Starcraft II – Wings of Liberty

Starcraft II - Wings of Liberty

					Starcraft II
				     Wings of Liberty
				  2nd edition walkthrough
					August 13/10
			     1st edition released August 10/10
					  pjmacphee






Table of contents 
1) Introduction 
2) Campaign
	2.1) Liberation Day
	2.2) The Outlaws
	2.3) Zero Hour
	2.4) Smash & Grab
	2.5) The Evacuation
	2.6) Outbreak
	2.7) The Devil’s Playground
	2.8) Welcome to the Jungle
	2.9a) Safe Haven (If you pick Ariel Hanson)
	2.9b) Haven’s Fall (If you pick Selendis)
	2.10) The Dig
	2.11) Whispers of Doom
	2.12) A Sinister Turn
	2.13) Echoes of the Future
	2.14) In Utter Darkness
	2.15.a) Breakout (If you pick Tosh)
	2.15.b) Ghost of a Chance (If you pick Nova) 
	2.16) The Great Train Robbery
	2.17) The Moebius Factor
	2.18) Cutthroat
	2.19) Supernova
	2.20) Maw of the Void
	2.21) Engine of Destruction
	2.22) Media Blitz
	2.23) Piercing the Shroud
	2.24) The Gates of Hell
	2.25.a) Belly of the Beast
	2.25.b) Shatter the Sky
	2.26) All In
3) Upgrade options 
4) Laboratory Research 
5) Unit info
	5.1) Terran units
	5.2) Protoss units
	5.3) Zerg units
	5.4) Hero units
	5.5) Villian units
6) Structure info
	6.1) Terran structures
	6.2) Protoss structures
	6.3) Zerg structures
7) FAQ 
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1)				Introduction
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
	This strategy guide is intended to give some tips to beating 
Starcraft 2 if you are having any difficulty. It listed all the objectives, 
and how to complete any non-combative ones. It gives my personal 
recommendations on research and upgrades accompanied by my reasoning. 
	I dedicate it to my girlfriend Kat who is busy with take home exams 
from her university summer courses, because without her being busy with 
schoolwork, I wouldn’t have had the time to write this walkthrough. :p!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2)				Campaign Overview
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
	The order that missions are written are not in stone. It may even be 
helpful to do some of them in a different order. I would recommend that as soon
as the memory crystal becomes available that you do all the Protoss missions. It
will great enhance your laboratory research helping you in future missions 
without hindering you in any way. I would also recommend you do missions 
give you Protoss research points because I believe it to have the better 
research options.
	Try to get all research points in each mission. There is an excess of
research points though out the campaign. Each excess point will be sold to 
Moebius for 10’000 credits. There are 25 extra research points possible 
providing an additional 250’000 credits. 
	The second and third tier of Engineering Bay, and Armoury upgrades 
becomes available during the 10th and 17th mission respectively.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.1) 				Liberation Day
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
	
	You are given a marine task force lead by Raynor that you must use to 
complete the mission. At one point, you are given more marines to help you 
continue the fight. This is a micromanaging stage;

Unit Acquired: Marine

Mission objectives:
Destroy the Logistics Headquarters
Raynor must survive

Secondary objective:
Destroy Holoboards (6)
Holoboard #1&2) On the path
Holoboard #3) Across the road from Holoboard #2. Holoboard #2 is facing the 
third holoboard.
Holoboard #4) To the left of holoboard #3
Holoboard #5&6) On the path

	If you destroy all the holoboards, the civilians will start to assist 
you against the Dominion forces. 

Mission Tips:
	After the first holoboard, there will be a bunch of marines dug in. 
Raynor mentions it to the adjent, after Raynor says “time to call in that favour
we talked about” rush the dug in marines. 

Achievements:
Liberation Day (15) – Complete all mission objectives	
Raynor’s Back (10) – Kill 5 enemies with Raynor on Normal.  
Down with the Mengsk (10) – Kill every enemy on Hard. There are 20 enemies. 	

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2.2)				The Outlaws
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

This is the first mission where you are in control of the base.

45’000 credits

Unit acquired: Medic

Mission Objectives:
Destroy Dominion Base

Secondary Objectives:
Rescue Rebels 

Mission Tips:
	Outside your base there are two pallets containing 100 mineral and 100 
vesgene gas. Northwest of these pallets are three more pallets containing 300 
minerals. These second pallets may be guarded depending on the level of 
difficulty you are playing. 
	The rebels that require rescuing have a barracks and some supply depots 
in their base. There are more pallets located in their bases. If you rescue them
in time, you will gain access to their units.   

Achievements:
The Outlaws(15) – Complete all mission objectives.
Cash Reward (10) – Collect all mineral and gas pallets on Normal.
Be Quick or Be Dead (10) – Beat in less than 10 minutes on Hard.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.3)				Zero Hour
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Completing this mission allows bunkers to be upgraded in the Armoury. 

55’000 credits

Structure acquired: Bunker

Primary Objective:
Hold out for evacuation (20 minutes)

Research Opportunity:
+3 Zerg (+1 per rescued rebel group)
Rebel group #1) At 16:30 you will receive a request for assistance from a 
rebel group stranded outside the right path of your base.
Rebel group #2) At 12:00 you will receive a second request for help from a 
rebel group stranded approximately one third of the map from the top and left
sides.
Rebel group #3) At 7:30 you will receive the last request from a rebel group who
are rife in peril. They are located about half way up the map, and about a
quarter of the map from the left hand side. There are sitting outside a Zerg 
base.   

Secret:
	In the top left hand base there is a secret.  You will see a marauder 
walking into a port-a-potty. If you click on the outhouse 3 times, the outhouse 
will blast into space, and the words “Secret found” will be displayed. 

Achievements:
Zero Hour (15) – Complete all mission objectives.
Hold the Line (10) – Beat mission without losing or salvaging a structure on 
Normal.
The Best Defense (10) – Destroy 4 hatcheries on Hard. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.4)				Smash & Grab
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

110’000 credits

Unit Acquired: Marauder

Post-Mission Mercenaries:
Hammer Securities (30’000) =  +25% Health, +20% Damage, 2 squads, 2 units/squad.

Primary Objective:
1) Get to the Artefact
2) Destroy the Statues

Research opportunity:
+ 4 Protoss (relics)
Relic #1) There is a relic right outside your entrance to your base. 
Relic #2) The second relic can be seen on the left side of your base. When you 
leave the base, turn left, there will be a Zerg defensive section on the way. 
Relic #3) The third relic is just to the right of the minerals on the map.
Relic #4) The last relic is in the bottom right hand corner of the map. Its in 
a path to the right just before collecting the artefact.

Mission Tips: 
	Have a sizable force available before touching the green light near the 
artefact. The stone guardians will come to life short afterwards. If Peridian 
Turrets are available, have an SCV build one in front of each statue. The stone 
guardians will be too occupied trying to destroy the turrets to attack the 
soldiers.
   
Achievements:
Smash and Grab (15) - Complete all mission objectives
Rock Solid (10) - Beat without losses to stone guardians on Normal.  
Hit & Run - Beat in less than 10 minutes on Hard. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.5)				The Evacuation
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

100’000 credits

Units acquired: Firebats

Post-Mission Mercenaries:
Devil Dogs (25’000) = +60% Health, +25% Damage, 2 squads, 2 units/squads

Primary objectives:
Reach settlement
Escort 50 colonist to colony ship

Research opportunity:
+3 Zerg (chrysalises)
Chrysalis #1) Near the colony ship.
Chrysalis #2) On the left down the path the first bunker is guarding.  
Chrysalis #3) The path on the right the Zerg come out of to attack the convoy. 
When you reach the fork turn south and you will find it.

Mission Tips:
	Put men in the bunkers and place a new bunker on the rightward path. 
Keep an SCV beside each of the bunkers to help repair them. You might want to 
place some supply depots in front of the bunkers to prevent Zerglings from 
damaging the bunkers.There are 100 minerals, and 100 gas on the path in the 
farm fields before reaching the settlement.  

