===================================
Warcraft 3 Reigns of Chaos
F.A.Q & Walkthrough
For Warcraft 3 on PC
Written by Kenny "Kenshi" Tam
Contact: kennytam@foxhound.zzn.com
===================================
================
Current Version :
================
Version 1.81
Added new contributions
New sites.
[The Newest Version of this file will always be found at
Http://www.Gamefaqs.com. Please update the file often if you are allowed
to post it on your own site]
==================
Table of Contents:
==================
I. Introduction
II. Basics
III. Races
IV. Unit Overview
V. Buildings
VI. Walkthrough
VII. Addendum
VIII. Notes and Credits
IX. Legal Information
===============
I. Introduction
===============
The much awaited Warcraft 3 is finally out, and for many, the wait was well
worth it. Boasting totally rendered 3d graphics, new game system, as well
as having a 4 playable races makes this game a huge leap in terms of RTS
games are concerned.
One unique feature is that the game feels similar to an RPG, with many aspects
of Diablo 2 mixed in. Campaign mode is closest to an RPG in itself, where
you control a hero in their quests. Taking the control of each race in order
of story, the player gets to experience how to play as all four races as
well as learn the full story of Warcraft 3
Of course the most famous and most played part will be the multiplayer function.
Players can connect online to Battle.net and play other players from across
the globe, or just play friends online.
===========
II. Basics:
===========
This section will cover the general and basic fundamentals of the game. Most
of it will be transliterated from the manual, although there will be some
additional information added as well.
I. Starting Off:
================
Upon loading up Warcraft 3, you will be greeted by the main menu: there you
can select Six of the following options:
Single Player Game: in this mode you play the campaign mode. Here, you start
off with the Orc prologue and the Human campaigns. Finishing them will grant
access to the next campaigns, eventually leading to the conclusion to the
Warcraft 3 storyline.
Battle.net: Selecting this feature will allow you to connect to the Blizzard
Battle.net service, a massive and free online gaming service that allows
you to chat with other players as well as create and join multiplayer games.
You will need to create and account as well as have a valid CD key to use
this service. Clicking on the magnifying glass next to the button will allow
you to select which gateway you want to join; choose the one closest to you
for the best performance. However, you can only see and interact with players
on that server.
Local Area Network (LAN) Game: Using this feature will allow you to connect
with local computers via a LAN network. To use this, the computers must be
physically connected with the appropriate cables.
Options Menu: This allows you to configure the video, sound and general game
settings for Warcraft 3.
Credits: Click on this to see a list of credits on the people who have worked
on this game.
Quit: This will allow you to exit Warcraft 3 and return to your operating
systems.
Single Player Mode:
*******************
This section will cover the basic features and menu selections of single
player mode. A full walkthrough is included later on in this guide.
The first time you start off, you will be asked to enter a name for your
profile. This similar feature was also in Starcraft. Simply type in a name
then click on "OK." To change this, click on the magnifying glass next to
your name to change or create a new profile. Each profile will be used to
recall your progress in Campaign mode as well as storing replays under that
name.
Starting a Campaign:
----------------------------
Selecting this option will allow you to play the single player campaigns.
You start off with the Orc Prologue and Human tutorial. Completing each one
will grant access to the next one; thus, you must play the campaigns in order.
Orc Prologue (tutorial; optional)
Human Campaigns
Undead Campaigns
Orc Horde Campaigns
Night Elf Sentinel Campaigns
You can however replay previous quests that you have completed. Unlike the
previous game, the mission briefing screen is now gone. Instead, each mission
flows to another with a cut scene revealing part of the story and the objectives
of that scenario. Therefore, each scenario will have a series of Objectives
to complete; if you fail to complete them, the mission will end in defeat.
There are also optional quests that can be initiated during the scenario.
As the name suggests, they are purely optional and have little bearing on
the game itself. However, they often give rewards that could make the game
easier and your heroes more powerful. The optional quests can usually be
found by approaching a villager with an Exclamation mark above their head
with your hero. At other times, they will be revealed with the story. Either
way they are listed in this guide. If I missed out on any however, feel free
to email me about it and I will happily and gratefully credit you with it
in full.
Loading a Saved Game:
--------------------------------
This function will allow you to load up saved games during your campaigns.
As such, you can continue your quests later on, or allowing you to replay
a mission without having to start from the beginning.
Viewing a Replay:
-----------------------
This allows you to view your completed missions. Similar to Starcraft
(patched versions) you can see the progress of the game as well as that of
the opponent. This is a great feature for reviewing your strategy as well
as future planning.
When viewing the Replays, you have four options available; Pause, Play, Fast
Forward, and Rewind. Furthermore you can also select the speed of your replay,
so you can skip to a certain section of the game without having to wait the
full time for it.
You can transfer your replay files, so you can trade them with other players.
This can also be useful in distributing champion or particularly skilled
player's games, or to catch cheaters as well.
Playing a Custom Game:
----------------------
Selecting this feature will allow you to play singe player game on a custom
map of your choice.
Selecting a map:
To select a map to play on, navigate the main window. Maps will be assorted
into different folders.
Choosing team Configurations: This will allow you to choose what race, team
color and which allies the player has at the start.
After you have selected what race your want to play as, you can select how
many computer opponents (as the map allows) and what race they are. Further
more, you can select which team they are on.
Advanced Options: This option enables you to set the advanced parameters
of the game, such as random players, map visibility and so forth.
Battle.net:
************
Battle.net is probably one of the more famous online a game service there
is. Spanning and serving virtually every Blizzard game out, it is also an
excellent method to ensure people support the real software as opposed to
piracy.
Battle.net is an online server of sorts. People can connect to a chat server
and create as well as join games. People using other games can chat with
other Blizzard game players, as well as have their own chat channel. Ladder
tournaments as well as player rankings are also available. Needless to say,
Multiplayer gaming is a major part of Warcraft 3.
New to Warcraft 3 is anonymous matchmaking, in which you get paired up to
a random game that suits your playing record. Another service is a friends
list, so you can keep track of other online friends or enemies that are on
Battle.net.
Gateway Selection:
------------------
Found in every Blizzard Battle.net game, you can choose which gateway to
enter. Click on the magnifying glass next to the "Battle.net" button in the
main menu. Whilst it is recommended that you select a server closest to your
geographical area for the fastest connection as well as cultural preferences
(such as language) there are also downsides.
There are Four main Battle.net servers:
U.S West (Lordaeron)
U.S East (Azeroth)
Asia (Kalimdor)
Europe (Northrend)
Certain servers will have preferences and trends for certain types of maps
and playing style. If you prefer custom maps for example, and the server
you are playing on has none, try connecting to another.
Waiting Room:
-------------------
Upon connecting and logging into Battle.net you will be automatically
transported to this screen.
There are six options to choose from:
Play game: This is the most basic mode, where you go off and face off against
other people. Simply select which game interests you and join it. This mode
is officially recognized by Blizzard, and thus, involve official maps.
Team game: You can several other players form a team against another team
on a map. Simple enough.
Custom Game: Select this option to create a game. You can select which map
to play, and how many players can join, as well as if there are any computer
opponents. As such other players can join your custom game unless you
password lock it. This mode is probably the more played, as it encompasses
all other maps, such as custom maps. A list of games will be available to
choose from and join.
Friends list: This feature will allow you to add certain players to your
"buddy list." This will allow you to see which games players added to your
list are as well as which game. When the join a game, a popup will notify
you of which game they join. You can check if they have also added you to
their list by holding the cursor over their name.
Local Area Network Game:
*******************************
This utilizes a LAN connection. To use this, the computers must have a TCP/IP
compatible network. Similar to Battle.net, you can create or join games using
"Custom game."
This is utilized most often in LAN cafes, where the computers are physically
next to each other and thus able to use this function.
Options Menu:
*****************
This section is used to customized and configure Warcraft 3. You can also
access this mid-game with the F-10 button. There are three options to choose
from:
Gameplay Options:
-------------------------
This will configure how the game plays as well as interfacial aspects.
Game Speed: this controls how fast the game runs. This includes building
and research times, as well as how fast units move and animate. However,
this is only configurable in single player mode. In multiplayer games the
speed is set when configuring the game.
Mouse Scroll: this controls how fast the mouse will scroll the game when
near the edge of the screen.
Disable Mouse Scroll: this will disable your mouse scrolling. Instead, only
the keyboard arrow keys can scroll.
Enhanced Tooltips: This will allow a box to pop up providing additional
information when you hold the mouse cursor over an icon or unit.
Video Options:
-------------------
Gamma: This sets the gamma settings. The further to the right, the higher
the gamma and brighter the screen becomes.
Resolution: this will change the resolution and color depth of the game.
The higher the resolution, the clearer and sharper the graphics become, at
the expense of rendering power. As such this will slow down the game. To
increase game speed, try changing to a lower resolution. This can only be
changed from the main menu, and cannot be accessed in the middle of a game.
Model Detail: This changes the number of polygons used per unit, making it
look smoother. The higher the detail, the more rendering resources it uses
and slower the game becomes. This can only be accessed from the Main menu.
Animation Quality: this dictates how smooth the animation will be in game.
As with the other graphic functions, the higher the quality, the more slower
the game may become. This can only be accessed from the main menu. Systems
with 128.0 MB of RAM are recommended to use the 'Low' setting.
Texture Quality: this changes the quality of textures in game. As such the
lower the quality, the less detail it has. This can only be accessible via
the main menu.
Particles: this function modifies the "extra" graphics, such as spells,
footprints, etc. Technically, it adjusts the particles drawn per emitter.
The 'LOW' setting will display approximately 1/3 of all particles, where
as 'High' will display all particles. Try changing this setting if you
experience slowdown when there are a lot of units or during a large battle.
Lights: This controls the number of rendered Lights per object: Low uses
One light, Medium uses four, high uses eight. Essentially, if you have an
older graphics card, change to 'Low' setting.
Sound Options:
******************
Sound Effects Volume: this changes the volume of sound effects in game. The
sound effects can be turned off completely by toggling the box next to the
scroll bar or pressing Ctrl+S. Sound effects to add some slowdown, but it
is minimal.
Music Volume: This controls the volume of music in game, run off the CD.
You can turn this off by either by using the menu or pressing Ctrl+M.
Ambient Sounds: This enables ambient sound for the game. This has a small
bearing in game performance.
Movement Sounds: this option will enable or disable sounds that units make
from moving. Generally footsteps and so forth.
Subtitles: This will enable or disable subtitles during dialogue or Full
motion videos.
Unit Sounds: This will enable or disable the sounds that units make when
they are selected.
Sound Provider: this will allow you to select which sound system to use from
your system.
Environmental Effects: This will enable or disable the effects such as
reverberation or echoes. As such it can have a bearing on game performance.
Positional Audio: this will enable the usage of 3D sounds. This will have
an effect on game performance.
II. In Game Interface
=====================
This section will cover the logistics of game control as well as navigating
the game itself. Most of the game will be controlled via the mouse, but
advanced players will also learn to use the keyboard for maximum efficiency.
Using the Mouse:
-----------------------
The mouse is probably the main tool used in the game. It is impossible to
play the game without a mouse, obviously.
Left Click: The left click is mainly used for selecting objects. Units,
buildings, spells and so forth will be selected by left click. You can also
select multiple units by dragging the mouse and forming the rectangle over
the desired units. Shift+left click will allow you to add units into the
group.
Right click: this is the jack-of-all-trades command. Warcraft and Starcraft
players should know how this works off by heart. The right click is basically
an "Auto-command" of sorts, where it will follow the most relevant command.
For example, right clicking on an enemy will cause the unit to attack the
enemy. Right clicking on a damaged building will cause the unit (if possible)
to repair the building. Right clicking on resources will cause the relevant
units to start gathering materials. Units will also load transports by right
clicking the transport when you have the units you want selected. Note that
they transport will move on right click, but not unload. Highlighting a
building and right clicking also works. Buildings that produce units will
send all newly created unit to the new right clicked 'rally' point.
Shift+Right click also works, where if you hold down shift and right click
on different targets, the unit will follow them in order.
Selecting Multiple Units: Hold down the left mouse button and drag the
rectangle around the units you wish to select. You can add units by holding
the Control or Shift button and clicking on units you want. Double clicking
on a particular unit will select all units of the same type on screen, similar
to Red Alert 2. To remove a unit from the group, repeat the process again.
Group Units: Control+ 0-9. When you have a group selected, you can assign
them a number. When you select that number again the group will be re-selected.
Pressing the number again will center camera on the group of units.
When you group units together, each unit type will be grouped together.
Pressing TAB will cycle thought the different sub-types of units. Shift+tab
will select the previous group. As such, you can group some magic casters
with melee units and select them without having to change the units group.
Furthermore, if you have more than one spellcaster, only one will cast the
spell;l thus, if you wish, each one will take turns casting the spell by
targeting multiple times.
Holding down control will only cause the selected sub-group to attack.
Formations: Groups of unit will move in a formation, where the faster units
will slow down to compensate for the slower units. However, you can by pass
this by holding ALT and clicking on the desired destination.
Camera Control: You can zoom in and out by pressing the Page up an Page down
keys. The Mouse wheel also does this too. Instead of actually zooming, the
camera shifts up and down from a bird's eye view to a ground level view.
Camera Rotation: Use the Insert and Delete keys to rotate the camera around.
