Starcraft II: Wings of Liberty: Challenge Guide

       ´╗┐Stacraft II: Wings of Liberty Challenges Guide (V1.02)
By: Draconicfire/BlackDra90n
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Table of Contents.......................................................[cgtoc]

1) Table of Contents       [cgtoc]
2) Recent Changes          [cgrcs]
3) Introduction            [cgint]
4) Basic Challenges        [cgbcs]
   - Tactical Command     
   - Path of Ascension  
   - For the Swarm 
5) Advanced Challenges     [cgacs]
   - Covert Ops      
   - Psionic Assault
   - Infestation        
6) Expert Challenges       [cgxcs]
   - Harbringer of Death 
   - Opening Gambit  
   - Rush Defense
7) End                     [cgend]
8) Legal Stuff             [cglgs]

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Introduction............................................................[cgint]

Alright, so the original game of Starcraft has pretty much reached legendary
status among gamers. It doesn't matter if you even played it or not, you heard
of it. It's pretty much the most popular RTS of all time due to it's amazing
multiplayer, and really, it's great.

Now that SC2 is out, a lot of people are wondering if the sequel will match
it's predecessor in terms of gameplay, popularity, and many other things. But,
this guide will not talk about any of that. One thing people forget when
talking about Starcraft is it's single player, with it's fun missions and
awesome storyline. In Starcraft 2, theres more of that with a pretty cool
single player campaign, but, Blizzard also added something new called
"Challenges".

These Challenges are designed to test the player's skill doing certain things,
and can be pretty fun and challenging. Note that there are many different ways
of doing them and I'm pretty much just going to be writing about the way I did
it. If you found a better/easier way to finish a challenge, then feel free to
email me, I'll add it in to the guide.

In addition, I also have replays of myself getting the gold achievement for
every challenge, so if you dont understand my explanations, or just want a
visual, I can provide you with a replay pack if you want one.

Also, this guide was last updated on patch 1.02. Im not sure if patches will
affect the strategies too too much. I'll check my strategies from time to time
though.

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Recent Changes..........................................................[cgrcs]

Latest update on 8/11/2010 (V1.02)

- Added the Recent Changes section (This section)
- Added some strategies for For the Swarm that were emailed in to me by users.
  Player submitted strategies will be blocked in by stars (****)
- Added some more detail to the highground/lowground thing in Psionic Assault,
  and added a diagram to help clarify what I mean.
- Minor changes and amendments throughout the guide.
- Changed my contact information

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Basic Challenges........................................................[cgbcs]

All three basic challenges are essentially the same thing, but they give you
different races to deal with. All of them comprise of you controlling a group
of units to kill the computer units while losing as few units as possible. If
the structures you are tasked with protecting are destroyed, then you lose.

- TACTICAL COMMAND -

Bronze: Protect all Structures
Silver: Lose 20 Units or Less
Gold: Lose 10 units or Less

Tactical Command is the mission where you control various Terran units to make
sure the enemy Zerg units do not destroy your supply depots. I personally
found that this was the easiest mission to get the gold achievement on, even
though I don't main Terran.

-- Round 1 --

The first round is pretty simple. In terms of units you can control, you have
a group of Hellions, a group of Marines, two Medivacs, a Ghost, and a Seige
Tank. In terms of opposing units, you have to deal with a swarm of Zerglings,
a group of Banelings, and a fleet of Mutalisks.

First, move your Hellions over to where the Zerglings are. Then, move your
Seige Tank up right in front of the supply depot where the Banelings are.
Lastly, send over your Ghost, Marines and Medivacs over to the Mutalisks.

Before we hit "Ready", theres a few things we need to do. Go over to your tank
and seige it up. It'll stay seiged even after you hit ready, so it'll save
some time. Then, go and cloak your Ghost, it has enough energy to stay cloaked
for the entire round. Then, make sure your medivacs are in range of your
marines, and stim them. Immediatly hit ready.

For your first sub round, you will be taken to the Hellions and Zerglings.
This is a pretty easy fight, just kite your Hellions around the supply depot.
The Zerglings shouldnt even come close to killing any of your Hellions.

