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                       Starcraft II: Wings of Liberty
                       Credit Usage and Upgrade Guide
               Guide written by rossmacdaddy (SC2 - ArchAvis)
               for distribution on GameFAQs (www.gamefaqs.com)
                                Version 1.10

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Table of Contents

I.      Introduction                                            [01.INTR]
II.     Armory Upgrades                                         [02.ARMO]
A.      Base Upgrades                                           [2A.BASE]
B.      Infantry Upgrades                                       [2B.INFA]
C.      Vehicle Upgrades                                        [2C.VEHI]
D.      Starship Upgrades                                       [2D.STAR]
E.      Dominion Upgrades                                       [2E.DOMI]
III.    Mercenary Contracts                                     [03.MERC]
IV.     Laboratory Research                                     [04.LABO]
A.      Protoss Research                                        [4A.PROT]
B.      Zerg Research                                           [4B.ZERG]
V.      Recommendations                                         [05.RECO]
A.      Armory Upgrades                                         [5A.ARMO]
B.      Mercenary Contracts                                     [5B.MERC]
C.      Laboratory Research                                     [5C.LABO]
VI.     Frequently Asked Questions                              [06.FREQ]

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I. Introduction [01.INTR]

The purpose of this guide is to help Starcraft II campaign players make good
choices on how to spend their limited credits in the Wings of Liberty Campaign.
As with any FAQ, these suggestions are my opinions and nothing more.  After
repeated playthroughs of the campaign, I've come to realize which upgrades are
helpful, and which are mostly garbage.

If you haven't played the campaign, here is the first thing you should know -
the credits you earn in the Wings of Liberty Campaign are not enough to
purchase all of the upgrades available to you.  Here are the totals:

2,030,000 from mission rewards and bonus objectives (includes secret mission)
  220,000 from excess research points sold to Mobius

2,250,000 maximum credits per campaign playthrough

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II. Armory Upgrades [02.ARMO]

A. Base Upgrades [2A.BASE]

 Bunker
  Projectile Accelerator                                        40,000 credits
   - Bunkered units get +1 range
  Neosteel Bunker                                               50,000 credits
   - Bunkers gain 2 additional capacity

 Missile Turret
  Titanium Housing                                              50,000 credits
   - Turrets gain +75 max life
  Hellstorm Batteries                                           80,000 credits
   - Turrets fire second volley of missiles for splash damage

 SCV
  Advanced Construction                                         60,000 credits
   - Multiple SCVs can build structures faster
  Dual-Fusion Welders                                           80,000 credits
   - SCV repair twice as fast

 Terran Building
  Fire-Suppression System                                       90,000 credits
   - Structures auto extinguish fire and repair to 50% life
  Orbital Command Center                                       125,000 credits
   - Enables use of Scanner Sweep and Calldown: MULE abilities

                                   TOTAL FOR BASE UPGRADES     575,000 credits

B. Infantry Upgrades [2B.INFA]

 Marine
  Stimpacks                                                     50,000 credits
   - Marines take damage / Fire and move 50% faster for 15 seconds
  Combat Shield                                                 60,000 credits
   - Marines start with +10 more max life

 Medic
  Advanced Medic Facilities                                     60,000 credits
   - Medics no longer require the Tech Lab add-on
  Stabilizer Medpacks                                          105,000 credits
   - Medics heal targets 25% faster and use 33% less energy

 Firebat
  Incinerator Gauntlets                                         40,000 credits
   - Firebats gain a 40% larger area attack
  Juggernaut Plating                                            85,000 credits
   - Firebats gain +2 armor

 Marauder
  Concussive Shells                                             70,000 credits
   - Marauder attack slows all units in target area
  Kinetic Foam                                                  90,000 credits
   - Marauders gain +25 max life

 Reaper
  U-238 Rounds                                                  60,000 credits
   - Reapers gain +1 range and get +3 damage to light armor
  G-4 Clusterbomb                                               75,000 credits
   - Enables use of anti-personnel charge with a large blast radius

