Warcraft III: Reign of Chaos/Ravages of the Plague: Difference between revisions

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Head North into the river, and two Level 1 Murloc Tiderunners will greet you.  They'll fall easily, and continue North to a small island.  There are three more Tiderunners plus a Level 3 Murloc Huntsman.  As usual, focus your attacks, starting with the Huntsman.  When the island is clear, turn your attacks to the Murloc hut at the North end of the island.  You will receive a Maul of Strength +1 for your time.
Head North into the river, and two Level 1 Murloc Tiderunners will greet you.  They'll fall easily, and continue North to a small island.  There are three more Tiderunners plus a Level 3 Murloc Huntsman.  As usual, focus your attacks, starting with the Huntsman.  When the island is clear, turn your attacks to the Murloc hut at the North end of the island.  You will receive a Maul of Strength +1 for your time.
Follow the path to the West, and you'll come to another island.  This one has four Level 1 Murloc Tiderunners on it.  Kill them and continue along the path to the West.
You'll come to a fork in the trail.  Take the Northern one, and it will dead-end at an island with three Bandits on it: a Level 1 Bandit, a Level 3 Rogue, and a Level 5 Enforcer.  Take them out one at a time, starting at the Enforcer.  Destroy their tent, too, and you'll receive a Scroll of Protection.
Head back to the fork, and take the Southern path.  This will take you out of the river.  Following the path you'll find three Footmen that you can't control under attack from about nine Skeleton Archers.  Help them out.  Keep an eye on the Footmen you don't control.  You can still heal them, but you won't be able to target them from the display at the bottom, you'll have to click on them in the main map area.
Once you defeat the Skeletons, the footmen will join your ranks.  Add them to your party.  Jaina should have levelled up by now, and your spell choices are Brilliance Aura, which helps spell-casting units restore Mana faster, and Blizzard, which is a large-area-of-damage spell.  At level 1, Blizzard isn't so useful, and you won't keep Jaina all that long, so it is advised to go with Brilliance Aura, which will enable Arthas to cast more spells for as long as you have Jaina.
To the South is the path that leads to the other end of the bridge.  The only thing down here is a single Skeleton Warrior, hiding behind a tree.
From where you picked up the extra Footmen, head West.  You'll see a path go South, but keep going.  Skeletons will ambush you, about six Skeleton Warriors and one Skeleton Archer.  Fortunatley Skeletons don't take much damage.  Just keep an eye on your party's health and heal units as necessary.  You can also use Holy Light against the undead, which will deal half the amount of damage as it heals.  In this case, you're probably better off killing the Skeletons with normal attacks and reserving Holy Light for keeping your party alive.
You are just a few steps away from the Fountain of Health, though, so you don't need to restore everyone to full health.  Keep going West, and at the Fountain you'll find two Skeleton Warriors.  They're greatly outnumbered, and once they fall make sure everyone's at full health by getting them close to the Fountain.
When you're ready, head back East and take that path to the South.  You'll see an infected granary, and a cut-scene will play.  Destroy the granary.  There are some crates nearby; one of them hides a Skeleton Warrior, so you can open it if you want a few more Experience Points.
Keep going South, and there is a large number of Undead tormenting the Villagers.  There are four Skeleton Archers, five Skeleton Warriors, and one Necromancer.  The Necromancer can raise two more Skeletons out of fallen corpses, so be aware of that.  The enemies will almost all come after you once you start attacking, but, again, just keep an eye on your party's health and use Holy Light.  You can do better in this case by focusing your attacks on two units at a time, because with this many units running around it can be hard for all of your melee footmen to actually get to a single targeted unit.  Also, Skeletons just don't pose that much of a threat, and you'll be OK if you diverge from the standard tactic.
Wind your way South through the village, and you find two Priests at a bend in the path.  They'll join you, and while their attacks don't amount to much and their defense is weak, they auto-cast a heal spell which is very handy in larger battles.  You might consider keeping them in a separate party so that you can be sure of keeping them behind the front line.  With auto-formation turned on, though, they'll tend to stay in the back, as they attack with ranged weapons.
Follow the path to the West and North, and there are two Skeleton Archers.


== Treasures ==
== Treasures ==
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