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

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Chapter Introduction

The following evening, deep in the corrupted forests of Felwood...

Mission Objectives

Main Quest - The Skull of Guldan
Destroy the Demon Gate guarding the Skull
Bring Illidan to the Skull of Guldan
Main Quest - Destroy Tichondrius
Destroy Tichondrius

Starting Units

Illidan controls a decently developed base provided with 2 Huntresses, 2 Archers, and 2 Druids of the Claw.

Strategy

Focus on solidifying a defense at your base, and then taking out your enemies one at a time.

Getting Started

First order of business is fending off a Level 8 Satyr and his fellows.

Illidan, level 7, is a powerful tank. He'll finish the first enemies with a little support from your starting units. Mana Burn is essential against enemy spellcasters. Take advantage of its short cooldown. Immolation works well to whittle down your melee foes.

A second gold mine lies just north of your position. The guards can be taken out with your starting force. Still a third mine lies to your left in the swamps, but you'll want to solidify a defense first.

Build up Moon Wells at your base entrance for easy healing. When resources are comfier, build an altar and upgrade your Tree of Life.

Start researching for your attack force of choice. A healthy Archer-Huntress combination is recommended, bolstered by Dryads and a few Druids of the Claw.

Defense

Your main enemies will be the satyr-skeleton-treant force that makes up the corrupted Ancients. They have two bases, one to the west and one to the east. They attack your base from the bottom two exits. Since they attack in mobs, they're easy to pick off, but casters like the Hellcaller are fond of raising the dead.

Tichondrius's patrolling forces are Doom Guards, slow lugs that fall easily under Archer fire. They're easy to take out, but have annoying spells. Similarly, the Felhounds may terrorize your Druids, but against pure infantry, the Legion is a pushover.

Leave at least a couple of Archers, Druids of the Claw, and clusters of Ancient Protectors behind as base defense. If things get out of hand, call back your attack force with a hasty Scroll of Town Portal. Additional Scrolls are available at the Goblin Merchant in the southwest corner of the map.

Satyr Territory

Taking Out Half the Problem

Tichondrius can be killed without taking out the corrupted Ancients, so attacking the two bases is optional. But highly recommended.

The first corrupted Ancient base lies near the north east of your position, either east of the second mine, or east and north of your original base. Engage cautiously. Using Roar in battle can make a difference. Pull back your units and let Illidan take the brunt of damage. Cast Rejuvenation when hit points drop around the halfway point.

Kill their Skeleton King and clear the satyrs out. With an enemy taken out, base defense should be drastically less of a hassle.

The Other Half

Assemble a strike force similar for your first attack. This base is to the west of the second mine, or west and north from your original base.

You can bait the enemy out by harassing it with Illidan, or edge in, prepared to suffer massive damage. A solid wave of units will come out after you. The Hellcaller will bolster his forces with more raised dead if you let him. It's basically the same affair with the previous base, but busier.

If you crush the satyrs, you're free to deal with the Skull of Guldan.

The Demon Gate

Replenish your army as you see fit, ideally fitting in more than a few Dryads. Head up to the Skull, clearing out minor annoyances like Felhounds, Treants, and Doom Guards. Mana Burn is useful here, considering the Felhounds' own Mana Burn and the Doom Guards' spells.

At this point you shouldn't be worried about losses, if you've taken advantage of the five gold mines available to you. Head up and crush the Gate.

Killing Tichondrius

From the Skull of Guldan, you can head left to Tichondrius. Shamelessly spam your army into high upkeep and prepare to finish the mission at one fell swoop.

There are two Demon Gates around Tichondrius, focus on taking those out first, to make your life easier.

Tichondrius will summon Infernals, which should occupy the rest of your army. It's no use attacking the Dreadlord; damage types which aren't Chaos deal only 1 damage to Divine armor. Illidan bolstered with Roar is your best option against Tichondrius. When the Dreadlord dies, the mission ends.

Summary

Use your starting mine and the mine north of your position to develop a solid fighting force and a defense group of Archers and Ancient Protectors that you can safely leave on autopilot. An ideal force uses Illidan and 5-7 Huntresses/Druids of the Talon, backed up by 6-10 Archers/Dryads, and Ballistae.

Take out the enemy base to your northeast, and fortify your army for a stronger attack on the northwest base. Throw together any other units if you can spare the food, and force your way to the Skull of Guldan in the northwest corner.

At this point, take out Tichondrius at your leisure.

Treasures

  • One of the Satyr Tricksters at Gold Mine #2 drops a Claws of Attack +6.
  • The Brood Mother to the east of your base drops a Mana Stone. One of the egg sacs here drops a Boots of Elvenkind +6.
  • A Skeleton Warrior at the eastern Ancients drops a Potion of Healing. The Skeleton King himself drops a Scroll of Restoration.
  • Among the Skeletons at Gold Mine #3, there is a Potion of Mana.
  • A Murloc Mutant west of your base drops a Ring of Protection +3.
  • A Sludge Monstrosity south of the western Ancients drops a Gloves of Haste.
  • At the Goblin Merchant in the southwest corner, one of the eggs sacs drops a Manual of Health.
  • A Spitting Spider midway between Gold Mine #3 and the Goblin Merchant drops a Scroll of the Beast.
  • A Murloc Mutant north of Gold Mine #2 drops a Potion of Greater Mana.
  • The Satyr Hellcaller in an alcove east of the Skull of Guldan drops a Medallion of Courage.

Points of Interest

  • Gold Mine #2 is north of your initial position, guarded by Satyrs and Treants.
  • Gold Mine #3 is west of your initial position, with a few Skeletons.
  • A Goblin Merchant is in the southwest corner of the map, past some Spiders and a Brood Mother.
  • The Skull of Guldan is in the northwest corner, guarded by a Demon Gate and 2 Infernals.
  • Tichondrius is due east of the Skull of Guldan, or north from the eastern Ancient base. He is guarded by 2 Demon Gates and plenty of Demons.