Genre: Strategy
Release Date: July 27, 2010 (US)
Release Date: July 27, 2010 (UK)
Release Date: July 27, 2010 (AU)
T for Teen: Blood and Gore, Language, Suggestive Themes, Use of Alcohol and Tobacco, Violence
PEGI: RP
OFLC: M
StarCraft II: Wings of Liberty

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Genre: Strategy
Release Date: July 27, 2010 (US)
Release Date: July 27, 2010 (UK)
Release Date: July 27, 2010 (AU)
T for Teen: Blood and Gore, Language, Suggestive Themes, Use of Alcohol and Tobacco, Violence
PEGI: RP
OFLC: M

StarCraft II: Wings of Liberty Walkthrough & Strategy Guide

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Published: Jan 3, 2010

StarCraft 2 Achievements

Mar Sara Missions Achievements

15
Liberation Day
Complete all mission objectives in the "Liberation Day" mission.
We say...
All mission objectives are covered in our walkthrough. See: Liberation Day walkthrough
10
Raynor's Back
Kill 5 enemy units in the "Liberation Day" mission with Raynor no normal difficulty.
Rekey says...
Easy, just ensure that Raynor's leading the troops and you will get this before you get your reinforcements.
10
Down with the Mengsk
Kill every enemy unit in the "Liberation Day" mission on hard difficulty.
Kitkat says...
Most of the enemies are on the way but there are a few of them hidden from the main road. The first group is right after you get your reinforcements. Just go down from there and take a slight right, and then you will see a small corner—they are in there. The second group is to the top-left of the headquarters. Kill that group before you destroy the headquarters and finish you mission.
15
The Outlaws
Complete all mission objectives in "The Outlaws" mission.
We say...
All mission objectives are covered in our walkthrough. See: The Outlaws walkthrough
10
Cash Reward
Collect all Mineral and Gas Pallet pickups in "The Outlaws" mission on normal difficulty.
We say...
All mineral and gas caches are covered in our walkthrough. See: The Outlaws walkthrough
10
Be Quick or Be Dead
Complete "The Outlaws" mission on hard difficulty in less than 10 minutes.
Devin says...
Make sure you have a decent amount of marines and medics, at around a 2:1 ratio; I'd say 10 marines and four medics going to the rebel base. Ignore the tempting three minerals up with the four marines guarding them, this wastes your time and your marines.

As you make your way through the map, order all of your marines to attack one target at a time. This gets rid of all of your enemy units fastest and saves you some casualties.

Have at least 15 marines and seven medics as you head for the enemy base. Kill one target at a time, move close to the bunker so you can kill it with all of your marines at once instead of them running behind each other due to the small gap.

Once you get to the base, kill the units and then kill the barracks and factory before anything else (and any SCVs trying to repair them). Then take out the command center; after that the supply depots should be taken out one at a time.

If all goes well, you should have an Achievement. If you find yourself stuck at the base and all your marines are dying, bring up the menu and load the last save from the mission. It will put you back at the moment you reach the rebel base.

I finished the mission with 24 seconds to spare. Follow these tips and you might do better than me.
15
Zero Hour
Complete all mission objectives in the "Zero Hour" mission.
We say...
All mission objectives are covered in our walkthrough. See: Zero Hour walkthrough
10
Hold the Line
Complete the "Zero Hour" mission on normal difficulty without losing or salvaging a structure.
Rekey says...
Build at lest two barracks, one tech lab and two cloning labs. For every four marines build one medic. Push forward early and get to the white buildings. If you don't keep the creep from there, you won't get any one out of your base.
Kitkat says...
This mission is actually quite easy. All you have to do is make sure that you do not let the enemy destroy your bunkers and turrets. I recommend making at least three bunkers on each side and put at least one SCV near each for repairs. The turrets are the same, just make sure that you make a few more than the two they give you at the beginning of the mission and put at least one SCV to repair each turret.
10
The Best Defense...
Destroy 4 Zerg Hatcheries in the "Zero Hour" mission on hard difficulty.
Sean says...
This is a tough one, and I'll not lie, the first time I did it I finished with one command center flying away from the ruins of my base while the timer ticked down the last seconds. Everything here assumes that you know how to make a base defense fast, and that you know how to maintain it. Otherwise, you'll struggle just to complete this mission on hard difficulty.

The easiest way to perform this Achievement is to kill one base twice. The least defended zerg base is in the top-left corner.

Hit the base early, but bring a solid group, at least 10 marines and four medics, though I'd say double that to be sure. Stay close to the cliff on the right side going in so that you don't have to fight all the defense at once. Don't rush in, just hold there until you have nothing left to shoot and move forward. Notice there are two hatcheries here. Kill them, then return to defending your base.

Nearing the end of the mission (for me it was with a minute and a half to go that I noticed it), the base you trashed will start respawning two new hatcheries, but no defenses. Park some boys up there (safe from the waves of zerg funny enough) and just wait until the hatcheries finish morphing, then blast 'em.

This Achievement doesn't require you to beat the mission, so if you can kill the hatcheries but your base is getting trashed, just nail the hatcheries and reload.
Kitkat says...
The first thing you need to do is make a strong defense for your base. Start pumping out marines and medics as soon as you can. You can make a third barracks if you want. I would recommend rescuing the three terran groups isolated outside of your base, simply because they are free troops and will help you in completing this mission. After you have about 20 marines and 10 medics, start making your way to the left side of the map. There are three hatcheries there. When you attack, focus firing on the spine crawlers because they are the most dangerous for your marines and then just pick out other attack enemies. After that, just clean up the base and move to the top-left corner. There are two hatcheries there and you only need to destroy one to finish the Achievement. For now, your base should be making more marines and medics, so let them join the fight if you can and do the same thing as with the left base. Focus on spine crawlers when you get in range and then other enemies. After you destroy that hatchery, just come back and defend your base. Nydus worm should start popping in your base soon, if they haven't already.
20
Mar Sara Mastery
Complete all the Mar Sara mission Achievements.

Colonist Missions Achievements

15
The Evacuation
Complete all mission objectives in "The Evacuation" mission.
We say...
All mission objectives are covered in our walkthrough. See: The Evacuation walkthrough
10
Handled with Care
Complete "The Evacuation" mission on normal difficulty without losing a transport truck.
Kitkat says...
Just make sure you make your troops follow the transport trucks at all time during the mission. You can put troops in bunkers but simply following the trucks will do the trick.
10
Sacrifice Nothing
Complete "The Evacuation" mission on hard difficulty without losing or salvaging a structure.
Kitkat says...
Most important thing is that you put marines and firebats into the bunkers as soon as possible, and put an SCV near the bunker to repair it. Go with the bunker at the top first because it will be attacked by the zerg during the second transport. If you want to be safe, put at least two bunkers and two SCVs at each entrance, bottom, center, and top.
15
Outbreak
Complete all mission objectives in the "Outbreak" mission.
We say...
All mission objectives are covered in our walkthrough. See: Outbreak walkthrough
10
28 Minutes Later
Complete the "Outbreak" mission on normal difficulty before the 5th night.
Kitkat says...
Pump out hellions at your base during the night and destroy the buildings at day. When night is about to fall, get your hellions back to your base for repair and reinforcements. You should be able to finish this with no problem. Make sure you have a strong base defense throughout the mission.
10
Army of Darkness
Destroy 15 Infested structures at nighttime in the "Outbreak" mission on hard difficulty.
Sean says...
First off, don't try to fight your way out of your base at night. To pull this one off, you'll need a strong, durable force. Unless you have left the colonist missions until the very last, you'll probably be limited to infantry or hellions. Take infantry. Medics will make them twice as durable as the hellions.

