Starcraft II – Wings of Liberty Credit Usage

Starcraft II - Wings of Liberty Credit Usage

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                        Starcraft II: Wings of Liberty
                        Credit Usage and Upgrade Guide
                Guide written by rossmacdaddy (SC2 - ArchAvis)
                for distribution on GameFAQs (www.gamefaqs.com)
                                 Version 1.10

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Table of Contents

I.	Introduction                                            [01.INTR]
II.	Armory Upgrades                                         [02.ARMO]
 A.	 Base Upgrades                                           [2A.BASE]
 B.	 Infantry Upgrades                                       [2B.INFA]
 C.	 Vehicle Upgrades                                        [2C.VEHI]
 D.	 Starship Upgrades                                       [2D.STAR]
 E.	 Dominion Upgrades                                       [2E.DOMI]
III.	Mercenary Contracts                                     [03.MERC]
IV.	Laboratory Research                                     [04.LABO]
 A.	 Protoss Research                                        [4A.PROT]
 B.	 Zerg Research                                           [4B.ZERG]
V.	Recommendations                                         [05.RECO]
 A.	 Armory Upgrades                                         [5A.ARMO]
 B.	 Mercenary Contracts                                     [5B.MERC]
 C.	 Laboratory Research                                     [5C.LABO]
VI.	Frequently Asked Questions                              [06.FREQ]

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I. Introduction [01.INTR]

The purpose of this guide is to help Starcraft II campaign players make good
choices on how to spend their limited credits in the Wings of Liberty Campaign.
As with any FAQ, these suggestions are my opinions and nothing more.  After
repeated playthroughs of the campaign, I've come to realize which upgrades are
helpful, and which are mostly garbage.

If you haven't played the campaign, here is the first thing you should know -
the credits you earn in the Wings of Liberty Campaign are not enough to
purchase all of the upgrades available to you.  Here are the totals:

 2,030,000 from mission rewards and bonus objectives (includes secret mission)
   220,000 from excess research points sold to Mobius

 2,250,000 maximum credits per campaign playthrough

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II. Armory Upgrades [02.ARMO]

 A. Base Upgrades [2A.BASE]

  Bunker
   Projectile Accelerator                                        40,000 credits
    - Bunkered units get +1 range
   Neosteel Bunker                                               50,000 credits
    - Bunkers gain 2 additional capacity

  Missile Turret
   Titanium Housing                                              50,000 credits
    - Turrets gain +75 max life
   Hellstorm Batteries                                           80,000 credits
    - Turrets fire second volley of missiles for splash damage

  SCV
   Advanced Construction                                         60,000 credits
    - Multiple SCVs can build structures faster
   Dual-Fusion Welders                                           80,000 credits
    - SCV repair twice as fast

  Terran Building
   Fire-Suppression System                                       90,000 credits
    - Structures auto extinguish fire and repair to 50% life
   Orbital Command Center                                       125,000 credits
    - Enables use of Scanner Sweep and Calldown: MULE abilities

                                    TOTAL FOR BASE UPGRADES     575,000 credits

 B. Infantry Upgrades [2B.INFA]

  Marine
   Stimpacks                                                     50,000 credits
    - Marines take damage / Fire and move 50% faster for 15 seconds
   Combat Shield                                                 60,000 credits
    - Marines start with +10 more max life

  Medic
   Advanced Medic Facilities                                     60,000 credits
    - Medics no longer require the Tech Lab add-on
   Stabilizer Medpacks                                          105,000 credits
    - Medics heal targets 25% faster and use 33% less energy

  Firebat
   Incinerator Gauntlets                                         40,000 credits
    - Firebats gain a 40% larger area attack
   Juggernaut Plating                                            85,000 credits
    - Firebats gain +2 armor

  Marauder
   Concussive Shells                                             70,000 credits
    - Marauder attack slows all units in target area
   Kinetic Foam                                                  90,000 credits
    - Marauders gain +25 max life

