HunCraft Genocide is the most detailed unofficial expansion pack for StarCraft: Brood War. It has 3 new units, new heroes and special buildings in the campaign, 3 new campaign episodes (26 missions and a hidden mission), more than 40 new multiplayer maps and some small changes. Though the most StarCraft expansion packs can be used in use map settings, this game has own exe file, menus and new map file format (hcx). It does not change anything to your original StarCraft installation, but needed to be in the same directory. There is a bugfix patch for it which make some balances in the game. Single player can be described with mass battles and especially difficulty. The story continues after Brood War, when admiral DuGalle has committed suicide and Kerrigan has regained control of the Zerg forces. According to Brood War epilogue, no UED ships returned to Earth, but some UED forces remained on Char. The game starts with exactly the same prologue which Brood War has as an epilogue.

Post tutorial Report RSS HunCraft Genocide Protoss campaign

This is the walktrough of protoss (episode 8) missions in HunCraft Genocide. Story translation and noob stategies provided.

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Episode VIII: Sea of flames

Leading by Duran, Zerg swarm occupied Shakuras and destroyed protoss settlements. On Aiur the new Council means threat for the protoss forces, so Artanis and a handful of survivors are planning to take back their home. Fenidus and Mojo - whose riot is not known by the protoss leaders - began to scout New Antioch, but they hasnt returned. The task of new Executor is to find out what happened with New Antioch.

Mission 1: Crossing over New Antioch

In the briefing, Artanis inform you about the fall of New Antioch, and he mention that Fenidus and Mojo went to New Antioch. He mention Zeratul's death also, he is sorry because that. This episode obviously starts on Shakuras with some protoss forces on a destroyed base. As you can see on the map, you have to go to the south with your starting units. You dont have to destroy all sunken colony or all units, and in fact, this mission needs a little bit hurry, so its recommened not to waste time by destroying buildings. When you arrive to the base on the south, you will see a scene when Artanis asks Fenidus and Mojo to tell him what happened on the base. Fenidus claim that when they arrived here it was all clear, but a quite big zerg horde attacked the base some hours ago and they destroyed most of the buildings. Mojo thinks that only a powerful counter attack can overwhelm the zerg infuelce around the city, but Fenidus disagree with the idea of attacking, he suggests to leave the planet with the last teleport gate, which he used to arrive here. Artanis think we shouldnt retreat again, because we cant give up all planets which has been attacked by the zergs. He asks to fight, but Fenidus mention that we have much chance if we go Auir and unite with the new Council (its interesting, because he told Gzorn that he refuse any cooperation with them). Artanis realize that we have much possibility to beat the zerg forces if we unite with the new Council, but he mention that he thinks a little bit odd that Fenidus made up his mind about the new Council. He ask the Executor bring Fenidus to teleport gate.

Objective
Bring Fenidus to teleport gate, Fenidus must survive.

Strategy
According to the mission objective, you dont have to destroy all zerg forces, you only have to manage somehow that get Fenidus to teleport gate. You can destroy the closest zerg base in your way, but be warned about your resource limit especially if you make reavers. Its difficult to destroy all zerg forces, they rebuild units very quickly if you attack some of their buildings. After you destroyed the closest base, you only have to bring some units around the gate and distract the sunken colonies with them, meanwhile Fenidus goes to the teleport gate. Watch out of queens broodlings. When Fenidus gets there, he mention that this gate is quite damaged and almost unusable. Artanis just tell him that in this case we will fight bravely.

Mission 2: The noose is tightening

In the briefing you notice that Fenidus is still on Shakuras. (It could be interesting to save him at the gate). Artanis mention that he has discussed the plan with Fenidus and Mojo, and of course frontal attack cant lead to success againts the zergs. Fenidus just tell that we got an emergency call from Raynor recently. He is in prison, he told that there is a way to wipe out zergs, but the contact has lost with him. Artanis tell that according to observers, Raynor is in jails at Korhal by the Dominion. Artanis certainly ask to free him and hoping about he is still alive. He mention that he called some rescue crew into the city of Strongoson and they will arrive soon. Mojo warn us about the big hive cluster around the area and he tell that he dont want to come with us, he just want to defend New Antioch. Artanis ask us to defend the city until the shuttles arrive.

Objective
Survive until the suttles arrive (35 minutes), Artanis and Fenidus must survive.

