Guia de estratégia para o Warcraft 2

Segue um guia de estratégias não oficial para o Warcraft 2 (Warcraft II: Tides of Darkness). O texto é de autoria de Paul O’Keefe, contém os códigos de trapaça do jogo e está em inglês.


Publicado em 25 de junho de 2009.

Segue um guia de estratégias não oficial para o Warcraft 2 (Warcraft II: Tides of Darkness). O texto é de autoria de Paul O’Keefe, contém os códigos de trapaça do jogo e está em inglês.

Em suma, o walkthrough ensina como manter uma defesa, planejar uma ofensiva, usar magias, construir uma cidade, manter as tropas vivas, combater no mar, realizar upgrades do jeito certo e outras coisas maneiras.

Aliás, temos os códigos de trapaça do Warcraft 2 em um texto em português também.

Warcraft 2 Strategy Guide
                January 1996

   * * * * * By Paul O'Keefe * * * * *
            
         ****HTML by Mark Asmus****

** The Warcraft 2 Strategy Guide from Blizzard Entertainment 
should be out soon, and will probably be a lot better than this. 
This guide is not a product of Blizzard Entertainment. This guide 
is just a few strategies that helped me play the game.
        
----------------------------------------------------------------- 
                       
Contents:
        
        1. Keeping a Defense
        2. Planning an Offense
        3. Using Spells
        4. Building a Town
        5. Keeping Troops Alive 
        6. Battles at Sea
        7. Upgrading the Right Way
        8. Cool Things to Do
        


Introduction:
     Well, here I am with the Warcraft 2 manual, a bag of chips 
and a glass of soda. My lava lamp is making weird bubbles, and 
I'm racking my brain to try to think of all of the strategies I 
have used in Warcraft 2. I mainly play as Humans, so I will be 
referring to the units as the Human version. Ex: a "knight" can 
also mean an ogre. Here goes!       



 1. Keeping a Defense

     A defense is perhaps the most vital thing in any war effort. 
With a good defense, you will have enough time to create a good 
offense. Depending on what mission you are on, you may know how 
to use different types of units. The most basic defense is a row 
of 4 or more knights, then at least 6 archers right behind them, 
in a single row. It is always good to have about 2 bastillas 
behind the archers. In this picture, the enemy comes from the 
top. If the enemy approaches from another side, rotate your 
defense accordingly. The bastillas (or catapults) in the back are 
huge helps. They will always fire at the first guy, and unless 
the enemy is very slow, the shots will miss. But the shots WILL 
hit the area right behind the attacker, killing anything there. 
Bastillas are also great at killing axe throwers and archers, and 
sometimes an enemy will retreat once he sees the bastillas.
                            
                                E                             
E = enemy
K = knight                     KKKK
A = archer                    AAAAAA   
B = bastilla                       
                              B     B  

     Once you get Churches, immediately research paladins, and 
then the "heal" spell ( only humans have this spell). Use the 
heal spell to replenish your health after each attack, or during 
an attack if the need be. The heal spell will enable you to focus 
on building an offense, because you will not need to continuously 
build defenders.

     If you're playing as the nasty little Orcs, a defense is not 
as easy to maintain. If you're fast enough, the "bloodlust" spell 
will enable you to kill attackers rather quickly, but it is 
pretty hard to cast it on your defenders in time before the 
attackers get to your defensive line. The  "rune" spell can be 
helpful. Place a line of runes about 6 squares before defensive 
line. Be careful not to overlap runes, as they will be wasted.

A line like the one below will kill or seriously damage quite a 
few attackers before they get to your defensive line. 

1 = 1st cast       1   3
2 = 2nd cast      11123334  
3 = 3rd cast      12223444
4 = 4th cast       2   4

     If you are playing a level where dragons (or griffins) 
attack your town make sure you build archers, and a lot of them. 
The worst thing you can do in a dragon attack is to position your 
units on after another like in the left picture. Position your 
archers like the right picture.

