This StarCraft 2: Wings Of Liberty mission guide will cover ‘Echoes of the Future’ providing the objectives, achievements (Echoes of the Future, Army of One, Overmind Dead Body) and a walk-through of how I beat this mission on hard difficulty during my own play through. Echoes of the Future in StarCraft 2: Wings Of Liberty is the third out of four missions that make up the Prophecy mission chain. These levels revolve around Jim Raynor witnessing Zeratul’s memories through the use of the Ihan crystal. In Echoes of the Future, Zeratul travels to the Protoss home world destroyed in StarCraft Aiur, in search of whatever memories still remain in the shattered husk of the defeated Overmind that originally laid waste to the planet. Zeratul hopes through making contact with the tentacles of the Overmind will help him clear up the fragmented Prophecy he still carries with him.
Echoes of the Future in StarCraft 2: Wings Of Liberty begins with Zeratul being dropped off alone on Aiur, placed along a coast line infested with some scattered Zerg. In this play-through I will focus on getting the Army of One and Overmind Dead Body achievements, that require Zeratul rack up 50 kills on this mission, and that the mission is beaten under 20 minutes respectively. The Achievement Echoes of the Future, essentially requiring the powering up of two relics for Protoss research points, and the bonus objective satisfaction, was only 50% completed in this particular play-through, having powered up ½ relics only due to the time constraints placed by Overmind Dead Body. I did however locate and clear the area of Zerg defenders, meaning that the only step I did not take was to actually power the structure on with a pylon, which is easily done by any player needing this objective and achievement (I accomplished this on a previous play-through). This mission guide will focus on the steps I took to give Zeratul his 50 kills, while moving through this mission as fast as possible, which requires a certain special order of actions, and some risky ones.
Placed upon the beginning area, I move Zeratul quickly pass all the Zerg that at this point are an unnecessary time consumption, receiving an observer as I walk around the coast to the East before approaching a powered down Protoss base I can commandeer. I take the time to stop and attack only the 3 closest Zerglings to the base, just in case they are close enough to be interested in attacking it before I can get the Photon Cannons online. Moving to the beacon begins an in-game cut scene and granting two of the massive Colossus units, which move to guard a ledge to the north of the base. I will not be building any further units of these throughout this mission, nor will I move these two or suggest anyone does, they are a great defense asset where they are, and I never ran into an Issue with them being attacked by something they couldn’t handle.
After the cut scene is over, (skipped in the video posted toward the end of this guide to save time) I get my probes set to gathering minerals while a single one works on setting up 4 pylons to power the base and give some extra support for training units. I also send Zeratul along with an Observer to attack the Zerg encountered earlier along the coast of Zerg I skipped earlier now that he is not needed for the moment, and to rack up some kills for him. Rallying my probes to the minerals gets them harvesting ASAP while I divert a couple to gas harvesting. I train some Stalkers for anti air and ranged support while having Zeratul clear out the Zerg lying around the edge of the closest tendril with the assistance of an Observer to uncover buried units while slowly moving into the base, making the most out of his abilities to stun the spore crawler that is capable of detecting him along with the spine crawler afterwards, using blink to quickly jump into the detection circle before stunning.
Around this time the Zerg frenzy waves begin to attack, where every 4 minutes (with an in-game timer that also helps evaluate time passed for Overmind Dead Body) two massive waves of minor Zerg units attack from the North and East corners entrances to the Protoss base. The first wave is easily held off by the Photon Cannons and Colossi but further waves will need more help, as the Zerg become more persistent. Continuing to work on the Zerg surrounding the closest tendril that also contains an excellent set-up for an expansion base I plan to use, with Zeratul and the Stalkers that have finished training brings me within range of a powered down of a powered down Warp Gate next to the first relic. These structures are Gateways that have transformed, allowing them to warp units in at the same cost as training anywhere pylons are powering, except much faster, although without the ability to queue.
Approaching the Warp Gate allows me the ability to transform my own Gateway into one, which I will be doing to all my Gateways in this mission, of which after unlocking this ability I quickly build 8 to warp in a large group of units at once. Moving a probe to the first tendril I begin to set up pylons to power the Warp Gate, along with a Nexus for my expansion base, after clearing the last Zerg in the area, along with approaching the beacon and securing a Zerg research point, completing 25% of the main objective of Echoes of the Future. Powering up this Warp Gate grants 3 Stalkers and a High Templar, which I take with Zeratul back to the main base to defend against a Zerg frenzy. This also powers on the relic giving me a Protoss research point. These waves generally attack the main base unless drawn into the expansion by units attacking them, meaning I can pass on extra defense for the most part, warping in units when I need to.
