StarCraft II Mission Guides Part Six: The Prophecy Missions

StarCraft II Mission Guides


Zeratul Mission 1 - WHISPERS OF DOOM

  • OBJECTIVES:

    1. Bring Zeratul to each beacon
    2. Zeratul must survive
    3. Obtain Zerg Research from destroyed Hatcheries

  • ACHIEVEMENTS:

    1. Whispers of Doom [15] - Complete all mission objectives.
    2. Stalker Delight [10] - Complete the mission on Normal difficulty with 3 or more stalkers.
    3. Merely a Flesh Wound [10] - Complete the mission on Hard difficulty without Zeratul suffering life damage.
    4. Meta: Prophecy Mastery [20] - Complete all the Prophecy mission achievements.


WALKTHROUGH

This is a mission that brings you back to the mission style of Warcraft III, where you control a hero and use his or her abilities to control the flow of the mission. Zeratul has two abilities:

  • Blink - Short range teleport. 10 second cooldown.

  • Warp Field - Target is stunned and loses detection for 12 seconds. 22 second cooldown.

You’ll need to make the most of these abilities to get through the challenges ahead. The first half of the mission is fairly simple and obvious. If there is a unit with stealth detection, disable it with Warp Field and either kill it, or kill the defenders that would attack Zeratul otherwise. If there is a gap, Blink across it. You can do this.

Do not be afraid to sit back and observe an area. Noticing the patrols of the Zerg and catching them at the outskirts can be used to your advantage in taking out a lone Overseer or Mutalisk. If you’re having trouble with the Broodlords, they can be baited to break formation and come after you. Lure them into range, then blink on top of them and stun them with Zeratul. That will ensure that no lasting damage is taken.

The first truly threatening part of this mission is the Baneling Alley. There’s a long narrow passage, with a spot to put your Stalkers in the middle. The Banelings will charge immediately once fired upon. Your instinct will be to keep Zeratul back, but note that there is no detection along the east side of the passage. Get him in there and have him taking units out is key to getting the achievement, and perhaps even survival. You cannot afford to lose more than one stalker in this mission to get the achievement and succeed.

Once you rally up with the High Templar, give your Stalkers an attack move command and have Zeratul begin attacking as well. The moment the air units come into view, stun one of the Brood Lords and begin focusing on the Mutalisks. Once they are down, focus on the unstunned Brood Lord and then finish the job. The Nydus Worms will begin to rise up at this point, so put your Stalkers on high ground to bombard from below, and have Zeratul target the worms personally to take them out. The Zealot army will take casualties from the Ultralisks whether you like it or not, I’m afraid. But so long as most of them survive, you’ll survive the coming timed escape.

Once the ol’ Queen shows up, escape is all that matters. If you have 5 Stalkers at this point, you have the achievement in the bag. Do not bother shooting anything and don’t worry about detection. Warp past destructible rocks so that the pursuers have to deal with them instead of you. Blink every time it’s up and you can bypass most terrain obstacles, and all you have to do is make it to the beacon alive to finish the mission instantly.

Now go back and watch that awesome cut scene again. You know you want to.


Next Mission: A SINISTER TURN

StarCraft II Mission Guides


Zeratul Mission 2 - A SINISTER TURN

  • OBJECTIVES:

    1. Power the unpowered Protoss Base
    2. Free the Preservers (3 Zerg Research)
    3. Power the other unpowered buildings (3 Protoss Research)

  • ACHIEVEMENTS:

    1. A Sinister Turn [15] - Complete all mission objectives.
    2. Out for Justice [10] - Kill all Protoss in the mission on Normal difficulty.
    3. Maar-ked for Death [10] - Complete the mission on Hard difficulty in less than 25 minutes.
    4. Meta: Prophecy Mastery [20] - Complete all the Prophecy mission achievements.


WALKTHROUGH

Finally, something different to make besides SCVs!

You start off in an unpowered Protoss base. Begin by constructing Pylons where the image shows up. Pylons power all Protoss buildings in a wide radius and provide food for the race, acting as both a power source and the equivelant of the Terran Supply Depot. Quickly get your probe count up to snuff. This is one of the first missions that will truly test your ability to play the game.