                               TOTAL FOR INFANTRY UPGRADES     635,000 credits

C. Vehicle Upgrades [2C.VEHI]

 Hellion
  Twin-Linked Flamethrower                                      40,000 credits
   - Doubles width of the Hellion's flame attack
  Thermite Filaments                                            60,000 credits
   - Hellions do an additional +10 damage to light armor

 Vulture
  Cerberus Mine                                                 50,000 credits
   - Increases mine blast and trigger radius by 33%
  Replenishable Magazine                                        60,000 credits
   - Vultures can replenish mines for 15 minerals

 Goliath
  Multi-Lock Weapons System                                     50,000 credits
   - Goliaths can fire both weapons simultaneously
  Ares-Class Targeting System                                   80,000 credits
   - Goliaths gain +3 missile range and +1 cannon range

 Diamondback
  Tri-Lithium Power Cell                                        75,000 credits
   - Diamondbacks gain +1 range
  Shaped Hull                                                   90,000 credits
   - Diamondbacks gain +50 max life

 Siege Tank
  Maelstrom Rounds                                             105,000 credits
   - Siege Tanks do additional +40 damage to primary target
  Shaped Blast                                                 140,000 credits
   - Shock Cannon does 75% less damage to friendly units

                                TOTAL FOR VEHICLE UPGRADES     750,000 credits

D. Starship Upgrades [2D.STAR]

 Medivac
  Rapid Deployment Tube                                         50,000 credits
   - Medivacs deploy loaded troops almost instantly
  Advanced Healing AI                                          115,000 credits
   - Medivacs can heal two targets at once

 Wraith
  Tomahawk Power Cells                                          80,000 credits
   - Wraiths start with +100 energy
  Displacement Field                                           125,000 credits
   - Wraiths evade 20% of attacks when cloaked

 Viking
  Ripwave Missiles                                              75,000 credits
   - Viking missiles do area splash damage
  Phobo-Class Weapons System                                    90,000 credits
   - Vikings gain +2 missile range and +1 cannon range

 Banshee
  Cross-Spectrum Dampeners                                      80,000 credits
   - Banshees can remain cloaked for twice as long
  Shockwave Missile Battery                                    110,000 credits
   - Banshee attack fires multiple missiles in a line

 Battlecruiser
  Missile Pods                                                 140,000 credits
   - Enables use of anti-air area missile attack
  Defensive Matrix                                             150,000 credits
   - Enables use of energy shield that absorbs 200 damage

                               TOTAL FOR STARSHIP UPGRADES   1,015,000 credits

E. Dominion Upgrades [2E.DOMI]

*Ghost
  Ocular Implants                                               85,000 credits
   - Ghosts gain +2 range and +3 sight radius
  Cirius Suit                                                  125,000 credits
   - Cloak no longer requires energy

*Spectre
  Psionic Lash                                                 100,000 credits
   - Enables use of psionic attack that deals 200 damage
  Nyx-Class Cloaking Module                                    125,000 credits
   - Cloak no longer requires energy

  *You can get Ghost OR Specter during the campaign playthrough - not both.

 Thor
  330mm Barrage Cannon                                         130,000 credits
   - Improves bombardment cannon by adding area damage and stun
  Immortality Protocol                                         140,000 credits
   - Destroyed Thors can be revived in the field

                       TOTAL FOR DOMINION UPGRADES (Ghost)     480,000 credits
                     TOTAL FOR DOMINION UPGRADES (Spectre)     495,000 credits

                             TOTAL ARMORY UPGRADES (Ghost)   3,455,000 credits
                           TOTAL ARMORY UPGRADES (Spectre)   3,470,000 credits

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III. Mercenary Contracts [03.MERC]

 War Pigs (3 squad limit per mission)                                0 credits
  - 4 Elite Marines with +65% Health and +35% Damage

 Devil Dogs (2 squad limit per mission)                         35,000 credits
  - 2 Elite Firebats with +80% Health and +25% Damage