  Reaper
   U-238 Rounds                                                  60,000 credits
    - Reapers gain +1 range and get +3 damage to light armor
   G-4 Clusterbomb                                               75,000 credits
    - Enables use of anti-personnel charge with a large blast radius

                                TOTAL FOR INFANTRY UPGRADES     635,000 credits

 C. Vehicle Upgrades [2C.VEHI]

  Hellion
   Twin-Linked Flamethrower                                      40,000 credits
    - Doubles width of the Hellion's flame attack
   Thermite Filaments                                            60,000 credits
    - Hellions do an additional +10 damage to light armor

  Vulture
   Cerberus Mine                                                 50,000 credits
    - Increases mine blast and trigger radius by 33%
   Replenishable Magazine                                        60,000 credits
    - Vultures can replenish mines for 15 minerals

  Goliath
   Multi-Lock Weapons System                                     50,000 credits
    - Goliaths can fire both weapons simultaneously
   Ares-Class Targeting System                                   80,000 credits
    - Goliaths gain +3 missile range and +1 cannon range

  Diamondback
   Tri-Lithium Power Cell                                        75,000 credits
    - Diamondbacks gain +1 range
   Shaped Hull                                                   90,000 credits
    - Diamondbacks gain +50 max life

  Siege Tank
   Maelstrom Rounds                                             105,000 credits
    - Siege Tanks do additional +40 damage to primary target
   Shaped Blast                                                 140,000 credits
    - Shock Cannon does 75% less damage to friendly units

                                 TOTAL FOR VEHICLE UPGRADES     750,000 credits

 D. Starship Upgrades [2D.STAR]

  Medivac
   Rapid Deployment Tube                                         50,000 credits
    - Medivacs deploy loaded troops almost instantly
   Advanced Healing AI                                          115,000 credits
    - Medivacs can heal two targets at once

  Wraith
   Tomahawk Power Cells                                          80,000 credits
    - Wraiths start with +100 energy
   Displacement Field                                           125,000 credits
    - Wraiths evade 20% of attacks when cloaked

  Viking
   Ripwave Missiles                                              75,000 credits
    - Viking missiles do area splash damage
   Phobo-Class Weapons System                                    90,000 credits
    - Vikings gain +2 missile range and +1 cannon range

  Banshee
   Cross-Spectrum Dampeners                                      80,000 credits
    - Banshees can remain cloaked for twice as long
   Shockwave Missile Battery                                    110,000 credits
    - Banshee attack fires multiple missiles in a line

  Battlecruiser
   Missile Pods                                                 140,000 credits
    - Enables use of anti-air area missile attack
   Defensive Matrix                                             150,000 credits
    - Enables use of energy shield that absorbs 200 damage

                                TOTAL FOR STARSHIP UPGRADES   1,015,000 credits

 E. Dominion Upgrades [2E.DOMI]

 *Ghost
   Ocular Implants                                               85,000 credits
    - Ghosts gain +2 range and +3 sight radius
   Cirius Suit                                                  125,000 credits
    - Cloak no longer requires energy

 *Spectre
   Psionic Lash                                                 100,000 credits
    - Enables use of psionic attack that deals 200 damage
   Nyx-Class Cloaking Module                                    125,000 credits
    - Cloak no longer requires energy

   *You can get Ghost OR Specter during the campaign playthrough - not both.

  Thor
   330mm Barrage Cannon                                         130,000 credits
    - Improves bombardment cannon by adding area damage and stun
   Immortality Protocol                                         140,000 credits
    - Destroyed Thors can be revived in the field

                        TOTAL FOR DOMINION UPGRADES (Ghost)     480,000 credits
                      TOTAL FOR DOMINION UPGRADES (Spectre)     495,000 credits

                              TOTAL ARMORY UPGRADES (Ghost)   3,455,000 credits
                            TOTAL ARMORY UPGRADES (Spectre)   3,470,000 credits

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III. Mercenary Contracts [03.MERC]

  War Pigs (3 squad limit per mission)                                0 credits
   - 4 Elite Marines with +65% Health and +35% Damage