The second sub round is the seige tank vs the Banelings. Since your tank is
already seiged up, you really have nothing to do but wait. Your tank should
get two shots off on the Banelings, which will kill all of them but two. It
doesn't matter because two Banelings wont be able to kill your depot, and
since they explode on death, the round ends.

For the last sub round, position your Ghost in between the Mutalisk and your
Marines. Then just wait. Your Ghost will start attacking the Mutas, which is
fine, since they can't attack a cloaked target. Start sniping the Mutas as
soon as you can. Each snipe takes off a decent chuck off the Mutalisk you hit,
so it'll lower your casualities. The marines should be able to wipe the floor
with the Mutas pretty easily with Medivac and Snipe support since theyre
stimmed up. Some Marines might die, but it's not a big deal.

-- Round 2 --

For round two, you have some Marauders, Marines, Medivacs, Seige Tanks, and a
Ghost. You have to deal with Roaches, Hydras and an Ultralisk.

Move your Marauders to where the Roaches are, Tanks to where the Hydras are,
and the Marines, Medivacs and Ghost goes to the Ultralisk. Again, seige up
your tanks and hit cloak on your Ghost, then hit ready.

For the first sub round, you get control over the Marauders. Hit Stim on your
Marauders and kite them around like you did with the Hellions and Zerglings
in round one. It's exactly the same thing.

The second sub round is with the Marines, Ghost and Medivacs. Position your
Marines behind your cloaked Ghost, and hit Stim. Your Ultralisk will go for
your Marines, but with Stim you can outrun it, thus you can kite it. Kite the
Ultra around your Ghost so your Ghost can still shoot it. None of your marines
should die since your Medivacs do a great job of keeping you alive.

The last sub round is again with tanks, which means waiting. Seiged tanks
require no micro at all (nerf kthx), so just wait and watch as the Hydras 
evaporate.

-- Round 3 --

In this last round, you have control over a more diverse amount of units. You
have a group of Thors, Marauders, Seige Tanks, Medivacs, Vikings, Hellions,
and once again, one Ghost. You will be facing a Hydra-roach combo, Broodlord
and Zergling combo, and a fleet of Mutalisks.

Move your Thors and Ghost over to the Mutalisks section. Then, move your
Vikings and Hellions over to the Broodlords/Zerglings. Lastly, move your
tanks, Marauders and Medivacs to the Hydra-roaches. Once again seige up your
tanks and cloak your ghost. Press ready.

You will be brought over to the Vikings and Hellions. This sub round is
exactly the same as the very first Hellion round, except this time you have
to do something extra. Select your vikings and a-move them into the Broodlord
group, then wait for the Zerglings to attack your Hellions. The Broodlords
move very slow and cant attack air, so your Vikings can kill them all before
they even get in range of your Hellions, so you can forget about them once it
starts. There are less Zerglings than in the first Hellion round, so if you
did that with 0 deaths, then this one is laughably easy.

The second sub round is the tanks, Marauders and Medivacs. Move your Marauders
and Medivacs to the side in the start so you dont have to worry about splash.
Once the Hydras and Roaches get in range of your tanks, a-move your Marauders
into the mix, everything should die with minimal deaths.

The last round is with your Thors and Ghost. Thors are so OP against Mutas, so
their splash will essentially kill everything. You don't have to worry about
them. This sub round is almost like the first Marine sub round. Dont worry
about the Thors, just control your Ghost and snipe things. Voila, easy gold
achievement.

- PATH OF ASCENSION -

Bronze: Protect all Structures
Silver: Lose 20 Units or Less
Gold: Lose 10 units or Less

In this challenge, you control Protoss units to go destroy Terran units. In my
opinion, this is the hardest challenge of this set. Why? Because Zealots 
aren't the greatest units against Terrans imo.

-- Round 1 --

In round one, you have control of a group of Zealots, Stalkers, Collosus, and
a single Sentry. You have to face a group of Hellions, Marauders and a large
army of Marines. Now already in multiplayer Zealots are the last unit you
would build against this army, but hey, Blizzard gave you them to use.

Move your Stalkers over to the Hellion section, Collosus to the Marines, and
the Zealots and Sentry to the Marauders. Spread out your Stalkers in an arc
like formation so that they will have a slightly easier time to get into
position. Make sure your Collosus are once again side by side so they can all
attack. Also make sure your Sentry is in the middle of the Zealot blob.