 Hammer Securities (2 squad limit per mission)                  30,000 credits
  - 2 Elite Marauders with +25% Health and +20% Damage

 Spartan Company (2 squad limit per mission)                    40,000 credits
  - 2 Elite Goliaths with +33% Health and +33% Damage

 Siege Breakers (2 squad limit per mission)                     45,000 credits
  - 2 Elite Siege Tanks with +33% Health and +66% Damage

 Hel's Angels (2 squad limit per mission)                       45,000 credits
  - 3 Pirate Vikings with +45% Health and +40% Damage

 Dusk Wings (2 squad limit per mission)                         60,000 credits
  - 2 Rogue Banshees with +25% Health and +50% Damage

 Jackson's Revenge (limit 1 per mission)                        80,000 credits
  - 1 Pirate Battlecruiser with +30% Health and +33% Damage

                             TOTAL FOR MERCENARY CONTRACTS     335,000 credits

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IV. Laboratory Research [04.LABO]

A. Protoss Research [4A.PROT]

 Level 5 (can only choose one)
  Ultra-Capacitors
   - Engineering Bay / Armory Weapon upgrades also increase attack rate by 5%
  Vanadium Plating
   - Engineering Bay / Armory Armor upgrades also increase life by 5%

 Level 10 (can only choose one)
  Orbital Depots
   - Supply Depots no longer require construction time
  Micro-Filtering
   - Refineries produce vespene 25% faster (stacks with Automated Refinery)

 Level 15 (can only choose one)
  Automated Refinery
   - Refinery no longer requires SCVs to harvest vespene gas
  Command Center Reactor
   - Allows two SCVs to be trained simultaneously

 Level 20 (can only choose one)
  Raven
   - Flying Detector with Auto-Turret, Point Defense Drone, & Seeker Missile
   - Built at the Starport
  Science Vessel
   - Flying Detector with Irradiate / Repairs nearby mechanical units
   - Built at the Starport

 Level 25 (can only choose one)
  Tech Reactor
   - Combines the Tech Lab and the Reactor add-ons
  Orbital Strike
   - Barracks units now arrive by Drop-Pod at the rally point

B. Zerg Research [4B.ZERG]

 Level 5 (can only choose one)
  Shrike Turret
   - Outfits all Bunkers with an automated turret
  Fortified Bunker
   - Bunkers gain +150 life

 Level 10 (can only choose one)
  Planetary Fortress
   - Allows Command Center to add extra armor and Twin Ibiks Cannon
   - A Planetary Fortress cannot lift off
  Perdition Turret
   - Concealed automated flame turret that does area damage when engaged

 Level 15 (can only choose one)
  Predator
   - Anti-infantry unit that emits an area shock attack
   - Built at the factory
  Hercules
   - Massive transport ship that deploys troops quickly
   - Loaded troops survive with minimal damage if Hercules is destroyed
   - Built at the Starport (require Fusion Core)

 Level 20 (can only choose one)
  Cellular Reactor
   - Specialist units start with +100 energy and +100 max energy
  Regenerative Bio-Steel
   - Ships and vehicles slowly regenerate life

 Level 25
  Hive Mind Emulator
   - Can permanently Mind Control Zerg units
  Psi Disrupter
   - Slows movement and attack speeds of nearby Zerg

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V. Recommendations [05.RECO]

These recommendations are based on helping you complete the campaign with
upgrades that are worthwhile and helpful to complete later missions.  Many of
these suggestions will also prepare you to complete some of the harder mission
achievements by utilizing available units effectively.  These upgrades should
be obtained as you can afford them.  Keep in mind that once you obtain the
Zeratul missions after "The Dig", you can rake in a LOT of research points
which you can use to finish off your Lab Research or cash in for credits.