Using the Keyboard:
--------------------------
The keyboard can also be used, where they are used as a shortcut function.
A lot of time can be saved by using a combination of the keyboard and mouse.
This technique is the basis for advanced players and strategy. Without
mastery of using both as a combination, it is hard to become proficient at
this game.
Each building and unit has a keyboard command, which will be listed in this
guide. However, there are also more general commands that relate to the game
itself.
Menu Commands:
F1-F3: cycles though Heroes available.
F8: Cycles through idle workers.
F9:
F10: Shows Game Menu.
F11:
Alt - O: Activate the Options menu.
Alt - S: Activates Save Menu.
Alt - L: Activates the Load Menu.
Alt - H: Shows the Help menu.
Alt - M: Toggles music on/off.
Alt- S: Toggles Sound effects on/off.
Ctrl+number:
Escape: Returns to previous game menu.
Game commands:
Alt + Command: bypasses formation.
Ctrl + Command: Sends command to selected subgroup only.
Enter: Opens Message prompt.
Shift + Enter: Sends message to all player.
Ctrl + Enter: Sends message to only Allies.
Backspace: Cycles though town centers
Spacebar: focus on last game notification
Ctrl +C or Alt+ C: Centers screen on unit with active portrait.
III. Game Concepts:
===================
Resources:
---------------
Like all RTS Games, Warcraft 3 needs the collection of resources to build
units as well as fuel the game economy. Unlike the previous incarnations,
there are only two collectible resources and one buildable.
Gold:
- - - -
Gold is the primary resource that you will be fighting for. Gold is found
mainly in the form of a mine, in which different races have different methods
of extraction. Each mine has a different amount of gold in them, which can
be determined by clicking on them. Mines are invulnerable and cannot be
destroyed, although improvements built on them can, such as the Haunted
Goldmine. I had something to type but I forgot what it was, so I'll add it
when I remember. I think it was that gold is the primary resource, in which
virtually all units, buildings, spells etc. will require gold. As such,
without it, the enemy is virtually stuck. When a goldmine is depleted, it
will collapse, similar to the previous Warcrafts. As such, you are forced
to find a new source.
The Haunted Goldmine will also create blight. Thanks to Mr. Christopher Kwan
for this information.
Note that you can also gain some gold by killing creeps, which also gives
EXP for your heroes. Thanks for Mr. Colin Whitlatch for correcting this.
Thanks to Akeel Kasam for his info on the collapsing goldmines.
Lumber:
- - - - - -
Lumber is the secondary resource. Unlike gold, it physically perishes and
can be destroyed. What this means is that they exist as an object in game,
as a terrain. When they are chopped down or attacked, the tree will be gone.
Therefore, if you use up lumber, it means that the forest itself has gone.
There is an exception to this rule for the Night elves, but they too can
make tree perish by eating them or destroying them with the siege weapons.
This resource is not used as often, but it is used in mechanical and most
elven units.
Food:
- - - -
The other basic, essential resource. This is just as important as gold, since
you need food to support your army. Without it, all the gold is useful for
are buildings and upgrading stuff. Food is built in different forms for all
races, but the basic concept is that you will need to build a structure that
will provide support for your army. The food cap is 90, and some units may
take up more than 1 food unit. Usually, they are the stronger units, so you
limit your army accordingly. More on this later.
============
Gameplay:
============
Warcraft III boasts a selection of up to four races; from the original Humans
and Orcs, to the new Night Elf Sentinels and Undead Scourge. Each race plays
differently than each other, adopting a different military doctrine that
best suits their design.
Originally, there were going to be many more races included in the game,
such as the demon race (which later became the Burning Legion.) The main
reason the numbers were reduced was due to balancing issues, designing each
race so that they are unique enough to warrant a new race whilst making sure
they are neither too powerful nor too weak; but somewhere in the range of
"equal." Of course, it is clear from every game out that true balance is
impossible, which explains gameplay changes that are put in with game patches.
With four races, Blizzard had to manage a four way juggling act. Starcraft,
which had three races, had and required many, many patches and fixes for
the three factions. Add an extra one, and it is exponentially more difficult
due to all the different permutations and combinations of matches and races
that can occur. Nonetheless, in the release version, the game is still pretty
balanced, although some gaps and exploits are already being exposed.
The Races:
==========
As mentioned, there are four different races that the player can use. They
are:
The Human Alliance
The Orcish Horde
The Undead Scourge
The Night Elf Sentinels
All four races have different units and building, as well as general playing
style. However, the common characteristic about units is that they all have:
- Air unit
- Siege Weapon
- Two Magic Spell casters; offensive and defensive; either is paired with
support magic
- Three heroes.
Each unit will follow the same format:
Name: Explanation of the unit here.
Cost: How much the unit costs to train or build, in terms of (F)ood, (G)old,
(L)umber.
Build Time: How long the unit takes to be trained or built. This is measured
in game seconds, in which changing the game speed will alter the duration
of a game second. Note that a game second at normal speed (according to game
settings) should equal to 9,192,631,770 oscillations of the Cesium 133 atom
(id est, One second on a clock, more or less) and will be scaled according
to game speed.
Requires: What structure is prerequisite to build the unit.
Trained At: Which structure the unit is trained at.
Hit Points/Mana: How many hit points the unit has as well as mana, if
applicable.
Damage: The amount of damage the unit deals. This varies on the type of attack
it has as well as the typo of armor on the target.
Attack type: Attacks in Warcraft 3 are divided into four different categories.
Normal: 150% Damage against Light armor. 50% against Fortified Armor.
Piercing: 150% Damage against Heavy Armor, 75% against Light Armor, 35%
against Fortified Armor.
Siege: 150% Damage against Fortified Armor, 50% Damage against Light
Armor.
Chaos: Does Damage to Divine Beings.
Typically, Siege weapons such as the Steam tank and the catapult do siege
damage. Chaos weapons usually come with heroes and during campaign
storylines. Piercing damage is more typical for ranged units, where as melee
units do Normal damage.
Weapon Type: This denotes how the unit attacks.
Melee: The unit uses melee combat. Unit therefore must physically go
forth and attack the target to deal damage. Thus, they cannot hit air or
units behind a barrier.
Instant: The unit uses a ranged attack, but it hits the target instantly.
This type of attack can hit air units.
Missile: The unit uses a ranged attack, but the projectile must travel
to the target. It will not miss, but depending on the range, the rate of
damage done maybe lower if further away. This type of attack can hit air
units.
Artillery: The unit uses a bombard attack, where it lobs a projectile
towards the target. It can travel over barriers but not hit air units. It
usually does splash damage as well as knock down trees and some barriers.
Splash: Attacks of this type do splash damage, in which units around
the area around the vicinity of the attack hits will also take damage. Note
that it also does damage to friendly troops and buildings nearby.
Note that ranged attacks have a certain range limitation.
Armor Type: Similar to Attack types, there are different classes of armor.
Light: 150% damage from Normal Attacks, 75% from piercing attacks,
50% from siege attacks.
Medium: 100% damage from All Attacks.
Heavy: 150% damage from Piercing Attacks.
Fortified: 150% damage from Siege Attacks, 50% from Melee Attacks,
35% from Piercing Attacks.
Hero: 75% Damage from Spells, 50% from Piercing Attacks, 50% from Siege
Attacks.
Typically fortified armor applies to structures only. Hero, as the name
suggests, applies to Hero units. Heavy armor tends to apply to stronger air
units, where as medium armor applies to most ground units. Light armor tends
to apply to basic resource units.
Damage: This lists how much damage the unit will do. If it has more than
one method of attack, both will be listed. Note that the actual damage will
vary, thus, a range will be given.
Armor: The number of armor points a unit has. This is used to reduce the
damage received directly: note that it varies according to the type of armor
and the type of attack being received.
Speed: How fast the unit moves. Some units can receive upgrades that increase
how fast they can move.
Special Abilities: Virtually all unit have some sort of unique ability to
their race or unit itself. Generally the more useful, basic ability will
be on Autocast, in which the unit will use it in the appropriate situation.
You can turn this off by right clicking on the spell. Magic spells and unique
unit abilities will be listed here.
Upgrades: This denotes what upgrades the unit can take. Usually they include
weapon and armor upgrades, as well as spells or unit abilities.
Strategies: This will include general information on how to use the unit
as well as strategies.
Note: All Statistical data, such as Weapon and attack information were
referenced from http://www.battle.net/war3/. Please refer to the Notes and
credits section for more information.
Building wise they are all fundamentally similar, in which they all have
a "town hall" sort of structure, a Defensive tower fortification and so forth.
Even though they all have similar classed units, their abilities and
statistics can be very different, dictating the entire strategic doctrine
for that race. It is obvious that a player should observe and analyze their
playing style to see which race fits them best, or how they can change it
to suit which ever faction they enjoy playing as.
Race Overview:
##############
The Human Alliance:
*******************
"The Human Alliance is a conglomeration of Humans, Elves, and Dwarves. They
are the most versatile army in Warcraft III, with good ground and air troops,
excellent siege capability, and powerful spellcasters."
Unlike the previous Warcraft, the Human Alliance no longer have the elven
archers from Quel'thalas. In fact, the only elven unit the Human Alliance
have are the Priest and Sorceress. All Elven aspects, including the archer
and ballista were given to the Night Elves.
The Humans are pretty much the simplest Race in terms of general gameplay.
Their closest gameplay 'relative' are the Orcs, who share similar game
logistics. The closest Starcraft equivalent would be the Terrans, who are
pretty basic when it comes to building and training. The other races often
have a catch or twist in their system.
As mentioned by the manual, the humans are a pretty balanced race, just as
what you would expect from any Beginner or Starting race. Think of them as
the "Ryu" or "Ken" of Warcraft; they are easy to use and learn, but they
are also powerful when learnt.
The Orcish Horde:
*****************
"The Horde possesses the game's most powerful ground units, including the
savage Grunt and gargantuan Tauren. The Orcish Horde has modest air and ranged
capabilities, but their true strength lies in their brute strength and raw
melee power. Even the magic of their spellcasters is designed to enhance
their frontline troops."
As with the humans, the Orcs also lose the Ogres, of which they were the
equivalent of the human Knight. The Orcs do have the Headhunter, which
possesses a ranged attack. Instead, they gain the more expensive but also
more powerful Taurens (in relation to Knights of WC3 and Ogres of WC2.)
Similar to the humans, the Orcs are also pretty simple to play as. They aren't
as well balanced, putting an emphasis on heavy ground power. The Orcs are
a somewhat offensive minded race, and as the official sources say, lack a
good ranged attack as well as air unit. Not that it ever stopped mass Wyverns
from ruling multiplayer, but that is a different story.
Think of the Orcs as "Guile" or "Chunli." They are powerful at offense, but
require more skill and strategy to use than that of the humans. They often
have a shortcoming, such as with defense, forcing them to live up to the
"best defense is good offense" saying.
The Undead Scourge:
*******************
"The Undead Scourge is a well-balanced faction that can field enduring ground
forces and powerful air units. Their spellcasters possess a variety of
powerful magics, including the dreaded ability to raise fallen allies and
foes alike into an army of walking dead. In this way, the Undead can field
armies more numerous than any other race in Warcraft III."
Remember that secret Mission in Brood war, where Zeratul discovers the Zerg -
Protoss Hybrid? Well, you kind of get to play as them here...
Anyone who has played Starcraft, or any Starcraft junkies should feel right
at home with the Undead Scourge. Quite literally, they play like Starcraft
combined into one race, with other Warcraft Logistics given a Starcraft Twist.
The Undead is probably the fastest race you can rush with, since the "Peasants"
are actually the "Footman" or "Grunt" class units. The Undead can only build
buildings over "blight," which is the equivlanet of the Zerg Creep; a slowly
encroaching carpet or ruined soil in which the Undead camp is built on. As
with the Zergs, the Necropolis can be built on non-blighted areas, and will
create blight of its own and spread when finished (the goldmine will too,
but that is a special case.) Furthermore, the Acolytes actually "summon"
buildings instead of constructing them; similar to Starcraft's Protoss where
they pull entire buildings through warp gates. As such, similar to the
Protoss probe, an Acolyte can summon a building, then leave to summon more
buildings or leave to another task. Another unique ability is that their
"Support" structure, the Spirit Towers, can be upgraded to a defensive
structure. Think of it as a mix between a photon cannon, an overlord, and
a pylon. However, they do not need to build a Necropolis near a goldmine;
only a haunted goldmine is needed.
The Undead are pretty dominant in the air, with three air units. Their ground
units are also pretty strong and plentiful, since the Ghouls collect lumber.
Not to mention the fact that the Necromancer can summon units to match an
air raid or superior ground numbers. In terms of magic, they have some pretty
powerful status as well as support magic. The only real weakness is that
the Undead have a very weak ground ranged unit. Nonetheless, the Undead are
a powerful expansionist force. On paper, it looks near invincible, but the
sheer pace and level of micromanagement makes this race hard to master.
The Night Elf Sentinels:
************************
"The Night Elves of Kalimdor are a mighty race that emphasizes mobility,
ranged firepower, and spellcraft. They do not have the brute strength of
other races, but their skills with bow and magic more than compensate for
this deficiency."
