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    FAQ/Walkthrough by killerdragon

    Version: 3.4 | Updated: 07/27/06 | Printable Version | Search Guide | Bookmark Guide

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                                 Warcraft III: The Frozen Throne Walkthrough
                                 By: Killerdragon
                                 Version: 3.4
                                 Copyright 2003
                                 Created on July/9/2003
                                 Updated: July/27/2006
                                 Bnet account-KillerdragonSOS or teamh0rd
                                      Table of Content
    I      Version Numbers And Info
    II     Disclaimer
    III    Introduction
    IV     FAQs
    V      Story
    VI     New Unit Overview
    VII    Campaign(before and after each mission I've written what happens)
                   7.1 NIGHT ELF SENTINELS
                   7.2 HUMAN ALLIANCE
                   7.3 UNDEAD SCOURGE
                   7.4 Bonus Campaign-ORC HORDE(Not done)
    VIII   Strategies for each race (Redoing in progress)
                   8.1 NIGHT ELF SENTINELS (updated)
                   8.3 HUMAN ALLIANCE (updated)
                   8.3 UNDEAD SCOURGE (redone)
                   8.4 ORC HORDE (Left for next time, which will be soon I hope)
    IX      Multiplayer (Redone)
    X       Codes
    XI      Final Words
    XII     Credits
                                      I-Version Numbers And Info
    Version 3.4 7/27/06
    Ok my computer had to be reformatted so I lost the guide, so it's a copy
    from the gamefaqs one.  I updated some multiplayer stuff.  I aim to update
    orc soon, and hopefully have some good strats (gonna have to go watch some 
    replays, I don't really pay attention to orc vs UD or orc vs NE).  Good luck
    Have fun Good game and feel free to whisper me on the west server.  
    Version 3.3 8/28/05
    Ok I've been asked how to get the last 2 acts for the orc campaign
    a lot so I've added a pretty good guide to it =D
    A new easter egg for UD campaign level one
    Updated NE, Human,  and general mulitplayer strats.  
    School starts soon :(
    Version 3.2 7/21/05
    Ok I finally decided to fix the character counts on all the lines
    so I can update it again.  I have redone the new unit descriptions as
    they are horribly out of date. Expect the strats to be redone soon because
    are obsolete now.  
    Version 3.1 12/6/04
    A friend of mine has inspired me to renovate this for the current patch (1.16)
    so i will go through and try to update the stats and strategies for this patch.
    Added a new site where this may be found
    Version 3.0 2/7/04
    Yay first update of the new year
    New site where this can be viewed
    Now that finals are over I hope to be finishing the 2 orc campaigns soon =D
    Added another easter egg to one of the starting stages
    Version 2.9 12/30/03
    Now New Years is coming up fast =D.
    This FAQ is now the longest one I believe.  If no it will be after my next
    Added my SN =D
    Christmas was great =D
    Finished more of Act 2 =D
    Version 2.8 12/24/03
    Merry Christmas to all =D
    Started the FAQ of the Orc Act 2(Act 3 will follow shortly it 
    was very short).  I will finish it up soon as it is Winter Break =D.  
    The new patch is out.  
    Version 2.7 11/8/03
    Yay Mario Party 5 officially comes out in 3 days
    Added a new strat for human 5 that makes it way too easy even in hard
    added stuff to FAQs section
    Added more Easter Eggs =D
    Version 2.6 10/7/03
    Recall in California passed.  Arnold is now our Governor =D
    Anyway my ratings are very outdated, so I've updated them
    Version 2.5 10/5/03
    Added another place this can be found
    Cleaned it up a bit
    Decided I should put a bit more effort into finding Easter Eggs so I will
    do that
    Version 2.4 9/23/03
    Fixed most of the spelling errors
    I can't believe I've been forgetting to update the top part of this.  
    It has said Last updated: July 23rd for 2 months.  Finally fixed that.
    Version 2.3 9/8/03
    Got an e-mail about a secret in the 4th Undead mission from Funkytown277
    Version 2.2 9/7/03
    I got a new Cheat discovered by Teh Spork
    Congrats to Teh Spork
    Anyway school has started and you can expect fewer upgrades.  =)
    Version 2.1 8/18/03
    I got a big contribution to Strategies for each race and Multiplayer
    I added my own notes to his ideas in hopes of improving both are strats)
    A new site can now hold my Walkthrough.  That brings the count up to 8
    sites that can use this site.  
    Version 2.0 8/11/03
    Thanks to Tim Streett
    I got a new Undead Mission 8 strategy
    Added a few questions to the FAQs section
    Posted new locations this can be found(quite a few now)
    Version 1.9 8/2/03
    Updated this FAQ based on E-mails(corrections and questions)
    Version 1.8 8/2/03
    Started Easter Eggs
    Added more web sites where this can be posted
    New e-mail is added
    Version 1.7 7/20/03
    Listed all the creeps released on you during the Human Secret Mission
    Finished Undead Campaign
    Finished credits
    Fixed errors again
    Version 1.6 7/18/03
    I ran it through a Spell Check, and I fixed some errors.
    Version 1.5 7/18/03
    I finished Undead 2-5.  
    Just a bit more until this is done.
    Version 1.4 7/16/03
    Started Undead Campaign
    Version 1.3 7/15/03
    Big upgrade for a single day
    Added Orc Act One Name(can't believe I forgot)
    Added a few questions that I got from people
    Finished Orc Campaign Walkthrough
    Finished the Human Campaign Walkthrough
    Added Orc Act 2 & 3 names(you get them when you finish the Orc Campaign
    Act 1)
    Version 1.2 7/14/03
    Thanks to Tro77Tro codes are done.
    Thanks to Bob Blakey the Orc campaign has been upgraded.  You can now 
    how to get the Panderan Brewmaster.  
    I also fixed some of the spelling
    Version 1.1 7/13/03
    Finished some more of the Human Campaign
    Added a bit here and there
    Version 1.0 7/9/03
    Finished Disclaimer, Intro, and New Unit Overview
    Started FAQs
    Started Bonus Campaign
    Finished the Night Elf campaign
    Wrote up Final Word and Credits
    PLEASE don't use this without my permission.  Doing so is against the law, 
    and will get you sued.  I'm sure you don't want that, and I don't want 
    that either, but it will happen.  Like all FAQs, I have put a lot of work 
    into this.  This guide is copywrite 2003 Soshian S.  
    Current sites allowed to use this
    Note: Assume there is a www. before any of these
    Hi.  This is my first FAQ/Walkthrough, so bear with me.  This is a 
    Walkthrough for the fantastic game, Warcraft III: The Frozen Throne.
    Since there are only a few FAQs here I decided to make one.  If anyone has 
    questions, doesn't understand what I wrote, has suggestions, or needs 
    additional help E-Mail me at Killerdragon83@hotmail.com or 
    Faranak83@hotmail.com.  Please write WC3:TFT at the very least in the 
    subject. I'll terminate those that don't.  If you can't follow simple 
    instructions, then I will not help.  Thank you and have a fun read.  
    This is, as you probably guessed, a list of questions sent or just written
    by me.  
    1.  Can I use this?  
    This seems to be the first question asked by people. You can if you ask.  
    Check the Disclaimer.   If you see this anywhere besides Gamefaqs, 
    faqs.ign.com, or DLH.Net e-mail me. 
    2.  Is there a bonus mission?  
    Yes, this seems asked a lot too.  In the Human Campaign 3, go to the bottom
    of the dungeon.  There should be sheep.  Go to the top, then bottom, then
    middle platforms.  If done correctly, you should hear Baa-Ram-Yu(if you've
    ever seen BABE, you will understand).  Go North and you will get the 
    Note: Though it is from Babe, it is also from WCII as Vulchur
    kindly told me.  
    And the bah-ram-yu reference is from babe initialy but it's 
    actually a reference to warcraft two.  In warcraft 2, as with
    all warcrafts everyone says something humorous when you click
    on the repeatidly.  The sheep in warcrat 2 did this.  
    3.  I looked and looked but I can't find the answers I need here.  What
    should I do?  
    Send me an e-mail at Killerdragon83@hotmail.com or Faranak83@hotmail.com.
    Be sure to put WC3:TFT in  the subject.  BTW if you want to get somewhere
    quick, hit ctrl+F and type something.  It should find it. 
    Note: The rest of the questions have been sent to me by e-mail.  
    4. When will blizzard release the other two acts old hatred and A blaze 
    of glory for the bonus campaign as it only have act one now?