After you hit ready, you will be brought to the Stalkers. Once the barrier is
gone, a-move your Stalkers into the Hellions and start paying attention to
their health. Protoss units are different from Terran and Zerg units in the
sense that they have shields, and since they have shields, their HP is
generally lower, so ideally, instead of waiting until their health is yellow,
look to see when their shields are gone. When their shields are gone, their
icon will have a darker background. When this happens, blink them back to
safety.

After the Hellions all explode, you get brought over to the Collosus. Just
a-move them into the Marines. None of your Collosus should die, but if one
does, dont worry about it.

This last subround should be where most of your deaths come from if any. Right
before your army engages, get your Sentry to use it's Guardian Shield to
reduce some damage. Manually move your Sentry into Melee range so most of your
Zealots are covered by it. The Marauders should all fall when the Shield falls
so if you want, you can summon a Halucination to help soak some damage. An
Archon or Collosus works great.

-- Round 2 --

In round two, you have control of Void Rays, Carriers, Immortals and a High
Templar. You have to face some Thors, Seige Tanks and Battlecruisers.

Move your Carriers and High Templar to the Thors, Immortals to the tanks, and
your Void Rays to the Battlecruisers. Make sure your Immortals are spread out
in an arc.

After you hit ready, you will be brought to your Carriers and High Templar.
Get your Carriers to start attacking the Thors, and shift control over to the
Templar. You have enough energy for two Storms and a Feedback, both will do
pretty decent damage to the Thors. Start off by using your Storms, you should
be able to get a decent amount of Thors in your first Storm, and just place a
second wherever you think could use some destruction. After both storms, you
have just enough energy for a Feedback. Feedback is pretty awesome. Choose a
Thor with high HP and Energy (The purple bar underneath HP), and Feedback it.
All the energy will get converted into damage, so it takes off a decent chunk.
Now wait for your Carriers to finish the job. One may fall, but dont worry
about it.

Next up is your Immortals. Just a-move them into the tanks. One or two might
go down, but again not a big big deal.

With your Void Rays, they do like no damage to the Battlecruisers when their
beam isn't charged, so get them to focus down one Battlecruiser while watching
their health. If their shields get low, move them back as best you can, but
it's likely that it will still explode. Once the beams are all charged, the
Battlecruisers die really fast when you focus them down. One thing you could
try is to charge up your beams on your Pylon before you engage the BCs. I
didnt really give it any serious tries, so I'm not sure if it's possible, but
go ahead and give it a try if you have some issues.

-- Round 3 --

In this last round, you have control of Zealots, Collosus, Immortals, Archons,
Stalkers, and a single High Templar and Sentry. You have to face a BC/Viking
combo, a Hellion/Reaper combo, and a Marauder/Tank combo. I had so many issues
with this because my Zealots kept dying, but then I tried a different strategy
and it worked very well.

Move your Zealots, Stalkers and Sentry to the BC/Vikings. Now you may be
asking, "Why are you bringing your Zealots over to air units?". Thats because
the Vikings will automatically go into ground mode if there arent any air
units in the area, and I found that Vikings own Phoenixes in the face. Move
your Collosus and High Templar to the Reapers/Hellions, and move your Archons,
Immortals and Phoenixes to the Marauders/Immortals. Again, you may be asking
"Why are you bringing Phoenixes to that group? None of them are air". Well,
thats because were not going to be using the Phoenixes for damage. Read on.

For the first subround, you have your Zealots, Stalkers and Sentry. Get your
Stalkers to focus down the Battlecruiser first and just have your Zealots move
into position for when the Vikings land. Have your Sentry pop it's shield and
again manually move it so that it covers most of your units. The Zealots
actually do suprisingly well against the Vikings, so you only lose a few in
comparison to like everything.

With your Collosus, a-move them into the giant blob of units, then switch to
your High Templar ASAP and Storm them in the face. Two well placed storms gets
rid of like the entire blob since both Reapers and Hellions are quite frail.
The Collosus will easily pick off the survivors.

