Moebius factor Description: Seems your Queen of Blades figured out who's paying us to collect all the artifacts. Moebius' boss, Dr. Narud, says the Zerg are attacking the research center on Tyrandor. He can't evacuate his people until they've gotten all the artifact research papers to safety. Prerequisites: - Complete the mission Totally Screwed and... read more
Completely Screwed Description: Those of Moebius want us to retrieve another artifact from a dead planet called Xil. Apparently they sent their team of specialists there - but lost contact two days ago. Bad luck I would say. We'll get a hazard surcharge for the mission for that. Requirements: - Complete the mission When... read more
When Two Quarrel Description: The Moebius boys think there is another artifact on a planet called Monlyth. It is said to be guarded by Protoss - fanatics who call themselves Tal'darim. Now don't get sentimental because you think they're your old Protoss buddies, because they're not. Requirements: - Complete the Zero Hour... read more
Insights Description: The encrypted documents we found on Korhal indicate that the League operates a secret bioweapons laboratory on an orbital platform on Castanar. If the league has a nasty surprise in store for us there, I'd like to know about it. Requirements: - Complete the Breaking News mission . Main Objectives: - Investigate... read more
Special message Description: We have the Odin in our possession, now we can use it to lead the attack to take over the UNN studios on Korhal. Once the Odin knocks out their defenses, we'll start broadcasting. People will still be talking about this in a hundred years. Requirements: - Complete the... read more
Engine of Destruction Description: The footage we decoded in the Adjutant's memory proves that Mengsk ordered the massacre on Tarsonis. Now all we have to do is publish these recordings. Mira Han gave us a tip that might be useful. The League soon unveils a new war machine called "Odin" on Korhal. If we... read more
The Great Train Robbery Description: We've received reports of a new League salvage operation on Tarsonis. They have put a large number of supply trains into service and have taken minimal security precautions for them. If we can intercept the trains and strip them of their contents before they get off-planet, we... read more
Cutthroat Mission Description: We still need to access the aide's cache that we found on Tarsonis. Our old partner in the mercenaries, Colonel Orlan, is an expert in League code-cracking. If our information is correct, he should still be in the mercenary dive in Deadman's Port. He may not be the most reliable,... read more
Ghost for all Cases Description: Tosh's facility for phantoms is located on Avernus Station. If we meet there, then we can shut it down forever. I've identified three facilities critical to his operation. Our first destination is the Jorium Camp. Next we attack the Terrazin tanks. And finally, the Psi Waveform Indoctrinator, which Tosh uses... read more
Breakout Description: New Folsom is ripe, man. Anyone who has ever risen up against Mengsk is being held captive in there. If we release all the prisoners, he won't even know what's happening to him. Let me know when we can get started. Requirements: - Complete the Welcome to the Jungle mission and 12 other... read more
The Jungle Description: On Bel'Shir there is a rare gas that the Protoss call "Breath of Creation". They consider it a gift from their gods. We call it Terrazine, and it's worth a fortune to the right person. Of course, if these protoss catch us on their sacred ground, they'll finish us off... read more
Dancing Marines Description: I hear the mighty Jim Raynor is back on the road...and short on cash. The planet Redstone has the most valuable resources in the area... and when the Zerg invaded, the Kel-Morian Combine packed up and left it all behind. People with some entrepreneurial skills could make big profits... read more
Haven's Fall Description: My people have established a colony on planet Haven. All went well for quite a while, but now all radio traffic has stopped. They no longer answer on any frequency. We have to go there and see what happened. Maybe they were exposed to the Zerg virus! Also, they are on the... read more
A Safe Haven Description: My people have established a colony on planet Haven. All went well for quite a while, but now all radio traffic has stopped. They no longer answer on any frequency. We have to go there and see what happens. Maybe they were exposed to the Zerg virus! They are also located... read more
Epidemic Jim, refugees from all over the sector are using Meinhoff as a staging point. But with so many people in one place, a previously unknown epidemic is spreading through the camps. Please - my people need help! We must do something before it's too late! Requirements: - Complete the mission The Evacuation . Main... read more
Evacuation All ships receiving this transmission... The Zerg are invading Agria. The league let us down. We're just a small farming colony. We need to evacuate before we get overrun. If you receive this message, please help us!" Requirements: - Complete the Zero Hour mission . Main Objectives: - Accomplish... read more
Zero Hour Now that the artifact has been secured, you must wait for it to be taken away at Backwater Station before you can leave Mar Sara. Transporters are already on their way. Caution advised - League security forces can track the artifact to the station. Requirements: - Complete the mission The Outlaws .... read more
 The Outlaws Thanks to your efforts, Mar Sara is now the scene of open revolt against Arcturus Mengsk. According to former convict Tychus Findlay, the League has come to Mar Sara to recover an alien artifact. Acquiring this artifact should deal another blow to the League, and selling it to Tychus Findlay's... read more
Liberation Day Backwater Station is the League's logistics hub on Mar Sara. Destroying the League's rule here will thwart Emperor Mengsk's plans for the entire planet. Requirements: - None Main Objectives - Destroy the League Logistic Center. - Raynor has to survive. Side Objectives : - Destroy the 6 holoboards... read more
Ultralisk Cavern The zerg ultralisk cavern is a shelled structure in which there are numerous high-radiation deposits and other dangerous substances. It is in this extremely hostile environment that the ultralisk gains its toughness. In addition, it provides all of the genetic coding for the larva to morph into the... read more
Spiny Crawler The Spine Crawler is a Zerg static defense structure that deals 25 damage to ground units with a 5 point damage bonus to armored units. Although similar to the Sunken Colony, the Spine Crawler has the distinct ability to Uproot itself and Root in a new location, making... read more
Spore Crawler The Spore Crawler is a Zerg base anti-air static defense structure, which deals 15 points of damage to air units and has the ability to detect cloaked units. Although similar to the Spore Colony, the Spore Crawler has the distinct ability to Uproot itself and Root in a... read more
Roach Warren The roach warren is a zerg structure in StarCraft II. It allows roaches and ravagers to be spawned. It is designed to simulate the humid, mountainous depths needed to create roaches and ravagers. Roach warrens enhanced by the Cerberus Program were outfitted with self-replicating blurprints for remote control... read more
Thank you to Falcon Paladin for uploading this video https://www.youtube.com/watch?v=8aaapqNO5qo [email protected] FP Discord! https://discordapp.com/invite/RGhx4SR -Find me at Twitter and Facebook; I'm /FalconPaladin on both. -Song: "Korshala Adun" by Don Campbell at https://www.reverbnation.com/doncampbell Motion Backgrounds by: "#AAvfx" https://www.youtube.com/dvdangor2011 ##StarCraft2: #LegacyoftheVoid shoutcasts five times a week! #Blizzard Entertainment gaming at its best!... read more
Infestor The Infestor is an offensive spellcaster, meaning that its abilities are used to harm enemy units rather than support the player's units. It can be built after the Zerg player has an Infestation Pit. Infestors have three abilities: Neural Parasite, Fungal Growth, and Microbial Shroud. They can move while... read more
Hydralisk Den The Hydralisk den bears only a superficial resemblance to the nests of the once-peaceful Slothien from which the Hydralisks evolved. The slime-covered walls of this uncomfortable place contain all the knowledge needed for a swarm cluster to produce Hydralisk warriors. Genetic experiments are also being carried out on the Hydralisks... read more


