    They have been released.  
    5. How do I get the other two new act?
    You will be able to download them.  The easiest way to do this is
    to log on to bnet.  This will automatically download the new patch, which
    contains the acts.  If for whatever reason you can't do this, go to 
    http://www.blizzard.com/support/?id=mwr0744p and download it.  If the link
    doesn't work do the following:
    Go to www.blizzard.com and click on the top right hand corner (should say
    battle.net).  Click on the tab that says files.  Scroll down a bit, and you
    will see something that says warcraft III patch 1.18.  Click on it.  Then
    click on the place that says go to blah blah to download stand alone
    patch.  Download the patch and install it.  Enjoy the new acts.  
    6.  How do I pick up an item?  
    Right click on the item.  If you have room in your hero(es) inventory,
    you will pick it up.  To destroy an item, hit a(or the attack item), 
    then click on the item.  
    7.  My heroes in the Orc Campaign stopped gaining levels after level 8.
        What is wrong?
    Nothing.  In the 1st part, Heroes can only reach level 8.  
    Send me an e-mail at Killerdragon83@hotmail.com or Faranak83@hotmail.com.
    Be sure to put WC3:TFT in the subject.  BTW if you want to get somewhere
    quick, hit ctrl+F and type something.  It should find it. 
    8.  Is it possible to get the naga and blood elves in warcraft frozen
    No, you can only use them in the campaign.  
    Send your questions!!!!
    The basic story of WCIII:ROC goes like this...
    The human prince, Prince Arthas, discovers the Undead and their nefarious 
    scheme to take over the world.  He goes tries to stop them with the help of 
    his girlfriend, Jaina Proudmoore and his friend, Prince Uther.  However, he 
    goes to extreme measures(killing the innocent to keep them away from the 
    Undead, to be exact), and thus is split from Jaina and Uther.  He continues 
    on and gets Frostmorne, the powerful sword he uses to kill the undead leader, 
    Mal'Ganis.  After killing him, Frostmorne destroys his sanity, and he becomes
    a servant of the Lich King.  He goes and kills his father.  
    As Undead, he is forced to try to resurrect Kel'Thuzad, a powerful Necromancer
    he killed as human.  He succeeds and Kel'Thuzad reveals that the purpose of 
    the Undead is to allow the Burning Legion to take over the world.  Kel'Thuzad 
    continues on, and with the help of Arthas, he summons Archimonde, the powerful
    leader of the Legion, into their world.  
    The Orcs, lead by Thrall, go to the aid of Cairne Bloodhoof.  Then they go to 
    help out Grom Hellscream and the Warsong clan battle against the humans. 
    Mannorath dips his blood into a fountain, and Grom and his clan drink the 
    waters.  This changes them into the Legions slaves(basically).  Thrall defeats
    defeats human resistance and proceeds to follow Jaina to the Oracle. The Oracle
    tells them they must team up to defeat the Legion. They do and then they go to 
    save Grom.  They succeed. Grom tells Thrall that Mannorath awaits them and they
    head out to meet him. Mannorath and Grom exchange words, and then Grom kills 
    Mannorath. However, he sacrifices himself in the process.  
    Tyrande Whisperwood quickly discovers the Orc/human encampments, and defeats 
    them.  However, the Undead swarm them, raze their base.  Tyrande is forced to 
    awaken the druid, Malfurion Stormrage, before the Undead reach him.  She 
    succeeds and they go on a quest to awaken all the druids.  While awakening the 
    Druids of the Claw, Tyrande releases Illidan, brother of Furion.  He was locked 
    up for sinking to the demon's when trying to hunt them.  He seeks to destroy 
    Tichondrius.  He first gets an item that transforms him into a demon.  He kills 
    Tichondrius.  However, Tyrande and Furion banish him for destroying himself in 
    the process. Next the prophet tells the Night Elves to ally with the Humans and
    Orcs to defeat the Burning Legion.  They agree. Archimonde plays his hand.  He 
    seeks to destroy the World Tree.  With that the elves wouldn't be immortal
    anymore. Jaina, Thrall, and Tyrande must delay him as Furion sets up his plan.
    Minutes later, Archimonde reaches the World Tree.  Believing he has won, he
    climbs up.  Suddenly millions of wisps(that's right wisps)detonate on him.  He 
    is destroyed, thus destroying the threat of the Burning Legion.  Unfortunately
    the forest and the World Tree are too.  
    This ends the WCIII:ROC campaign.  
    In TFT, the Night Elves seek to destroy Illidian, the Blood Elves go through
    hardships, Thrall builds a permanent settlement(they have nothing to do with
    the story),and the Scourge suffers civil war between the Dreadlords and 
    Arthas.  Arthas tries to free the Lich King's soul.  
                                      VI-New Unit Overview
    (Note: These are in my opinions)
    Scale 1-5(5 being the best)
    c=channeling required
    a=auto cast
    Before each unit I'll write what they are/do.  
    Some general changes include...
    -the ability to queue upgrades like you can units
    -more or less decrease in gold cost, but increase in lumber costs
    -backpack allows units to carry items(not use, just carry; if they die the 
    item is lost)
    -shops for each race with items(based on what level of advancement you are)
    Heroes can sell items here.  There is one orb for each race
    (humans-fire-gives extra damage+splash, orcs-lightning-bonus damage, 
    chance of casting purge, Undead-Corruption-reduces armor+bonus damage, 
    venom-bonus damage+poisons units for 10 seconds)
    -No more wands of negation
    -Magic damage
    -Unarmored armor
    -time limit before you can use a potion
    That's all that I can remember...if I forgot any e-mail me.  
    Orc Horde
    Shadow Hunter-Cunning-3
    Healing Wave-sends out waves like chain lighting to heal troops
    Hex-turns unit into a useless animal(critter)
    Serpent Ward-summons a ward with a cobra on it that spits out venom or 
    something that hurts the enemy
    Big Bad Voodoo(c)(u)-makes all units AROUND him invulnerable
    He's awesome as a second or third hero.  If they retreat, hex lets you get
    a free kill or.  It also allows you to surround enemy heroes or finish them 
    off since they can't tp or heal while hexed.  Heal wave is pretty buff as 
    well.  In Free For Alls (FFA) healing wave is a must.  In solo either get
    wave or hex (or a point in hex and then max out wave).  Either way those
    wards are really buff if you get them to higher level.  His ultimate is crap,
    which is why he's not a good first hero.  
    Air-Troll Batrider-4
    Batriders can also get liquid fire through an upgrade.  That deals additional 
    damage to buildings, prevents repairing until the fire's out, and reduces 
    attack rate of towers by 80%. These things are very good antiair and can
    take out most any air.  Watch out though cause the damage from unstable 
    concotion is affected by armor.  If these pester a lot, get some armor for 
    your air and watch the number needed to kill them increase =D.  
    Anticaster-Spirit Walker-2
    Spirit Link-Links 4 friendly units together so that if any in that link take 
    damage some of the damage is split between the other 3.  
    Disenchant-Dispels all spells in an area.  Does damage to summons.  
    Ancestral Spirit-Bring back a dead tauran(non hero) from a corpse.  
    Physical/ethereal form-allow the walker to shift through these 2 forms. 
    Ethereal takes away its attack, but renders it immune to nonmagic 
    attacks.  It can do and be affected by spells.  
    NOTE: Apparently using spirit when you don't have enough food doesn't
    bring back tauran. 
    Anyway these guys are not too good.  In ethereal form they are pretty
    useless so leave them in corporal so they at least do damage.  Their
    AOE dispel is nice, and link isn't too bad.  The spells cost some heavy 
    mana though so watch out.  I'd prefer shaman purge over these guys
    Voodoo Lounge-5
    The Orc shop.  Contains items like scroll of speed, healing and
    mana potions, and the Orb of Lightning.  A fairly good shop. 
    It houses the infamous Orb of GG.  Speed scrolls are damn crazy so
    feel free to abuse them.  They let you run away even if slowed or catch
    those pesky range units.  Heal salves and clarity potions are fairly good
    and cheap.
    Headhunters can be upgraded to this.  They are stronger and now can use berserk.
    This makes them stronger, but less defended(+50% attack rate, +50% damage taken.
    A must have if you get headhunters.  This really helps them and Berserk 
    is really nice.  
    Reinforced Defense-4
    Changes the armor of burrows and watchtowers into fortified armor.  This
    will save your burrows from things like mass casters or mass heavy air.  
