Volume Three: The Craft of War – Casual Learning Curve


Another post regarding “Warcraft III”, which I am honestly considering doing weekly. It all depends on how I handle the difficulty really, though things went quite nice this week. I’m not sure how things will turn up for the upcoming one, given how much trouble I am having with the Orc Campaign in “RoC” right now. We’ll see… Anyways, here’s what I’ve managed to accomplish during this week:


“Monolith” is a classic scenario map that always gave me trouble back in the days. It didn’t matter if I played it with friends or an ally CPU, the enemy always managed to overwhelm my forces. On this map, you face custom- built races, like Murlocs or Trolls, who have their own set of gimmicks and strategy regarding their structures, heroes and units. The Thunder Lizards and The Beast Master[?] ones are the worst races to play against, while the rest are quite manageable. The goal is to destroy the main building [The Monolith] of each opponent, which also disables them completely from further interference in the game. Monolith Shard Pieces are items scattered around the map, which can be picked by both sides. Having them in your possession lets you disrupt various enemy units a number of times, turning them against each other. If the Monolith Beasts pick them up, they can set up some pretty tough tower buildings, which melt down low level units in no-time! Honestly, the only reason to pick those up before the enemy is so you can prevent them from setting up lots of towers, since the activation effect of the monolith shard does not have that big of an impact on the map. [P.S. I am not totally sure if the enemy actually picks and places them. Rather, I think it’s just something that they can build. I don’t know…]

I’ve decided to give myself some [Easy] CPU allies, since I wanted to face the maximum number of enemies. [Number of players affect number of enemy players.You can’t face them all solo, sadly…] My first two attempts ended in failure. The Night Elf Warden is not all that good of a hero for this map, at least not for the mid and late game. Priestess of the Moon did the work quiet nicely, along with a quick tech to tier three, where I managed to get myself some chimaeras to help me melt the Monoliths quickly. Controlled the early game with Huntresses, who are really effective against the masses of low tier units that the enemy tends to make.

Auras and quick tech are really important for team games. I LEARN THINGS, HECK YEAH!


The Last Guardian is a custom campaign for Warcraft III, with a primary focus on puzzle-solving and less fighting. By puzzles, it should be mention that 85% of the game is just fetch-quests, with actual puzzles coming into gameplay every now and then. I don’t know if it’s right from my part to be critical about it, since I’m not entirely sure as to what are the limits of the “Warcraft III” editor. Regardless, each map of this campaign has much to offer, to the point where one is without a doubt not going to care all that much about any annoying little details. I mean, every place is set up and built really nicely and the custom models are just…great! Again, I don’t really have any experience on the editor of the game, I’m just stating my honest personal opinion regarding my experience. There is quite a bit to explore on each chapter, but as a whole, the gameplay is pretty straightforward. The overall interaction setup in this campaign made my whole experience with it really pleasant!

As for the plot, the campaign revolves around “The Last Guardian – Medivh” and his deeds around the time when the Orcs came into Azeroth. You play as his new apprentice, Khadgar who is tasked with solving various tasks, ultimately leading to the discovery of Medivh’s betrayal and his death. I’m not quite in touch with the whole story as a whole. I’ve recently watched the movie and I know about the book and… I guess it’s fine…?

This is the post where I make excuses for not knowing things regarding the game, but would I be having any fun if I knew it all? Maybe. I had fun with the statue/Medivh fight in the last chapter of this campaign though.

This campaign was quite alright and I would gladly suggest it to anyone.Even to people who have never played Warcraft III or just hate the game for whatever reason whatsoever. PLAY THIS CAMPAIGN, IT’S ENJOYABLE!


The official Undead Campaign of “RoC” also taught me a lot of things about the game! Way to go hard difficulty! I regret avoiding you back in the days…

Siege Weapons are good and should not be overlooked, especially if you are dealing with an enemy who uses a lot of ranged units. This is a key element for clearing chapters Three to Five. Also, making the right picks when it comes to attacking bases and overall positioning on the map. You can’t really get away by relying on towers alone for base protection on hard difficulty. Same can be said about attacking bases at random. As a whole, one should aim to deal with the huge threats first, especially those involving the production of an enemy siege units/heroes who are attacking your base constantly.

