SPECTERS OF THE VOID OVERVIEW
SKYGEIRR STATION MISSIONS
Main Objectives :Â (+4 Power Points)
– Destroy the Protoss Base
– Kerrigan must survive
– Deactivate the Temples
Bonus Objectives:Â (+3 Power Points)
– Destroy the Xel’Naga Crystals
Mission Reward:
Ultralisk
SPECTERS OF THE VOID BRUTAL GUIDE
Achievements : Destroy two Hybrids within 20 seconds and prevent Stukov from dying.
Description :
In this mission you can impressively demonstrate the destructive power of a large number of Ultralisks. Mining all available gas early (especially with Auto Refinery) is actually especially beneficial due to the Ultralisk’s high gas cost. In addition to Ultralisks, you should also include some Hydralisks and the occasional Roach or Zerginge in your army if you have too many crystals and little gas. Stukov, like Kerrigan, is good at initially running around the map without much support and taking out small posts. You can secure and occupy the first expansion (1) directly, then capture the first power point (10) and fight to free the first portal. Eliminating the troops early on at these portals can only bring you advantages – but you should make sure that you lose no or very few units in the process. As soon as you have your Ultralisks in the army, the losses are minimized anyway. Also don’t forget to improve armor and weapons for ground units early on – possibly also in two evolution chambers. As far as attack upgrades go, if you build a lot of Ultralisks, focus should of course be placed on melee weapons. Don’t disable the captured portal right away, as you can wait until the beam has almost reached Kerrigan. Defending the position should be easy for you when fighting near Stukov, because you get a passive regeneration for your units there and of course you can benefit from his abilities. After you have deactivated the portal, you should already free the second portal (3) and then wipe out the small batch of protoss units (4). Use the opportunity to directly destroy flying units or photon cannons with Stukov with an ability. If your Ultralisks are fighting in the front line and your Hydralisks behind them can attack undisturbed, you should – if you diligently bury wounded Ultralisks to take them out of focus – you should be able to fight directly the third portal (5) without much difficulty and then probably the second one Already activate the portal if it was not already necessary. At this point you should already have the challenge Kill two hybrids within 20 seconds successfully. If necessary, this can be achieved by holding out the hybrids that are closer to your troops with an Ultralisk and waiting until the second one is there to destroy them both directly. However, with the large number of hybrids you will face in this mission on Brutal, you should be able to kill two within 20 seconds anyway.
Before you now advance to the western part of the map, you can actually already turn off the protoss base in the east (6). To make sure that this happens promptly and without unnecessary losses, you should already have over 150 food and a high number of Ultralisks. Zerglings are also particularly good here for quickly taking down buildings and drawing attacks when you want to storm the camp. As soon as you have captured this (you can have the last building destroyed by a handful of units left behind), you should set up another camp at the mineral deposit and secure it with some defensive structures. Your army and Stukov should, now that you have probably deactivated the third portal (possibly do this before attacking the base, otherwise you’ll be pressed for time), move north across your base to free the next portal (7). From here, continue west to secure another portal (8) and artifact (12). What remains from now on is the final Protoss base and activating the final portals. So free the last artifact (11) and gather all your forces to destroy the second Protoss base (9). Since you should only have one portal left at this point, it would be wise to leave the portal in the West (8) for this, as this allows you to build up a better defensive structure since enemies will only come from one side. It should be relatively tight in terms of time and you must not ignore the time Stukov needs to deactivate. You will likely have to withdraw most of your forces from the Protoss camp while a smaller proportion destroys the rest of the camp. For this purpose, it makes sense to first destroy the eastern part of the base, since stronger, flying Protoss units are produced here, while the warp nodes in the west should be an easier target for your remaining units. After fending off the final wave, all four achievements (including completing the mission) should now be yours. Protoss flying units will be produced while the warp nodes to the west should be an easier target for your remaining units. After fending off the final wave, all four achievements (including completing the mission) should now be yours. Protoss flying units will be produced while the warp nodes to the west should be an easier target for your remaining units. After fending off the final wave, all four achievements (including completing the mission) should now be yours.
GHOSTS OF THE VOID ACHIEVEMENTS
10 –Â Specters of the Void
Complete the mission “Specters of the Void” in the Heart of the Swarm campaign.
10 –Â Revenge of the Zerg
Kill two Hybrids within 20 seconds of each other in Spectres of the Void on Normal difficulty.
10 –Â Stukov Strikes Back
Prevent Stukov from dying in Ghosts of the Void.
10 –Â Kontra-toss
Destroy all Protoss structures in Ghosts of the Void on Hard 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.