From Liquipedia Starcraft 2 Wiki
 Wings of Liberty
The Wings of Liberty Campaign follows the exploits of the Terran outlaws Jim Raynor and Tychus Findlay. Specifically, the player is assumed to have the role of Raynor from a third-person perspective. The first three missions must be completed in order, after which a series of events occur which enables the player to begin directing the order in which missions are played.
New units are acquired during each mission which may then be used in any future missions (except the Prophecy missions, in which the player does not use Terran units). In some cases, the capability to produce a particular type of unit can dramatically alter the challenge of a given mission. Many of the missions force the player to take a defensive position (in contrast to multiplayer) which makes Siege Tanks a particularly beneficial unit to unlock as early as possible.
Each mission can be completed using Casual, Normal, Hard, or Brutal difficulty. New players who have never played any video game in their entire life or are just new to RTS (Real time strategy) type games should probably begin on Normal - the Casual difficulty is very, very casual, to the point that enemies only very rarely attack and usually sit about waiting for the player to come and slaughter them - and their units have only half of their normal HP. In most cases, playing on Hard or Brutal adds more depth to a mission. For example, in the Zero Hour mission on Normal difficulty the player has to deal with only the assaults of the Zerg, whereas in Hard and Brutal there are Zerg "drop pods" that crash into the ground delivering Creep Tumors and Zerglings. These drop pods gradually begin to descend closer and closer to the player's base, and since Zerg units move more rapidly on Creep, this can ramp up the challenge quickly.
Most missions reward the player with Credits, as well as the potential to acquire Research points by completing side objectives (see below for more details on both). All missions also feature achievement challenges. In most cases, there is one challenge for completing all of the side objectives which can be obtained on any difficulty, one challenge that can only be finished on at least Normal difficulty, and one challenge that can only be finished on at least Hard difficulty. Playing every mission on at least Hard difficulty is generally an easy way to enable a savvy player to complete all achievements on a single play of the mission.
The availability of units, mercenaries, research and armory upgrades remains the same when missions are replayed through the mission archives. Only those available when each mission was initially played will be present. As an exception, when there are plot branches, all acquired upgrades and units will be available when using the archives to play the missions which were not selected during the storyline.
- Units in the campaign are unlocked by playing the mission that introduces them, as indicated in the Missions section below. Afterwards, the unit is available to be build in the all following missions, making the order in which the missions are played significant.
- The Laboratory is where you can get Research upgrades. They consist of different upgrades to various structures and units and also completely new units. Research points can be found in each mission of the campaign by completing bonus objectives. There are 36 Zerg and 39 Protoss research points in the campaign. Additional points gained beyond the research caps of 25 Zerg and 25 Protoss are exchanged for credits, allowing the player to purchase more Armory upgrades or Mercenaries.
- The Armory is where you can get upgrades for your units in exchange for credits, which are earned by completing missions. You can start upgrading a particular unit after you finish the mission in which you acquired it. Most available upgrades are the same as those which can be obtained in-game during multiplayer, except that these are in effect at the start of your campaign missions once purchased and do not cost any minerals or gas.
- Mercenary contracts can be purchased with a one-time credit cost in the Cantina. A contract for a mercenary type is available after you finish the mission in which the base unit was acquired. Once a contract is purchased, the mercenaries can be hired in missions for minerals and gas. The cost is higher than the basic unit, but the upgraded stats outweigh the higher cost. Mercenaries have a cooldown before they can be hired (or hired additionally, in the case of types which permit more than one squad), but arrive instantly once hired, making them great for quick base defense.
- In-Mission Upgrades
- Regular unit upgrades to weapons and armor are available from the Engineering Bay and Armory. After completing 10 missions, level 2 upgrades are available, and after 17 missions all 3 levels of upgrades are available.
- An arcade minigame accessible from Cantina after 4 missions are completed.
The guides for all the missions are written for Brutal difficulty. The strategy for lower difficulty levels is the same, except the enemy won't be as strong, or won't be as smart. However, if you want to elaborate on changes in lower difficulty levels, by all means please edit them in!
For the three choice missions (Colonist 3, Covert 3, and Final 2), you can only play one of the options for storyline purposes. However, you can play the mission you didn't choose through the Mission Log.
