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Starcraft Walkthrough

Protoss

Protoss Missions: First Strike (1)  |  Into the Flames (2)  |  Higher Ground (3)  |  The Hunt for Tassadar (4)  |  Choosing Sides (5)  |  Into the Darkness (6)  |  Homeland (7)  |  The Trial of Tassadar (8)  |  Shadow Hunters (9)  |  Eye of the Storm (10)

Terran and Zerg - Click here to see walkthroughs for the other races in Starcraft.


Mission 6: Into the Darkness

Mission Objectives:
  • Rescue Zeratul
  • Tassadar Must Survive

    This mission can be highly dangerous, due to the numerous infested terrans that are about. There are some solutions for dealing with them, namely using Tassadar's hallucination ability and sacrificing a single unit to prevent damage to many. First, make two groups out of your units. One with all of them and another with just Tassadar. Head to the southeast and kill off the zerglings. There are about eight of them. You won't take too much damage, as Tassadar is quite powerful. Just be sure that you move slowly so Tassadar is there when the fighting starts.

    These marines will be a huge help to you throughout this mission. Now go down the stairs and fight the hydralisks. When they're dead, proceed down the middle of this room. On either side are infested terrans and if they see you, they won't let up until they kill something. At the end is a door, once through it you'll see a group of marines. Go toward them and they'll join you, which is a big help. Now head to the next door with just Tassadar. Kill the four zerglings just at the entrance, then stop. Use the hallucination ability on a zealot and have one of them run to the far southeastern corner of the room you just entered. It will be destroyed by an infested terran, saving you some grief and possibly even killing the other zergling when it detonates (if you do it right). Now use Tassadar to finish off the enemies in the room, then gather the rest of your forces to him.

    In this screen, the area where the screen is focused is the location of the first infested terran. The second, where you should sacrifice a marine, is the location the cursor is in.The purpose of using Tassadar alone was to hopefully let your zealots' shield recharge a little for the next step. Now use the other hallucination you created and go through the door (one of your real units have to open it). Take the single hallucination and run it down the hallway to the southeast. Take the first southwestern turn the follow it until you come to a four-way intersection. When you reach it, go straight (that is, the southwestern path). Try to hug the eastern-most wall and take the poor bastard straight into the infested terran there. Yet another problem out of your way. Now, note that that hallway is not safe. The hallucination didn't trigger yet another infested terran. Send a single marine down the hall until you see him say, "what was that?" Why, it's another terran. Make him attack it and he'll die, but it's worth it. Now take all your forces and go through one of the two doors to the northeast.

    Some zealots and a dragoon can be found just beyond here. This is sure to help!Head east right when you go through, avoiding the path to the northwest. This place is shaped like a three pronged pitchfork. You want to go up the middle prong, so head east and when you see the path leading northwest, you'll want to take that one. Try to keep your forces together, as usual. Head up it and you'll fight a couple of hydralisks. Kill them, and the flamethrower by the stairs. When you ascend the stairs you'll see a beacon. Step on it to get yourself some zealots and a dragoon, which are a little further on the path. Now go back to the place where I had you send the hallucination and marine to their deaths.

    Send another hallucination down the hall you went to earlier to take out yet another dangerous infested terran.Follow the path until you come to where the terran killed the marine and you'll find some hydralisks. Kill them and take the path on to the four way intersection I spoke of earlier. When you reach it, use hallucination again and send one of the zealots up the northwestern path. Continue along it and let the infested terran kill the poor bastard. Now send the second hallucination down the southwestern path. You sent the second hallucination you made here earlier, but if you continue further you'll find another infested terran in the location pictured at the right. OK, now to do some real fighting again. Take the northwestern path of the four-way.

    This beacon unlocks the cell door to Zeratul.Proceed slowly and you'll yet again hear, "What was that?" This time it's just some zerglings. Further on the path, you'll come to another metal grating looking place. When you reach the end of the path there head south and curve to the west. You'll be on a big section of floor. At the end of this room, at the northwest are some hydralisks. Have all your forces confront them (keep 'em tight!) then head up the ramp with a zealot. Step on the beacon to unlock the door to the prison where Zeratul is held!

    I got the stupid terran to blow up all his comrades. Try to kill as many as possible!Now go back to that damned four-way intersection once more, where you've been clearing infested terrans. Now use the hallucination spell once more on a zealot, and continue down the path with it. You'll find yet another infested terran. That path was very, very treacherous, indeed. Now send the other hallucination down the path, and up the stairs. When you reach the door that was unlocked go through it immediately (there are launchers on the floor you need to avoid). You'll reach the spot that was revealed when you unlocked the doors. There is a room with many zerg to the southeast, and yet another terran. Attack the terran and it will blow up, taking a number of zerglings with it! Perfect! If you fail to do this, it's worth it to cast hallucination again and try until you succeed. Take two hallucinations if you have to. In the screenshot to the right I managed to make the stupid terran kill all those zerg.

    Now take everyone down that hall, ignoring the wall emplacements that attack you. When you get to the stairs you won't be able to get your dragoon to go up. Send it back to the beginning of the map. Yes, the beginning. There is a good reason for this! When you reach the spot where the illusion softened up the zerg, kill any that are remaining. The door just next to them contains some marines and firebats which you can take control of. Keep everyone huddled in the far corner of this cell so they can avoid detection. This is crucial. Use the ghost to cloak and walk further down the hallway to the southeast. When you reach the corner, stop! There is a huge horde of zerg that will pass right by him. Keep on the watch for an infested terran. Order the ghost to kill it. Let him follow it around if he has to. Now, if your dragoon were standing right there by the stairs it could have caused the army of zerg to turn around and come for your forces, even though they're hiding the cell. Instead, they keep going! Now take everyone out of the cell and go to where the zerg came from.

    As you go along the path you'll reach a cell door that is still locked. Guess who's inside? Now you just need to unlock the door. Continue on until the path turns to the southeast. This leads to a room with six machine gun plates in the floor. You should be just fine to take them all out, as you saved so many units earlier in the mission. Now go back to the now-unlocked cell and greet Zeratul.