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Chapter 6: A New Power in Lordaeron

Difficulty: Almost Impossible
Heroes: Silvanis, Varimathras, Grand Marshal Garithos
Significant Items: Crown of Kings, Dagger of Escape, Ring of the Archmage, 2 x Runed Bracers,
Side Quests: Rescue the Dwarves

A mission that involves controlling two separate bases is always hard, and this one is certainly not an exception. You're up against 3 enemies, all of which rebuild lost structures, and attack aggressively. To pass this level, you'll need a lot of saves and reloading, good micro skills and knowing exactly what to get... and with the last one, we can help you.

Hero Development Guide:
Silvanis, Varimathras and Grand Marshal Garithos will all rise to level 10 on this level

    Silvanis:
    Level 9: Level 3 Silence, Level 3 Black Arrow, Level 2 Life Siphon, Charm
    Level 10: Level 3 Silence, Level 3 Black Arrow, Level 3 Life Siphon, Charm

    Varimathras:
    Level 9: Level 2 Reign of Fire, Level 3 Sleep, Level 3 Vampiric Aura, Doom
    Level 10: Level 3 Reign of Fire, Level 3 Sleep, Level 3 Vampiric Aura, Doom

    Grand Marshal Garithos:
    Level 9: Level 3 Holy Light, Level 3 Shockwave, Level 2 Devotion Aura, Doom
    Level 10: Level 3 Holy Light, Level 3 Shockwave, Level 3 Devotion Aura, Doom

    Your heroes are extremely important on this level, in fact they are the key to the game. Usually, it is your heroes alon that defend the base. Therefore it is imperative that you use them well. The staffs of teleportion comes in very handy, allowing Silvanis and her Dread to teleport back and forth between bases that require assistance. Later on, you can arm the Grand Marshal with one as well.

The Grand Plan:
The enemy will attack from several fronts. The Dreadlord Insurgents (Green) are based at H, but have also got an outpost at G. They're lead by a Level 7 Lich, and will attack the southern side of your Undead base at C. Ground attacks will consist of Meat Wagons, and Necromancers, where's air attacks will consist of Frost Wyrms, Gargoyles and Destroyers.

The Dread Loyalists (Brown) are based at F, and they'll exclusively attack the Human at D. There land and air attacks are almost identical to those of the Insurgents.

To top it all off, your main enemy, Balnazzar has three attacks of his own, at the random base of his choice. The first, an air assault, is a slightly larger version of that of the other bases. The second, a ground assault, will consist of around 3 Abominations, 2 Meat Wagons and 2 Doom Guards. The third final attack, is Balnazarr himself, but don't be fooled. He has Reign of Fire, and will call 4 Infernals from the sky to help him in his strikes.

Your goal is hold of enemy attacks with the undead, and use the humans, with their superior siege capability, to take out the supporting bases. Then combine together for an assault on Purple. Primary unit for the Undead is the Frost Wyrm, Primary units for the Humans are the Siege Engine and the Mortar Team.

Defending with Undead:
Begin by building Crypt Fiends as you tech to Frost Wyrms. Distribute your Shades so that they're on the bridges leading to I and G. this will allow you to see attacks in advance. Burrow your Crypt Fiends outside your base, at around Meat Wagon range. Build a line of Spirit Towers just below your Citadel.

Against air attacks, use the Crypt Fiends, and try to Charge a Frost Wyrm or Black Statue.

Against Ground attacks from Green, spot them early, so you can silence the Necromancers and Lich before they reach your base. This avoids the dreaded Death and Decay and mass Skeletons. If you fail to do this, sleep his Lich, and use Doom to summon a Doom Guard, which can the dispel skeletons. Unburrow your Crypt Fiends from begin to deal with the Meat Wagons.

Against Purple, make sure to Silence Balnazzar as he crosses the bridge, Doing this will save you from 4 Infernals! Keep him silence as you pound him to death. If you fail to do this... you'll have to keep Balnazzar asleep as you deal with his Infernals. As for the ground attack with Doom Guards, charm an Abomination, cast Doom on a Doom Guard to get a Doom Guard. Use Cripple on his other Doom Guard, and Reign of Fire to kill the Meat Wagons. Balnazzar may also cast Earth Quake, sleep him to disrupt it.

With Anti-magic shell, enemy forces can do little as your Frost Wyrms destroy them.

Later on, when you have 5+ Frost Wyrms, silence the Lich, anti-magic shell your Frost Wyrms and engage his forces on the Bridge. You can win. Against Balnazzar, silence him, and do the same. All this depends on you seeing them before they reach your base, that's why shades are crucial.

Defending with the Grand Marshal:
Remember to use the Staff of Teleportion to transport at least one of your undead heroes over to help the humans when they're attack. At the very start, use your Knights to keep the enemy at bay. Erect a row of guard towers around your Castle. Before you get the dwarves, you'll need Silvanis for anti-air, by charming their Frost Wyrm.

Which is all why you need to Rescue the Dwarves ASAP. Do this early, before enemy attacks get ferocious. Go up North from the Human base to E, you can do this with just Silvanis. There are Goblins blocking the way, by Silvanis can handle it. Charm one of the Goblin Taskmasters, and attack. Make sure to kill using Black Arrow, your skeletal force and handle them. Repeat for the second group just east of A. Break through the Rock Barrier, get the Dwarves. The humans can now build Workshops, and hence Mortar Teams and Siege Engines.