A. Armory Upgrades [5A.ARMO]

  Stimpacks (Marine)                                            50,000 credits
  Neosteel Bunker (Bunker)                                      50,000 credits
  Concussive Shells (Marauder)                                  70,000 credits
  Projectile Accelerator (Bunker)                               40,000 credits
  Stabilizer Medpacks (Medic)                                  105,000 credits
  Combat Shield (Marine)                                        60,000 credits
  Hellstorm Batteries (Missile Turret)                          80,000 credits
  Kinetic Foam (Marauder)                                       90,000 credits
  Thermite Filaments (Hellion)                                  60,000 credits
  Twin-Linked Flamethrower (Hellion)                            40,000 credits
  Titanium Housing (Missile Turret)                             50,000 credits
  Multi-Lock Weapons System (Goliath)                           50,000 credits
  Ripwave Missiles (Viking)                                     75,000 credits
  Dual-Fusion Welders (SCV)                                     80,000 credits
  Phobo-Class Weapons System (Viking)                           90,000 credits
  Ares-Class Targeting System (Goliath)                         80,000 credits
  Orbital Command Center (Terran Building)                     125,000 credits
  Maelstrom Rounds (Siege Tank)                                105,000 credits
  Shaped Blast (Siege Tank)                                    140,000 credits
  Fire-Suppression System (Terran Building)                     90,000 credits
  Advanced Healing AI (Medivac)                                115,000 credits
  Rapid Deployment Tube (Medivac)                               50,000 credits
  Shockwave Missile Battery (Banshee)                          110,000 credits
  Cross-Spectrum Dampeners (Banshee)                            80,000 credits
  Immortality Protocol (Thor)                                  140,000 credits

  TOTAL ARMORY UPGRADE COSTS                                 2,025,000 credits

  These upgrades will update the units that you will want to use most often.
  I've ranked these upgrades in priority order.  Depending on which mission
  order you choose, you might have to purchase these in a slightly different
  way.  In general, try to plan your next mission selections so you'll be able
  to afford 1 or 2 upgrades after the mission.  It is also helpful to have
  certain units available before you attempt certain missions.  For example,
  It is strongly recommended that you have Vikings before you attempt
  "The Dig."  If you want to get the "Yippee-Ki-Yay..." achievement, you'll
  want air support to scout for your laser drill.  Trust me.

  THE GOOD

  Bunker

  While many players don't like to turtle, it really pays off in the campaign.
  Fortifying your bunkers will be well worth the investment.  Adding two slots
  is a real help since you can get more firepower out of fewer Bunkers.  The
  Projectile Accelerator adds needed range so the Bunker takes less damage.
  Once you fortify them with the Zerg Research upgrade, Bunkers are just plain
  great defensive structures.

  Missile Turret

  Hellstorm Batteries shut down mass air units.  Put a pack of them around your
  base and you'll be well protected from air assaults.  The Titanium Housing
  adds life to them as well, which helps since they can be rather fragile if
  not repaired quickly.

  SCV

  Until you can unlock Science Vessel, these guys are your only option to heal
  mech units.  The Dual-Fusion Welders help them complete very fast repairs.
  They also make great base defenders when patrolling your defensive line.
  Advanced Construction isn't that helpful because you end up committing too
  many workers to a building project when you could be advancing your economy.
  You might get a building much faster, but once your building is up, you have
  to play catch-up with yourself.  Not worth it.

  Terran Building

  The Orbital Command Center might seem like pure utility at first, but when
  you call down your first MULE, you'll realize how quickly they boost your
  economy.  They might fall apart after a short while, but they're free
  harvesters that are many times more effective than a regular SCV.  The
  Scanner Sweep is a great bonus, especially in the middle of the campaign
  when your detection abilities are rather pathetic.  Fire-Suppression
  can be beneficial if you're attention is somewhat divided during a mission.
  Free building healing is always good.

  Marine

  Marines are a staple to a Terran army, so upgrading them to full is a must.
  Stimpack makes them a good choice throughout the campaign when paired with
  Medics or Medivacs.  Combat Shield adds longevity to their usefulness, which
  is always good.

  Medic

  Medics only have one useful upgrade in the Stabilizer Medpacks, but it keeps
  your units alive a lot longer.  The Advanced Medic Facilities upgrade is a
  waste of credits.  If you really need a Reactor more than a Tech Lab, you
  should probably just throw up a second Barracks and put one on each.

