INVASION OVERVIEW
KORHAL MISSIONS
Main Objectives :
– Defend the Gallslingers
– Don’t lose more than 2 Gallslingers
– Destroy the League bases
Bonus Objectives:
– Destroy the Gates of Augustgrad
Mission Reward:
Evolution mission for Ultralisk
INVASION BRUTAL GUIDE
Achievements : Don’t lose any Bile Slingers and destroy all Terran buildings and the three gates before the fifth Bile Slinger has landed.
Description :
While destroying all Terran structures is a championship achievement, it is also achievable on Brutal. If your army loses strength and you are therefore in doubt about the success of all objectives, you should focus on destroying the three gates, as this is clearly easy to do. In order to make it easier to take out the gates, I used the drop pods in this mission, since the additional units with Wild Mutation can be put to good use to quickly and easily destroy the gates without having to expose your own army to great danger. Supported by Feral Mutation, the Primal Zerg can destroy structures and units quickly and effectively.
At the beginning of the mission, you should run straight west (1) with Kerrigan and secure the landing area of ​​the first Gallslinger, as well as secure descending units. Meanwhile, it is advisable that you already enlarge the creep to the east in order to quickly position some defensive structures there. With Kerrigan and some units (covered with wild mutation) you can already take the small terran camp in the east (3). In this mission, too, it makes sense to integrate many Ultralisks into the army – however, cockroaches, hydralisks and also mutalisks do very well because, as already proven in previous missions, they can use wild mutation to eliminate positions in a targeted manner without incurring major losses have to. However, in order to be able to capture bases (8, 9), more durable fighters are more important and rocket towers are also too strong thanks to their area damage. Use your units now to destroy the first gate (4) and then defend the bile slinger (2). After that, it makes sense to advance into the first expansion (6) via the small passage north of your camp (5) in order to improve your income. So set up a camp there and protect it with some defensive structures that can keep your enemies busy until Kerrigan’s army arrives. Once Kerrigan’s level 60 ability is available, you should use it to capture the second gate (7). As soon as this area is liberated, it makes sense to secure the next expansion (8) by advancing with your troops from the east. Mutalisks are especially good to quickly take out the planetary stronghold, however, Ultralisks and Roaches are relatively indispensable in storming this bastion. Should your level 60 ability be available, it would be wise to save it for a fight in the last camp (east of 9), as this is much more compact and difficult to capture. Secure the expansion you have gained and make sure to already set up defensive structures on the northern edge, since the attack on the last bile slinger will be carried out by directly landing troops that you have to intercept immediately and if you are still busy with the last base, they can take you provide defense structures with the required time. While destroying the last Terran base, don’t forget to tear down the remaining gate (9) with a few units.
INVASION ACHIEVEMENTS
10 –Â Invasion
Complete the “Invasion” mission in the Heart of the Swarm campaign.
10 –Â Fully
Operational Don’t lose any Gallslingers in Invasion.
10 –Â Goal, gooor, gooooor!
Destroy three Augustgrad Gates before five Gallslingers have landed in Invasion on Normal difficulty.
10 –Â I’m Just Cleaning Here
Destroy every building in the league before the fifth Gallslinger lands in Invasion 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.