    Since orcs are pretty weak to magic damage as is, this upgrade could 
    save you a great deal of rebuilding.  I highly suggest you get it if it 
    won't cost you an important unit or something.  
    Burning Oil-3.5
    Demolishers(replaced catapults) get a flaming attack.  Whenever they attack,
    the land catches a fire, damaging everything on the ground in its area.  
    This is pretty good, especially vs night elves cause it increases the splash
    of demolishers.  
    Night Elf Sentinels
    Fan of Knives-sends knives out in every direction
    Blink-teleports the warden to a nearby place
    Shadow Strike-chucks a dagger at a unit doing damage instantly+
    damage every 3 seconds for 15 seconds
    Vengeance(u)-Summons a black thing that is immune to magic, lasts for 120 
    seconds, and can use Spirit of Vengeance.  Vengeance summons a Spirit of 
    Vengeance, which is an invulnerable spirit from a corpse.  Can have 6 at
    a time.  They last 60 sec.  Spirit of Vengeance is auto cast.  
    Weak early game, but strong later.  She is a powerhouse at level 10
    and a must vs gargs and ghouls.  Her ultimate isn't too good; you are
    better off getting lvl 3 SS or something.  
    Air/Anticaster-Faerie dragon (this unit is immune to magic) -2
    Phase shift(a)-for 1 second, they disappear to avoid damage
    Mana Flare(c)-The faerie dragon gets +12 armor, and any spells cast result
    in the caster getting zapped for major damage
    They are not too good.  You are better off getting dryads unless they 
    get necrowagon or something involving mass casters (wisps are probably
    better vs necrowagon, but a few of these don't hurt).  
    Tank-Mountain Giants(may be called MGs in this guides)-2.5
    Taunt-causes enemy units to target the taunter
    War Club-MG picks up a tree, causing it to do siege damage and giving the
    giant more range for 15 swipes
    Hardened Skin-reduces all damage to the MG by 15(damage can't go below 3)
    Resistant Skin-Reduces the duration of bad spells+renders the MG immune to
    some spells
    These take way too long to build and don't deal much damage.  They are
    still ok though, but bears are probably better.  In the event that your 
    enemy goes mass fiends or rifles (not many casters), these can help.  
    The tree club helps a lot with range though and let's you take out towers
    pretty quickly.  If they opponent masses towers, these work better than 
    ballistas for seige, but that is a matter of pure opinion.  
    Ancient of Wonder(Note: like all Ancients this will attack nearby 
    enemies and can move)-5
    The Night Elf shop.  Contains items like the Orb of Venom, Moonstones, 
    lesser clarity potions, and the godlike staff of preservation.  SoP is 
    one of the best items in the game.  It lets you save countless bears
    and since you will have moonwells to heal them, they can come back to
    battle right away.  Switch it to another hero after you use it, cause each
    hero holds there own cooldown for it.  By that, I mean that if your warden
    uses it on a bear and then switches the staff to your panda, the panda can
    immediately use it.  However, if you return it to the warden the cooldown
    will be there (the cooldown occurs even if you don't have the item, so it 
    will be like 25% done if you return it).  
    UPDATE: Staff of preservation is a really nice item to have since it 
    allows you to send your wounded to moon wells.  Moon stones are nice
    too.  This shop is probably the worst shop of all the races though 
    it is still nice.  
    Well Spring-4
    Increases the mana regeneration rate and mana capacity of moon wells.
    This is very useful.  Moon wells are great as defensive structures
    because they can heal your troops as they defend.  This makes the
    units almost invulnerable(until the wells run out).  This extends
    that time.  Get this upgrade if you can spare the resources.  
    Mark of the Claw-3.25
    Allows the Druids of the Claw to cast roar when they are bears.
    Since I usually get several Druids for meat shields and such,
    this makes life much easier.  No more keeping one as a druid for
    roar. This upgrade also allows you to burn spellbreaker mana
    (and your own for that matter, making the feedback nonexistent).  
    Laugh at them as they steal your roar, but can't steal anything else.
    It's gold cost is pretty low, so get it if you can't get anymore bears
    or dryads and have enough wood.  
    Mark of the Talon-3
    Druids are used in almost any army for their crazy Fairie fire. 
    Whether or not this will help depends on the game I guess.
    Cyclone is pretty good as well.  In FFAs, getting this can help you 
    scout a lot more.  Generally I don't use crow form much unless
    I see air, in which case I might get this.  
    Undead Scourge
    Crypt Lord-Warrior-3.5
    Impale-The Crypt Lord slams the ground.  This cause waves to travel
    to the enemy causing the enemy(and those around it) to fly in the 
    air.  There is also a short stun
    Carrion Beetles(a)-Permanent summons.  Summons a beetle from a 
    corpse.  At level 2 and up they can burrow.  Can only have 5 at one
    Spiked Carapace-gives the Crypt Lord extra armor and reflects a 
    percentage of the damage it takes back to melee attackers
    Locust Swarm(u)-Sends out a swarm of locusts.  They damage the 
    enemies around you and heal the Crypt Lord.  DOESN'T NEED 
    A nice tank and adds on to the evil Undead tri nuke
    (coil, nova, impale).  He's excellent as a third hero since his impale
    doesn't need to be a high level to be strong.  That stun is evil!  I get
    Impale, carapace, impale, carapace... if I get him last.  If you prefer
    him earlier (I don't suggest since DK is almost always better first),
    you might benefit from beetles for creeping.  
    Caster-Obsidian Statue-4.25
    Essence of Blight(a)-Heals those around him
    Spirit Touch(a)-Gives mana to those around him
     Heal is capped to 5 units.  These things are a must.  They give you 
    blight everywhere.  What's under the statue you ask.  Well read on...
    Devour magic-This removes all enemy spells and hurts summons. 
    All it eats turn into health and mana for this beast.  
    Orb of Annihilation(a)-Gives additional damage and splash
    damage to the Destroyer's attackers
    Absorb Mana-Takes all the mana from one of your units and 
    gives it to the Destroyer
    After researching the ability, an Obsidian Statue can molt
    its shell, and become this.  These things are imbalanced, and
    will probably get nerfed one day.  They fly, have magic immunity,
    have a crazy splash with the orb of annilation, and have nice life.  
    Get some armor upgrades vs bats.  When you are about to give
    rise to a new destroyer, have your old one absorb mana from the
    statue before molting.  Do this right before a battle.  There dispel
    is very strong and these things kill casters fast.  
    Tomb of Relics-5
    The Undead shop.  Contains items like the orb of corruption, potions, and
    sacrificial skulls.  If you are gonna harass get the rods of necromancy.  
    Those thingsrock.  2 free skellies to kill peasants with YAY (well not
    for me cause I like using humans).  Orb of corruption on the Lich is 
    pure evil especially when combined with the tri nuke.  
    Nerubian Tower-4
    This gives an alternative to the traditional spirit tower.  A ziggurat can
    upgrade into this.  It has a frosty affect, thus reducing the enemies 
    movement and attack speed.  Good to have a few, but the Spirit Towers are
    much stronger.  One nerubian tower in the start pretty much crushes most harass
    This allows Crypt Fiends to hide in the ground.  They are invisible, but
    can't really do anything.  Useful as scouts.  Also if a fiend is near 
    death, and you can't heal it, just burrow it. Nice to have since it makes
     microing fiends easier.  Rather cheap and helpful.  If your enemy uses 
    this,get yourself a dust of appearence from a shop.  
    Exhume Corpse-2
    This lets meat wagons to make corpses inside them (ghoul corpses).
    This is kinda useless.  You don't really need meatwagons unless they
    get mass unarmored, mass towers, or steam tanks.  If you want to do
    necrowagon (which is crap if you don't suprise them) get this upgrade.
    Other than that I see no use for it.  
    Skeletal Mastery-4
    Instead of 2 skeleton warriors, necromancers now raise a skeletal mage 
    and a Skeletal Warrior.  Much more useful.  It reduces clutter.  All 
    the Mages should be able to attack as the Warriors act as meat 
    shields.  Mages are effected by Skeletal Longevity.  If you get necroes
    you should get this as it really helps to have a mage.  But of course if 
    you don't have the resources or time don't get it.  
    Human Alliance
    Blood Mage-Mystical-4
    Flame Strike-Makes a firestorm.  It has a long start up but requires no 
    channeling.  After the initial few seconds, it burns the enemy a bit 
    Banish-Makes a unit ethereal and slows the units movement.  Ethereal-Unit 
    can only use spells and is only affected by spells and magic damage.  
