

The Armory is where you can get upgrades for your units in exchange for credits, which are earned by completing missions. 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. There are 36 Zerg and 39 Protoss research points in the campaign. Research points can be found in each mission of the campaign by completing bonus objectives. They consist of different upgrades to various structures and units and also completely new units. The Laboratory is where you can get Research upgrades. Afterwards, the unit is available to be built in the all following missions, making the order in which the missions are played significant. Units in the campaign are unlocked by playing the mission that introduces them, as indicated in the Missions section below. As an exception, when there are plot branches, all acquired upgrades and units will be available when using the archives to play the missions that were not selected during the storyline. Only those available when each mission was initially played will be present.

The availability of units, mercenaries, research, and armory upgrades remains the same when missions are replayed through the mission archives. 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.

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. All missions also feature achievement challenges. 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). 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. 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. In most cases, playing on Hard or Brutal adds more depth to a mission. New players who have never played any video games 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. 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.Įach mission can be completed using Casual, Normal, Hard, or Brutal difficulty. In some cases, the capability to produce a particular type of unit can dramatically alter the challenge of a given mission. 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).
#STARCRAFT 2 PROTOSS SERIES#
The first three missions must be completed in order, after which a series of events occurs that enables the player to begin directing the order in which missions are played. Specifically, the player is assumed to have the role of Raynor from a third-person perspective. The Wings of Liberty Campaign follows the exploits of the Terran outlaws Jim Raynor and Tychus Findlay.