                  WRONG!!                     RIGHT

                                              A                                                                A 
D = dragon       AA                           A
A = archer       AAA      D                   A      D  
                 AA                           A                                                                A
                                              A
                                              A

     Can you see why? In the left picture, each time the dragon 
attacks, he damages at least 2 or 3 units, because the trail of 
fire continues beyond his target. In the right picture, the 
dragon only damages one unit per attack. Make the RIGHT choice. 
Ha, ha! Get it? RIGHT! Catapults are usually the only thing that 
would cause you to have your defensive line retreat. Catapults 
are slower than other units, so they probably get close after you 
have killed the other attackers. Depending on what I have, I will 
either send 2 bastillas, or 2 to 3 knights out to kill the 
catapult. Make sure that the knights don't go one after the 
other, or the 2nd or 3rd knight will get hit with the blast. If 
you send bastillas, make them "move" toward the catapult until 
the enemy fires. One of the  bastillas will probably get slightly 
hurt. After the catapult fires, "stop" your units and they will 
automatically fire and get 2 direct hits, most likely destroying 
the catapult. If for some reason you decide to send archers or 
some other unit with a ranged attack, move them up next to the 
catapult and the catapult will over-shoot them. Cool, huh? 

     Build gryphons as soon as you can, and keep them a little 
after your defensive line. If you see a group of enemies with no 
axe-throwers, death knights, or dragons, send your gryphons over 
and you could get a few easy kills, since most land units can not 
attack units in the air. 

     Make sure you explore your surroundings thoroughly, and 
build towers (I think guard towers are more useful) around points 
of attack. A few flying machines can set a perimeter around your 
base, and if the flying machines come under attack, it is easy to 
have them retreat. 

     If you play without the "fog of war" build flying machines 
as soon as you can, and explore the whole map. You will 
definitely be able to spot attacks early on if you play this way. 
 Is that it for defense? I guess so.



2. Planning an Offense

     Once you have an adequate defense set up, the time is right 
to get to work making an offense. Early on, all you will have is 
footmen and archers. In my opinion, archers are good at defense, 
but their attacks aren't powerful enough to make a good offense. 
Even with full upgrades, archers can't fire repeatedly at a good 
rate. There is a few seconds delay between shots, where enemies 
can get in a lot of hits. Because of this, I mainly focus on 
making land units such as knights, footmen, mages and  dwarven 
demolition squads, and bastillas. 

     Most enemy towns are protected by a couple of guard or 
cannon towers. Make sure you have two or three bastillas to take 
out towers. The range of a bastilla is only 1 more than a cannon 
tower, so make sure you don't position units in front of the 
attacking bastilla, or the cannon tower will kill them. Upon 
first sight of an enemy approaching you when you are attacking a 
tower, have your bastilla(s) retreat and move  knights to 
intercept the approaching enemy. A lot of the time the enemy will 
simply go right for the bastilla, no matter how many knights you 
have defenders you have. Make sure you protect your bastillas, 
because if you lose them, you will not be able to get into the 
base without heavy losses. It is much better to wait and make 
more bastillas before attacking than to just send in your troops 
against a tower. If for some reason you need to get past a cannon 
tower without killing it, remember that, like catapults, the 
tower will overshoot its initial target. A tower will usually 
attack the closest thing to it, meaning that you can attack it 
with archers, and keep a knight constantly running around the 
tower. The tower should go after the knight, which is constantly 
running so the tower will over-shoot him, and you might only 
suffer light losses. It is still much easier to attack it with  
bastillas though.
        
K = knight                    T
B = bastilla
T = tower                   KKBBKK

     Dwarven demolition squads are awesome! If you ever see a 
group of enemies such as grunts or ogres ( it is important that 
the enemies do not have a ranged attack, because they will not 
walk up next to the squad ) just send a demolition squad up right 
into them. When the enemy has gathered around you, detonate your 
explosives and the explosion will kill or seriously damage all of 
the enemies. Demolition squads are also helpful in destroying 
towers. Two squads can kill a tower by detonating themselves next 
to it. BE CAREFUL YOU DON"T HAVE FRIENDLY UNITS CLOSE TO THE 
SQUADS AS THEY DETONATE!! You will just end up killing your own 
units.

