |
    | Zergling Reconstitution | Improved Overlords      | Automated Extractors    |
    | Killed Zerglings        | Overlords morph         | Extractors automatically|
    | respawn from your       | instantly and provide   | extract Vespene Gas     |
    | primary Hatchery at no  | 50% more supply.        | without Drones.         |
    | cost. Respawns up to 10 |                         |                         |
    | Zerglings every 30      |                         |                         |
    | seconds until all       |                         |                         |
    | Zerglings have returned |                         |                         |
    | to life.                |                         |                         |
    | Level 20                                                                    |
    | Wild Mutation           | Spawn Banelings         | Mend                    |
    | Friendly Zerg units in  | Kerrigan spawns six     | Heals Kerrigan for 150  |
    | the target area gain    | Banelings with timed    | life and friendly       |
    | +200 maximum life and   | life.                   | biological units nearby |
    | 100% increased attack   |                         | for 50 life. An         |
    | speed for 10 seconds.   |                         | additional 50% of the   |
    |                         |                         | amount healed regens    |
    |                         |                         | over 15 seconds.        |
    | Level 35                                                                    |
    | Twin Drones             | Malignant Creep         | Vespene Efficiency      |
    | Drones morph in groups  | Your units and          | Vespene gas harvesting  |
    | of two at no additional | structures gain         | efficiency increased by |
    | cost and require less   | increased life regen    | 25%.                    |
    | supply.                 | and 30% increased attack|                         |
    |                         | speed on creep. Creep   |                         |
    |                         | Tumors also spread creep|                         |
    |                         | faster and farther.     |                         |
    | Level 50                                                                    |
    | Infest Broodlings       | Fury                    | Ability Efficiency      |
    | Enemies damaged by      | Each attack temporarily | Kerrigan's abilities    |
    | Kerrigan become         | increases Kerrigan's    | have their cooldown and |
    | infested and will spawn | attack speed by 15%.    | energy cost reduced by  |
    | 2 Broodlings with timed | Can stack up to 75%     | 20%.                    |
    | life if killed quickly. | increased attack speed. |                         |
    | Level 60                                                                    |
    | Apocalypse              | Spawn Leviathan         | Drop-Pods               |
    | Deals 300 damage to     | Spawns a mighty flying  | Delivers Primal Zerg    |
    | enemy units and 700     | Leviathan with timed    | with timed life to the  |
    | damage to enemy         | life. Deals massive     | battlefield. Drop-Pods  |
    | structures in a large   | damage and has energy-  | contain 40 Zerglings, 5 |
    | area.                   | based abilities. Can    | Roaches, and 5          |
    |                         | attack ground and air   | Hydralisks.             |
    |                         | units.                  |                         |
    -----iii. Unlocked Units-----------------------------------------------[NLCK]--
    Use these lists if you want to make sure you have a particular unit before
    doing a mission. Basic units are unlocked in regular campaign missions, or
    story missions. Evolution units, on the other hand, are unlocked from Evolution
    missions. However, Evolution missions are unlocked from story missions, so I
    list the story mission that unlocks the Evolution mission.
    | Basic Units | Mission Unlocked In  |
    | Zergling    | Rat Race             |
    | Swarm Queen | Rendezvous           |
    | Baneling    | Domination           |
    | Roach       | Harvest of Screams   |
    | Hydralisk   | Shoot the Messenger  |
    | Aberration  | Old Soldiers         |
    | Mutalisk    | Waking the Ancient   |
    | Swarm Host  | The Crucible         |
    | Ultralisk   | Phantoms of the Void |
    | Evolution Missions              | Unlocked After        |
    | Raptor or Swarmling (Zergling)  | *Fire in the Sky -OR- |
    |                                 | Shoot the Messenger   |
    | Splitter or Hunter (Baneling)   | Old Soldiers          |
    | Corpser or Vile (Roach)         | Enemy Within          |
    | Impaler or Lurker (Hydralisk)   | Supreme               |
    | Brood Lord or Viper (Mutalisk)  | Hand of Darkness      |
    | Carrion or Creeper (Swarm Host) | Conviction            |
    | Noxious or Torrasque (Ultralisk)| Planetfall            |
    *Whichever one you complete first, i.e. your 5th mission.
    -----iv. Missions Graph------------------------------------------------[MSSN]--
    Here is a basic "mapping" of all the missions available in the campaign. It
    helps when planning out which units you want to use in each mission as well as
    the Mutations and Evolutions you want for them. You can't plan if you don't
    know what you will have access to at any single point.
           UMOJA                      Lab Rat
                                 Back in the Saddle
                              |                     |
           CHAR          Domination        Harvest of Screams          KALDIR
                              |                     |
                       Fire in the Sky     Shoot the Messenger
                              |                     |
                      Zergling Evolution    Zergling Evolution
                              |                     |
                        Old Soldiers           Enemy Within
                              |                     |
                      Baneling Evolution     Roach Evolution
                              |                     |
           ZERUS                 Waking the Ancient
                                   The Crucible
                                Hydralisk Evolution
                              |                     |
            SKYGEIRR       Infested      With Friends Like These...     SPACE
                              |                     |
                       Hand of Darkness        Conviction
                              |                     |
                      Mutalisk Evolution   Swarm Host Evolution
                              |                     |
                     Phantoms of the Void           |
                              |                     |
             KORHAL                  Planetfall
                                Ultralisk Evolution
                                  Death From Above
                                   The Reckoning
    For the most part you must complete all branches before continuing. There is an
    exception for Char and Kaldir. Completing one of those branches will unlock
    Zerus immediately, so you can choose to do Zerus or the planet you skipped
    before. Char, Kaldir, and Zerus must all be completed before Skygeirr or Space
    missions become available.
    Zergling Evolution can only be completed once, after your 5th mission.
