Echoes of the Future | Campaign - Prophesy missions SC II: WoL Guide
Last update: 11 May 2016
Main objectives:
- Reach the Nexus
- Bring Zeratul to each of the 4 Overmind Tendrils
- Zeratul Must Survive
- Power the 2 Obelisks
Additional objectives:
Following the prophecy, Zeratul return to Aiur - the Protoss capital, destroyed in the first game. The remains of Overmind, who has once commanded the whole Zerg swarm can be found there. Of course the race stayed on the planet, tightly surrounding and feeding on the remains. The Dark Templar, if he hopes to learn anything, needs to have direct contact with the Overmind, even dead.
[#1]
After landing on Aiur, follow the path to discover an Observer, who's been waiting on duty for many years [#1]. It's a small unit, capable of detecting hidden units, including Zergs buried in the ground. With his help, you won't have any problems with getting to the old base [1].
[#2]
Once you set foot on the target marker, you will summon powerful Colossuses from the depth of the sea, which will from now stand on the cliffs and guard you from the Zergs. Those units attack only ground units, but once they do, they do it very efficiently, ripping the ground with deadly beams [#2]. Unfortunately they are very vulnerable to air attacks - such the fate of a giant.
You will be attacked from the north and east, systematically every four minutes. You won't see the clock only during the first natives' invasion. They will always move through Nydus Worms, which will grow out in two random spots (in the north and east). It's hard to predict what type of units will attack you, as it also appears to be random. Generally be ready for a confrontation [#3] with a swarm of Zerglings, Mutalisks, Roaches and later also Ultralisks. Basically the Zergs will throw everything they have at you.
[#3]
You can leave the Colossuses on by the cliff, as they will do their job perfectly, especially while burning the Zerglings. You can at least send one to protect the base from within, mainly in the beginning when you won't have many units to defend with. Dark Templars seem to be a good investment (they're invisible), as well as High, who can call forth a powerful Psi Storm. In further perspective, you can consider hunting the Nydus Worms directly, which will require building two teams and sending them in the proper directions.
[#4]
Of course it's not hard to guess that the whole area is swarming with Zergs (there's also quite a lot of abandoned materials). There are a couple bases round the Overmind and they mostly rely on ground units. The one a bit to the west [2] distinguishes itself from the others, as you can meet Mutalisks there [#4]. In the lower right corner of the map [3] there's another infected Terran base waiting to be destroyed [#5]. Keep your eyes opened for any free-roaming Ultralisks. I decided not to mark any other bases, as basically everything around is swarming with Zergs and looks like a one, big Biomass.
[#5]
If you think about sight-seeing, be sure to take an Observer with you, who will examine the area beforehand and reveal any buried Zergs. How much helpful that will be, you will discover very quickly. Look out if you're using Zealots or Templars - they like to rush forward to attack and often end up surrounded by enemies. If you're afraid you won't make it back in time to the base in case of an attack, leave another squad there. The offensive one should definitely consist of some Colossuses and absolutely something anti-air, because of the mentioned Mutalisks.
[#6]
Nearby the Overmind there are two obelisks with Warp Gates [4], which once activated (with Pylons) [#6] will not only let you complete the additional mission (research bonus) but also gain some Stalkers and two Templars. There are also two abandoned Robotics Facilities on the map [5], which you can consider taking over.
The Overminds' Tendrils have been marked with [6] and you need to lead Zeratul to each of them.