SC2 Speedrun, Part 6/8: Whispers of Doom, A Sinister Turn

3,461 views · Published 30 July 2011 · 13:24 · Indexed 10 October 2026

Channel: Arawethion · 2011 · Gaming

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Full notes on the run here:
http://elitistjerks.com/blogs/1152-hamlet/551-starcraft_2_speedrun/

Notes on these missions:
11. Whispers of Doom 7m18s.  (starts 0:06)
Mostly pretty straightforward.  I skip the Zerg research because it's not needed for anything (also, 3 more would get me from 16 to 19 total during the run, which is worthless).  You can basically run by a lot of encounters.  The main issue for planning is the cooldown on Zeratul's spells--sometimes you have to save them for important moments.  I don't even think losing a Stalker or two near the end would slow anything down much, so you might able to charge though even faster and just let them soak hits.

12. A Sinister Turn 5m11s.  (starts 7:50)
This one's kind of interesting.  The goal is to sneak DT's into the goal area as soon as Maar leaves it for the first time.  Important fact: Maar's script triggers when you have mined a certain number of total minerals.  So I make extra Probes at the beginning, and never mine gas.  I get two DT's and an Immortal for free, and can make one more DT with my starting gas.  That's not quite enough to charge through the final base with all 3 DT's alive (at least not easily) so I throw in a Zealot with the Immortal as further cannon fodder, which gets the DT's through easily.  While waiting for Maar, there's ample time to clear a path and grab the 3rd research point.

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