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Mission 8: Brothers Stormwind

Difficulty: Difficult
Heroes: Malfurion, Illidan
Significant Items: Crown of Kings, Mask of Death, Pendent of Mana, Claws of Attack +15
Side Quests: Break the Dam

Be prepared, the last Night Elf mission will be your hardest mission yet. Controlling too bases is not easy, and when you get constant attacks from four different enemies... you're parallel processing powers will be tested to the limit. Not over exaggerated.

For this walkthrough, we will switch back and forth between Illidan and Furion, however, you must understand that you will need to micro-manage and defend both bases at the same time.

Hero Development Guide:
Both Malfurion and Illidan are Level 10, there is no Hero Development Enemy Overview:
Before you can successfully counter enemy attacks, you need to know where they come from. We list them here:

Location K, Green Air A:
Attack with a Level 7 Death Knight by transporting forces to B is Sky Barges, and air. They'll remain passive for the first 10 minutes or so before attacking. Forces include a dozen Gargoyles and 3-4 Destroyers, or their Death Knight, with 7-8 Abominations, a few Necromancers and 2 Meat Wagons. To counter drops, keep a scout such as a Owl near B, engage their Meat Wagons before they reach your base using Treants. Your defences, and Ensnare can take out of the rest. Against their air, just Furion and Moon Wells can take it on. Though build 5 Protectors near your tree, makes things much easier.

One catch, though, is that there is no hurry with this mission. Tyrande will not die! There's a trigger that restores her health whenever she gets below 30% life... you don't need to rescue her fast.

Location K, Green Air:
Attack with a Level 7 Death Knight by transporting forces to B is Sky Barges, and air. They'll remain passive for the first 10 minutes or so before attacking. Forces include a dozen Gargoyles and 3-4 Destroyers, or their Death Knight, with 7-8 Abominations, a few Necromancers and 2 Meat Wagons. To counter drops, keep a scout such as a Owl near B, engage their Meat Wagons before they reach your base using Treants. Your defences, and Ensnare can take out of the rest. Against their air, just Malfurion and Moon Wells can take it on. Though build 5 Protectors near your tree, makes things much easier.

You will not be able to reach this base to destroy it.

Location J, Green Assault Base:
Perhaps the largest and most well defended base in the game. It attack by constant drops to C via Sky Barges, as well as Gargoyles, Destroyers and Frost Wyrms. The hero is a Level 9 Death Knight. Attacks increase in size with time, culminating to half a Dozen Frost Wyrms with Frozen Breath. Drops include Crypt Fiends, Abominations and Necros.

If you do not destroy this base, you will be plagued by constant assaults, and it'll be difficult rush to your main for defence. Eliminate this base first. This base does not rebuild lost structures.

Location M, Orange Ground Assault:
Led by an Level 8 Dreadlord and a Level 5 Lich, attacks using Ground Forces from either A or B. Attacks include 7-8 Abominations, 8-10 Necros, and Multiple Meat wagons with Exhume Corpse Capability. This usually results in over 30 skeletons and skeletal mages. Make sure to Equip your Keeper with a Staff of Negation.

This is also the only base in the whole level that rebuilds their buildings, therefore they must be eliminated in one go. If you wish to keep Malfurion alive, this base must be destroyed before you are required to expand.

Location H, Green Mine Guard:
Does not attack, but guards a valuable Gold Mine. You will need to take it out later.

Location I, Green Outpost:
Supplied Abominations to defend Red base, you may wish to destroy them before attacking red.

Location N, Red Base:
Attacks Tyrande, and not directly a threat. However they have considerable defences. Any attempt to kill them at the start is folly.

Illidan's Base
Only the Green Assault Base at J attacks Illidan, so you can defend against it well by build a clump of Water Guardians near the Goblin Merchant at C. While your at it, fill up Illidan's Inventory with Circlets of Nobility. For now stay below 50 supply. Keep 3-4 Myrmidons in front of your Towers, and 3-4 Dragon Turtles, 2 Sirens behind.

When the enemy comes in, Ensnare Sky Barges with Myrmidons to destroy them. Against enemy forces, Mana Burn the Death Knight immediately, you do not want him to cast Raise Death. Devor Abominations with Dragon Turtles.

You may be unfamiliar with the Naga Base. Basically Water Guardians are their Towers, Spawning Pools are their Barracks, and the Temple of Azshara trains spellcasters. The Dragon turtles should form your primary troops, they're very powerful siege weapons that can devor incomers. Mymidons have Ensnare, and server as your primary anti-air. Sirens are amazing support casters, and Parasite really rules. Have them 70/30 on autocast Parasite, Frost Armor.

For now, stay put, and defend.

Glaive Throwers can lay waste to enemy attacks when they're on higher ground, and protected by Ancients.

Malfurions's Base: Destroying Orange
Do not build too many protectors, they're pretty useless with all these Meat Wagons. Have five around your central tree, and another Ancient of War. Mass Glaive Throwers. During the first attacks, keep your siege alive using Taunt. Research rejuvenation for Bears, so they can heal your Giants. Use Force of Nature on nearby trees to get rid of Siege. Entangle enemy Aboms, and Heroes.

Once you've got a decent force of 6 Glaive Throwers, take over the ramp at A. Immediately build two more Ancients of War to block the ramp and snuggle all your Glaive Throwers behind it. There should only be one gap which your hero can block. Pump Glaive Throwers from all 4 Ancients. Nothing can get up this ramp...now only attacks from B can get through. Build your base in such a way so that they can't easily get your Glaive Throwers from above either. When they attack, use Malfurion to kill Siege and Glaive Throwers to pummel everything else.