  Devil Dogs (2 squad limit per mission)                         35,000 credits
   - 2 Elite Firebats with +80% Health and +25% Damage

  Hammer Securities (2 squad limit per mission)                  30,000 credits
   - 2 Elite Marauders with +25% Health and +20% Damage

  Spartan Company (2 squad limit per mission)                    40,000 credits
   - 2 Elite Goliaths with +33% Health and +33% Damage

  Siege Breakers (2 squad limit per mission)                     45,000 credits
   - 2 Elite Siege Tanks with +33% Health and +66% Damage

  Hel's Angels (2 squad limit per mission)                       45,000 credits
   - 3 Pirate Vikings with +45% Health and +40% Damage

  Dusk Wings (2 squad limit per mission)                         60,000 credits
   - 2 Rogue Banshees with +25% Health and +50% Damage

  Jackson's Revenge (limit 1 per mission)                        80,000 credits
   - 1 Pirate Battlecruiser with +30% Health and +33% Damage

                              TOTAL FOR MERCENARY CONTRACTS     335,000 credits

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IV. Laboratory Research [04.LABO]

 A. Protoss Research [4A.PROT]

  Level 5 (can only choose one)
   Ultra-Capacitors
    - Engineering Bay / Armory Weapon upgrades also increase attack rate by 5%
   Vanadium Plating
    - Engineering Bay / Armory Armor upgrades also increase life by 5%

  Level 10 (can only choose one)
   Orbital Depots
    - Supply Depots no longer require construction time
   Micro-Filtering
    - Refineries produce vespene 25% faster (stacks with Automated Refinery)

  Level 15 (can only choose one)
   Automated Refinery
    - Refinery no longer requires SCVs to harvest vespene gas
   Command Center Reactor
    - Allows two SCVs to be trained simultaneously

  Level 20 (can only choose one)
   Raven
    - Flying Detector with Auto-Turret, Point Defense Drone, & Seeker Missile
    - Built at the Starport
   Science Vessel
    - Flying Detector with Irradiate / Repairs nearby mechanical units
    - Built at the Starport

  Level 25 (can only choose one)
   Tech Reactor
    - Combines the Tech Lab and the Reactor add-ons
   Orbital Strike
    - Barracks units now arrive by Drop-Pod at the rally point

 B. Zerg Research [4B.ZERG]

  Level 5 (can only choose one)
   Shrike Turret
    - Outfits all Bunkers with an automated turret
   Fortified Bunker
    - Bunkers gain +150 life

  Level 10 (can only choose one)
   Planetary Fortress
    - Allows Command Center to add extra armor and Twin Ibiks Cannon
    - A Planetary Fortress cannot lift off
   Perdition Turret
    - Concealed automated flame turret that does area damage when engaged

  Level 15 (can only choose one)
   Predator
    - Anti-infantry unit that emits an area shock attack
    - Built at the factory
   Hercules
    - Massive transport ship that deploys troops quickly
    - Loaded troops survive with minimal damage if Hercules is destroyed 
    - Built at the Starport (require Fusion Core)

  Level 20 (can only choose one)
   Cellular Reactor
    - Specialist units start with +100 energy and +100 max energy
   Regenerative Bio-Steel
    - Ships and vehicles slowly regenerate life

  Level 25
   Hive Mind Emulator
    - Can permanently Mind Control Zerg units
   Psi Disrupter
    - Slows movement and attack speeds of nearby Zerg

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V. Recommendations [05.RECO]

These recommendations are based on helping you complete the campaign with
upgrades that are worthwhile and helpful to complete later missions.  Many of
these suggestions will also prepare you to complete some of the harder mission
achievements by utilizing available units effectively.  These upgrades should
be obtained as you can afford them.  Keep in mind that once you obtain the
Zeratul missions after "The Dig", you can rake in a LOT of research points
which you can use to finish off your Lab Research or cash in for credits.