    Evolution missions are optional. You can put them off as long as you want. You
    could even choose not evolve at all for the entire game for a nice challenge.
    |---- VII. MULTIPLAYER AND BATTLE.NET CHANGES -------------------------[MLTP]-|
    Blizzard added a bunch of new features to Battle.net for the Heart of the Swarm
    expansion. Most of these features are available to players without the
    expansion -- those who just own Wings of Liberty -- but a few are Heart of the
    =====A. Revamped Progression===========================================[RVMP]==
    First up, is a revamped progression for multiplayer. In the previous interface,
    the focus was clearly on playing ranked games. Unfortunately, most players were
    more casual and not looking for ultra competitive games. Others just did not
    know where to start. They knew they weren't good enough to play ranked games
    yet, but didn't know how to get better. Well, Blizzard has redone the core
    interface to show a more clear progression that goes from just starting
    multiplayer all the way to veteran. These four game modes are also available to
    Wings of Liberty players.
    Training mode plays much like a regular melee game against AI players, except
    it gives players a set of basic objectives on how to play their chosen race. It
    tells the player when to build supply buildings or units to prevent supply
    block. It also lets them know not to save resources by constantly telling them
    what units and buildings to spend them on. After playing this mode awhile,
    players will have a good idea how each race works and have a basic build order
    to follow.
    Versus A.I.
    The next step in progression is Versus A.I. This is the old Cooperative vs.
    A.I. mode, just renamed. You alone or with other human players can play against
    computer players. There are several A.I. difficulties, but the game chooses the
    appropriate one based on your performance in previous games. For example,
    wining a lot against a Hard A.I. will prompt Battle.net to put you against a
    Harder A.I. So whenever your skill gets better or worse, it is changing the
    A.I. difficulty to ensure you always have a good game.
    This is a brand new game mode not available before Heart of the Swarm (or patch
    2.0.4 with Wings of Liberty). In the past many players explained that playing
    games against other real players made them nervous. They feared they would lose
    a game, lose ranking, and get bad marks on their profile. They didn't want to
    look bad to other players. Some players just wanted to practice an alternate
    race without hurting their record with their main race. Blizzard heard these
    complaints and created Unranked mode. This is a great sandbox mode just to have
    fun in, similar to Versus A.I. but against real players.
    This mode was called League before. It functions exactly as it did before.
    There are the same seven leagues (Bronze, Silver, Gold, Platinum, Diamond,
    Master, Grandmaster) and the same divisions of 100 players (except
    These new game modes do not have to be done in order. They give new players a
    clear path to follow, but veterans can go straight into Ranked games if they
    want. You have the freedom and the choice to do what you want. Maybe you are
    new and do a few Training games, then go straight into Unranked, or maybe you
    go straight to Ranked, find it a little too much and try Versus A.I. It's all
    up to you.
    -----i. Experience and Levels------------------------------------------[XPRN]--
    Along with a more clear progression from beginner to veteran, Blizzard also
    added a leveling system to the game. This is only available to those who have
    bought Heart of the Swarm. You get experience points from all games played in
    the Matchmaking area of Battle.net. You also get experience from Custom Games
    on Official Blizzard Maps (except when playing offline).
    Experience and levels are designed to be a more long-term progression for
    players than the four game modes above. In Wings of Liberty, you didn't have a
    lot of reasons to keep playing once you reached the limits of your skills, but
    in Heart of the Swarm, you can keep playing, gain more levels, and unlock
    little rewards.
    -----a. Gaining Experience Points-----                               --[GNNG]--
    At the end of each match, experience points are awarded for the following
    Resources Spent - The resource value (Minerals + Vespene) of all units and
    structures created in the match as well as all upgrades fully researched. For
    example, a Roach costs 75 Minerals and 25 Vespene, so making one in a game
    gives 100 xp.
    Units Destroyed - The resource value (Minerals + Vespene) of all enemy units
    and structures destroyed in the match.
    Game Length Bonus - Blizzard gives a bonus for shorter games. I don't know the
    reasoning, but I think it is so players are not discouraged by quick losses. As
    an example, a 10 minute game gives you around +50% xp.
    In addition, there are some extra bonuses you can get without having to do
    anything special:
    First Win of the Day - Your first win of the day with each race gives you +
    100,000 XP with that race. You can get this bonus once per race, for a total of
    three times per day.
    Bonus Weekend - Periodically, Blizzard will run a Bonus Weekend. During the
    weekend, you get a nice percentage bonus to your experience gains, such as
    double (+100%) experience. This stacks additively with the Game Length Bonus.
    The following table lists how many experience points are required per level:
    +----+------------+     +----+------------+     +----+------------+
    | Lv | Experience |     | Lv | Experience |     | Lv | Experience |
    +----+------------+     +----+------------+     +----+------------+
    |  1 |     5000   |     | 11 |   155000   |     | 21 |   190000   |
    |  2 |    45000   |     | 12 |   160000   |     | 22 |   192500   |
    |  3 |    65000   |     | 13 |   165000   |     | 23 |   195000   |
    |  4 |    85000   |     | 14 |   170000   |     | 24 |   197500   |
    |  5 |   105000   |     | 15 |   175000   |     | 25 |   200000   |
    |  6 |   125000   |     | 16 |   177500   |     | 26 |   202500   |
    |  7 |   135000   |     | 17 |   180000   |     | 27 |   205000   |
    |  8 |   140000   |     | 18 |   182500   |     | 28 |   207500   |
    |  9 |   145000   |     | 19 |   185000   |     | 29 |   210000   |
    | 10 |   150000   |     | 20 |   187500   |     | 30 |   212500   |
    +----+------------+     +----+------------+     +----+------------+
    | Lv | Experience |
    | 31 |   215000   |
    | 32 |   217500   |
    | 33 |   220000   |
    | 34 |   222500   |
    | 35 |   225000   |
    Read: At level 0, I need 5000 experience points to get to level 1.
    Another example: At level 26, I need 205000 experience points to get to level
    * Each race has its own experience and levels, so you have to gain levels 1 to
    35 three times if you want all races at max level.
    * You start at level 0 with each race, not level 1, and each time you gain a
    level your experience total goes back to 0.
    * The total experience for one race getting to max level 35 is 5,850,000.