Once the second nexus is up, I start pumping out Probes from both of my Nexus with the rally point being the mineral field in the expansion base. I also warp in a Twilight Council to unlock the Templar Archives to warp in more High Templar to transform into Archons. Transforming all my Gateways to Warp Gates allows me to quickly mass my army faster than building them at Gateways, while keeping the Warp Gates on control group one for quick selection and warping in of more reinforcements. Upgrading at the Forge will allow me to increase the effectiveness of all my units as well.
Once I’ve amassed a considerably army of a large group of Zealots with 2 Archons and some stalkers, I start clearing the path up north from my main base to the 2nd tendril, passing the second relic and clearing the area around it, reaching the next tendril beacon rather quickly as the Zerg are unable to mount much defense against the massive strength of the Protoss and moving onto the third in rapid succession with my remaining force which has lost one of the Archons and most of its Zealots, while a probe that followed my army sets up a pylon at the 2nd tendril for my Warp Gates to call down more units at. Zeratul leads this force to gain kills, however I keep an eye on his hero card to make sure he isn’t taking the brunt of the attack, which usually falls upon the Zealots or Archon if they’re tightly grouped. Most of the Zerg strength in this mission is focused on the attacking frenzy waves, with surprisingly weak defenses otherwise.
By the time I’m at the third tendril, I’m down to a few Stalkers and an Archon, probably not enough to clear the path to the last tendril, but they don’t have to. Feeling the pressure for time, I send my surviving Protoss on a suicide distraction mission, attempting an attack move towards the last tendril which I know they won’t survive, but will draw at least a fair amount of the nearby Zerg towards them. I take Zeratul once the attack starts, and stun a Spine Crawler currently engaged with the distracters, while blinking him past a second, then making a full sprint towards the last beacon (make sure he has full shields and over 50% of his life left, as he takes damage if you wish to try this) running past some Ultralisks and a third Spine tower but reaching the beacon in still fair health, instantly clearing this mission.
Click here for a video of this play-through.
StarCraft 2: Wings Of Liberty ‘Echoes of the Future’ Objectives
Reach The Nexus: Impossible to fail as there are no detectors between the starting point and the main base that is discovered in the beginning of this mission. Either hack your way through the burrowed Zerg visible with the granted observer, or if pressed for time, run on through.
Bring Zeratul to the Overmind Tentacles (4 Research): Get Zeratul to each of the beacons marked on the map, which I suggest starting with the closest, as it contains the possibility for an expansion base, while possessing weak defenses, conquerable with a very small force. From this point, I suggest working clockwise, as the east path has Infested Terrans that really did a number on my Protoss when I tired that on a separate play-through. The last tentacle can be rushed, since you don’t have to worry about Zeratul being stranded and killed afterwards, since that ends the mission. Each tentacle reached also grants 1 Zerg research point.
Power the Obelisks: (2 Research Bonus): This bonus objective simply requires reaching the two relics and powering them with pylons, quite simple really, however I skipped one to make sure I beat the game in fewer than 20 minutes. Each one activated grants a Protoss research point, and they do not need to stay activated afterwards.
StarCraft 2: Wings Of Liberty ‘Echoes of the Future’ Achievements
Echoes of the Future: Complete all mission objectives, including the bonus objective of powering the obelisks on any difficulty to earn this 15 point achievement.
Army of One: Complete this mission while making sure Zeratul racks up at least 50 kills on this mission on normal difficulty or higher for 10 points. This I dint have to really try to get, besides using Zeratul as part of my attacking force and having him clear the areas in the beginning of the mission before I had a standing army. Just using him as normal gave a kill count of 81.
Overmind Dead Body: Complete this mission in less than 20 game minutes on hard or higher difficulty for 10 points. Remember, hard actually is on fast speed, which means the game time goes about 1.15-1.25 times faster than real life time would.
Click here to see a continually updated mission order and tech tree guide that shows what I have done so far, to explain how I have unlocked certain tech and units.