Objectives:
Bring Kerrigan to the Supercomputer
Group your units together and follow the path. This mission is identical in format to The Jacobs Installation. Be on the lookout for the same units and the same kinds of traps. Step on the beacon at the end of the path to reveal your target: the supercomputer.
TIP: Stop and rest if your units get badly damaged. The Zerglings are a write-off, but the Hunter Killers are essential. Have Kerrigan use her Cloak to hide herself if she takes too much fire.
Continue following the hall through the civilians, vultures and down to the southeast. Stop when you get to the gate. Cloak Kerrigan and send her in alone. There are several Goliaths here that are made much easier if Kerrigan destroys them while cloaked. Bring the rest of your units through when the Goliaths are destroyed.
Follow the path to the next gate. There are several side rooms along this corridor, but entering them is completely optional. Go through the gate at the far end. You will find some Marines shooting Zerglings in a pen. Kill the Marines and claim the Zerglings.
Resume following the path until you reach a gate that won’t open. Go north to find some Firebats and Marines. More Marines will arrive as you enter the room. Kill them all (don’t worry about your Zerglings.) You will find two beacons. Use the beacon on the right first; this will open all security doors. Use the other to be teleported to the next hallway.
Follow the corridor past the Ghosts (cloak Kerrigan and have her kill them) and to the far southwest end. The final room is heavily defended with automatic turrets and Marines. Destroy as many of them as you can, or simply have Kerrigan run for the beacon. Once she touches the beacon, the mission is complete.