 Mar Sara
The Raynor missions are the first three in the game. Credits can not be used until after Zero Hour.
|Mar Sara 1: Liberation Day||Marine||-||-||-|
|Mar Sara 2: The Outlaws||SCV, Medic||45,000||-||Liberation Day|
|Mar Sara 3: Zero Hour||Bunker||55,000||-||The Outlaws|
The Hanson missions can be started after completing the Mar Sara missions.
|Colonist 1: The Evacuation||Firebat||100,000||3 Zerg||Zero Hour|
|Colonist 2: Outbreak||Hellion||110,000||2 Zerg||The Evacuation|
|Colonist 3a: Safe Haven||Viking||125,000||3 Zerg||Outbreak and any 2 missions after it|
|Colonist 3b: Haven's Fall||Viking||125,000||3 Protoss||Outbreak and any 2 missions after it|
The Tychus missions can be started after completing the Mar Sara missions.
|Artifact 1: Smash and Grab||Marauder||110,000||4 Protoss||Zero Hour|
|Artifact 2: The Dig||Siege Tank||120,000||3 Protoss||Smash and Grab, 8 total missions|
|Artifact 3: The Moebius Factor||Medivac||120,000||3 Zerg||The Dig, 11 total missions|
|Artifact 4: Supernova||Banshee||120,000||4 Protoss||The Moebius Factor, 14 total missions|
|Artifact 5: Maw of the Void||Battlecruiser||125,000||4 Protoss||Supernova|
The Tosh missions can be started after completing a total of 4 missions.
|Covert 1: The Devil's Playground||Reaper||110,000||3 Zerg||4 total missions|
|Covert 2: Welcome to the Jungle||Goliath||120,000||3 Protoss||The Devil's Playground|
|Covert 3a: Breakout||Spectre||125,000 (+50,000)||-||Welcome to the Jungle and any 2 missions after it|
|Covert 3b: Ghost of a Chance||Ghost||125,000 (+50,000)||-||Welcome to the Jungle and any 2 missions after it|
The Horner missions can be started after completing a total of 6 missions.
|Rebellion 1: The Great Train Robbery||Diamondback||110,000||3 Zerg||6 total missions|
|Rebellion 2: Cutthroat||Vulture||120,000||3 Protoss||The Great Train Robbery|
|Rebellion 3: Engine of Destruction||Wraith||120,000||3 Zerg||Cutthroat|
|Rebellion 4: Media Blitz||Thor||120,000||-||Engine of Destruction|
|Rebellion 5: Piercing the Shroud||-||125,000||3 Zerg, 4 Protoss||Media Blitz, including secret objective|
The Zeratul missions can be started after completing The Dig.
These missions are played as the Protoss. The player's normally available Terran units, mercenaries, armory upgrades, or research do not matter in these missions nor can you use any of the Protoss units in the other missions. Even though there are no new Terran units or cash rewards for completing these missions, doing so early is useful for a large boost to research, possibly making subsequent Terran missions slightly easier to complete in Hard/Brutal difficulties.
|Prophecy 1: Whispers of Doom||Zeratul, Stalker||3 Zerg, 3 Protoss||The Dig|
|Prophecy 2: A Sinister Turn||Probe, Zealot, Immortal, Dark Templar, High Templar||3 Zerg, 3 Protoss||Whispers of Doom|
|Prophecy 3: Echoes of the Future||Observer, Colossus||4 Zerg, 2 Protoss||A Sinister Turn|
|Prophecy 4: In Utter Darkness||Phoenix, Void Ray, Carrier, Mothership||3 Zerg, 3 Protoss||Echoes of the Future|
The Valerian missions are the final set, and can be started after completing Maw of the Void.
Caution: Once the player has finished Gates of Hell, unplayed missions on the Star Map or the Ihan Crystal will no longer be available. The Lost Viking minigame will also be unavailable. Missions which have been previously completed will still be available to replay in the archive. Mercenaries and Armory Upgrades are still available as well.
|Final 1: Gates of Hell||-||-||-||Maw of the Void|
|Final 2a: Belly of the Beast||-||-||-||Gates of Hell|
|Final 2b: Shatter the Sky||-||-||-||Gates of Hell|
|Final 3: All-In||-||-||-||Belly of the Beast or Shatter the Sky|
 Heart of the Swarm
The Heart of the Swarm Campaign is played from the perspective of Sarah Kerrigan, the former Queen of Blades.
The availability of units and evolution paths remains the same when missions are replayed through the mission archives during the campaign. It is however possible to play any unlocked mission in all possible configurations via the master archives.
- Units in the campaign are unlocked by playing the mission that introduces them, as indicated in the Missions section below. Afterwards, the unit is available to be built in the all following missions, making the order in which the missions are played significant.
