Liberation Day

The first of Wings of Liberty‘s campaign missions puts you in control of Jim Raynor and a band of loyal marines. It’s a simple-enough mission: follow an S-shaped path around the map, ensuring that Jim Raynor survives to help his small army stamp any of the Dominion – and Mengsk’s – influence out of Backwater Station.
The achievements for this mission are equally straightforward:
Complete all Mission Objectives
This means keeping Jim Raynor alive, which is easily done – just ensure that the marines are the ones absorbing any heavy fire, and that Raynor never travels unaccompanied. This does get tricky in hard mode, particularly when confronting the Dominion head-on at their base. When a pair of Vikings descend in order to try and quell civilian riots, you will have to time a careful attack alongside the barrage of makeshift grenades. You need to ensure that the Vikings are attacked by the civilians first, then quickly launch a focused attack with your own Marines on one walker, then the other. Act too soon and your marines will be decimated; too late and you’ll have run out of other targets to take the hits for you.
You will also have to destroy eight statues within the level, and while some of these are hidden away it is a simple matter of ensuring that no corner of the map goes unexplored. Watch out for ambushes! Some statues come with a small guard, meaning you will want to scout with your whole army any time you wander down a dirt track.
Raynor’s Back
This too is very straightforward: simply have Raynor kill 5 units; a task made much easier if you seek to destroy all of Mengsk’s statues, and thus unearth more Dominion forces. Raynor will manage this quite easily if you do not mollycoddle him. While you’ll want to keep him alive for the duration of the mission, you shouldn’t rely on the marines alone to attack enemies. Raynor’s attack range is slightly greater than that of the grunts, so you can arrange your squad with those marines as body shields and still have all guns blazing.
Down with Mengsk (Hard)
Though the difficulty is ramped up, even a moderately-experienced player should manage this quite easily. As mentioned before, you will uncover all the Dominion forces by exploring the whole of the map, running hand-in-hand with the destruction of Mengsk’s statues. You can also rely upon the civilian riots towards the mission’s end – it doesn’t matter whether it’s molotov cocktails or machine gun fire that kills them, so long as the Dominion is entirely beaten.
The Outlaws

When Tychus appears with a proposition for Jim, the pair take on this mission to steal an alien artefact from the Dominion operation on Mar Sara. The objective is simply to secure the crane dig site by destroying the Dominion base nearby.
The Outlaws
This is another iteration of a common achievement, asking you to complete all the mission objectives. This means destroying the Dominion base, but also liberating the Mar Saran rebels whose base has been occupied.
Attacking the base on hard mode is made trickier by the Dominion’s use of hellions. The best way to avoid being roasted by these is a combination of large troop numbers – mostly marines, as enough in one go can destroy a hellion before it really has time to spit – and focus fire. You should set your army to attack these units as a priority instead of relying on auto-targeting, or they will scorch whole rows of your soldiers. You’ll also need to apply focus fire once the base is clear of units, as the Dominion will continue to manufacture marines and hellions at the barracks and factory. You can either attack one at a time, or split your force into two and attempt to take the barracks and factory at once. Either way, once you’ve destroyed the Dominion’s production buildings you have a finite enemy to mop up.
Cash Reward
This achievement asks you to gather all the mineral and gas pellets from around the map. This is fairly easy, and contains no real surprises – just be sure to explore the whole map, and you’ll see the achievement ‘toast’ when you’ve found them all.
Be Quick or Be Dead (Hard)
10 minutes is a generous-enough goal to aim for. You simply have to be sure that your Command Centre produces plenty of SCVs so that minerals come in thick and fast. Vespene is important too, as it will help you train medics to support your army. Keep these resources coming in quickly enough and you’ll be in a good position to build two barracks, produce a reasonably-sized army and push through the map in one go. It’s also usually a good idea to train a backup force; when your first army reaches a good point along the map, you can reach for your barracks on a control group setting and produce a few more marines and medics to bulk your numbers up. Continue to do this right up to the push on the Dominion base, as it’s likely you’ll lose more than a few hands to hellions.