Achievements:
The Evacuation (15) - Complete all mission objectives. 
Handled with Care (10) - Win without losing a transport on Normal.
Sacrifice Nothing (10) - Win without losing or salvaging a structure on Hard. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.6)				Outbreak
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

This is a “zombie” mission. Prevent the zombies from over-running your base, and
destroy the  means from which they come. The level of difficulty affect the 
length of day time. 

110’000 credits

Unit Acquired: Hellion

Primary Objective:
Cleanse the infestation (Destroy 144 buildings)

Research Opportunity:
+2 Zerg (Kill infestors) 

Mission Tips:
	The infestors only come out at night, but there location is marked on 
the map. The infected humans are spawned from the infected building, to minimize
casualties destroy the buildings around the infestors and leave around 8 marines
and a medic and to take it out. 
	If you feel like you need more resources, there is a base expansion in 
the top right of the map. 

Achievements:
Outbreak - Complete all mission objectives.
28 Minutes Later - Beat mission before the 5th night on Normal.
Army of Darkness - Destroy 15 structures at night.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.7)				The Devil’s Playground
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

110’000 credits

Unit acquired: Reapers

Primary Objective: 
Gather 7’000 minerals

Research Objective: 
+3 Zerg (Kill the Brutalisk)

Mission Tips:
	Make a few quick marines, and take your forces out the right entrance. 
Their will be a crystals and another ramp. Go up the ramp and defeat the small 
zerg forces, beyond this zerg force is another Command Centre and 5 SCVs. 
	Take the fight to the Zerg bases. The Zerg attack very often, and the 
reapers inflict heavy damage on Hydralisks, and buildings. It will keep the 
mission more interesting and the Zerg bases have mineral and gas bonuses laying 
around their base. To complete the “Reaper Man” achievement you will have to 
attack the Zerg bases because many of the reapers are on platforms within. 
	Depending on the level of difficulty the Brutalisk may only be damaged
by the lava. Do some damage to the Brutalisk before tricking him into the lava 
or trick it into the lava twice.

Achievements: 
The Devil’s Playground - Complete all mission objectives
Red Lobster - Kill the Brutalisk with Lava on Normal
Reaper Man - Locate all of Tosh’s crew on Hard

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.8)				Welcome to the Jungle
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Completing this mission allows the missile turrets to be upgraded in the 
armoury.
 
120’000 Credits

Unit acquired: Goliath

Post-Mission Mercenaries:
Spartan Company (40'000) = +33% health, +33% damage, 2 squads, 2 units/squad

Primary Objectives:
Gather Terrazine (7)
Prevent Protoss from sealing 7 altars

Reseach Opportunity:
+3 Protoss (relics)
Relic #1) Just outside the right entrance ramp.
Relic #2) Left edge of the map approximately 2/3 of the way up the map, between
two terrazine gas sections on the map.
Relic #3) In between the two top right most terrazine gas altars.

Mission Tips:
There is a base expansion available approximately 1/3 of the map up above the 
right entrance ramp.
Destroying all the Protoss structures and units grants instant victory if you 
prefer to fight. 

Achievements:
Welcome to the Jungle (15) - Complete all mission objectives.
Appetite for Destruction (10) - Prevent the Protoss from killing an SCV on 
Normal
Its So Easy (10) - Prevent the Protoss from capping an altar on Hard.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.9.a)				Safe Haven (If you pick Ariel Hanson)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Completing this mission allows SCVs to be upgraded in the Armoury. 
125’000 credits
Unit Acquired: Viking
Post-Mission Mercenaries:
Hel’s Angels (45’000) = +45% Health, +40% Damage, 2 squads, 3 units/squad
Primary Objectives:
Destroy Protoss Nexi (3)
Destroy the Mothership (Purifier)

Bonus Objectives:
Destroy Terror fleets (3)
	The Protoss will send an arial attack force to wipe out all resistance 
before sending in the Mothership to destroy a colony. If you destroy the arial 
attack force, the colony ship will leave behind some minerals and gas.

Research granted:
+3 Zerg 

Mission Tips:
	The Protoss cannons and warping in of back-up units are enabled by the 
warp prisms (look like butterflies). The Vikings can take these units out very 
easily and it greatly decreases the Protoss’s defensive capability.
	Attacking the Purifier while it is attempting to destroy a colony 
doesn’t allow it to directly attack your units. It can still use its “Vortex” 
command to neutralize all units in its proximity, similar to the old Arbitor’s 
“Statis Field” ability. The Vortex command sucks the units into the vortex 
making it impossible to know how many of what units were sucked in. Units will
warp in to protect the Purifier from attackers. 

Achievements:
Safe Haven (15) - Complete all mission objectives
You Shall Not Pass (10) - Save 3 colony outposts on Normal
My Precious! (10) - Save 2 colony outposts on Hard

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.9.b)				Haven’s Fall (If you pick Selendis)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

	Completing this mission allows SCVs to be upgraded in the Armoury.  

125’000 credits

Unit Acquired: Viking

Post-Mission Mercenaries:
Hel’s Angels (45’000) = +45% Health, +40% Damage, 2 squads, 3 units/squad

Primary Objective:
Destroy Zerg infestation (4)
Note: The number of infestations increases with every settlement that falls or 
is in risk of falling

Research Granted:
+3 Protoss

Mission Tips:
	The infestation in the middle can be taken out with starting Vikings 
alone. The top and right infestation both have numerous anti-air spore crawlers
and require some ground units as back up. The bottom infestation has minimal 
anti-air defence. 
	There are 12 hidden vespene gas bonuses on this map: 6 in the bottom 
left corner, 2 half-way up the map & a quarter from the right, and 4 in the 
bottom right hand corner. 

Achievements:
Haven’s Fall (15) - Complete all mission objectives
Outpatient (10) - Beat with 3 settlements protected on Normal
House Call (10) - Beat with 5 settlements protected on Hard

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.10)				The Dig 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

120’000 credits

Unit Acquired: Siege tank

Post-Mission Mercenaries:
Siege Breakers (45‘000) = +35% Health, +66% Damage, 2 squads, 2 units/squad

Primary Objectives:
Recover Laser Drill
Laser Drill must survive
Destroy the Xel-Naga Temple Door

Research Opportunity:
+3 Protoss (Relics)
1&2) To the right of the base expansion. They are protected by a cannon, and 
units (depending on difficulty). A reaper can jump climb to the higher ground 
and take the pylon out from behind without the cannon reaching him. 
3) It is two thirds of the way up on the left side.

Mission Tips:
	To the right of the base, down the front ramp, there is a base 
expansion opportunity. Keep a bunker and a set of tanks on the ledge and block 
off the upper entrance into the main base.  
	The Protoss will try to land transports, protected by starships) into 
your base  after a few minutes (~75’000 health left), have some turrets on the
ledge facing the Xel-Naga door to foil their plan. They will continue to 
periodically reattempt this strategy.
	After the first transport attempt, the laser drill will become available
to be manually used. Give it its own group. Use it to free the relics, and 
protect the base from attackers. The laser is slow to switch aim, but if a swarm
of units is brought into a base, it can be used to take out the Protoss 
structures.
	The protoss have 2 bases. The one to the upper right is easier to take 
down, it has no Nexus, and is just an industrial military complex. Try to take 
out key pylons that are powering stargates & warp gates or powerful enemies, 
and the soldiers can clean up the rest.

Achievements:
The Dig (15) - Complete all mission objectives.
Drill Hard (10) - Kill 20 enemy units with the laser on Normal.
Yippie-ki-yay… (10) - Destroy 50 protoss structures on Hard.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.11)				Whispers of Doom
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
	In this mission you are given control of Zeratul and a few stalkers.
This is a micromanaging stage.

Primary Objectives:
Bring Zeratul to each Xel’Naga Shrine (3)
Escape to the Void Seeker
Zeratul must Survive

Research Opportunities:
+3 Protoss (complete mission)
+3 Zerg (Destroy Hives)
Hive #1) On the path
Hive #2) There is a ledge where the Banelings were first waiting. Blink across. 
Hive #3) There is a ledge near where the Nydus Worms popped up. Climb up the 
ramp and blink across 2 ledges. The game didn’t allow me to blink back to the
middle ledge because it couldn’t see the landing spot. Leave one unit in the 
middle ledge.