  Marauder

  Marauders are amazing.  Concussive shells is one of the most important
  upgrades in the campaign.  It slows ground movement for enemy troops,
  allowing other units to get more shots off before they can retaliate.
  Adding Kinetic Foam also helps keep them alive longer, which is always a
  good thing.  It's a shame you can't use Stimpacks on them in the campaign.

  Reaper

  Reapers are great at destroying buildings, but their upgrades aren't
  necessary.  If you want to use Reapers, don't worry about needing upgrades.
  Keep in mind that Reapers are excellent when paired with Hellions during
  Colony missions.  They still don't need upgrades.

  Hellion

  Hellions are fast and powerful.  They have very weak armor though, so be
  careful.  With Thermite Filaments and Twin-Linked Flamethrower, they dish
  out a lot of pain to ground troops.  If you can keep these away from the
  front of your mobile forces, they will be very useful to you throughout
  the campaign.

  Goliath

  If it weren't for Multi-Lock Weapon System, Goliaths probably wouldn't be
  as useful.  However, if you send them out with a few SCVs, they can handle
  themselves quite well.  The added range from Ares-Class Targeting System
  is also very helpful when facing groups of enemy forces.

  Siege Tank

  Both Siege tank upgrades are very expensive, but with good reason.  With
  Maelstrom rounds, the damage output from a group of siege tanks is crazy
  strong.  Shaped Blast allows your units to move in while under fire
  without worrying about the siege splash damage taking you out as well.

  Medivac

  The Medivac upgrades make them into a mini Hercules with great bio-healing
  (except you don't need a Fusion Core... ugh).  Very useful, even if you do
  get them rather late in the campaign...

  Viking

  When you start to get air power, Vikings are very versatile - and both
  their upgrades are excellent.  Ripwave Missiles improve their anti-air
  capabilities tremendously.  The range upgrade from Phobo-Class Weapons
  really improves their anti-air, and makes their ground mode much more
  effective.  A mixed group of ground/air Vikings makes a really good
  strike force for their cost in the campaign.

  Banshee

  Banshees are great stealth strike fighters.  A group of them is lethal with
  Shockwave Missile Battery.  Cross-Spectrum Dampeners doubles their cloak
  time, which is really useful in later missions.

  Battlecruiser

  Battlecruisers are great to use in the campaign if you can get a few out.
  However, Battlecruiser upgrades are way too expensive, and rather
  disappointing.  The Missile Pods are a lot like the Hellstorm Battery upgrade
  for Missile Turrets.  However, they require activation just like the Yamato
  Cannon.  If choosing between the two... I always pick Yamato Cannon.  The
  Defensive Matrix upgrade is just like the Science Vessel ability from SC/BW.
  However, it uses a lot of energy that could better be used on Yamato shots.

  Thor

  Thors are great mobile siege units for the Terran army.  Their anti-air is
  a bit lacking, but they make up for it in longevity and raw power.  The
  Immortality Protocol for Thors helps mitigate the cost of their production
  while allowing you to rebuild them for 200 gas wherever they fall.  Since
  they are rather slow, this might happen more than you want it to.  The 330mm
  Barrage Cannon isn't a BAD upgrade, but for how often you'll use it, it
  really isn't that helpful.  Their standard cannon is enough to take down key
  buildings if you need to.

  THE BAD

  Conversely, some unit upgrades are simply not worth any investment.  Aside
  from the missions where they are introduced, the following units are almost
  completely useless in the campaign:

  Firebat

  I don't know what they were thinking bringing Firebats back in SC2.
  Marauders outclass them in EVERY way.

  Vulture

  Vultures are another oddity.  Spider mines are good for base defense in some
  circumstances, but bunkers and siege tanks are much better.  Swann even
  makes fun of them during the campaign if that's any clue.

