DEATH FROM ABOVE OVERVIEW
KORHAL MISSIONS
Main Objectives :
– Destroy the Power Centers
– Disable the Psi Destroyer
Bonus Objectives:
– No
Mission Reward:
DEATH FROM ABOVE BRUTAL GUIDE
Achievements : Destroy 20 Terran structures before the second activation of the Psionic Destroyer Field and keep Dehaka alive while he destroys the Power Centers.
Description :
Destroying the first energy center with Dehaka shouldn’t be a problem, since he simply has to heal in time and should preferably destroy the marauders first. Once you have control of Kerrigan and her units, you should head east (1) and wipe out the camp there. Kerrigan should be the first and as soon as the first units and bunkers have fallen, you should call in your army and use wild mutation to wipe out the rest of the base. Send a drone right here to capture the base and connect your bases to creeper – you don’t need to extend it further as it will be destroyed every time the Psi Destroyer Field is activated. Meanwhile, your army can push further north (2) to take out the outskirts factory. You should not move further to the planetary fortress and the siege tank there, as this would result in excessive losses. From here it is then a matter of retreating back to the base and going north (3) via the center as there are missile turrets and supply depots there which are easy to take out and should therefore allow you to take out the 20 buildings required . As a level 60 ability, Apocalypse could be a good choice here, as it can be used to take out the many small buildings. Of course, Drop Pods can also be used to reinforce your army – but this means that your troops must attack the buildings first, which puts them at risk of being attacked and destroyed. If time is tight, you should keep in mind that
Back off with Kerrigan once the shield activates and continue running with Dehaka in his next section. Use the cliffs to the left (4) to eliminate enemy units from a sufficiently high distance and make good use of the opportunity to pull enemy units close. Meanwhile, you should continue your research towards Ultralisks, research the necessary upgrades and establish a decent air defense in the northern corner of your base (west of the middle passage) since enemy forces are approaching from here. You must also protect your expansion accordingly, since troops will also attack there.
As soon as Dehaka has destroyed the power plant, you should move out with Kerrigan and her army to wipe out what remains of the Terran base and conquer the plateau (5). You won’t be able to do this without too much loss during the time you have until the next activation of the Psi Destroyer Field, so play a little more passively and have more units when Dehaka joins you after the next energy center. The next stage is difficult right at the beginning and you shouldn’t be fooled by the units you get just after the beginning. The bunkers (6) will kill too many of your units and should therefore not be tackled directly. Dehaka should first bypass the bunkers on the plateau and advance to the spaceport (7). He can then easily turn off the siege tank from behind and only then should you pull in your troops. From here on, the resistance is only relatively weak and can be easily overcome by frequently using Dehaka’s abilities, so that the last energy center should fall without any problems.
Now that your forces are combined, you can advance to the final area and use your 200/200 army to maximum efficiency. It’s a good idea to simply advance over the left flank in the direction of the Psi Destroyer and target it with Kerrigan, Dehaka and a few units to shorten the mission a bit. However, it should also be possible to wipe out all troops for the time being and then end the mission.
DEATH FROM ABOVE ACHIEVEMENTS
10 –Â Death From Above
Complete the “Death From Above” mission in the Heart of the Swarm campaign.
10 –Â One Swipe It’s All Gone
In Death From Above Destroy 20 enemy buildings before the second activation of the Psionic Destroyer Field.
10 – Elite Predator Prevent Dehaka
from dying while destroying a power center in Death From Above on Normal difficulty.
STARCRAFT – EVENTS
Overnight, the apocalypse befalls the Terran colonies: 2 alien races invade the sector, seemingly destroying everything in their path. But the real reason is far more gigantic than first assumed.
Zerg Campaign: Overmind
Nine of the thirteen Terran colonial worlds now lie in ruins. The Protoss expeditionary force has largely retreated, and Emperor Mengsk is attempting to resurrect a new empire in the ruins of the Terran Confederacy.
Meanwhile, on the former Confederate capital world of Tarsonis, a new Cerebrate rises up in the midst of the swarm. The Overmind has chosen a special task for this one: The protection of its newest creation, which still rests in a tiny cocoon.
Finally, the broods of Tarsonis set out to take the cocoon to the primary swarm cluster on planet Char. After the Protoss warriors around Char who have stayed behind so far are dispersed, a new danger to the unborn creature looms: The cocoon emits an enormous amount of psi-energy, which is not hidden from the Terran League. Edmund Duke has been assigned to investigate, but ultimately fails due to the sheer overwhelming numbers of swarm warriors.
Shortly before the cocoon opens, the troops around Jim Raynor also reach the ash world Char. Eventually, it turns out that Sarah Kerrigan has been in the well-guarded cocoon all this time and has grown into a sort of hybrid of human and Zerg. Nevertheless, she has not forgotten the past and, despite what should have been a certain victory, allows Raynor to escape. The Overmind obtained Kerrigan’s free will so that she could serve the swarm more effectively. However, it turns out that her psi powers are still hindered by technologies related to the Ghost Project.
To remove these blockages, Kerrigan sets out to infiltrate a Terran research vessel – the Amerigo – to obtain the necessary data.
When a Protoss fleet approaches Char again, Kerrigan cares little. She sees it more as a game and tries to challenge their leader, Tassadar. It quickly becomes clear, however, that the Protoss have now become a serious threat. They have managed to kill one of the supposedly immortal Cerebrates. Its out-of-control brood eventually threatens even the primary swarm cluster itself. The threat can be eliminated and the Overmind once again turns to its real target.
At the moment the Dark Templar killed the Cerebrate, the Cerebrate’s mind inevitably touched the Overmind’s. The Overmind learned the exact location of the Protoss homeworld, Aiur, which had been kept secret until then. While Tassadar narrowly escapes an ambush, the extended Swarm Cluster sets out to attack Aiur directly.
With the swarm warriors invading, the swarm first focuses on capturing the well-guarded Khaydarin crystals. With their help, the Overmind is eventually able to manifest amidst ancient temple complexes created by the Xel’Naga.
While the Terran League can at least partially recover, the partly completely surprised troops of the Protoss suffer defeat after defeat. All seems lost, not least because of the narrow-minded stubbornness of the Conclave, which still strictly refuses to cooperate with the outcast brothers, the Dark Templars.