    Getting all races to the max level would require 17,550,000 experience points.
    * Queuing up as Random gives you experience for the race that Battle.net chose
    for you that game.
    -----b. Rewards for Leveling Up-----                                 --[RWRD]--
    In addition to new portraits and decals, two new sets of rewards are given
    based on gaining levels: Skins and Animations.
    Skins are similar to decals but more full fledged. On a Marine, a Decal will be
    hard to notice, but a different Skin is very noticeable. Both Buildings and
    Units can be modified by Skins. There are only a few skins so far, mostly from
    gaining levels and a few from buying Collector's Editions. Blizzard will
    probably add more over time.
    These are slash commands you can enter to have your units perform little
    animations. So far they are all dance animations. The base game, Wings of
    Liberty, already came with a number of dance animations. For other units you
    can unlock a dance animation by gaining levels.
    Here are the awards you get for gaining levels with each race:
    | Lv | Type      | Zerg            | Terran                | Protoss          |
    |  2 | Decal     | Drone           | Civilian              | Initiate         |
    |  3 | Portrait  | Zergling        | Marine                | Zealot           |
    |  4 | Decal     | Broodling       | Recruit               | Neophyte         |
    |  5 | Portrait  | Roach           | Marauder              | Stalker          |
    |  7 | Decal     | Predator        | Marshall              | Adept            |
    |  8 | Portrait  | Hydralisk       | Hellbat               | Sentry           |
    |  9 | Decal     | Alpha           | Vigilante             | Mentor           |
    | 10 | Animation | Overlord /dance | MULE /dance           | Stalker /dance   |
    | 11 | Portrait  | Locust          | Widow Mine            | Immortal         |
    | 13 | Decal     | Slayer          | Renegade              | Instructor       |
    | 14 | Portrait  | Swarm Host      | Medivac               | Oracle           |
    | 15 | Animation | Roach /dance    | Viking /dance         | Oracle /dance    |
    | 16 | Decal     | Ravager         | Mercenary             | Master           |
    | 17 | Portrait  | Infestor        | Banshee               | High Templar     |
    | 19 | Decal     | Devouring One   | Soldier               | Templar          |
    | 20 | Skin      | Mutant Overlord | Mercenary Supply Depot| Judicator Pylon  |
    | 21 | Portrait  | Viper           | Ghost                 | Tempest          |
    | 22 | Decal     | Hunter Killer   | Officer               | Praetor          |
    | 23 | Portrait  | Brood Lord      | Thor                  | Colossus         |
    | 25 | Animation | Infestor /dance | Ghost /dance          | Colossus /dance  |
    | 26 | Decal     | Torrasque       | Commander             | Dark Prelate     |
    | 27 | Portrait  | Ultralisk       | Battlecruiser         | Carrier          |
    | 28 | Decal     | Brood Master    | Son of Korhal         | Executor         |
    | 29 | Portrait  | Kerrigan        | Raynor                | Zeratul          |
    | 30 | Skin      | Mutant Zergling | Mercenary Marine      | Judicator Zealot |
    | 32 | Decal     | Carbot Protoss  | Carbot Protoss        | Carbot Protoss   |
    |    | Decal     | Carbot Terran   | Carbot Terran         | Carbot Terran    |
    |    | Decal     | Carbot Zerg     | Carbot Zerg           | Carbot Zerg      |
    | 35 | Skin      | Carbot Zergling | Carbot Marine         | Carbot Zealot    |
    * Some of these portraits have similar names to old ones, but they are new
    portraits. For example, the old Zergling is an orangey color while the new one
    is more purplish.
    * Levels 1, 6, 12, 18, 24, 31, 33, and 34 have no rewards associated with them.
    =====B. New Social Features============================================[NWSC]==
    One of the biggest complaints of Battle.net 2.0 over the years was the lack of
    social features. At launch it didn't even have chat channels. Blizzard has
    slowly been improving it over the years. The latest additions are Groups and
    Clans. In many ways these are just more organized and prominent chat channels,
    but Blizzard plans to add more features to them over time.
    A new "Groups" menu has been added to the bottom bar of Battle.net to manage
    your Groups. You can see all the Groups you are a member of, find more Groups,
    or create your own.
    Groups are a new concept not in Blizzard's other RTS games. The idea behind a
    group is for players to find similar interests and form groups around them.
    These interests can be anything. It could be a fansite and its readers, maybe a
    popular esports commentator or even a group for all your work employees that
    play the game. You can be a member of up to 30 groups. In Patch 2.1, groups can
    add a custom image for their group icon. This image will show on your group
    info pages and when your group appears in search results.
    Clans are a special type of Group. You can only be in one Clan at a time, but
    you get a fancy tag before your name. This is a great way for teams to have a
    common name, especially the pro teams. Other people watching the game or
    playing against them will have a better idea who they are. Blizzard has said
    they want to give Clans the ability create their own tournaments eventually as
    well, but Patch 2.1 did add the ability to create events. Events let everyone
    in the clan know when and what the clan plans to do, rather than having to use
    a website for everything.
    Patch 2.1 also added the ability to upload a small image for a custom clan
    image. This image appears on your clan info pages, besides your clan tag in
    chat, and on multiplayer loading screens. Clans can also create a special clan
    decal. This special decal appears beside your Command Centers, Hatcheries, or
    Nexuses. It does not override your normal decal set in the Rewards area of your
    profile. Both the clan decal and the reward decal are displayed. Also, the
    image colors are be preserved. For example, if the image has green and blue
    colors, your Zerg clan decal will show green and blue. This makes clan decals
    really popout in the game.
    =====C. Improved Replay Mode===========================================[MPRV]==
    While the existing replay system in Wings of Liberty was good, Blizzard got a
    lot of suggestions to improve it. A couple of these will be very nice for the
    average player while a couple are mainly for esports. These are what I would
    call "quality-of-life" changes. They are little things you don't realize how
    nice they are until you have used them for a while and gotten used to them.