     Once you get into the town, immediately attack the barracks, 
only stopping to kill enemy units that could harm you. Once the 
barracks is gone, you are pretty much home free. Attack any 
additional towers, and then go for the peons. Once the peons are 
eradicated ( the great hall will continue to make more ) then 
attack the great hall. Attack any peons attempting to repair the 
great hall. Once the great hall is destroyed, MAKE SURE you have 
killed EVERY peon. If you don't kill every peon, the peon will 
build a new great hall, and you will have to do everything over 
again. After the great hall, the barracks, and all the peons are 
dead, go for any other building that has the capability of making 
new units, such as Temples of the Damned, shipyards, goblin 
alchemists and dragon roosts. Depending on what the enemy is 
attacking you with, you may want to destroy the dragon roost 
first, or the shipyard, or anything else. Save the pig farms for 
last, since they don't do anything to kill you.

     When trying to approach the base, you can usually find a few 
lone guards. If you don't want to lose much health in an attack, 
you can attack the enemy with a bastilla (the enemy won't see you 
coming). You can surprise the enemy and get an easy kill.
I guess that's it for offense.



3. Using Spells

     Spells are cool, powerful, and perhaps the funniest thing in 
the game! Here is a list of spells and their uses:


HUMANS:

Paladin:
     -Holy vision: Just like far seeing from Warcraft 1. Useful  
      for scouting areas. I don't use this spell very much. I    
      mainly use flying machines for scouting.
     -Healing: This is a great spell. I use it mainly for       
      defense. Any time a unit is getting low on energy, use this 
      spell. 
     -Exorcism: I've never gotten this spell to work. Maybe it's 
      a bug or something.

Mage:   
     -Lightning: The basic attack for mages. It is fairly       
      powerful, and it doesn't use any magic power to fire. It   
      can attack air units as well as land and sea.
     -Fireball: I don't really like this spell. It uses way too  
      much power, and doesn't do enough damage.  It is useful in 
      getting rid of towers if you are patient. It continues     
      beyond its target, so if the enemy is in a row, use       
      fireball to do a good amount of damage.
     -Flame Shield: This is a good spell for sending a lone troop 
      into an enemy defensive line, but it can be dangerous if   
      any of your other troops come in contacted with the       
      enchanted one.  Try casting flame shield in the middle of a 
      group of enemies. You can use the enemy to your advantage, 
      because anywhere the enemy goes, he will do damage. Useful 
      on peons.                          
     -Slow: You can try using this spell on retreating enemies,  
      but I have never been able to find a good use for it.      
      Otherwise, cast it on attacking ogres or other strong units 
      to slow their attacks.
     -Invisibility: I was a bit disappointed with this one. You  
      can't cast it on dwarven demolition squads (it will kill   
      them), and death knights can still see your invisible      
      units. What a rip-off!
     -Blizzard: I think Blizzard Entertainment put this spell in 
      because the name of their company is the same as the name  
      of the spell. :) Anyway, this spell is quite powerful, and 
      has a good range. To make an effective attack, make sure  
      the caster has plenty of magic power.
     -Polymorph: Now this is a COOL spell! The enemy will not    
      notice you casting it, so you can turn a whole  group of   
      defenders into sheep, hogs or seals. Wow! This spell will  
      not work on catapults though, so watch out!


ORCS:

Ogre-Mage:
     -Eye of Kilrogg: Sort of like the holy vision spell,        
      ogre-mages can make a floating "eye" to fly around and     
      explore terrain and sight units.  These eyes disappear     
      rather quickly, so use them with haste.
     -Bloodlust: This is a pretty cool spell. The target will be 
      able to do more damage with each attack.  This is useful   
      for quickly dispatching of an enemy.
     -Runes: I talked about these in the "Defense" section of    
      this guide. If you want more uses, just cast this spell    
      right in front of any enemy unit, then walk into the sight 
      range of that unit.  He will chase after you, and go right 
      through the field of runes. You can cast this spell out of 
      the sight range of every unit.     
                      
