NO NEWS IS GOOD NEWS OVERVIEW
Main Objectives :
– Destroy all Protoss Shuttles
– No Shuttle may escape
Bonus Objectives: (+3 Power Points)
– Destroy the Stasis Vaults
Mission Reward:
– Hydralisk
NO NEWS IS GOOD NEWS GUIDE
Achievements : Complete the mission without any shuttle warping while destroying two Protoss Nexi.
Description :
Begin this mission by heading east and capturing your second camp (1) there while to the west (3) enlarge the crawler and position your spore crawlers at the edge of the canyon. Be there with Kerrigan and your Hydralisks in time to intercept the first shuttle, while still using the Kinetic Wave to damage the ship and take it down faster. You can then take the first station with Protoss Biomass (2) and further expand your troops. As soon as you have destroyed the second shuttle, you can already start destroying the first Protoss camp (4) and colonizing it yourself to increase your income. You should then secure the last portal (5) with your troops while at the same time protecting approx. Build 10 Spore Crawlers to have extra security in intercepting the Protoss Shuttles. Once you have 200/200 in Roach/Hydra with appropriate upgrades, you can relax and take the second base (6) to destroy a second Nexus and then turn your attention to the last Protoss waves.
10 – No News Is Good News
Complete the “No News Is Good News” mission in the Heart of the Swarm campaign.
10 – Through that hollow alley…
Prevent a Protoss shuttle from warping in No News Is Good News.
10 – Extreme Nexism
Destroy two Protoss Nexus in “No News Is Good News” on Normal difficulty.
10 – Hangar Games
Destroy all three Protoss landing bays in No News Is Good News 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.