Strategy
This mission could seem impossible at the first try. You only have to do hight templart from the beginning, and if you can spend a lot of minerals, build some cannons to the entrances. Mojo will send you some archons and scouts after 5-10 minutes. They use plague and broodlings often. You may meet some ultralisks and hydralisks at the back of your base, but if you save the game before and load again, the attack will be from a different site. In the last few minutes you may have to make archons from your hight templars, because your base will be overrun. Take Artanis and Fenidus into a safe area at the end. When the time elapsed you will see a short scene while some shuttles coming. Zerg forces still attack you during the scene, even Fenidus and Artanis can be dead, there will be mission accomplished. Of course that is only a script fault, doesnt take any infuelce on the story.
Artanis and the new executor could escape from the occupied Shakuras with the remaining forces. The contact is lost with Mojo and those who stayed on the surface of the planet. We dont know nothin about their fate. Protoss fleet performed a hyper space jump leading by Chronus command ship and arrived to the main planet of Terran Dominion, Korhal. The source of Raynor's emergency call is the Dominion prison site, terrible Tetralon. So this is the fleet's destination. Scouts also returned with bad news. Zergs appeard around Korhal...

Mission 3: Liberating from Tetralon

Artanis thanks to you defending ourselves againts the zerg and get into the orbit of Korhal. Meanwhile he located Raynor's position. He mention that mass Dominion forces surrounds his cell. Artanis ask you to save Raynor, but Fenidus explain a B plan, if you destroy the main command center of this settlement, Dominion forces would be confused temporarily and meanwhile you can save Raynor. Altought this mission wont depend from the elapsed time, Artanis tell that we have time to do only one of the plans and he mention that first we have to clear a terran base to build up ours, and will have that base revealed on the map.

Objective
Rescue Raynor or destroy the main command center, Artanis and Fenidus must survive

Strategy
Altough this mission could seem easy that could be done with the first units (if you are about to rescue Raynor), two things make this impossible. Arbiters cant use recall ability, so you cant get Fenidus and use storm on cloaked wraiths. And the second, after you rescue Raynor, you have to get him to an Ion cannon and then to the bacon of the green base, which you have to clear in the beginning. You can do that easily, using storm with Fenidus and disruption web ability of corsairs. You are able to do all protoss units, except psy templars. The only thing that you have to aware about if you use carriers, interceptors may rescue Raynor deliberately and then he could be killed by some siege tanks or battlecruisers. So take care when you go for Raynor. Artanis mention about the Ion cannon that it is made in the Confederacy and Raynor can manage to unpack it, so this is why you have to bring Raynor there, because Artanis planning to use it later. After you bring Raynor to the Ion cannon, dont forget to bring him to the bacon on the place of the destroyed green base.

Mission 4: The gap

Raynor thanks to Artanis and Fenidus rescuing him. He says he didnt think he get free by protosses. He mention that he couldnt contact them while he was in prison, he also asks about Shakuras. Artanis explain him the situation that almost whole Shakuras is infested and the remaining protoss fleet is getting to be smaller and smaller. Raynor ask them how could they let this happen. Fenidus just tell not they are who wanted it this was, but Artanis ask him calm down and ask Raynor about the solution that he mentioned in his emergency message. Raynor is talking about some remaining psy disruptors made by the terran Confederacy. He think if we can set 3 psy disruptors on Shakuras and activate them in the same time, that could wipe out all zergs. Fenidus warn us about the risk of using psy disruptors, because if we mistake its places or the timing we could attract all zergs to Shakuras. Altough Raynor admits the risk of using them, he suggest to use them after all, he we hasnt got other choose. After that a marine (who is possibly drunk) contact them and say sorry about his videogaming interfering our transmission :) Raynor tell about the location of the psy disruptors at a space platform around Korhal, but he mention that since then zergs infested the whole platform. Artanis tell that while the fleet's left wing occupy the ambient platforms, he's dealing with the terrans on the planet.

Objective
Bring Raynor and 3 zealots to the bacon in the brown zerg base. Raynor must survive!

Strategy
In the beginning of the mission, you will see a scene while mass zerg forces overrun your base, but Artanis tell you to activate the Ion cannon. Of course, you dont need to do anything, just wait to Ion cannon to destroy every zerg units attacking your base. You may can save your few zealots. After that, the Ion cannon is overheated and will be destroyed. There will be a note explaining why you cant build attacking air units is to avoid to make aware zerg units from the ambient platforms. This is the first mission you can do psy templars, but be careful about the mass mutalisks or the guardians, because psy templar can attack ground only. They often use defilers and sometimes broodlings. When you attack the brown base they do units constantly. Watch out, because they build infested terrans constantly too. You may meet with some scantolisks and scourges, of course those don't mean danger on your attacking forces, but if you want to get Raynor to the bacon in a shuttle, be careful about them.