    Group Viewing
    Despite Battle.net 2.0 being newer, there were some features in the old
    Battle.net that it still didn't have. One of them was being able to view
    replays together with friends. Now it can be done in Starcraft 2 also. When you
    go to view a replay, you get taken to a lobby screen where you can invite your
    friends. Once everyone you want is in the lobby, you can start the replay.
    Everyone can see things happen at the same time and chat together as if they
    were playing the game.
    Take Command
    During any replay, you can now click on a button in the replay interface to
    switch the game from being a replay to being a regular game. This allows you to
    take over and start the game right from that spot in the same exact state. You
    can do this both with solo replay viewing and with group viewing. A solo viewer
    might want to take over from a pro player in the replay and see if they could
    have done better. A group viewing a replay can assign each viewer to a player
    in the game and experience the ensuing chaos. Overall, it lets you try out all
    those "what if" scenarios to see what would happen.
    Custom Interface
    This is mainly for esports broadcasters and YouTube commentators. They can now
    modify the replay interface. There is an edit mode within the game using
    hotkeys to changes things around, but you can also access the game files
    directly to change the interface. This opens up the possibility for the big
    broadcasters to add custom graphics and branding to the live picture. It
    probably won't be that useful for the average player, but anything to make the
    esports look more professional is great.
    Recover Game
    This is another feature for esports. During any custom game if a player
    disconnects or the server crashes, the game can be restarted exactly from the
    moment it stopped. One of the problems with Starcraft 2 tournaments is that the
    game has no LAN mode. Everything has to go through the internet. It's usually
    reliable but not always. The more integrity esports tournaments have, the
    higher chance they will become popular or gain viewership.
    |---- VIII. NEW ACHIEVEMENTS ------------------------------------------[CHVM]-|
    Heart of the Swarm adds a whole new category of achievements for its campaign.
    I am not going to list those old achievements, but I will note the one major
    change: all the achievements that required Solo or Team League play can now be
    obtained through Unranked matches. That should help players that were nervous
    about losing ranking to finally get some of the Wings of Liberty portraits.
    Completing achievements almost always awards points, but sometimes you can also
    unlock new portraits and decals to use. In your profile you can see all the
    rewards you have unlocked and choose which ones to use to customize the look of
    your army.
    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. This applies both
    in-game and on the forums. Some people like to use a portrait that was hard to
    obtain to show how good they are at the game. Others like to use a newbie
    portrait to hide their skill at the game.
    This is a little insignia on some of your ingame units and buildings. Your
    decals will show up in your game replays as well.
    You can read more about these in the Experience and Levels section above. Only
    a few achievements give skins as rewards, Feats of Strength for buying a
    Collector's Edition.
    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
    Reward: Special rewards you might get like portraits and decals.
    =====A. Swarm Campaign==1520p==========================================[SWRM]==
    These are all earned in the Heart of the Swarm 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 Normal difficulty, it can be
    earned on Normal as well as Hard or Brutal difficulty. This means if you play
    missions on Brutal, you are eligible for every achievement. Most achievements
    will be awarded in the middle of the mission, but some of them require you to
    go to the victory screen first.
    -----i. Umoja Missions--120p-------------------------------------------[AMJM]--
    -----Lab Rat--10p
    Complete the "Lab Rat" mission in the Heart of the Swarm campaign.
    -----Mighty Mouse--10p
    Destroy 35 Sentry Bots in the "Lab Rat" mission.
    -----Rat Race--10p
    Complete the "Lab Rat" mission in less than 10 minutes on Normal difficulty.
    -----Back in the Saddle--10p
    Complete the "Back in the Saddle" mission in the Heart of the Swarm campaign.
    -----Full Throttle--10p
    Prevent the Dominion from destroying a Tram Engine during the Tram Ride in the
    "Back in the Saddle" mission.
    -----Back in the Saddle--10p
    Don't take damage from Archangel in the "Back in the Saddle" mission on Normal
    Complete the "Rendezvous" mission in the Heart of the Swarm campaign.
    -----First Strike--10p
    Destroy 15 enemy structures before Naktul's forces arrive in the "Rendezvous"
    -----Zerg Save the Queen--10p
    Rescue all trapped Swarm Queens before Naktul's forces arrive in the
    "Rendezvous" mission on Normal difficulty.
    -----Bonus Objectives: Umoja--10p
    Complete all Bonus Objectives in each of the Umoja Missions.
    -----Umoja Missions--20p
    Complete all of the above Umoja mission achievements.
    -----ii. Char Missions--120p-------------------------------------------[ACHR]--
    Complete the "Domination" mission in the Heart of the Swarm campaign.
    -----Poached Eggs--10p
    Hatch all 6 Baneling Nests in the "Domination" mission before collecting 100
    -----No Egg for You--10p
    Don't let Zagara collect an Egg in the "Domination" mission on Normal
    -----Fire in the Sky--10p
    Complete the "Fire in the Sky" mission in the Heart of the Swarm campaign.
    -----Red Alert--10p
    Don't let 5 units die to the Gorgon Battlecruiser in the "Fire in the Sky"
    -----Conquer & Command--10p
    Destroy 3 Orbital Command structures in the "Fire in the Sky" mission on Normal
    -----Old Soldiers--10p
    Complete the "Old Soldiers" mission in the Heart of the Swarm campaign.
    -----Nuclear Launch Rejected--10p
    Destroy 20 enemy structures before the 1st Nuclear Strike in the "Old
    Soldiers" mission.
    -----Recalled Down the Thunder--10p
    Complete the "Old Soldiers" mission in less than 20 minutes on Normal
    -----Bonus Objectives: Char--10p
    Complete all bonus objectives in each of the Char Missions.
    -----Char Missions--20p
    Complete all of the above Char mission achievements.
    -----iii. Kaldir Missions--120p----------------------------------------[AKLD]--
    -----Harvest of Screams--10p
    Complete the "Harvest of Screams" mission in the Heart of the Swarm campaign.
    -----Ice Breaker--10p
    Destroy 20 unfrozen enemy structures in the "Harvest of Screams" mission.