- In the Leviathan, the abilities of Kerrigan can be altered. Some missions guarantee Kerrigan Levels, some have bonus objectives that grant up to 4 extra levels. The mission archives only show the bonus levels, not the levels Kerrigan is guaranteed to have earned. A total of 69 research points is available in the game, 41 guaranteed, 28 optional via bonus objectives. Each new level can grant additional life, energy, damage and/or armor for Kerrigan. Kerrigan starts at level 1 with two tiers of abilities. When she reaches level 10, 20, 35, 50, 60 or 70, a new tier of abilities is available. Each tier grants the player a choice of one of two abilities, or three when the Supreme mission is completed, adjustable at any time between missions.
- The Evolution Pit lets you choose mutations and evolution paths for some types of Zerg units. New units and evolution missions are unlocked by playing missions. A Mutation is a choice out of three options, which you can alter before playing a mission, so these are not permanent. Evolution Strains are permanent path choices and cannot be altered during a playthrough. You may however replay any mission with the desired Mutations and Evolution Strains via the Master Archives options in the main menu. An Evolution Strain is chosen by playing a short and very easy mission which lets you use both options so you have a better understanding of the consequences of your choice. The upgrades usually do not have to be researched during a mission, however some choices require that you mutate a building. Evolutions are generally a more extreme upgrade than Mutations.
- In-Mission Upgrades
- Regular unit upgrades to weapons and armor are available from the Evolution Chamber and Spire. After completing a number missions, level 2 upgrades are available, and after some more missions all 3 levels of upgrades are available.
Like in Wings of Liberty, missions are grouped following a number of different story lines. However, each story line is related to a planet, and players cannot select another planet until completing all three missions (two in Space). The first three missions are on Umoja, after which you can select from Kaldir and Char. Once the missions of one of these two planets are completed, Zerus becomes available. After completing these three planets, the choice is between Skygeir and Space. Completing both of these unlocks the Final missions.
The Umoja missions are the first three in the game. Choices regarding Mutations Evolution Strands or Kerrigan abilities can not yet be made until after Rendezvous.
|Umoja 1: Lab Rat||Zergling||-||-||-|
|Umoja 2: Back in the Saddle||-||-||-||Lab Rat|
|Umoja 3: Rendezvous||Swarm Queen||-||-||Back in the Saddle|
The Kaldir missions can be started after completing the Umoja missions.
|Kaldir 1: Harvest of Screams||Roach||+5 (+2)||-||Umoja|
|Kaldir 2: Shoot the Messenger||Hydralisk||+3||Zergling||Harvest of Screams|
|Kaldir 3: Enemy Within||-||(+1)||Roach||Shoot the Messenger|
The Char missions can be started after completing the Umoja missions.
|Char 1: Domination||Baneling||+5 (+2)||-||Umoja|
|Char 2: Fire in the Sky||-||(+3)||Zergling||Domination|
|Char 3: Old Soldiers||Aberration||(+2)||Baneling||Fire in the Sky|
The Zerus missions can be started after completing the Kaldir or Char missions. After The Crucible, Kerrigan has different abilities, which are locked. After Supreme these abilties are added as a third option to each tier and all become available to choose from.
|Zerus 1: Waking the Ancient||Mutalisk||(+3)||-||Kaldir or Char|
|Zerus 2: The Crucible||Swarm Host||+10 (+1)||-||Waking the Ancient|
|Zerus 3: Supreme||-||+5 (+4)||Hydralisk||The Crucible|
The Skygeirr missions can be started after completing the Kaldir, Char and Zerus missions.
|Skygeirr 1: Infested||Infestor||(+3)||-||Kaldir, Char and Zerus|
|Skygeirr 2: Hand of Darkness||-||(+2)||Mutalisk||Infested|
|Skygeirr 3: Phantoms of the Void||Ultralisk||+4 (+3)||-||Hand of Darkness|
The Space missions can be started after completing the Kaldir, Char and Zerus missions.
|Space 1: With Friends Like These||-||-||-||Kaldir, Char and Zerus|
|Space 2: Conviction||-||+9 (+2)||Swarm Host||With Friends Like These|
The Final missions can be started after completing the Skygeirr and Space missions.
|Final 1: Planetfall||-||-||Ultralisk||Skygeirr and Space|
|Final 2: Death From Above||-||-||-||Planetfall|
|Final 3: The Reckoning||-||-||-||Death From Above|