Starcraft Missions – Fire in the Sky

Fire in the Sky

Main Objectives :
– Destroy the Gorgon Cruisers
– Awaken the Terror Nests

Bonus Objectives: (+3 Power Points)
– Find Zerg Biomass

Mission Reward:
– Evolution Mission (Zerglings)

Planet: Char

FIRE IN THE SKY BRUTAL

Achievements : Destroy three satellite centers and lose less than 5 units to Gorgon cruisers.

Description :
Leave your units behind and destroy the first opponents only with Kerrigan. Feel free to use all abilities as best you can, as you will be at full health and energy again as soon as you take the skeleton and therefore level up. Therefore, first destroy all units east of your base (1) and around the first satellite center (2) before you pick it up. Push forward a little with the crawler, but don’t activate the terror nests yet – you should only do this when the Gorgon cruiser has almost reached your base. This gives you maximum time to build more units. You should ignore the camp south of your starting position, as it is hardly worth the effort to eliminate it. Better focus on to free the next two terror nests and acquire more resources lying around (3). As soon as you have freed the next two terror nests, you should first switch off the second satellite center (4). Going straight to Roaches and Hydralisks and researching the defense upgrades is a good way to do this, as you can make relatively good progress with them without many losses. Zerglings die quite quickly in this mission due to the frequent appearance of hellions and fire eaters. As soon as you have cleared this area, you must already turn to the fourth terror nest (5). Here you should be careful that the ghosts do not kill Kerrigan with their snipe ability, as they like to use it specifically on them. Once you’ve wiped out the buildings east of this location (6), you should first turn north and capture the next terror nest (7) and another power point (8) there. You should now switch your production to zerglings and add a baneling nest. This will help you destroy the last satellite center. Similarly, increasing the Banelings’ damage against the primary target by 100% (by choosing the appropriate evolution) is useful, as this will make destroying the Satellite Center much easier. However, first you need to secure the last two Terror Nests (west and south of (9)) and after that you should invest all the gas and remaining minerals into producing a large amount of Banelings. Covered by a couple of roaches, they can simply penetrate the last Terran camp (11) and selectively switch off the satellite headquarters. After that you can activate the last terror nests and end the mission.

FIRE IN THE SKY ACHIEVEMENTS

fire in the skyachievement points10 – Fire in the Sky
Complete the “Fire in the Sky” mission in the Heart of the Swarm campaign.


Red alertachievement points10 – Red Alert Lose
fewer than five units to the Gorgon Cruisers in “Fire in the Sky”.


dead zoneachievement points10 – Dead Zone
Destroy three Satellite Command Centers in Fire in the Sky on Normal difficulty.


Gorgonzolaachievement points10 – Gorgonzola
Destroy four Gorgon Cruisers within 120 seconds of Fire in the Sky on Hard difficulty.

– 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.