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.
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!Mais Warcraft
Informações adicionais
- Categoria: Dicas e soluções
- Tags: Em revisão, Trapaças, Walkthrough, Warcraft (Série)
- Adicionado por: LichKing
- Acessos: 324
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