    Siphon Mana-Drains mana from an enemy unit.  
    Phoenix(u)-Summons a flying unit with permanent immolation.  
    It damages itself, but has no timer.  When it dies, it leaves an egg,
    that eventually hatches into a new phoenix.  
    A great new mystical hero.  Flamestrike is good.  Banish and SM are too.  
    His ultimate is good too.  Flamestrike hurts your own troops, but it 
    does a LOT of damage.  Banish basically removes a unit from the battles
    (unless your stupid, and cast it on a caster).  SM helps you cast your
    spells more often and eliminates the need for mana potions.  Phoenix is
    strong and useful.   Right now Archmage and Mountain King are 
    more or less always used for humans with palidan used last so this is
    forgotten a lot.  You might want to get him first to harass though. 
    Spell Steal(a)-removes a buff from the enemy and brings it to you or
    takes a negative spell from you to an enemy
    Control Magic-takes a target summoned unit(wards included) The amount
    of mana is based on the summons's HP.
    Feedback-Every attack the Spellbreaker does, burns 20 mana and deals 
    additional damage based on how much mana is burned.  
    These things tear through heroes really quickly.  Even if you don't
    kill, the hero is useless now since it has no mana.  They steal spells
    so they are really nice if the enemy gets any casters.  Control magic
    is not too useful since you can't control some things, and I hardly ever
    get it.  These things do lots of damage to bears, due to there large
    mana pool.  Use them as quick meat.  
    Cloud(c)-A small cloud is summoned by the hawk.  This reduces the 
    sight of any enemy buildings in the area to min(thus they can't 
    attack with range attacks)
    Aerial Shackles(c)-This binds an enemy air unit.  That unit can't
    do anything while it is shackled.  It takes damage every second 
    until the shackles wear off.
    Hawks benefit from the upgrade that gives Gryphon Riders +150 HP.  
    Shackle kills heavy air and even light air if you can micro
    fast enough.  Cloud is nice vs towers if you can get it fast enough.  
    I don't really like cloud though cause it takes a while to get.  These
    with gryphons are pretty nice especially vs orc.  All in all, get them
    only if you can match there air count (or if they have one less, just
    bolt and FF the extra guy).  
    Arcane Vault-5
    The Human shop.  Has items like the Orb of Fire, healing and mana potions,
    Ivory Towers, and Scroll of Town Portal.   Scroll of rejun is really useful 
    (though salves are better).  The staff is almost up to par with the 
    Nightelf staff, and has the benefit of new cooldowns when switched between
    heroes.  Use and Abuse.  Home of the worst orb.  
    Arcane Tower-4
    A new tower.  This tower attacks ground and air units. 
    It has feedback, which burns 20 mana and deals that damage in 
    addition to its normal attack, and it has reveal.  This allows the tower 
    to reveal an area of the map for 15 seconds every minute or so.  It 
    requires magic sentry to get reveal.  One arcane tower pretty much 
    crushes harass.  One of these is usually enough per base.  Even so
    you may opt to get a few guard towers.  
    This lets Siege Engines(formerly known as Steam Tanks) attack air units.
    Tanks are really really good antiair vs any light air.  They do AOE anti 
    air damage with this.  They counter heavy air fairly well too, but they 
    take forever to make and upgrade.  The best part about tanks is that 
    you can send 3 to the enemy base or expo and wreck havoc during a
    battle.  If the enemy gets mass air, these are your best bet (or gyros, 
    both are good).  Just don't get gyros vs bats.  
    Flak Cannons-3.5
    Gives Flying Machines(formerly known as Gyrocopters) a splash damage 
    effect when they attack air units.  If you bother to get any Flying
    Machines it will be for air.  Get this if you get Flying Machines.  Gyros
    are easily one of the anti air out there with this.  Just don't get them
    vs bats.  
    Fragmentation Shards-4
    This increases the area-effect damage of Mortar teams.  If you get
    Mortar This is really good especially vs casters.  Kills casters
    and hunts really fast.  Hell, it kills almost any Night Elf unit quickly. 
    They are weak, but vs NE I opt to get these instead of rifles cause 
    they do much more damage.  
    Naga Sea Witch-Mystical-4
    Forked Lightning-Sends out 3 bolts of lightning.  Each hits an 
    enemy for damage
    Frost Arrows(a)-Adds a cold effect to the Naga Sea Witch's 
    attack.  (A cold effect slows a unit's attack rate and 
    movement speed)
    Mana Shield-Uses the Naga Sea Witch's mana as a shield.  
    Tornado(c)(u)-Summons a tornado.  Damages enemy buildings by 
    50/sec.  Slows enemies and randomly throws them up (cyclone).
    The enemy remains up for an amount of time.  While the tornado
    is up, you can control it's movement and it has a life bar.  
    Frost arrows are excellent.  You can pretty much kill a hero
    with them.  The Sea witch can replace Mountain King in games
    vs a DH if you want to do a quick push.  Forked lightning is nice too.  
    FROST ARROWS OWN!!!  Nice hero.  
    Pandaren Brewmaster-Warrior-5
    Breath of fire-This drunken Panda breathes out.  A cone-shaped fireball 
    erupts from his mouth.  This deals initial damage and ignites those with
    Drunken Haze on.  
    Drunken Brawler-A mix of Critical Strike and Evasion. Gives a 10% chance to
    do extra damage per hit, and a gives a chance that the enemy will miss when
    they attack him
    Drunken Haze-Drenches enemy units in beer(hey they don't call him BREWmaster
    for nothing). The units will ignite on contact with Breath of Fire, and will
    miss a lot more than usual(hehe drunk). The unit's movement speed is slowed.
    Storm, Earth, and Fire(u)-The Brewmaster splits into, you guessed it, 
    a Storm Panda, an Earth Panda, and a Fire Panda. The Storm Panda gets 
    cyclone, dispel magic, Wind Walk, and Resistant Skin. The Earth Panda
    gets Pulverize, Taunt, Resistant Skin, and Spell Immunity. The Fire
    Panda gets Permanent Immolation and Resistant Skin.
    Warden and this are a strong counter vs mass gargs and ghouls.
    Haze and fire are really nice.  Combined, they are sorta like an
    AOE stormbolt.  His ultimate is subpar but still ok.  
    Summon Bear-Summons a bear
    Summon Quilbeast-Summons a Quilbeast
    Summon Hawk-Take a guess.  Summons a Hawk
    Stampede(u)(c)-The Beastmaster calls a stampede of exploding Thunder Lizards
    to an area. Anyone unfortunate enough to be there will take damage as things
    blow up on them.  
    As the name implies, he gets to summons beasts. Summon Bear gives him a 
    powerful melee unit.  At level 2 the bear not only gets stronger, but he
    gets Bash. At level 3, he gets stronger, keeps Bash, and gets Blink(lol,
    a blinking Bear). Quilbeasts get stronger and get Frenzy(like Bloodlust)
    at Level 2.  Level 3 yields a stronger Quilbeast with Frenzy and splash 
    damage. Hawks are very quick. All Hawks have True Sight.  Level 1 Hawk can
    only scout.  Level 2 grants the stronger Hawk an attack.  Level 3 gives 
    the even stronger hawk invisibility when it's not attacking.  His 
    ultimate is subpar and easy to escape.  He is still a pretty good hero, 
    even though he got nerfed.  Quilbeast first is really good.  A new plan
    vs orcs for humans is to go AM, BM, and mass casters (through in a FL
    if you for some reason reach tier three).  Hawk and bear are both good.  
    At level one, cast invisiblity on your hawk and you get a nice scout.  
    NEW HERO: Goblin Tinker-Inteligent Melee-4.5
    Pocket Factory-Summons a factory which summons little pocket goblins.  
    These attack for a bit, and when there timer expires, they explode.  If 
    they die, they explode.  Factory life and explosion damage increase each
    Cluster Rockets-Fires some rockets at an area, doing very little damage,
    but stunning as well.  
    Engineering (name escapes me, probably wrong)-Gives tinker an increased
    movement speed and when he is in robo tinker adds 0.5 times done to 
    buildings each level.  It is passive.  
    Robo Tinker-Transforms the tinker to a mechanical unit.  It is immune
    to magic.  Also gives the tinker additional strength and a multiplier vs
    buildings.  The multiplier starts off as 2x, but with each level of 
    engineering, it goes up by 0.5.  
