Here are some tips for the Wings of Liberty campaign mode for Starcraft II:
Mission: Zero Hour
New Tech: Bunker
Side missions: Rescue three units
This is the first mission played against an alien race (in this case, the zerg)
Key strategy here is preparing for the final zerg attack. Until the last couple of minutes, most of the zerg attacks are minor, and it’s easy to not pay too much attention/waste resources.
All you really need to do is build bunkers around the two entry points- about 5 on each will do to choke off the zerg from successfully entering.
To succeed on the side missions, focus on sending a group of ten or more marines (equipped with a few medics) to rescue the other colonists. Sending in groups of four or so will be a waste and will be unsuccessful.
Upon completion of this mission, you move from the bar onto the Hyperion space ship and select missions from the star map.
Mission: The Evacuation
New Tech: Firebats
You start off with control over the two firebats (new unit) and two medics. Move your troops to the beacon to take control of the colony.
At this point, you’ll have to escort the civilians every few minutes. The first escort is pretty simple, but don’t let that lull you into sleep. Be aggressive about getting resources (constantly build SCVs). You’ll want to build an additional barracks soon; I ended up building three in all.
Bunkers at the key junctions help more than you think. The zerg focus heavily on your men and not just the colonists.
Note: it’s much easier to beat the level with minimal casualties rather than waiting on the later escorts. The zerg become much stronger as the mission progresses. By the end, they’ll even have ultralisks.
Mission: Smash and Grab
Opponent: Zerg and Protoss
New Tech: Marauders
This level is fairly easy, provided you do not waste too many units. Crank up your SCVs at first; the initial raids by the Zerg are not too bad that your initial group of marauders/marines can handle. After gearing up production, build 2 more barracks and start pumping out men. A group of about 30-40 should be more than enough to take down the Protoss base and get the artifact.
Keep about 15 men in reserve to fend off zerg attacks. The zerg will also send mutalisks, so having a turret is helpful (keep in mind of your infantry units, only the marines can shoot down air opponents).
This mission is a series of offense (during the day) and defense (at night). The strategy for this level involves limiting losses during the night. A key to doing so is constructing bunkers at the entrances (generally 3 is sufficient). Equip each set of bunkers with a SCV or two so it can repair it while it is under attack. Also, for your extra troops that are not in the bunker during the zerg attacks, initiate a ‘hold position’ order behind the bunkers. This way, your troops do not venture past the bunkers and become vulnerable to zerg attacks. This will save you dozens of troops if executed correctly.
Your main base will run out of minerals if you are not quick with this mission (you can build a secondary base at the top or bottom right, but those mineral fields are fairly small).
To kill the infestors (for the bonus zerg research), pay attention to where the infestors are at night. Then, during day, send out a team to stay near their site. When nightfall, try to kill them quickly. Do not send out a team at night to kill them; that’s suicide.
Mission: The Great Train Robbery
Opponent: Dominion (Terran)
New Tech: Diamondback
This mission is quite different, since it is more about tactical attack strategy instead of resource gathering and overall strategery. More than anything, the key to winning this level is sending SCVs with your diamondbacks, that way you don’t lose many diamondbacks when they attack the trains (the SCVs can repair mechanical vehicles).
The first train is sent unescorted, so it is an easy kill.
The second train comes frmo the Western tunnel (lower left). It has a minimal escort group. Make sure your men are sent together to kill the escorts first and then derail the train.
After the second train, a very minor attack on your base is initiated. Don’t worry about it…just have some men kill the attackers.
The third train comes from the south again (a bit lower to the left). Escorts are limited.
After the third train, the Dominion build bunkers along the tracks. Try to kill them before they build these defenses. The third train itself is not much more difficult than the second.
After the third train, the Dominion send in another force. Have a bunker prepared or else you’ll waste men/lose resources defending this attack.
The fourth dominion train gets trickier since it has a larger escort and the escort has more anti-aircraft. This is when it becomes more and more important to send SCVs with your diamondbacks so your force keeps growing and growing as the mission continues.
Eventually, the Dominion will send a Marauder team to patrol the map. You do not need to kill the marauder team to beat the level (though it is an extra achievement). In fact, if your goal is to beat the level, avoiding the Marauder team is the key to winning.
Mission: The Devil’s Playground
Planet: Redstone III
New Tech: Reaper
This is an interesting level. The goal is to have a total of 8000 minerals. There is not too much strategy needed to build this level.
