HAND OF DARKNESS OVERVIEW
SKYGEIRR STATION MISSIONS
Main Objectives :
– Destroy all Hybrids
– Kerrigan
‘s life force must not be completely drained Bonus Objectives: (+2 Power Points)
– Save the Brutalisks
Mission Reward:
Evolution Mission for Mutalisk
HAND OF DARKNESS BRUTAL GUIDE
Achievements : Complete the mission after destroying 2 command centers and by destroying 3 stasis cells before releasing the hybrids.
Description :
This mission allows another impressive demonstration of the fact that Mutalisks are extremely strong with +200 HP and an attack bonus. Accordingly, you should prepare yourself for the production of these very early on and also research the corresponding upgrades for air forces and armor.
However, Kerrigan can initially start the mission on her own by penetrating south (1) and wiping out the Terran position there in order to secure access to the second hybrid. Once all Terran units are gone, you should then also destroy the stasis cell and use your Wild Mutation boosted starting units to destroy the hybrid. By doing so, you’ve already destroyed the first stasis cell you need to succeed. After that, you still have enough time to destroy the hybrid that is already freed. From here you have to advance to the north-west, as you should definitely secure the second base (2). Continue building your army and destroying the troops south of your camp (3). Occasional attacks from the small camp to the south (4) shouldn’t cause you any major problems. You should ignore this for now and after freeing the brutalalisk (5) and destroying the third hybrid (6) make sure that you can free the next hybrid before it appears. For this you should kill the third hybrid at the latest when there are still 1.5-2 minutes left and then move directly to the east (7). Dismantle the camp and free the hybrid to destroy it directly. Watch out for the psi storms with your Mutalisks, otherwise he should be pretty easy to destroy. Then you can free the second Brutalisk directly and start destroying the first command center (4) and securing a third base – you can use the gas urgently. From here you should try to free the next hybrid as well by pushing straight through the small terran camp (8) to the stasis cell. With that you would have already fulfilled this achievement and should now collect your army and increase your Mutalisk count to around 30. You can use them to destroy the last Terran command center, since destroying the entire camp would result in too many losses for your units and would make it difficult to destroy the remaining two hybrids (9). So collect your Mutalisks and Kerrigan south of the command center (10), apply the wild mutation buff to them and fly in to quickly disable the command center and then fly out again.
HAND OF DARKNESS ACHIEVEMENTS
10 – Hand of Darkness
Complete the “Hand of Darkness” mission in the Heart of the Swarm campaign.
10 – Not with Commander!
Destroy two command centers in Hand of Darkness.
10 – The Force Is Overwhelming
Destroy three Hybrid Cells before the Hybrids are freed in “Hand of Darkness” on Normal difficulty.
10 – The Enemy of My Enemy
Kill three Hybrid Rulers using Terran units in Hand of Darkness 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.