Update: From Round 15 onwards, most of the work is done by corpuscle. I don't have much time to do my own... Will be back at 13-03-12
Round 1 - Marine Double Team
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Just gotta move one marine around while the other one shoots. Try not to let one marine die before the zealot dies. Zealots move faster than marines, don't forget!
Round 2 - Stalkers vs. Zealots
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There are two ways for this. One is the same concept as Round 1, the other is just stutter step since Stalkers move faster than Zealots.
Round 3 - Zealot Choke
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Immediately after the round starts, move your zealots back to the choke and hold position there. The choke should have 4 zealots and each zealot will have minimum surface area. When your zealots are dying after the wall is broken, you can move micro back and forth to keep your zealots alive.
Round 4 - Focus Fire
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As the title suggests, focus fire! Zealots have the same move speed as Hydralisks so don't expect them to kite. At the beginning, just shift queue your Hydralisks for each zealot. Move them back when they're dying to save them and you should do fine!
Round 5 - Retarget
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Start with two Stalkers shooting the Spine Crawler. When one Stalker is left with one hit to die, move it out of range of the Spine Crawler and immediately target the spine crawler again. This is crucial as the fight will be very close even with micro. Just try again until you get it if you fail to succeed on first try!
Round 6 - Burrow Ambush
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You'll notice that the group of Marines will run from top to bottom. Once the marines have moved to the bottom, immediately unburrow your Zerglings and burrow where they were standing. Once the Marines step on your lings, unburrow, do a little bit of micro if you wish, and congratulations!
Round 7 - Colossus Smash
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It's simple. When the Zerglings come to the ramp, you go down. When the Zerglings go down, you go up the ramp.
Round 8 - Safe Zone
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corpuscle:
Run your stalkers forward, then blink both RIGHT on top of one of the tanks. It should work so that only one tank can shoot at your stalkers. Kill the tank that your stalkers are on top of (you'll probably lose a stalker in the process), then blink your surviving stalker onto the other tank and kill it.
If you want to get the achievement, too, what you need to do is put your stalkers on hold position, then bring one forward, blink in between the tanks, and find the sweet spot where neither can hit you. This might take a few tries, but you can get it eventually.
Thanks to PauseBreak for explaining how to get the achievement, no credit to me
Run your stalkers forward, then blink both RIGHT on top of one of the tanks. It should work so that only one tank can shoot at your stalkers. Kill the tank that your stalkers are on top of (you'll probably lose a stalker in the process), then blink your surviving stalker onto the other tank and kill it.
If you want to get the achievement, too, what you need to do is put your stalkers on hold position, then bring one forward, blink in between the tanks, and find the sweet spot where neither can hit you. This might take a few tries, but you can get it eventually.
Thanks to PauseBreak for explaining how to get the achievement, no credit to me
Round 9 - Whack-a-Roach
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Burrow the roaches that are dying, and bring it back up when you want to. Just be careful that some Marines in the bunker will re-target somehow at your dying roaches. You can regenerate your Roaches's health to max while waiting for the bunker to burn down by the way! You'll still have enough time.
Round 10 - Ramp Control
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I took many tries to complete this one. This one will require a lot of back and forth micro. For all my tries that involved splitting the Roaches into groups of 3, I failed. Only when I split the Roaches accidentally into 4-2, then did I succeed. Just make sure that your Zealots are moved back prematurely as Roaches have Range. Target fire the last few Roaches when your Zealots are all about to die and you should win by the skin of your teeth.
Round 11 - Storm 'n Run
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You have to land 2 perfect storms in a row. Do not let any Marine hit you or you'll screw up their formation! Their formation is made so that the storm will hit them all. Storm in front of the Marines each time, then move back immediately and storm again for the win.
Round 12 - Friendly Fire
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corpuscle:
Throw infesteds one at a time onto the marine groups, getting them as close as possible without having them too close to the tanks that one of them can't fire. Take out the marine groups one by one (it takes 3 infesteds per group), then simultaneously toss your last 2 infesteds onto each tank. Friendly fire and the infested's DPS should clean up the tanks for you if you do it right.