Stack the group with marauders for blasting buildings and firebats for keeping the infected goons away. Plenty of healers and some cheap marines if you have them to spare.

During daylight, park this group near a nest of infected buildings (don't go with the proper zerg buildings, they have defenses the infected ones don't). If you want to stack the deck in your favor, cautiously grind down the health points of the buildings without destroying them. Don't forget that if they catch fire they will lose health even without you shooting them.

Now wait for night and the second it ticks over to night start blasting. If your group is solid enough you should manage the Achievement without heavy loses and be able to rush them back to base.
15
Safe Haven
Complete all mission objectives in the "Safe Haven" mission.
We say...
All mission objectives are covered in our walkthrough. See: Safe Haven walkthrough
10
You Shall Not Pass
Save 3 colonist outposts in the "Safe Haven" mission on normal difficulty.
John says...
My strategy was to scout out all of the colonist areas using hellions or predators, and then park a battle cruiser with a science vessel on all of the uninfected colonies, avoiding all sorts of infantry and vehicular fighting forces. I then systematically rolled through the zerg bases with a mass grouping of battle cruisers, occasionally sending one or two extra as support for my defensive groups. I protected my base with a combination of perdition/missile turrets to cut down on population cost.
10
My Precious!
Save 2 colonist outposts in the "Safe Haven" mission on hard difficulty.
John says...
My strategy was to scout out all of the colonist areas using hellions or predators, and then park a battle cruiser with a science vessel on all of the uninfected colonies, avoiding all sorts of infantry and vehicular fighting forces. I then systematically rolled through the zerg bases with a mass grouping of battle cruisers, occasionally sending one or two extra as support for my defensive groups. I protected my base with a combination of perdition/missile turrets to cut down on population cost.
15
Haven's Fall
Complete all mission objectives in the "Haven's Fall" mission.
We say...
All mission objectives are covered in our walkthrough. See: Haven's Fall walkthrough
10
Outpatient
Complete the "Haven's Fall" mission with 3 settlements protected on normal difficulty.
Killjoy says...
The key to this mission is to build as many vikings as possible, and fast. Having purchased the science vessel from the protoss tech tree will make things a lot easier for you since they can heal your vikings quite fast—three to four can hold about 15-plus vikings. Your base needs moderate defences: a couple of bunkers and anti-air turrets will do the trick just fine. When clearing out zerg bases, always keep two to three vikings flying while the rest are going ground to clear out any mutalisks and overlords. When you get a bulletin that says a colonist base is being attacked, you have to get there ASAP. Stop destroying the base, put vikings on flying mode and head to the base under attack. There is nothing that can hit you while flying so clear up the skies and land your vikings among the zerg to clear them out. And that's about it.
10
House Call
Complete the "Haven's Fall" mission with 5 settlements protected on hard difficulty.
Killjoy says...
The tactic is the same as normal difficulty only a bit harder due to more mutalisks and ground zerg forces being at the colonist bases under attack. Be sure to have at least five vikings and two science vessels (if you don't have those, just get more vikings) when attempting to clear out a colonist base under attack. Bunkers and anti-air turrets for base defense and vikings for attack. Lots of vikings. When going for big zerg bases, three to four flying vikings, the rest should be walking. And use the mercs—they help a lot.
20
Colonist Mastery
Complete all the Colonist mission Achievements.

Covert Missions Achievements

15
The Devil's Playground
Complete all mission objectives in "The Devil's Playground" mission.
We say...
All mission objectives are covered in our walkthrough. See: The Devil's Playground walkthrough
10
Red Lobster
Kill the brutalisk with lava in "The Devil's Playground" mission on normal difficulty.
Eli says...
Send some marines and reapers to the brutalisk and attack it only when there're 20 seconds to the lava rise and take it to the low ground on the right. Keep the brutalisk there until the lava rises. You can then abort the mission.
Kurt says...
First, clear out the units in front of the brutalisk. Then, at around 0:20 until the lava rises, take one reaper and pull the brutalisk down to lower ground. Jump the reaper to higher ground before the lava rises. If done correctly the brutalisk won't be able to make it back to higher ground and will be killed by the lava.
10
Reaper Man
Locate all of Tosh's crew in "The Devil's Playground" mission on hard difficulty.
Got a tip for this Achievement? Drop us a line with your tip and we'll post it with your name!
15
Welcome to the Jungle
Complete all mission objectives in the "Welcome to the Jungle" mission.
We say...
All mission objectives are covered in our walkthrough. See: Welcome to the Jungle walkthrough
10
Appetite for Destruction
Prevent the protoss from killing an SCV in the "Welcome to the Jungle" mission on normal difficulty.
Got a tip for this Achievement? Drop us a line with your tip and we'll post it with your name!
10
It's So Easy
Prevent the protoss from capping a tal'darim altar in the "Welcome to the Jungle" mission on hard difficulty.
Rodrigo says...
The easy way to get this Achievement is to make two armies. At the mission start, make a large army before starting the terrazine gathering. When you get the army, start advancing and neutralize all protoss bases aroung the map, except for the base at the top of the map (it's very hard to destroy) while and stopping the terrazine locking.

After this, send an SCV to collect terrazine and all your troops will follow him and protect him. Don't forget to protect your main base; make some soldiers to stay there just in case.
John says...
Use small units, like mass marines, rather than goliaths, because both would fair relatively the same against stalker and scouts, a large part of the enemy force. The difference however, is that medics can heal marines, and marines are by far more capable of handling void rays than are goliaths since void rays are designed for larger targets.
Kitkat says...
This Achievement is very easy if you have troops that are fast and able to kill probes easily. Hellions are the choice here. Dedicate at least three to five hellions to sniping the probes and then run back to your base. This method helps you avoid a costly fight every single time the protoss are sealing off an altar. Proceed as normal with your main army and SCV to harvest the gas.
Richard says...
All you have to do is have a group of reapers (I used eight) on standby. Every time they came out to harvest gas, I sent my reapers to attack the probe. While holding shift, I also sent them to rally back at base after the probe was dead so that there was no delay in risk of me losing reapers. (Did this on Hard. When they start harvesting deep into the jungle and your reapers start getting picked off by the protoss bases, you should probably look at following what other tippers mentioned. If you destroy all the bases, your reapers won't get hurt while roaming around.)
15
Breakout
Complete all mission objectives in the "Breakout" mission.
We say...
All mission objectives are covered in our walkthrough. See: Breakout walkthrough
10
Cool Hand Tosh
Complete the "Breakout" mission without Tosh going below 100 life on normal difficulty.
Got a tip for this Achievement? Drop us a line with your tip and we'll post it with your name!
10
Jailhouse Rock
Complete the "Breakout" mission on hard difficulty in less than 25 minutes.
Victor says...
Don't let troops pass behind you so they will attack the base behind. Use mindblast on them so you can attack with Raynor's troops. Don't try to do it all by yourself.

