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Queuing commands is a standard feature of Warcraft 3. You can generally assign multiple sequential commands to units by holding down the Shift key. In particular, this applies to the Owl scout. There are good reasons for following the Owl around in the main map window as it flies around, because it might be hard to determine what the Owl actually saw after it has left an area. However, if you simply want to reveal the terrain, or especially if you are pressed for time, you can spit out an Owl, select it, then R-click somewhere on the minimap, then Shift-R-click somewhere else on the minimap, and so on, and then deal with other matters while the Owl explores autonomously.
Queuing commands is a standard feature of Warcraft 3. You can generally assign multiple sequential commands to units by holding down the Shift key. In particular, this applies to the Owl scout. There are good reasons for following the Owl around in the main map window as it flies around, because it might be hard to determine what the Owl actually saw after it has left an area. However, if you simply want to reveal the terrain, or especially if you are pressed for time, you can spit out an Owl, select it, then R-click somewhere on the minimap, then Shift-R-click somewhere else on the minimap, and so on, and then deal with other matters while the Owl explores autonomously.


==Normal mode strategy==
==The plan==


===The plan===
Start by assuming that you will actually have enough time to complete the mission without any extraordinary measures. This strategy focuses on efficiency, and that is all you will need to finish the mission comfortably, as well as doing everything else that can be done here.


You start (sort of) at 23 food and 6 combat units. You will need a Ballista. Produce 2 Archers and 3 Huntresses for 13 food; this gives you one full maneuver unit, with the Ballista being separate. You will bolster this force with a Tower attack. You do this by overproducing 4 Wisps, then sending 6 Wisps to the Orc base to cash them in for Ancient Protectors, then replacing 2 Wisps and getting the Ballista.
==Hard Mode strategy==
 
===Day 1===
 
Immediately produce one Wisp (rallied to a tree) and one Archer. As gold comes in, produce 3 more Wisps (rallied to a tree) and one more Archer. Then produce 3 Huntresses. Set up the usual control groups, with one group being assigned to the whole army.
 
Spit out 3 or 4 Owls in rapid succession and send them to autonomously explore the southern part of the map. You find a second gold mine in the SE map corner. This will be plenty of gold; in fact, you won't even use up your first mine.
 
It will soon become clear that there is only one entrance to your home area, east of your base. Move all your troops there. After that, you will find that a ford leads to the Murloc area, which is isolated, and a second ford leads to the Orc area. Move all your troops to the second ford.
 
As soon as you have enough gold, upgrade your Tree of Life. When your last Huntress is finished, uproot your Ancient of War and walk (or crawl) to the eastern ford. As soon as you seize the ford south of the Orc base, rush 6 Wisps to harvest wood south of that ford, taking 2 off gold.
 
When you find the Fountain of Health, SE of the Orc base, which is guarded by just a few troops, send your entire army, which should be a full control group, to seize the Fountain.
 
===Night 1===
 
'''92 trees left''' (80 on hard)
 
You will be attacked by 4 Grunts early during the first night. You should be able to defeat them easily, but keep an eye on your Ancients, because the Orcs will attack them instead of your troops if they are in production. You may want to keep an Owl in play in the Orc base.
 
Send a pair of Wisps to build Ancient Protectors SW of the Fountain. Replace them with Wisps at home. A bit later, send another pair of Wisps to build Protectors further north, and then a third pair. Your northernmost Protectors should be just outside the range of the nearest Orc Tower. Leave plenty of space for running around in. Just stand around and wait for your Protectors to be finished.
 
In the meantime, start upgrading. Keep in mind that you will need a LOT of wood, and not so much gold, so allocate your Wisps accordingly. Send one Wisp to harvest wood south of the eastern ford.
 
===Day 2===
 
'''83 trees left''' (58 on hard)
 
As soon as your Protectors are all finished, start taunting the Orcs. You should be able to crush their attacks easily without losing any units, but be prepared to run your entire army deep into your defensive position, and send wounded units to the Fountain. You should be able to take out the first Orc Tower easily without artillery.
 
When you have a Tree of Ages, you can get a Ballista and the Archer range upgrade. You would like to set up your Ancient of War just south of the eastern ford, but it may need to deploy early. The Ballista is crucial for eliminating the Orc base, as is the Wisp in this area, which keeps the Ballista in good condition. When the Ballista arrives at the front, push into the Orc base deliberately but forcefully. Note that a Burrow with 4 Peons in it is very dangerous, and a Ballista will have great difficulty destroying a Burrow that 4 Peons are repairing.
 
===Night 2===
 
'''69 trees left''' (about 31 on hard)
 
Keep grinding away at the Orc base. You can get some Healing Wards in a box near the Orc mine. These will be very useful.
 
As the front line moves forward and resistance collapses, move your Protectors forward.
 
===Day 3===
 
'''54 trees left''' (3 on hard)
 
The Orcs are now eliminated, or they may have a few remnants left. Redeploy your Protectors and Ballista in preparation for the push north. Bring up your Ancient of War. Build an Ancient of Lore. Replace your repair Wisp.
 
It looks like you have plenty of time left, so send your entire army to take out the Murlocs. Murlocs die easy. You can find Boots of Speed in a hut. Ignore them. You can have a look at the wares sold by the local Merchant. They have some slight value, but you don't really need any of them, especially because Tyrande is already fully loaded with good items.
 
Return and prepare to cross the river. Pick up the Healing Wards.
 
The hard mode times are for reference only. Using this strategy, you will still be trying to enter the Orc base from the south at this time, because their resistance is just too strong, i.e. epic fail.
 
===Night 3===
 
'''38 trees left'''
 
Take out the first Guardian and his escort. Use a Healing Ward in combat. Replace your casualties immediately. There is a Jade Ring in a box in the NE. Ignore it.
 
Send your magic users to the Fountain of Mana. Bring up the item that you dropped to carry the Healing Wards. Redeploy your forces.
 
Take out the second Guardian and his escort. Use a Healing Ward in combat. Replace your casualties immediately. Redeploy your forces.
 
There is an Anti-magic Potion in a box near the Horn. You can't take it with you, but grab it, because it will actually be useful in the final fight.
 
===Day 4===
 
'''19 trees left'''
 
Prepare to take out the third, final Guardian. The mission will end immediately after that, depending on exactly where Tyrande is standing, and you want to enter the next scenario fully loaded, so you need to take some care. Lay out the Potion, the Ward, and one of your inventory items outside the detection range of the Guardian.
 
Drink the Potion, which lasts a long time. Taunt the Guardian. When you see where the fight will happen, deploy your final Ward. Pick up the final item.
 
You may lose most of your army in the final fight. It doesn't matter, because the scenario is over.
 
==Hard mode strategy==
This is the first mission in the Night Elf campaign which really has the Hard Mode flavour to it. One hundred trees protecting Furion equals roughly 15 minutes. There’s no room for any mistakes. The focus of this strategy is to build an outpost early and close to the Orc base to deliver reinforcements directly to the battlefield.
This is the first mission in the Night Elf campaign which really has the Hard Mode flavour to it. One hundred trees protecting Furion equals roughly 15 minutes. There’s no room for any mistakes. The focus of this strategy is to build an outpost early and close to the Orc base to deliver reinforcements directly to the battlefield.


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