Throw infesteds one at a time onto the marine groups, getting them as close as possible without having them too close to the tanks that one of them can't fire. Take out the marine groups one by one (it takes 3 infesteds per group), then simultaneously toss your last 2 infesteds onto each tank. Friendly fire and the infested's DPS should clean up the tanks for you if you do it right.
Round 13 - Hold Position
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Don't care about your Zealots. Just right click your Probes on the cannon, and hold position. Be sure to cover the gaps as soon as possible so the Zerglings can't damage your cannon. Don't go trigger happy and a-move your Probes! You can't lose more than 4 Probes.
Round 14 - Force Field Surround
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You notice your zealots are at the top of your army? Just forcefield the bottom, micro a bit, and you'll be good!
Round 15 - Force Field Smash
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corpuscle:
Feedback the sentries and morph an archon as fast as possible, then bust down the forcefields with your archon and clean up.
Feedback the sentries and morph an archon as fast as possible, then bust down the forcefields with your archon and clean up.
Round 16 - Fungal Death
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corpuscle:
Chain-fungal (it lasts 4 seconds, keep an eye on the timer if you don't have the rhythm down) and toss 2 infested terrans out from each infestor (ie 4 total, but NOT 4 from 1 infestor). As long as you keep the zealots in place and don't let them kill your infesteds, you should be fine. If it's close and you run out of energy but still have infesteds up, rush in with your infestors and kite the zealots in circles while the infesteds shoot at them.
Chain-fungal (it lasts 4 seconds, keep an eye on the timer if you don't have the rhythm down) and toss 2 infested terrans out from each infestor (ie 4 total, but NOT 4 from 1 infestor). As long as you keep the zealots in place and don't let them kill your infesteds, you should be fine. If it's close and you run out of energy but still have infesteds up, rush in with your infestors and kite the zealots in circles while the infesteds shoot at them.
Round 17 - SCV Good to Go
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corpuscle:
Mineral-walk through the probes (left click on minerals and your SCV will go straight through them), then just run to the beacon, ezpz.
Mineral-walk through the probes (left click on minerals and your SCV will go straight through them), then just run to the beacon, ezpz.
Round 18 - Stim Micro
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corpuscle:
Stim and run, shoot when you're far enough away from the zealot that you won't get hit by it. You don't have to stutter step like a pro, it's much more important to just keep your distance and make absolutely sure you don't get hit by the zealot at all. You can stim 3 times if you don't let the zealot hit you at all, which is plenty of time to kill it even if you have terrible micro. Just be conservative, don't take any chances.
Stim and run, shoot when you're far enough away from the zealot that you won't get hit by it. You don't have to stutter step like a pro, it's much more important to just keep your distance and make absolutely sure you don't get hit by the zealot at all. You can stim 3 times if you don't let the zealot hit you at all, which is plenty of time to kill it even if you have terrible micro. Just be conservative, don't take any chances.
Round 19 - Prismatic Beam
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corpuscle:
Charge up on the pylon with a-click (make sure it's FULLY charged), then just right-click on the turret, ezpz. No micro necessary, a VR with full charge kills a turret every time.
Charge up on the pylon with a-click (make sure it's FULLY charged), then just right-click on the turret, ezpz. No micro necessary, a VR with full charge kills a turret every time.
Round 20 - Blink Train
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corpuscle:
Run your stalkers to the cliff, shift-queue a blink up the ledge, then shift-right click to the beacon. This is basically just checking if you know how to use shift commands, it's really easy.
Run your stalkers to the cliff, shift-queue a blink up the ledge, then shift-right click to the beacon. This is basically just checking if you know how to use shift commands, it's really easy.
Round 21 - So Many Banelings
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corpuscle:
Run your zealots back while spreading them individually. You have to use shift-queue and hold position so that the zealots you've split off don't charge into banelings to try to help their friends. This takes some micro, but it's not too bad. You can't win if any of the banelings hit more than one zealot, so make sure you're spreading individually.
Run your zealots back while spreading them individually. You have to use shift-queue and hold position so that the zealots you've split off don't charge into banelings to try to help their friends. This takes some micro, but it's not too bad. You can't win if any of the banelings hit more than one zealot, so make sure you're spreading individually.