Mission Tips:
After each fragment is found all remaining units will be completely healed. 
	While Karass is protecting you avoid breaking the rock blockades. The 
blockades will protect you from ground units, blink around them instead. 

Achievements:
Whisper of Doom (15) - Complete all mission objectives.
Stalker Delight (10) - Win with 3 or more Stalkers remaining on Normal.
Merely a Flesh Wound (10) - Win without Zeratul suffering any life damage on 
Hard.
  
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.12)				A Sinister Turn
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

This mission puts you in control of a Protoss base for the first time. 

Primary Objectives:
Power up Abandoned Base
Free Preservers

Research Opportunities:
+3 Zerg (Complete mission)
+3 Protoss (Power up abandoned structures)
Note: Structures are identified on game map.
 
Mission Tips:
	The top two abandoned structures are not guarded, send a probe and power
them up right away. The lower right-hand abandoned structure is guarded deep 
within a base. 
	The Protoss have 4 bases: one around the lower right hand structure, 
two in front of the preservers, and one on the left side half way up. The one 
on the left is the weakest base, and contains minerals, but will still take a 
sizable attack force to overtake. 

Achievements:
A Sinister Turn (15) - Complete all mission objectives
Out for Justice (10) - Kill all Protoss on Normal
Maar-ked for Death (10) - Win within 25 minutes on Hard. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.13)				Echoes of the Future
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
	The first part of this stage is micromanaging until you reach the Nexus 
with Zeratul. Then the stage turns into a Protoss mission. 

Primary Objectives:
Reach Nexus
Bring Zeratul to Overmind Tendrils (4)
Zeratul must survive

Research Opportunities:
+4 Zerg (Complete mission) 
+2 Protoss (Power up the obelisks)
Obelisk #1) Go north from the base with Zeratul and an observer. Go up the ramp.
Zeratul can take out all the units. 
Obelisk #2) Go east from the base with an attack force. There will be an 
infested marine base take it out. There will be a ramp that leads you towards 
one of the tendrils. Go up, and use the attack force to take out the defending 
army (ground units)
 
Mission Tips:
Powering up the obelisks will gives 3 stalkers and a high templar. 
	Each of the bases has its own defence strengths. The top base uses 
mostly air units. The left & bottom bases use mostly ground units. The right 
uses Ultralisks. 
	In between the bottom and right tendrils there is an unpowered Robotics
Bay. In between the bottom and left tendrils where the infested marine base is 
there is a Robotics Factory.  
	Zeratul and a probe can make a deadly team in this mission if played 
carefully.
 
Achievements:
Echoes of the Future (15) - Complete all mission objectives
Army of One (10) - Zeratul kills 50 units on Normal
Overmind Dead Body (10) - Beat in less than 20 minutes on Hard.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.14)				In Utter Darkness
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
	This is the only mission in the game where the point is to lose, but to 
prolong losing. There will be a total of 5 Hero units made available for this 
mission. 

Primary Objectives:
Kill 1’500 Zerg
Defend until the last Protoss falls

Research opportunities:
+3 Zerg (Kill 1500 Zerg units)
+3 Protoss (Protect the Protoss Archive for 25 minutes)
Mission Tips:
	There are 3 entrance points to your base. The top one will be attacked 
first. Concentrate some forces there and bring a probe & the 2 colossi past the 
left entrance point. There is a mineral rich base expansion there. Quickly 
establish a Nexus and perimeter defence. Periodically, Zerg will send in 
Mutalisk avoiding a frontal assault on your base expansion. 
	It is recommended to use a strong proton cannon defence in combination 
with flying units as soon as it is economical. The initial ground force will not
need a large boost in manpower. 
	The Zerg will begin to send some Nydus worms into the interior of the
base. Place proton cannons sporaticly throughout the base to enable the 
destruction of the worms before releasing oodles of Zerg. 

Achievements:
In Utter Darkness (15) - Complete all mission objectives
Semi-Glorious (10) - Kill an additional 250 units on Normal
Blaze of Glory (10) - Kill an additional 750 units on Normal

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.15.a)				Breakout (If you pick Tosh)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

125’000 credits

Unit Acquired: Spectre

Primary Objectives:
Destroy main prison base
Tosh must survive

Bonus Objectives:
Kill cell block A guards (25’000 credits)
Kill cell block B guards (25’000 credits)

Mission Tips:
Abuse Tosh’s special abilities

Achievements:
Breakout (15) - Complete all mission objectives. 
Cool Hand Tosh (10) - Beat without Tosh going below 100 health on Normal.
Jailhouse Rock (10) - Beat in less than 25 minutes on Hard.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.15.b)				Ghost of a Chance
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

125’000 credits

Unit Acquired: Ghost

Primary Objectives:
Destroy Jorium Stockpile
Destroy Terrazine Tank
Destroy Psi-Indoctrinator
Nova must Survive

Bonus Objectives
Kill Spectres (10 spectres, 5000 credits/spectre)

Mission Tips:
	Dominate valuable units before friendly units do any damage to it. 
Examples of good units to dominate are: (Tank, Raven, Battlecruiser, Brutalisk,
Thor) 

Achievements:
Ghost of a Chance (15) - Complete all mission objectives
Dominate Tricks (10) - Kill 15 enemy units with a dominated unit on Normal
Total Protonic Reversal (10) - Kill every enemy unit on Hard
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.16)				The Great Train Robbery
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

110‘000 credits

Unit acquired : Diamondback

Primary Objectives:
Destroy Dominion Trains (8)
Don’t Miss 3 Trains

Bonus Objectives:
Locate Diamondbacks (6)
1&2&3) Highlighted on map.
4) Up a ridge from the bottom left ramp. 
5) Go north-east from the original top left diamondback highlighted on the map. 
6) One third of the map up, one fifth of the map from the right.

Research Opportunity:
+3 Zerg (Defiler bones) 
1) Shown on the map. 
2) Near the top left diamondback that is highlighted. 
3) At the bottom middle of the map. 

Mission Tips:
	The map has minerals and gas placed at random locations around the map.
Send a couple of the marines to scour around and pick them up.
	There is a base expansion minimally guarded to the left of the original
top left diamondback that is highlighted on the map.  

Achievements:
The Great Train Robbery (15) - Complete all mission objectives
Bully the Bullies (10) - Kill the “Marauder Kill Team” on Normal
Silver Streak (10) - Don’t let a train pass by on Hard

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.17)				The Moebius Factor
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

120’000

Unit Acquired: Medivac

Primary Objectives:
Destroy Data Cores (3)
Kerrigan must not access the Data Core

Research Opportunity:
+3 Zerg (Kill the Brutalisk)

Mission Tips:
	This mission will release the 3rd tier of upgrades in Engineering Bay, 
and the Armoury.
	There are 22 moebius survivors in this mission: 4 barge in at the 
beginning, 4 become highlighted when approaching the first data core, 2 are on 
the way to the 2nd Data Core, 4 are at the bottom section of the 2nd Data Core 
platform, 3 are two-thirds of the way up in the middle of the map, and the last 
5 are in a small building below the last pick-up point. 
	By this time the “Science Vessel” should be unlocked in the laboratory 
use it in combination with the medivac to easily complete the mission. The 
Science Vessel can also be used to kill the Brutalisk by Irradiating it. 

Achievements:
The Moebius Factor (15) - Complete all mission objective.
Alive Inside! (10) - Locate all 22 moebius survivors on Normal.
Hard Core (10) -  Beat before Kerrigan  destroys 6 abandoned structures on Hard.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.18)				Cutthroat
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

120’000 Credits

Unit Acquired: Vulture

Primary Objectives:
Buy Merc Contract before Orlans (6’000 minerals)
Destroy Orlan’s Merc Fortress

Research Opportunity:
+3 Protoss (relics)
1) Behind salvageable scrap to the left of the lower base entrance.
2) Between the two bottom highlighted bases behind salvageable scrap touching 
the green lake. 
3) To the left of the top highlighted base.