Lastly, you have your Archons, Immortals and Phoenixes. Select all your
Archons and Immortals and a-move them into the battle. Both of them dont
require any micro at all, so you can put them into the same control group. Now
with your Phoenixes, fly them over the tanks and have all four of the use
their gravity beams on the tanks. Four tanks should be in the air. This is
actually pretty big, since you are removing four tanks from the fight. By the
time the beams wear off, the rest of the army should be gone, and you can
watch as each tank falls back to the ground and instantly gets destroyed by
the Archons and Immortals.

- FOR THE SWARM -

Bronze: Protect all Structures
Silver: Lose 20 Units or Less
Gold: Lose 10 units or Less

FOR THE SWARMMMMM! Woooooo! Anyways, for this challenge, you control Zerg
units this time around against Protoss units. I would say this would be the
second easiest (and second hardest I guess) basic challenge. Your Spire is the
key building this time around, but everything else is the same.

-- Round 1 --

In round one, you have an Infestor, some Zerglings, Hydralisks and some
Ultralisks. You will be facing a fleet of Voidrays, an Immortal and a group of
Collossus.

Move your Infestor and Zerglings to the lonely Immortal area, and then move
your Hydralisks to the Void Ray area, lastly move your Ultralisks to the
Collossus area. Before we start, spread out your Ultralisks a tiny bit so they
can all attack, dont have them in a group, move them into a line. Same deal
with the Hydras, although it's inevitable that some will group. Just arc them
as much as you can. Press ready.

The first group you get to control are the Ultralisks. Just a-move them into
the group of Collosus. If you spread them out enough, then some of them will
get into the red, but everything will die without any Zerg casualties.

The second group is the Infestor and Zerglings vs the Immortal. Use your
Infestor to Neural Parasite the Immortal, and get your Zerglings to kill it
while it is under your command. Easy win right there.

The last group is the Hydralisks and Void rays. A bit more micro is needed
here. A-move your Hydras to the void rays, and watch your Hydra's health. The
moment you see one dip into the yellow, either burrow it or move it back. Keep
doing that for every Hydra you see get hurt and you'll minimize casualties.

-- Round 2 --

In this round, you have two Ultralisks, a fleet of Mutalisks, some Roaches and
an Infestor. You have to destroy some Void Rays, Stalkers and Zealots.

Move your Ultralisks to the Stalker area, then move your Mutalisks to the Void
Rays, and Roaches and Infestor to the Zealot area. Spread out your Ultralisks
so that they are side by side, and make sure you spread out your Infestor from
your Roaches too. Set the Roaches and Infestor to hotkeys you can press easily
to make things easier.

The first group you can control are the Roaches and Infestor. Select your
Infestor first, and get it to Fungal Growth as many Zealots as you can. Then,
use your Roaches to kite the remaining Zealots to their death. When the Fungal
wears off, do it again if you can. If your Infestor gets under attack, burrow
it. Keep kiting your Roaches back while attacking your Zealots. If they get
too close, burrow them and let your Roaches regen a bit before unburrowing.

The second group is the Mutalisks and Void Rays. I normally get them to attack
the Void Ray in the middle, but I guess it doesn't really make a huge
difference. Like the Hydralisks from the last round, keep tabs on your army,
whenever one gets into the yellow, move it back.

The last group is the Ultralisks, which is pretty simple. Just a-move them
into the Stalker army, they'll kill everything pretty easily.

*******************************************************************************
Alternatively, I had some emails with some suggestions on how to approach the
Zealots and Void Rays differently. Credit goes to these GameFAQs users on their 
submissions.

Both MrOmega2 and aleksazen emailed me with the same strategy for the Zealots,
where instead of having the Infestor and Roaches all working there, they just
used the Roaches. What they suggest is to abuse the burrow mechanic as much as
possible to keep the Zealots running back and forth between your Spire. What
you would do is start off your Roaches burrowed and wait until the Zealots run
over you. After they passed you, they should be in between you and the Spire.
After that, just unburrow, attack attack attack, and burrow when they hit you.
After a brief moment, they will go back to running to the Spire, so just rinse
and repeat.

