  |
|
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.
Walkthrough Index Post
your Tips
|
  |