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Part 16
StarCraft II

Part 16

StarCraft II Part 16 defense and offense strategy. Includes Whispers of Doom mission walkthrough with Protoss and Zerg research objectives.

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StarCraft II Part 16 defense and offense strategy. Includes Whispers of Doom mission walkthrough with Protoss and Zerg research objectives.

Walkthrough
  1. 1
    Gather 16 mineral deposits.
  2. 2
    Get tech reactors on your barracks, factory, and starports.
  3. 3
    Set up Psi-Disruptors near your bunkers and then missile turrets.
  4. 4
    Queue 4 more siege tanks, then start working on goliaths and banshees.
  5. 5
    Build up a defensive force for the first few minutes.
  6. 6
    Set up 3 sensor towers: one at each bunker area and one on the artifact platform.
  7. 7
    Keep your troops reinforced.
  8. 8
    Once you have enough goliaths, marauders, and banshees, move to the offensive.
  9. 9
    Head to the far southwest and start chipping away at the zerg.
  10. 10
    Pull back when the Queen of Blades moves on your base, repair, and get back to the western hive colony.
  11. 11
    Use the artifact to clear minions when Kerrigan attacks at the same time as a heavy wave.
  12. 12
    If you clear the southwest base, head to the northeastern base.
  13. 13
    Pass time until the artifact is fully charged.
  14. 14
    Step on the final beacon for the ending cutscene (a non-interactive cinematic the game plays automatically).
Tips
  • This stage is the easiest of the final three.
  • The artifact provides a rewarding but VERY short cutscene upon full charge.

Walkthrough
  1. 1
    Control Zeratul. Move up the first ramp and take out the zergling and crawler.
  2. 2
    Move north, learn to blink, and blink over to take out nearby zerg.
  3. 3
    Continue north until a bridge collapses, then blink across.
  4. 4
    Follow the path, destroy the obstruction, and continue south.
  5. 5
    Stun and kill the spore crawler, then take out nearby zerg.
  6. 6
    Head up the ramp, stun the next spore crawler, kill it, and take out nearby zerg.
  7. 7
    Further north, stun a spore crawler across a chasm, then blink or blink then stun to kill it, and kill any nearby zerg.
  8. 8
    Further north, stun an overseer before blinking across to take out 4 Hydralisks.
  9. 9
    Step on the beacon at the first shrine.
  10. 10
    Follow the path up, around, and down, then blink across a chasm.
  11. 11
    Stalkers will aid you against 3 mutalisks.
  12. 12
    All 4 units may blink west. Send stalkers north hugging the east side to take out the overseer, then blink Zeratul in to kill the hydralisks.
  13. 13
    Continue west on the path. Have Zeratul take out the spine crawler just outside spore crawler range.
  14. 14
    Stun the spore crawler and kill it. Send stalkers to take out 3 patrolling mutalisks, timing to take them out one at a time.
  15. 15
    After blinking past another chasm, you will be assaulted by 2 more mutalisks.
  16. 16
    Along the path past the mutalisks, you'll encounter your first Zerg base. Use stalkers to take out overseers while avoiding spine crawlers.
  17. 17
    After overseers are dead, send Zeratul in to clear the base.
  18. 18
    Southwest of the base is the second Xel'Naga Shrine. Step up to the beacon.
  19. 19
    Head through the newly opened gate. Set stalkers to kill the overseer just past the barrier, then send Zeratul in to kill the spine crawlers.
  20. 20
    Have stalkers engage mutalisks one at a time.
  21. 21
    Follow the path south to a ramp, send stalkers up quickly to a dead end. Let acid crawlers come to you. If they reach you, blink west.
  22. 22
    Move to where the acid crawlers were and blink across a collapsing patch of land to find the second Zerg hive.
  23. 23
    Attack the overseer with stalkers when it reaches its southernmost point. Send Zeratul in to clear the hive.
  24. 24
    Blink back to where the acid crawlers were and head north. Take out the overseer, then send in Zeratul.
  25. 25
    Engage spine crawlers quickly before they take root, then take out the overseer.
  26. 26
    Head north and clear a barrier.
  27. 27
    Engage the large Zerg force with Karass and zealots. Send stalkers for flying units and Zeratul when there are no detectors.
  28. 28
    After the fight, move to where Karass is standing. Blink troops up to a slightly raised plateau to his left.
  29. 29
    Follow the path south to a chasm, blink across, and take out the obstruction to reveal the path to the third and final Zerg Hatchery.
  30. 30
    Stun the spine crawler and blink in to kill it. Quickly blink back out of spore crawler range.
  31. 31
    Move stalkers in to help finish the hatchery.
  32. 32
    Blink east and head back towards the final beacon.
  33. 33
    Ensure all troops are at full shields before stepping on the final beacon.
Tips
  • Zeratul's blink ability is crucial for traversal and combat.
  • Stalkers are effective against flying units and overseers.
  • Time your engagements to take out units one at a time when possible.
  • Conserve Zeratul's abilities for when detectors are absent.
  • Ensure all units are at full shields before activating the final beacon.

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