 A. Armory Upgrades [5A.ARMO]

   Stimpacks (Marine)                                            50,000 credits
   Neosteel Bunker (Bunker)                                      50,000 credits
   Concussive Shells (Marauder)                                  70,000 credits
   Projectile Accelerator (Bunker)                               40,000 credits
   Stabilizer Medpacks (Medic)                                  105,000 credits
   Combat Shield (Marine)                                        60,000 credits
   Hellstorm Batteries (Missile Turret)                          80,000 credits
   Kinetic Foam (Marauder)                                       90,000 credits
   Thermite Filaments (Hellion)                                  60,000 credits
   Twin-Linked Flamethrower (Hellion)                            40,000 credits
   Titanium Housing (Missile Turret)                             50,000 credits
   Multi-Lock Weapons System (Goliath)                           50,000 credits
   Ripwave Missiles (Viking)                                     75,000 credits
   Dual-Fusion Welders (SCV)                                     80,000 credits
   Phobo-Class Weapons System (Viking)                           90,000 credits
   Ares-Class Targeting System (Goliath)                         80,000 credits
   Orbital Command Center (Terran Building)                     125,000 credits
   Maelstrom Rounds (Siege Tank)                                105,000 credits
   Shaped Blast (Siege Tank)                                    140,000 credits
   Fire-Suppression System (Terran Building)                     90,000 credits
   Advanced Healing AI (Medivac)                                115,000 credits
   Rapid Deployment Tube (Medivac)                               50,000 credits
   Shockwave Missile Battery (Banshee)                          110,000 credits
   Cross-Spectrum Dampeners (Banshee)                            80,000 credits
   Immortality Protocol (Thor)                                  140,000 credits

   TOTAL ARMORY UPGRADE COSTS                                 2,025,000 credits

   These upgrades will update the units that you will want to use most often.
   I've ranked these upgrades in priority order.  Depending on which mission
   order you choose, you might have to purchase these in a slightly different
   way.  In general, try to plan your next mission selections so you'll be able
   to afford 1 or 2 upgrades after the mission.  It is also helpful to have
   certain units available before you attempt certain missions.  For example,
   It is strongly recommended that you have Vikings before you attempt
   "The Dig."  If you want to get the "Yippee-Ki-Yay..." achievement, you'll
   want air support to scout for your laser drill.  Trust me.  

   THE GOOD

   Bunker

   While many players don't like to turtle, it really pays off in the campaign.
   Fortifying your bunkers will be well worth the investment.  Adding two slots
   is a real help since you can get more firepower out of fewer Bunkers.  The
   Projectile Accelerator adds needed range so the Bunker takes less damage.
   Once you fortify them with the Zerg Research upgrade, Bunkers are just plain
   great defensive structures.

   Missile Turret

   Hellstorm Batteries shut down mass air units.  Put a pack of them around your
   base and you'll be well protected from air assaults.  The Titanium Housing
   adds life to them as well, which helps since they can be rather fragile if
   not repaired quickly.

   SCV

   Until you can unlock Science Vessel, these guys are your only option to heal
   mech units.  The Dual-Fusion Welders help them complete very fast repairs.
   They also make great base defenders when patrolling your defensive line.
   Advanced Construction isn't that helpful because you end up committing too
   many workers to a building project when you could be advancing your economy.
   You might get a building much faster, but once your building is up, you have
   to play catch-up with yourself.  Not worth it.

   Terran Building

   The Orbital Command Center might seem like pure utility at first, but when
   you call down your first MULE, you'll realize how quickly they boost your
   economy.  They might fall apart after a short while, but they're free
   harvesters that are many times more effective than a regular SCV.  The
   Scanner Sweep is a great bonus, especially in the middle of the campaign
   when your detection abilities are rather pathetic.  Fire-Suppression
   can be beneficial if you're attention is somewhat divided during a mission.
   Free building healing is always good.

   Marine

   Marines are a staple to a Terran army, so upgrading them to full is a must.
   Stimpack makes them a good choice throughout the campaign when paired with
   Medics or Medivacs.  Combat Shield adds longevity to their usefulness, which
   is always good.