Round 22 - Bane vs Bane
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corpuscle:
This is just a combination of micro and luck, really. If you have good ling/bling micro it's easy, but if you don't, this one's tricky. There isn't much advice I can give besides trying to trade as efficiently as possible; keep your banes on move command so they don't blow up on 2 lings and manually detonate when it's advantageous, peel small numbers of lings off to try to whittle down the computer's banes without losing large numbers, keep your ling group away from banes... if you don't have good micro, you can kind of just brute-force it and eventually you'll get lucky, though.
This is just a combination of micro and luck, really. If you have good ling/bling micro it's easy, but if you don't, this one's tricky. There isn't much advice I can give besides trying to trade as efficiently as possible; keep your banes on move command so they don't blow up on 2 lings and manually detonate when it's advantageous, peel small numbers of lings off to try to whittle down the computer's banes without losing large numbers, keep your ling group away from banes... if you don't have good micro, you can kind of just brute-force it and eventually you'll get lucky, though.
Round 23 - Cloaked Banshees
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corpuscle:
There are two banshees, one coming from the east and one from the north (roughly). Either hotkey your ghost and marines separately, or use tab-select, up to preference, but you do need to be comfortable switching between your marines and your ghost. EMP the one coming from the east and stim underneath it, then EMP the north one and kill it too. This is really just about how fast you can hit them with your EMPs, but make sure the first banshee is dead before you EMP the second.
There are two banshees, one coming from the east and one from the north (roughly). Either hotkey your ghost and marines separately, or use tab-select, up to preference, but you do need to be comfortable switching between your marines and your ghost. EMP the one coming from the east and stim underneath it, then EMP the north one and kill it too. This is really just about how fast you can hit them with your EMPs, but make sure the first banshee is dead before you EMP the second.
Round 24 - Blink of an Eye
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corpuscle:
Blink micro, simple as that. A-move into the roaches, and then whenever a stalker is about to lose its shields, blink it to the back. There isn't really any trick to this one.
Blink micro, simple as that. A-move into the roaches, and then whenever a stalker is about to lose its shields, blink it to the back. There isn't really any trick to this one.
Round 25 - Micro-Insanity
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corpuscle:
This one's tricky. Hotkey everything separately, ie stalkers on 1, HTs on 2, phoenixes on 3 (or whatever you prefer). First, put your stalkers on hold position (otherwise they'll aggro and die), then grab your HT's, shift-queue feedback on the PDDs, and then shift-queue them so they run back to where the stalkers are. One of them will almost die, but if you do it right, they'll both survive.
Next, send in your phoenixes and focus-fire the vikings, then morph your HT's into archons while you wait. It's VERY IMPORTANT to pull back the lower-health phoenix in time so that you keep both of them alive, you should end up with one phoenix in the red and one in the orange when both vikings are down.
Once the vikings are dead lift the tanks (this is why you need to keep both phoenixes alive!), and send in your archon and stalkers, preferably leading with the archon. Keep the tanks lifted while you clean up the marauders, then kill the raven and tanks, which can't really do anything.
This one's tricky. Hotkey everything separately, ie stalkers on 1, HTs on 2, phoenixes on 3 (or whatever you prefer). First, put your stalkers on hold position (otherwise they'll aggro and die), then grab your HT's, shift-queue feedback on the PDDs, and then shift-queue them so they run back to where the stalkers are. One of them will almost die, but if you do it right, they'll both survive.
Next, send in your phoenixes and focus-fire the vikings, then morph your HT's into archons while you wait. It's VERY IMPORTANT to pull back the lower-health phoenix in time so that you keep both of them alive, you should end up with one phoenix in the red and one in the orange when both vikings are down.
Once the vikings are dead lift the tanks (this is why you need to keep both phoenixes alive!), and send in your archon and stalkers, preferably leading with the archon. Keep the tanks lifted while you clean up the marauders, then kill the raven and tanks, which can't really do anything.
Round 26 - Scorched Earth
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corpuscle:
You have to shoot your own SCVs with the tanks here (a-click on them). The trick is to anticipate which SCV the DT's gonna hit next, it's pretty easy but might take a few tries.