    If you give him a pair of boots of speed and a staff of 
    teleportarion and he gets his ultimatel, you can kiss expos good bye. This
    works very well vs humans, since they can't stop you from teleporting
    away when you are robo.  Never get cluster rockets.  It does pathetic
    damage and pathetic stun.  His other abilities are much better.  If you 
    use him, go solo to reach lvl 6 fast.  
    Goblin Alchemist-Alchemist guy-1
    Healing spray-Heals units in an AOE.  Will heal enemies as well as your 
    Chemical Rage-Increases the movement speed and attack speed of the
    tinker for a limited time.  
    Acid bomb-Throws some chemicals on enemies.  The primary target
    takes some damage over time and suffers from reduced armor.  Nearby
    units suffer minor damage over time.  
    Transmute-Turns a unit to gold for you.  
    He's crap.  I see no reason to get him for any race.  Spray isn't too
    good in battle (or out of battle for that matter).  Rage isn't too bad,
    I guess.  Bomb was really good for a while since the armor was 
    splash too, but now it's not up to par with other aoe spells.  
    Transmute isn't too bad; the only negative is that usually you will
    probably not need the gold because of expos.  That means the skill
    just removes a unit from the game.  By this point in the game, that's not
    much help (unless neither of you have an expo).  
    Note: The next 2 heroes are Undead
    Dark Ranger-Cunning-4
    Silence-Disables Casters from casting spells
    Black Arrow(a)-Gives bonus damage to every attack. Units killed by this will
    result in minions(skeletons) being made. Skeletons and damage boost increase
    with level
    Life Drain(c)-Drains life from a unit
    Charm(u)-Takes control of a unit(Can't be used on Heroes or too powerful
    You just need to kill the thing within 3 seconds of it being hit by the 
    dark arrows.  You only need one point in life drain and silence for
    them to be good. Charm is ok.  Silence is amazingly useful though.
    Pit Lord-Warrior-2
    Rain of Fire(c)-Calls down a rain of fire(like Blizzard)
    Howl of Terror-Reduces the attack damage of nearby units
    Cleaving Attack-Gives splash damage to Pit Lord(damage increases with
    Doom(u)-Deals 40/s to a unit until it dies.  Upon death a Doom Guard is
    created.  Doom is cannot be dispelled.  It can be used on your units too.
    The pitlord is too big and bulky to really be good.  His ultimate kills no
    matter what and spawn as a Doom Guard for you. However, if the enemy
    runs the unit into it's base, the Doom Guard won't be too helpful.  Doom
    Guards get War Stomp, Dispel Magic, Cripple, and Rain of Fire.  
    He's too easy to kill.  He's ok I guess.  You won't find much use 
    for him.  
    Many new creeps and mercenaries have been added.  When I say many,
    I mean it.  =)
    Can buy neutral heroes here
    If you have neutral heroes, you need somewhere to buy them.  I gave it
    a 5 because I like neutral heroes.  
    Goblin Shipyard-5
    Allows you to buy ships
    The ships are mostly transports, but there are a few attackers in the
    campaigns.  They are not in games.  
    These are all in Normal mode.  
    7.1 Night Elf Sentinels-The Tides Of Terror
    Try to get blink up to level 3 quickly.  Also Fan of Knives is weak early on.
    Ignore SS(or get it and ignore FOK).  You may want to skip Vengeance
    till level 7.  
    Here's what I did:
    You start with Blink and FOK/Blink/FOK/Blink/FOK/Vengeance/SS/SS/SS
    A scene of Illidan pops up.  He is angry and seeks power.  He calls forth the
    Naga.  They decide to aid him. 
    Main Quest                         Optional Quest
    1) The Rise of the Naga
    A scene of Maiev and several of her troops appear.  Naisha and some of the 
    troops remain with Maiev, well the rest split up into 2 groups to search for
    Easter Eggs: 
    At the start, go up and as close as to the edge as possible.  Blink right 
    and destroy the crate.  Kill the monsters and pick up the Runes of Greater
    Healing and Mana.  There is also a Ring of Protection +1.  Blink up and
    pick up that Rune of Mana too.  Pick up some more and get the Tome of 
    Intelligence and the Rune of Mana.  
    From Matt
    Hails from Louisiana, USA. I recently stumbled upon your FAQ/Walkthrough
    on www.dlh.net I found it while searching for WCIII cheats. Now I know, 
    there arent any, but this certain map is annoying the heck out of me. 
    I found your Walkthrough and decided to start over and pick up everything
    I missed along the way. I just meade it through the first Night elf 
    mission. It was great to find all the easter eggs there, but I wasnt
    just a "script kiddie" I started to explore every "nook and crannie"
    as you put it. I cam acros a spider ring that wasnt mentioned in your
    easter egg section. I was led to it by your hint on getting to the 
    claws of attack +3... theres two ways to get to it, from the cliff
    with the spiders blink left, or from the fountain of health, blink
    southwest. It is another band of spiders hidden underwater. loading
    a spider ring with +1 agility.
    Thanks again for all your hard work, Keep up the good work.
    Behind the Burning Statue there is a crate.  Destroy it for a Jade Rind(+1
    Above the place where you get the Enraged Beast quest, there are some 
    spiders.  Blink there and kill them and get the Rune of Lesser Healing
    and the Claw of Attack +3.
    There are islands scattered around.  After the 1st Naga encounter, go right
    and blink onto the island.  Destroy the Naga Sea Witch and take the Rune of
    Mana and the Tome of Strength.
    After the 1st Naga encounter, go up to the trees and blink up to get a Rune
    of Mana and a Scroll of Protection.  
    Below the 2nd optional quest, head over to the trees.  Blink right and kill
    the creep for Healing Wards.  Get the Rune of Mana.  
    Follow Illidan’s trail             Destroy  the mad beast
    Save at least 2 ships              Save your fellow warriors
    First off remember hit i to hide.  Now go on and follow the path.  Once you
    reach the forest, beware of a small ambush(it's tiny, there are only 4 
    members).  Finish them off.  By now you should meet up with around 3 more 
    troops and the 1st optional quest.  A very easy way to accomplish this is to
    follow the beast.  He will go into a U shaped area.  Cover the opening with 
    units and hide them all.  Now move all the troops not blocking the path back
    and attack.  The beasts shouldn't be able to pass your "invisible wall".  
    Pick up the item and keep on going. Soon you should reach a fork in the path.
    You get a few more troops+the second optional quest.  Go to the right(the one
    with all the walls and stuff).  Just slay the enemies and break the gates.  
    You get quite a few troops.  You shouldn't lose anything. Now go on until you
    reach the cut scene of Illidan running away, and the Naga burning ships. Now, 
    you get the second main quest.  First off there are around 3 Naga that attack
    you straight off.  Kill them first.  Then use the archers to destroy the 
    flyers.  The hunts+Maiev should attack the ground troopers.  Just move them 
    along and save the next few ships.  Their is another small task force to 
    destroy after saving 1-2 ships.  Kill them then continue.  Victory
    A scene comes up where Maiev and her troops load up into 2 ships and follow
    2) The Broken Isles
    Maiev, Naisha, and the rest reach a mysterious island.  Maiev explains that
    they were recently made.  She realizes Illidan is there, and starts the
    establishment of a base.  
    Easter Eggs
    There are a lot of things spread around on the islands.  Right of your base
    there are some Sea Giants.  Kill and blink to the Pendent of Mana +150.  
    Find Illidan                       Destroy the 3 Orc summoners         
    Kill the Naga guardians
    OK, go to the mine where your base should be started(maybe done, I can't
    remember).  Take your starting troops and explore your island a bit, until
    you reach the old orc.  He will tell you he knows something, but he also 
    tells you he is willing to tell you if you rid him of his comrade's ghosts
    (like he is in any position to bargain).  Return to your base to defend 
    against some Naga.  Your base should look like this(I know it's bad)
          | Water    |T=tower
          |          |H=Huntresses
    | T       T AR  T|C=tree of life
    | H          T   |M=mine
    | H         C   M|
    | T              |
    Move the 2 ships south of your base to the place marked water.  North to your
    base are the summoners.  Go there and destroy the 3 summoners.  One has a
    skull.  Pick it up.  NOTE: The orcs are fighting each other, not you! Go back
    to the old hermit to pick up something(the name escapes me) that gives you +6
    intelligence.  Then build up your forces(Go Maiev, hunts/archers+hire some 
    turtles at the mercenary camp)Also bring along some glaive throwers.  Now go
    up past the summoners island.  You should find a base. Raze it to the ground.