Both of those users also gave me a different strategy for dealing with the Void
Rays. MrOmega2 suggest to have the Infestor there to Neural Parasite one of the
Void Rays while your Mutas are attacking them. They should attack your Mutas,
but when they are not charged, they do barely any damage. Once theyre charged,
move your Mutas back and instead of chasing them the Void Rays will attack the
Mind Controlled one. Once that one is dead, move your Mutas back to clean up
the rest of the Void Rays.

aleksazen also used the Infestor to deal with the Void Rays. But instead of
using Neural Parasite, he suggests on using Infested Terrans instead. Spam as
many Infested Terrans as you can and position them in front of the Mutas when
you attack. This way the Void Rays will attack them instead to minimize deaths.
*******************************************************************************

-- Round 3 --

In this round, you get some Ultralisks, Roaches, Broodlords (!), Corruptors,
and yet again a single Infestor. You have to destroy a Immortal/Stalker combo,
a Archon/Zealot Combo and some Carriers.

Move your Ultralisks, Roaches, and Infestor to the Stalker/Immortal area, then
move your Broodlords to the Archon/Zealot area. Lastly, move your Corruptors
to the Carriers. Make sure your Ultralisks are spread out in a line, and your
Roaches are spread out behind them. Also make sure your Infestor isn't blocked
by anything.

When the round starts, you get to control your Ultra/Roach/Infestor army.
Immediatly Neural Parasite an Immortal, and then a-move your Ultra/Roaches
into the battle. An immortal needs to be mind controlled or it'll wreck your
Ultras pretty hard. The mind control makes most of the ai units to attack it,
so your units gets some free killing time and a free dead Immortal. Your
army should wipe the floor pretty easily with this group as long as you get
your Parasite off.

For the next group, Broodlords vs Archons/Zealots, I used to have the Roaches
here instead, but realized they were useless. This is because Broodlords are
like the greatest things ever. They have long range and they spawn ground
units when they attack. Due to this, this round is easymode. Just get your
Broodlords to attack an Archon. When they attack, the Broodlings they spawn
will help you kill the group, plus it makes all the Archons and Zealots attack
them, so the Zealots wont be like "Hey, nothing we can kill, lets own that
Spire lawl". Just take down the Archons one at a time and then wait as your
Broodlords take down the dumb Zealots. The Archons may attack your Broodlords,
but it's not a big deal.

The last group is the Corruptors vs the Carriers. Make your Corruptors attack
the nearest Carrier and get them to cast Corruption on all of them to speed
things up. Make sure you always have your Corruptors attacking Carriers, or
they'll act like the Zealots from the previous round and attack the Scarabs.

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Advanced Challenges.....................................................[cgacs]

Advanced Challenges are designed to test your ability to make the most of what
you have. I guess you could say theyre there to test your efficiency. They
all have some sort of timer involved and all the achievements are related to
how many units you can kill with the limited units given to you.

- COVERT OPS -

Bronze: Kill 125 Enemies
Silver: Kill 150 Enemies
Gold: Kill 175 Enemies

Covert Ops is a timed challenged where you have control of two types of
Terran units, Ghosts and Ravens. You need to kill a lot of Zerg using these
units. Thankfully, you have the awesome thing known as nukes. You have seven
nukes under your control, so you have plenty to work with.

The Ghosts are going to be the main units you will be focusing on in this
mission since nukes are just awesome. Ravens normally arent really an
offensive unit, but you have enough of them that you can spawn a good amount
of turrets to deal damage and to soak damage. The one thing you have to be
careful of with your Ghosts are detectors and your energy. Detectors can see
through your Cloak, so obviously thats not a good thing. If you see a Spore
Crawler, stay away from it. If you see an Overseer, use your Ghosts to snipe
it out of the sky. Just have your Ghosts selected and spam "R" -> Click and
repeat until it's dead. Snipe uses energy though, and if your Ghosts run out
of energy, they decloak, so only use your snipes for Overseers.

After you hit ready, select one of your Ghosts, cloak it, and send it to nuke
the expansion on the right path. There are Spore Crawlers at this expansion
but your nuking range can outrange the detection. You dont have to care about
this Ghost after that, just let it attack buildings or something.

Now take the rest of your Ghosts and Ravens and move them along the left path.
The moment the you see the Hydra/Roach/Muta group, cloak your Ghosts and kill
them using regular attacks, that way they dont harass your Ravens. After they
are gone, move your Ghosts up to a ramp, there should be a group of Zerglings
there. Kill those Zerglings using your Ghosts and have your Ravens place some
Turrets pretty much everywhere. Have one Ghost nuke the Hive with all the
drones mining, and have another Ghost nuke the group of units to the left of
the Hive up on the highground. There is an Overseer that patrols here, so if
you see it, snipe it.