Mission Tips:
	There is a lot of scrap around the map with minimal enemy units. The 
vultures are excellent units to pick it up unless the enemy group has a goliath,
let a group of marines accompanied by a medic take them out. Scour the map 
picking up as much scrap as possible. The reaper is another good unit for 
picking up scrap because they are fast and most of the enemies are light, not 
armoured. In the middle section there are some scraps that can only be picked 
up by reapers or transports. 
	The home base will be periodically attacked, but you don’t need to keep
men armed there. Have a couple of medics sit outside the Mercenary building, if 
the enemy attacks buy some mercenaries to take them out. Destroy the enemy bases
and port junkers that float around. 
	After hiring Mira Han’s mercenary base take the entire force towards 
Orlan’s base. At this time start spending a lot of money on attacking units. 
When the attack force reaches the ramp heading into Orlan’s base, take only a 
handful of marines and medics up the ramp. Orlan will order a nuke dropped on 
the platform. Bring the marines and medics back down the ramp. 
	There will be a battle cruiser protecting the command centre itself, 
make sure there is enough anti-air units to take it out.  

Achievements:
Cutthroat (15) - Complete all mission objectives.
Minesweeper (10) - Have 25 total kills with Vulture spider mines on Normal.
Solitaire (10) - Don’t purchase any additional SCV’s before purchasing Mira 
Han’s contract.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.19)				Supernova
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
	The planet's sun is going to supernova and Raynor's Raiders only have so
much time to complete the mission. Instead of a standard timer, fire slowly 
creeps right from the left side of the map. 

120'000 credits

Weapon Issued: Banshee

Post-Missionary Mercenaries:
Dusk Wings (60‘000) = +25% Health, +50% Damage, 2 squads, 2 units/squad

Primary Objectives:
Clear Landing zone
Destroy Artefact vault

Research Opportunity:
+4 Protoss (relics)
1) Out the base entrance on the right.
2) There is a path downwards continuing from the first relic, at the bottom of 
the path there is another relic.
3) The third relic is the up from the path out of the original base and slightly
right. It is also directly above the left pathway out of the relocation base. 
4) The last relic is all the way on the right of the screen about a third of 
the way up.

Mission Tips:
	There is a Protoss base right . Take it out immediately. At the 
beginning they have minimal detectors, and forces. If they are not taken out 
they will harass you base until their destruction. After destroying their base 
300 minerals and vespene become available. Turn the attention towards obtaining 
the first 2 relics. the first is manned and the second is manned and has a 
cannon. 
	The game highlights a good base relocation spot available in the middle
of the map, the location is weak against aerial attack, and more defensible 
against ground units. After taking the base, get the third relic. Continue 
advancing to the right. Their is another base, and its defences are more 
targeted at aerial attacks. The base may need to be relocated there. From here
launch an attack on the artefact vault.
	Attach a couple of science vessels to the Banshees.  

Achievements:
Supernova (15) - Complete all objectives
Cool Running (10) - Complete mission without losing a life to the wall of fire 
on Normal
Shock & Awe (10) - Kill 75 units or structures with cloaked banshee on Hard

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.20)				Maw of the Void
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

125’000 credits

Unit Acquired: Battlecruiser

Post-Mission Mercenaries:
Jackson’s Revenge (80’000) = +30% Health, +33%Damage, 1 squad, 1 unit/squad

Primary Objectives:
Clear Landing Zone
Destroy Xel-Naga Vault

Research opportunity:
+4 Protoss (Rescue Prisoners)

Mission Tips:
	This map does not provide a lot of minerals but there is mineral, and 
gas balls placed around the map. Vikings are a good unit to collect them as they
can transform from air to ground. 
	While going towards the 2nd rip field generator a squad of warp prisms
will try to pass by the battleships to deliver a ground force to the base. The
enemy will repeat this tactic periodically, place a few turrets on the western
border to counter it. There is a base expansion in the top middle available
after taking out the 2nd rip field generator.
	Use Battleships to destroy any proton cannons within the enemy base to 
allow cloak units unchallenged action. Banshees and Dark Templars can  easily
destroy the majority of the base encampment. Have Science Vessels at the edge of
the rip field to heal any ships leaving the field. If Wraiths are available
produce them to destroy the enemies air forces, otherwise use Vikings.

Achievements:
Maw of the Void (15) - Complete all mission objectives.
I Have the Power (10) - Destroy all rip field generators on Normal. 
Master of the Universe (10) - Don’t lose a unit inside the rip field on Hard. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.21)				Engine of Destruction
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
	The mission starts off with some micromanaging to bring Tychus to the 
Odin. Tychus is under computer control the entire mission. Once the Odin is 
captured the mission resume being a normal base managing mission.

120’000 credits

Unit Acquired: Wraith

Primary Objectives:
Escort Tychus to the Odin
Tychus must survive
Destroy all Dominion bases
Odin must survive

Research Opportunity:
+3 Zerg (3 Devourer tissue samples)
Tissue sample #1) At the beginning after taking down the marines in the 
micromanaging portion of the mission.
Tissue sample #2) At the top of the 2nd Dominion Base. 
Tissue sample #3) After the opening of the 4th Dominion base. 

Mission Tips:
	Attach an SCV to the Odin. After the Starport is delivered build 2 
Science Vessels and attach them to the Odin. 
	Place defences on the right side of the base. Make sure to include some
turrets as air units will attack. 
	After Tychus destroys the 2nd Dominion base, a base expansion is
available. At minimum, the SCV should be used to build some automated Refineries
over the vespene mines. 
	Use the Merc Compound and the Starport to develop a healthy air force to
destroy the Loki, and to help the Odin destroy the 5th Dominion base. The Loki
is found right above the 4th Dominion base’s Command Centre. It is a
Battlecruiser than looks like Jackson’s Revenge. Move the air force in to attack
the 5th Dominion base before Tychus begins attacking it, but avoid a frontal
attack. 

Achievements:
Engine of Destruction (15) - Complete all mission objectives
Kicking Asgard - Destroy Loki on Normal
Ragarok & Roll - Don’t let the Odin drop below 30% total health on Hard

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.22)				Media Blitz
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

	This mission allows you to control the Odin that Tychus Finlay hustled.
There are three main bases all with differing unit types. The right side is the
infantry section, the left side is the airforce section, and the top is the
armoured section.
  
120'000 credits

Weapon Issued: Thor

Primary Objectives:
Destroy Dominion during surprise attack
Access broadcast tower 1
Access broadcast tower 2
Access broadcast tower 3

Mission Tips:
	Attach 2 SCVs and 2 Science Vessels to the Odin. The Odin has the
capacity to destroy the bases on his own, but will need some back up units when.
There are two base expansions that can be annexed to the left and right of the
starting base but they aren‘t required. Any ground unit can activate the network
to feed the signal. 
	The 3 bases specialize in different types of unit’s the top one focusses
on armoured units, the right focuses on infantry and the left focuses on an air
force. The top base is mostly armoured units The top base has the best potential
to inflict the most damage on the Odin. Take it out first, and if time permits
attack the left base. The top base has a Barrack and an Armoury in it.

Secret Mission: 
	Blow up the civilian building in the bottom right of the map. Secret
Files will fall out of the building, collect them to be able to play the secret
mission.

Achievements:
Media blitz (15) - Complete all objectives
Seek and Destroy (10) - Destroy enemy Barrack, Starport, and Armoury on Normal
Blitzkrieg (10) - Beat in less than 20 minutes on Hard

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.23)				Piercing the Shroud
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
	This is a micromanage mission. There are 8 starting units: Raynor, 2
medics, and 5 marines.

125’000 credits

Primary Objectives:
Investigate Dominion Lab
Raynor must survive


Research Opportunities:
+4 Protoss (relics)
Relic #1) Within in the holding pin after security camera 1.
Relic #2) In the room with the Brutalisk.
Relic #3) On the path after the Zealots and Zerg are fighting.
Relic #4) Just after relic #3 destroy bottom scrap heap instead of top scrap 
heap. It will be found behind the scrap heap.