   Medic

   Medics only have one useful upgrade in the Stabilizer Medpacks, but it keeps
   your units alive a lot longer.  The Advanced Medic Facilities upgrade is a 
   waste of credits.  If you really need a Reactor more than a Tech Lab, you
   should probably just throw up a second Barracks and put one on each.

   Marauder

   Marauders are amazing.  Concussive shells is one of the most important
   upgrades in the campaign.  It slows ground movement for enemy troops,
   allowing other units to get more shots off before they can retaliate.
   Adding Kinetic Foam also helps keep them alive longer, which is always a
   good thing.  It's a shame you can't use Stimpacks on them in the campaign.

   Reaper

   Reapers are great at destroying buildings, but their upgrades aren't
   necessary.  If you want to use Reapers, don't worry about needing upgrades.
   Keep in mind that Reapers are excellent when paired with Hellions during
   Colony missions.  They still don't need upgrades.

   Hellion

   Hellions are fast and powerful.  They have very weak armor though, so be
   careful.  With Thermite Filaments and Twin-Linked Flamethrower, they dish
   out a lot of pain to ground troops.  If you can keep these away from the
   front of your mobile forces, they will be very useful to you throughout
   the campaign.

   Goliath

   If it weren't for Multi-Lock Weapon System, Goliaths probably wouldn't be
   as useful.  However, if you send them out with a few SCVs, they can handle
   themselves quite well.  The added range from Ares-Class Targeting System
   is also very helpful when facing groups of enemy forces.

   Siege Tank

   Both Siege tank upgrades are very expensive, but with good reason.  With
   Maelstrom rounds, the damage output from a group of siege tanks is crazy
   strong.  Shaped Blast allows your units to move in while under fire
   without worrying about the siege splash damage taking you out as well.

   Medivac

   The Medivac upgrades make them into a mini Hercules with great bio-healing
   (except you don't need a Fusion Core... ugh).  Very useful, even if you do
   get them rather late in the campaign...

   Viking

   When you start to get air power, Vikings are very versatile - and both
   their upgrades are excellent.  Ripwave Missiles improve their anti-air
   capabilities tremendously.  The range upgrade from Phobo-Class Weapons
   really improves their anti-air, and makes their ground mode much more
   effective.  A mixed group of ground/air Vikings makes a really good
   strike force for their cost in the campaign.

   Banshee

   Banshees are great stealth strike fighters.  A group of them is lethal with
   Shockwave Missile Battery.  Cross-Spectrum Dampeners doubles their cloak
   time, which is really useful in later missions.

   Battlecruiser

   Battlecruisers are great to use in the campaign if you can get a few out.
   However, Battlecruiser upgrades are way too expensive, and rather
   disappointing.  The Missile Pods are a lot like the Hellstorm Battery upgrade
   for Missile Turrets.  However, they require activation just like the Yamato
   Cannon.  If choosing between the two... I always pick Yamato Cannon.  The
   Defensive Matrix upgrade is just like the Science Vessel ability from SC/BW.
   However, it uses a lot of energy that could better be used on Yamato shots.

   Thor

   Thors are great mobile siege units for the Terran army.  Their anti-air is
   a bit lacking, but they make up for it in longevity and raw power.  The
   Immortality Protocol for Thors helps mitigate the cost of their production
   while allowing you to rebuild them for 200 gas wherever they fall.  Since
   they are rather slow, this might happen more than you want it to.  The 330mm
   Barrage Cannon isn't a BAD upgrade, but for how often you'll use it, it
   really isn't that helpful.  Their standard cannon is enough to take down key
   buildings if you need to.

   THE BAD   

   Conversely, some unit upgrades are simply not worth any investment.  Aside
   from the missions where they are introduced, the following units are almost
   completely useless in the campaign:

   Firebat

   I don't know what they were thinking bringing Firebats back in SC2.  
   Marauders outclass them in EVERY way.

