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Mission 2: The Broken Isles

Difficulty: Hard
Heroes: Maive
Significant Items: Robe of the Magi, Periapt of Vitality, Claws of Attack +6
Side Quests: Silence the Ghosts

Note that this mission is extremely simple in normal difficulty. To win in that difficulty level, leave about three Protectors for defence, then get 4 Ancients of War, pump Archers and rule. The rest of the walkthrough will deal with Hard Difficulty.

There are two enemies, the Strike Force to your West, and Illidan's Escort up north. Both will send attacks at spacings of around 1 minute, and the attacks will usually be simultaneous. The Strike force will send a Dozen Mur'gul's supported by around 8 Snap Dragons and a few Sirens. The Escort will attack with Mor'guls and a deadly group of 7-9 Couatls.

Hero Development Guide:
Maive will rise to Level 4 on this Level

    Maive:
    Level 4: Level 2 Fan of Knives, Level 2 Blink,
Remember to Keep your Protectors behind moonwells and other trees. The mur'gul's will tear them up otherwise.

Base Defenses:
Base defence is of extreme importance. You want to be able to free up your hero and most of the units to creep, complete side quests and destroy the enemy bases, and hence would like your base to be able to survive attacks with little assistance.

Build a half circle of around 8 Protectors on the North and East sides of your base. Uproot your ancients and move them in front of the Protectors. The enemy has no siege units. When you're army leave your base, keep 2-3 archers inside your base.

When the enemy attacks with Couatls, Snap dragons or Sirens. Use your archer's superior range to lure the enemy. Hit them once and the retreat to the center of your base, where you should station someone moon wells. Due to the high priority given to units over buildings, the enemy ranged forces will actually fly/move past your ancients to hit the archer. Keep the archer alive using the Moon Wells. While the enemy wastes their firepower on your archer, all your treants can hit them and tear them to shreds.

Remember to get nature's blessing ASAP, your defences are worthless without it.

Creeping the Island
To start off, using Maive, 6 archers and Misha to creep your Island. Do this first, before their large attacks come. First, go take out the patches at A, this should give a Hammer that adds 1 to Strengths, amount other minor items. At the Goblin Merchant, purchase a Staff of Negation.

Wait and defend against an enemy attack, then proceed to B. If it's not night time, use a Moon Stone to change it from day to night. Then do the invisible wall trick as you did with the Owlbears in the previous level to take out the Sea Giant Behemoth without taking damage. Use Blink to retrieve the Mana Stone. Creep the rest of your Island when opportunity arises (ie: your not attacked), to get Scrolls of Healing and Healing Wards. At this stage, when your defences are not full established, you will need to return to defend your base against large attacks.

You will need all the forces you can master to protect your expansion.

Talk to the Warlock at E, to get your side quest, Silence the Ghosts.

Macro Guide, and Expanding
In this level, there's really only one unit you want to mass, archers. Make sure to upgrade them to 2-2 ASAP, as well as their range upgrade as well. You may also wish to build 2-3 Huntresses for support, but that's it. Whatever you do, do not rely on Frigates for Air Defence, your ships have light armor, which take 200% damage to the Couatl's attacks. This makes them absolutely useless. However Frigates do exceptionally well against enemy melee troops, which makes them good for slaying Mur'gul defences at C. Have about 3 Frigates, but no more. You'll want three Ancients of War to build up your forces, just don't go to High Upkeep.

Once you've got a force of around 15 archers and 4 huntresses, move your transports to the Northern shores of your base and board them. You'll want to expand to G. Stick about 5 wisps in the Transport as well. Quickly erect a Tree of Life and 4 Ancient Protectors, guide it with your entire force. Purple will now divert his offensive, Couatls and Mur'guls at your expansion. Get 8 Ancients there, a couple of moon wells before you leave. Remember to stick a few archers there to lure in enemy forces.

Silencing the Ghosts:
Now that you've established your economy, it's time to do the side quest. Spare your Warden, Nisha and about 6 Archers and sale from G to F, leave the rest to guard against Couatls.

This is an easy quest. Ignore the Skeletal Grunts completely, and they'll ignore you (If they don't,hide). Focus fire on each of the 3 Summoning Pits. Once they're down, wait for the Skeletal Grunts to kill each, and then kill the victor. Retrieve the item, bring it to the Warlock, and get a Robe of Magi as reward.

Destroying the Strike Force:
Station your forces at your expansion and keep losses to minimum. Once You've got enough troops to fill two ships, hire a third transport and sail for D. Using the Frigates to kill the Sea Giants, hire the Merc Camp Empty. The Warlocks are especially useful. They're superior to your archers in every way, and can also purge enemies to get rid of annoying Frost Armor. The Crabs are cheap, and server as great meat shields.

With your full fleet, assault C. Use the frigates to distract the Mur'guls, while your transports land. Use blink to get close to enemy Sirens and assassinate them with Fan Knives. Unload the crabs first, followed by archers. With three transports filled with troops, you should be able to take out the base easily.

Blink into the Fray to cast Fan of Knives on enemy sirens. Remember that Whirlwinds can be displled now by your Staff of Negation.

The enemy production building is the Spawning Pool, destroy it right after you get rid of their towers. Expand here, and erect about 4 Protectors. The enemy usually won't attack this base.

Assaulting Illidan's Escourt:
Send your Frigates on a suicide mission, they're absolute useless against Couatls. Replace them with more troops, archers, warlocks and mudcrabs, four Transports full. Once you're ready, and reach 80 supply, it's time to attack Illdan's Escort at I. Wait for them to send their next wave of Couatl before you assault.

Repeat the exact same procedure as the previous assault, unloading the Mudcrabs first, followed by archers. Use Fan of Knives to severely damage the Couatl, they are your only threat. Once done, proceed to destroy the base. You'll be shown a cut scene, and give your second main quest, kill Illidan's guards.

Illidan's Guards:
There's no hurry to complete this mission, and before you do so, now's the time to explore the map and creep everything you haven't yet. Most notably, pay a visit to J. Kill the three Sea Giant Behemoth with Frigates to get Claws of Attack +6 and the Periapt of Vitality from K.

Build up your forces, once you have two groups, you won't have a problem against the guards. They're tough, but you can actually train stuff.

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