  Diamondback

  Diamondbacks are good for "chasing" units.  Well, since the only mobile
  target you face in the game happens to be during the mission you GET
  Diamondbacks, can you guess how useful they are after that?  Don't bother.
  Their rail guns are very strong though.  If you choose to use them, you
  wont find their upgrades necessary.

  Wraith

  Wraiths could have been good.  However, Vikings are better at anti-air, and
  Banshees are just plain brutal with Shockwave Missile Battery.  There is no
  reason to use or upgrade Wraiths.

  Ghost/Spectre

  It really annoys me how ineffective Ghosts/Spectres were in the campaign.
  Still, both units have neat skills that you don't get to use all that often.
  The Snipe ability is really effective if you have a group of Ghosts out,
  whereas Mindblast can incapacitate groups of enemies for a short period.
  Yet for some reason, Ghosts/Spectres can't use EMP outside of multiplayer...
  Unfortunately, most of the enemy bases are swarming with detectors
  (especially when you're against Protoss).  Since you don't get any form of
  mobile detector until you've amassed 20 Protoss research points, this makes
  stealth attacks close to pointless (Banshees are the exception since they
  fly and can make devastating ground bombing runs while cloaked).  They're
  also very costly to produce (150 minerals/150 gas).  Ghosts/Spectres are
  very susceptible to ground based burrowed units and colossi.  They're just
  too weak to be worth any credit investment.  Besides, they don't need
  upgrades to nuke...

B. Mercenary Contracts [5B.MERC]

 Hammer Securities                                              30,000 credits
 Spartan Company                                                40,000 credits
 Siege Breakers                                                 45,000 credits
 Hel's Angels                                                   45,000 credits
 Dusk Wings                                                     60,000 credits

 TOTAL MERCENARY CONTRACT COSTS                                220,000 credits

 These contracts compliment many of the upgrades mentioned above.  Buy these
 when you don't have enough credits to buy the next upgrade from the Armory
 console.  Jackson's revenge is a strong unit, but it costs a bit too much to
 only get ONE per mission.  Kind of a disappointment.

C. Laboratory Research [5C.LABO]

 Protoss

  Level 5  - Vanadium Plating

  Vanadium Plating is the better choice.  Those few extra life points really
  do make the difference.  The increase rate of fire isn't that helpful.
  Besides, if you want to increase rate of fire, just use Stimpacks.

  Level 10 - Micro-Filtering

  Micro-Filtering is better than Orbital Depots.  If you really have trouble
  maintaining your army supply, you really shouldn't be playing RTS games.
  I've never been in a situation where I thought, "Man, I need five Supply
  Depots... RIGHT NOW!"  The increased gas production is very helpful once
  you start unlocking more gas-heavy units.

  Level 15 - Automated Refinery

  Automated Refinery complements Micro-Filtering greatly.  Since you don't
  need SCVs to harvest gas anymore, your harvesters can focus on minerals
  and structures.  Hence, Command Center Reactor isn't needed (especially
  if you utilize MULEs like you should be!).

  Level 20 - Science Vessel

  Many of these choices are easy... except the Science Vessel.  Raven's have
  some really neat tricks up their sleeves that deal great damage without
  putting it in harms way.  However, the usefulness of the Science Vessel
  cannot be ignored.  Like the Medivac, flying mobile mech healing is just too
  good to pass up.  Irradiate is also great against large units that you need
  to soften up.

  Level 25 - Tech Reactor

  The Tech Reactor is just plain awesome.  It doubles your production output
  and grants access to all units at each facility.  Drop pods really can't
  compete with that.

 Zerg

  Level 5  - Fortified Bunker

  The extra life on your bunkers will be well worth it.  The Shrike Turret is
  rather weak, and later in the campaign you'll get frustrated at how easily
  your bunkers fall.

  Level 10 - Perdition Turret

  The Perdition Turret is strong and affordable as a point defense structure.
  The Planetary Fortress is strong, but you'll want to have an Orbital
  Command more for scanner sweeps and MULEs.  Besides, if the enemy has
  already made it to your mineral line, you have bigger problems.