You have two ramps to defend, but static defenses are NOT the answer. Once the nearby Protoss start attacking, you’ll get a cutscene later of a new threat: a Zerg/Protoss hybrid, Maar. Do not be intimidated by him. Maar has 3 stages depending on how long the fight plays out.

  • Stage 1 - 700 hp, 700 Shields. 1 Armor, 20 attack(30 against buildings). Marr will blink around to a new target every few seconds.

  • Stage 2 - 900 HP, 900 Shields. Maar gains a new ability that pins targets in the air for a few seconds, and deals 60 damage to them during this. He will cast on several of your units at a time.

  • Stage 3 - 1200 HP, 1200 Shields. Maar gains another new ability - a charged blast that he’ll hurl at a nearby structure. This does a whopping ~450 damage, and one shots Pylons and Photon Cannons as a result. This is why you’re not going to build Photon Cannons, as they’re completely worthless once he hits this phase.

Every time he is killed, Maar revives in about a minute. Every three revives or so, he gains a level and a new ability, as well as becoming tougher. No matter how tough he is, the fact that he switches targets so often, doesn’t deal a lot of splash damage, and is actually pretty weak means he’s not a threat. A cluster of Zealots and Stalkers, 5 of each, can swarm and kill him with little trouble and likely no casualties.

Your main goal is to build up an unstoppable force while holding off the attacks. The renegade Protoss will also strike at you with a mix of Stalkers and Zealots, and the occasional Archon and Sentry later on. The first step in bolstering your forces is to grab the nearby Robotics Facility and Dark Shrine. They only have a guard of one Stalker and Zealot, respectively. Three Zealots are enough to capture these with a pylon behind them. You don’t have to worry about defending them as they’ll never come under attack unless you put the Pylon near the path they’d take to attack you.

Capturing each one will give you an Immortal and two Dark Templar. Add the Immortal to your defense group, and send the Dark Templar out on a mission to kill all of the straggler defenses and pylons. There are no detectors on this map besides Maar and Photon Cannons. As such, Dark Templar can clear the map besides the base in the bottom left, top right, and outside the Preservers. Hop to it!

While you’re doing all of this, queue up your Forge upgrades and put up 3-5 extra Gateways. Make sure you’re harvesting with at least 16 probes and 3 on each gas, as time is of the essence. When your upgrades are done and you’re packing at least 15 Stalkers, 15 Zealots, and whatever else you decide to bring, it’s time to stick it to a base. Take the fight to Maar around the middle of the map, and then lash out at one of the side bases. They have a handful of Void Rays, Archons, Immortals and the like but are so spread out and unfocused that they’ll fall like dominoes to your charging horde.

Replenish your forces, smack Maar around again, and then demolish the other base. Expand to both, and you don’t need defenses at either one. Remember to power the Templar Archives on the right side of the map for a research point and to access High Templar!

You should rally outside the bridge to the Preservers’ base next. When you’re packing at least 20 Zealots and 20 Stalkers, and whatever High Templar or Archons you prefer with your excess gas, you’re ready to storm in. Slap maar in the face with your massive Army, and then demolish all that stands in your way between your army and his prison. Make sure you destroy everything in their base to get the Achivement for crushing all Protoss. Maar might revive again, only to die instantly to your forces that are crushing his ressurrectors.

Do this in 25 minutes on Hard difficulty, and you receive another easy achievement under your belt, and a good command of how the Protoss ground army works.


Previous Mission: WHISPERS OF DOOM | Next Mission: ECHOES OF THE FUTURE

StarCraft II Mission Guides


Zeratul Mission 3 - ECHOES OF THE FUTURE

  • OBJECTIVES

    1. Reach the Nexus
    2. Bring Zeratul to the Overmind’s Tendrils (4 Zerg Research)
    3. Zeratul must survive
    4. Power the Obelisks (2 Protoss Research)

  • ACHIEVEMENTS:

    1. Echoes of the Future [15] - Complete all mission objectives.
    2. Army of One [10] - Complete the mission with Zeratul killing 50 Zerg units on Normal difficulty.
    3. Overmind Dead Body [10] - Complete the mission on Hard difficulty in less than 20 minutes.
    4. Meta: Prophecy Mastery [20] - Complete all the Prophecy mission achievements.