Play once on casual difficulty so you learn the details of the map. In the final part, use first the nuke in the middle, the second a little the left of the middle (closer to the left, so it can get the vikings), the third a little bit to the left of that, and the fourth nuke in the area of the two factories. Protect the exit of the enemies so the troops can get to the final base and destroy everything. Don't try to destroy everything alone, it takes too much time.
15
Ghost of a Chance
Complete all mission objectives in the "Ghost of a Chance" mission.
We say...
All mission objectives are covered in our walkthrough. See: Ghost of a Chance walkthrough
10
Dominate Tricks
Complete the "Ghost of a Chance" mission using dominated units to kill at least 15 enemy troops on normal difficulty.
Got a tip for this Achievement? Drop us a line with your tip and we'll post it with your name!
10
Total Protronic Reversal
Kill every enemy unit in the "Ghost of a Chance" mission on hard difficulty.
Jaruri says...
Just a note, this Achievement doesn't require you to kill all the missle turrets inconveniently placed far away.
20
Covert Mastery
Complete all the Covert mission Achievements.

Rebellion Missions Achievements

15
The Great Train Robbery
Complete all mission objectives in "The Great Train Robbery" mission.
We say...
All mission objectives are covered in our walkthrough. See: The Great Train Robbery walkthrough
10
Bully the Bullies
Kill the marauder kill team in "The Great Train Robbery" mission on normal difficulty.
Scythe says...
Build four siege tanks, move them to the western plateau of the base and set them on siege mode. Mauraders are done the next time they walk by with no casualties to your squad.

These tanks are also useful in seige mode along the tracks when the trains come by.
Scipio says...
I usually just stick about four to five bunkers stuffed with marines clustered together along the circular route the maruaders take.
10
Silver Streak
Complete "The Great Train Robbery" mission without letting a train pass by on hard difficulty.
Alex says...
When the Dominion start sending heavy escorts and setting up bunkers to guard the trains, place a force of about 15-20 marines right outside your base on the track with your diamondbacks. They should be able to take out any bunkers and just camp there. When a train comes by (even the ones with the speed enhancer), your diamondbacks and marines combined should be enough to deal with all of the train's escort and damage the train enough to where your diamondbacks shouldn't have much trouble chasing it down to destroy it. Repeat the process for all the trains and you shouldn't miss one of them,
15
Cutthroat
Complete all mission objectives in the "Cutthroat" mission.
We say...
All mission objectives are covered in our walkthrough. See: Cutthroat walkthrough
10
Minesweeper
Kill 25 total units with vulture spider mines in the "Cutthroat" mission on normal difficulty.
Got a tip for this Achievement? Drop us a line with your tip and we'll post it with your name!
10
Solitaire
Don't train additionial SCVs before purchasing Han's contract in the "Cutthroat" mission on hard difficulty.
Henry says...
For this Achievement you should buy all the marine and medic upgrades from the Armory console. Basically, you want to take a group of marines and medics around to grab as many mineral pickups as you can. You also will need a force to defend your base, but defense will also heavily rely on the vultures and spider mines.

When you begin, don't make an add-on with the barracks. Make two medics, and the constantly make marines. Add medics as you feel you need, but keep in mind that if you focus fire stemmed marines, lots of medics shouldn't be needed. Eventually you want to make a reactor with the factory and swap your barracks onto that. Don't rally new units directly to your attack group. Reinforce your attack group, but keep some marines and medics at home. Lay mines a fair distance away from your base, and watch the mini-map. Your mines will spot for approaching enemies that you must prepare for.

Just move around the map, but avoid the command centers until you have a sizable force. Use a couple of vultures to kill off the command centers after your marine force has cleared out the enemies form around them. Avoid the top middle-right, and avoid pushing too far to the left. Taking ground in the middle is important, because attacking forces often attack from there, and you need to safely place spider mines there.

Attack every group of enemies along the way, and pick up the scraps on the sides. Remember to stem your marines before every engagement and micro quickly to keep marines alive. Focus fire is very important, because medics obviously heal much slower than three to four marines doing damage. You want to reduce incoming damage quickly, so you have to reduce the numbers. Select small groups of three to four marines to kill the medics quickly so that they don't get to heal too much.
15
Engine of Destruction
Complete all mission objectives in the "Engine of Destruction" mission.
We say...
All mission objectives are covered in our walkthrough. See: Engine of Destruction walkthrough
10
Kicking Asgard
Destroy the loki in the "Engine of Destruction" mission on normal difficulty.
Sean says...
It is located just north of the second-to-last base the Odin trashes. Once Tychus stops for a breather, north of where he stops there is an opening that will take you to the little cubby hole the in which Loki is tucked away.

Half a dozen goliaths can waste it fairly easily, especially if you bring a few SCVs to keep them alive.
10
Ragnarok & Roll
Don't let the Odin drop below 30% of its total life in the "Engine of Destruction" mission on hard difficulty.
Sean says...
The Odin can deal with most of the bases by itself with a little healing from you. Tell off off SCVs and just right-click on the Odin with them selected. They will follow the Odin around and keep it nice and topped up without much trouble. Don't worry about the SCVs dying, they will stay behind the Odin and, so long as they do, the enemy will ignore them (nice of them huh?).

Once the Odin starts to attack the second-to-last base (the one that is down and right from your base), you will need to send some troops to help out, as he can get overwhelmed at this point.

If you back him up with a decent force from here on in and leave the SCVs to repair him, you should land this one without too much effort.
15
Media Blitz
Complete all mission objectives in the "Media Blitz" mission.
Sergio says...
This one is tough but after some experimenting I managed to get it. Okay, as soon as the mission starts you have the chance to take out one of the three bases during the surprise attack. This is the most important part of the mission as your choice will greatly impact the difficulty of it. As you may have noticed, each base focuses on a specific unit type. The base on the left has air power, the base on the right side of the map has light armor and infantry, and the largest base on the opposite side of yours has heavy armor.

During the surprise attack phase (lasts four minutes), you have to take out the base that produces the heavy armor. Do it quickly using the Odin's artillery ability (you don't have to wipe the entire base out, just take out the production buildings) and then you should have enough time left to destroy some more buildings. Go to the light armor base (righthand side of the map) and take out as much as you can from that base.

