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

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Published on Jul 29, 2011

Full notes on the run here:
http://elitistjerks.com/blogs/1152-ha...

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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