After the nukes go off, move your army past where the Hive used to be. You
should see another ramp. Go up there. Theres another Overseer that patrols
this area, so again take it out. From here, place some turrets and have your
Ghosts kill off the units to the north of the ramp. After those units are
dead, follow the path and you'll encounter a split in the road. On one side
of the road, there are a ton of Spine Crawlers. Nuke them. Have another Ghost
Nuke the lowground opposite of the Spine Crawlers, there should be a bunch of
Hydras and Roaches there.

Move the rest of your Ghosts that arent nuking back to the area where that
Hive used to be. Head North and you should see a small path with an Infestor
and other Zerg units, kill them normally. After they are dead, continue down
the path and you'll see a group of Mutalisks and an Overseer. That Overseer
just stays there, so you dont need to snipe it. Have a Ghost nuke that area,
you can outrange the detection.

By now the two nukes you set off before shouldve landed, so take your Ravens
and fly into the area where the Spine Crawlers were, lay down a ton of turrets
and just wait. You should have the gold achievement by now. If not, take your
Ghosts and nuke the main Hive where your Ravens are.

- PSIONIC ASSAULT -

Bronze: Kill 75 Enemies
Silver: Kill 150 Enemies
Gold: Kill 225 Enemies

The first time I did this challenge, I honestly thought it was going to be the
hardest challenge of the nine. However, after a few attempts, it just became
memorizing where to put your stuff when they are needed. In order to get the
gold achievement for this challenge, you need to go through 21 waves with the
same 11 Sentires and 6 High Templars.

Obviously to kill that many things, you need to conserve your MP as much as
you can and try to not let your stuff die, but thats a given. Another trick is
to abuse the highground as much as you can. Due to Starcraft II mechanics, if
a unit is on the lowground and has no sight of the highground, they cannot
attack back. So if you keep your Sentries a small distance away from the ramp,
you can forcefield in a way so that your forcefield's lower side is touching
the intersection of the ramp and the lowground. If you do this, the enemy units
will walk up to the forcefield and be stuck on the lowground. The moment they
are touching the forcefield, a-move your Sentries to engage them. Your Sentries
should engage them while techincally on the highground, so the enemy units cant
attack back since they have no sight of you from the lowground.

    ENEMIES (LG)
      __ __
    /|FF|FF|  /
   / |__|__| /
  /   RAMP  /
 /         /
SENTRIES (HG)

I'll be going through each wave one by one.

The first wave is a group of zerglings, use Force Fields to block off the ramp
and have your sentries kill them. Dont use storms.

Next are Marines, again block off the ramp and have your Sentries kill them.
If they can shoot you, you need to either place your Force Fields lower on the
ramp, or move your Sentries back a bit. Dont use storms.

Next is a Hydra/Ling combo. Do the same thing as the previous wave. Dont use
storms.

The next one after that is a Marine group with a single Marauder. Again, do
the same thing. Block off the ramp and use only Sentries.

Next wave is Zerglings, Banelings and a single Roach. Block off the ramp and
use one Storm. It should kill most of the lings, have your Sentries clean up
the rest.

Wave 6 is Marine/Marauders. Block of the ramp and storm them once. Sentries
again should be cleaning up the survivors.

Now on wave 7, things will start spawning on the South East portion of the
map. It's essentially the same, but now you need to move around a bit. I like
to move my units to that little alcove to the right of the bottom ramp. I like
to block off the choke immediatly below the alcove because you can use one
forcefield instead of two, since you can storm the gap thats left behind and
since your sentries have the highground advantage, they can kill things before
they even get up the ramp. This wave consists of just lings. Use one force
field to restrict their movements and storm them once.

Wave 8 is again on the SE side, it has Zealots and Sentries. Fully block off
the choke and storm them once. Have your Sentries attack as much as you can,
but move one or two back to the beginning ramp.

Wave 9 are Reapers. They may spawn while your Sentries are still killing the
remaining units from wave 8, which is why you moved one or two back. Block off
the ramp and Storm them once. One storm should finish them all, if not, use
your Sentries.