I was feeling quite uneasy about chapter six. I expected the wost coming from all the Orc enemies that you need to deal with, but turns out that they are no match at all for masses of Frost Wyrms and Gargoyles. On another note, it seems that if you don’t reveal the red Orc Base, you won’t have to deal with the Level 10, Red Dragon attacks, which is quite nice, since on Hard difficulty, the number of Dragons who attack you is set to TWO! [Sending a shade to scout the red Orc base would trigger him to attack…it seems…] Also, Arthas ultimate is really good for turning attacks around, even though all you can get from the reanimated units is to bring one tower or so. Still, it’s something…

Did I have trouble with the last chapter? Of course! I had to replay it five times in total. Why? Because I underestimated a lot of things. One of those, which I think was the most crucial one,is the gold income. You can’t really stand up to all those attacks without a good support of towers and units. And for that you honestly need more than just the gold mine that you have at the start. Expansions and upkeep management is really important!!! Even then, protecting Mr. The Lich Summoner can end up in failure if you are not careful! Having trouble with the final attack from the fully-upgraded humans? Had enough of those pesky Archmages and their annoying Blizzard spell? Gryphons swarm over Kel’Thuzad and one-shot him before you can even heal him?

Possess and enemy sorceress with a banshee. Use the sorceress to remove the Lich out of sight! There! That’s the secret to deal with the hardest part of the mission! The rest really depends on how many towers you can build and if you can keep your Fel Hounds and Infernals healthy enough all the time.

Maldita Castilla – The lab’s vault needs all the games with knights that it can get!


So this little game has been just lying around on my hard drive for a while,until recently,when I decided that I got tired of seeing its name when I browse through my files.If I have games I should play them,not just treat them as some sort of collectables for a display!Take that into consideration STEAM users!

The first obvious impression that this game gives is pretty much “OMG,IT’S GHOSTS ‘N GOBLINGS!”A pretty natural one,considering the fact that even the author of the game confirms it and states that it’s one of the main inspirations for the creation of Maldita Castilla.Add some Spanish Mythology and the fact that you can attack upward and there you go!We have ourselves a game!

With the main idea behind this game,visually and in terms of gameplay,I think it managed to achieve a pretty great results.The soundtracks are quite fitting for each stage and the sprites are really well made and animated.It really feels like you are playing an old arcade game,but there are just some aspects to it where you can see a flat out solid improvments.Toss in some easy-to-follow,silly plot and we can all be happy!The game has a good varietiy of content and it manages to stick to its main theme pretty well.

Gameplay wise,”Trial and error” have quite a big influence in Maldita Castilla,at least for new players,especially for those who are not used to these type of games.I had a total of four playthroughs of the game,where the frist two felt like pure hell under the sea.Again,it was all due to my lack of knowedge on what to expect and how to deal with it.I felt like I had way more trouble at the room where you have to climb up,while stone faces on the wall shoot stuff at you.Same goes for the room where you descend and you have to deal with the magical,demonic cauldrons.The different weapons that you can aquire through the game can have a huge impact on some areas and bosses.However,that doesn’t seem to be the case once you get used to the game.Third playthrough ended up being my best one,where I got the best ending,much to my own disbelief that I can actually accomplish that.It felt weird how from “I suck at this game.” I went to “This game is pretty easy”… I was honestly expecting to have to replay the game at least a few more times.Now it will leave me with a weird impression that it has a good replay value.Hm.I don’t know… Also, finding the hidden treasures and invulnerability potions seemed like a pretty important thing for a potential good playthrough.


Decent controls,frustrating early playthroughs,which are replaced by pleasant ones,later on, good variety of enemies,bosses and different themed levels,all in all makes up for some good experience.I’ll give it my 7.8 out of 10 with the “A game well done” silver cup.

I am still questioning my own learning curve though…