Mission 5: Path in the darkness

According to Artanis, Raynor cant contact us, because he is somewhere in the ventillation shaft of the underground base. He mention that the base is totally infested but the psy disruptors are necessary for us, and only Raynor can make them transportable. When Raynor reach a psy disruptor, we activate the teleport device at him, which bring the psy disruptors to that place from we teleport out all of them. He tell that when all 3 psy disruptors is at that place, they will teleport out all of them, but you should try to escape.

Objective

Bring Raynor to the disruptors, after that, activate the emergency generator system, Raynor must survive

Strategy
This will be an installation mission. During the mission you get mass reinforcements, but sometimes you have to deal with mass ultralisks, defilers or infested terrans. It is recommended not to open the doors if some zergs are unburrow inside a room, because marines can attack trough the door. First you have to go south. You may find a door with the adjutant note "jelszóval védett", that means protected by password. Rescue the prisoners and they will tell the password. The password is referring to a Hungarian politician, József Torgyán's rich house. (Between 1998 and 2002 he was the leader of the independent smallholder party, cooperating with Fidesz. You have to find the password protected door after you rescue the prisoners. There will be the first disruptor, guarded by small zerg forces. After you get the first psy disruptor you have to teleport to sector 4. There you will find some ghosts, and mass protoss forces which sent by Artanis. At the place of the second psy disruptor you will meet about 10 ultralisks so use high templars psychonic storm ability. Certainly you can kill all unburrowed units with your ghosts using the cloak ability, but that takes quite much time. Remember, you dont have to kill all forces, just need to bring Raynor to psy disruptors. The third psy disruptor will be closer, guarded by some infested terrans. When you reach it, all your units will die because the adjutant activates the emergency self destruct system, you have to escape with Raynor in 5 minutes. Ensure you have much time when you reach the 3 psy disruptors. Its recomened to use stim packs more often. You have to activate the emergency generator, you get some forces, while they attack, bring Raynor to the beacon. After that bring him out the door. You will see a scene when some zerglings attack Raynor and he will disappear.

Mission 6: Home, sweet home

Artanis say sorry about losing the contact with Raynor. He inform about arriving into Shakuras orbit in a few hours and that Mojo is betrayed us. (Of course, it was predictable, but Artanis just noticed it now). Fenidus explain that after the Xel'Naga temple was destroyed by the zergs, some protoss survivors claimed that they saw some protoss forces in the zerg horde. After that a strange warrior arrived who called himself Mojo. At that time Fenidus didnt suspected that he is the betrayor. Artanis just tell him that he musnt think that this is his mistake. Due to we left Shakuras, we played into his hands, because zergs had time to occupy our citadels and Mojo occupied the central citadel and took control over dark templars. Fenidus claim that according to our observers, zergs left this territory, so we have to deal only with Mojo, but he warns you that he has strong forces and will be difficult to beat them without dark templars. He mention that he has taken control over high templars and arbiters. After this, Mojo appears and tell that he was sure about our return and he hoped that terrans or zergs could eliminate us, but because of not, he will do that. Artanis start to questioning him about why is he doing this, altough he is protoss also. Mojo tell that he could just hardly escape from the execution squad of the new council and he was always punished by protosses. Artanis just mention that they arent equals that sqad and the new council is their also enemy. Mojo claim that sooner or later the new council make us to be on their side somehow. Artanis think that we havent got any chance, we have to destroy Mojo's forces. In the beginning you will see a scene while mass archons, zealots and dragoons attacking destroying your base. After some minutes, you will get a message from the new council. A high templar tell you that he is the deputy of new council and their spies reported them about everything, about our heroic turns, with we defended our home. He apoligizing in the name of the council. He ask us to accept their rescue forces which representing our cooperation. He hopes that its not too late. It is quite big turn that you havent expected. Altough Mojo predicted this step, Artanis cant oppose it if we want to survive. He says its not too late and he is happy about the rescue forces.

Objective
Destroy all enemy forces, Artanis must survive

Strategy
Despite of Fenidus claimed that it will be difficult withour dark templars, this is a very easy mission. You have to expand southwest in the beginning. You can destroy everithing with one team of carriers. Dark archons often use the feedback ability so it is difficult to bring arbiters with the carriers. It is enough to build several phonon cannons to defend the base. Its recommened to attack the nexuses first to deny the rebuild of the enemy. At the end of the mission you will see a scene when Mojo is coming and telling that zerg hordes coming soon and we will die. But only two guardians coming and protoss forces kill him. Artanis mention that zergs didnt needed him anymore, thats why they didnt come to help them. Poor Mojo.