When the mission starts and you get control of your base, quickly repair the Odin and build at least three barracks. At this point, your base only needs heavy air defenses since only the airport base remains intact. Use the Odin and the thor that you get to take out what's left of the light armor base, but don't take out the news towers yet (they will hit you hard once you do, with off map reinforcements).

After you're done with that, focus on taking out the air base. Build a couple of thors to support the Odin, but not too many since they're expensive and you need the resources to build a strike force. Now here's the tricky part: The only way you're going to finish the mission in less than 20 minutes is if you hit two of the towers at the same time. By now you should have a large infantry force (if you completed some of the artifact missions before and have the siege tank, it's even easier but I did it without). Use the Odin and a couple of thors to hit the base to the north, and use a reasonably large force to hit the base to the west (air base).

Once those towers are done, use what's left from the strike forces to hit the last base. Make sure you bring some air defenses as they will use battle cruisers for this one. You can also build some air defense towers if you have the resources and time—this helped me a lot. Do this and you should complete the mission in about 17-19 minutes. Good luck!
10
Seek & Destroy
Destroy an enemy barracks, factory, and starport in the "Media Blitz" mission during the sneak attack on normal difficulty.
Sean says...
Use the Odin's barrage ability on the guys standing behind you at the start, and then head for the north base (top left)—it has everything you need to kill. Be careful though, as all the flyers will take their toll on the Odin.

This is another Achievement that doesn't require completing the mission to gain it. Kill the necessary buildings, then do what you want from there.
10
Blitzkrieg
Complete the "Media Blitz" mission on hard difficulty in less than 20 minutes.
Sean says...
The key here is trusting the Odin. With 4 SCVs healing this thing it is all but invincible.

During the opening bit, use the Odin to wipe out the southern (bottom right) base. Now, once you get control of your base get to work on the vehicle improvements at the armory right away.

Tell 4 SCVs to heal the Odin and send him straight off to the base in the top right. Have him go through the base you have already wiped out to pick off any leftovers.

Back at your base, get goliaths and siege tanks building (if you don't have these yet, do the missions to get them and come back, as they make this Achievement much easier). You can also produce a few thors. Use these to protect your base while the Odin finishes off the second base. The barrage ability really speeds up wiping out those tightly packed factories.

Now, have the Odin hold position on top of the green symbol. Park the SCVs behind him, and let him wipe out the response team single-handedly.

Remember to get your armory working on those level two vehicle improvements.

Once the response team is cooked and the broadcast is complete, attack-move the Odin straight at the green symbol in the top left base. You can leave him alone now until he gets there.

Now, take your base defense forces—which should be at least two siege tanks—several goliaths and one or two thors up to the green symbol in the bottom right base. Don't jump on the symbol yet. Set up the siege tanks in siegemode on either side of the symbol and get your thors and goliaths to the top of the ramp. Now grab all those SCVs you have resource collecting and zoom them up to the symbol. Have one hold position on top of the symbol and leave the others to repair your force when the response team shows up.

Depending on your timing the Odin should have cleared to the final green symbol by now. Same as last time, hold position on top of it with the SCVs behind you. The Odin can do the rest.
15
Piercing the Shroud
Complete all mission objectives in the "Piercing the Shroud" mission.
We say...
All mission objectives are covered in our walkthrough. See: Piercing the Shroud walkthrough
10
Not So Brutalisk
Kill the brutalisk in the "Piercing the Shroud" mission without losing a unit to the brutalisk on normal difficulty.
Devin says...
Don't activate the A.R.E.S. until you release the brutalisk and lure the brutalisk back to the defense bot and activate it. Along with this Achievement, if the A.R.E.S. kills the brutalisk you'll unlock a hidden Achievement under the "Feats of Strength" section (the "Feats of Strength" Achievement is also required to be on normal difficulty so don't worry about not getting both).
10
Lock and Load
Locate all 13 weapon pickups in the "Piercing the Shroud" mission on hard difficulty.
Max says...
Here is a list of all of the weapons and ammo locations:
  1. Grenade: In the hallway after the zerg are first released on you.
  2. Plasma: In a closed room, which you need to detonate to get into, after the room where you either release zerglings, zealots, or ultralisks. Near the restoration charge.
  3. Plasma: In the room behind the very first viking you fight.
  4. Grenade: In the cargo bay.
  5. Grenade: In the brutalisk room.
  6. Plasma: In the brutalisk room.
  7. Plasma: In the hybrid chambers, after the hybrid is released.
  8. Chrono: In the room following the hybrid chamber, where the firebats and zealots are fighting
  9. Grenade: Brutalisk room, after the hybrid is released.
  10. Chrono: In the cargo bay, behind some destructible debris, where the marines are located.
  11. Chrono: In a small room, located at the end of a hallway after you release the second A.R.E.S. and go up the ramp.
  12. Grenade: In the room right up the ramp after the hybrid disappears.
  13. Chrono: In the hallway down the ramp after the pygalisk room.
20
Rebellion Mastery
Complete all the Rebellion mission Achievements.

Artifact Missions Achievements

15
Smash and Grab
We say...
All mission objectives are covered in our walkthrough. See: Smash and Grab walkthrough
10
Rock Solid
Complete the "Smash and Grab" mission on normal difficulty without losing a unit to a protoss stone guardian.
Mello says...
Use nothing but straight marauders, with their defense maxed. Don't use marines, they die too quickly. Position the marauders in an arc around each statue with about three to four medics behind them. This is a bit overkill, but it will ensure that you don't lose any marauders. An alternative, which takes a bit longer, is to make as many bunkers as you can in the area with the statues. The statues do very little damage to bunkers, allowing the marauders to easily burn them down.
10
Hit & Run
Complete the "Smash and Grab" mission on hard difficulty in less than 15 minutes.
Got a tip for this Achievement? Drop us a line with your tip and we'll post it with your name!
15
The Dig
Complete all mission objectives in "The Dig" mission.
We say...
All mission objectives are covered in our walkthrough. See: The Dig walkthrough
10
Drill Hard
Kill 20 enemy units with the laser drill in "The Dig" mission on normal difficulty.
We say...
Select the laser drill and attack-target enemies.
10
Yippee-ki-yay...
Destroy 50 protoss structures in "The Dig" mission on hard difficulty.
Josh says...
During my first couple of tries on this mission, I realized I had a basic problem: the protoss have the high ground, and I couldn't get enough firepower into their base area quickly enough to avoid getting slaughtered on my way in. It didn't help that I did this mission early in the campaign, and I had nothing in the way of air support to help me gain an advantage.

There is, however, a way around this. Even if you have access to zero air units, terran buildings can take to the skies and provide the vantage point you need to bring the laser drill to bear. An airborne command center will give you the line of sight that you need to let the laser drill do its work. Your command center will take some occasional damage, but a little patience and some judicious game-saving should see you through to gaining this Achievement.