When you're ready, (ie: Have around 20 Glaive Throwers). Send Malfurion out to orange base and harass it by Entangling an Outlying unit and attacking it. Run back when they chase full force. As through as they get within range of your Glaive Throwers, they're quite dead... With 20 Throwers, and height advantage, they can't reach you! The Dread may summon an infernal above the ramp, but you'll lose no more than two throwers. Be sure to Focus fire on the infernal. Summoning Treants in the Undead base will make the Dreadlord summon his Infernal on them instead preventing the loss of any Glaive Throwers. Make sure you entangle the Dreadlord when he is within your Glaive Throwers range and focus fire. Do the same with the Lich as he can kill alot of Glaive Throwers.

Once the force is annihilated, unroot your Ancients, use them and Treants as the Meat Shield, while your Glaive Throwers annihilate all production buildings from behind. They won't be able to rebuild in time... Entangle the few Abominations that'll try to get you... one enemy destroyed! Establish a base here, you've got more gold.

Move your key buildings down to this base, and don't worry about protecting your original one. Because once your original base is destroyed, green will usually attack Tyrande instead of you. Build up extra moon wells, and defend against what little atatcks that come with Protectors... now you don't have to spend much attention on Malfurion

Illidan's Base: Destroying Green
If not for the fact that Green does not rebuild lost structures, this would be impossible... however you're in luck! The key here is to use your Dragon Turtles to knock a path through the trees, leaving a wall one tree thick just outside the Undead Base. Destroy just enough so that you can spot the enemy Haunted Gold Mine.

Lead the enemy through a narrow passageway of trees, with death on the other side.

As soon as the enemy sees you, he'll be mad, Run your turtle back to the protection of your towers and deal with the two Frost Wyrms, gargoyles, and lots of drops that'll follow. Remember to Ensnare his Barges, and other air units, and your Myrmidons + Turtles can take them out. And of course, mana burn that Death Knight! Provided you have a dozen towers, you can easily destroy it.

Now bring Illidan back, destroy the Haunted Gold mine using Metamorphosis. The enemy will not have the forces required to kill Illidan in time.

Build up an 80 supply force of Dragon Turtles and Myrmidons (Get an extra Spawning Pool). That's about 8-10 Turtles and 4 Myrmidons. Use the Turtles to wide the passage to Orange. Lead out enemy forces to your towers, tower them and charge...

By using Myrmidons and Illidan as a distraction, systematically target the enemy Production Buildings, making sure to kill the Altar First, Boneyard second... you may lose your entire force at this point, but there'll be no hero or Frost Wyrms for them. Build up a second force, and the base is yours. The Mine has a lot of Gold, expand there. Illidan's base will no longer suffer from any attacks.

Replenish your forces, move down from I till you reach the river. Go along the river to the left and follow it as it turns up North. You'll find an Infernal stone. Keep going up, kill the River Golem, get Claws of Attack +15.

Now proceed to I, which is guarded by Destroyers and Abominations. Retreat till your just across the river, the Abominations can't follow. Use Illidan to kill the Destroyers, while your Turtles kill the Abominations that are stuck. Proceed to the Green outpost at I and kill the Slaughterhouses, don't go any further.

Securing Land and Sea
By now, you would have got the mission of the dam blockades. So once you've got 80 supply of troops, go clear out E and F. At E, you'll find trolls and Turtles. For once, don't worry if your unit dies! In fact don't micro a damaged unit out. One of the Trolls will trop a Ruin of Resurrection, use it to resurrect dead troops. Before you activate the ruin, you may wish to kill heavily injured units. The Naga have no quick way of Healing, but the rune will do the job for you.

Proceed to F, but be cautious. Despite your force, there's a Level 11 Troll here! Frost Armor Illidan, send him in first. Cyclone the support priests and concentrate on the Level 11 Warlord with everything. One his dead, things should be easy. He drops a Mask of Death. The Dam is now broken.
Sasquatches may look tough, but when they're ensnared, they can't do much.

Backtrack to the river and follow it south to the Fountain of Health. There a Level 9 Ancient Sasquatch and a Level 7 Sasquatch Elder. Use Ensnare to disable Ancient Sasquatch, and pick/devour the rest. Now with 10 Dragon Turtles focusing on him, the Ancient Sasquatch really can't do much.. especially when its Ensnared. Remember, you got to kill it twice. There're more of these dudes to the East of the well, rinse, repeat. Get the Pendent of Mana and Crown of Kings. Use the Restoration Ruin.

Now to kill the Green Outpost at H. This base is quite easy, except for the fact that they have Banshees! Possessive is lethal on your Troops which cost so much supply. Hotkey your Myrmidons. As you lead the enemy out to your Fountain of Health, quick Ensnare all the Banshees and destroy the first. The rest is easy.

Charge into the base with Illidan, he's almost invincible. Hunt down every Banshee and kill it before you send the rest of your troops. The Dragon Turtles will make short work of the base. Just don't wonder too far up North, you don't want to agitate red yet.

Establish an Expansion here, and build a row of 15 Water Guardians. Replenish your forces.

Destroying the Red
You should be pretty much accustomed to the procedure now. Run in your Hero in, lead their defences out.. destroy them under the cover of your towers. Now send in your forces. using the Myrmidons to Ensnare air and server as Meat Shields, Illidan too take out key units, and then have the Turtles deal mayhem to the base. Destroy the Altar and Boneyard first.

Your first attack may end there, but you can always build up a second wave, considering the amount of mines you now have. Without their heroes and Frost Wyrms, your second wave shall deal death.

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