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Mission Objectives

  • Main Quest: Three Moons
    • Destroy the three High Elf Altars
    • Collect all three Mooncrystals
  • Main Quest: Gates of Silvermoon
    • Bring Arthas to the Gate

Starting Units

You're given 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.

Defense

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.

The Necromancer Strategy

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.

Outpost #1

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.

Outpost #2

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.

Outpost #3

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.

At the Outer Gate

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 (finished and mid-construction) are down.

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

Summary

Establish your first base without defense. As soon as you make a route through the trees, Sylvanas will start attacking. Time your attacks between the Elves' assaults, so your enemy doesn't end up getting backup. It's suggested you take advantage of your new Necromancers and start raising dead like hell, in conjunction with your Meat Wagons' corpse storage ability.

Start with the route to the east. Take over the Gold Mine here, and if health allows, cross the bridge to the next Gold Mine. Establish your first defenses here. With three Gold Mines, your treasury should be able to support a larger army for the push into the third base. The army is heavier here than before.

The push into Sylvanas's base is largely the same. Take out all her unit-producing structures: the Barracks, Sanctum, Altar, and Castle.

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 a crate leaves a Scroll of the Beast.
  • The Overseer of camp #4 drops a Potion of Greater Mana.

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.