   Vulture

   Vultures are another oddity.  Spider mines are good for base defense in some
   circumstances, but bunkers and siege tanks are much better.  Swann even
   makes fun of them during the campaign if that's any clue.

   Diamondback

   Diamondbacks are good for "chasing" units.  Well, since the only mobile
   target you face in the game happens to be during the mission you GET
   Diamondbacks, can you guess how useful they are after that?  Don't bother.

   Wraith

   Wraiths could have been good.  However, Vikings are better at anti-air, and
   Banshees are just plain brutal with Shockwave Missile Battery.  There is no
   reason to use or upgrade Wraiths.

   Ghost/Spectre

   It really annoys me how ineffective Ghosts/Spectres were in the campaign.
   Still, both units have neat skills that you don't get to use all that often.
   The Snipe ability is really effective if you have a group of Ghosts out,
   whereas Mindblast can incapacitate groups of enemies for a short period.
   Yet for some reason, Ghosts/Spectres can't use EMP outside of multiplayer...
   Unfortunately, most of the enemy bases are swarming with detectors
   (especially when you're against Protoss).  Since you don't get any form of
   mobile detector until you've amassed 20 Protoss research points, this makes
   stealth attacks close to pointless (Banshees are the exception since they
   fly and can make devastating ground bombing runs while cloaked).  They're
   also very costly to produce (150 minerals/150 gas).  Ghosts/Spectres are
   very susceptible to ground based burrowed units and colossi.  They're just
   too weak to be worth any credit investment.  Besides, they don't need
   upgrades to nuke...

 B. Mercenary Contracts [5B.MERC]

  Hammer Securities                                              30,000 credits
  Spartan Company                                                40,000 credits
  Siege Breakers                                                 45,000 credits
  Hel's Angels                                                   45,000 credits
  Dusk Wings                                                     60,000 credits

  TOTAL MERCENARY CONTRACT COSTS                                220,000 credits

  These contracts compliment many of the upgrades mentioned above.  Buy these
  when you don't have enough credits to buy the next upgrade from the Armory
  console.  Jackson's revenge is a strong unit, but it costs a bit too much to
  only get ONE per mission.  Kind of a disappointment.

 C. Laboratory Research [5C.LABO]

  Protoss

   Level 5  - Vanadium Plating

   Vanadium Plating is the better choice.  Those few extra life points really
   do make the difference.  The increase rate of fire isn't that helpful.
   Besides, if you want to increase rate of fire, just use Stimpacks.

   Level 10 - Micro-Filtering

   Micro-Filtering is better than Orbital Depots.  If you really have trouble
   maintaining your army supply, you really shouldn't be playing RTS games.
   I've never been in a situation where I thought, "Man, I need five Supply
   Depots... RIGHT NOW!"  The increased gas production is very helpful once
   you start unlocking more gas-heavy units.

   Level 15 - Automated Refinery

   Automated Refinery complements Micro-Filtering greatly.  Since you don't
   need SCVs to harvest gas anymore, your harvesters can focus on minerals
   and structures.  Hence, Command Center Reactor isn't needed (especially
   if you utilize MULEs like you should be!).

   Level 20 - Science Vessel

   Many of these choices are easy... except the Science Vessel.  Raven's have
   some really neat tricks up their sleeves that deal great damage without
   putting it in harms way.  However, the usefulness of the Science Vessel
   cannot be ignored.  Like the Medivac, flying mobile mech healing is just too
   good to pass up.  Irradiate is also great against large units that you need
   to soften up.

   Level 25 - Tech Reactor

   The Tech Reactor is just plain awesome.  It doubles your production output
   and grants access to all units at each facility.  Drop pods really can't
   compete with that.  

  Zerg

   Level 5  - Fortified Bunker

   The extra life on your bunkers will be well worth it.  The Shrike Turret is
   rather weak, and later in the campaign you'll get frustrated at how easily
   your bunkers fall.