    -----Storm Chaser--10p
    Complete the "Harvest of Screams" mission in less than 15 minutes on Normal
    -----Shoot the Messenger--10p
    Complete the "Shoot the Messenger" mission in the Heart of the Swarm campaign.
    -----Warp in Peace--10p
    Don't let a Protoss Shuttle begin Warping Out in the "Shoot the Messenger"
    -----Extreme Nexism--10p
    Destroy 2 Protoss Nexuses in the "Shoot the Messenger" mission on Normal
    -----Enemy Within--10p
    Complete the "Enemy Within" mission in the Heart of the Swarm campaign.
    -----Biomass Effect--10p
    Collect 450 biomass in the "Enemy Within" mission.
    -----Failure to Launch--10p
    Don't let an Escape Pod reach less than 20 seconds in the "Enemy Within"
    mission on Normal difficulty.
    -----Bonus Objectives: Kaldir--10p
    Complete all bonus objectives in each of the Kaldir Missions.
    -----Kaldir Missions--20p
    Complete all of the above Kaldir mission achievements.
    -----iv. Zerus Missions--120p------------------------------------------[AZRS]--
    -----Waking the Ancient--10p
    Complete the "Waking the Ancient" mission in the Heart of the Swarm campaign.
    -----A Game of Drones--10p
    Don't lose more than 3 Drones in the "Waking the Ancient" mission.
    -----Rude Awakening--10p
    Kill 4 Primal Hives in the "Waking the Ancient" mission on Normal difficulty.
    -----The Crucible--10p
    Complete "The Crucible" mission in the Heart of the Swarm campaign.
    -----Epic Meal Time--10p
    Kill 75 enemy units with Primal Spawn Locusts in "The Crucible" mission.
    -----Can't Touch This Chrysalis--10p
    Complete "The Crucible" mission without Kerrigan's Chrysalis taking damage on
    Normal difficulty.
    Complete the "Supreme" mission in the Heart of the Swarm campaign.
    -----Endangered Species--10p
    Kill 500 enemy units with Kerrigan in the "Supreme" mission.
    -----Queen of the Jungle--10p
    Complete the "Supreme" mission without letting Kerrigan drop below 100 life on
    Normal difficulty.
    -----Bonus Objectives: Zerus--10p
    Complete all bonus objectives in each of the Zerus Missions.
    -----Zerus Missions--20p
    Complete all of the above Zerus mission achievements.
    -----v. Skygeirr Missions--120p----------------------------------------[ASKG]--
    -----Just Getting Inside--10p
    Complete the "Infested" mission in the Heart of the Swarm campaign.
    -----Master of Puppets--10p
    Kill 60 enemy units with Parasitic Dominated Terran units in the "Infested"
    -----Spreading the Disease--10p
    Infest all Garrisons without losing a Virophage in the "Infested" mission on
    Normal difficulty.
    -----Hand of Darkness--10p
    Complete the "Hand of Darkness" mission in the Heart of the Swarm campaign.
    -----Shattered Command--10p
    Destroy 2 Command Centers in the "Hand of Darkness" mission.
    -----Power Underwhelming--10p
    Destroy 3 Hybrid Holding Cells before the Hybrid are released in "Hand of
    Darkness" on Normal difficulty.
    -----Phantoms of the Void--10p
    Complete the "Phantoms of the Void" mission in the Heart of the Swarm campaign.
    -----The Phantoms Menaced--10p
    Kill 2 Hybrid within 20 seconds of each other in the "Phantoms of the Void"
    mission in Normal difficulty.
    -----Stukov Strikes Back--10p
    Don't let Stukov die in the "Phantoms of the Void" mission.
    -----Bonus Objectives: Skygierr--10p
    Complete all bonus objectives in each of the Skygierr Missions.
    -----Skygierr Missions--20p
    Complete all of the above Skygierr mission achievements.
    -----vi. Space Missions--90p-------------------------------------------[ASPC]--
    -----With Friends Like These...--10p
    Complete the "With Friends Like These..." mission in the Heart of the Swarm
    Collect every mineral pickup with the Hyperion in the Complete the "With
    Friends Like These..." mission.
    -----Space Ace--10p
    Don't let a Mag Mine hit the Hyperion in the "With Friends Like These..."
    mission on Normal difficulty.
    Complete the "Conviction" mission in the Heart of the Swarm campaign.
    -----Staying Alive--10p
    Prevent Kerrigan's life from dropping below 50% in the "Conviction" mission.
    -----Saturday Night Fever--10p
    Reach the Prison Deck with Kerrigan in less than 8 minutes in the "Conviction"
    mission on Normal difficulty.
    -----Bonus Objectives: Deep Space--10p
    Complete all bonus objectives in each of the Space Missions.
    -----Deep Space Missions--20p
    Complete all of the above Space mission achievements.
    -----vii. Final Missions--120p-----------------------------------------[AFNL]--
    Complete the "Planetfall" mission in the Heart of the Swarm campaign.
    -----Fully Operational--10p
    Don't lose a Bile Launcher in the "Planetfall" mission.
    -----Death Start--10p
    Destroy 3 Augustgrad Gates before the 5th Bile Launcher lands in the
    "Planetfall" mission on Normal difficulty.
    -----Death From Above--10p
    Complete the "Death From Above" mission in the Heart of the Swarm campaign.
    -----Terran Up the Sky--10p
    Destroy 20 enemy structures before the 2nd Psi Destroyer field activation in
    the "Death From Above" mission.
    -----Apex Predator--10p
    Don't let Dehaka die while destroying a Power Link in the "Death From Above"
    mission on Normal difficulty.
    -----The Reckoning--10p
    Complete "The Reckoning" mission in the Heart of the Swarm campaign.
    -----Swarm Guardian--10p
    Prevent the Hyperion from taking damage in "The Reckoning" mission.
    -----Zerg Rush--10p
    Complete "The Reckoning" mission in less than 25 minutes on Normal difficulty.