+3 Zerg (Kill the Brutalisk)
Mission Tips:
	For security camera #1 select the right guns. The left guns can be
attacked by both the Firebats and Marines instantly, while the Firebats have to
walk over to the left ones. 
	For security camera #2 select to release 65 Zerglings. The grenades can
easily kill groups of zerglings. 
	For security station #3 select the machine to have anti-armour missiles.
The personal can be taken out by exploded the gas cans next to them, and with
Raynor’s Raiders. 
	For security station #4 select the marauders if the ‘Concussive Shells’
upgrade has been selected. The marauders will be able to slow the Brutalisk down
while Raynor kills it with the Ray gun. 
	Feel free to use grenades on a whim, there is more than needed, 
especially on lower difficulties. 
	After the Hybrid disappears  take the time to destroy all the Pygalisk 
Cocoons.
 
Achievements: 
Piercing the Shroud (15) - Complete all mission objectives.
Not so Brutalisk (10) - Kill the Brutalisk without losing a unit on Normal.
Lock & Load (10) - Locate all 13 weapon pick ups on Hard.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.24)				The Gates of Hell
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Primary Objectives:
Gather a Large Army (100)
Destroy Nydus Worms (3)

Mission Tips:
	There is a base expansion south-east of the starting base. Take it over 
quickly as a huge army will be required for this map.
	There are 6 Spore Cannons on the map: one within the base expansion, one
right above the base expansion, one half the map up & a quarter of the map from
the left, one two-thirds up & three-quarters from the left, one three-quarters 
up & one quarter from the left, and one three-quarters up and in the middle. 
	Attempt to save all the drop-pods as they will bolster existing forces.
One drop-pod contains a Starport, and another one contains a Factory. The last
4 drop-pods come in pairs forcing the army to separate into groups if it wants
to attempt to save both. These drop pods contain the most valuable units.

Achievements:
The Gates of Hell (15) - Complete all mission objectives.
The Big Bang Cannon (10) - Destroy all spore cannons on Normal.
Dominion Round-up (10) - Rescue all 10 drop-pods on Hard.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.25.a)				Belly of the Beast (No Nydus Worms)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
	
	This is a micromanaging mission that gives control of Swann, Raynor,
Tychus, and Stetman.

Primary Objectives:
Plant seismic charges at each fissure (3)
Run to Extraction Point

Mission Tips:
	Save all friendly groups. The first group is protected by an Abberation,
and Spine Colonies. The second  group is  protected by a swarm of infested
marines. The third group is protected by a Omegalisk, a Villian unit and an
upgraded form of the Brutalisk. The units saved advance to the next map.
	The third seismic charge will bring about a Zerg Queen. A dangerous
Villian unit. Destroy the Zerg cocoons before the Queen pops them open releasing
Zerg units. After killing the Queen, the mission will continue and the party
will have to escape to the extraction point before the lava incapacitates them.

Achievements:
Belly of the Beast (15) - Complete all mission objectives.
Unbreakable (10) - Win without letting any Hero unit fall incapacitated on 
Normal.
One Shot, 50 Kills (10) - Kill 50 units with a single penetrator round on Hard.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.25.b)				Shatter the Sky(no Mutalisks & Brood Lords)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Primary Objective
Destroy the Coolant Towers (4)

Bonus Objective:
Kill Leviathon

Mission Tips:
	The 4 bases have different defensive capabilities: the middle section is
a weak all purpose base, the left is an anti-ground base, the right is an 
anti-air base, and the bottom base is an anti-ground & anti-air base. 
	The Leviathon is a Villian unit that can spawn mutalisks. It will appear
after blowing up the 2nd coolant tower. Make sure a powerful air force is
available. Goliath units combined with the air force work well as a counter
measure to the Leviathon.
 
Achievements:
Shatter the Sky (15) - Complete all mission objectives .
Demolition Man (10)- Win without losing a man to a platform explosion.
Speed Too (10) - Beat in less than 25 minutes on Hard. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.26)	 	    		All In
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Primary Objective:
Defend artefact

Mission Tips:
	Matt and the Adjent warn before the Nydus Worms, air force, or Kerrigan 
approaches the base. A strong anti-ground force is required against the Nydus 
worms, and an strong anti-air perimeter and mobile air force are required
against the Zerg air force. 
	A little before halfway through the mission (~40%) a massive of
Overlords will swarm the base. Ensure there are missile turrets surrounding the
base to prevent the Zerg from overwhelming the interior of the base. 
	The artefact damages Kerrigan, as well as heavily damaging all Zerg
units within a large radius of the artefact. If “Scatter the Sky” was selected,
the Leviathon Villian unit will appear around 70% done the mission. Use the
artefact to damage it, or if being overwhelmed. 

Achievements:
All In (15) - Complete all mission objectives.
Burn & Turn (10) - Kill 150 Zerg units with the artefact on Normal.
Aces High (10) - Use the Artefact only once on Hard. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3)				Upgrade options
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

	The game only provides 2’310’000 credits if all missions have been
completed, and all research opportunities have been maximized. The total cost of
all upgrades is 3'945'000 credits (Spectre) or 3930 (Ghost).  

Mercs upgrades 	= 325’000

Dominion upgrades	= 495’000 (Spectre) or 480'000 (Ghost)
	Spectre 	-> Psionic Lash = 200 damage to target unit 
								-> 100’000
			-> Nyx-Class Cloaking Module = Cloak no 
			longer requires energy			-> 125’000
	Ghost		-> Ocular Implants = +2 range, +3 sight radius	
								-> 85’000
			-> Crius Suit = Cloak no longer requires energy	
								-> 125’000
	Thor		-> 330mm Barrage Cannon = Massive area damage that
			stuns central targets			-> 130’000
			-> Immortality Protocol = Destroyed Thors can 
			reactivate in the field			-> 140’000

Base upgrades 	= 575’000
	Bunkers		-> Projectile Accelerator = +1 range	-> 40’000
			-> Neosteel Bunker = 2 additional slots	-> 60’000
	Turrets		-> Titanium Housing = +75 life		-> 50’000
			-> Hellstorm Batteries = gain a second attack 
			that causes area damage			-> 80’000
	SCV		-> Advanced Construction = Multiple SCVs can
			build a structure at the same time reducing the
			build time with each SCV without increasing the
			build cost				-> 60’000
			-> Dual-Fusion Welders = SCVs repair twice as
			 fast					-> 80’000
	Buildings	-> Fire Suppression system = automatically put
			out building fires, and repair them back to 50%
			total health				-> 90’000
			-> Orbital Command = Grants scanner sweep and 
			MULE calldown abilities. Scanner sweep reveals
			an area in the fog of war for 12 seconds.
			Calldown MULE requests a temporary robot miner
			by drop-pod.				-> 125’000

Infantry upgrades	= 695’000
	Marine		-> Stimpacks = An ability that takes 10 damage
			but causes the marines to fire and move 50% faster
			for 15 seconds				-> 50’000
			-> Combat Shield = +10 life		-> 60’000
	Medic		-> Advanced Medic Facilities = Medics no longer
			 require the tech lab add-on		-> 60’000
			->Stabilizer Medpack = Medics heal targets 25%
			faster, and use 33% less energy		-> 105’000
	Firebat		-> Incinerator Gauntlets = gain a 40% larger area
			attack					-> 40’000
			-> Juggernaut Plating = +2 armour	-> 85’000
	Marauder	-> Concussive Shells = Slows all units in target
			area					-> 70’000
			-> Kinetic Foam = +25 Health		-> 90’000
	Reaper		-> U-238 rounds = Reapers receive +1 range,
			& +3 damage to light armour		-> 60’000 
			-> G-4 Clusterbomb = Anti-personnel charge that
			ejects smaller payloads in a radius for increased
			damage with a large blasting radius	-> 75’000