   Level 10 - Perdition Turret

   The Perdition Turret is strong and affordable as a point defense structure.
   The Planetary Fortress is strong, but you'll want to have an Orbital
   Command more for scanner sweeps and MULEs.  Besides, if the enemy has
   already made it to your mineral line, you have bigger problems.

   Level 15 - Hercules

   This tier just plain sucks for both choices.  The Predator is quick and can
   mow down weak units with relative ease, but can't absorb much damage.  The
   Hercules would outstrip the Medivac in usefulness if it wasn't for the fact
   that it requires a Fusion Core to make them.  That alone badly hurts it's 
   usefulness.  Still, if you're going to choose between the two, Hercules is
   the better choice.  It can serve as an early Medivac if you stock it with
   Medics and ground troops.  Just don't expect it to be fast.

   Level 20 - Regenerative Bio-Steel

   Since Ghosts and Wraiths suck and Banshees can double their energy
   efficiency with an upgrade, the only units that will benefit from Cellular
   Reactor would be Medics, Medivacs, Science Vessels (or Ravens), Thors,
   and Battlecruisers.  Healing is definitely important, but it's not worth
   passing up Bio-Steel.  Unless you really need units to come out of the
   production line running, the extra starting energy isn't that useful.
   Free vehicle and starship healing, however, is VERY useful.

   Level 25 - Psi Disrupter

   The Psi Disrupter is where it's at.  This thing slows down ALL Zerg that
   approach it.  When placed at a choke point, your bunkers/turrets/tanks will
   shred oncoming Zerg with impunity.  The Hive Mind Emulator is neat, but the
   units have to be in range first, and the battery takes a long time to 
   recharge between uses.  You could use your time better by producing more
   units.

*******************************************************************************

VI. Frequently Asked Questions [06.FREQ]

Q: How many credits are obtainable in the Wings of Liberty Campaign?

A: 2,250,000 credits are available in game between mission rewards and
   extra research sold.

Q: I only got 2,055,000 credits on my playthrough.  What gives?

A: You probably didn't get the secret mission "Piercing the Shroud."  While
   playing "Media Blitz," be sure you destroy the Science Building at the lower
   right of the map.  If you missed it, you'll have to restart to get it.

Q: I forgot to sell my excess research to Mobius before going to Char!  How
   do I redeem these for credits?

A: Just click on the "Research Button" on the bottom navigation.

Q: Can I get any more credits once I complete the game?

A: Nope.  There wouldn't be much point anyway since you can't upgrade units
   after you complete the "All In" mission.

Q: I heard that you could play missions over again and collect more research
   points to sell to Mobius, why can't I get this to work?

A: That was a nice little bug that Blizzard fixed.  The current credit cap
   is all you get.

Q: How am I supposed to get all the Tech achievements if I don't get enough
   credits to buy everything?

A: It requires some planning, but refer back to the guide to plan out your most
   vital upgrade needs.  Bank credits until you have all the units unlocked for
   that tier, then save the game.  Go purchase all the upgrades for that tier
   and get your achievement.  Reload your save and you'll still have the
   achievement.  Problem solved.

Q: Hey!  I tried that and I don't have enough to buy all the Starship upgrades?

A: The campaign has a credit limit.  You can only have 1,000,000 credits at a
   time.  You'll have to buy some upgrades before you can bank enough to do
   the save, purchase, reload trick (may I suggest upgrading Vikings?).

Q: Why are you hating on (-insert unit name here-)?  They're awesome!

A: It seems the campaign was designed to showcase the new Terran units and
   give fan service to the units from SC1/BW.  Granted, it was cool, but some
   units just don't shine well.  Too bad.

Q: How do I get (-insert classic unit name here-) in multiplayer?

A: You can't.  See previous answer.

Q: Isn't there any way to get more credits?

A: Well, you could use the "whysoserious" code, but it disables achievements.
   Have fun, cheater.

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Version History

11/12/10 - Version 1.00
 - Guide Initial Release
11/16/10 - Version 1.10
 - Corrected minor formatting errors and improved guide layout
 - Added credit purchase explanation discussion
 - Corrected error in FAQ section

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