You will get two command centers in this level. Produce a good amount of units to protect both command centers. When you are about to beat the level (have 6500 or so minerals), send a large group to attack the Brutalisk. You should be able to defeat it handily. There is also a lot of “instant” minerals you will get that will help speed the level along.
Note: when you launch a building, it will not be consumed with lava when the lava consumes the lower grounds. So when your command centers are on low ground, just launch them in the air and wait for the lava to boil over. You don’t need to move the command center (or other launched buildings) to higher ground.
Mission: Welcome to the Jungle
New Tech: Goliath
Here you will need to collect seven canisters of terrazine before the Protoss seal them.
For this level, don’t worry about preventing the Protoss from sealing any of the canisters (unless you are trying to beat the achievement points). Selective attacking key. That being said, you should prevent them from sealing any of them at least until you have three yourself, since the first few they seal are closest and easiest to your base.
The key for this level is to keep your army large and strong and to not ‘lose’ your initial army. Have one army move from spot to spot wiping out the enemy and securing the terrazine. You really do not need to escort your SCV one it captures the terrazine provided you have wiped out the enemy on the path back to your base.
Mission: The Dig
New Tech: Siege Tank:
This is one of the easier levels. Just be sure to have an adequate amount of bunkers (they’re more effective than siege tanks, especially if you bought the add-ons in the armory). Keep a healthy stock of marines/marauders in them and you should fend of the Protoss attack forces.
I even accidentally fried my HQ with the laser by accident as a misclick and was still able to beat the level. Just play good defense (especially keep SCVs near the siege tanks/bunkers so they can repair them).
To get the Protoss research, I suggest sending a diamondback or two to locate it (a siege tank is helpful if the Protoss have defenses).
Planet: Deadman’s Port
Opponent: Dominion (Terran)
New Tech: Vulture
Fairly straightforward level. There are two parts to this mission. First, obtain 6000 minerals before your opponent. As long as you take out his bases in a reasonable time frame, you should accomplish this. Protect your base on the south end with some spider minds and a bunker, and put some spider mines on the north and you should be ok.
The second part of the mission is after you gain the 6000 minerals. After this, you take control of the mercenary army. You may think you can launch an immediate attack and will win. You’d be wrong. Expand your base, get more troops, let them try attacking (they’ll lose, the base is equipped with good defenses already) and then send in a large amount of troops to finish them off.
Mission: Safe Haven
Opponent: Zerg or Protoss
New Tech: Viking
This is an interesting level. You have the option to either protect a colony (and fight the Protoss) so your colleague can research a cure to the infestation or you can help the Protoss destroy the colony.
Here is the strategy if you protect the colony (fight the Protoss):
The beginning of the level can be a bit confusing. A purifier comes early in the mission to (what seems like) wipe out a Terran settlement. Your first instinct may be to send Vikings to take down the purifier but that’s suicide. Pay attention to what Horner says and wait to knock out the Protoss bases before attempting to fight any purifiers.
The first thing you should do is get your resource gathering team together. As you gather resources, build more vikings and send them to the lower-left area. The Protoss will send a team to wipe out a colony there. It’s a bonus objective but your vikings should be able to take care of them.
After your vikings win the first bonus objective, send your men to destroy the first Protoss nexus. After this, build more units and await the second bonus objective and send Vikings to destroy their ships. Then build your troops and attack the second nexus.
After that…you guessed it, await the third Protoss attack and use Vikings to defeat their air units. After this is accomplished, destroy the final Protoss base.
When you destroy the final Protoss base, you must destroy the Purifier. This is harder than you think and you’ll need all the units you can muster. Build some turrets near the left end of your base and wait for the Purifier to come to you. Then attack it with all the Vikings and Goliaths you got.
Decide you want to side with the Protoss instead? Then you can do the Haven’s Fall mission:
(If you decide to protect the Terrans but still want to play the mission, you would select this mission from the mission archives).
The first thing to do, after building a couple extra vikings, is to take out the zerg infestation to your immediate right. This should be easy enough to do since they do not have any anti-air vehicles. After taking out their flying units, transform your vikings into ground units and destroy the base.
The zerg will soon be attacking another Terran base to takeover it. Send in a combination force of Vikings and plenty of infantry to beat the Zerg attack.
From hereonout, continue building a healthy mix of vikings and infantry/tanks/goliaths. Attack the zerg bases and do your best to defend the Terran bases from attacks.
