Starcraft Missions – Back In The Saddle

Back In The Saddle

Main Objectives:
– Reach the sublevel door
– Defend the sublevel door
– Escape the sublevel
– Defend the train engines
– Reach the hangar
– Kill the archangel
– Kerrigan must survive

Bonus Objectives:
– No

missions -Reward:
– None

Planet: umoja

BACK IN THE SADDLE BRUTAL GUIDE

Achievements : Complete this mission without losing any train engines and without being hit by the Archangel.

Description :
This mission is self-sufficient in itself, since you can find HP in all important and you can use Kerrigan’s abilities whenever they are available. Once you can hit 3 or more enemies with Crushing Grip, you should do so. If you have medics against you, then you should kill them . You should use Kinetic Wave against anything with more than 100 HP (fire eaters, marauders, roaches, ultralisks, etc.).

The two important points of this mission are thus the events related to the achievements. You shouldn’t skimp on your on the track, since the healing kits are generated at regular intervals anyway, so you can use them to restore your energy regularly. You should use the Kinetic Wave on the Medivacs (to prevent them from discharging) and the Starfighters (since they target your engines) while using the Kinetic Grip to pick up Vikings that have landed next to your Marines. However, you should then destroy the Elite Viking with the Kinetic Wave to minimize its damage.

For the fight against the Archangel you have to pay attention to a few points. Always use Kinetic Wave when available. You don’t need to use Crushing Grip on the Archangel, but it will come in handy once you’re attacked by the small naval troops.

The first time Archangel attacks you should position yourself to the right of the marines as he attacks the marines from left to right and if you stand to the left you will be attacked immediately. After that, when he fires his missiles, you can easily dodge and keep attacking unless you’re currently marked as a missile target. When he flies you just have to dodge his path. The first time he lands in the south and you should place yourself in the middle close to him, as this is the easiest way to avoid his attacks. Keep attacking him as often as possible. The second time he lands in the middle and you should make sure you’re not around when he does this – otherwise he’ll knock you off and deal damage. Otherwise you should be able

– EVENTS

Overnight, the apocalypse befalls the Terran colonies: 2 alien races invade the sector, seemingly destroying everything in their path. But the real reason is far more gigantic than first assumed.

Zerg Campaign: Overmind

Nine of the thirteen Terran colonial now lie in ruins. The Protoss expeditionary force has largely retreated, and Emperor Mengsk is attempting to resurrect a new empire in the ruins of the Terran Confederacy.
Meanwhile, on the former Confederate capital world of Tarsonis, a new Cerebrate rises up in the midst of the swarm. The Overmind has chosen a special task for this one: The protection of its newest creation, which still rests in a tiny cocoon.
Finally, the broods of Tarsonis set out to take the cocoon to the primary swarm cluster on planet Char. After the Protoss warriors around Char who have stayed behind so far are dispersed, a new danger to the unborn creature looms: The cocoon emits an enormous amount of psi-energy, which is not hidden from the Terran . Edmund Duke has been assigned to investigate, but ultimately fails due to the sheer overwhelming numbers of swarm warriors.

Shortly before the cocoon opens, the troops around Jim Raynor also reach the ash world Char. Eventually, it turns out that Sarah Kerrigan has been in the well-guarded cocoon all this time and has grown into a sort of hybrid of human and Zerg. Nevertheless, she has not forgotten the past and, despite what should have been a certain victory, allows Raynor to escape. The Overmind obtained Kerrigan’s free will so that she could serve the swarm more effectively. However, it turns out that her psi powers are still hindered by technologies related to the Ghost Project.

To remove these blockages, Kerrigan sets out to infiltrate a Terran research vessel – the Amerigo – to obtain the necessary data.
When a Protoss fleet approaches Char again, Kerrigan cares little. She sees it more as a game and tries to challenge their leader, Tassadar. It quickly becomes clear, however, that the Protoss have now become a serious threat. They have managed to kill one of the supposedly immortal Cerebrates. Its out-of-control brood eventually threatens even the primary swarm cluster itself. The threat can be eliminated and the Overmind once again turns to its real target.

At the moment the Dark Templar killed the Cerebrate, the Cerebrate’s mind inevitably touched the Overmind’s. The Overmind learned the exact location of the Protoss homeworld, Aiur, which had been kept secret until then. While Tassadar narrowly escapes an ambush, the extended Swarm Cluster sets out to attack Aiur directly.

With the swarm warriors invading, the swarm first focuses on capturing the well-guarded Khaydarin crystals. With their help, the Overmind is eventually able to manifest amidst ancient temple complexes created by the Xel’Naga.
While the Terran League can at least partially recover, the partly completely surprised troops of the Protoss suffer defeat after defeat. All seems lost, not least because of the narrow-minded stubbornness of the Conclave, which still strictly refuses to cooperate with the outcast brothers, the Dark Templars.