Here are a few additional tips:
  1. Spend the first half of the mission building your base defense. You'll need multiple bunkers, six or more siege tanks, and a decent number of missile turrets on each side to keep your base safe without needing constant attention from you.
  2. Use a force of eight to 12 siege tanks (along with four or more SCVs) to create a staging area closer to your point of attack. There are two temples containing protoss artifacts close to your base (one to the south and one to the northwest); you can make your staging area close to one of these locations. Whenever your command center takes significant damage, retreat to this area for some quick repairs by the SCVs.
  3. Shift-click, to issue a series of commands in order, is invaluable when wielding the laser drill. As long as your targets are in the command center's line of sight, the laser drill will vaporize them in a matter of seconds.
  4. Give priority to taking out air units which threaten your command center. You may have queued up six buildings in a row for demolition by the laser drill, only to have a pesky protoss air unit start inflicting the hurt on your command center. Redirect the laser drill to taking out the air unit, and then resume your demolition.
  5. Don't wait too long to begin the destruction. The more you use the laser drill to destroy buildings and units, the longer the mission will last, but the temple holding the artifact piece isn't going to last forever. Make sure that you are targeting the protoss bases somewhere between 40% to 33% of health left on the temple doors.
  6. Keep an eye on the mini-map. Archons and eventually colossi are going to be coming toward your base regularly, and even with a good defense in place, they may manage to take out a few bunkers or tanks. Don't be afraid to bring the laser drill to bear on these more powerful units—it will slow down your demolition, but will help you win the Achievement and complete the mission.
Jacob says...
Overbuild some extra factories / barracks / command centers and slowly inch them toward the west base. As soon as a structure comes into sight, use the drakken laser drill on it. If you get voidrays as a problem, use the drill on them as a priority target. The more structures you fly off at once, the higher the chance of success.
15
The Moebius Factor
Complete all mission objectives in "The Moebius Factor" mission.
We say...
All mission objectives are covered in our walkthrough. See: The Moebius Factor walkthrough
10
Alive Inside!
Locate all the moebius survivors in the "The Moebius Factor" mission on normal difficulty.
Got a tip for this Achievement? Drop us a line with your tip and we'll post it with your name!
We say...
All survivors' locations are noted in our walkthrough. See: The Moebius Factor walkthrough
10
Hard Core
Complete "The Moebius Factor" mission before Kerrigan destroys 6 abandoned structures on hard difficulty.
Sean says...
This mission is much easier if you have unlocked the giant terran transport via the zerg research tree.

Destroy the first moebius data core as soon as possible and recover the mercenaries there (this should be easy because you are given the two medivacs and marines at the start).

Build up your base defenses whilst simultaneously developing an armory, starport (with tech lab) and fusion core. Research as many ship armor upgrades as you can, followed by vehicle damage and then vehicle armor. Also build an engineering bay and max out the infantry armor and weapons research.

Following the destruction of the first data core, pack as many infantry, medics, siege tanks and mercenaries as you can fit into the first of your large dropships. Fit any leftovers into the second dropship, but don't fill it too full—this transport will be used to absorb fire from the anti-air units on the way, and you don't want to risk your valuable units if it gets destroyed.

Before you begin your attack, queue up another of the giant transports in case you lose one. Now simply fly your two transports over in the direction of the second data core (stopping off to recover two groups of nearby mercenaries), drop your troops near the core and watch them take it down. Rather than simply focusing your fire on the data core, order your troops to attack-move at a nearby location. This will cause them to kill any nearby enemy units and minimize the damage your precious force swill sustain.

Pack all of your troops up and return them to base, quickly grab a handful of SCVs and get them to repair your transports and any mechanical units in them. Now simply repeat the earlier procedure, transport and unload all of your troops near the third and final data core and watch them destroy it. Using this method I completed the "Hard Core" Achievement with Kerrigan destroying five empty buildings.
15
Supernova
Complete all mission objectives in the "Supernova" mission.
We say...
All mission objectives are covered in our walkthrough. See: Supernova walkthrough
15
Cool Running
Complete the "Supernova" mission normal difficulty without losing a unit to the wall of fire.
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10
Shock 'n' Awe
Kill 75 enemy units or structures with cloaked banshees in the "Supernova" mission on hard difficulty.
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15
Maw of the Void
Complete all mission objectives in the "Maw of the Void" mission.
We say...
All mission objectives are covered in our walkthrough. See: Maw of the Void walkthrough
10
I Have the Power
Destroy all rip-field generators in the "Maw of the Void" mission on normal difficulty.
Jonathan says...
Tip #1: You might want to consider unlocking the hercules upgrade (huge flying unit convoy) and the science vessel (repair nearby mechanical unit) in the lab. If you didn't take the hercules then use the medivac (but make sure to upgrade the fast unload in the armory).

Tip #2: You might want to consider unlocking the lab reactor for all terran buildings (protoss research in the lab). This way you'll build units faster.

Tip #3: Build at least two to three battlecruisers to defend the hercules and science vessels.

Tip #4: Build as many ground units as you can.

From now on, as usual, build a lot of SCVs that will gather ressources (MULE can also be more than welcome in this mission). You'll soon run out of minerals on your first site. Just move to the next minerals site. Once you reach that second site, build your defenses.

Build units, build units, build units and load them into your hercules. Why? Because this way, units don't suffer damage from rip field generators. Don't forget your science vessels to heal your hercules. Leading with your battlecruiser, go as near as you can to the rip field generator and unload the units. When you're done, load units and go somewhere not touched by the generators and heal them. It should be pretty easy for the first three generators.

For the last three generators, just cut and paste these last steps, but be careful. There's a protoss mothership that creates a vortex. Avoid it or destroy it as quickly as possible. If your hercules are stuck in the vortex you'll lose precious time.

This is probably not the fastest way to to do this mission, but it's the safest I've found so far.
10
Master of the Universe
Complete the "Maw of the Void" mission without losing a unit inside the rip-field on hard difficulty.
wyldnfryd says...
They key is managing vespine and your supply. Build your economy at the first base, but don't overdo it. Like it says in the cut scene, take your time...but don't dawdle to get to the second resource point since the protoss are busy harvesting from it. Build about 4-6 Vikings and have them patrol the skies between resource points one and two. This should take care of the Phase Prisms that will unload units to attack your inital base. It's not a bad idea to build a few missle turrets at the drop point either.

The rest is simple. Build about four science vessels and start pumping out cruisers. Upgrade armor and weapon damage. Let your science vessels do as much of the healing as possible, so your SCVs don't waste any of your precious vespene. Don't build anything that requires vespine except one medivac to move your SCVs to the second base.

You should eventually build a massive flotilla. Dodge in and out of the rip field without the Science Vessels... Don't risk them. Hit the Mothership with several Yamato each time. As long as you pay attention, and move out ships as they turn orange, you should do just fine.
20
Artifact Mastery
Complete all the Artifact mission Achievements.