Use the superior range of the Mortar Teams to your advantage. The demons must destroy your buildings before they can reach you.

Now Mortar Teams have superior range to other siege (1150 vs 1000). Keep them behind all your buildings. Mass around 8 of these guys, surrounded by farms, towers, workshops, whatever. Research Lumber Harvesting and Masonry Upgrades.

Ground assaults are now simplistic, block off the gaps between your buildings with Siege Engines and watch the Abominations wonder around aimlessly. Meanwhile, your Mortar Teams out range his Meat Wagons and can take them out before they can do any damage. With holy light, you can keep your own Mortar Teams alive.

Against Balnazzar, use Silence. But even if he gets out Infernals, Mortar Teams take them out easily. Have the Grand Marshal engage Balnazzar. In avatar form, he can't be slept, and Holy Light + Shockwave can kill Balnazzar very easily.

You may also wish to expand at B, only Balnazzar will attack it, so if you have a good number of towers, you should OK.

Assault on Balnazzar's Supporters:
When you have 80 supply worth troops in the human base, around 2 knights, 8 Mortar Teams, 6 Siege Engines, and 7 Riflemen, combine it with the creatures that you've charmed (1-2 Abominations, the 2 Gnoll Taskmasters). Wait for Orange to attack and then and launch a counter strike.

Group 1: Heroes and Melee Units
Group 2: Siege Engines
Group 3: Riflemen
Group 4: Mortar Teams and the Grand Marshal

Strike them once and wait for the defensive force to attack. Use the Riflemen and Siege Engines to kill the Gargoyles, Charm the Frost Wyrm, then strike back.

Have the Siege Engines charge in first, targeting key buildings,. With fortified armor, they're great at soaking up the hits. Keep the rest of your troops with the Mortar Teams, as they block off and destroy any units that try to attack your artillery. Use Group Four to Holy light damaged Mortar Teams. The Frost Wyrm is also useful at freezing a key structures...

Use shockwave and mortar teams to destroy the enemy defenses. The knights are thete to block off enemy troops.

Use your Dread Lord and the Doom Guard to cast Reign of Fire to hasten the process... the base will fall. During this, your Undead base will be attacked. However as soon as you've broken through the enemy base, you can spare your Dread Lord to defend against this attack. Without silence, you may lose a little more, but you an still keep their heroes asleep.

You may now wish to divert your assault force to E, where you can defeat a Level 11 Flesh Golem. (Charm a Dalaran Mutant, they're like buffed up Necros). Destroy the Lordaeron City Stash, Pick up a Ring of the Archmage (for Silvanis) and a Crown of Kings! Also go to the Goblin merchant at K, but a Staff of Teleportation for the Grand Marshal.

Expand at F. No one attacks this place!

Rebuild any lost forces, and purchase a Scroll of Town Portal. Use it to transport your force to your Undead base (Leave 2 Mortar Teams as defense). With this force, in conjunction with 2 Frost Wyrms, attack the outpost at G. This is weaker than the orange Main...and won't stand a chance.

Proceed to camp your forces outside the Green main base H, with your Siege Engines on the bridge and Mortar teams lines up on the shore. Lead out the enemy with a Frost Wyrm... with your tanks blocking the way, on fortified armor, they won't know what hit them (Remember to Silence those Necros and that Lich).

Repeat exactly what you did with the previous two bases... its dead. During this process, you may need to halt your advance because Balnazzar decides to attack the humans. In which case, you'll need all 3 of your Heroes. Teleport each one over, Silvanis silence, Grand Marshal Avatar and Holy Light. Dread Lord's Sleep and Vampiric Aura... together they can beat 4 Infernals and Balnazzar.

Once the base is destroyed, expand there with the undead, so you can pump out more Dragons. Go kill the Dragons at H, destroy the crates, and pick up he Belt of Giant Strength +6.

Use Frost Wyrm Focus Fire to destroy any units that's of threat to your Steam Tanks.

Death of Balnazzar:
You will need 200 supply of forces to destroy Balnazzar, Have the undead mass Frost Wyrms, get 12 of them. Purchase healing Wards from Goblin Merchants. Meanwhile rebuild your human forces to 100 supply, scrapping your Riflemen in favor of Tanks. That's 12 Steam Tanks and 12 Mortar teams.

Now launch an attack with everything you've got! Steam Tanks first, followed by the Frost Wyrms, trailing them... the Mortar Teams. Use Charm and Black Arrow to create a Meat Wall. Doom their Doom Guard to get a Doom Guard. Use it to Cripple the other Doom Guard. Use the Frost Wyrms to Focus Fire on enemy Infernals while Balnazzar is Silenced. Then focus fire and kill him too.

Set the Rally point of your Workshops to Balnazzar's base, build replacement siege engines.

Shockwave advancing Necromancers, followed by Rain of Fire. Kill units the deal Chaos damage first, and have the Steam tanks and Mortar Teams target the Demon gate first and foremost. Once that's gone, they'll be powerless against your tanks. Distribute your Frost Wyrms to freeze key structures... you win!

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