Warcraft III: Reign of Chaos/A Destiny of Flame and Sorrow: Difference between revisions

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→‎Illidan: (sic) means "spelling incorrect", so it was used wrong here because nothing was spelled incorrectly.
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(→‎Illidan: (sic) means "spelling incorrect", so it was used wrong here because nothing was spelled incorrectly.)
 
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==Small-army strategy==
==Small-army strategy==
This section uses a lot of detail. If you want less detail, read the other section.
This section uses a lot of detail. If you want less detail, read the other section.


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Illidan is a high-level Demon Hunter, which means that he is a very powerful melee Hero. Unfortunately, this means that he cannot fight at range, and he cannot fight air units, although there are no enemy air units in this scenario. Normally, he would have his Ultimate spell by now, which would give him those abilities, but he doesn't, and he won't get it until the very end of the scenario.
Illidan is a high-level Demon Hunter, which means that he is a very powerful melee Hero. Unfortunately, this means that he cannot fight at range, and he cannot fight air units, although there are no enemy air units in this scenario. Normally, he would have his Ultimate spell by now, which would give him those abilities, but he doesn't, and he won't get it until the very end of the scenario.


A Demon Hunter is a mana hog. In order to be effective, he needs to burn a lot of mana (sic) in each major combat. Accordingly, he will need to be restored after each major combat.
A Demon Hunter is a mana hog. In order to be effective, he needs to burn a lot of mana in each major combat. Accordingly, he will need to be restored after each major combat.


You should be quite familiar with the attributes of the four major races by now. There are many varieties of creeps, but you don't encounter them often enough to bother studying them. (Oh look, there's this weird thing! Oh, look, it's dead!) This scenario is unusual in the sense that Dryads function as a player faction. This means that you will be facing a lot of Dryads in this scenario, but you won't know much about them and how best to fight them.
You should be quite familiar with the attributes of the four major races by now. There are many varieties of creeps, but you don't encounter them often enough to bother studying them. (Oh look, there's this weird thing! Oh, look, it's dead!) This scenario is unusual in the sense that Satyrs function as a player faction. This means that you will be facing a lot of Satyrs in this scenario, but you won't know much about them and how best to fight them.


Mana Burn is a critical spell in this scenario. You will be fighting a lot of Felhounds, which have Mana Burn, Dryads, which have Mana Burn and other nasty spells, and Demons, which have nasty spells. If you can see your enemies coming, you want to Mana Burn them before they do it to you. At 2-300 per pop, a Mana Burn will drain a Felhound completely, drain a Demon by half, and may even kill some units outright. This is one reason why this scenario is very much about Illidan alone.
Mana Burn is a critical spell in this scenario. You will be fighting a lot of Felhounds, which have Mana Burn, Satyrs, which have Mana Burn and other nasty spells, and Demons, which have nasty spells. If you can see your enemies coming, you want to Mana Burn them before they do it to you. At 2-300 per pop, a Mana Burn will drain a Felhound completely, drain a Demon by half, and may even kill some units outright. This is one reason why this scenario is very much about Illidan alone.


'''Important:''' b. Mana Burn is b on the keyboard. Memorize it: b.
'''Important:''' b. Mana Burn is b on the keyboard. Memorize it: b.
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As resources become available, build two Ancient Protectors on the left side of your base. Don't build them on the very fringes, because if an enemy attack should arrive while they are in production, you will lose those resources. Fill the population roster with another Archer. This is your entire early-game army.
As resources become available, build two Ancient Protectors on the left side of your base. Don't build them on the very fringes, because if an enemy attack should arrive while they are in production, you will lose those resources. Fill the population roster with another Archer. This is your entire early-game army.


[spiders]
[[File:War3RoC NE6-spiders.png|right|thumb|Treat these spiders with caution. One quarter of the map has been explored.]]


When your Druids of the Talon can fly, commit one to be a permanent scout. The SE map corner is a priority. You will find that it is literally crawling with spiders. Kill some more of them. However, avoid the group in the very corner. With 4 big units, 3 of which have a poison ranged attack, this is a very dangerous group, and who knows what's in all those eggs. You will find that there is an enemy base close by to the NE. You will find that you can only explore about a quarter of the map before running into hostile units that will take down your scout. You will find a mine with 17,500 gold to the west, so in principle, all your gold needs are taken care of.
When your Druids of the Talon can fly, commit one to be a permanent scout. The SE map corner is a priority. You will find that it is literally crawling with spiders. Kill some more of them. However, avoid the group in the very corner. With 4 big units, 3 of which have a poison ranged attack, this is a very dangerous group, and who knows what's in all those eggs. You will find that there is an enemy base close by to the NE. You will find that you can only explore about a quarter of the map before running into hostile units that will take down your scout. You will find a mine with 17,500 gold to the west, so in principle, all your gold needs are taken care of.
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===Pushing out===
===Pushing out===


[map2]
[[File:War3RoC NE6-map2.png|right|thumb|Half the map has been explored.]]