Prophecy Missions Achievements

15
Whispers of Doom
Complete all mission objectives in the "Whispers of Doom" mission.
We say...
All mission objectives are covered in our walkthrough. See: Whispers of Doom walkthrough
10
Stalker Delight
Complete the "Whispers of Doom" mission on normal difficulty with 3 or more stalkers.
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10
Merely a Flesh Wound
Complete the "Whispers of Doom" mission on hard difficulty without Zeratul suffering life damage.
Brent says...
The "Merely A Flesh Wound" Achievement is appropriately hard to get. The first part of the mission will go very slowly, and then you will truly be making a mad dash for the finish at the end.

From the start of the mission, you need to play extremely cautiously with Zeratul. While taking out the enemies is usually no real challenge until about halfway through the mission, making sure Zeratul only takes shield damage is harder than you'd think. Here's the fight-by-fight guide for succeeding.
  1. The first group of zerg don't even have a detector handy, just a few zerglings, a hydralisk, and a spine crawler. Kill whatever doesn't burrow and move forward using your newfound blink.
  2. The second "fight" is even more of a joke than the first. Roach, hydralisk, spore tumor, then blink forward once more.
  3. After blinking past or destroying the rocks, you come across the first use of void prison. Just command Zeratul to use void prison on the spore crawler and go to town, he will only take one or two shots from the hydralisks.
  4. The fourth fight is trickier because you meet Zeratul's first ultralisk for this mission. The beast is accompanied by two burrowed zerglings for an added surprise. The safest way to do this is to void prison the spore crawler and then kill the hydralisk, zerglings, and run back out. Then use void prison one more time on the ultralisk to kill it. This tactic may be overly cautious this early, but is the kind of thinking you need later.
  5. On the fifth fight, it is actually safe to simply use void prison on the spore crawler and blink across as long as you kill the roach first. To stay in the mindset, though, kill the spore crawler first.
  6. The sixth fight is easy once more. Void prison the vverseer, blink across, and kill the four hydralisks.
  7. After retrieving the first fragment of the prophecy, continue moving Zeratul forward and prepare void prison for use. Do not use it on the overseer, use it on one of the mutalisks. Zeratul will not fall below half shielding, so use the stalkers to mop up.
  8. Move forward but remain out of range for the eighth fight. Ignore the uppity stalker's advice, and use the tactic you've used before. Void prison the overseer and immediately blink Zeratul into the hydralisks. He will dispatch them in plenty of time, and your valuable stalkers will retain their own shields and hit points as well. Kill the overseer and move forward.
  9. Fight nine is the real training for future fights. The mutalisks fall out of sync in their patrolling, so be patient. Use void prison when you are able to have a single flyer alone and away from the spine crawlers, then use the stalkers to take it out. Even if you accidentally pull the other mutalisks, you will be fine as long as the spine crawler is out of range. Once all shields are at maximum again, it's time to pull a different maneuver than before: stand Zeratul at the edge of the spore crawler's detection radius, blink towards the detector, and void prison. You must be fast to make sure Zeratul doesn't do something suicidal. With the detector out of the picture, it is now cake to use Zeratul to destroy the spine crawler and ultralisk at no risk.
  10. Save the game. Seriously. If you are unlucky, the coming pair of brood lords will spoil your Achievement, or at least make it much harder to move forward by killing a stalker or three. Before moving forward, save the game, and then proceed carefully. The moment a single brood lord attacks, retreat and draw it away so your stalkers are standing at the stalagmites. Use Zeratul to void prison the brood lord and vaporize it with the stalkers. Wait for shields again, then move to the top of the ramp so your stalkers shoot at the overseer. If you do get the second brood lord, immediately fall back the same way and repeat the first kill. Otherwise, just take out the overseer and fall back with the stalkers. Take down whichever of the three fliers remains, then repeat the Zeratul-void-prison-the-spore-crawler-and-lay-waste-with-impunity trick.
  11. Move forward with all units again, but make sure the stalkers are leading. When Zeratul announces the aerial attack, just keep everyone in place. Save your void prison for the ultralisk, and the worst you will end up with is one or two stalkers going to the yellow. This is another excellent save point.
  12. Pick up the fifth stalker across the chasm and move so you are standing just at the top of the ramp. Carefully repeat the tactic of drawing out the brood lord by attacking the nearest overseer. Pull back, void prison, and you are able to take down the brood lord, first overseer, and mutalisks without life damage. Now that there is only one patrolling overseer, Zeratul is free to blink on down and carefully dispatch spine crawlers when undetected. Use the hold position command after each kill to ensure safety. Once the spine crawlers are down, take out the overseer and have Zeratul dispatch the hatchery alone. If the stalkers are nearby, they will take heavy damage from the broodlings.
  13. You are now free to claim the second fragment of the prophecy and claim your sixth stalker. The following fight seems like a rerun, but the terrain and patrol pattern necessitate a different strategy. For number thirteen, destroy the rocks blocking the path but keep the stalkers well out of range of enemies. Move Zeratul south when the overseer patrols west, and hold position south of the spine crawlers. Zeratul is able to dispatch them both when the overseer is westerly, then rejoin the stalkers at yet another gap. But wait! Before engaging the flyers, take out another ultralisk. Kerrigan planted this one in the ground, and the best way to draw it out is to carefully move a stalker forward when none of the attack flyers are northerly. Let it take a potshot at the rising ultralisk, then blink back to its companions. One void prison later, you are free to take out the fliers when you are able to void prison the brood lord.
  14. Your fourteenth encounter requires exact placement of the stalkers and use of blink, because here comes the Explody Patrol's newest recruits. Leave Zeratul at the bottom of the ramp and use hold position after you save the game. Move the stalkers so they occupy the northwesternmost space on your side of the chasm from the little buggers, and allow them to have a freeshoot. As soon as one of the annoyances comes around the bend and starts moving northward towards your stalkers, blink them directly southwest across the chasm. Move them as far southwest as they can go without blinking and wait for the patrol. It will come dangerously close again right as blink is back. Hop back to their original position and pick of the remainder from safety.
  15. The next fight is at first glance a single overseer. Don't be fooled, because there are two hydralisks and over eight zerglings burrowed there. Use a single stalker to move forward until zerg start popping up, then blink back to your companions. If a hydralisk comes, use void prison. Repeat until no more zerg pop up, then kill the overseer. Save the game (yes, again).
  16. Move forward up the ramp, but keep the void prison ability queued while doing so. Hit a forward spine crawler with it and then use the attack command to individually kill other crawlers with everything you've got. This will allow you to kill three if not four of the things before forging ahead. If you have done this properly, you are able to use the ridge to travel north above the creep, void prison a spine crawler, and have your stalkers blast it to smithereens. Even if you only killed three or, heaven forbid, two crawlers, it is still possible to move forward safely using this tactic. Void prison a spinecrawler your stalkers can attack without being attacked by another spine crawler, then kill it. Remove the spore crawler once it is safe to do so from the north. Repeat this until they are all dead, then annihilate the overseer.
  17. The next event is really three fights chained together, because of your new allies. Pick up the two fresh stalkers that warp in, and move forward a safe distance behind the zealots. Void prison the ultralisk, and then support the karass exactly as he asks you to: have the stalkers take out the fliers, using void prison on a brood lord. Then get to the high ground and let the stalkers rain death on the tunneling zerg, using void prison once more on whichever nydus worm is convenient. Since you're such a wonderful person, you should get to void prison another ultralisk too!
  18. Stalker casualties are likely by this point, but you should have at least five remaining. Select Zeratul and all the stalkers, and retrieve the third piece of the prophecy. With Zeratul leading, you are now racing for the finish line. Do not attack for anything. Using only the move command, keep all controllable units moving forward. Each stalker is a decoy target for the zerg to attack, but they spawn behind you with lightning speed. This means trying to have any or all stalkers fight is suicidal for Zeratul. Use void prison if you can on a detector near the end to keep Zeratul from being targeted. As you near the final platform, there will be two rock formations blocking your path. Destroy the first one, blink past the second, and use move again to get everyone to the void stalker beacon. If you fail, simply retry the race from that last autosave until you succeed.
15
A Sinister Turn
Complete all mission objectves in the "A Sinister Turn" mission.
We say...
All mission objectives are covered in our walkthrough. See: A Sinister Turn walkthrough
10
Out for Justice
Kill all protoss in the "A Sinister Turn" mission on normal difficulty.
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10
Maar-ked for Death
Complete the "A Sinister Turn" mission on hard difficulty in less than 25 minutes.
Richard says...
I suggest not doing this Achievement at the same time as the normal one. Having to destroy all the protoss on the map requires you to destroy three bases that are relatively well-guarded by void rays, stalkers, zealots, etc.