    -----Bonus Objectives: Final--10p
    Complete all bonus objectives in each of the Final Missions.
    -----Final Missions--20p
    Complete all of the above Final mission achievements.
    -----viii. Story Mode--350p--------------------------------------------[STRY]--
    -----Umoja Missions--10p
    Complete the Umoja missions in the Heart of the Swarm campaign.
    Reward: Prince Valerian Portrait
    -----Char Missions--10p
    Complete the Char missions in the Heart of the Swarm campaign.
    Reward: Zagara Portrait
    -----Kaldir Missions--10p
    Complete the Kaldir missions in the Heart of the Swarm campaign.
    Reward: Lasarra Portrait
    -----Zerus Missions--10p
    Complete the Zerus missions in the Heart of the Swarm campaign.
    Reward: Dehaka Portrait
    -----Skygeirr Missions--10p
    Complete the Skygeirr missions in the Heart of the Swarm campaign.
    Reward: Infested Stukov Portrait
    -----Space Missions--10p
    Complete the Umoja missions in the Heart of the Swarm campaign.
    Reward: Mira Horner Portrait
    -----Heart of the Swarm--10p
    Complete the Heart of the Swarm campaign.
    Reward: Primal Queen Portrait
    On Char, teach Zagara what it means to be the ruler of the Swarm.
    -----Xel'Naga Secrets--10p
    Discover the true purpose of the Xel'Naga Artifact while at the Skygeirr
    -----Judgement Day--10p
    Discover Zeratul's next destination.
    Click on each object viewable from the Leviathan.
    Reward: Izsha Portrait
    -----Fashion Statement--10p
    Show off your new look to the following characters [Izsha, Abathur, Zurvan].
    -----For the Swarm!--10p
    Mutate each Zerg unit in the Evolution Pit.
    -----Abathur's Cookbook--10p
    Complete all the Evolution missions.
    Reward: Abathur Portrait
    -----Rally the Troops--10p
    Speak to the following characters before assaulting Mengsk's Palace on Korhal
    [Abathur, Zagara, Dehaka, Stukov, Izsha].
    -----Kerrigan Power--70p
    Gain levels with Kerrigan in the Heart of the Swarm Campaign.
    Ranks: 10, 20, 30, 40, 50, 60, 70
    Reward: Ghost Kerrigan Portrait (70)
    -----Heart of the Swarm: Normal--40p
    Complete Heart of the Swarm campaign missions on Normal difficulty.
    Ranks: 5, 10, 15, 20
    -----Heart of the Swarm: Hard--40p
    Complete Heart of the Swarm campaign missions on Hard difficulty.
    Ranks: 5, 10, 15, 20
    Reward: Zurvan Portrait
    -----Heart of the Swarm: Brutal--40p
    Complete Heart of the Swarm campaign missions on Brutal difficulty.
    Ranks: 5, 10, 15, 20
    Reward: Narud Portrait
    -----Swarm Domination--10p
    Complete all Kerrigan Level, Army mutation, and Evolution mission achievements.
    -----ix. Kerrigan--170p------------------------------------------------[AKRR]--
    -----Smoking Corpses--10p
    Kill 50 enemy units or structures with Kinetic Blast.
    -----Leaping Death--10p
    Deal 15,000 damage with Leaping Strike.
    -----Get a Grip--10p
    Target and hit 150 enemy units with Crushing Grip.
    Deal 5,000 damage with Chain Reaction.
    -----Shifted Priorities--10p
    Deal 5,000 damage with Psionic Shift.
    -----Endless Swarm--10p
    Reconstitute 500 Zerglings with Zergling Reconstitution.
    -----Where the Wild Things Are--10p
    Target and hit 100 friendly units with Wild Mutation.
    -----So Many Banelings!--10p
    Kill 100 enemy units or structures with Spawn Broodlings.
    -----Worker Rush--10p
    Morph 36 sets of Drones with the Twin Drones ability active.
    Kill 100 enemy units with the Infest Broodlings ability active.
    -----To The Limit--10p
    Maintain Kerrigan's Fury for 60 seconds with Fury.
    Use 4 abilities within 10 seconds with Ability Efficiency.
    -----Air Drop--10p
    Use Drop-Pods 3 times in a single mission.
    -----Release The Kraken--10p
    Use a Leviathan to kill 25 enemy units or structures in a single mission.
    -----Apocalypse Now--10p
    Use Apocalypse to kill 150 enemies or structures in a single mission.
    -----Kerrigan Domination--20p
    Complete all the above Kerrigan achievements.
    -----x. Mastery--190p--------------------------------------------------[MSTR]--
    -----Mad Dash--10p
    Destroy 3 Factories in the "Lab Rat" mission in less than 10 minutes on Hard
    -----Nick of Time--10p
    Complete "Back in the Saddle" with more than 40 seconds on each lockdown on
    Hard difficulty.
    -----Premature Evacuation--10p
    Destroy all Dominion Structures in the "Rendezvous" mission before Naktul's
    brood arrives on Hard difficulty.
    Destroy Zagara's base in the "Domination" mission in less than 14 minutes on
    Hard difficulty before collecting 100 eggs.
    -----Going, Going, Gorgon!--10p
    Destroy 4 Gorgon Battlecruisers within 120 seconds in the "Fire in the Sky"
    mission on Hard difficulty.
    -----Home Wrecker--10p
    Destroy the Planetary Fortress in the "Old Soldiers" mission before the nuclear
    strike on Hard difficulty.
    -----Psi-lence is Golden--10p
    Complete all objectives in less than 12 minutes in the "Harvest the Screams"
    mission on Hard difficulty.
    -----My Cool Bay Explosions--10p
    Destroy all 3 Protoss Docking Bays in the "Shoot the Messenger" mission on Hard
    -----Monster Smash--10p
    Kill 15 units with the Giant Ursadon in the "Enemy Within" mission on Hard
    Don't let Brakk destroy any Biomass in the "Waking the Ancient" mission on Hard
    -----Short Life Expectancy--10p
    Kill the Tyrannozor in under 1 minute after it appears in "The Crucible"
    mission on Hard difficulty.