Death Knight:
     -Touch of Darkness: This is a lot like lightning. It is the 
      basic attack for death knights. It does not use any magic  
      power, and can attack units on land, sea and air.
     -Death Coil: If a death knight is getting low on energy, you 
      can trade magic for life with this spell. It has a nice    
      range, and is powerful.  Whatever is taken away from the   
      enemy, you get. I don't think it works on bastillas.
     -Haste: With this spell, the enchanted on will do all of his 
      actions (walking, attacking) faster.  Combine this spell   
      with bloodlust for a fierce guardian.
     -Unholy Armor: This is just like the unholy armor spell from 
      Warcraft 1. Be careful, it wears off quickly. Each time the 
      spell is cast, the target loses half of his power. Use this 
      spell conservatively.  Don't cast it on goblin sappers!
     -Death and Decay: This spell is useful in groups, but is not 
      worth casting for only one enemy. The manual says it can   
      consume wood, but I have not gotten it to do that. Useful  
      for destroying buildings.
     -Whirlwind: Again, this spell is useful for groups of       
      enemies, but not much else. Actually, this spell works     
      great against air units.
     -Raise Dead: This time around, skelatons stay alive without 
      needing magic power. This means that they never die on     
      their own. Using this spell you can build up a large army  
      of the undead and march it on your enemy's base. Skelatons 
      are much stronger this time.



4. Building a Town
 
    I don't have that much to say here. Basically, the order that 
I build stuff in is:

             Humans                       Orcs
1st-       town hall                   great hall    
2nd-          farm                      pig farm
3rd-        barracks                    barracks
4th-   elven lumber mill           troll lumber mill
5th-       blacksmith                  blacksmith
6th-    upgrade to keep          upgrade to stronghold
7th-        shipyard                    shipyard
8th-    gnomish inventor           goblin alchemist
9th-        stables                    ogre mound
10th-       foundry                     foundry
11th-     oil refinery                oil refinery
12th-  upgrade to castle          upgrade to fortress 
13th-       church                  altar of storms
14th-     mage tower             temple of the damned
15th    gryphon aviary                dragon roost

     Of course, you will obviously need more than one farm. Build 
farms as needed. And if the battle is mainly on sea, build the 
sea buildings early on. I recommend at least 4 peasants, and as 
many as 8, depending on how  much of the resources you need. I 
find that six farms can supply a  good-sized army. And build 
towers as you see fit. If the enemy attacks with air units, make 
guard towers. Otherwise make cannon towers.

READ! READ! READ! READ! READ! READ! READ! READ! READ! READ! READ! 
READ! READ! READ! READ! READ! READ! READ! READ! READ! READ! READ!

     This is a really cool trick. If you need to speed up the 
building of something, have one peasant "build" the building, and 
then have all of your other peasants "repair" the building as it 
is getting built. It will cost a bit more, but the building will 
get built a lot faster.


5. Keeping Troops Alive

     This will be pretty short. Basically, when you are in a 
defensive line, you may find that the enemy keeps on going after 
one unit. If you don't have the "heal" spell, then it helps to 
rotate your troops around the defensive line. For example, have 
the strongest guy switch places with the  weakest guy. This way, 
the damage will be spread over many units instead of focused on 
one. If you have the "raise dead" spell, you can put the 
skeletons right in front of your defensive line, so the skelatons 
will take the damage instead of your troops.


6. Battles at Sea

     Personally, I think sea battles are the hardest in the game. 
Here are as many strategies as I could think of.  First of all, 
the cannons always overshoot a fast unit coming toward you, such 
as a transport or a oil tanker. What I find works is to use the 
"move" command, and click on the oncoming ship. As soon as the 
enemy ship passes you, use the "stop" command and, if the enemy 
is within range, your ships will fire and hopefully sink the 
vessel. Only oil tankers and transports will try to get through 
your defensive line. All other ships will attack it.