Vehicle upgrades	= 750’000
	Hellion		->Twin-linked Flamethrower = Doubles width of
			flame attack				-> 40’000
			-> Thermite Filaments = Hellions do an additional
			+10 damage to light armour		-> 60’000
	Vulture		-> Cerberus Mines = Increases mine blast radius,
			and mine trigger radius by 33%		-> 50’000
			-> Replenishable Magazine = Can replenish mines
			in the field (15 minerals/mine)		-> 60’000
	Goliath		-> Multi-lock Weapons System = Fire both weapons 
			simultaneously				-> 50’000
			-> Ares Class Targeting System = +3 missile
			range, +1 cannon range			-> 80’000
	Diamondback	-> Trilithium Power Cell = +1 range	-> 75’000
			-> Shaped Hull = +50 life		-> 90’000
	Siege Tank	-> Maelstrom Rounds = +40 damage to primary 
			target, but the splash	damage stays the same	
								-> 105’000
			-> Shaped Blast = Shock cannon does 75% less 
			damage to friendly units		-> 140’000
					
Starship upgrades	= 1’105’000
	Medivac		-> Rapid Deployment Tube = Medivacs deploy units
			almost instantly			-> 50’000
			-> Advanced Healing AI = Heal 2 targets at once	
								-> 115’000
	Wraiths		-> Tomahawk Power Cells = Wraiths start with 
			+100 energy 				-> 80’000
			-> Displacement Field = Evade 20% of attacks 
			when cloaked				-> 125’000
	Viking		-> Rip Wave Missiles = Missiles do area damage	
								-> 75’000
			-> Phobes Class Weapons System = +2 missile 
			range, +1 cannon range			-> 90’000
	Banshee		-> Cross Spectrum Dampeners = Can remain cloaked
			twice as long				-> 80’000
			-> Shockwave Missile Battery = Banshees fire 
			multiple missiles in a line		-> 110’000
	Battlecruiser	-> Missile pods = An ability that does area 
			damage to air targets			-> 140’000
			-> Defensive Matrix = An ability that absorbs
			200 damage by failing			-> 150’000
	
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4)				Laboratory Research 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Protoss (5) 
Ultra Capacitors (Y)= +5% attack speed with every weapons upgrade from the 
Engineering Bay or Armoury.
Vanadium Plating (x) = +5% health with every armour upgrade from the Engineering
Bay or Armoury.
	Offence to be the best defence. 

Protoss (10)
Orbital Depot (Y) = Supply Depots are built instantly
Micro-filtering (x) =Refineries produce vespene gas 25% quicker. This applies to
Automated Refineries. 
	If Automated Refinery is selected all mission will have ample supply of 
vespene gas if the geysers are capped without the micro filtering. Orbital Depot
allows the SCV to mine minerals instead of building. 

Protoss (15)
Automated Refinery (Y) = Refinery no longer requires SCVs to harvest vespene.
Command Centre Reactor (x) = Allows 2 SCVs to be produced at one time.
	The Automated Refinery is a selection that the base is constantly 
profiting from in both vespene gas and minerals by not having to divert SCVs
away from mineral mining. The Command Centre Reactor only benefit’s the base at
the beginning of each mission. Another advantage of the Automated Refinery is
the ability to cap a geyser without requiring a base to be built next to the
geyser.

Protoss (20)
Raven (x) = A detector that can drop auto-turrets, place point defence drones,
and deploy seeker missiles. It is built at the Starport.
Science Vessel(Y) - A detector that can irradiate units, and repair mechanical
units. It is built at the Starport.
	The Raven has a 2 abilities that can inflict damage, and 1 that can
prevent damage, but the ability to repair mechanical units, and irradiate
biological units is too powerful a combonation to give up. A few science vessels
alongside mechanical units vastly increases there lifespan by healing them, and
poisoning powerful zerg units. 
	
Protoss (25)
Tech Reactor (Y) = Combines Tech Lab and Reactor.
Orbital Strike (x) = Barracks units arrive by drop-pod at Barracks rally point. 
	The Tech Reactor applies to Barracks, Factories, and Starports making
higher level unit production very quick. Orbital Strike allows only infantry
units to be dropped at the front lines. 

Zerg (5)
Shrike Turret (Y) = Outfits bunkers with an auto-turret
Fortified Bunker (x) = Gives bunkers an additional 150 life
	Bunkers should have an SCV within reach in case of an attack giving the
bunker almost limitless health. The Shrike Turret makes the bunker instantly
defensible against lower units. Again, offense is the best defence.

Zerg (10)
Planetary Fortress (x) = Command Centre can upgrade to Planetary Fortress which
grants extra armour, and a Twin Ibiks cannon , but cannot lift off.
Perdition Turret (Y) = A flame turret that does massive area damage, and
conceals itself when not in combat.
	The Planetary Fortress removes one of the key aspects of Terran
buildings, that it can move. No unit should be able to come close enough to the
base to attack your Command Centre. The Command Centre aspect of it could be
ignored to just make it a defensive building in its own right but it is too
large and expensive to be cost-efficient. 
	The typical defensive structure for Terrans is a line of Supply Depots
with Bunkers behind them, and Siege Tanks behind the Bunkers. Putting Perdition
Turrets in 
front of the Supply Depots just adds another layer of depth to the defensive
matrix. 

Zerg (15)
Predator (x) = Anti infantry specialist that periodically emits a powerful area
shock 
attack. It is built at the Factory.
Hercules (Y) = A massive transport ship (30 unit slots) that can deploy loaded
units almost instantly, and ensure units will survive by drop-pods even if the
Hercules is 
destroyed. It is built at the Starport and requires the Core Reactor. 
	The Terrans already have some powerful anti-infantry units. Hercules
offers a very powerful invasion unit due to the large number of units it can
load, and due to its ability for the loaded troops to never be shot down.

Zerg (20)
Cellular Reactor (x) = Specialist start with +100 energy, and gain +100 maximum
energy.
Regenerative Biosteel (Y) = Ships and Vehicles slowly regenerate health.
	Regenerative Biosteel in conjunction with Science Vessels makes
mechanical units very hardy. 

Zerg (25)
Hive Mind Emulator (x) = A defensive structure that can permanently
mind-control Zerg units.
Psi-Disrupter (Y) = A defensive structure that provides a constant effect of
slowing movement and attack speed of nearby Zerg.
	The last 3 missions are at the Zerg home world of Char. By this time you
should be quite comfortable in how to use your own units that you don’t need the
Zerg. The Psi-Disrupter will especially become valuable in the last mission when
it is mainly a swarm of lower end unit attacking your base semi-constantly.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5)				Unit Info
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
	
	This guide is intended for campaign use, and will not have complete
information on the zerg because they are unplayable. The Protoss have some
playable missions and have more details. The Hero and Villian units will not be
seperated by race. 
	There are some structures that can attack, and they are covered in the
structure section.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.1)				Terran units
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Transportation slots can differ from the amount of supplies required to
build a unit. 