Zero Hour

I warn you now: this mission is permanently ingrained to my memory, with 28 autosaves logged as I attempted to complete it on hard difficulty. Survival is very easy, but aggressive moves for The Best Defense… will really push your unit production and attack skills to the point you’ll manage to quote the various NPCs who appear here. Zero Hour is set just outside Backwater Station, with Raynor’s Raiders guarding their newly-liberated artefact from a surprise drop of zerg forces. The Raiders have 20 minutes to mount a defence and keep it up before the Hyperion can enter low orbit and whisk them and their cargo to safety.
Zero Hour & Hold the Line
Once again, you are asked to complete all mission objectives. This is not easily done when trying to achieve the other two achievements, as you are expected to last 20 minutes until evacuation and rescue the three Dominion squadrons. Lasting that length of time simply means setting plenty of bunkers, keeping them stocked with marines and having SCVs patrol the area, ready to repair any damage. It’s doable alongside the second achievement, Hold the Line, so long as you keep plenty of SCVs on hand in this way. You should also take care to have a loose gang of marines wandering the inside of your base, and not just watching the perimeter – during the last five minutes of the mission it is likely that zerg pods will drop right inside, releasing creep tumours and zerglings to cause merry havoc with unprotected structures.
The Best Defense… (Hard)

Advice is unanimous: you should only seek to attack the zerg base to the north-west, as the others are simply too well-fortified.
Be prepared not only to attempt this mission in a separate run from the other achievements, but many repeated runs as you try to build a force which is not only capable of surviving direct assaults upon the zerg bases, but which can be build quickly enough that you can destroy 4 hatcheries.
Victory is a result of determined practice, good timing and tactics on a micro level. You need:
- At last 2 SCVs mining each mineral crystal, as close to 3 as you can get; you’ll also need 3 gathering Vespene;
- Enough supply depots for around 120 units;
- 5 barracks: two equipped with tech labs and the other three with reactors;
- 4 bunkers, filled with marines and with at least two SCVs on hand to repair at each bridge around your base.
You’ll have to spend the first 5 minutes laying the foundations for your army. The zerg will attack twice from the left-hand side of your base, then from the top before a group of 4 mutalisks throw themselves upon your anti-air missiles. There are a few tasks you have to accomplish during this time in order to make the next 15 minutes more tolerable:
- Immediately spend your starting resources on SCVs at the command centre. Have them queued up to gather minerals, and consider setting a control group so you can add more throughout the first half of the mission.
- Salvage the two bunkers nearest your command centre. Doing so disqualifies you from earning Hold the Line, but gives a much-needed 200 mineral boost to your economy. You can then put this towards building an extractor, to which you will direct more SCVs soon.
- You start with 16 marines posted at the perimeter in groups of 4. These happen to be the suggested positions for placing bunkers, too. The top part of your base won’t be attacked for some time, so I tend to split the marines posted here; I send 4 inside the bunker already present there, and bring the other 4 down to the left-hand bridge to occupy that bunker.
- With your minerals slowly being gathered now, it’s a good idea to grab an SCV and make a third bunker, overlooking the left-hand bridge. Be sure to leave a gap between these bunkers, or you won’t be able to move your troops out! I tend to set this single SCV to four tasks, using my existing marines to fill any new bunkers:
- Build a second bunker at the left-hand bridge
- Build a ground-to-air missile silo overlooking the chasm, just next to the topmost silo already in place there.
- Build two more bunkers at the top-most bridge, with one set back from the front two to block that entrance and provide a little extra firepower.
- Take up position between the bunkers and missile silos, ready to repair when needed.
- While all this is going on and the zerg begin throwing themselves against your defences, you should keep pumping SCVs out and watch over your vespene in-take. The missions starts you off with enough to build a reactor – one should be affixed to either of your barracks. You’ll also need to construct a tech lab once you gather 25 more vespene. The sooner you can do this, the better, as there are good odds your SCVs might start taking damage while repairing bunkers. They can repair each other if you have more than one on duty, but I prefer to have a medic on hand too in case a bunker is breached.