The next wave also consists of Reapers, but on the SE side. They will jump up
on the rightmost side, so preemptively place three forcefields side by side on
the highground, starting from right under the pile of trash and moving down
the edge. The reapers will jump into the force fields and get stuck, so Storm
them.

Wave 11 consists of Banelings and Hydralisks on the SE side. Again, block off
the choke and Storm them while your Sentries attack.

Wave 12 are Banshees coming in from the original side. Take your High Templars
and Feedback them both. One feedback will one shot them.

The next wave are some Stalkers on the original side, again just block off the
ramp and Storm them once. If you have any High Templars at this point with sub
75 energy, fuse them into Archons, you'll need them. If only one is less than
75, but another is just above it, manually control that one to storm the next
wave, and then fuse them.

Wave 14 are a bunch of Ghosts and Reapers on the SE side. These Reapers will
jump up to the highground near the alcove. So preemptively place some force
fields to block off the area and storm them. Have your Sentries DPS down the
Ghosts.

Wave 15 are a bunch of Mutalisks. This is where having an Archon is super
helpful, because Mutas will kill your Sentries quite fast. Kill them using your
Sentries/Archon if you have them. If you dont have an Archon, storm them once
and hope that not many Sentries die.

Wave 16 is once again from the SE side consisting of two Vikings and some
Marines and Marauders. This is another dangerous wave since the Vikings
provide sight for the Marines and Marauders, so they can attack back. Get your
Sentries/Archon to focus down the Vikings and storm the ground army twice.
Side by side storms should wipe them out.

Wave 17 comes from a new direction, the north west side. The north west side
is on the highground, but has a destroyable rock on the ramp. This rock needs
to stay undestroyed for as long as it can. This first wave on this side are
a bunch of Zerglings, Storm them once and have your DPS units kill the rest.

A group of Roaches are next from the same side. Storm them twice and have your
army blast them. Also at this point your High Templars are probally all really
low, so again if you have 2 of them that are sub 75 MP, Archon them.

Wave 19 is an Ultralisk from the NW side. This guy will most likely destroy
your rocks unless if you have a decent amount of Sentries and Archons. Focus
him down as best you can. Do not storm him unless if he breaks through the
rocks and you really need to.

Wave 20 is a group of Banelings from the original side. This group may come
while the Ultralisk is still alive. If it's still alive, keep your units
attacking him. If it's dead, block off the ramp. If the ramp is blocked, one
storm should finish off this group. If it's not blocked, you'll need to kite
them through two storms with your Templars while your army finishes off the
Ultra.

The last wave consists of two tanks from the SE side. Take everything you have
and unleash it on them, cause once these are dead, you have your achievement.
Storm them if you have the energy, if you dont, Archon them. Take your
remaining Sentries and Archons to blow em up.

At this point you'll have your achievement. If you wish to continue, you can
though. I didnt have the units to do anymore though.

- INFESTATION -

Bronze: Kill 100 Enemies
Silver: Kill 125 Enemies
Gold: Kill 150 Enemies

Infestation is a timed challenge where you have to take control of Roaches and
Infestors to take out as many Terran and Protoss units as you can in the time
given to you. I personally found this challenge to be pretty awesome, because
hey, you get to mind control things to kill their friends. Cant get much more
awesome than that.

After the introduction, you have as much time as you want to go survey the
surroundings. Take this time to familiarize yourself with your enemy locations
as best as you can. You'll notice that there are many clumps of lower tier
units like Marines, and in the area theres also a few Collosi, tanks and High
Templars scattered around. Take note of where these are, these are the most
important units.

As for your own units, you have Roaches and Infestors. Honestly, after looking
at the enemy unit compositions and stuff, you would have probally noticed that
your Infestors are the key units for this challenge, the Roaches really wont
do that much. The key to this challenge is to Neural Parasite all the big AoE
units to go wreck the smaller balls of units to bits. 

There are three physical levels on this map, from top to bottom, they will be
levels 1, 2 and 3 respectively. When you are ready, click Ready.