Barracks

Marine: 50 mineral, 1 unit of supply, 25 seconds to produce
Light biological unit
Life = 45, Armour = 0, Movement = 2.25
Transportation slot = 1
Weapon = 6 every 0.86 seconds, range = 5, ground and air attack


Medic: 75 mineral, 50 gas, 2 units of supply, 25 seconds to produce
Light biological unit
Life = 60, Energy = 200, Armour = 2, Movement = 2.25
Transportation slot = 1
Ability: Heal -> Heals biological units, gives 3 life for every energy

Marauder: 100 mineral, 25 gas, 2 units of supply, 30 seconds to produce
Armoured biological unit
Life = 100, Armour = 1, Movement = 2.25
Transportation slot = 2
Weapon = 10 (20 vs armoured) every 1.5 seconds, range = 6, ground attack

Firebat: 100 mineral, 25 gas, 2 units of supply, 30 seconds to produce
Armoured biological unit
Life = 100, Armour = 1, Movement = 2.25
Transportation slot = 2
Weapons (2) = 8 (12 vs light) every 1.4 seconds, range = 2, ground attack 

Reaper: 50 mineral, 50 gas, 1 unit of supply, 40 seconds to produce
Light biological unit
Life = 50, Armour = 0, Movement = 3.84
Transportation slot = 2
Weapons (2) = 4 (9 vs light) every 1.1 seconds, range 4.5, ground attack
Weapon = 33 every 1.8 seconds, range = 5, building attack 


Spectre: 150 mineral, 150 gas, 2 units of supply, 50 seconds to produce
Psionic biological unit
Life = 80, Armour = 0, Movement = 2.75
Transportation slot = 2
Weapon = 15 (20 vs armour) every 2 seconds, range = 6, ground and air attack
Requires: Shadow Ops
Ability: Hold Fire
Ability: Cloak,  costs 25 energy to begin cloaking, 0.9energy/second of cloaking
Ability: Ultrasonic Pulse = stuns enemies for a time, 3 second cooldown, costs
50 energy	
Ability: Tactical Nuke 
		--> Nuke: 100 mineral, 100 gas, 60 seconds to produce
		--> Weapon = 300 (+200 vs structures) at 20 seconds, large
		radius


Ghost: 150 mineral, 150 gas, 2 units of supply, 40 seconds to produce
Psionic, biological unit
Life = 100, Armour = 0, Movement = 2.25
Transportation slot = 2
Weapon = 10 (20 vs light) every 1.5 seconds, range = 6, ground and air attack
Requires: Shadow Ops
Ability: Hold Fire
Ability: Cloak,  costs 25 energy to begin cloaking, 0.9energy/second of cloaking
Ability: Snipe = deals 45 damage ignoring armour. Costs 25 energy.	
Ability: Tactical Nuke 
		--> Nuke: 100 mineral, 100 gas, 60 seconds to produce
		--> Weapon = 300 (+200 vs structures) at 20 seconds, large
		radius


Command Centre

SCV: 50 mineral, 1 unit of supply, 17 seconds to produce
Light biological and mechanical unit 
Life = 45, Armour = 0, Movement = 2.81
Transportation slot = 1
Weapon = 5 every 1.5 seconds, range melee, ground attack
Ability: Repair units and structure
Ability: Mine minerals, and harvest gas
Ability: Build structures


Factory

Vultures: 75 mineral, 2 units of supply, 25 seconds to produce
Light mechanical unit
Life = 75, Armour = 1, Movement = 4.25
Transportation slot = 2
Weapon = 10 (25 vs armoured) every 1.69 seconds, range = 6, ground attack
Ability: Deploy spider mine
		->Spider Mine: 15 minerals if Vulture upgrade "Replenishable
		Magazine" is selected
		->Life = 25, Armour = 0
		->Weapon = 70 at 0.83 seconds, range = melee, ground attack

Hellion: 100 mineral, 2 units of supply, 30 seconds to produce
Light mechanical unit
Life = 100, Armour = 0, Movement = 4.25
Transportation slot = 2
Weapon = 10 (18 vs light) every 2.5 seconds, range = 5, ground area attack

Seige Tank: 150 mineral, 125 gas, 3 units of supply, 45 seconds to produce
Armoured mechanical unit
Life = 150, Armour = 1, Movement = 2.25
Transportation slot = 4
Weapon = 15 (25 vs armoured) every 1.04 seconds, range = 7, ground attack
Weapon (seige) = 60 every 3 seconds, range 13, ground area attack

Diamondback: 150 mineral, 150 gas, 4 units of supply, 50 seconds to produce
Armoured mechanical unit
Life = 200, Armour = 1, Movement = 2.95
Transportation slot = 4
Weapon = 20 (40 vs armoured) every 2 seconds, range = 6, ground attack

Goliath: 150 mineral, 50 gas, 3 units of supply, 40 seconds to produce
Armoured mechanical unit
Life = 125, Armour = 1, Movement = 2.69
Transportation slot = 2
Weapons (2) = 8 (16 vs armoured) every 1.5 seconds, range = 6, air attack
Weapon = 18 every 1.5 seconds, range = 6, ground attack

Thor: 300 minerals, 200 gas, 6 units of supply, 60 seconds to produce
Massive armoured mechanical unit
Life = 400, Energy = 200, Armour = 1, Movement = 1.88
Transportation slot = 8
Weapons (4) = 8 (12 vs light) every 3 seconds, range = 10, air attack
Weapons (2) = 45 every 1.93 seconds, range = 7, ground attack
Requires: Armoury
Ability: 230mm Strike Cannons = 500 damage over 6 seconds stunning target unit.
Costs 100 energy with 2 second cooldown

Predator: 100 mineral, 100 gas, 3 units of supply, 40 seconds to produce
Armoured mechanical unit
Life = 140, Armour = 1, Movement = 4
Transportation slot = 2
Weapon = 15 every 1 seconds, range = melee, ground attack
Ability: Unleashes deadly electrical field with each attack causing 20 damage


Starport

Viking: 150 mineral, 75 gas, 2 units of supply, 42 seconds to produce
Armoured mechanical unit
Life = 125, Armour = 0, Movement (air) = 2.75, Movement (ground) = 2.25
Transportation slot = 2
Weapons(2) = 10 (14 vs armoured) every 2 seconds, range = 9, air attack
Weapon = 14 every second, range = 6, ground attack

Medivac: 100 mineral, 100 gas, 2 units of supply, 42 seconds to produce
Armoured mechanical unit
Life = 150, Energy = 200, Armour = 1, Movement = 2.75
Ability: Heal = Heals biological units, gives 3 life for every energy
Ability: Transport = Has 8 unit slots

Wraith: 150 mineral, 150 gas, 2 units of supply, 50 seconds to produce
Armoured mechanical unit
Life = 125, Energy = 200, Armour = 0, Movement = 3.75
Weapons (2) = 5 (10 vs armour) every 1.25 seconds, range = 5, air attack
Weapon = 8 every 1.69 seconds, range = 5, ground attack
Ability: Cloak, costs 25 starting energy, 0.9 energy/second cloaked

Raven: 100 mineral, 200 gas, 2 units of supply, 60 seconds to produce
Light mechanical unit
Life = 140, Energy = 200, Armoured = 1, Movement = 2.25
Ability: Detector
Ability: Deploy Auto-turret, costs 50 energy, lasts upto 180 seconds
		-> Auto-turret
		-> Armoured mechanical structure
		-> Life = 150, Armour = 1
		-> Weapon = 8 every 0.8 seconds, range = 6, ground and air attack
Ability: Deploy Point Systems Defense Drone, costs 100 energy, lasts upto 180
seconds
		-> Point Systems Defense Drone
		-> Light mechanical structure
		-> Life = 50, Energy = 200, Armour = 0
		-> cost 10 energy for every each missile deflected
Ability: Seeker Missile = 100 area damage missile that chases target for 15
seconds. costs 125 energy

Science Vessel: 100 mineral, 200 gas, 2 units of supply, 60 seconds to produce
Light mechanical unit
Life = 200, Energy = 200, Armour = 1, Movement = 2
Ability: Detector
Ability: Heal = Repairs mechanical unit, gives 3 life for every 1 energy
Ability: Irradiate = Gases unit causing all biological units in immediate area,
including inflicted unit to take damage. Lasts 30 seconds and does up to 250
damage

Banshee: 150 mineral, 100 gas, 3 units of supply, 60 seconds to produce
Light mechanical unit
Life = 140, Armour = 0, Movement = 2.75
Weapons (2) = 12 every 1.25 seconds, range = 6, ground attack

Hercules: 300 minerals, 200 gas, 6 units of supply, 70 seconds to produce
unit
Life = 500, Armour = 3, Movement = 2.75
Requires: Fusion Core
Ability: Transport = Has 30 unit slots
Ability: Guarenteed transportation = If the Hercules is destroyed the 
transported units survive via drop-pods with 73.3% of of their previous health
Ability: Rapid deployment = Deploys units almost instantaneously
 
Battlecruiser: 400 mineral, 300 gas, 6 units of supply, 110 seconds to produce
Massive armoured unit
Life = 550, Energy = 200, Armour = 3, Movement = 1.41
Weapon = 10 every 0.23 seconds, range = 6, ground attack
Weapon = 6 every 0.23 seconds, range = 6, air attack
Requires: Fusion Core
Ability: Yamato Cannon = 300 damage, 3 second cooldown, costs 125 energy

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.2)				Protoss units
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Gateway


Zealot: 100 minerals, 2 units of supply, 33 seconds to produce
Light biological unit
Life = 100, Armour = 1, Movement = 2.75
Shield = 50,  Shield armour = 0
Transportation slots = 2
Weapon (2) = 8 every 1.2 seconds, range = melee, ground attack 
Ability: Charge = Increases speed of Protoss unit while approaching enemy unit.
The cooldown is 10 seconds. 

