StarCraft II Part 16 defense and offense strategy. Includes Whispers of Doom mission walkthrough with Protoss and Zerg research objectives.
Walkthrough
- 1Gather 16 mineral deposits.
- 2Get tech reactors on your barracks, factory, and starports.
- 3Set up Psi-Disruptors near your bunkers and then missile turrets.
- 4Queue 4 more siege tanks, then start working on goliaths and banshees.
- 5Build up a defensive force for the first few minutes.
- 6Set up 3 sensor towers: one at each bunker area and one on the artifact platform.
- 7Keep your troops reinforced.
- 8Once you have enough goliaths, marauders, and banshees, move to the offensive.
- 9Head to the far southwest and start chipping away at the zerg.
- 10Pull back when the Queen of Blades moves on your base, repair, and get back to the western hive colony.
- 11Use the artifact to clear minions when Kerrigan attacks at the same time as a heavy wave.
- 12If you clear the southwest base, head to the northeastern base.
- 13Pass time until the artifact is fully charged.
- 14Step 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
- 1Control Zeratul. Move up the first ramp and take out the zergling and crawler.
- 2Move north, learn to blink, and blink over to take out nearby zerg.
- 3Continue north until a bridge collapses, then blink across.
- 4Follow the path, destroy the obstruction, and continue south.
- 5Stun and kill the spore crawler, then take out nearby zerg.
- 6Head up the ramp, stun the next spore crawler, kill it, and take out nearby zerg.
- 7Further north, stun a spore crawler across a chasm, then blink or blink then stun to kill it, and kill any nearby zerg.
- 8Further north, stun an overseer before blinking across to take out 4 Hydralisks.
- 9Step on the beacon at the first shrine.
- 10Follow the path up, around, and down, then blink across a chasm.
- 11Stalkers will aid you against 3 mutalisks.
- 12All 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.
- 13Continue west on the path. Have Zeratul take out the spine crawler just outside spore crawler range.
- 14Stun the spore crawler and kill it. Send stalkers to take out 3 patrolling mutalisks, timing to take them out one at a time.
- 15After blinking past another chasm, you will be assaulted by 2 more mutalisks.
- 16Along the path past the mutalisks, you'll encounter your first Zerg base. Use stalkers to take out overseers while avoiding spine crawlers.
- 17After overseers are dead, send Zeratul in to clear the base.
- 18Southwest of the base is the second Xel'Naga Shrine. Step up to the beacon.
- 19Head through the newly opened gate. Set stalkers to kill the overseer just past the barrier, then send Zeratul in to kill the spine crawlers.
- 20Have stalkers engage mutalisks one at a time.
- 21Follow 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.
- 22Move to where the acid crawlers were and blink across a collapsing patch of land to find the second Zerg hive.
- 23Attack the overseer with stalkers when it reaches its southernmost point. Send Zeratul in to clear the hive.
- 24Blink back to where the acid crawlers were and head north. Take out the overseer, then send in Zeratul.
- 25Engage spine crawlers quickly before they take root, then take out the overseer.
- 26Head north and clear a barrier.
- 27Engage the large Zerg force with Karass and zealots. Send stalkers for flying units and Zeratul when there are no detectors.
- 28After the fight, move to where Karass is standing. Blink troops up to a slightly raised plateau to his left.
- 29Follow the path south to a chasm, blink across, and take out the obstruction to reveal the path to the third and final Zerg Hatchery.
- 30Stun the spine crawler and blink in to kill it. Quickly blink back out of spore crawler range.
- 31Move stalkers in to help finish the hatchery.
- 32Blink east and head back towards the final beacon.
- 33Ensure 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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