Once the countdown finishes, immediately burrow all your units. Hopefully,
you remember where the key units that you need to mind control are. There are
two tanks on level one, so move one Infestor to each tank, and make sure they
are right on top of them. Now using your Roaches, move them to the second level
to help give your more vision of the area. Unburrow your Infestors that are 
underneath the tanks, and immediatly NP them. The tanks would not be able to 
attack you since you are so close. They will begin to destroy things on level 
two.

While this is happening, move more Infestors to level two and find the tanks
there. The tanks are in similar positions to the ones on level one, again
make sure you are right underneath them, unburrow and NP. There are also some
High Templars on the side, if you want, go ahead and get some Infestors to
Mind Control them too, they don't fight back. With them under control, Psi
Storm the Infantry groups nearby.

Afterwards, move more roaches and the rest of your Infestors to the final
level. You'll see that there is a Command Centre with a ton of SCVs mining
stuff being guarded by a tank and Collosus. Bring two Infestors there and
make sure both of them are underneath the tank. Unburrow them both and 
immediatly Mind Control the Collosus first, the tank cannot attack, so you
can take your time with him, but the Collosus can. Once both are under your
control, make them kill all the SCVs and the unit groups nearby.

At this point you should already have a ton of kills. If you want, you can
now unburrow your roaches and just give them free reign, if they kill stuff,
great, theres no penalty if your units die anyways. You should already be able
to get the gold achievement using the units you mind controlled, just move
them around a bit to make sure they can kill stuff. But, if you want, you can
use the rest of your Infestors to move around the map mind controlling other
units. Theres an unseiged tank on the second level at the top that you can get
if you want.

Overall, this should be pretty simple. The time limit is forgiving enough that
you can take your time. Just make sure you know where eveyrthing is.

-------------------------------------------------------------------------------

Expert Challenges.......................................................[cgxcs]

Expert Challenges are designed to test your micro and economic skills. There
really isnt any link between the challenges.

- HARBRINGER OF DEATH -

Bronze: Kill 50 Enemies
Silver: Kill 100 Enemies
Gold: Kill 150 Enemies

Harbringer of Death is a challenge with a focus on multitasking Protoss units.
I personally think that I'm pretty bad at multitasking, but this challenge is
just as much about planning your moves as much as it is actually executing
them. As a note, you cannot click your spells and actions in this challenge,
you have to use the keybinds.

When you start the challenge, you are given a sizeable amount of resources to
work with and various groups of units. These units are the ones you will need
to control to defeat as many Zerg and Terran units as you can. You have
control of Warp Prisms, Carriers, Stalkers, High Templars, Sentries and
Phoenixes. Each group of units except for High Templars and Sentries have
their own "wing" where they go do their stuff.

Like the other challenges that require you to kill x amount of units in a
certain amount of time, they give you as much time as you want to survey the
map and plan your actions before you are ready to take on the challenge. I
suggest using this time to set up keybinds and to familiarize yourself with
the layout. Since theres so much that has to be done here, I'm going to go
over each wing and describe the strategy that I used, afterwards I'll go more
into depth about how I actually did it.

You are given three warp prisms on the very northern side of the map. Warp
Prisms cannot attack, but they can transform into essentially a pylon where
you can warp in units from Warp Gates. The map gives you seven Warp Gates to
deal with, so you dont have to worry about building them. These Warp Prisms
need to be transformed individually, so select all three and hit "E" three
times. This will generate a psi field for you to warp in units, so hit "W" to
select the Warp Gates. From here you can summon units. I used Dark Templars
because Dark Templars are like the greatest units ever, and since in that wing
they only have one detector, they are quite strong. If you plan on using DTs,
summon them using "D". Once all seven are finished warping in, a-move them
into the top left corner of the map. There should be a small staircase with a
small platform up top with a bunch of Roaches and Hydras on it, a-move them
there. Whenever you can, warp in more DTs. You have enough resources to do
this so you dont have to worry about it. Once your second wave of DTs are
finished warping in, select all of them and a-move them to the opposite side
of the Roach/Hydra platform. When they have killed all that stuff, a-move
them to the far end of the wing. Theres an Ultralisk there with other units
and an Overseer. The Overseer will allow your DTs to be killed, but they
served their purpose.

Next are the Carriers. You have five Carriers with four Interceptors each.
Carriers can have up to eight at a time, so get them to maa===
     
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