WALKTHROUGH

Man, I never wanted to see this ugly Overmind again.

You start off wandering to the southwest with nothing more than Zeratul and an Observer. Zeratul has the same abilities he had in the first mission, Whispers of Doom, so he can Blink and stun targets as needed. Since this mission is much less scripted though, it’s risky to throw him into the fray unless you pay close attention to blink out of trouble, but you don’t really have a choice at first.

Move forward and you’ll get an Observer. Move forward with Zeratul and the Observer, killing all burrowed units in your path until you reach the base. Powering it will reward you with one of the best Protoss units money can buy against the Zerg - the Colossus. The position they are on once they rise out of the sea is wonderful and you might as well leave them there for the majority of the mission, as they’ll fend off any attacks coming from the north almost singlehandedly.

Do your economy thing and get your probe count up. You have some basic defenses to the north and east, but you want to get some to the west as well. You’ll see why soon enough. In the meantime, have Zeratul scout and kill everything he can to the north and east, and the northeastern plateau next to your base. Zeratul should easily rack up the 50 kills needed for the achievement doing this, and you’ll save your combat units that are needed to clean up the difficult parts of the map in the process. Remember to have your forge upgrade everything as fast as you can. Note that you can also upgrade to level 2 upgrades now.

The Frenzied Assault timer will begin, and every 3 and a half minutes, the Zerg will spawn 0-2 Nydus Worms around your base and spew a variety of units. This starts with Zerglings, but escalates to Roaches, Hydralisks, Ultralisks, and perhaps the most dangerous, Banelings. Be careful charging at these with Zealots, as a few baneling explosions will render your entire front line dead or near death. You do not have to kill the worm, and probably shouldn’t. They’re beefy at 600 HP, and disappear after delivering their payload. If they spawn to the north, let the Colossi handle most of it. To the east or west, let defenses and your army deal with it.

Every time a frenzied assault ends, it’s time to move out. The easiest tendril to assault is north of your base. It only has a handful of air units, detectors, and miscellaneous ground units to defend. Zeratul can dispatch most of it himself, and then hit beacon #1. Every time Zeratul hits a beacon, he gets a full heal. Keep this in mind and don’t be afraid to have him get dirty - he does a ton of damage!

Storm east next, with a mix of Stalkers and Zealots. You’ll find a lovely infested town, and your Zealots will walk over everything here with relative ease. Tendril #2 is here, hit it and return to base. At this point you should probably expand if you’re not going for the speed achievement, to either the plateau or to the infested base. If you’re not going to expand on the plateau, at least build a Pylon up there to secure the Obelisk, which summons some free reinforcements and nets you a Warp Gate.

Once attack #2 or 3 is over, you should have a fairly substantial force of Stalkers and Zealots. Take them north of your base and storm to the top left tendril. You’ll find a lot of burrowed forces in your path, and an Ultralisk or two. Zeratul can stun and kill Ultralisks with no effort, but you might want to save your stun for the Brood Lords that are also hovering around. Have your stalkers blink up to them and hit them hard before the Broodlings get out of control.

Transition to Colossi or High Templar/Archons during the next attack and send in your final force to stop on the Ultralisks and Hydralisks guarding the final tendril. Zeratul makes it so easy!


Previous Mission: A SINISTER TURN | Next Mission: IN UTTER DARKNESS

StarCraft II Mission Guides


Zeratul Mission 4 - IN UTTER DARKNESS

  • OBJECTIVES:

    1. Kill 2000 enemies
    2. Fight to the last man!
    3. The Archive must survive the first 25 minutes (Research)

  • ACHIEVEMENTS:

    1. In Utter Darkness [15] - Complete all mission objectives.
    2. Semi-Glorious [10] - Kill 250 additional Zerg units on Normal difficulty.
    3. Blaze of Glory [10] - Kill 750 additional Zerg units on Normal difficulty.
    4. Meta: Prophecy Mastery [20] - Complete all the Prophecy mission achievements.


