The Research Lab is one of the four rooms Jim Raynor can visit within the Hyperion Battlecruiser before and after each mission.
The Research Lab is only accessible in the Single Player campaign. After the Zero Hour mission, Raynor and Tychus Findlay get rescued by Captain Matt Horner from the Zerg invasion dropped upon them in Mar Sara. However, you won’t get access to the Research Lab until you have Research credits from Protoss and Zerg Research missions.
You will see Stetmann, the Lab nerd, standing by at the Bridge Room bugging Jim Raynor about an ETA for the Lab Room to be ready. I recommend to do the Planet Agria’s Zerg Research and the Planet Monlith’s Protoss Research to enable access to the Lab Room.
The console next to Jim Raynor in the Lab Room will open the Research UI where you will see the Protoss Research to the left and the Zerg Research to the right.
Each tier in the tree is enabled every 5 research credits. You increase the amount of credits by completing the optional research quests of each mission. When you go to the bridge, you can click on the star map console to see which planets are available. If you wish to lean on a particular tree first, read on each planet which type of research (protoss or zerg) may be found there.
Check out below all the Research upgrades you can apply to your buildings and units to enhance your army throughout the entire single player campaign.
|Tier||Points||Option 1||Option 2|
|1|| || |
Ultra-capacitors: These self-replenishing Ultra-Capacitors reduce the reload time of all of our weapons and weapons systems.
Vanadium Plating: We have created a new lightweight alloy called vanadium. Vanadium diffuses weapon impacts much more effectively than traditional armor plating, and it better preserves the life of our units.
|2|| || Orbital Depots: We can now call down Supply Depots straight from orbit due to our new understanding of Protoss architecture. Key pivot joints have been added to the Supply Depot’s structure, allowing the [[[Supply Depot]] to survive the violent turbulence of breaking through an atmosphere. || Micro-Filtering: Combining Terran and Protoss filtering techniques allows our Refineries and Automated Refineries to reclaim a higher amount of vespene gas in its purest form. |
|3|| || Automated Refinery: We have adapted Protoss warp technology to transport gas canisters straight from the Refinery to the Command Center, eliminating the need for SCVs to carry them back. |
Why the Protoss never thought to transport vespene in this fashion is a mystery. Perhaps they lack Terran creativity and pragmatism, or possibly their primitive superstitions forbid the practice.
| Command Center Reactor: We now have the ability to train two SCVs simultaneously, allowing our early mineral and vespene production to ramp up twice as quickly. |
This breakthrough, made possible by recent insights into Protoss containment fields, should help us get a stronger foothold early in future missions.
|4|| || Raven: The Raven is an unmanned surveilance drone that can detect cloaked and burrowed enemy units. The Raven can also serve as a combat engineer by placing Auto-Turrets and Point Defense Drones and firing Seeker Missiles in strategically vital locations. || Science Vessel: We have created a unique version of the Science Vessel that can perform hull repairs on friendly mechanical units. This version of the Science Vessel can also irradiate individual targets and detect cloaked and burrowed enemy units. |
|5|| || Tech Reactor: Protoss plasma shields have finally given us the ability to fit the Tech Lab and the Reactor into a single structure add-on. |
This new add-on, known as the Tech Reactor, replaces the old Tech Lab and Reactor add-ons and allows us to train two of any unit types simultaneously.
| Orbital Strike: We have developed a low-cost Drop-Pod that lets us send our infantry units straight from the Hyperion to the Barracks‘ rally point. |
This technological marvel gives us the ability to reinforce instantly when far from our main base and to surprise the enemy from above.
|Tier||Points||Option 1||Option 2|
|1|| || Shrike Turret: We have developed an automated turret that comes standard with all Bunkers. This turret which is based on our studies of Spore Crawlers, adds extra firepower to manned Bunkers and also allows unmanned Bunkers to contribute to base defense. || Fortified Bunker: This improved Bunker design, inspired by the Ultralisk exoskeleton, attaches a hardened carapace to the top of the Bunker. This carapace dramatically increases the amount of punishment that a Bunker can absorb. |
|2|| || Planetary Fortress: We can now outfit the Command Center with the Twin Ibiks Cannon and additional structure plating. Please note that this upgrade, nicknamed the Planetary Fortress, must be triggered after the Command Center has been built. |
Also note that a Command Center that has been upgraded to a Planetary Fortress can no longer lift off because the added weight is far too much for the Command Center’s Atlas Boosters.
| Perdition Turret: This turret fires a deadly wall of flame that is ideal for holding off large waves of enemy units. The turret also conceals itself beneath the ground when out of combat, luring unsuspecting enemies into its field of fire. |
The Zerg’s ability to burrow has allowed them to massacre countless Terran soldiers in deadly ambushes. The new Perdition Turret help even the score.
|3|| || Predator: The Predator is equipped with an electrical discharge field. This field activates each time the Predator strikes an enemy in combat, dealing heavy damage to all nearby enemy units. This makes the Predator a devastatingly effective counter to large groups of enemy units. || Hercules: We have retrofitted the Herculess-class cargo ship for use on the battlefield. This massive transport can carry entire armies and unload them at record speeds. |
The Hercules will also eject Survival Pods if shot down. Ejected occupants will sustain damage, but most would agree that injury is preferable to death.
|4|| || Cellular Reactor: This reactor has a larger energy reserve on startup and can hold a much larger charge. Now our specialist units can use their abilities the moment they hit the battlefield, and they can store more energy when idle for long periods of time. || Regenerative Bio-Steel: Our ship and vehicle hulls are now made from a material called Regenerative Bio-Steel. This material uses internal Nanobots to slowly repair any damage the hull sustains. |
While this regeneration process is much slower than conventional SCV repairs, it can be the difference between life and death if no SCVs are available.
|5|| || Psi Disrupter: Studies conducted by the United Earth Directorate have shown that concentrated doses of sigma radiation can slow Zerg movement and reaction speeds by as much as 50%. |
The Psi Disrupter has been developed to constantly emit sigma rays in a large area of effect, making it an essential base defense when facing a large Zerg force.
| Hive Mind Emulator: This emulator can mimic the signals of the now-deceased Overmind and bring individual Zerg units under our permanent control. |
Each conversion taxes the battery heavily, though, so a long recharge may be required before the next target can be controlled.