Warcraft III: Reign of Chaos/Into the Realm Eternal

Mission Objectives
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 * Main Quest - The Elfgate
 * Destroy the High Elf base (blue) guarding the Elfgate

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Starting Units
When this mission starts you will start with Arthas, 5 Ghouls, 2 Necromancers, 3 Meat Wagons, and 5 Acolytes.

Strategy
As the level begins, you're left to finish off a small enemy outpost. A few moments later, you're introduced to Ranger Sylvanas Windrunner, who comes along the southwest path.

Getting Started
Start building a base, and don't worry about defenses. There are three exits to your base, each lined with runes and blocked with trees. You're safe as long as you don't level them with Meat Wagons or Ghouls.

When you've given them an opening, Sylvanas's army starts sending out attacks. They'll send a couple of Swordsmen, a set of Archers, and a few Priest/Sorceresses. They also carry Ballista, which destroy clusters of buildings effectively. Sylvanas accompanies every other group.

Should you give Sylvanas multiple routes to attack you, she will always take the shortest route. This means she'll attack from the southeast exit instead of the east, and the southwest exit instead of the other two. She'll also attack your closer expansions.

Build Spirit Towers and have Ghouls and Meat Wagons handy to take the heat off your Towers. If you time your own assaults properly, you can switch Arthas from assault to defense, and not worry about multitasking defense.

Your new unit, the Necromancer, can cast Raise Dead to summon two Skeleton Warriors. In conjunction with the Meat Wagon's Get Corpse ability, this gives you a mobile army to work with. Referred to as Necrowagons or Wagonmancers. Additional corpse fodder is provided by Ghouls and enemy units.

Attack Route
Sweep methodically through enemy territory, leaving heavy defenses along the border for Sylvanas to assault. As you take over Gold Mines, push the border along before you.

Go to the trees by the runes east of your base. North of here is Gnoll camp #1, with a Potion of Healing. East of here is the path to the smallest enemy base. Open a path and strike quickly. Take over the Gold Mine, but skip defenses.

Push across the bridge. Note the Goblin Merchant here, behind the Archers. Head down and clear out the second base. Establish a fuller expansion here. If you're lucky, you'll get in some Spirit Towers before the regular attacks start.

Before you head off to base three, there's another Goblin Merchant nearby. You'll know, because a Ballista and some Archers start attacking you. Through the trees to the east there's Gnoll camp #2, with a Health Stone. To the north of the Merchant are runes; through here is a Fountain of Health guarded by Archers.

When you're ready, and preferably having finished off one of Sylvanas's attacks, gather your troops and head west and south. The units are thicker here, so bring heavier power if necessary.

Move your expansion here. Feel free to Unsummon your previous infrastructure, and/or open up the southwest and southeast routes.

To the north of this base is a set of runes that lead to Gnoll camp #3. You'll find a Ring of Protection +2, and a Scroll of the Beast in the crates. To the south of this base is a Fountain of Mana with Golems.

Put together a sturdy attack force. If you haven't used Meat Wagons, you'll want them now. The final base is directly to your east. You win when all of Sylvanas's unit-producing structures (completed or not) are down.

Gnoll camp #4 lies south of the Outer Gate. Here lies a Potion of Greater Mana.

Treasures

 * The Gnoll Overseer in the Gnoll camp #1 (see below) carries a Potion of Healing.
 * The Overseer of camp #2 carries a Health Stone. A hut here drops a Book of the Dead.
 * In camp #3, the Overseer leaves a Ring of Protection +2, and the house on the right leaves a Scroll of the Beast.
 * The Overseer of camp #4 drops a Potion of Greater Mana.
 * The Golems, to the south of the last elf camp, that are guarding the Fountain of Mana drop a Potion of Greater Healing.

Points of Interest

 * The runes east of your starting location also lead forward into the first Elven base, and upward into the Gnoll camp #1.
 * The runes southeast of your starting location lead you between the second and third Elven bases.
 * The runes southwest of your starting location lead to the third Elven base.
 * Between the first and second Elven bases, there is a Goblin Merchant.
 * On the road between the second and third Elven bases, a Goblin Merchant lies to the south, and a Fountain of Health is hidden by runes to the north.
 * To the east of this Goblin Merchant is Gnoll camp #2.
 * The runes north of the third Elven base lead upward into Gnoll camp #3.
 * South of the third Elven base is a Fountain of Mana guarded by Golems.
 * Gnoll camp #4 is south of Sylvanas's base.