The next new race to Warcraft 3, the Night Elf Sentinels are unique in their
approach. As suggested by the manual description, the Nightelves lack a cheap,
powerful ground unit. A majority of their units are in fact ranged attackers,
as well as being very magic-based. Virtually all their units will have a
spell available, including their melee Druid units.
The Nightelves are pretty difficult in comparison to the Humans or Orcs due
to their complexity. The Wisps do not need to travel back and forth like
the peasant/peon. Furthermore, they do not physically destroy lumber,
giving them an infinite source (unless someone chops the trees down.) The
downside is that they need a Tree of life for every Goldmine they wish to
use. Another odd feature is that they can move their buildings, like the
Terrans from Starcraft, and also attack with them.
The Nightelves require the highest level of Micromanagement, in which the
player needs to pay attention and control every little detail to succeed.
As the name suggests, the Nightelves are a night-based race. Their Hide
ability during night can be extremely useful in setting up ambushes, sneaking
into bases, or hiding from the enemy. The "Support" Building, the Moon wells,
can instantly heal any unit as well. Think of them as the "Protoss" of
Warcraft: fun and popular, but pretty hard to master and play as.
Human Units:
------------
The humans have a well balanced force. They are great for beginners since
they are pretty intuitive as well as basic in their approach to the game
logistics. The units are pretty easy to understand as well as use.
Ground Units:
- - - - - - -
The Human Ground unit is very well rounded. They have a fast, offensive melee
and ranged attacker, as well a good basic unit. Magic wise the sorceress
can whip out some great spells, whilst the Priest heals.
Peasant
-------
The Peasant is the basic resource gathering unit for the Human alliance.
They can be used to gather both gold and lumber, as well as build and repair
structures. They are the most basic type of worker unit, similar to the Orcish
peon.
Cost: 90 Gold, 1 Food
Build Time: 15
Requires: Town Hall, Keep, or Castle.
Trained at: Town Hall, Keep, or Castle.
Hit Points/Mana: 220 HP, nil Mana
Damage: 12-14, 12.5 Average
Attack type: Normal
Weapon Type: Melee
Armor Type: Medium
Armor: 0
Speed: Slow
Special Abilities:
-Repair (Autocast): Like previous games as well as other RTS games, the
peasant can repair structures and mechanical units. This can be done by
simply right clicking on the damaged structure or unit. Note that this
requires gold and lumber to perform, where for each second the peasant is
repairing, it will expend a few resource units. Thus, the longer it takes
to repair something, the more it will cost in the end.
-Gather: The main ability of the peasant, buy choosing this command then
clicking on a gold mine or tree, the peasant will go forth and gather the
respective resource. This can also be done by right clicking on the
appropriate resource you wish to gather. Once they have gathered the resource,
they will return to the nearest town hall (or upgraded incarnation) for lumber
and gold, or a lumber mill for lumber.
-Return Resource: In the event that you pull a peasant away to perform another
task when he is returning to the town hall or lumber mill, you can use this
command to instruct him to return what he has gathered and go back to gathering
resources. This is particularly useful if you needed to pull some peasant
off the gold mine to repair towers and such.
Build Structure: Probably the most important command for the peasant, and
the basis of the game, this will instruct the peasant to construct a unit.
Note that certain advanced structures require other buildings to be erected
before it is available. By holding the cursor over the structure icon, it
will list the amount of resources needed to build it. Once you have selected
a building, a transparent image of the structure will appear, where you can
place it for the peasant to build. Note that if there are other units or
barriers in the way, the peasant will not build it at all. Furthermore, the
peasant will not be available until the building is finished or is canceled.
Note that a peasant can still be killed when they are constructing a building,
as they move around the perimeter of the structure whilst they are building.
You can increase the speed of construction by using more peasants to help
by using the 'Repair' command.
Call to Arms: Using this ability will recall all peasants to the nearest
town hall, where it will arm itself to be temporarily be a Militiaman. You
can cancel this order by selecting the town hall and choosing the 'Back to
Work' button.
Upgrades: the peasant cannot be upgraded, but the militia unit receives the
upgrade bonuses.
Strategies:
The Peasant is probably the lifeline of your base. Your townhall and peasant
will almost always be the target of all assaults (unless the assault had
a different purpose.) Expect to have about 10 to 30 peasants working about,
depending on your strategy. Try to have an attack unit guard the peasants,
as they are pretty easy to kill. The militia ability is useful, but odds
are, most of them will be killed en route to the town hall, if it is still
standing anyways. Nonetheless, it is pretty impossible to play a normal game
without using peasants. For some reason I get an unusual satisfaction from
killing them.
Militia:
--------
The militia is a very useful unit. It allows the peasant to defend themselves
when under early attack, forcing rushers to think twice.
Cost: 1 Food
Build Time: N/A- Lasts for 45 game seconds.
Requires: Town Hall, Keep, or Castle.
Trained at: Town Hall, Keep, or Castle.
Hit Points/Mana: 220 HP, nil Mana
Damage: 12-14, 12.5 Average: 17 when upgraded.
Attack type: Normal
Weapon Type: Melee
Armor Type: Medium
Armor: 4
Speed: Medium
Special Abilities:
Back to Work: this order will change the Militiamen back to the peasant.
Upgrades:
Attack: Iron Forged Swords -> Steel Forged Swords -> Mithril Forged Swords
Armor: Iron Plating -> Steel Plating -> Mithril Plating
Strategies:
This is actually a useful ability for the peasants, assuming you get to pull
it off. The attack damage for these guys are actually good, same as the
footman. They do get an armor and speed bonus from the peasant which can
be useful. Think of them as temporary attackers. They are relatively good
at defending against early rushes, as well as tagging along with heroes to
clear out creeps in future expansions. Since you will need to build a lot
of peasants anyways, for the truly daring, you could actually rush with the
militiamen. Kind of like the SCV rush, but as with that, if your militia
die, its game over in a matter of time.
Footman:
--------
Footmen are the bread and butter unit of the human alliance. Footmen are
pretty weak when it comes to combating the other basic units, such a the
Grunt even with the ghoul, but they truly excel at combating archers and
other pierce damage units. The Defend ability is essential for surviving
the game. Although average at best, they can be pretty useful.
Cost: 160 Gold, 2 Food
Build Time: 20
Requires: Barracks
Trained at: Barracks
Hit Points/Mana: 420 HP, nil Mana
Damage: 12-13, 12.5 Average: 17 when upgraded.
Attack type: Normal
Weapon Type: Melee
Armor Type: Medium
Armor: 2 (8 when fully upgraded)
Speed: Medium
Special Abilities:
Defend: This will make the footman take a defensive position with his shield.
Although his speed will be cut by 30%, they also will take only 30% damage
from all Piercing attacks, including the archer and the rifleman. This can
be canceled at anytime, but it is recommended when the footman is idle or
holding a position.
Upgrades:
Attack: Iron Forged Swords -> Steel Forged Swords -> Mithril Forged Swords
Armor: Iron Plating -> Steel Plating -> Mithril Plating
Strategies:
The footman, as mentioned, is the basic attack unit for the human alliance.
Although they are average at most performance and statistics wise, they are
still a useful unit nonetheless. They make good complimentary troops to your
knights and riflemen, forming a defend shield to draw fire whilst the knights
and riflemen dispatch the attackers. They are good for emergency support,
as they can be trained pretty quickly.
Rifleman:
---------
Riflemen are the replacement for archers in Warcraft 3. They are essential
for the humans, as they are the only basic ground unit that can hit air without
the use of spells.
Cost: 240 Gold, 30 Lumber, 3 Food
Build Time: 26
Requires: Blacksmith
Trained at: Barracks
Hit Points/Mana: 520 HP, nil Mana
Damage: 18-24, 21.5 Average: 28.5 when upgraded.
Versus air: 18-24, 21.5 Average: 28.5 when upgraded.
Attack type: Piercing
Weapon Type: Instant- 40 (60 after upgrade)
Armor Type: Medium
Armor: 0: upgrades to 6
Speed: Light.
Special Abilities:
None
Upgrades:
Attack: Black Powder -> Refined Gunpowder -> Imbued Gunpowder
Armor: Studded Leather Armor -> Reinforced Leather Armor -> Dragonhide
Armor.
Range: Long Rifle
Strategies:
The rifleman is a pretty essential unit for the humans. They aren't adept
at taking care of melee attackers due to their armor, but instead, are good
at fighting at a distance against heavy armor units as well as air units.
Think of them as the replacement for archers from Warcraft 2. Try to have
an escort with them; most people pair them with a knights and the hero. Try
to research the Long Rifle soon, as it increases their range by 50%, putting
them at a safer distance.
Knight:
-------
The knight is a powerful unit for the human alliance. Fast, powerful, and
versatile, it will become the main staple of the human army as the game advances
on. These units are deadly and feared for a good reason.
Cost: 290 Gold, 60 Lumber, 4 Food
Build Time: 45
Requires: Castle
Trained at: Barracks
Hit Points/Mana: 800 (950 with Animal War Training,) nil Mana
Damage: 21-29, 25 Average: 34 when upgraded.
Attack type: Normal
Weapon Type: Melee
Armor Type: Heavy
Armor: 6 (12 when fully upgraded)
Speed: Fast
Special Abilities:
-none-
Upgrades:
Attack: Iron Forged Swords -> Steel Forged Swords -> Mithril Forged Swords
Armor: Iron Plating -> Steel Plating -> Mithril Plating
HP: Animal War Training.
Strategies:
The statistics for this unit say it all. This is a very powerful unit, fast,
strong, durable, and versatile. Most players then to replace the footman
with knights, which is good if you are against Orcs. Keep an eye out for
units such as the archer and rifleman though, since their piercing damage
does 150% against heavy armor. Try to have some back up in the form of riflemen
and footmen. They are also good for escorting heroes around, as well as
scouting. Try to use them for hit and run attacks.
Priest:
Sorceress:
Water Elemental:
Mortar Team:
Steam Tank:
Air Units:
- - - - - -
The Human air force remains the same since Warcraft II. The gyrocopter has
the ability to attack ground units and scout, where as the Gryphon Rider
is the answer to the Wyvern and Hippogryph.
Gyrocopter:
Gryphon Rider:
Orc Units:
------------
The direct counterpart to the Humans, the Orcs are more brutish and powerful
than the Humans. Although they lack the wide variety of units that the Humans
have, their melee units are second to none.
Ground Units:
- - - - - - -
Boasting the most powerful melee units, what the Orcs lack in technology
and sophistication they make up in pure power and destruction. Although they
are weak with ranged attacks.
Peons:
Grunt:
Troll Headhunter:
Catapault:
Raider:
Shaman:
Troll Witch Doctor:
Tauren:
Kodo Beast:
Spirit Wolf:
Air Units:
- - - - - -
Another apparent short coming of the Orcs is their lack of variety in Air
units. However, the Wyvern still dominates as one of the most popular units
on Battle.net.
Wyvern:
Undead Units:
--------------
The Undead are a unique race in the aspect that the do not have a general
trend with their units. The most important part of playing as the undead
is micromanagement, using the essential spells and support magic correctly
to gain the upper hand.
Ground Units:
- - - - - - -
The undead have pretty average ground units. The problem is keeping them
alive, since there is little choice to choose from; instead the units are
varied across a broad range.
Acolyte:
Shade:
Ghoul:
Crypt Fiend:
Abomination:
Meat Wagon:
Mr. Frans van den Oever gives this tip about meat wagons.
I just had one minor addition to it. You can fix your meat wagons and other
non-regenerating units with acolytes and such, but it would be cheaper to
place them next to a death-knight with unholy aura. This way your units will
be restored without having to pay for it.
Necromancer:
Banshee:
Skeleton Warrior
Infernal:
Air Units:
- - - - - -
Boasting a powerful air force, the Undead air units can overwhelm the enemy
to ensure air superiority as well as air support with their extremely
versatile air units.
Gargoyle:
Frost Wyrm:
Nightelf Units:
---------------
Taking the Elven units, the Elves put an emphasis on ranged combat as well
as focusing on the forces of nature. They are a more interesting race, since
they make good use of the Day/Night cycle.
Ground Units:
- - - - - - -
The ground Nightelf units put an emphasis on ranged combat instead of brute
power. They have some very good support magic on their side as well, being
able to heal easily and hide anywhere at night.
Wisp:
Archer:
Huntress:
Ballista:
Dryad:
Druid of the Claw:
Druid of the Talon:
Treant:
Air Units:
- - - - - -
The Elven air units are very versatile, with the ability to include ground
units in their design.
Hippogryph:
Chimera:
============
Walkthrough
============
The following offers general tips and hints on campaign mode. It follows
the flow that the game uses. As one can predict, it will contain major
spoilers as it details the game's flow and plot lines. The walkthrough is
based on Normal level difficulty.
Prologue: Exodus of the Horde
==============================
Chapter 1: Chasing Visions
------------------------------------
"Somewhere in the Arathi highlands, Thrall, young war Chief of the Orc hordes
wakes from his terrible dream..."
The mission is a tutorial, teaching you the basics of the game. Follow the
lit up beacons and eventually you will come across several grunt. Select
them and follow the path.
You soon come across a lone gnoll. Send all your units in and destroy it.
There is a Gnoll camp further south along the path, so destroy it too.
It soon becomes night time, with Thrall levelling up as the day's reward.
The only thing left to do is follow the beacons and eventually reaching a
particular beacon with a raven looming....
