StarCraft 2 - Legacy of the Void
Cheat Codes:
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Submitted by: David K.
Campaign-only activation:
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During a single-player campaign mission, press Enter, type a code exactly as shown,
and press Enter again. Create a manual save before the first code. Reload that save
when you want a clean mission state.
-= Mission outcome and map control =-
* WhatIsBestInLife - Win the current mission immediately.
* LetsJustBugOutAndCallItEven - Lose the current mission immediately.
* TookTheRedPill - Remove fog of war.
* TyuHasLeftTheGame - Disable victory conditions and keep playing.
* NeverGiveUpNeverSurrender - Continue playing after a defeat condition.
-= Resources, production, and survival =-
* SpectralTiger - Add 5,000 minerals.
* RealMenDrillDeep - Add 5,000 vespene gas.
* WhoRunBartertown - Add 5,000 minerals and 5,000 vespene gas.
* Bunker55AliveInside - Remove supply requirements.
* SoSayWeAll - Unlock available technology.
* IAmIronMan - Apply available upgrades.
* CatFoodForPrawnGuns - Speed up construction and upgrades.
* MoreDotsMoreDots - Remove resource costs from units and structures.
* TerribleTerribleDamage - Enable god mode.
* ImADoctorNotARoachJim - Speed up unit healing.
* HanShotFirst - Remove ability cooldowns.
Hints and Tips:
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-= Keep campaign and Versus rules separate =-
Legacy of the Void campaign units, War Council variants, Spear of Adun powers, and
mission scripting do not follow the live Versus balance sheet. Apply campaign advice
only inside the story, and rebuild ladder openings around the current multiplayer
economy.
-= Solarite is a mission plan, not a collection score =-
Choose Spear of Adun powers for the next objective. Timed assaults reward burst tools
such as Orbital Strike or Solar Lance, while long defensive maps gain more from
Shield Overcharge, Guardian Shell, or Reconstruction Beam. Revisit the Solar Core
before every mission instead of leaving one setup active by habit.
-= Use War Council variants to solve the map =-
War Council variants can be changed between missions. Pick a durable front line for
defense, mobility for spread objectives, or concentrated damage for hybrids and
fortified positions. A favorite variant is not automatically the best answer to every
mission timer or terrain layout.
-= Shakuras gives an early power spike =-
After The Spear of Adun opens the Korhal and Shakuras branches, take Amon's Reach
early when you want Dark Templar or Avenger access plus the first offensive Spear
choices. Clear the four launch bays, protect the Warp Conduit, and collect the
reserve Solarite only when the main route is stable.
-= Blink damaged units out of the firing line =-
When controlling Stalkers, watch individual shields and health instead of the group
average. Blink a focused unit behind the formation, let fresh units take the front,
and return the damaged unit only after enemy attention shifts. This preserves
firepower without abandoning the push.
-= Treat Sky Shield stabilizers as time banks =-
Each secured stabilizer extends the mission clock and cannot be lost afterward.
Capture the nearest safe stabilizer before attacking a distant EMP scrambler. The
extra time creates room for the side objective without turning the final approach
into a panic move.
-= Last Stand is a survival mission with pressure valves =-
Your real objective is to keep the Xel'Naga Temple alive until the required Zerg
count is reached. Destroy Zenith Stones when the attack density becomes unsafe, then
rebuild the damaged lane before the next wave. Do not trade the entire army for an
early stone while another approach is exposed.
-= Temple of Unification rewards preparation =-
The mission has no global timer, so establish production, detection, and a
replacement army before taking distant celestial locks. Capture one lock, clear the
counterattack, and only then stretch toward the next objective.
-= Steps of the Rite changes between fog and assault =-
During the terrazine fog, hold the defended position and replace losses instead of
chasing targets into poor vision. When the fog clears, switch to the four guardians
and move as a single force. Save a Spear power for a guardian fight that starts with
the army already damaged.
-= Open allied zones before finishing The Host =-
The Host contains five Void Shards and three allied warp-in zones. Secure the allied
zones while shard pressure is still manageable, because the added forces reduce the
burden on your army. Leave the strongest remaining shard for a push with a full army
and a ready Spear cooldown.
-= Templar's Charge favors objective focus =-
The required targets are three power cores and two hybrid stasis chambers. Move
between platforms and strike those targets instead of clearing every enemy base.
Deploy Pylon or another reinforcement option near the active platform so losses do
not force a long return trip.
-= Side objectives fund later answers =-
Solarite side objectives are most valuable when the main route is already safe.
Secure the next production point or defensive lane first, then split a mobile group
for Solarite. Abandon the detour when it threatens the mission timer or leaves the
objective without detection.
-= Selected 5.0.16b opener changes =-
Versus now begins with eight workers, so older twelve-worker build orders reach
supply, gas, and tech timings too early on paper. Re-record worker counts and
scouting triggers before using an older opener. Protoss Gateway production also
changes after Warp Gate research, while Terran Command Center and Planetary Fortress
costs alter early expansion planning.
-= Scout before committing the current ladder economy =-
With fewer starting workers, an unnecessary early structure delays the first army and
expansion more sharply. Scout for the opponent's first production choice, then spend
on defense only when the information justifies it. Keep a worker benchmark beside
every build-order timestamp.
Solutions:
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-= Compact route - Early campaign power curve =-
1. Finish For Aiur!, The Growing Shadow, and The Spear of Adun to unlock the ship,
War Council access, and the first campaign branches.