Mission: Engine of Destruction
New Tech: Wraith
In this mission, Tychus gets ahold of the Odin and becomes a kick ass machine fighter. Unfortunately, his communication becomes one-way with base, and he can only tell us what he plans to do. Escort Tychus as he annihilates the Dominion command centers.
The key to this mission, more than anything, is having plenty of SCVs repair Tychus as he fights. As long as you gather sufficient resources (establish the second base as soon as you can when you eliminate the Dominion’s base that has minerals/vespene attached to it), you should be able to send in a sufficient number of support units to help Tychus. A mix of ground units along with Wraiths are good. More important than anything though is plenty of SCVs to repair Tychus, as he can do plenty of the dirty work himself.
Planet: New Folsom
Opponent: Dominion (Terran)
New Tech: Spectre or Ghost
This is another mission where you have a choice. You can help Tosh break out the Spectres, in which case, you get the spectre units after the mission. Alternatively, you can help Nova (someone working for the Dominion) and get the Ghost upgrade.
Here is the walkthrough if you choose to help Tosh:
First, guess what, this is a totally different type of level. You won’t be building SCVs and building units. This is a purely tactical mission where you solely control Tosh to beat the level.
Having said this, the main focus on this mission is to keep Tosh alive. This means keep him out of harm’s way as much as possible. If he gets injured, draw him back and allow some medics to recharge his health. Your Allies will send you a group of infranty every couple of minutes, and there doesn’t seem to be any lack of them, so take your time and proceed bit by bit.
Also, when you destroy an enemy’s structure, they won’t rebuild it, so keep that in mind. Take out an enemy’s structure during one assault, retreat to re-energize, and then go back to take down another one. Rinse and repeat.
Mission: Media Blitz
Opponent: Dominion (Terran)
New Tech: Thor
This mission has two parts: the surprise attack part where you operate the Odin and then the standard mode where you build units and take over the media towers.
I am not sure what the point of the surprise attack mode is. During the surprise attack, you can at best take out one base. Just do your best to make sure you don’t lose the Odin, since it’s very valuable.
During the standard mode, the strategy is as simple as you think. Simply gather resources, build Thors, and destroy the enemy to pieces. Take over the base/media tower to the right and immediately establish a second command center there. this should allow you to continue building Thors as quickly as possible and continue bulldozing your enemies.
Mission: Whispers of Doom
This mission can be accessed through the labaratory and is part of a different mini-campaign.. When you activate the mission, you will first see a lengthy cinematic sequence as Zeratul eventually battles Kerrigan.
After the video sequence, you take control of Zeratul, who is a dark templar Protoss unit. The game introduces you to his various abilities and it should not be too difficult to reach the first XelNaga Shrine.
As you progress towards the second shrine, you will gain some stalkers. If they happen to die in combat, do not worry too much, you will be supplied with another set after defeating the foes in that area.
After the second shrine, it gets a bit more tricky. You will first be faced with some mutalisks, an ultralisk, a brood lord, and some zerg ground defenses.. I recommend coming in, taking out a unit or two, and then quickly fleeing back to the right to allow the shields to regenerate (this will also reset the countdown clock for the void prison).
The broodlord will eventually come after you. Allow him to come to the right, and then put him in the void prison while your stalkers take him down. Your stalkers then can take out the overlord (I void prisoned him near the right so when the stalkers took him out, it did not bring out the ultralisk). Afterwards, I move my stalkers, bring out the Ultralisk, and void prison him and kill him. Afterwards, Zeratul can take out the Zerg ground defenses without being detected.
After this, you will be confronted with quick zerg units that spew acid when they die. To keep the maximum staklers alive as you can, position the stalkers on the ridge to allow them to shoot. Then as the zerg approach, blink them over the small ridge so they can continue shooting. I was able to keep about 3 alive with this approach on Hard.
There is an easy zerg hatchery to destroy on the left. After this, you just need to push northwards and get Zeratul to an area where he’ll have reinforcements (and avoid being killled by the spine crawlers). After you get the reinforcements, it’s pretty easy to get the third Xelnaga shrine.
After the shrine, you may think the level is over….but you’re wrong! You need to get Zeratul to the Void Seeker within 2 minutes. This is a tricky level, and it took me a few good tries to beat it. I’m not exactly sure what the point of the stalkers are, since all they can do is at best slow down the zerg onslaught. The key is avoiding detection by the Overlords. Also, you will notice that near the end, you can blink over a small ridge instead of knocking down a wall of rocks. Do that, since you won’t have time to beat down that group of rocks without getting killed.