<Mission Accomplished>
The prophet tells Thrall to sail west to Kalimdor, where he and his horde
are the only hope against the Demons that once again have returned.
Chapter 2: Departures:
----------------------------
"3 Days later, near the Lordaeron Coast..."
Mission Objectives:
Mission 1:
1- Build a burrow
2- Build a war mill
3- Build barracks
4- Train 5 grunts
Mission 2:
1-Find Grom
It has been three days, and Thrall becomes impatient. A grunt reports that
Grom and his horde is soon arriving, thus, Thrall must prepare for the arrival
of his older brother. Train some peons and start building. When you finish
the burrow, you should get 3 extra, free peons.
A cut scene will follow, with human alliance forces at a nearby bridge,
demanding their surrender. Thrall is flabbergasted, for the humans reveal
that they also have a war chief; none other than Grom Hellscream in their
custody.
Send your forces south to meet the human forces. They should be easy with
the towers nearby helping. Train additional grunts and send your units along
the path. Along the way you will meet a shaman, as well as a tutorial about
sub grouping.
You will then come across a gate, in which it needs to be destroyed. Take
out the near by towers first though, then barge in. Head south and free some
other units. You will have to start paying upkeep for the extra units, so
head north and you will find Grom. Bust in the camp, raze the buildings and
finish the mission.
<Mission Accomplished>
The rest of the horde arrives, and Grom suggests "borrowing" nearby boats...
********************
[End of Prologue]
********************
=========================
Human Campaigns:
The Scourge of Lordaeron:
=========================
Chapter 1: The Defence of Strahnbrad:
--------------------------------------------------
"Recent Orc uprisings in south Lordaeron has forced the Alliance to take
decisive measure to contain the Orcish threat. King Terenas has sent two
of the realm's greatest Paladins - his son, Prince Arthas, and the legendary
Uther the Lightbringer to deal with the Orcs once and for all.
Mission Objectives:
Defend Strahnbrad
- Travel to Strahnbrad
- Arthas must survive
Kill Slavemaster
- Kill Slavemaster
Optional Quests:
Bandit Lord:
- Slay Menad the Bandit Lord
- Return ledger to Gerard
Save Timmy
- Slay the Gnolls who have kidnapped Timmy
Follow the path to the highlighted area to the northeast. You will encounter
some bandits attacking some villagers. Gerard will tell you about his
situation. To help him, travel near the south east edge of the map and slay
the bandit there. In return he will give you a Tome of Strength.
To the direct south of the map, (middle of bottom) you will find a woman
whose son has been kidnapped. Head to the clearing in the forest to the west
and slay the Gnolls to rescue Timmy. She will offer you a ring of Protection
as a reward.
At the direct west of the map, there are two villagers that will take up
arms to help you as footmen. When done, return to the gates of Strahnbrad
and enter.
The town is under attack from Slavemaster. He will be too fast to follow,
so you will have to search for him. Head up to the northwest corner of the
map and slay him. The rest of the villagers will plead to Arthas to save
the rest, in which he vows to do so.
With that, a knight from Uther's battalion summons Arthas to Uther's camp.
Chapter 2: Blackrock n Roll:
-------------------------------------
"Twenty Minutes later, at Uther's Encampment near the Blackrock clan
village..."
Mission Objectives:
Establish a Base:
- Construct a Barracks
- Construct 2 Farms
- Train 6 footmen
Blademaster
- Defeat Blademaster
Optional Quests:
Dragon Hunters:
- Slay Searinox, the Black Dragon.
- Bring Heart of Searinox to Feanor Steeltoe
To start off, Uther will be partolling around. Gather more resources and
upgrade the scout towers to guard towers. Send Arthas to the northeast
entrance, as the Orcs will attack there first. The next attack will come
from the right.
Construct what is needed and Blademaster will confront Uther. Uther will
try to attack it but it is revealed to be a mirror image. Send the units
you have north and you will encounter some Dwarves.
Feanor Steeltoe will mention Searinox, the black Dragon. Kill Searinox and
return to him for the optional reward. You will also have some Dwarven
riflemen available.
To the North west, pond there is a group of Murlocks, with a level 2 hero.
To find Searinx, head to the south east and follow the paths, using the riflemen
to kill the Dragon whelps. Searinox will be at Level 8 and is pretty powerful,
so watch out. When you kill him bring his heart back to Steeltoe and imbue
Arthas's weapon with fire damage (does splash damage too.)
Sid Oak sent in a tip for that area. Refer to the addendum.
Head north when you are done. To the left, there is an encampment. I
destroyed it first, so I suppose you would have to sooner or later, but it
could be optional. To the right, in a small path, is Blademaster, slaying
the captured townsfolk. He is at level 2, but he shouldn't be too much
trouble.
<Mission Accomplished>
Uther and Arthas discuss what Blademaster was up to. The arcane structure
and artefacts lead them to believe that the Orcs were trying to summon Demons
with their sacrifices, but Uther disregards them as anachronistic nonsense.
Intermission: Jaina's Meeting:
--------------------------------------
"Two weeks later, in the violet gardens of Dalaran."
The Prophet is seen pleading to Antonidas, lord of Dalaran. Like all others,
he rejects the prophet and sends him off.
Jaina and Antonidas discuss the plague wreaking havoc in the northlands.
Antonidas mentions that a special envoy will be awaiting Jaina, of whom is
sent to investigate...
Chapter 3: Ravages of the Plague:
-----------------------------------------------
"Three days later in Alterac, Artha and his men wait near a crossroad along
Kings road"
Mission Objectives:
Investigate Villages:
- Explore the Countryside.
- Arthas must survive
- Jaina must survive
Grain Warehouse:
- Destroy Grain warehouse.
Arthias and his men are waiting for Jaina, in which Arthas reminds his men
of Jaina's tardiness. Jaina arrives but is followed by Two ogres. Yet, with
a summoned Water Elemental, she defeats them with ease.
Follow the path around until you reach a village close by. You will eventually
reach the site of a bridge, which as been broken from the other side. The
villagers mention another path, but it is dangerous now.
Follow the minimap ping, and slay the bandits harassing the villagers. They
mention a Fountain of life, which is located in the north west. The only
purpose though is to heal faster, so only head there if you need it.
Along the river crossing, you will run across some Murlocks, but they should
pose no problem at all. You will enter a village and spot some footmen
defending against a barrage of arrows. Send in your units to help them.
It appears that the undead have been terrorizing the village. The ground
itself appears rotten. Follow the path and slay the undead warriors that
you come across. You will see a granary that appears to be infected. Jaina
concludes from the crates that the grain is being used as the vector for
the plague.
Continue along the path south. You will run across a priest, who talks about
a grain warehouse nearby. As such they must destroy the grain warehouse
nearby. Follow the path and slay the undead. Arthas's Holy Light against
them for an easy fight.
The heros then spot a robed figure, Kel'Thuzad, who talks about "a plan."
He hastily leave, but send an abdomination as well as undead warriors at
you. Slay them and the warehouse to finish the Mission.
<Mission Accomplished>
Arthas and Jaina discuss the undead presence. They feel that there is more
to this that it seems...
Chapter 4: Cult of the Damned:
----------------------------------------
"The next day, on the outskirts of Andorhal."
Mission Objectives:
Investigate Andorhal
- Explore Andorhal
Confront Kel'Thuzad
- Find Kel'Thuzad
Arthas and Jaina spot some Acolytes near a mine. Soon after the mine becomes
warped the heros chase after the Acolytes, of whom they get away.
There is a Goblin merchant at the middle of the map, but Murlocks are guarding
the way. There is another one at the top left corner of the map.
Head northwest along the path. You will come across an Undead town. There
is a necromancer as well as some ghouls, but nothing you cannot handle. Raze
the town and follow the path into another partially ruined human town.
You will run into Kel'Thuzd again, who leaves once again, leaving some ghouls
for you to fight. Fight your way out and knock down the cage. Timmy will
come out, but not do anything. When finished, head north and follow the path
into another clearing.
There are four or five Abominations guarding the entrance. Slay them and
confront Kel'thuzad. Cast holy light and summon the Water Elemental for the
best results. Kill him to finish the Mission.
Note: Timmy can be killed for a reward. Thanks to "Chrisdude" for this tip.
Refer to Addendum .
<Mission Accomplished>
Chapter 5: March of the Scourge
--------------------------------------------
"Early the next morning, Arthas and Jaina approached the village of
Hearthglen"
Mission Objectives:
Defend Hearthglen
- Survive for thirty minutes.
Optional Quests:
The Grain Caravan
- Destroy the Grain Caravan before it gets to the last village
At the start of the mission, Arthas and Jaina find some troops training at
the village. Upon inquiring, the townsfolk reveal that they were under attack
the previous night, and are now preparing for an incoming onslaught. Arthas
asks about the grain, but it is too late... the townsfolk have already eaten...
Help out the villagers immediately. You can build sorceresses now, but before
you do, put down some farms and churn out riflemen and footmen. When your
economy is stable enough, build an Arcane Sanctum and build a few sorceresses.
There is little reason to leave the village. There is an optional quest at
about 20 minutes left, but there is little point.
To the bottom left, is the teal undead encampment. The other undead base
is at the direct center. Venimiceblade (level 6 Lich) is at the center of
the map and Calis Wraithson (what kinda name is that? Level 10 Lich) is at
the other encampment.
The general concept is to let the towers distract the enemy, then rush in
fast and kill the attackers. Watch out for the Meat wagons though, since
your towers cannot reach the.
Basically, this is a map based on patience. Towards the end, the enemies
will swarm in, although you do not need to fully defend against it.
Nonetheless, it still means you should prevent them from doing too much
damage.
The mission finishes when the time ends.
<Mission Accomplished>
The villagers are overwhelmed but Uther comes just in time to save them.
Arthas' pride seems to be bruised at this encounter, and resolves to go after
Mal'Ganis on his own, much to the chagrin of the others.
Interlude: The Prince and the Prophet.
---------------------------------------------------
"Later that Afternoon, on the road to Stratholme..."
Arthas meets the Prophet, and like all other humans, shuns and ignores the
prophecy. He insists that he will never leave his homeland.
Chapter 6: The Culling
-------------------------------
"Early in the Morning, on the outskirts of Stratholme..."
Mission Objectives:
The Culling:
- Destroy Plagued Villager houses
- Kill 100 Zombies
- Stop Mal'ganis from claiming 100 zombies.
Upon arriving, the heroes realize that the town has already been infected,
thus, they must be purged...
However, Uther and Jaina are flabbergasted at the mere thought of this idea.
Yet Arthas stands adamant behind his resolve. Uther refuses once more and
is released from his duties, returning to Lordaeron to report to King Terenas
about Arthas' insanity.
With Arthas, you start at the top right corner of the map. Your aim is to
head to the south west, razing any house you come across and slaying all
the inhabitants. Although this may sound like a simple take Mal'Ganis is
near the south west area of the map, also doing the same task.
Take your peons and immediately start training footmen or riflemen. Take
the two knights and have them follow Arthas in his task. Have the remaining
footmen search and destroy the other houses.
Mal'Ganis has his own escort of units, but he can be killed (level 7 Dreadlord.)
Every time you kill him there will be a counter displaying how long until
he is revived. Usually this is around two and a half minutes.
You could try to destroy the undead base, but that is a waste of time. The
altar is darkness is invulnerable, so you cannot prevent Mal'Ganis from
resurrecting.
The map is pretty straight forward and simple. The only difficulty is
focusing at the task at hand.
When you have slain 100 of the villagers, the mission is complete.
<Mission Accomplished>
Uther and Jaina return, shocked at the massacre at has taken place. To them,
Arthas is no longer sane...
Interlude: Divergent Courses:
--------------------------------------
"Three days later, amongst the ruins of Stratholme..."
Jaina is approached by the Prophet. She too does not listen to the prophet.
Chapter 7: The Shores of Northrend
------------------------------------------------
"One month later, along the icy coast of Daggercap Bay."
Mission Objectives:
Establish Base Camp:
- Find a Gold mine
- Arthas must survive
Mal'Ganis
- Destroy Mal'Ganis'Base.
Optional Quest
Rescue Muradin's Base
- Rescue Dwarves Base
Arthas has finally arrived at Northrend, and is setting up camp. He searches
for a gold mine.
Head to the East, following the path. Along the way you will meet frost wolves.
Towards the middle there will be a Dire Frost wolf (level 7) and Giant Frost
Wolf (level 4.) Killing them yields the 'Scroll of the Beast.' There are
also Ice trolls lurking around.
Following the path east and north will lead to a gold mine. Upon further
inspection though, it seems that the village is under attack by the undead.
There is Muradin Bronzebeard, old friend of Arthas.
Muradin speaks of his comrades trapped, directly to the north. The Undead
encampment is mostly guarded by Crypt fiends and Abominations, with the
occasional Gargoyle. Rescuing the Dwarves will give you some riflemen, steam
tank, and two gyrocopters. Train some more riflemen and gyrocopters (with
gyrobomb) and the occasional steam tanks and head to the west when you are
ready. Calis Wraithson (level 6) will be there. After the base is razed,
the mission is finished.
<Mission Accomplished>
Much to Arthas' chagrin, Mal'Ganis is nowhere to be found. Arthas orders
a encampment to be built over the old undead base.
Chapter 8: Dissension:
-----------------------------
"Early the next morning at Artha' new base camp..."
