FREEZING SILENCE OVERVIEW
Main Objectives :Â (+5 Power Points)
– Collect the essence of an Ursadon Matriarch
– Retrieve the lost Spawn
– Destroy the Psi Relays
Bonus Objectives:Â (+2 Power Points)
– Kill the Ursadon Matriarchs
Mission Reward :
– Cockroach
FREEZING SILENCE BRUTAL GUIDE
Achievements : Complete the mission in under 15 minutes while destroying 20 enemy structures outside of the Cryostorm.
Description :
Run along the path as fast as you can to reach the base. With the Kinetic Wave you can take out the Ursadons and you shouldn’t lose a unit until you reach the base. While losing units won’t really set you back, it’s avoidable.
Once you have arrived at the base, you should, as always, build workers first. As soon as the message comes that the protoss want to attack your base, you should build a second spike crawler in the front (1). There you should then position Kerrigan and the Roaches next to the spiked crawler and leave them standing. The first cryostorm will arrive when the berserkers attack you, and I don’t even need to try using abilities on them. Once they are frozen, run past them into the Protoss base (2) and let your spike crawlers destroy the berserkers. Directly sends a drone into the base and sets up a second base while the fight is still going on. Focus the Pylons and Archon with Kinetic Wave, destroying all units until the Cryostorm is over. After that you can destroy the remaining buildings. You should not reduce the psi relay to more than 50% of its life points, as units will be warped in around it before it is destroyed and this, together with a wave of protoss units approaching from the west, could harass your forces too much. Start your upgrades, build a second hatchery in your second base to be able to produce more workers and enlarge your crawler. Build an additional 2 Spiked Crawlers in the base to defend against the Ursadons and collect the resources that are west of your second base (3). Before the second cryostorm you should gather with your army (which should contain at least 20 Zerglings) in front of the entrance to the base with the second psi relay (4). You can then just run in with the Zerglings and turn off the relay (5) (50% increased attack speed on your Zerglings can help a lot with this) while your troops take out the units along the way. Once the Cryostorm is over, you can use your troops to destroy any remaining buildings on your way back and kill the second Ursadon Matriarch (6). Keep expanding your troops and defending your camp for the time being. During the next cryostorm you should then eliminate the troops in the camp of the second psi relay (5) in order to destroy the required 20 buildings after the cryostorm ends. All that’s left to do on the last cryostorm is use Zerglings to take out the last Relay (7) while Kerrigan takes out the last Matriarch (8) with her troops.
10 –Â Freezing Silence
Complete the mission “Freezing Silence” in the Heart of the Swarm campaign.
10 –Â Icebreaker
Destroy 20 enemy buildings that are not frozen in the mission “Freezing Silence”.
10 –Â Blizzard
Complete “Cold Silence” on Normal difficulty in under 15 minutes.
10 –Â Radio
Silence Complete all of the mission objectives in Freezing Silence on Hard difficulty in under 12 minutes.
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.