- Depending on how quickly your resources are coming in, you should expect to have five bunkers (at 150 minerals each) built by around the 14-minute mark. You’ll have to balance this with use of the last building in your base – the engineering bay. It is essential that you invest in firepower and armour upgrades for your ground troops before launching an attack. Remember to keep up production of supply depots (at 100 minerals each), too! You’ll be glad of these come the next stage…
- The next four minutes will be best served with control groups and hotkeys. With the engineering bay studying your upgrades, you should look to training your medics and marines at all 5 barracks. I find it easiest to mass them at the left-hand bridge; this is the point from which they’ll leave your base anyway, but the extra numbers will also ensure that no zerglings breach the gap, guarded as it is by only two bunkers. Simply do what you can to train medics and marines, ensuring that medics are chosen first – this means that marines will queue properly in the reactor-enhanced barracks, rather than bleeding across and disrupting medic lines.
- At around 10:30, you’ll see a wave of zerglings break upon the left-hand bridge. This is the point at which you will need to launch your attack. Wait for your static defences to fight the zerg off, then set your group of medics and marines to attack-move in a north-westerly direction across the bridge.
- At this point in the campaign, you’ll see that the zerg have spread creep right to the other side of your base’s makeshift drawbridge. They will also have placed two to three spine crawlers in the area, guarded by around a dozen zerglings and a hydralisk. Your force will be large by now – around 40 marines and medics – but they can be cut down mercilessly if these encounters are not handled properly. You need to engage as many zerglings as you can before advancing into the spine crawlers’ attack range, and then focus-fire upon each in turn. If needs be, you can run out to the zerglings and hastily bring your army back; the mobile units will follow, but the spine crawlers cannot. Be sure to keep production of marines and medics running as you do this.
- Once this area is clear it can be worth your while liberating the Dominion forces on a ledge to the left. Send a single unit from your army to meet them while bringing the rest of your forces near to a mineshaft at the end of this path (just below right from where the above screenshot was taken). Be wary of a spine crawler to the south as you pass, and also be sure not to send your units too far into the zerg base ahead.
- Merge your army with the Dominion reserves and tentatively approach the zerg base. You are looking to engage the roaches and hydralisks at the edge of fog of war, then draw them back – away from the spine crawlers behind them. You may also find that half a dozen mutalisks join the fray – these can be quite devastating to your army, but this is why you should keep up production back at your base. If you feel confident enough in your efforts here, you should then look to focus-fire upon the spine crawlers, being wary of the hydralisks also guarding this base.
- While fighting continues, hop back to your base in order to merge your reserves with the main army. You need to select all the units here and attack-move them straight to the front, as the zerg will try to rebuild their spine crawlers. Timing counts here too, as your victory depends on this force making it to the battlefront without an ambush from the zerg base to the west. If they are attacked, pull your reserves back to your base in retreat and wait for the attack wave to be dealt with by your bunkers. Should your reserves draw these zerglings up to your main force, it’s very likely they’ll be slaughtered.
- With numbers restored at the battlefront, it’s time to mop defences up and focus purely on the hatcheries. You’ll need good numbers of marines still alive in order to accomplish this – hatcheries have a surprising amount of health and it’s very likely they’ll still be spawning hydralisks in particular. You should also take great care not to attack the drones. Ideally you are looking to attack the nearest hatchery, focus-fire upon one above it and to the left, then retreat to the mineshaft again. If all goes well, you’ll then have another opportunity to bring reserves in.
- Hop back to your base as before and bring this third set of reserves up. By this time you may find that bunkers are being strained – it’s worth checking on the state of your SCVs, and bringing a few more down from resource-gathering to ensure that bunkers remain in tact.
Merge your force once more and hold ground at the mineshaft, ‘kiting’ the odd hydralisk and roach away from the zerg base as before. The zerg army will attempt to rebuild exactly as the base was before you destroyed its key components. You can catch the spine crawlers while they’re still being built, and so long as you kept the drones alive, you’ll also see the hatcheries being rebuilt (see right). Pick the spine crawlers and new units off when you can, being careful not to strike the drones, and then once the hatcheries are rebuilt you’re free to destroy each for a second time.
Four hatcheries down, and you have yourself the Mar Sara Mastery achievement, as well as a nifty portrait of the Adjutant! Completion of the mission is now just a matter of holding out against a tidal wave of zerg units and creep.