    If necessary run back to the watery corner and hide for a bit(might want to 
    bring a moonstone).  Recover and hit hard.  Go on after the base is dead and 
    destroy the gate it was guarding.  A cut scene of Illidan going into a tomb 
    and telling the Naga to stop Maiev will follow.  Destroy the guards(Shouldn't
    be hard).  
    Mission accomplished.
    Maiev and her forces rush into the tomb of Sargeras.  
    3) The Tome of Sargeras
    Maiev and Naisha talk. Maiev reads some ruins about the old orc that ventured
    in here years ago.  Now you see the Gul'dam and 7 shaman.  He orders them to 
    scout out the area, but they run when they hear the rustle of the Tomb's 
    guardians.  He kills one and they go out.  
    Locate Illidan                     Find all 10 pieces of the shadowball
    Escape the tomb in the time given  Destroy the rock barriers to free troops
    This is the basic stealth level.  Follow the path, blink to hidden places for
    shadow ball pieces(it gives +10 attack, +3 armor, and extra HP regeneration).
    It's hard to find them all, but if you want them, you'll have to search every
    nook and cranny.  I've gotten them all, but I don't remember all of their 
    locations.  I remember that there are 2 hidden near the 1st cut scene(the one
    where the Gul'dam thinks something laughs at him).  They are behind the doors
    you can't destroy.  Blink around.  Anyway, destroy the rock barriers(you'll 
    notice them all because Maiev says something at each one).  I think there are
    three. They provide no-very little challenge to reach. Two cut scenes come up
    about Gul'dam.  One where he knows his scouts are dead, and he seeks an eye.
    He continues on, even though something.  The second one shows him dying.  
    Also when you pass a statue, you'll hear about how it is Lady Vashj, a Night
    Elf. However, it has a tail(hint, hint). Soon after you will find Naga that
    tell you the Naga are mutated Night Elves. Anyway, after you destroy the 2nd 
    massive gate, you will find Illidan.  He talks about the Eye of Sargeras.  He
    then proceeds to bury the tomb.  Maiev is able to escape, but Naisha and the
    others perish.  For the second part, just run.  A good tactic is to hid and 
    blink.  Get all the scrolls of speed.  Run and ignore all battles.  Reach the
    entrance, and you WIN.  
    You now see the Warden blink through battles.  
    4)Wrath of the Betrayer
    Maiev explains Illidan's plans to her troops outside.  She tells them to run, 
    but Illidan has already started the attacks. Only a runner can warn 
    Escort the runner to the ship      Destroy all four of the excavations
    Escort the runner to open sea      
    Easter Eggs
    At your base, if you go down from the lower exit and blink up passed the
    waterfall, you will find a Naga base.  If you somehow manage to blink passed
    the 1st waterfall, just follow that path and kill the Royal Guard.  Destroy
    the gate and get the 3 coins.  Now blink south into another passage.  Blink
    south again into the last passage for a Mantle of Intelligence +3 and a Rune
    of Mana.  
    Near the end of the 1st main quest(go directly up and blink into the water
    area) there is a Glyph of Fortification(Buildings get extra HP and armor).
    From the Glyph go up(blink) then left past the trees(blink).  You should be
    in a garden(sort of).  Use the contol box(click, hold, move around) to find
    Grank the Rat).  Attacking him will result in you missing.  Click on him
    repeatively to blow him up and get a Talisman of Evasion.  
    At the place where you unload your people go down and follow that path.  At
    its end blink up for a Tome of Strenth.  
    Now near the Massive gate, go left on foot.  Kill the Naga and then blink up
    then diagnolly left.  You will find a Panderan Brewmaster who will leave and
    give you Slippers of Agility +3.  You will also get a message about how you
    found a secret, the Brewmaster Drinking Ground.  
    Easy enough.  Keep your base strong.  Build dryads/hunts/archers for defense.  
    You might want to build an additional tower at the 2 entrances.  Then bring a
    wisp to each to repair.  Build moon wells close by and set them to auto.  
    Now for the runner.  Follow the path. You should reach a site where there is a
    guard and a digger.  The second quest comes up. Each one you destroy gives you
    a great item. The first gives you a staff that teleports your hero to friendly
    units. Use it to defend and sell items(to make room for new ones)at your base.
    BTW one of the sites is able to be reached during the 2nd main quest. When you 
    reach the boats you get 2 glaive throwers and 3 hippogriphs.  Use the hippo's
    to clear out the two flyers up ahead.  Unload all your troops and explore.  
    Destroy the enemy towers(the pools with snakes) and units.  Don't forget the 
    gate and site.  Then load the runner and send the empty ship ahead as a 
    decoy for anything you forgot.  The runner's ship should follow and make it 
    safely.  Victory
    The ship goes of.  Maiev sends her prayer and hopes as she watches.  
    Tyrande Whisperwood and Shan'do Malfurion are relaxing when a druid of the 
    claw comes with the runner. The runners tells of Maiev's distress, and 
    Malfurion and Tyrande rush to aid her.
    5)Balancing of the Scales
    Maiev is shown fighting the Naga.  Tyrande and Malfurion speak and then
    decide to hurry to her.  
    Save Maiev from Illidan's Naga     Save the 3 ships filled with troops
    Destroy Illidan's Base
    Go for the ships.  They provide troops for needed for later on(it makes it
    much easier).  At Maiev, build only hunts and archers as needed(cash is
    limited).  Build a wisp or two to repair the damages.  Rush through the path
    as Tyrande and Malfurion.  Fight off the enemies and pick up as many coins
    as you can to aid Maiev.  When you reach the 2 War Golems, kill them quickly.
    The base ahead is fairly weak.  A very good strategy is to run in and
    starfall.  Tranquility as needed.  Then run to the Warden.  A scene comes,
    where Maiev is happy, then angered that Tyrande(aka freer of Illidan) came. 
    Malfurion reminds them of the Naga threat.  You must now destroy Illidan's
    base(his is the upper one).  First off, move everything you can up.  
    Remember the base you razed?  Go there.  Research as much as you can at the
    hall after you get the cash flowing.  The third ship includes 2 Mountain
    Giants.  Build up a force of 2-3 MGs and, you guessed it, 
    dryads/hunts/archers. Use taunt as needed(it works ok on computers) Attack
    at will.  Leave behind enough to defend against the Naga(they send out 
    Illidan sometimes).  If you need more cash above the Fountain of health,
    which is next to the hill beginning of Illidan's base, there is a mine 
    behind some trees.  Use a glaive thrower(you need the upgrade) to destroy
    the trees.  Then move again.  Attack continually.  If time is needed destroy
    the bottom base first to reduce attacks against you dramatically.  Once you
    raze Illidan's base, You Win.  
    Malfurion departs leaving Tyrande and Maiev to search for Illidan.  
    6)Shards of the Alliance
    Tyrande and Maiev meet up with Kael and some humans, who are moving because
    of the Undead.  Tyrande decides to aid them  Maiev unwillingly goes along. 
    Guard the caravan                  Find the hidden cash
    (at least 2 must live)
    Pretty easy.  Follow the path.  Kael is able to defend the back, but you
    should always fall back to his aid after destroying any frontal assaults.
    The Undead are in small groups so it's easy enough.  The MGs have tough
    hides so just taunt a bit.  At the first mercenary camp, the optional quest
    comes up.  Seek the first bag and by two healers+1 of either of the two
    remaining.  The other 2 money bags don't matter as much.  The healers make
    this very easy.  Continue on until the second repair stop.  Time for a 
    choice.  Go the long, but easier way or the short path through the Undead
    base.  If you want to guarantee victory(in hard it might be better to go
    this way too) go the long way.  I suggest the short one though.  Rush in
    and starfall if needed.  Fan of Knives is good too.  Use the MG's war club
    ability to destroy towers and such.  Now go on.  Right before the end, a
    scene follows, where the two heroes worry and want to get on.  Suddenly,
    the Undead swarm at the caravan.  Don't listen to all the "Their numbers
    are limitless" stuff.  Just starfall to make it easy.  Soon they will all
    die.  Cross the bridge after seeing the scene about the 2nd wave.  Victory.