     Most bases only have one or two transports to shuttle their 
units across bodies of water. If you can find a transport on the 
shore, immediately destroy it. If you destroy all of the 
transports, and the shipyard, the enemy will not be able to get 
any more units across water. This means that you can concentrate 
on making a strong navy. But beware, after you destroy the 
shipyard and transports, the enemy will continuously build land 
defenders, so when you do send in a landing party, you will meet 
a lot of defenders. But they can't get off the island, and their 
mine will eventually run out. If their mine is VERY large, you 
can always destroy it. 

     The best way to get past cannon (or guard) towers located on 
a beach is a fast and furious attack. Send in as many ships as 
you can. Once you clear away a small area, get a bastilla or two 
on the beach (out of range of the towers) to take out the 
remaining towers. Your losses may be heavy. 

     When searching for enemy ships, always keep a flying machine 
close by in case you run into an enemy submarine. You will know 
you are under attack by a submarine if you see big explosions on 
your ship, but no enemy units nearby. Or you can always make your 
own submarines, because they can see enemy underwater units as 
well. Submarines are very weak, and can be destroyed in one or 
two hits. The problem is GETTING those one or two hits, because 
if you don't have a submarine or flying machine close by, you 
won't be able to see the enemy submarine.

     If you can't get close enough to destroy the shipyard, then 
go for the enemy oil platforms. These are usually guarded by a 
few ships. Once you destroy the enemy's supply for oil, it will 
not be able to continue constructing ships. You can the rule the 
seas, and kill some buildings near the shore with you boats. 
Battleships have a longer weapon range than destroyers, so if you 
need that one extra unit of range to attack a building, get a 
battleship. If there are enemy ground units one square out of 
range, use the "attack ground" command to attack the space right 
next to the enemy. A lot of the time, the enemy will run towards 
you, and into range.
 
     If you are getting attacked with ground units being brought 
across on transports, build a GUARD tower as close to the shore 
as you can. A cannon tower would overshoot the transport, but a 
guard tower is not as strong. But each time the transport gets 
close, it will get damaged a little. Patience! 


7. Upgrading the Right Way

     This is mainly just a matter of what you need the most. If 
most battles are on land, upgrade swords and shields. If the 
battles are on sea, upgrade your armor and cannons. Only invest 
money into elven rangers and troll berserkers if you have a whole 
bunch of archers or axe throwers, or if you've got money to spend 
(which is rare). Try to upgrade everything once before you go 
into upgrading something for the second time. I almost never 
upgrade my bastillas for the SECOND time. 4000 gold for only 15 
extra attack points? You're crazy. I would much rather have 5 
ogres than an twice upgraded bastilla. 

     If you have any towers, upgrade them as soon as possible, 
since a watch tower can not harm enemy units at all.


8. Cool Things to Do

     1. While you are building something, "repair" it with other 
        peasants. It will be built much faster, but it will cost 
        a bit more.
     2. Cast "unholy armor" or "invisibility" on enemy demolition 
        squads and goblin sappers. They will explode.
     3. Destroy the enemy's gold mine. This will take quite a    
        long time, but once you destroy it, the peasants will    
        have to walk a long way to get more gold. Put a few      
        knights in their way, and the enemy won't get anymore    
        gold.
     4. Use cheat codes
     5. Click on critters so much that they EXPLODE. It takes    
        about 10 seconds of clicking, does not work in         
        multiplayer.
     6. Repeatedly clicking on all of your units, and listen to  
        the funny things that they say.
     7. Using the map editor that is included with the game, make 
        your side off in one corner, and make 7 opponents, all on 
        the edge of the map. All of the opponents should be      
        peasants.  Make one ( 1 ) mine right in the middle of the 
        map with the maximum amount of gold in it, and have a    
        forest all along the edge opposite of where your base is. 
        All of the peasants will make a town hall real close to  
        the mine, and begin making a huge town, right in the     
        middle of the map. Ever see sixty peasants go into a mine 
        at once? You will now. (you might want to use cheat codes 
        if you intend to PLAY this level). Make sure you adjust  
        the starting conditions to give enough resources to each 
        opponent to build a town hall.


     That's it! I hoped you liked it. If you really liked it, you 
can send me $500,000 dollars, and get the registered version! 
Just kidding. Good luck beating Warcraft 2!

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