Starcraft Missions – Rendezvous

Rendezvous

Main Objectives :
– Hold on until reinforcements arrive
– Destroy the Drakken Pulse Cannon

Bonus Objectives:
– Rescue the trapped Hive Queens

Mission Reward:
– Hive Queen

Planet: umoja

RENDEZVOUS BRUTAL GUIDE

Achievements : Free all swarm queens and destroy 15 buildings before reinforcements arrive.

Description :
Head straight east (1) with Kerrigan and once you’ve collected the few resources, an extractor and a hatching slime pool. From the location of the second resources, you can hit the bunker at (1) with a kinetic wave to burn it up. The Marines stationed there will be in pursuit of Kerrigan and can be taken out quite easily with a well-placed Crushing Grip. You shouldn’t go any further now, as marines will attack the base from the north-east. In order to defend this as well as possible, you should bury your two spiked crawlers on the right and left of the infested building (2), as they will then attack the marines and the units that will appear after the building is destroyed will help. By now you should be building a second hatchery and constantly building queens. With Kerrigan you can free the units at (1) and integrate them into your swarm. Your next goal should be to take out the bunkers at (3) by burning them with a kinetic wave. If Kerrigan is stationed to the west, 4 queens and 4 spike crawlers positioned at (4) can hold your other flank with no problem. Don’t forget to bury attacked queens and dig up spike crawlers to keep enemies from focusing on them. As soon as you have freed the units in the west (3) with Kerrigan, you can push further north into the Terran camp with 7-8 queens. Kerrigan should go to (4) to take out the bunkers there and allow you to advance to (5). At this point, your ranged attack and defense upgrades should already be in place, and you can also upgrade the melee weapons for zerglings. Push further forward with your creep and your spiked crawlers as well as the remaining queens (now from 3 hatcheries). You should be able to take the position at (5) and free the last swarm queen and then do as much damage as possible to the buildings north of this position in the time remaining. This should be enough to knock out 15 buildings, depending on how good your micro and macro are. Push further forward with your creep and your spiked crawlers as well as the remaining queens (now from 3 hatcheries). You should be able to take the position at (5) and free the last swarm queen and then do as much damage as possible to the buildings north of this position in the time remaining. This should be enough to knock out 15 buildings, depending on how good your micro and macro are. Push further forward with your creep and your spiked crawlers as well as the remaining queens (now from 3 hatcheries). You should be able to take the position at (5) and free the last swarm queen and then do as much damage as possible to the buildings north of this position in the time remaining. This should be enough to knock out 15 buildings, depending on how good your micro and macro are.

This works reliably on Hard, where you will still have enough time with this strategy to get the championship achievement by taking out the Terran base in the east of the map (6).

RENDEZVOUS ACHIEVEMENTS

10 – Rendezvous
Complete the “Rendezvous” mission in the Heart of the Swarm campaign.
10 – First Strike
Destroy 15 enemy buildings before Naktul’s forces arrive in “Rendezvous”.
10 – Long Live the Queen
In Rendezvous on Normal difficulty, rescue all of the captured swarm queens before Naktul’s forces arrive.
10 – Premature Evacuation
Destroy all of the ’s buildings before Naktul’s spawn arrive in Rendezvous on Hard difficulty.

– 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 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.