You have to shoot your own SCVs with the tanks here (a-click on them). The trick is to anticipate which SCV the DT's gonna hit next, it's pretty easy but might take a few tries.
Round 27 - Moving Shot
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corpuscle:
Kite the marines. This one's more about patience and practice than anything else. I personally prefer hold position to kite with banshees, but some people use a-move, it's basically preference. You need to find the "sweet spot" between 5-6 range so that the marines can't hit you but you can hit them. You want to do the standard shoot-n-scoot (ie move command -> hold position/amove -> move command), where you issue the move command IMMEDIATELY after the missile is fired so that the banshee loses the least amount of speed possible. Ideally, the banshee will turn and fire a missile right when you hit hold or a-move, but if you're too far away and the banshee doesn't shoot right when you try to attack, keep it moving because otherwise you'll decelerate too much and get hit no matter what. Don't try to shoot while you're cornering, since the marines will take the inside angle and hit you. Just be patient, that's the most important thing if you're struggling.
Kite the marines. This one's more about patience and practice than anything else. I personally prefer hold position to kite with banshees, but some people use a-move, it's basically preference. You need to find the "sweet spot" between 5-6 range so that the marines can't hit you but you can hit them. You want to do the standard shoot-n-scoot (ie move command -> hold position/amove -> move command), where you issue the move command IMMEDIATELY after the missile is fired so that the banshee loses the least amount of speed possible. Ideally, the banshee will turn and fire a missile right when you hit hold or a-move, but if you're too far away and the banshee doesn't shoot right when you try to attack, keep it moving because otherwise you'll decelerate too much and get hit no matter what. Don't try to shoot while you're cornering, since the marines will take the inside angle and hit you. Just be patient, that's the most important thing if you're struggling.
Round 28 - Dead Eye Ghosts
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corpuscle:
This one's fucking hard as shit. Run to the back, stim your marines ASAP (some people wait but I didn't). Select your ghosts, hold R, and just click on every baneling you see as fast as you can. This is the pre-patch snipe that one-shots banelings so you only need one snipe per baneling. Try to keep stim up, obviously, and just kill banelings as fast as possible while your marines take care of the lings.
This one's fucking hard as shit. Run to the back, stim your marines ASAP (some people wait but I didn't). Select your ghosts, hold R, and just click on every baneling you see as fast as you can. This is the pre-patch snipe that one-shots banelings so you only need one snipe per baneling. Try to keep stim up, obviously, and just kill banelings as fast as possible while your marines take care of the lings.
Round 29 - Let's Dance
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corpuscle:
Select both left and right marines. Hold them for 2 seconds, before the zealots come in, and then just run away from them in circles. I advise you, to go down on your first move, cus if u go up the Zealots will hit u once, giving you harder time.
So, go down, and circle a lot. The third marine will eventually kill the zealots.
Thanks to HyDrA_solic! No credit to me, I'm just copying
Select both left and right marines. Hold them for 2 seconds, before the zealots come in, and then just run away from them in circles. I advise you, to go down on your first move, cus if u go up the Zealots will hit u once, giving you harder time.
So, go down, and circle a lot. The third marine will eventually kill the zealots.
Thanks to HyDrA_solic! No credit to me, I'm just copying
Round 30 - Untouchable
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corpuscle:
Keep your medivac selected and spam hold position. Right-click your tank whenever the stalkers fire, then either d-click on the medivac or ground or click on the tank's wireframe (I used the wireframe). What's important is keeping your medivac on hold so it doesn't try to run away, and making sure you wait until the stalkers actually shoot before you pick up your tank, otherwise they'll just kill your medivac. This one's really hard, it took me about an hour to beat.
Keep your medivac selected and spam hold position. Right-click your tank whenever the stalkers fire, then either d-click on the medivac or ground or click on the tank's wireframe (I used the wireframe). What's important is keeping your medivac on hold so it doesn't try to run away, and making sure you wait until the stalkers actually shoot before you pick up your tank, otherwise they'll just kill your medivac. This one's really hard, it took me about an hour to beat.