    -----Whose Queen Reigns Supreme?--10p
    Complete the "Supreme" mission in less than 12 minutes on Hard difficulty.
    -----Once, Twice, Three Times Malady--10p
    Complete the "Infested" mission before the Dominion Gas the Platform a 3rd time
    on Hard difficulty.
    -----Dominion Domination--10p
    Kill 3 Hybrid Dominators with Terran units in the "Hand of Darkness" mission on
    Hard difficulty.
    Destroy all Protoss structures in the "Phantoms of the Void" mission on Hard
    -----Ludicrous Speed!--10p
    Complete the "With Friends Like These..." mission in less than 11 minutes on
    Hard difficulty.
    -----Fast Break--10p
    Complete the "Conviction" mission in less than 10 minutes on Hard difficulty.
    -----Crash The Party--10p
    Destroy all Dominion structures in the "Planetfall" mission before the 5th Bile
    Launcher lands on Hard difficulty.
    -----Speed Bump--10p
    Destroy the Odin in "The Reckoning" mission before Mengsk sends it at Raynor on
    Hard difficulty.
    =====G. Feats of Strength==============================================[FTFS]==
    The beta achievements say level 30, but Blizzard actually reduced the
    requirement to level 5 with each race.
    -----Devoted Fan-----
    Purchase the Starcraft 2 Collector's Edition.
    New Rewards: Collector's Edition Thor Skin (can now switch between normal and
    special skin)
    -----HeartCore Devotion-----
    Purchase the Starcraft 2 Heart of the Swarm Collector's Edition.
    Rewards: Overlord of Terror Portrait, Night Elf Queen Portrait, Infested
    PanTerran Portrait, Kerrigan's Brood Decal, Annihilators Decal, Khalai Caste
    Decal, Tal'darim War Crest Decal, Collector's Edition Ultralisk Skin (can
    select between normal and special skin)
    -----Heart of the Swarm Beta Protoss Level 30-----
    Reached Level 30 as Protoss in the Heart of the Swarm Beta.
    Reward: Beta 30 Tempest Portrait
    -----Heart of the Swarm Beta Terran Level 30-----
    Reached Level 30 as Terran in the Heart of the Swarm Beta.
    Reward: Beta 30 Warhound Portrait
    -----Heart of the Swarm Beta Zerg Level 30-----
    Reached Level 30 as Zerg in the Heart of the Swarm Beta.
    Reward: Beta 30 Viper Portrait
    -----15 Years of StarCraft II!-----
    Play a game of StarCraft 2 during the 15th anniversary celebration.
    Rewards: 15 Year Terran Portrait, 15 Year Protoss Portrait, 15 Year Zerg
    -----Spawning Pool Party-----
    Play a game of StarCraft II while in a party of Spawned players.
    Reward: Spawning Pool Party Portrait
    -----You Got Schooled-----
    Win 5 games of StarCraft II or Arcade during the 2013 Back-to-School promotion.
    Reward: Professor Zeratul Portrait, Geek Raynor Portrait, Cheerleader Kerrigan
    -----BlizzConquerer 2013-----
    Purchase tickets to Blizzard's convention taking place in Anaheim, California
    on November 8 & 9, 2013.
    Rewards: Tearin' Stiches Portrait, Stiches' Hook Decal
    |----- IX. CHEAT CODES ------------------------------------------------[SCRT]-|
    Starcraft 2: Heart of the Swarm has many cheat codes available for players to
    have fun with. Just press enter to bring up the chat box. Then, type in one of
    the cheats below. 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.
    These cheats only work in the single player Campaign or in Offline Custom Games
    vs. AI players. Some Campaign cheats only work on the Leviathan.
    | General Cheats              | Effect                                        |
    | WhatIsBestInLife            | Instant Victory.                              |
    | LetsJustBugOutAndCallItEven | Instant Defeat.                               |
    | TookTheRedPill              | Disables Fog of War.                          |
    | Bunker55AliveInside         | Disables the need for Supply (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.                                    |
    | IAmIronMan                  | Instantly adds all Upgrades to all units and  |
    |                             | structures. Weapon/armor require 3 uses.      |
    | 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                | Shortcut to Infestation Pit (Swap Mutations). |
    | LeaveYourSleep              | Shortcut to Mission Archives with a Little    |
    |                             | More Information.                             |
    | EyeOfSauron                 | Allows Access to all Cinematics.              |
    | HoradricCube                | Shortcut to Kerrigan Page (Swap Kerrigan      |
    |                             | Powers).                                      |
    |----- 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: How many units does Heart of the Swarm add to the game?
    A: Zerg and Terran both get 2 new units in multiplayer. Protoss gets 3 new
    units in multiplayer. Zerg also gets many additional "evolutions" to their core
    units that are only available in the campaign.
    Q: When was Heart of the Swarm released?
    A: It was released worldwide on March 12, 2013.
    Q: What is the level cap for each race on Battle.net?
    A: The level cap is 30 for each race. Your portrait shows the total of all
    three races, so it can go up to 90.
    Q: What are levels for each race used for?
    A: You can unlock Portraits, Decals, and other cosmetic rewards for getting to
    certain levels with each race. Levels do not give any gameplay advantage. They
    are simply for the more casual players to get something out of putting time
    into the game.
    Q: Which game modes in Heart of the Swarm give experience points?
    A: You gain experience points from all game modes in "Matchmaking", including
    Team play. You also gain experience points in Custom Games but only if you play
    on Blizzard official maps in online mode (the default).
    Q: How do I find out my character code?
    A: The easiest way is to go to your friends list in Starcraft 2 and view the
    Add Character Friend panel. You can also, on the official Starcraft 2 website,
    login and float your mouse over your portrait.
    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. Their
    team, an Arranged Team, has a shared rating. 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 are Real ID and BattleTags?
