The Crucible
ZERU’S MISSIONS
Main Objectives :Â (+10 Power Points)
– Kerrigan must survive
– Go to the Mysterious Pond
– Kerrigan’s Cocoon must survive
Bonus Objectives:Â (+1 Power Points)
– Kill the Tyrannozor
Mission Reward:
Hive Host
THE CRUCIBLE BRUTAL GUIDE
Achievements : Kill 75 enemies with Primal Horrors and prevent Kerrigan’s Cocoon from taking damage.
Description :
Run with Kerrigan (interrupted by the short sequence where you have to burrow the hive hosts) to your base and trigger the sequence. After that you can expand directly to the base east of your starting position (4), as this is hardly attacked by the Urzerg and is therefore easy to hold and you can use the resources well. Move all your defenses to the west (1) already, because that’s where the first wave will arrive. This can be held without any problems – you generally do not need the primal swarm to complete this mission. However, you should use it to get the achievement. After repelling the first attack, move your troops directly east (2) and defend the second attack there. In the meantime, you should keep your defenses down to 6-7 Spiny Crawlers, Raise 2 queens and 6-8 swarm hosts at each entrance (1, 2) and that will do for the rest of the game. In addition, you should start the production of Mutalisks and research their upgrades. For your expansion, 2 queens and 5 spike and 5 spore crawlers should be enough to fend off any attacks without loss. With the Mutalisks, as soon as the Tyrannozor appears, you should fly south and eliminate it. If you destroy it within the first minute, you’ll also get the championship achievement. For the rest of the time you only have to build defensive structures in the south (3), although your Mutalisks will probably be enough to hold the position there. In addition, you should start the production of Mutalisks and research their upgrades. For your expansion, 2 queens and 5 spike and 5 spore crawlers should be enough to fend off any attacks without loss. With the Mutalisks, as soon as the Tyrannozor appears, you should fly south and eliminate it. If you destroy it within the first minute, you’ll also get the championship achievement. For the rest of the time you only have to build defensive structures in the south (3), although your Mutalisks will probably be enough to hold the position there. In addition, you should start the production of Mutalisks and research their upgrades. For your expansion, 2 queens and 5 spike and 5 spore crawlers should be enough to fend off any attacks without loss. With the Mutalisks, as soon as the Tyrannozor appears, you should fly south and eliminate it. If you destroy it within the first minute, you’ll also get the championship achievement. For the rest of the time you only have to build defensive structures in the south (3), although your Mutalisks will probably be enough to hold the position there. With the Mutalisks, as soon as the Tyrannozor appears, you should fly south and eliminate it. If you destroy it within the first minute, you’ll also get the championship achievement. For the rest of the time you only have to build defensive structures in the south (3), although your Mutalisks will probably be enough to hold the position there. With the Mutalisks, as soon as the Tyrannozor appears, you should fly south and eliminate it. If you destroy it within the first minute, you’ll also get the championship achievement. For the rest of the time you only have to build defensive structures in the south (3), although your Mutalisks will probably be enough to hold the position there.
10 –Â The Crucible
Complete the mission “The Crucible” in the Heart of the Swarm campaign.
10 –Â The Great Feast
Kill 75 enemy units with Primal Terrors in The Crucible.
10 –Â Careful, fragile!
Complete “The Crucible” on Normal difficulty without taking any damage from Kerrigan’s Cocoon.
10 – Species Extinction Kill the Tyrannozor
in under 1 min after it spawns in The Crucible 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 overroaches 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.whelming 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 app