Mission Objectives:
Burn the Boats
- Destroy the 5 Ships before time runs out.
- Arthas must survive.
- Muradin must survive.
A Goblin Zepplin flies past the base and unloads an envoy from Lordareon.
The Envoy tells the captain that King Terenas has ordered Arthas and his
men back, for their mission is now finished.
The Captain informs Arthas of this, enraging Arthas. As such, he plans to
burn the boats down so stop his men from leaving...
At the start you have little units. Fortunately, there are several mercenary
camps around. One of them is directly to your left, so hire a few trolls.
You will need a ranged attacker to bring down the boats. Head south and
destroy the boat you reach. To the east, there is a Goblin Laboratory and
mercenary camp. Take what you need, then destroy the trees blocking the boat
with either a goblin sapper from the camp or bombard with the Dwarf cannon.
To the south there is an undead encampment, mostly made of Spirit towers
guarded by Crypt Fiends. Use the Mortars to blast the towers, then take care
of the boats. To reach the last boat on the eastern side you have to take
a detour around the southern tip of the base.
There is adequate time, so try not to rush or make any hasty mistakes. Some
units have a tendency to get stuck, so watch for that.
After all 5 boats are destroyed, the stage is over.
<Mission Accomplished>
Arthas' men arrive, shocked to see their boats destroyed. Arthas turns the
blame onto the hired mercenaries and slays them...
Chapter 9: Frostmourne
---------------------------------
"The Next day, at Arthas' base camp."
Mission Objectives:
Frostmourne:
- Locate Frostmourne
- Arthas must survive
- Muradin must survive
Mal'Ganis
- Destroy Mal'Ganis's base.
Arthas' base is under severe enemy attack. Arthas has no choice other than
to retrieve Frostmourne and unleash its power.
The path is actually linear, so you cannot get lost. Along the way, you will
encounter Frost wolves. There is a mana fountain but I ignored it.
Eventually you will reach the blade, but it is guarded by The Guardian (level
10.) Use Muradin to nail him from afar, whilst Arthas distracts him. When
you win, he warns Arthas of the blade.
Arthas goes and claims the blade, but Muradin discovers that it is indeed
cursed. Yet, Arthas ignores his warning and takes hold of the blade; the
resultant blast in energy kills Muradin, but Arthas hardly seems remorseful.
Arthas then seeks Mal'Ganis. Head to the east and raze the base. It shouldn't
be too much trouble with the Frostmourne. Most of the forces within area
are abominations and the occasional Crypt feinds. You can kill Mal'Ganis
in the process, but the mission won't end until the base is totally razed.
Once that happens, you win.
<Mission Accomplished>
Arthas faces off against Mal'Ganis. Mal'Ganis reveals that the Dark lord
speaks to Arthas through the blade, slowly consuming his sanity. Yet, as
Arthas move to kill Mal'Ganis, he realizes the true intentions of the Dark
Lord, moments before his soul is claimed by the Frostmourne.
<Cutscene>
"After taking his venegence upon Mal'Ganis, Prince Artas wandered off into
the frozen wastelands of Northrend.
Tormented by Frostmorne's maddening voice, Arthas has lost the last vestiges
of his sanity.
Now, driven by the sword's dark will, Arthas plans to return home to Lordaeron
and claim his just reward"
Arthas enters the royal throne room. He then lunges towards the king and
stabs him with the Frostmorne. Lordaeron has fallen.
********************************
[End of Human Campaigns]
********************************
=====================
Undead Campaigns:
Path of the Damned
=====================
Chapter 1: Trudging through the Ashes
----------------------------------------------------
"The Lich King's plague of undeath has spread through the capital city and
into the outskirts of Lordaeron City. Shocked and disheartened by the loss
of their beloved king, the forces of Lordaeron were scattered by the ravenous
undead warriors. Now, Lordaeron is but a shadow of its former glory - and
Prince Arthas has yet to be seen..."
Mission Objectives:
Rescue Acolytes
- Rescue 20 Acolytes
- Arthas must survive.
Optional Quests:
Find the Graveyard:
- Bring Arthas to the graveyard.
- Arthas must survive.
The scene starts with a pale looking warrior entering the screen, greeted
by a Dreadlord. Upon closer inspection, the new Death Knight is none other
than Prince Arthas, now part of the Undead scourge. Thinking that it is
Mal'Ganis,, the Dreadlord Tichardrius informs Arthas of his new quest.
You start of near the south east of the map. The mission itself is pretty
simple, you just need to look closely at the hidden spots.
Head south, following the path and enter the town that is close by. The Acolytes
are pretty easy to spot, since they are in red. The most important thing
is to use Arthas to approach the Acolytes or else they won't count.
Furthermore if the normal villagers (in blue) spot you they will run off,
calling forth Horsemen and knights. Oddly enough your units won't kill the
running villager. Go Figure.
Right in the middle of the path is an Acolyte (1), with an exclamation mark
about its head. The next one is in the middle of town, next to the guy chopping
word (2) so use a death coil on him from afar. Follow the path west and south
through the town. There will be another Acolyte (3) near the houses with
an exclamation mark above its head telling you of the graveyard.
Follow south across the river. When you reach a crossroads, head up into
a clearing by the forest. There will be an Acolyte near the shore fishing
(4.) Head back south into a house in the middle of the woods, with some
villagers chopping trees. There will be another Acolyte (5) there. Watch
out for the guard post there in the middle. Head up over the fenced Keep
then travel back down to the bottom left hand corner of the small outpost.
There will be two villagers there, so death coil both and find the last Acolyte
(6) there. When you are done head north through the gates. Be warned that
there are four guards there, so use the Dead coil, as usual.
Head into town. To your left, there is an Acolyte (7.) You can just walk
up to him since you can probably kill the villager near him before he gets
away. Head up and look to your left in the group of houses, where there is
a lone Acolyte (8.) Head over to the right, over the bar and fighting
villagers. There will be another Acolyte (9) hiding between the houses and
trees. Directly above you is the Grave yard, where you can get some extra
ghouls.
Head up and you will spot a gate; don't enter it yet. Head to the path on
the left, following the fenced area. There will be another keep there. Some
bandits will enter, so wait till they are done before mopping up the rest.
There is an Acolyte (10) in the bottom left corner. Return to the center
and head left. You will come across two paths; the bottom one has another
Acolyte (11) and the top one leads to another Acolyte (12) bur be warned;
an Assassin will ambush you when you rescue it. Head back to the center of
Town and up into the fields. There is another Acolyte (13) near the houses.
Barge through the gate. Immediately under the gate near the bottom houses
is an Acolyte (14.) Kill the two villagers, since the Acolyte is somewhat
hidden. Head up to the top of the town, where there is a small fenced area
with some sheep. No, I don't know what the hell he is doing with those sheep
wither, but walk near him (15.)
To the far right near some houses is another Acolyte (16) but the town is
heavily guarded. Go back down to the bottom of the town, where there is
another Acolyte (17.) There will be some Acolytes at the far right of the
town, but they are being guarded by a Captain and several footmen, with some
knights in the area. Under it is another small clearing with a hidden Acolytes
(18.) You will have to storm the heavily guarded area, so try to make it
fast. Use Death coil whilst the Ghouls distract them. There will be 4
Acolytes to save.
Once you have saved 20 Acolytes the Mission will finish.
<Mission Accomplished>
Tichondrius appears and notes that there are now enough Cultists. Kel'Thuzar
is all that is needed, and they need to travel to Andorhal to gather his
remains.
Chapter 2: Digging up the Dead
------------------------------------------
"the next morning, on the outskirts of Andorhal."
Mission Objectives:
Recover Remains:
- Kill the Paladins guarding the graveyard.
- Bring Arthas to Kel'thuzad's tomb
- Arthas must survive
Claim the Urn:
- Kill the Paladins
- Recover the Urn
Establish a Base:
- Summon a Haunted goldmine
- Build a Necropolis
- Build a crypt
- Build a graveyard
- Build 3 Ziggurats
Arthas enters Andorhal and inquire about the Meat Wagons. You must first
defeat a Paladin guarding a graveyard.
The first task is simple enough. Head directly East with your meat wagons.
Use them to take out the Guard towers, then send in Arthas to take care of
the rest. The grave is guarded by Gavinrad the Dire, level 2. Nothing a
death coil won't take care of.
When you are done, Tichondrius informs you that Kel'Thuzad's corpse is too
decomposed to 'survive' the trip to Quel'thalas. As such they will need a
particular urn, guarded by more Paladins. Your next mission will be to
establish a base. Head south, where you will meet an encampment. Once again,
take out the towers with the meat wagons, and send in the troops to take
care of the rest. When it is clear, establish your base and muster up some
more units.
Head to the north west, where you will encounter Ballor Bright, Paladin level
4. He has an encampment, but nothing serious.
To the south there are two Paladin camps. The southwestern one has the Urn
you need, but he is at level 10. Paladin Sage Truthbearer is to the direct
south.
Head to the south-west area of the map with as many units as you can muster.
Uther the Lightbearer will be waiting for you, but he is no cakewalk. Chances
are Level 2 or 3 Arthas will need all the help he can get against Uther.
Tip from Sacco: In the chapter 2 of Undead, below where Uther is, there are
4 sheeps. Kill them all will leave an item : Goblin Night Scope.
Uther will reveal that the urn holds King Terenas' ashes. Arthas care not
and takes it to transport Kel'thuzar.
Once With that cutscene over, the mission is completed.
Special note: there is a secret area in this game. Refer to Addendum 2 for
more info. Thanks to Aaron Hainley for this tip.
<Mission Accomplished>
Kel'thuzar's specter appears and warns Arthas to be wary of the Dreadlords.
They have more in mind than Arthas thinks.
Interlude: the Dreadlords Convene:
----------------------------------------------
"Meanwhile, at the Dreadlord's citadel, somewhere in the twisting nether.
The Dreadlord triumvirate gather and discuss their progress. They mention
Achimonde and his plan; and worry about potential failure. They discuss
Arthas' performance.
Chapter 3: Into Realm Eternal
---------------------------------------
"Six days later, near the forested Netherlands of Quel'thalas"
Mission Objectives:
The Elf Gate:
- Destroy the High Elf base (blue) guarding the Elf gate.
Arthas overlooks Quel'thalas, reminiscing back to his youth when he first
and last came. They burst through the gates with their meat wagons and raze
the nearby outpost, setting up base.
This is a relatively straightforward map. There isn't much variation in which
path to take, but there is quite a lot of opposition. You will also need
to use the meat wagons often to clear the trees in you way.
You start at the Northwestern corner of the map, so your general direction
will be southeasterly. There is an elf base directly to the east of you (North
East corner) but they are non-related to the flow of the mission. There is
another one at 3 o'clock position. There is a fountain in the middle of the
map, guarded by several Elven archers. The other two outposts to the east
have nothing in particular worth destroying. Sylvanas Windrunner (level 4)
will attack your base constantly, so watch out for her. At the start of the
mission she will attack in a minute or so, so watch for her.
Head south and you will see a tip about clearing trees. Use the Meat wagon
and tell it to 'Attack ground' at the trees. Be sure to clear a path wide
enough and to stop attacking when you move your units through. Continue down
southwards until you see an encampment near the bottom right of the map (teal.)
Send in your reinforcements and raze the base. The only trouble should be
from the high elves and their guard towers. Guard your Meat Wagons though,
since they have ballistae. Flank those and let the melee units take care
of them.
There is a goblin merchant directly to the north east of the bottom left
base, and a fountain of mana to the bottom. They are both guarded by Gnolls
though.
Head to the east when you are done razing the base to reach the mission
objectives. There a lot of towers around, so send for some new Meat wagons
as well as the new Necromancers to back Arthas up. Keep your units in
formation and protect the meat wagons. Blue should fall soon and lead you
to the inner sanctum of Quel'thalas.
<Mission Accomplished>
Arthas gives chases to Sylvanas. They exchange fighting words, and Sylvanas
teleports away to Silvermoon.
Chapter 4: Key of the Three Moons:
------------------------------------------------
"Moments later, just beyond the shattered Elf gate..."
Mission Objectives:
Three Moons:
- Destroy the three high elf altars
- Collect all 3 Mooncrystals
Arthas and his troops burst through the gate and slay the defenders behind.
Svlvanas gives the order to fall back, and destroys the bridge crossing the
river. She mentions a 'special key'...
As you have noticed, you will need to find a way across the river. Take your
crypt fiends and head to the right. Take care of the two dragon hawks lurking
about and raze the buildings. Note that now you can build crypt fiends, but
you will also be under attack from the flying Dragon Hawks. Establish a base
and train some crypt fiends (important) and whatever units you feel
comfortable with using. Word of warning though, Sylvanas Windrunner (level
5) will be hanging around so keep your guard up.
To the top right corner of the map, you will see a Goblin Laboratory. Bring
Arthas to it and take the Goblin Zeppelins. Each Zeppelin can carry eight
units, so ferry units if you need to.
The first zeppelin load should have a mixture of crypt fiends, Meat wagons,
and melee attackers. Land your forces to clear the area then send in the
remainder of your attack force. Your first destination will be immediately
to the East. Land and wipe out the units there. The forces there mainly
consist of Dragon Hawks, Fury towers priests and assorted archers. The target
altar is immediately to the right of your landing zone, so just zoom in there
can destroy it.