WALKTHROUGH

First of all, hats off to Blizzard for this one. This mission is absolutely epic. First, take a look at your surroundings. You have three wide bridge entrances. You have a plethora of Cannons throughout your base. You have a very good income stream already, good production, and everything is in place basically.

It’s not good enough.

You can rest assured that you are going to have everything thrown at you in this mission. Immediately queue up 5 more probes from each nexus to the minerals, and reinforce your defenses. I would advise having 4 teams for this mission:

  1. Your ground combat force.
  2. Your air combat force.
  3. Your ground production.
  4. Your air production.

All of these will be active killing things and producing things by the end of this mission, or you will die. And that’s okay. Death is the end of this mission once you kill 2000 units. If you die before then you just wasted a lot of time and have to start over. Do it right the first time!

First of all, upgrades are important. The Zerg will be upgrading quickly, so you need to do the same. Queue up your forge AND cybernetics core with armor and weapons, and even pick up shields since you’ll be using a lot of Photon Cannons this mission.

Next, let's look at unit composition. The enemy will be throwing masses of units at you. You have a few answers - Archons, Templar, Colossi. One of these requires a lot less work to be effective and survive than the others. I had my first team consist of miscellaneous ground units, and 10 Colossi. These can incinerate anything before it damages your cannons too much, but suffer from mobility problems.

For air, hold off for a while and just use a squad of Phoenixes. You’ll see why.

The waves begin hard and fast. You can see them coming with Observers. The moment you see a large purple cluster show up, get in position over there pronto. Do not chase outside the range of your cannons. Keep the enemy near so you can get more shots on them before they hit your defenses.

Once the Phoenix squadron arrives, waves will strike multiple sides at once. Split your Colossi up and you should survive no problem. Keep making units and don't forget queue up your second tier of upgrades! Maintain your focus. Mutalisks and Broodlords will strike from strange angles from the skies and bust up your defenses on the walls if you’re not paying attention. Swarm them with your air before they can do that.

When the Void Rays arrive, you can now queue up Carriers to be built. Carriers can strike from behind your cannon lines, which is what matters most. They can still hit Brood Lords when it counts as well, and don’t have the charge up time of Void Rays. You still have to be careful of Hydra packs, they can reduce your interceptor count in a hurry.

Keep restoring your defenses as the Hybrids smash into them. Do not lose focus or hope. The archive only has to survive a bit longer, and then you can fall back. When in doubt, throw up some Zealots for a meat shield, or build more Colossi.

Once the carrier matriarch arrives, you should have a very, very strong air force. You are upgrading your air units, right? The archive should almost be complete at this point, so prepare your defenses at the ramp further back in your base. Wall it off completely. There’s no reason to venture forth with the positioning possible there. Colossi can be placed in between the ramps and fire down at anyone threatening.

Nydus worms will begin spawning all over the place. Put a few cannons by your Nexus and production structures to ensure no rogue Zerglings get in your probes and start ruining your day.

Once the man himself shows up (I don’t want to spoil it if you haven’t played it yet!), you might want to turn down your visual settings depending on your system specs. LOTS of things will be getting cloaked and my computer finally began to buckle on Ultra.

Do not stop making units! Issue attack move commands left and right, and keep restoring your defenses as they’re taken out. This is your final stand. You are going to hit 2000 kills and surpass it fairly easily if you've survived this long. Once you hit 2500 kills, the real fun begins. Corruptor packs will begin spawning and swarming you, and this is when you have to focus and keep yourself alive more than ever. Corruptors devour your Carriers in a few volleys, so don’t be afraid to use the special ability on the big man’s ship to remove them from the game for a few seconds.

All things will come to an end unfortunately. Once you’ve hit 3000 kills, the rest is bragging rights. Good luck!


Previous Mission: ECHOES OF THE FUTURE

About the Author

Last Updated:

Around the Web