    Tyrande bravely decides to hold the bridge.  She uses starfall to eliminate
    the Undead.  However, the stars destroy the bridge.  Kael yells and wishes
    to go after her.  She is headed for an Undead base.  Maiev tells him to 
    remember that he promised to help them find Illidan if they helped him.  He
    gives in.  
    Interlude-Malfurion reaches a forest and the Earth shakes.  He asks the
    spirits(what do you know wisps) to show him the problem.  He sees Illidan
    in the North, with 4 summoners around the Eye of Sargeras.  He is 
    destroying the very roof of the Earth.  Malfurion rushes to warn Maiev and
    7)The Ruins of Dalaran
    Malfurion tells Maiev of his vision.  He then notices Kael and the lack of
    Tyrande.  Maiev introduces Kael, and says that she saw Tyrande be torn apart
    by the Undead on their mission to aid Kael.  Malfurion is sad, but says that
    they must stop the summoners.  
    Destroy the summoners              Save the Paladin
    (before 30 minutes)
    This one is hard.  The time limit forces you to rush a bit so don't dally. 
    A very easy way to get the Paladin is to summon the Vengeance. 
    Send him over to the Paladin(ignore all threats).  Destroy the gate and
    get close to the paladin.  Then turn on the Paladin's divine shield and
    rush back.  Now build up 1 army of hunts/archers with Maiev(team 1), 1
    army with Malfurion, the starting druids of talon/claw+dryads(team 2) and
    one army of 3-4 MG+a glaive thrower or 2(not necessary)(team 3).  Upgrade 
    your tree of Ages as soon as you made 3 wisps(2 to repair and 1 to build
    moon wells.  Upgrade armor for both and research the Hardened Skin for the
    Mountain Giants.   Only research that.  Build 2 chimera roast and start
    building as many chimeras as you can (8 should be good)(team 4).  Now take
    groups 1-3 up to the bases.  Have the MG pick up trees.  Now rush in.  1&2
    kill units, 3 destroys buildings.  Use holy light as needed+tranquility.  
    Taunt as needed to confuse them(they redirect fast, but every second
    counts).  Keep moving inward.  Destroy the building with flyers around it
    ASAP, to remove half of that threat(there is another too).  Okay focus on
    taking out the towers.  Before you come here be sure to have 2 staffs(from
    either the human or elf shop) and 1-2 moonstones.  Heal as needed+Divine
    shield to keep him alive.  DON'T LET MAIEV DIE.  Hide her when she is weak.
    Okay bring the chimeras in to destroy a few summoners(Focus Fire on one, 
    then move on to the other)  Aim to kill 1-2(I only killed one, but I had
    very few chimeras).  Now before time runs out, blink the warden next to the
    Eye.  Use Fan of Knives to take out the summoners.  Also use Shadow Strike.
    Hide until they recharge(the moonstones if it's day).  Keep this up.  If
    you need bring a mana potion and a health potion. Don't worry about your 
    base, Kael should protect it from the Undead attacks, but build a few 
    troops anyway(in case the first wave of your attacks fails).  Victory. 
    Illidan is disappointed(an understatement).  Malfurion entangles him.  They
    speak and decide he must be killed.  Kael comes(talk about perfect timing),
    and he says how Tyrande may still be alive.  Malfurion is furious.  Illidan
    claims he wanted to destroy the Undead, and was only after power, not world
    conquest.  He wishes to save his only true love, Tyrande.  Malfurion also
    loves Tyrande dearly.  He frees Illidan and entangles Maiev (what a twist).
    Illidan and Malfurion rush to save Tyrande.  
    8)The Brothers Stormrage 
    Illidan's Naga find Tyrande.  She battles on, but is extremely weak(you
    would be too if you were fighting day and night while your friends "save
    the world").  Illidan and Malfurion decide that Malfurion will try to 
    protect Tyrande, while Illidan destroys the Undead that attack her.  
    Save Tyrande
    (Use Malfurion to protect her)     Destroy the 3 Troll Chieftains
    (Use Illidan to destroy Red)
    You finally get to be the Naga.  You get very few units though.  Start
    off at Malfurion's base.  Build 6 MGs.  Also build a bunch of dryads 
    and Hunts/archers.  Build moon wells near the fighting grounds and set
    on auto.  Build 2 wisps to repair(as usual, 1 at each entrance).  I don't
    think you can really help Tyrande.  I may be wrong.  Anyway at Illidan's
    base build up a bunch of the Naga casters, snap dragons, the Myrmidon,
    and no more than 5 turtles.  Once you have 12 go for the optional
    quest.  It provides an easy route to RED.  Kill the First Chieftain.  He
    leave a scroll of greater resurrection.  First attack the second, then use
    it.  Kill the 3rd.  Now be sure to keep enough defenses at your base. When
    you have 12-24 troops+enough defense(units+2-3 towers) attack RED. Use the
    turtles to devour. Turn Illidan into a demon(Meta) and turn on Immolation.
    Mana burn the heroes.  Destroy the bottom Green base. Now move on to the
    to Red. Use the casters+Illidan to destroy the air units while the turtles
    and ground units finish of the necromancers, banshees(go for these early
    because they can possess), and buildings.  The heroes(I think it's a 
    dreadlord and lich) should be killed early too.  If you must devour the
    banshees.  Don't venture to high up because green has abominations.  
    Destroy the alter and the Black Citidal first.  Then go for the rest.  
    Illidan reaches Tyrande.  She worries, but allows him to make a portal to
    escape through.  They walk through it.  Malfurion begins to worry.  He is
    furious because he trusted his brother.  Illidan arrives with Tyrande.  
    Malfurion and Tyrande thank Illidan for his help.  Illidan is forgiven
    because of his daring rescue.  He is told that next time he won't be so
    lucky. Illidan is forced to leave before his master (Sargeras) makes him
    pay for aiding his brother.  He summons a portal and leaves.  Suddenly
    out of nowhere(hehe blink) Maiev and her troops appear.  Maiev orders
    them to follow Illidan through the portal.  They disappear through it.
    Tyrande wishes to stop them, but Malfurion says that she will never stop
    chasing Illidan.  He only hopes that in her rage, she doesn't cause more
    damage than Illidan.  
    The end of the Night Elf Sentinels campaign.  
    Human Alliance-Curse of the Blood Elves
    As Kael flamestrike is good.  Banish is okay, and Siphon Mana is okay.
    I went like this:
    For Vashj Forked Lightning is a must, and Mana Shield is rather useless
    except in some situations:
    She starts with FL and Arrows/FL/Arrows/FL/Tornadoe/Arrows/Shield/Shield
    For Akama(he starts at level 7) I went like this:
    SS/SS/Feral Spirit
    Main Quest                         Optional Quest
    Kael'thas reaches Grand Marshal Garithos.  Garithos is mad because they
    are late. Kael tries to explain, but Garithos ignores him.  Garithos
    tells Kael of an Undead strike force.  Kael and his warriors are eager
    to go fight, but Garithos tells Kael that his warriors will be going to 
    fight the Undead.  He tells Kael that the Blood Elves will stay 
    behind to prepare for a second Undead strike force.  Kael is 
    furious(We are warriors, not builders), but since the Blood Elves
    work for the Humans, he agrees.  
    Repair the 3 observatories         Recover the hidden Cache(4)
    This is a very simple level.  Leave the peasant to his repairing
    (You actually start at the 1st observatory).  Move through the
    path.  You get 3 footmen, 2 spellbreakers, 2 priests, 1 peasant,
    and Kael, a level 2 Blood Mage.  Kael knows Flamestrike and 
    Banish.  For his skill points max out Flamestrike, and either
    go for the rest of Banish, or go for 1 level of Siphon Mana,
    then finish off Banish.  His ultimate, unlike the Warden's, is
    worth getting at level 6.  As you wander around, kill the weak
    creeps(Don't forget to stop and heal your footmen whenever they
    get weak).  Soon the 1st observatory should be repaired.  It
    reveals a hell of a lot of the map.  Soon you should get the
    optional quest(get the cash).  Since it helps if you build a
    base.  Go for it.  The first has a tiny Castle, some cash,
    and some lumber.  The second has some cash, a tiny barrack,
    and a tiny Alter.  (Note: You still have to pay a bit for the
    tiny stuff, but it's not too much, and the time it takes to
    build is really fast).  The third has 2 riflemens near it.  