Next, head up and clear the base. Notice the teleportation gate. Send your
units into it. You will now be at the middle island of the map. There are
Three teleporters here; from Right to left, Light blue, Red, and blue at
the far left. The area will be guarded by Dragon Hawks and numerous towers.
The target teleporter is the blue one at the far left. Go through it.
You will now appear at the far left island. The bulk of the forces here are
archers, with the occasional footman, and a couple of Dragon Hawks. The altar
is right next to the teleporter to the left, so if you are daring, you could
make a rush for it as opposed to trying to raze the island base.
Back in the middle island, head through the middle red teleporter. You will
now appear at the northern most island. You will be immediately greeted by
several Dragon hawks as well as high elven units, so go prepared. The Altar
you are looking for is right next to the trees near the teleportation gate.
Raze it and return to the light blue gate.
You will start back at the Eastern most island. Send a few meat wagons to
the northern most tip of the island and blast the Fury tower there. Send
in the landing force and clear the Dragon Hawks that lurk there. Send Arthas
to the circle of power to finish the mission.
<Mission Accomplished>
Chapter 5: The Fall of Silvermoon:
---------------------------------------------
"Moments later, on the outskirts of the elves capital of Silvermoon..."
Mission Objectives:
The Sunwell:
- Defeat Sunwell's Guardians
Optional Quests:
Sylvanas Windrunner:
- Destroy Sylvanas base
Silvermoon Runners
- Destroy every runner she sends
- Do not alert Silvermoon to your presence
Arthas has established an encampment near the outskirts of Silvermoon.
Tichondrius appears to congratulate Arthas on his progress, but is still
cautious of him. Kel'Thuzar appears and says the Dreadlords do suspect
something...
Immediately at the start of your mission, Sylvanas Windrunner (level 7) will
attack your base. This will trigger the two optional quests, which maybe
difficult but recommended. The runners are dressed in yellow and appear when
ever the timer says. They disappear when Sylvanas' base is razed. Do not
attack Silvermoon (teal) until Sylvanas' base (blue) is destroyed.
Build up your defenses and level up to a crypt. The gargoyles are good for
completing the final objective. Send a few meat wagons and an army to the
west. Guard the bridge and have the meat wagons destroy the nearby towers.
By now Sylvanas will be running at you, pretty miffed. Death coil her when
your melee units are keeping her busy.
Syvlanas will officially be "defeated" when her base is razed. A cut scene
will takeover. Arthas somehow hits her with his horse and she gets
'defeated.' Arthas then turns her into a banshee, damned to serve the Scourge
forever.
The only thing left to do is take out the Sunwell guardians. The city itself
is too big to destroy, so you will need to cut a path in and take them out
in a quick but hard strike.
The best way to do this would be to hit them from afar with hard-hitting
units whilst occupying them up close. First, have four to six meat wagons.
Cover them with gargoyles and Crypt fiends. Build as many Abominations and
Ghouls as you can. Necromancers should be there to raise the corpses of the
dead.
Head west and follow the path south. Use the wagons to take out the nearby
towers from the bridge. Use the other attack units to hit the archers. Be
warned that they can net your Gargoyles and the Golems (level 9) that you
need to kill can hit air. Slowly make your way to the center. When you near
the center, have the wagons first aim at the towers. Use your melee units
to nail the golems, with Arthas helping. The trick is to lure them to you,
since there are three other towers in the area. By the time the towers are
destroyed, The ghouls and abominations will be slaughtered by the dozens,
so use your necromancers to raise them as fodder. Aim your wagons at the
Golems. Have a constant flow of reinforcements ready.
When the four granite golems fall, the mission ends.
<Mission Accomplished>
Arthas walks up to the Sunwell and resurrects Kel"Thuzad. Arthas has kept
his end of the dea. Now it is Kel'Thuzad's turn...
Interlude: The Revelation:
----------------------------------
"Three Days later, somewhere in the wintry peaks of the Alterac Mountains..."
Kel'Thuzad and Arthas walk up a slope, with hordes of undead assembling around
the encampment. Kel'Thuzad speaks of the Legion under the Dark Lords control,
and how Arthas as a bigger role than anyone thinks, all courtesy of the Lich
King. The Dreadlords in control of Lich King are only there to ensure the
plan to summon the demonic lord Archimode goes as planned. The scourge was
engineered to wipe out any resistance to the Legions...
Chapter 6: Blackrock & Roll, Too!:
--------------------------------------------
"The next morning, on the outskirts of the Blackrock clan village."
Mission Objectives:
Demonic Gate:
- Destroy the Orc base protecting the Demon Gate
Optional Quests:
Kill Orc Heroes:
- Throk'Feroth
- Mazrigos
- Khanzo
- Genjuros
- Jubei'thos
(all named after Samurais, probably from Samurai Spirits)
Kel'Thuzad tells Arthas that it is time for the second phase of the plan;
to communicate with the Demon lord for instructions. There is a Demonic Gate
nearby, but there is also an encampment of Orcs...
You start right at the center of the map. There are encampments all around
you, but the one you need to complete the mission is on the top right corner.
You have access to Frost Wyrms though. Directly above you, following the
two paths, will lead you to two Level 10 Red Dragons (!) To the top left
conrer is a Goblin Merchant, but it is guarded by several ice trolls (level
5, 2 level 3's, 2 level 2's)
Right when you start, there will be an attack force aimed right at you. There
will be an Orc blademaster named Haohmarush (let's not be obvious here...)
at level 5. Send in all you got, which isn't a lot to spare. After the
blademaster dies, he will drop a Manual of Health as well as trigger the
optional sidequest. Each of the target are in their own encampment;
Throk'Feroth- Level 6 Far Seer at 12'o clock position
Mazrigos- Level 6 Far Seer at 3'o clock position
Khanzo- Level 4 Blademaster at 7'o clock position
Genjuros- Level 4 Blademaster at 5'o clock position
Jubei'thos- Level 8 Blademaster at 1'o clock position (Red base.)
They each drop some pretty nifty stuff though, so it is up to you. I will
cover the optional quests, but if you wish to skip these, jump right to the
last bit.
Firstly you will need a combination of Crypt fiends, Meat wagons, Abominations
and Frost Wyrms. Follow the path north and you will run into the roost of
Red Dragons. Tangle them down to earth and give it all you got. Head to
the right and repeat. Head back to base and regroup your forces. When you
are done, Head north into Orange's encampment. The best way to enter is from
the bottom left. Take out the watchtower, but they have a catapult to so
head from the air; they can take down your air units, so you need to lure
the catapult away from the Raiders. The base isn't really well defenders,
so brute force is the way to go here. Throk'Feroth is pretty strong, so mix
up your Frost Wyrms with your Meat Wagons and Abominations. Head back to
base and regroup when he is dead.
Your next target will be blue, at the bottom right corner. Head down can
wait at the bridge. There is a single watchtower, so that is easy to take
care of. Two grunts are nearby, with a catapult as well. Chances are by
now Khanzo will be rushing forth, so you could try an air attack on him.
His base does not need to be destroyed, but feel free to destroy it for
experience. There are one or two guard towers inside, but nothing serious.
If you follow the river down south, there will be an Ice Troll warlord (level
6.) Killing him will yield the Sobi Mask, which increase Mana regeneration
rate. It is particularly useful for Kek'thuzad.
The next target is brown, at 5'o clock position. The entrance is virtually
unguarded, so head in with a meat wagon and bring down the tower. The main
threat is from the five or so Ogre-Magi (level 5) and the catapult. Aside
from that, there is nothing of note aside from Genjuros himself. He drops
a tome of strength, which is useful. Another strategy is to approach from
the bottom of the map and just fly in to kill him. The downside is that you
will miss the reward, which is particularly valuable.
The next target will be light blue, at 3'o clock. There are two guard towers
at both entrances, as well as quite a large army of Grunts and Trolls. There
is an Ogre-magi or two as well. The easiest but more complicated method would
be to split your forces in two; one at the top entrance that will distract
the defenders. And the other at the bottom, which will run in and take out
Mazrigos.
You will need to have meat wagons for both teams. For the top team, bring
in several Meat wagons, Frost Wyrms and lots of Ghouls. Their job will be
to take care of virtually every unit in the base that will rush at them.
The other team will have meat wagons to take out the towers, weaken Mazrigos
and potential defenders. Meanwhile, Gargoyles and Arthas will attack
Mazrigos as well. He drops the tome of intelligence. Take note of the path
at the top that leads to red's base.
Red's main base is pretty well fortified. There are three (or more) Level
10 red dragons that are a pain in the ass to take out, as well as numerous
defenders and catapults. Your best bet would be to use the Meat wagons to
take out the towers, then enter from both sides with everything you got.
Jubei'thos himself is no cake walk, so be forewarned. He has the ability
to mirror himself and confuse your units. The Orc warlocks will also cast
slow on your units.
Killing Juebi'thos will grant you the Tome of Knowledge, which raises your
Strength, Agility, and Intelligence. Raze the Base to finish the scenario.
<Mission Accomplished>
Kel'Thuzad summons forth Archimonde, who orders the retrieval of the last
book of Medivh, only tome powerful enough to bring him into this world...
Chapter 7: The Siege of Dalaran.
--------------------------------------------
"The next morning, at the gates of Dalaran..."
Arthas and his minions have reached the gates of Dalaran city. Antonidas
greets Arthas and warns that their "erected auras" will destroy all undead
that pass through. Kel'thuad notes that by destroying the three magi, they
can stop the barrier.
Mission Objectives:
Three Archmagi:
- Slay First Magi
- Slay Second Magi
- Slay Antonidas
This level is probably the hardest yet. You have to rush in through the
barrier, which saps health from your units rather quickly. As the tip said,
you will have to rush in to slay them, and the distance is rather far. There
is a Goblin Merchant to your right, so buy some town portal scrolls. To the
left there is a lone level 6 Archmage, Dalar Dawnweaver. Killing him will
yield a Health stone.
The magi are position in a triangle. Midway through the map is a moat;
slightly to the north there are two magi on both sides. Peril spellbinder
(archmage level 7) is on the right, where as Shal lightbringer (archmage
level 3) is on the left. Antonidas is the top of the triangle.
The easiest way (but also the costliest) would be to go all air. Mass up
on Frost wyrms and gargoyles. Head left until you see a burning town hall;
that will be your first alignment point. From there, travel directly north
(in a straight line.) 3/5ths of the way up you should see a crystal and an
archmage. That is the first one. With his death, the aura falls. Return
back to base to regroup.
The next landmark is the goblin merchant. Directly to the north will be the
second arch mage you need to kill, at roughly the same distance. Be warned
that he has a base with towers, two sorceresses, and two knights. Pair that
with the aura and the level 5 archmage and you get difficulty.
The last target will be Antonidas. He is directly to the north of the entrance,
in a straight line. Travel to the cleared areas then try to align it so you
reach to him. He is near the very top, and has several towers, sorceresses,
priests, and gyrocopters protecting him. Send in a mass swarm, and eventually
you should win. Send in Arthas to claim the book of Medivh (watch out for
the defenders though) and the mission is over.
Addendum: after asking for tips and strategies for this map, many people
gave some very, very good strategies to beat this map. Refer to addendum
3 for a full list of user submitted tips.
<Mission Accomplished>
With a single strike, Antonidas is dead. With the book of Medivh in their
possession, the only thing left is to summon Archimonde forward...
Chapter 8: Under the Burning Sky:
---------------------------------------------
"An hour later, a hill overlooking Dalaran..."
Mission Objectives:
Archimonde:
- Kel'Thuzad must survive for 30 minutes.
Optional Quests:
- Recover Goblin land mines.
Basically this is a defense map type scenario. Firstly develop the already
existing areas with more Spirit towers as well as units. Aside from that
there is little you can do. About five or six minutes in game, you will be
given 3 felhounds. Every interval you will be given more Burning Legion units.
The last ones will be Infernals
There are some mines, so break the crates to get a hold of them. Save them
for the final rush though. Try to focus on defense, upgrading your units
as far as possible. Upgrading the Ziggurat towers is important. Meat Wagons
around them are a must though to counter the siege weapons. Aside from that,
upgrade the shields AND attack, as well as any other abilities that might
be useful. Have Acolytes repair the towers often as well.
There are three enemies on this map, each with their own hero. Shal
Lightbringer (level 3) is in top left, Dalar Dawnweaver is at 3'o clock,
Fondred Alan is at top right corner.
There is an optional fight with Manath Magesrge, level 8 at the middle top
of the map, but that is hardly worth the trouble. There is a magical vault
at the top right corner of the map, which yields a Medallion of Intelligence.
Chances are though, if you managed to get that item, you might as well raze
the other bases. The map can also be completed by razing all opposing bases.
Note that near the end, there will be a massive rush. Have all your Legion
units around Kel'thuzad and the rest supporting the towers. The Death coil
will heal Kel'thuzad, so it is a good way to heal him.
<Mission Accomplished>
Archimonde is summoned into the world. As a gesture of his power, he razes
Dalaran into the ground with ease. What will become of Arthas?
********************************
[End of Undead Campaigns]
********************************
=========================
Orc Campaigns:
The Invasion of Kalimdor:
=========================
Chapter 1: Landfall:
----------------------------
"Following the mysterious prophet's instructions, Thrall led the Horde across
the Great Sea. Now, after weeks of traversing the raging seas, the Orcish
Horde has landed upon the savage shores of Kalimdor. With their stolen ships
broken and drowned, the Orcs cautiously venture inland, wary of the unseen
dangers lurking within the crags of the desolate land."