You will need quite a large group of stalkers, immortals, and archons to do so. What I suggest is to take out the base to the east as well as the main base in the south. Ignore the one on the west. Before you destroy the three prophecy stone things at the end, save the game. Complete the game, get the Hard Achievement (beat the mission in 25 minutes), reload the save, and go back and kill the west base.

I also had about 15 cannons protecting my base, so that might help.
Graeme says...
This Achievement is easier than you think. When you start out, warp in a pylon next to the dark shrine as soon as you can and start pumping out dark templars. Still focus on defending your base with zealots and stalkers, but every time there is a break in the action, send your dark templars down to the bottom of the map. After you have about 10 dark templars, you can rush them through the base to get them near the objective at the back.

There are only a couple of photon canons to detect you, but once you get behind them into the stasis chamber area there shouldn't be anything threatening. Don't attack the stasis chambers right away. The hybrid will warp back to his starting point if the stasis chambers come under attack. Hide as far away from his starting point as you can and wait 'til your base defenses take him out. He is normally a detector, but when he is back there recharging he is an inert unit.
15
Echoes of the Future
Complete all mission objectives in the "Echoes of the Future" mission.
We say...
All mission objectives are covered in our walkthrough. See: Echoes of the Future walkthrough
10
Army of One
Complete the "Echoes of the Future" mission with Zeratul killing 50 zerg units on normal difficulty.
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10
Overmind Dead Body
Complete the "Echoes of the Future" mission on hard difficulty in less than 20 minutes.
jorSbalZla says...
This can be easily achieved with just Zeratul by quickly bouncing between each tendril. Use his blink skill to take shortcuts across chasms and avoid fighting zerg.
15
In Utter Darkness
Complete all mission objectives in the "In Utter Darkness" mission.
We say...
All mission objectives are covered in our walkthrough. See: In Utter Darkness walkthrough
10
Semi-Glorious
Kill 250 additional zerg units in the "In Utter Darkness" mission on normal difficulty.
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10
Blaze of Glory
Kill 750 additional zerg units in the "In Utter Darkness" mission on normal difficulty.
Evan says...
Play the game like it's a castle. Defend all your entrances and split your forces evenly. Build photon cannons whenever possible. While you're doing this, construct gateways and transfrom them into warpgates and upgrade all your troops with every upgrade for attack, defense and shields.

After the kill limit has reached 1,000, retreat all your forces up the ramps. Start warping in dark templars and form a dark templar wall on the ramps. Have some air forces ready for overseers so they can reduce your dark templars losses and replensih any that have been killed. Keep doing this until you get the Achivement, and then you may let them pass and finsh the mission knowing you have left the galaxy in a "Blaze of Glory."
20
Prophecy Mastery
Complete all the Prophecy mission Achievements.

Final Missions Achievements

15
Gates of Hell
Complete all mission objectives in the "Gates of Hell" mission.
We say...
All mission objectives are covered in our walkthrough. See: Gates of Hell walkthrough
10
The Big Bang Cannon
Destroy all the spore cannons in the "Gates of Hell" mission on normal difficulty.
We say...
All spore cannon locations are detailed in our walkthrough. See: Gates of Hell walkthrough
10
Dominion Roundup
Rescue 10 drop-pods of Dominion troops in the "Gates of Hell" mission on hard difficulty.
Harrad says...
The key to safely and quickly blasting through to all drop-pods lies in quickly assembling a large and versatile force. This is where recruiting all those mercenary groups will pay off. Summoning all of them, you will have quite a potent strike force at your disposal.

While waiting for them to become available, group your starting forces and use them to rescue the first pods. It is advisable to reinforce your base defenses a bit. Research unit upgrades as you see fit. Make sure to gather sufficient minerals and gas.

Deploy all your mercenaries as they become available, group them with the rest of your forces and go for the pods as they arrive.
Sergio says...
The easiest way to complete the Achievement is just dropping a MULE over the units you want to rescue. That's useful if you don't want to risk some of your mercenaries to rescue some units you are not going to use.
15
Belly of the Beast
Complete all mission objectives in the "Belly of the Beast" mission.
We say...
All mission objectives are covered in our walkthrough. See: Belly of the Beast walkthrough
10
Unbreakable
Complete the "Belly of the Beast" mission without letting a hero fall incapacitated on normal difficulty.
Makey says...
Do not worry about the stun which "incapacitates," this has nothing to do with the Achievement. Make sure your heroes do not die because this is what the game treats as being "incapacitated" (for unknown reasons). You can use Flaming Betty and the rescued units to tank her. Use your cooldowns to kill her faster.
10
One Shot, Fifty Kills!
Kill 50 units with a single penetrator round in the "Belly of the Beast" mission on hard difficulty.
Alex says...
This was not totally easy. Some experts out there might have done it without much trouble, but not for me. It took me awhile to get it right, so I'm sharing here for those who needs help.

