Then send in Zeratul to clear out the hive. Blink back to where the acid crawlers were and head north. Take out the overseer here then send in Zeratul. Move forward and engage the spine crawlers quickly before they take root.
Then take out the overseer. Head north and clear a barrier. Beyond you'll encounter Karass and a large force of zealots. They will aid you in killing the large zerg force. Let them rush in but play it safe yourself. Save your stalkers for the flying units and only send in Zeratul when there are no detectors. After the fight move to where Karass is standing. To his left you will see a slightly raised plauteu.
Blink your troops up there and follow the path south to a chasm. Blink across it and take out the obstruction to reveal the path to the third and final Zerg Hatchery. This one will take some work. Stun the spine crawler and blink in to kill it. Quickly blink back out of range of the spore crawlers. Now move your stalkers in to aid in finishing the hatchery. Then blink east and head back towards the final beacon. Before stepping on the beacon make sure all of your troops are at full shields.
Step on the final beacon for the last shrine. Whichever one you missed, this should help you find them. Just follow it to the letter. There's a chasm you can blink across and beyond it is a second zerg hatchery. Send Zeratul in to hit the Spine crawler with void prison and destroy it. You'll want the Stalkers to take out the Overseer for you but be ready to fight off an Ultralisk that crops up first.
As before, move the Stalkers away while Zeratul takes out the hatchery so that the spawning zerg Broodlings don't chew away at your health. Backtrack and head north, ready to attack the batch of walking Spine crawlers before they burrow into the ground. You can't kill 'em all, but you should be able to leave just a couple that Zeratul can take out without stepping into the Overseer 's detection ring.
Not much further ahead, you'll meet up with more protoss forces. You're still limited to controlling your core crew. We suggest using void prison on the Ultralisk that challenges the protoss right away. The Spine crawlers further west will mostly be concerned with the other protoss dudes so you can attack them safely, though save your Stalkers ' attention for the flying Mutalisks.
When the choke point is clear, send your Stalkers to the ledge overlooking the open area to the west. They'll help clear out the Nydus worms that appear. Don't step into the glowing circle in front of the last shrine just yet. It'll kick off an unstoppable sequence that won't allow you to get the final zerg hatchery. Instead, gather your troops near the now-cleared choke point and blink up to the platform above.
You'll have to blink again across a chasm to the south where you'll find the zerg hatchery. Move Zeratul in and hit the Spine crawler with void prison so you can kill it. Retreat to let the Stalkers shoot down the roaches before taking out the Overseer to allow Zeratul to finish off the hatchery without getting attacked. You'll have to blink back down to the main ground level to continue north to the Xel'Naga shrine.
Reaching the shrine triggers an event during which you must run. Do not stop to fight anything, and do not worry about your Stalkers. You need to get Zeratul through this. Follow the main path and use your crew to destroy the first obstacles in your way.
Things get increasingly hectic near the end of your run. Hit the chasing Ultralisk with a void prison and use blink to warp through the last obstacle, rather than waiting to destroy it. If you're going for the "Stalker Delight" Achievement, don't blink through the last obstacle, but you risk more damage to Zeratul.
Last Edited: 2 Apr am. Whispers of Doom. Complete all mission objectives in the "Whispers of Doom" mission. Stalker Delight. Complete the "Whispers of Doom" mission on normal difficulty with 3 or more stalkers. Merely a Flesh Wound. Betting Preferences. What links here.
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