Mission Objectives:
Rally the Horde:
- Discover where the other ships landed.
- Thrall must survive.
Protect Cairne
- Follow Cairne to the Tauren village
- Protect Cairne from his enemies
- Cairne Bloodhoof must survive
- Thrall must survive.
After landing on the new land, broken and tired, Grom and the others are
missing. Thrall therefore must search for his brother and the rest of the
horde.
After two full campaigns with that Moron Arthas, it is refreshing to have
a change in character. Immediately to the left of where you start, there
is a Mana Potion hidden in the crates after you attack it. Head north
following the path. There will be some Murlocs; two level 1 tiderunners and
1 level 3 flesheaster. Zap them with a chain lighning and continue until
you see a cutscene about the boats. To the left, there is another trio of
Murlocs that will drop a Healing ward. Continue right until you see a raided
village.
Head up then turn left; you will see a tauren getting killed; return back
to the village and go south east. You will see a campfire with three
quillboars and a qullboar hero. Kill them to get a healing ward. Check out
the shipwreck on the shores directly south. Head south-east and kill the
other Quillboards. Rescue the two stranded orcs. Voila, two new trolls to
your party.
Go back to the main path and turn right at the only turn. You will see some
centaurs killing more Taurens. Continue east to find more stranded orcs.
To the south-east near the shore, You will come across a burning ship wreck
as well as 4 Murlocs (2X level 1, 2X level 2.)
Head north. The right path leads to Harpy Scout (level 1 X2) and Harpy
Windblower (level 3) that drops Scroll of the beast. The left path splits;
far left path gives another Tauren dying. There are Quillboar (level 1 X2)
and Razormane Medicine man (level 5, Quillboar) Middle left path gives
Thunderlizard (level 6 X2) that gives potion of mana.
Continue on the path. You will spot an army of Centaurs running off to war.
Follow the path. There is a Fountain of Health just past the curve guarded
by Quillboar (level 1 X2,) Razormane Scout (level 2) and Razormane Medicine
Man (level 5.).
There will be an intersection; heading up will bring Harpy (level 1) which
is out of melee range with no reward. Head south to continue, until you reach
the shore. To the left, there is a small hidden path leading to a small hill
with Quillboar (level 1) and Razorman Brute (level 3;) note that they cannot
see you going up the hill.
Head a few steps to the right: there will be a three way intersection; the
up path leads to Murloc tiderunner (level 1 X 3) and Murloc flesheater (level
3) that drops a manual of health, so it is recommended. The other two lead
to the south to meet up with three more orcs.
Immediately three Centaurs charge at you; kill them and the cutscene will
take over. Carine Bloodhoof will enter, speaking of an Oracle to the north.
Thrall mentions the horsemen are also heading north, where Cairne realizes
his village is in danger. Thus you must escort and follow him. But don't
worry too much (but still a bit) since Cairne is a strong guy with
<invulnerable> armour..
If you continue south from there and turn right, you will run across a MASSIVE
Murloc encampment: Murlock Tiderunner (Level 1 X 20,) Murloc Huntsman (level
2 X 8) and Murloc Nightcrawler (level 3 X 2.) Killing them will yield a Periapt
of Vitality and Mana Potion. To be frank I had to send everyone I had to
accomplish this one.
Follow the path to their village; floods of Centaurs will rush in. Protect
Cairne at all costs; the waves will end with the death of the Centaur champion.
With this, the mission ends.
<Mission Accomplished>
Cairne talks of the Tauren Migration to Mulgore to the north. They fear that
they will be attacked by the Centaurs though. Thrall volunteers to escort
them in exchange for bringing them to the Oracle.
Chapter 2: The Long March:
-------------------------------------
"Two days later, upon the desolate plains of the Barrens."
Mission Objectives:
Three Oases:
- Lead the Caravan to the first Oasis.
- Lead the Caravan to the second Oasis.
- Lead the Caravan to the third Oasis.
- Thrall, Cairne, and the caravan must survive.
The Caravan:
- Protect the Caravans
- At least two Kodo beasts must survive.
- Cairne must survive.
To start off with, you must protect Cairne and the units following him; note
that you cannot control Cairne. He will just follow your lead. To start
off with, three Centaurs will rush at you. Follow the path. At the T
intersection, the path left leads to several Centaurs with the reward of
the scroll of healing. Continue along the path, killing any marauders. Word
of warning though; some maruders will pop out from nowhere, so send only
one unit to scout ahead. A good tactic to use would be to have Thrall take
the lead, and right click the Taurens with the other units; that way they
will escort them step by step.
One problem though is that you must help the majority of your units ahead,
or else the caravan will sit there like idiots. What I did was stick three
or four grunts with Thrall ahead, and the rest escorting the caravan. I had
another one or two escorting the Taurens themselves, since they would head
off and fight on their own, stopping the whole caravan. Another note is that
the caravan will only move if the Kodos are in single file. Sometimes I
wonder...
There will be a fountain of healing, which is the first checkpoint and
objective. When you reach it, you will meet up with three more Grunts. Use
them to escort the very last unit of the caravan. Right when you leave, some
marauders will come from behind. Continue along the path, taking care of
the marauders that come your way.
When you reach the arches, head to the right. There will be a Goblin merchant
as well as three Orc Raiders to support you. The area past the arches leads
to a group of centaurs. Continue on the path. And you will reach the second
oasis. Some catapults will join you, so stick them near the middle of the
caravan. But for now, bring them ahead; there are several watch towers ahead.
Up ahead, there will be a path to the right that leads to a small Centaur
Camp. There are Centaur Archer (Level 2,) Centaur Impaler (level 4,) Centaur
Sorceror (level 5) and Centaur Khan (level 8.) Centaur Khan will revive
though, so watch out. He drops the pendant of energy. The best strategy
would be to hit him with ranged attacks.
Head back to the left to the final oasis when you are done there. With that
the mission is Finished.
<Mission Accomplished>
Interlude: The Wreckage of Lordaeron:
---------------------------------------------------
"Meanwhile, back in Lordaeron, the Burning Legion commences its invasion..."
Tichondrius appears to oversee the attack on Lordaeron. A giant..thing
(Mannoroth) is wreaking havoc. Tichondrius comments that the Scourge has
done well in removing any resistance, unlike the Orcs. Mannoroth vows he
will punish the Orcs.
Chapter 3: Cry of the Warsong:
-----------------------------------------
"Five Days later, near the foothills of the Stonetalon Mountains..."
Mission Objectives:
Establish Base:
- Build a Great Hall.
- Thrall must survive.
Secure Zepplins
- Destroy all hostile units at Lab.
- Return two Goblin Zepplins to your Base.
Optional Quest:
Pacify Humans
- Destroy the human bases (ed. some pacifism!)
The Orcs have been wandering for a long time. A scout reports that the Warsong
clan is battling the humans. Grom is indeed there, and he mentions a woman
by the name of "Proudmoore..."
To start off you have to build a base. Grom and his forces are right next
to yours, so they will defend you for the time being. There are four human
bases; White at 3 o' clock, Light Blue at 8, Blue at 10, and Green at 12.
The Zepplin is blocked by Blue, meaning you will have to raze the base.
Furthermore, there is a large group of Harpies guarding the Lab: Harpy Scout
(level 1 X2,) Harpy Windwitch (level 3,) Harpy Rogue (level 3 X2,) Harpy
Storm-Hag (level 5) and Harpy Queen (level 6.) Not an easy force to deal
with.
It is best to go for the main objective, but the bases aren't that well defended
so it is your choice. At the start, Purple will decide to attack; ignore
them for now.
Go for white first, at 3 'o clock position. There are Lighting lizards (level
2 x 2) near the entrance, and a cannon tower in the middle of the base with
two guard towers at the entrance. The main force in the base are the riflemen,
and a hero (Aggronnar the Mighty, Level 4 Mountain King.) Just send in a
catapult or two, some grunts and raiders and it should be easy. Having the
Kodo around also helps, but it is optional. The most important part is to
coincide your attack with Purples, since they will attack white for their
second raid. Try to destroy the base in that go.
The next target will be light blue. They are virtually undefended, aside
from Buzan the Fearless (level 3 Paladin.) Once again, stick with purple.
There were less than 5 units defending when I attacked.
Blue is the next target. Since it is the main objective, it is better defended.
Try entering through the arches in the south of the base. There are four
towers to watch for, as well as riflemen and sorceresses. Kelen the Seeker,
Level 2 archmage, is also there, but chance are he is probably dead from
his latest attack on your base.
Green will be the last target. There is only one entrance, guarded by two
towers. By now taking care of towers should be second nature to you. There
is one more in the middle of the base. Aside from that, expect a couple of
footmen, priests and sorceress (I saw a pair of each.) Nothing major here.
The last base will be destroyed, but I didn't seem to get a reward.
Nonetheless, return to base and gather up some troll headhunters as well
as raider. It is Harpy time. (not herpes.)
Note that you will have to pass through a lot of centaurs including the level
8 resurrecting Centaur Khan (drops Gauntlets of Ogre Strength.) Aside from
that, the Raiders should net the harpies to the ground for your troops to
slaughter. Be warned that they have some pretty nasty spells, including a
sleep spell and a tornado spell that occupies your units for a while, out
of your control. Killing the harpies will give you the circlet of nobility,
as well as mission objective. Hire two Zeppelins (costs 280 gold, 60 lumber)
and send them back to base for the victory.
<Mission Accomplished>
Thrall rails Grom for his actions. Is it just me or do they sound way too
sophisticated and intelligent? Grom will construct a base up north whilst
Thrall goes to Stonetalon with his new zeppelins.
Chapter 4: The Spirits of Ashenvale:
------------------------------------------------
"Two days later, along the borderlands of Ashenvale forest."
Mission Objectives:
Slash and Burn:
- Amass 15,000 Lumber
Optional Quests:
Furbolg chieftain
- Slay the Furbolg Cheiftain.
To start off, Grom is already build a base. You will need to gather 15,000
lumber. However, they notice that the forest is a bit strange. A group of
Nightelves with attack, but they are easy to defeat.
Start chopping right away; but a word of warning. The Peons cutting lumber
at the bottom left will eventually clear a path to a Nightelf base, so move
them away if you wish to avoid confrontation. Note that there are wisps lying
about everywhere, including your base, so kill those if you can.
Basically there are three bases: blue at the bottom right, teal at top left,
and light blue at top right. Blue has a small outpost right next to your
bases as well as units scattered along the map. Right above your base there
is a Goblin Laboratory; send Grom in and it will trigger the optional quest.
It is up to you though, since the target is at the 9 o' clock position, right
across the map. There are Furblog (level 4 X4,) Furbolg Elder Shaman (level
7) and the Furbolg Chieftain (level 8.) However, if you do decide to go,
it is a pretty clear cut path. Mid way, there is an indentation to the top
where you can pick up a tome of agility. Killing him will yield a lot of
experience as well as a Health stone. Return to Necloc for your reward, the
Shredders, which literally tear trees down in secnds. You can also hire two
more from the lab for 450 gold, 100 lumber and 4 food. The downside is that
they use a lot of food, so it is up to you.
It may seem like an easy objective, but 15,000 lumber is a lot. Your base
will provide less and 5000 lumber, so you will need to eventually cover the
map and take over bases to do so.
The best first target would be blue, since they are the closest. The outpost
is relatively weak, with a few archers and a ballista. Knocking down the
Tree of life will give you 3000 lumber as well as an optional quest. To the
left, there is a troll encampment, with Dark Troll (level 2 x2,) Dark Troll
Shadow Priest (level 2 X2) and a Dark Troll warlord (level 6.) Killing them
will bring a Greater Healing potion as well as a gold mine with 40,000 Gold.
Note that at nighttime, the Nightelves will start attacking with Hippogryphs
as well as Shadowmeld, so keep an eye out.
You should be close to the target with the area you cleared just now, but
if you wish to complete the optional quests, read on. Otherwise, skip the
next sections. One difficulty with this quest is that since it gives you
3000 each you would have hit the quota (usually) before you finish the mission.
If you want, try spending your lumber.
The bases are actually pretty well defended with units. The Ancient of
Protector serves as guard towers, so you know how to deal with those. There
are about 5 or 6 of Archers, Huntresses and Dryads. Watch out for the
Ballistae too. The best way to deal with the bases is to have mostly Grunts
and Raiders, with a couple of catapults and Kodos. If you are fast enough
with the keys and mouse, use the Shamans as in battle support for good support.
Teal at the north-west has Hippogryphs in the mix. Since you will have raiders
anyways, it hardly makes a difference. There are less huntresses, but more
dryads and archers in proportion. Basically, with raiders knocking the air
units down, it is much easier.
Light Blue has several ballistae, but without the air units. It also has
little static defense, so the main threat is from the Shadowmelded units
hiding around.
When you have gathered 15,000 lumber, the Mission is accomplished.
<Mission Accomplished>
Interlude: The blood of Mannoroth:
----------------------------------------------
"Later that Evening, near the Moonglades of Cenarius."
A group of big ugly things gather around a Fountain of Health. Tichondrius
appears with Mannoroth and slay them off. They discuss Cenarius, and how
he must be killed before Archimonde can start his invasion of Kalimdor.