The place I got it was during the planting of the second bomb, where we encounter infested colonists and marines. I tried many times at the first batch encounter, but was never able to do it. In the second encounter, which is around the middle of the map, that is where I did it with this setup:


I then commanded the marine I selected in the picture up there, stimmed it, and lured the infesteds to my setup. I then let the marine go through the gap between my setup, and had him standing behind. The setup will efficiently kill off close-by enemies, but that's okay. There will also be a few (like three) infested marines blocking the infested colonists' way too, but not totally, and the colonists will get around them. Eventually, wait until you have enough colonists in front of Jim Raynor who is at the very front. Then bam! You'll get the Achievement in a trial or two. The first time I got 48 kills because I didn't wait long enough. The second time I got over 50 units with no trouble.
15
Shatter the Sky
Complete all mission objectives in the "Shatter the Sky" mission.
We say...
All mission objectives are covered in our walkthrough. See: Shatter the Sky walkthrough
10
Demolition Man
Complete the "Shatter the Sky" mission without losing a unit to a platform explosion on normal difficulty.
Sergio says...
You just need to retire all units off the platform which is going to explode just when the countdown begins.
10
Speed Too!
Complete the "Shatter the Sky" mission on hard difficulty in less than 25 minutes.
Murat says...
The first thing I did after the mission is to build a tech reactor for the starport. If you didn't research tech reactor, I suggest to build a second starport. Build the second refinery as soon as you can. Build a bunker and a missile turret, and place a siege tank at every entrance for defensive purposes (if you have a psi disrupter, build it, too). You may also want to build two battlecruisers to deal with the aerial attacks. Place at least two SCVs for repairing.

Attack the nearest coolant tower with your battlecruisers given to you. Use their Yamato cannon and defensive matrix abilities if you can, and destroy the tower. Your battlecruisers will be destroyed after that, but I thought it was worth it. Start pumping out battlecruisers from now on. Also, build an armory and upgrade ship weapons and armor. After you have three to four battlecruisers, build two science vessels and attack the small enemy bases. When you are clearing them, build more battlecruisers, two to three banshees and vikings. If you have mercenaries, use them, because they are cost effective. After you have cleared out the small bases, you should have five to six battlecruisers, two science vessels, banshees and vikings.

Attack the nortwstern base. Destroy the coolant tower and leave. With the help of science vessels and a little micro, you should not lose any unit. After that tower is destroyed, the leviathan will appear and start patrolling. Do not engage it. Add the battlecruisers you recently built to your army, move your army to the south of the southeastern base. Move your army between the two enemy bases and you will have no problem.

After that, attack the southeastern coolant tower, destroy it and leave. Without wasting any time, attack the last coolant tower. Use your defensive matrix first (if you don't have that upgrade, I strongly suggest to research it from Swann's armory). Use your Yamato cannons and the mission is finished. I finished the mission in 24:38 with this strategy.
15
All In
Complete all mission objectives in the "All In" mission.
We say...
All mission objectives are covered in our walkthrough. See: All In walkthrough
10
Burn and Turn
Kill 150 zerg units with the Artifact in the "All In" mission on normal difficulty.
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10
Aces High
Use the Artifact only once in the "All In" mission on hard difficulty.
Harrad says...
Order all of your starting SCVs to cover the base entrances with bunkers, about eight or more on every side to be safe. Keep some SCVs around to have the bunkers repaired if need be. At the same time, start building about five barracks, hotkey them, get the reactor add-on, and set rally points to fill empty bunkers. If researched, set up a psi disruptor or two on both sides to keep larger waves from your bunkers. Perdition turrets might also come in handy. Immediately replace destroyed bunkers and keep them filled. Back up with a siege tank or two. Intercept Kerrigan quickly when she appears, before she can wreak too much havoc, and keep some mobile forces around to deal with nydus worms, mutalisks and brood lords.
20
Final Mastery
Complete all the Final mission Achievements.

Story Mode Achievements

10
Nice Suit
Find out why Tychus Findlay is always in a marine suit.
We say...
Talk to Tychus the first time you're brought to the Hyperion bridge, after completing the mission "Zero Hour."
10
Mar Sara Missions
Complete the Mar Sara missions in the Wings of Liberty campaign.
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10
Dr. Ariel Hanson Missions
Complete the Dr. Hanson storyline in the Wings of Liberty campaign.
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10
Gabriel Tosh Missions
Complete the Tosh storyline in the Wings of Liberty campaign.
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10
Matt Horner Missions
Complete the Horner storyline in the Wings of Liberty campaign.
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10
Zeratul Missions
Complete the Zeratul storyline in the Wings of Liberty campaign.
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10
Ihan Crystal
Acquire an ihan crystal.
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10
The Artifact
Collect all 5 xel'naga artifacts.
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10
Wings of Liberty
Complete the Wings of LIberty campaign.
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10
Stay Awhile and Listen
Start a conversation with all the main characters.
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10
Couch Surfer
View 10 television news broadcasts.
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10
Dead Man's Hand
Find out what Matt Horner won playing poker.
We say...
After the mission "The Great Train Robbery," when you return to the Hyperion bridge, talk to Matt Horner to earn the Achievement.
10
Terra-tron Terrorized!
Beat the Terra-tron on the Lost Viking arcade machine.
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10
Lost Viking: Bronze
Score 125,000 points on the Lost Viking arcade machine.
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10
Base Tech Master
Purchase 8 base upgrades from the armory console.
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10
Infantry Tech Master
Purchase 10 infantry upgrades from the armory console.
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10
Vehicle Tech Master
Purchase 10 vehicle upgrades from the armory console.
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10
Starship Tech Master
Purchase 10 starship upgrades from the armory console.
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10
Dominion Tech Master
Purcahse 4 Dominion upgrades from the armory console.
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10
Band of Legends
Purchase all mercenary contracts.
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10
Zerg Xenobiology
Complete 5 zerg research console projects.
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10
Protoss Xenobiology
Complete 5 protoss research console projects.
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10
Wings of Liberty: Hard 56
Complete 5 missions in the Wings of Liberty campaign on hard difficulty.
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10
Wings of Liberty: Brutal 5
Complete 5 missions in the Wings of Liberty campaign on brutal difficulty.
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15
Liberty Completionist: Normal
Complete all 29 Wings of Liberty campaign missions on normal difficulty.
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15
Liberty Completionist: Hard
Complete all 29 Wings of Liberty campaign missions on hard difficulty.
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15
Liberty Completionist: Brutal
Complete all 29 Wings of Liberty campaign missions on brutal difficulty.
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10
Hurry Up: It's Raid Night
Complete the Wings of Liberty campaign under 8 hours of total played mission time on normal difficulty.
Devin says...
Don't do any of the Zeratul missions or Tosh missions. As soon as Char is up on the map, go there.

If you aren't quick enough on some missions, go to your mission logs and retry them to get quicker times.
20
Master Mechanic
Complete the armory console upgrade Achievements.
Jadon says...
Start a new campaign on casual or whatever difficulty you like (I prefer casual for getting this Achievement) and play through the whole campaign until you unlock all units. When you do that, spend all of your credits on a branch (example: infantry). The trick is that you don't spend any credits up to that point.
Daduvab says...
The above advice is incomplete. You should save the game before spending any credits. After spending credits on a couple tech lines and getting those Achievements, you can exit without saving and restart from the save point and have all your credits back without losing the Achievements. After you collect the individual Achievements, you will be rewarded with the Master Mechanic title.
20
Master Technician
Complete the research console upgrade Achievements.
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