
Zeratul is too late to reach Artanis and valiantly fights him to sever his nerve cords, doing so at the cost of his own life. The reclamation of Aiur is soon revealed to be a cunning trap by the fallen xel'naga Amon, who takes advantage of the Daelaam's connection to the Khala to possess the entire force. The protoss appeared to lose, when more were warped into combat to confront the zerg. During the battle, the group's high templar merged into an archon. Kaldalis stated that with the Khala they couldn't lose. The opening cinematic, as narrated by Artanis, shows a protoss force battling against the zerg in an effort to retake Aiur. Artanis is placated, and the two return to the Golden Armada. Kaldalis counters that the reclamation is for the new unified protoss civilization, and that its future is worth fighting for. Artanis doubts whether it is right for many protoss to die to reclaim the symbol of the old protoss civilization, one that lost Aiur due to its own critical flaw of disunity. The protoss reclamation of Aiur from the zerg begins the next day.

Reclamation shows a conversation between Artanis and Kaldalis on an asteroid or planetoid orbiting Aiur. The main campaign features 19 missions, with an additional two extra mini-campaigns featuring three missions each.Īn additional three mission campaign, named Into the Void, serves as an epilogue for Legacy of the Void, and as a conclusive end to the story arc started in StarCraft. The campaign features planets from previous games such as Korhal and Shakuras, as well as new locations such as Ulnar and Glacius. As Hierarch Artanis, the player must unite the scattered protoss factions, and find a way to force Amon back into the Void. The central campaign begins with the reclamation of Aiur, which goes awry due to the return of Amon and the corruption of the Khala. It contains three mission prologue campaign Whispers of Oblivion, featuring Zeratul as he attempts to make sense of the scattered prophecy that spoke of the return of Amon. These underwater units could not be detected without air units, nearby towers, or other underwater units.The story of Legacy of the Void concludes the StarCraft II trilogy, picking up where Heart of the Swarm ended. They were usually uncloaked in the Wings of Liberty campaign.Ĭloaking in StarCraft was possibly inspired by the Giant Sea Turtle and the Gnomish Submarine from Warcraft II.
#Starcraft cheat codes hidden enemies upgrade
Imperial intercessors with the Scatter Veil upgrade.Emperor's Shadows with the Labyrinth Cloak ability.Any units healed by Bio-mechanical repair drone from Raven Type-II.This ability can be canceled after activation) Theia ravens (Co-op Missions) with Silent Mode (Grants the Raven cloaking but removes its ability to move and use other active abilities.Asteria wraiths (Co-op Missions), can be permanently cloaked with Unregistered Cloaking System upgrade.Covert banshees (Co-op Missions) with Advanced Cloaking field upgrade.Spec ops ghosts (Co-op Missions) with permanently cloaked.Banshee with Cloaking Field upgrade, in Nova Covert Ops it can be upgraded with Advanced Cloaking to maintain cloaking.Disruptor (Co-op Missions) with Cloaking Module upgrade.Havoc (Co-op Missions) with Cloaking Module upgrade.Oracle (Co-op Missions) with Stealth Drive upgrade.Corsair (Co-op Missions) with Stealth Drive upgrade.

Any unit or structure near a dark pylon (but not the dark pylon itself) (Co-op Missions).Any unit near an Arbiter and the Cybros arbiter itself.Any unit or structure near a mothership (but not the mothership itself).Any unit near an arbiter (but not the arbiter itself).Cloaked units are affected by splash damage it is possible to attack a friendly unit with splash damage attack to damage surrounding invisible cloaked units.ĭark templar are permanently cloaked warriors Some special abilities affect or reveal cloaked units. Detectors are still needed to target invisible units even if they are found these ways.ĭetectors aren't the only way to deal with cloaked units.

Invisible units retain their collision radius their position may be given away if visible units must move around an invisible one. When invisible, cloaked and moving burrowed units may be tracked by their slight "rippling" distortions. The ability to approach unseen, attack while invisible, and fade away makes cloaked units ideal for ambushes, raids on worker lines, and scouting.ĭetectors are the normal method of revealing cloaked units.

Cloaked (and a few burrowed) units may attack without uncloaking terran cloaked units require energy to maintain their camouflage, and the cloak will be disabled when it is depleted. A cloaked unit is a unit rendered invisible to enemies, unless an enemy detector is nearby.