Tichondrius suggests that they use the Orcs. Since Mannoroth had a blood
pact with the orcs, all he needs to do is spill some blood to recharge the
Orcish bloodlust....
Chapter 5: The Hunter of Shadows:
-----------------------------------------------
:"The next morning, in the shadowed woods of Ashendale..."
Mission Objectives:
The Chaos Well:
- Discover the Source of Power
Cenarius:
- Slay Cenarius
To start of with, you have a pretty big base but it is divided by a river.
Cenarius appears and turns trees against the orcs. Right at the start you
have to defend against a massive onslaught. The base across the river being
attacked from the start cannot be saved; instead focus on building up your
defenses as fast as possible. This means researching ensnare and other
abilities including Beserker, since they have both Hippogryphs as well as
Chimeras in the mix. Since you start with the previous lumber (at 15,000)
you will only need gold for now. Stick Catapults around your base and near
your watch towers, and have raiders and Grunts defending. Research the war
drums as quickly as possible and have a Kodo or two at each entrance, beating
the drums. Grom may die, but since you have an Altar, it should be okay.
A troll witch doctor will detect a source of power; thus, you must find it.
There is only one path north, so head north with Grom; send in a catapult
or two as well as some strong units, since there are some very strong creep
ahead. Notice the cave; some Wolves will come out and attack, Timber wolf
(level 2 x 2,) Giant Wolf (level 4 x 2) and Dire Frost Wolf (level 6.)
When you reach some glowing orbs in a cross formation, mow the trees down
with your catapult. Head up, where there will be a Merchant; but there are
also Furbolg (level 4 X4,) Furbolg Shaman (level 4 X 2,) Furbolg Tracker
(level 6 x2,) Furbolg Elder Shaman (level 7) and Furbolg Ursa (level 8.)
Note that you can kill three of them with the catapult before you knock down
the trees. Use a witch doctor to scout head of the trees, when move the
catapult next to the rocks. Kill the first one then knock down the middle
section of the trees. When done, there should be a gap where you knocked
down the trees. Move in the catapult and kill the other two. Continue north
and kill them all. It will drop the Claws of Attack, which adds +9 to attack.
Before you progress, remember to stock up on healing and defensive items
Continue to the left and you will see some Satyrs (level 1 X2,) Satyr
Shadowdancer (level 3 X2) and Satyr Soulstealer (level 5 X2.) Be warned that
they can cast 'Curse' on you, so watch your units and dispel if necessary.
Head through the way gate.
You are now slightly to the south of the way gate. There are two Satyr
tricksters (level 1 X 2) and two Shadow dancers hidden. They drop a potion
of Greater healing. Head north across the river and through the arches. The
next fight is pretty difficult, so I suggest you heal up and get more potions
and healing items if necessary.
There will be a Satyr Pyromancer (level 9) with invulnerable amour at 1200
Hp. Supporting him are Fire Archers (Level 3 X 4.) Killing them will yield
an Orb of fire.
Continue up north and there should be a few skeleton warriors and archers,
but they are nothing compared to what you just fought. Head to the right
for a much needed fountain of health. The end of the path leads to your
objective, but it is guarded by Satyr Tricksters (level 1 X2,) Satyr
Shadowdancer (level 3 X2) Satyr Soulstealer (level 5 X 2,) and Satyr
Hellcaller (level 8.) Thus, bring as much there as you can. When you reach
it, Grom will drink it and turn into Christmas Grom. Actually he turns bright
red. You will now build Chaos units, so stock up on those. Don't forget
the warlocs. There is a ring to pick up too.
Now, you have to slay Cenarius. Yipee.
There are three encampments: Light blue at the bottom, with mostly huntresses
and ballistae, Blue at top with mostly Dyrads and huntresses, and Green in
the middle with the air units. When you destroy a base, Cenarius will come
down and attack you. Blue is the easiest target, in my opinion.
Cenarius, as you can see, is hard. Use your Warlock and Kodo drums to even
it up a bit, and rush in with as many units as you can. You deal full damage
against his armor, but he still has an ass-load of HP and does lots of damage.
When he dies, the mission is over.
<Mission Accomplished>
Grom sees Mannoroth, who comments on their now renewed Orcish bloodlust.
Grom is angry at the demonic influence, saying that he will pave his own
way.
Chapter 6: Where Wyverns Dare:
-------------------------------------------
"At that same moment, near the base of Stonetalon peak..."
Mission Objectives:
Stone Talon Peak:
- Destroy the Human base that guards the peak.
Optional Quests
Wyverns:
- Find the Wyverns
Defiled Fountain:
- Kill Centaur Khan
- Return the Glyph of Purification to restore the Fountain.
To start, a Zeppelin flies around and is attacked by Griffins. Luckily, it
crash lands at Thralls encampment. It brings news of Humans guarding the
mountain all the way to the summit. Some Cairne and some Taurens then appear,
ready to help.
To start off, train some Raiders as well as what other units you are comfortable
with, mainly grunts. Leave some units behind that can attack air and ground,
since blue will attack with Zeppelins carrying troops or with Griffins. Head
to the left, where you will find the first Optional quest. There are Lightning
Lizard (Level 2 X 3) and Thunder Lizards (Level 6 X 2.) Find the defiled
fountain.
Head back to base. You should see a path leading up that splits into two.
The left path leads to the Wyverns, where as the right hand path leads to
Centaur Khan. I suggest that you go for Khan first, since it is easier.
However, the Wyverns can make Khan killing easier, but you won't have the
fountain to heal with.
Head up and you will find that the Harpies have captured the Wyverns. Four
Harpies (Level 2 X2, Level 4x2) will attack you, but with your raiders and
two heroes, they are nothing. Continue upwards until you come across a dozen
or so level 4 Centaurs. Kill them and visit the Laboratory. If you are daring
you could use the zeppelins to fly directly to the wyverns, but there are
a lot of harpies around there so I wouldn't recommend it. Continue and head
right, following the path until you reach a small area with Khan and some
centaurs (level 4 X4, level 5 X2.) Khan is still at level 8, but still has
his resurrecting ability. Just smack him as hard as you can, and claim the
glyph. Remember this intersection when you return back to the fountain.
This time, head to the left when you reach the first intersection. There
are a lot of Harpies in this area, so bring raiders and ranged attackers.
Right along the path, you will spot some Quillboar hunters (level 3 X5)
near a Goblin merchant. Buy some healing items if you feel you need it.
To the left, you will see some Razormane brutes (level 3 x 3) and a Razormane
Medicine Man (level 5) for a health stone. Slay them too. A few steps upwards
you will spot even more (I didn't count) and a chieftain (level 7.) Killing
them gives you a periapt of Vitality.
Now it is Harpy time. The next group are Harpy Rogue (level 3 X 4) with a
Harpy Stormhag (level 5.) Just ensnare them and tear them apart and pick
up the scroll of protection. The spell she uses won't do much against large
numbers. Continue left for Harpy windwitch (level 3 X 3) and Harpy Rogue
(level 3.) Right up ahead are the wyverns.
There are Harpy Scout (level 1 X 2,) Harpy Windwitch (level 3 x 2,) Harpy
Storm Hag (level 5 X 2) and Harpy queen (level 6.) This is quite difficult,
since they have a wide range of spells. Try to dispel or use the protection
scrolls, since they use a lot of magic attacks. When they are dead, you can
now build wyverns.
It is now time to raze the Human bases. Return back to where Centaur Khan
was; the intersection I mentioned. The left path leads to Light blue's Base.,
your first target. Meanwhile, train up some wyverns and anti air units.
Light blue's base consists of mainly riflemen, with a priest and sorceress.
There is also a Hero Arhcmae, Nilas Arcanister (level 6 Archmage.) and two
more guard towers inside the base. To start off there are two guard towers
with two footmen. A catapult should take care of them. When the defenders
start rushing towards you, spread out, since they will try to cast Blizzard
on you. Nilas will also be rushing, so the main battle really starts early.
He should be easy though, with two heroes on your side. Try to save the wyverns
since the Riflemen are plentiful.
The rest of the base should fall easily. Return to the Goblin Laboratory.
You will notice that you cannot find blue's base, or at least find a path
to it. You must land there with zeppelins. The only problem is that there
are about 9 to 10 Griffins patrolling the perimeters.
This is where your wyverns come in. Their job is to fight the Griffins and
clear a zone for your Zeppelins to land at the south end of the base. They
won't attack you when you land, unless you venture too far inwards. Their
base is mainly guarded by Griffins and riflemen, with an occasional knight
and gyrocopter. The hero here is Bandis Forgefire, level 7 mountain king.
There are some guard towers scattered around the base but you should try
to use only one catapult or rushing them with your ground troops.
The attack should be in the direction of a combined arms attack. Use your
wyverns to get the ground units, and the ground units to get the air units.
Note that any Griffins patrolling the perimeters that you didn't kill will
now come and defend the base. The towers are congregated in the northern
part of the base, where as most of the threat is near the south-middle. Try
to send a kodo if possible for their wardrums. The Pulverize ability really
isn't used here unless aiming at a grouped target.
When the base is razed, the mission is finally over.
<Mission Accomplished>
Thrall spots a human woman entering the caves. It turns out to be Jaina
Produmoore, also seeking the oracle? Could it be a trap? Thrall's experience
with humans says so, so they proceed...
Chapter 7: The Oracle:
------------------------------
"Twenty Minutes later, inside the caverns of Stonetalon Peak..."
Mission Objectives:
The Oracle:
- Seek out the Oracle
- Thrall must survive.
The Heart of Aszune:
- Find the Heart of Aszune
- Return the Heart to Aszune.
Enchanted Gemstone:
- Find the Enchanted Gemstone
- Bring the Enchanted Gemstone to the Spectral bridge.
- Cairne Bloodhoof must survive.
Thrall and Cairne wander the caverns, reaching a fork in the road. They decide
to spilt up.
You start off in a caged area. There is a box just below you which has a
potion when you attack it. There is a gate to your left that you have to
attack. Outside are a few skeletons and ancient undead units. This map
resembles a Diablo 2 level, so I won't go and label every creep you will
encounter, although I will list the major and higher level ones.
Follow the path until you come at a T section. To the top there is an attackable
gate with a Mantle of Intelligence inside. Head downwards to continue.
There will be a small gate at the next room at the bottom. It leads to a
Sludge Monstrosity (level 5) and two sludge monsters that drop a Ring of
Regeneration. Head to the right when you are done here.
There are crates along this diagonal path that drop items, but the second
one you come across will unleash a wraith. There is another gate in the next
room that leads to a Fire Revenant and a scroll of Animate dead and Tome
of Agility. Head up when you are done.
There will be a small intersection up next. The left path leads to a tome
of intelligence and two fallen Priests (acolytes, level 1.) The Right path
leads to a Level 9 Death Revenant and some minions that drop an orb of fire.
Break the crates and take the potions. Head right over the bridge for another
Death Revenant. Heal up and get prepared for another tough boss fight.
The Skeleton King (hmmm) has about 1000 HP and does a good deal of damage
(100) so fight wisely. The minions are easy to take care of. Notice there
is a gate to the left of his throne. To enter it, head to the bottom of the
throne room and bust the gate open. There is a Level 7 Salamander Vizer that
guards the Blood key. Note that it is asleep and blocked by another gate,
so nail it with ranged attacks. Head back up and smash the other crates to
get the Crown of Kings.
Head out of the throne room and into the Way Gate. Head to the right and
bust through the gate. The peasants will arm themselves when they reach the
wall, so kill them quickly. Continue right and a Kobold Taskmaster will burst
out and attack you... and die. The next cell has 3 Troll head hunters so free
them and they will join you. The next room has a fire Salamander that drops
the Sobi Mask. Continue the path until you see some sheep scrolling about...
And now you see why. Kill the sorceresses first before dealing with the
footmen that come from the back. In the next room, break the gate on the
left and follow it to two more Troll head hunters that will join you. There
is a much needed Scroll of Resurrection. Return to the main room and heal
up, as well as cast any status improving magic that you have.
Up ahead you see a Level 10 Red Dragon fighting 2 Harpy Queens and 2 Harpy
Rogues. Run away and let them fight each other of. Return to kill them all
and pick up the Heart of Aszune. Head up through the Way Gate.
You now start back at the second way gate. Bust through the bottom door and
head near the statue. Now head to the right. Control will now shift to Cairne,
who must find the gemstone.
To the north there is a stone token that can be reached by attacking the
rocks around it. There are two paths to the south. The one on the left leads
to a few Kolbolds and Potions, which are recommended. The right path leads
to three humans that get gored by the traps. Continue on that path the
rifleman was on, downwards.
There will be some humans and crates at the bottom of the path. Some Kobolds
will burst through the rocks and drop a Tailisman. Continue and go down the
path. You will see a "Hungry Hungry Lizard" in the corner, but...
Don't attack it. It will clear a path for you by knocking/eating those giant
mushrooms. It can take a while, but you will be the Lions horn of Protection,
which gives the Hero a protective aura. Continue to the right; there will
be a three way split. Cairne notices that the Boars are protecting a gemstone.
The gate appears to be invulnerable, so you will need to find another way.
First head straight forward into the middle path. There will be a circle
of power. Stepping on it will trigger the trap that kills al