Mission 7: Pretending to be god

Artanis claim that the last hour arrives soon, but before we place the psy disruptors you have to attack a position. Several months ago we are discovered that zergs evoluting a new species, the hybrid of the protoss and zerg (in HunCraft it is called Xregling). Fenidus reporting that the council made him able to contact us, but he can't go with us to kill the cocoons because he need to defend New Antioch. He mention 3-4 huge attack, and that they expect bigger, he think they were lucky that they survived until now. Artanis bring back the topic about the cocoons. He says that they are soon birthing and we have to destroy them before, because they are extremely strong. Fenidus opinion is we musnt attack unbirthed beings because it's contradicting with the honor of protosses. Artanis just tell that he dont want to discuss it, he orders to attack them, because Shakuras is more important than the honor. Fenidus understand the worry of Artanis and he accept the plan, he ask about the place of the cocoons. According to Artanis, they were discovered by our observers on Tarsonis. Artanis claim that this is the core of the zerg swarm. He think that we arent enough strong to clear the planet, so we have to kill them quickly. They will birth in 60 minutes. Our forces are already went trough the teleport gate to Tarsonis. In the beginnig of the mission Artanis notices that we detected some strange effect on zerg bases. We cant injure them. There will be also a hint saying not to attack cocoons until you can defend againts a mass attack.

Objective
Kill all cocoons before the time elapses, after that defend your base from all remaining zerg attacking units

Stategy
You have to clear the red base first. While you are doing that you can do a base to south. Two base is needed to build up mass forces quickly. You can kill the cocoons with 1 or 2 team of carriers, but use arbiters to save them. You have to deal with defilers. Be careful about scantolisks. They can destroy some carriers quickly. After you kill all cocoons Artanis order you to defend yourself againts the remaining zerg forces. They will attack after the time elapses. Until then they dont attack even you killing them. So bring your forces into the bases to clear some units. At the end of the mission Artanis notices that they started to open the teleport gate. Meanwhile he got a message from New Antioch. The base have been overrun, Fenidus is also wasted. He made his body brought to the new citadel. There are no survivors. Finally it is certain that Fenidus wasnt a real betrayor, he definitely wanted to mislead Gzorn only.

Mission 8: Wrath of the gods

Artanis think that our time is arrived. Zergs will learn that Shakuras is not only a planet, it's the home of the protosses. Psy disruptors are loaded and if we can place them, zergs will attack one another and all their life functions stops slowly. Raynor just contact him. He explain the story how could he survive. He was in a small wet place, he couldn't even move. He felt asleep and when he got up he was on a flagship of the Dominion. They saved him by some reason. He didnt questioned them, but he think that's strange. He says he is here after all and he will help to place the psy disruptors, because he can activate them only. Artanis says thanks to Adun that Raynor is still alive. He think that Shakuras would lost if they couldnt activate the psy disruptors. He ask Raynor to adjust the psy disruptors to maximum energy and that will kill all zergs immediately as if we used the energy of the Xel'Naga temple. He mentioned that the energy of the psy disruptors wouldn't be enough to spread over Shakuras so we need some power focusing device. Raynor mentioned that during his flight he saw some big crystal, and he thought that it has some relation to protosses. Artanis think that could be the abandoned Xel'Naga shrine. He says thanks to Adun, because he think that building will save our life. He order you to place the psy disruptors on the given points and then activate the shrine.

Objective

Bring the 3 psy disruptors with probes to zerg beacons while Raynor is there, then go bring Raynor and Artanis to Xel'Naga shrine

Strategy You can use shuttles for the probes with psy disruptors. There are 3 enemies. Red is the easiest and brown is the most difficult. When you activate a psy disruptor, that enemy will freeze. Every enemy will use broodlings with 4 queens and mass defilers. Sometimes you can meet with 7-8 defilers, even in the beginning of the mission. This mission can be completed with only 1 expansion. Its not easy to handle it with ground units, because mass broodlings and several ultralisks, guardians. But if you do carriers and arbiters be careful about mass scourges. At the end of the mission you will see a scene when Raynor says to Artanis that he begin to chase Duran. Artanis tell him that he needs to stay on this place to clean it from zergs.

Epliogue

Zerg hives are eliminated from Shakuras by the psy disruptors. Artanis and the survived executors and high templars returned to citadels, meanwhile protoss infantries and fleets continued to kill the messed zergs which attacking one another. Samir Duran, the leader of zergs left the area. James Raynor and his elit squad started to chasing zerg leader and they disappeared from the protosses on high orbit. Artanis watched killing the zergs from the top of his citadel. Cold wind touched his whole body. He was satisfied. He scared when he thought what they achieved today. Altough they won, he knew that they won only a battle. The war continues while zerg or terran and protoss lives.

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