2. Take Amon's Reach on Shakuras early, protect the Warp Conduit, and clear the four
launch bays for Dark Templar or Avenger access.
3. Use the newly opened Solar Core tier to select Orbital Strike, Temporal Field, or
Solar Lance for the next objective.
4. Complete a Korhal mission for additional mission tools, then visit Glacius when
you want another unit-family choice before the longer arcs.
5. Recheck War Council variants and Spear powers before every mission rather than
carrying one general-purpose setup through the campaign.
-= Compact route - Timed objective missions =-
1. Identify the timer source first, such as Sky Shield stabilizers or a protected
mission structure.
2. Secure the nearest production point, power field, or stabilizer before taking a
side-objective detour.
3. Keep one mobile control group for isolated objectives and one main group around
the mission-critical structure.
4. Spend a burst Spear power when it removes a blocking force, not merely when its
cooldown becomes ready.
5. Cancel the side route when the timer, Warp Conduit, or defensive lane enters the
danger state.
6. Rebuild and regroup before the last objective so the final attack is not started
with scattered reinforcements.
-= Emergency recovery after a broken push =-
1. Stop sending fresh units into the lost fight and rally them behind the nearest
safe production point.
2. Pull damaged mobile units back with Blink, Mass Recall, or normal movement while
the surviving front line covers the retreat.
3. Restore detection and anti-air before replacing specialized damage units.
4. Use Shield Overcharge, Guardian Shell, Reconstruction Beam, or a burst attack only
if it protects the regrouping force or the mission objective.
5. Return with one combined army after production queues finish; repeated partial
attacks feed the same defensive position.
-= Rewrite an old ladder opener for eight workers =-
1. Open the build in a practice match and write down every intended supply, gas,
expansion, and tech checkpoint.
2. Start from eight workers and keep continuous worker production unless the build
has a verified reason to pause.
3. Record the new game time and worker count at each checkpoint instead of copying
the old twelve-worker timestamp.
4. Add the first scout trigger and a defensive branch for the earliest plausible
enemy pressure.
5. Repeat the opener until the resource bank stays low without delaying the first
required combat units.
Reference:
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-= Solar Core choice tiers =-
* Deploy Pylon - Tier 1, 0 Solarite, 75 energy (creates a power field).
* Chrono Surge - Tier 1, 25 Solarite, 75 energy (accelerates one structure).
* Warp In Reinforcements - Tier 1, 50 Solarite, 75 energy (warps in troops).
* Orbital Strike - Tier 2, 0 Solarite, 50 energy (targeted orbital damage).
* Temporal Field - Tier 2, 25 Solarite, 50 energy (slows enemies in an area).
* Solar Lance - Tier 2, 50 Solarite, 50 energy (sweeps a damaging beam).
* Nexus Overcharge - Tier 3, 0 Solarite (gives the Nexus a defensive attack).
* Orbital Assimilator - Tier 3, 25 Solarite (harvests gas without workers).
* Warp Harmonization - Tier 3, 50 Solarite (extends warp-in production).
* Mass Recall - Tier 4, 0 Solarite, 25 energy (relocates friendly units).
* Shield Overcharge - Tier 4, 50 Solarite, 50 energy (grants temporary shields).
* Deploy Fenix - Tier 4, 100 Solarite (summons Fenix for a limited time).
* Matrix Overload - Tier 5, 0 Solarite (boosts units inside power fields).
* Guardian Shell - Tier 5, 50 Solarite (prevents a lethal hit periodically).
* Reconstruction Beam - Tier 5, 100 Solarite (repairs mechanical targets).
* Purifier Beam - Tier 6, 0 Solarite (deploys a controllable damage beam).
* Time Stop - Tier 6, 50 Solarite (freezes enemy forces temporarily).
* Solar Bombardment - Tier 6, 100 Solarite (bombards a selected area).
-= Campaign mission sequence =-
* Prologue - Dark Whispers, Ghosts in the Fog, Evil Awoken.
* Aiur opening - For Aiur!, The Growing Shadow, The Spear of Adun.
* Shakuras - Amon's Reach, Last Stand.
* Korhal - Sky Shield, Brothers in Arms.
* Ulnar - Temple of Unification, The Infinite Cycle, Harbinger of Oblivion.
* Purifier arc - Forbidden Weapon, Unsealing the Past, Purification.
* Tal'darim arc - Steps of the Rite, Rak'Shir.
* Return to Aiur - Templar's Charge, Templar's Return, The Host, Salvation.
* Epilogue - Into the Void, The Essence of Eternity, Amon's Fall.
-= Main game modes =-
* Campaign - Story missions with War Council and Spear of Adun systems.
* Versus - Competitive matches using the live balance and map pool.
* Co-op - Two-player missions with commander progression.
* Custom and Arcade - Player-created maps and rule sets.
-= Patch 5.0.16 1v1 map pool =-
* At Eternity's Edge LE - Current 1v1 ladder map.
* Blackrock LE - Current 1v1 ladder map.
* Fear and Faith LE - Current 1v1 ladder map.
* Lockdown LE - Current 1v1 ladder map.
* Old Sun Temple LE - Current 1v1 ladder map.
* Rainfall LE - Current 1v1 ladder map.
* Rorschach LE - Current 1v1 ladder map.
* Sanctuary III LE - Current 1v1 ladder map.
* Washout LE - Current 1v1 ladder map.
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