BILLING OVERVIEW
KORHAL MISSIONS
Main Objectives :
– Destroy the Palace Gate
– The Hyperion must survive
Bonus Objectives:
– None
Mission Reward:
– None
RECKONING BRUTAL GUIDE
Achievements : The Hyperion must not take any damage.
Description :
I failed this mission with the two additional achievements (in under 25 minutes and including the destruction of Odin before he is unleashed on Raynor) on Brutal difficulty. However, both achievements can be achieved in the manner described on the “Hard” level of difficulty.
For this mission I used Feral Mutation, Twin Drone, Auto Refinery, Apocalypse, Ability Efficiency, Kinetic Wave, and Psionic Shift. The economic advantage that you get from twin drones and automatic refineries is very noticeable very quickly. The damage abilities combined with ability efficiency allow Kerrigan to deal with opponents very well on his own and Wild Mutation allows one to crack through the heavily defended Terran bases. Depending on your own preferences, other skills can of course also be selected – but these have proven themselves for me.
You should start the mission by first clearing the central area north-east of your base (1) of Terran units and then penetrating your base to the east (2). The bunkers can first be easily disabled by Kerrigan, then you should add your units to speed up the fight. As soon as the Hyperion lands, you should send some units to her. This is important because it sometimes happens that all starting units are destroyed and the Hyperion takes direct damage. Once you’ve cleared the expansion to the east (2), you should occupy it and advance further north (3). Cockroaches are very good for this phase – especially if they have been mutated into hatching roaches. In the base, however, you should go on Mutalisks and a smaller group (approx. 10 pieces) to your army. Defending your expansion will prove to be quite difficult as the mission progresses, as elite Terran troops repeatedly attack this position. So it would be a good idea to put some lurkers/hive hosts and some stationary defenses here. Stationary defense alone will not be enough and units (except for Ultralisks, of course) will fall there quite quickly. Invisible units behind your defensive structures should therefore be the most efficient. place some lurkers/hive hosts and some stationary defenses here. Stationary defense alone will not be enough and units (except for Ultralisks, of course) will fall there quite quickly. Invisible units behind your defensive structures should therefore be the most efficient. place some lurkers/hive hosts and some stationary defenses here. Stationary defense alone will not be enough and units (except for Ultralisks, of course) will fall there quite quickly. Invisible units behind your defensive structures should therefore be the most efficient.
With Kerrigan and your units, you can advance further east (4) to free your first troops. This is easy to do if you cover all of the Mutalisks with wild mutation and quickly destroy the defensive buildings and should be done after 10 minutes at the latest (note the in-game time) so that you still have enough time.
You can then unload an apocalypse into the nearby base (5) and use the units pouring in to dismantle the remaining buildings. From here it makes sense to gather the troops again and add Ultralisks. With this, the small position of the Terrans – after the defense of the Hyperion against the sky squadron – can be wiped out. Capturing the next expansion (7) should now be a priority for you for now. You can then take the camp in the west – but you will already find that Mutalisks are no longer of much help against the omnipresent rocket towers and Thors and therefore switch to Roaches, Hydralisks and Ultralisks. You can advance further with the liberated army and make your way towards the last troops to be liberated (9). Gather all your units in front of the camp and charge in to overrun this camp. Also, don’t forget to produce right after, as you can then use the tide of Urzerg to attack the Terran camp (10) directly. Don’t try to destroy all the troops, but run straight into the center to eliminate the Odin and then focus on the gate with Kerrigan and the probably few remaining Ultralisks to complete the mission in under 25 minutes. to attack the Terran camp (10) directly. Don’t try to destroy all the troops, but run straight into the center to eliminate the Odin and then focus on the gate with Kerrigan and the probably few remaining Ultralisks to complete the mission in under 25 minutes. to attack the Terran camp (10) directly. Don’t try to destroy all the troops, but run straight into the center to eliminate the Odin and then focus on the gate with Kerrigan and the probably few remaining Ultralisks to complete the mission in under 25 minutes.
If you run out of time, you can advance with the troops from the western camp (8) to the last Terran camp (10) to fire on the Odin. This increases the chance of catching him before he is unleashed on the Hyperion.
BILLING ACHIEVEMENTS
10 –Â Reckoning
Complete the Reckoning mission in the Heart of the Swarm campaign.
10 –Â Swarm Warden
Prevent the Hyperion from taking damage in Reckoning.
10 –Â Zerg Rush
Complete Reckoning on Normal difficulty in under 25 minutes.
10 –Â Stumbling
Block Destroy the Odin before Mengsk can use it on Raynor in Reckoning 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.