With the SE corner cleared and your base secure, it is time for a round of creeping and exploring. The map is literally crawling with hostile units that will shoot down your scout, and you are not prepared to move your army far from your base yet, so you will only be able to explore a second quarter of the map at this time.
With the SE corner cleared and your base secure, it is time for a round of creeping and exploring. The map is literally crawling with hostile units that will shoot down your scout, and you are not prepared to move your army far from your base yet, so you will only be able to explore a second quarter of the map at this time.
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The only remaining target within striking distance of your base is the enemy base NE of yours. In preparation for an extended expedition with your army, increase your heavy base defenses to 8 APs on each side. Cash in enough Wisps to give space for one Ballista.
The only remaining target within striking distance of your base is the enemy base NE of yours. In preparation for an extended expedition with your army, increase your heavy base defenses to 8 APs on each side. Cash in enough Wisps to give space for one Ballista.


[assault]
[[File:War3RoC NE6-assault.png|right|thumb|Eliminating the last remnants of the eastern Satyr base.]]


Take your entire army, and all 8 APs from the east side of your base. Send them all to just south of the enemy base. Emplace your APs. Now lure the mobile enemy forces out and kill them. You can now send your army back to your base, because your 8 Ancient Protectors plus one Ballista (plus one Wisp) are all you need to finish the job. This is no joke. Without artillery, even a full control group has no chance at all of defeating this force, and your enemies have no artillery in this scenario.
Take your entire army, and all 8 APs from the east side of your base. Send them all to just south of the enemy base. Emplace your APs. Now lure the mobile enemy forces out and kill them. You can now send your army back to your base, because your 8 Ancient Protectors plus one Ballista (plus one Wisp) are all you need to finish the job. This is no joke. Without artillery, even a full control group has no chance at all of defeating this force, and your enemies have no artillery in this scenario.
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When the enemy base is eliminated, withdraw all units and emplace your 8 APs at the choke point NE of your base. Now clear out the SW quadrant of the map. There is a Goblin Merchant in the very SW corner of the map. You can now purchase Scrolls of Town Portal and all the usual wares, but none of these items has any value any more. The spiders nearby have a Scroll of the Beast, and there is a Manual of Health in an egg. A Sludge Monstrosity NE of here has Gloves of Haste. You will now have explored 3/4 of the map, but no more, for the same reason as before.
When the enemy base is eliminated, withdraw all units and emplace your 8 APs at the choke point NE of your base. Now clear out the SW quadrant of the map. There is a Goblin Merchant in the very SW corner of the map. You can now purchase Scrolls of Town Portal and all the usual wares, but none of these items has any value any more. The spiders nearby have a Scroll of the Beast, and there is a Manual of Health in an egg. A Sludge Monstrosity NE of here has Gloves of Haste. You will now have explored 3/4 of the map, but no more, for the same reason as before.


[fort]
[[File:War3RoC NE6-fort.png|right|thumb|8 Ancient Protectors hold the middle choke point. 3/4 of the map has been explored.]]


You will now have found some major choke points. One of them is between your two northern mines. Move 8 APs here to seal off this area. A second one is just west of the middle mine. Move your army here and build 8 more Ancient Protectors to seal off this area. Because this area is so important that you will hold it permanently, build 4 Moon Wells nearby.
You will now have found some major choke points. One of them is between your two northern mines. Move 8 APs here to seal off this area. A second one is just west of the middle mine. Move your army here and build 8 more Ancient Protectors to seal off this area. Because this area is so important that you will hold it permanently, build 4 Moon Wells nearby.


From this secure position, you can creep some more, and explore some more. The Murlocs north of the middle mine drop a Potion of Greater Mana.
From this secure position, you can creep some more, and explore some more. The Murlocs north of the middle mine drop a Potion of Greater Mana.
{{-}}


===The second Satyr base===
===The second Satyr base===
 
[[File:War3RoC NE6-shock.png|right|thumb|Shock troops breaking in on the left flank.]]
[shock troops breaking in on the left flank]


The next target is the Satyr base in the west. Time it properly, and then send your entire army plus the 8 APs from your main base to the area south of the Satyr base. This completely seals off the southern part of the map.
The next target is the Satyr base in the west. Time it properly, and then send your entire army plus the 8 APs from your main base to the area south of the Satyr base. This completely seals off the southern part of the map.
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All you have to do now is eliminate the demons in the NW and NE map corners, and there are still a few creeps to keep you from getting bored. Since there simply can't be many more surprises, you could finish the scenario with a couple of big rushes, but this walkthrough continues with a deliberate assault approach.
All you have to do now is eliminate the demons in the NW and NE map corners, and there are still a few creeps to keep you from getting bored. Since there simply can't be many more surprises, you could finish the scenario with a couple of big rushes, but this walkthrough continues with a deliberate assault approach.


[skull]
[[File:War3RoC NE6-skull.png|right|thumb|The drive into the NW map corner is about to commence.]]


Advance your 8 Ancient Protectors in the west right up to the demon spawning area in the NW corner by bounding overwatch, eliminating all resistance as you do. Kill the Satyrs in the NW corner and take the Medallion of Courage. Next, destroy the Demon Gate and all remaining demonic presence in this area and seize the Skull of Gul'dan. Illidan becomes a level 10 demon.
Advance your 8 Ancient Protectors in the west right up to the demon spawning area in the NW corner by bounding overwatch, eliminating all resistance as you do. Kill the Satyrs in the NW corner and take the Medallion of Courage. Next, destroy the Demon Gate and all remaining demonic presence in this area and seize the Skull of Gul'dan. Illidan becomes a level 10 demon.
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