  Level 15 - Hercules

  This tier just plain sucks for both choices.  The Predator is quick and can
  mow down weak units with relative ease, but can't absorb much damage.  The
  Hercules would outstrip the Medivac in usefulness if it wasn't for the fact
  that it requires a Fusion Core to make them.  That alone badly hurts it's
  usefulness.  Still, if you're going to choose between the two, Hercules is
  the better choice.  It can serve as an early Medivac if you stock it with
  Medics and ground troops.  Just don't expect it to be fast.

  Level 20 - Cellular Reactor -or- Regenerative Bio-Steel

  This is an interesting decision, and depends on your play style.  The extra
  and starting energy from Cellular Reactor will be helpful to your healing
  units if you include them with your attacking groups (including Science
  Vessel).  It also adds energy to Ghosts/Spectres, Wraiths, Banshees, Thors,
  and Battlecruisers... but the extra energy isn't a big help for these units
  since the most useful unit in the bunch (Banshees) can double their energy
  efficiency with an armory upgrade.  If you play more defensively, Bio-Steel
  might be more your style.  All of your mech units will slowly regenerate
  health automatically.  Very useful, but it caters to a more patient play
  style.

  Level 25 - Psi Disrupter

  The Psi Disrupter is where it's at.  This thing slows down ALL Zerg that
  approach it.  When placed at a choke point, your bunkers/turrets/tanks will
  shred oncoming Zerg with impunity.  The Hive Mind Emulator is neat, but the
  units have to be in range first, and the battery takes a long time to
  recharge between uses.  You could use your time better by producing more
  units.

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VI. Frequently Asked Questions [06.FREQ]

Q: How many credits are obtainable in the Wings of Liberty Campaign?

A: 2,250,000 credits are available in game between mission rewards and
  extra research sold.

Q: I only got 2,055,000 credits on my playthrough.  What gives?

A: You probably didn't get the secret mission "Piercing the Shroud."  While
  playing "Media Blitz," be sure you destroy the Science Building at the lower
  right of the map.  If you missed it, you'll have to restart to get it.

Q: I forgot to sell my excess research to Mobius before going to Char!  How
  do I redeem these for credits?

A: Just click on the "Research Button" on the bottom navigation.

Q: Can I get any more credits once I complete the game?

A: Nope.  There wouldn't be much point anyway since you can't upgrade units
  after you complete the "All In" mission.

Q: I heard that you could play missions over again and collect more research
  points to sell to Mobius, why can't I get this to work?

A: That was a nice little bug that Blizzard fixed.  The current credit cap
  is all you get.

Q: How am I supposed to get all the Tech achievements if I don't get enough
  credits to buy everything?

A: It requires some planning, but refer back to the guide to plan out your most
  vital upgrade needs.  Bank credits until you have all the units unlocked for
  that tier, then save the game.  Go purchase all the upgrades for that tier
  and get your achievement.  Reload your save and you'll still have the
  achievement.  Problem solved.

Q: Hey!  I tried that and I don't have enough to buy all the Starship upgrades?

A: The campaign has a credit limit.  You can only have 1,000,000 credits at a
  time.  You'll have to buy some upgrades before you can bank enough to do
  the save, purchase, reload trick (may I suggest upgrading Vikings?).

Q: Why are you hating on (-insert unit name here-)?  They're awesome!

A: It seems the campaign was designed to showcase the new Terran units and
  give fan service to the units from SC1/BW.  Granted, it was cool, but some
  units just don't shine well.  Too bad.

Q: How do I get (-insert classic unit name here-) in multiplayer?

A: You can't.  See previous answer.

Q: Isn't there any way to get more credits?

A: Well, you could use the "whysoserious" code, but it disables achievements.
  Have fun, cheater.

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Version History

11/12/10 - Version 1.00
- Guide Initial Release
11/16/10 - Version 1.10
- Corrected minor formatting errors and improved guide layout
- Added credit purchase explanation discussion
- Corrected error in FAQ section