    A: These are special friends list features. It allows friends to chat with each
    other across Blizzard games (World of Warcraft, Starcraft 2, Diablo 3) and see
    more information about what the person is doing in those games, for example,
    server and location in WoW. Real ID shows each others real names while
    BattleTags lets the people use an anonymous nickname of their choosing. Unlike
    character friends, both people must accept the invite.
    -----Leagues and Ladders-----
    Q: What is the difference between Unranked and Ranked?
    A: In Ranked, you are placed into a league to start with and can go up and down
    leagues based on your performance. Your league and division rank is displayed
    on your in-game profile. In Unranked, the game still keeps track of your
    performance for matchmaking, but you don't have a league or division rank. Some
    people like Unranked because they feel stressed out playing Ranked.
    Q: What are the possible leagues in the ladder system?
    A: The seven possible leagues are Bronze, Silver, Gold, Platinum, Diamond,
    Master, and Grandmaster. Each league except Grandmaster is broken up into
    divisions made up of 100 players.
    Q: When does Blizzard reset the ladders?
    A: Starcraft 2 ladders are usually reset quarterly, so there are about four
    ladders per year. Blizzard will change the date based on their release schedule
    for major patches. A few weeks before the reset, they will make an
    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 the leagues you participated in 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.
    -----Map Editor-----
    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 games with.
    Q: Several of Kerrigan's achievements are not updating or being awarded to me.
    Are Kerrigan's achievements broken?
    A: They are bugged but not totally broken. Some of the achievements are
    supposed to maintain a running tally over all the missions you do. There is
    currently a bug that requires you to meet all the requirements in a single
    mission. Until (or if) this bug gets fixed, you can get most of them by doing
    one of the base building missions that let you hang out in your base. Just spam
    Kerrigan's abilities whenever your base is attacked.
    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 Matchmaking Versus A.I. and Custom Games
    achievements. Playing against a Hard A.I. will give you credit for both Hard
    and Medium A.I achievements. If you are really good, you can play Brutal in the
    campaign and Elite A.I. in the other modes to get a lot of the lower difficulty
    achievements for free.
    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: Make sure you are not playing an offline game. By default, all Custom Games
    are played online. However, you can click on a map name to play a map offline.
    When offline, you cannot get any achievements.
    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. For the most part, they track your highest
    ranking or league progress in your history playing Starcraft 2, but you can get
    some from buying Collector's Editions of Blizzard games. Feats of Strength kind
    of form a history other players can see on your profile.
    -----Heart of the Swarm Campaign-----
    Q: I accidentally skipped the intro cinematic. How do I view it again?
    A: You can replay all the cinematics from the Archives, which is available
    after you complete your fifth mission in the campaign.
    Q: How many missions are in the campaign?
    A: There are a total of 20 story missions and 7 evolution missions in the
    campaign. Evolution missions are much shorter than story missions, so overall
    the campaign is a little shorter than the Wings of Liberty campaign.
    Q: Do my Wings of Liberty choices carry over to Heart of the Swarm?
    A: Yes, but the consequences of those decisions are minimal. Blizzard wrote the
    story for the new campaign so that your decisions don't have any major impact.
    If you did not play the Wings of Liberty campaign or deleted your save files,
    Blizzard makes some default decisions for you. Blizzard chooses to side with
    Gabriel Tosh, side with Dr. Hanson, and destroy the Zerg air platform.
    Q: What gameplay is available after beating the campaign?
    A: After you beat the campaign, the Master Archives becomes available. This is
    available from the Campaign -> Heart of the Swarm menu within Battle.net. The
    Master Archives allows you to replay any mission with your upgraded units. This
    includes being able to swap Mutations, Evolutions, and Kerrigan's Powers. It is
    a great way to finish up all the achievements you missed the first time
    |----- 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.
    -----Fan sites-----
    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.
    One of the better fan sites out there. They cover Starcraft 2 news and have
    forums with a pretty active community. They also have a good visual overview of
    the races, units, and buildings.
    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 great website for seeing who the top players are on Battle.net across
    all the regions. There five regions: Korea, China, North America, Europe, and
    Southeast Asia. The top players are almost all Korean, though Europe also has
    some good players.
    -----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. It
    doesn't seem to have as much activity as the other two sites but has it's own
    library of maps.
    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 are extremely popular YouTube commentators of pro Starcraft 2
    games. Both of them average over 100,000 viewers per day on their YouTube
    channels. They also do some live commentating at tournaments, but most of their
    work goes into their channels.
    Day[9], the 2007 WCG Pan-American Starcraft champion with Starcraft: Brood War,
    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 with Starcraft: Brood War. He lives in
    Korea, goes to all the big tournaments, meets with the top pro players, and
    posts videos and news about them on his channel. He does commentating as well
    for many major events including the English stream of the GSL tournaments.
    All four of these personalities also have Twitch.tv and Twitter accounts, but I
    find YouTube to be the most accessible for seeing their content.
    http://www.sc2win.com/ - pro replays
    http://www.star2.org/ - casual replays
    http://drop.sc/ - fast replay uploading, easy access when you want help on
    These are some websites with Starcraft 2 replays. I have found sc2win.com to be
    the best for finding pro player replays. The big tournaments sometimes don't
    release replays, but the players might send them to a friend who uploads it to
    sc2win. For general entertaining replays, star2.org is the best. Non-pro games
    can be a lot more entertaining just because of the mistakes regular players
    make. Finally, drop.sc is the best site for quickly uploading replays to share
    with others. If you want advice from others on a forum, upload it to drop.sc
    and post the link to give them quick access to your replay and to see what you
    did wrong.
    |----- XII. CLOSING ---------------------------------------------------[CLSN]-|
    =====A. Thanks=========================================================[TNKS]==
    * Blizzard - For making a great expansion pack.
    * The general Starcraft 2 community - When you see a lot of community
    involvement outside the game 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.
    * 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 "Heart of the Swarm Walkthrough" or "HotS
    Walkthrough". Please include a nickname in your email so you will receive
    credit. Everyone who sends quality submissions will be thanked in the section
    =====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.
    * Submit a request!
    -----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.

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