Stalker: 125 mineral, 50 gas, 2 units of supply, 42 seconds to produce
Armoured mechanical unit
Life = 80, Armour = 1,  Movement = 2.95
Shield = 80, Shield armour = 0
Transportation slots = 2
Weapon = 10 (14 vs armour) every 1.44 seconds, range = 6, air and ground attack
Requires: Cybernetic Core
Ability: Blink = Instantaneously transport unit a short distance. The cooldown
takes 10 seconds

Sentry: 50 mineral, 100 gas, 2 units of supply
Light mechanical psionic unit
Life = 40, Energy = 200, Armour = 1, Movement = 2.25
Shield = 40, Shield armour = 0
Transportation  slots = 2
Weapon = 6 every 1 second, range = 5, ground and air attack
Requires: Cybernetic Core
Ability: Force field = A barrier impeding movement for 15 seconds. Costs 50
energy
Ability: Guardian Shield = An aura with a range of 4 reducing incoming ranged
attack damage by 2 lasting 15 seconds. Only protects friendly units. Costs 75
energy.
Ability: Hallucinate = Creates an illusion of a unit. Unit can't use any
abilities, or cause any damage. Unit does not recieve any armour bonuses, and
takes double the attackers natural damage. Costs 100 energy.
		-> 4 Probes, 2 Zealots, 2 Stalkers, 1 Immortal, 2 High Templar
		1 Archon, 1 Void Ray, 1 Pheonix, 1 Warp prism, or 1 Colossus

Dark Templar: 125 minerals, 125 gas, 2 units of supply, 55 seconds to produce
Light biological psionic unit
Life = 40, Armour = 1, Movement = 2.81 
Shield = 80, Shield armour = 0
Transportation  slots = 2
Weapon = 45 every 1.69 seconds, range = melee, ground attack
Requires: Dark Shrine
Ability: Permanently cloaked

High Templar: 50 mineral, 150 gas, 2 units of supply, 55 seconds to produce
Light biological psionic unit
Life = 40, Energy = 200, Armour = 0, Movement = 1.88 
Shield = 40, Shield armour = 0
Transportation  slots = 2
Requires: Templar Archives
Ability:Feedback = The inflicted enemy will suffer 1 damage for every point of 
energy the unit has at the time of attack. Costs 50 energy. 
Ability: Psionic Storm = Creates a storm capable of inflicting up to 80 damage
over 4 seconds to all enemies within it. Costs 75 energy. The cooldown takes 3
seconds 
Ability: Merge = Two High Templars can combined to make a new unit.
		-> Archon: 17 seconds to produce
		->
		-> Life = 10, Armour = 0, Movement = 2.81
		-> Shield = 350, Shield armour = 0
		-> Weapon = 20 splash (30 vs biological) every 1.75 seconds
		-> Range = 2, ground and air attack


Nexus

Probe: 50 mineral, 1 unit of supply, 17 seconds to produce
Light mechanical unit
Life = 20, Armour = 0, Movement = 2.81
Shield = 20, Shield armour = 0
Transportation  slots = 1
Weapon = 5 every 1.5 seconds, range = melee, ground attack
Ability: Can mine minerals, and harvest gas
Ability: Can warp in structures

Mothership: 400 mineral, 400 gas, 8 units of supply, 160 seconds to produce
Massive armoured mechanical psionic unit
Life = 350, Energy = 200, Armour = 2, Movement = 1.41
Shield = 350, Shield armour = 0
Weapon (6) = 6 every 2.21 seconds, range = 7, ground and air attack
Requires: No other Mothership owned, and the Fleet Beacon. 
Ability: Cloaking field = passively cloaks all nearby friendly units and
structures
Ability: Mass Recall = Teleport all units owned by player in targeted area to 
the Mothership. Costs 100 energy.
Ability: Vortex = Sucks all ground and air units from targeted area into a 
vortex where they are invulnerable. Lasts for 20 seconds. Costs 100 energy.



Robitics Facility

Immortal: 250 mineral, 100 gas, 4 unit, 40 seconds to produce
Armoured mechanical unit
Life = 200, Armour = 1, Movement = 2.25
Shield = 100, Shield armour = 0
Weapon = 20 (50 vs armour) every 1.45 seconds, range = 5, ground attack
Ability: Hardened Shell = Max damage becomes 10 if shields are still active

Observer: 50 mineral, 100 gas, 1 unit of supply, 40 seconds to produce
Light mechanical unit
Life = 40, Armour = 0, Movement = 2.81
Shield = 20, Shield armour = 0
Ability: Permenantly cloaked
Ability: Detector

Colossi: 300 mineral, 200 gas, 6 units of supply, 75 seconds to produce
Massive armoured mechanical unit
Life = 200, Armour = 1, Movement = 2.25
Shield = 150,  Shield armour = 0
Weapon (2) = 20 every 2.2 seconds, range = 9, ground attack 
Requires = Robotics Bay
Ability: Can walk up ledges

Warp Prism:
Armoured mechanical psionic unit
Life = 100, Armour = 0, Movement = 2.5
Shield = 40, Shield armour = 0
Ability: Phasing mode -> transforms becoming immobile but providing a power
radius similar to a pylon
Ability: Transport = Has 8 unit slots


Stargate

Phoenix: 150 mineral, 100 gas, 2 units of supply, 45 seconds to produce
Light mechanical unit
Life = 120, Energy = 200, Armour = 0, Movement = 4.25
Shield = 60, Shield armour = 0
Weapon (2)= 5 (10 vs light) every 1.11 seconds, range = 4, air attack

Void Ray: 250 mineral, 150 gas, 3 units of supply, 60 seconds to produce
Armoured mechanical unit
Life = 150, Armour = 0, Movement = 3.38
Shield = 100, Shield armour = 0
Weapon = 2 (6 vs armour) every 0.6 seconds, range = 6, air and ground attack
Ability: Prismatic Beam = Damage output increase with the length of time Void
Ray remains on single target.

Carrier: 350 mineral, 250 gas, 6 units, 120 seconds
Massive armoured mechanical unit 
Life = 300, Armour = 2, Movement = 1.88
Shield = 150, Shield armour = 0
Requires = Fleet Beacon
Ability: Produce  upto 8 Interceptors
		-> Interceptors: 25 minerals, 8 seconds to produce
		-> Light mechanical unit
		-> Life = 40, Armour = 0, Shield = 40, Shield armour = 0
		-> Weapon (2) = 5 every 1 second, range = 8, ground and air 	
		attack

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.3)				Zerg units
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
	To be added in the next edition.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.4)				Hero units
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
	To be added in the next edition


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.5)				Villian units
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
	To be added in the next edition

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
6)				Structure info
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
	To be added in the next edition.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
7) 				FAQ
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Q ---	You are so cool! How do I thank you?
A ---	Send me an email at pjmacphee@yahoo.com

Q ---	Is your girlfriend HAWT?
A ---	Yes, stay the HELL away from her.

Q ---	You missed something, or I think you should add something.
A ---	That wasn’t a question. :@!!! But serious feel free to email me about
it, and if I wasn’t already going to add it to the walkthrough I will. You would

Q ---   The armory and engineering bay upgrades, are triggered by mission number
only, and not particular missions. -Dave
A --- 	Thank you for pointing this out Dave! :)

receive credit at the bottom of the walkthrough.

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