    Also when you kill the Orge Warchief, you get a rune of 
    rebirth.  This will reborn the strongest corpse(probably
    the Orge Warchief).  In the package themselves, there is a
    scroll of healing, a periapt of vitality(+150 HP to the 
    wearer), and a tome of intelligence.  The last one(near the
    observatory) has a scroll of healing, healing wards, and a
    ring of protection +1.  The level 9 Golem leaves a rune of
    greater resurrection(resurrects your dead).  Nearby, there is
    an ivory tower in a crate.  Pick it up and build it near the
    creeps.  Upgrade and attack.  If you really need lumber, there
    is a small bundle of it in a tent(+150).  BTW if you can't 
    reach the 3rd cash place, just do this.  Raze the Undead base.
    Then bring a ship to the right of where it was.  Load up your
    people and go down.  Follow the path.  Ok now back to the main
    quest.  Once you reach the shores after the 2nd cache, you'll
    be thinking oh no I'm screwed.  How the hell will I cross that
    big ocean.  Well never fear, the Naga are here.  That's right,
    the Naga.  A scene will ensue, showing the now freed Naga. Lady
    Vashj now leads them. Kael and his troops kill several ghouls.
    The Naga see how the Humans also fight the Undead. They offer 2
    ships to Kael. Go to the mine and build a base. Go and kill 
    some creeps. Be back because the Undead base south of yours 
    will attack soon. Kill that and go down. There are 2 entrances
    for the Undead.  Build like this at each one: 
    W     |
    FG   C|W=water
    F     |F=Farms
    F  A  |G=Guard Tower
    FG   C|A=Arcane Tower
    K     |C=Cannon Tower
    W     |K=Knight
    W     |
    The knight should be in hold position.  Have a priest handy for
    heal and inner fire.  Now when your ready to attack(have your
    starting forces+3 knights and a few Mortar Teams), move the 
    knight and attack.  Raze the base.  Now return back to your
    base.  Destroy the rest of the creeps around, and send 3-4 
    peasants to the observatory to repair it.  When it's done(and
    while it's being done go for cache #3), Load up your troops
    into the 2 boats, and fill the empty slots with peasants. 
    Go to the final observatory(upper left corner).  First go get
    the final cache.  Then plant the tower(look higher up).  Then
    rush in and kill the creeps around the observatory.  Now send
    the peasants in to repair it.  Wait a bit and Walah you have
    A scene comes where Kael meets up with Garithos.  Garithos is
    angered.  He has heard of Kael meeting with the Naga.  He
    tells Kael not to meet up with the enemy anymore.  Garithos
    returns to the front, and tells Kael to remain there.  
    2)A Dark Covenant
    Lord Garithos has sent an messenger to tell Kael something.
    The observatories had spotted a large Undead base.  That base
    was building a new strike force.  The messenger tells Kael
    that it's his job to destroy it.  Kael figures it will be easy.
    However, the messenger tells Kael all troops must report over
    to Garithos to cover the front.  Kael is only left with his
    Blood Elf kin.  He starts to hate Garithos(ooh wonder what will
    happen next).  
    Easter Eggs
    In the bottom(very bottom) left hand corner there is an Ancient
    Hydra that yields 2 Hydra, which each yield 2 Hydra Hatchlings.
    After killing everything you get a Ring of Regeneration, a mana 
    Stone, and a Tome of Agility +2.  I found this by accidently 
    clicking my scout thing in the corner then seeing rock chunks.
    Well, being the violent person I am, I destroyed em and found 
    the Hydra.  Thus, violence CAN solve problems =D.  
    Throughout this level there are tons of items in creeps and such,
    but the above is the only real tricky one.
    Note: There are creeps in every corner.  
    Destroy the Green Undead Base      Build a base at a gold mine
    Note: In this level, everything is upgraded to the maximum
    At the start you move all the troops at the two upper and the
    two lower bases into a safe corner AWAY from the base.  Now
    the Undead will attack.  They will destroy your bases(just 
    like in Reign of Chaos, when Grom has to destroy Cenarius).
    New Undead bases will be made in their places.  Now a scene
    comes up, where Kael is told of the grim defeat.  He is left
    with no gold mines.  Luckily, Lady Vashj comes with an army
    of Naga.  Kael resists because of his orders, but soon gladly
    accepts.  The Naga have brought over two ships and your 
    hidden troops(the ones from the old bases).  You get 4 Naga
    Warriors(names forgotten, hehe), two Naga witches, a Naga 
    Royal Guard, and Lady Vashj, who's a Naga Sea Witch.  Use 
    them wisely, as you get no more.  Okay, make all the Blood
    Elves(Kael included) into Group One and leave them to defend
    your main base.  Take the Naga(they can swim through the 
    water)(Group Two) and the two Dragon Hawks over to the side of
    Undead base.  Prepare for battle.  Use the Hawks cloud ability
    to cloud up the vision of their towers(yeah it was a bad pun).
    The Royal Guard Naga has many useful spells and is very 
    strong.  Don't let him fall.  When the base is destroyed, 
    destroy some crates for some cash and a tiny town hall.  
    Construct a base here.  Bring over some Blood Elf peasants, 
    and build a barrack, altar, etc.  The Green Undead will send
    air assaults and some ground assaults at your main base
    (mostly air).  Build a 3-4 Guard Towers and 1 Cannon Tower.
    Now fill in all the empty slots in team 1 so you have 12
    troops there.  Fill it with swordsmen and archers(remember all
    human troops are at the front, so you get Blood Elf troops). 
    For team 2 fill the slots with spellbreakers, priests, and 
    sorcerers.  At this base the Orange Undead will send ground
    assaults containing mostly necromancers, crypt fiends, and 
    banshees.  Build 2 Guard Towers and a Cannon Tower there.  
    Note: The towers at both bases are only support; the units 
    should do most of the fighting.  When you have a good amount
    of gold make an army of 12-20 troops(I used 12, but it 
    requires good micromanagement).  The bulk of the army should
    be swordsmen.  Bring a few casters(at least 2 priests and
    sorcerers).  The sorcerers are the very important!  Go down
    to Purple and raze their weaker base(the one below you).  
    Sorcerers should Polymorph the enemies strong units.  You
    don't have to do this.  Now if you run out of gold you can
    move here.  Bring back the remains to your base. When you're
    ready prepare a new strike force (Kael NOT included).  Have
    around 3-4 sorcerers and a few priests in it.  Have 12 units
    in it.  This will be the new team 3. Bring 2 Dragon Hawks
    (team 4).  Take all these units to the Naga.  Now prepare to
    kill Orange(yes I know you don't need to, but you need a path
    to green).  Cloud the towers and destroy the troops there.  
    Then kill the towers.  Destroy the rest of the base.  Don't
    forget to polymorph the stronger units.  When that base
    is gone heal up and get ready to take out Green.  You should
    have most of your troops(maybe lost 2-3 units).  Cloud the
    two towers at the entrance, and attack.  Stay near the ramp.
    This is so you can pick off the enemy troops.  Next destroy
    the towers and Hall of the Dead.  Finish off the rest to win.
    Kael thank Lady Vashj for her help.  He tells her his people
    are forced to stay with Garithos and the failing alliance.  
    He also tells her he and his people hunger for something.  
    The Lady tells him it is power and magic.  Since their
    hometown was destroyed, Kael asks how he can get that.  The
    Lady tells him to get it from Demons, but Kael says he will
    never sink that low.  Suddenly Lord Garithos arrives.  Kael
    tells the Naga to run.  Grathos sees them and captures 
    Kael.  He wishes to kill them for treason.  He takes them
    to a dungeon.  
    3)The Dungeons of Dalaran
    Kael and His Blood Elves await execution at dawn in the 
    magical Dungeons of Dalaran.  As Kael's guards chat away,
    Lady Vashj kills them with Forked Lightning.  She frees
    Kael.  She tells him that they are near a portal to the
    other side(The portal Archimonde was summoned through by
    Kel'Thuzal).  Illidan awaits them there.  Kael has no
    choice but to go there(well he could stay and be killed,
    but what kind of story would that be?).  
    Free the Blood Elf Lieutenants(4)   Kill the Arch Mage Ghosts
    Kill Kassan and the Guards
    Go to the right and free the lieutenant there.  Also free the
    prisoners to get a Priest and 2 Spellbreakers.  Continue 
    this way and kill the spiders for a Medallion of Courage.  
    Destroy the egg sacs on the right wall for a Ring of 
    Protection +1.  Free the two prisoners(One is being
    attacked) for a Spellbreaker and a Priest.  Go the other 
    way now.  Cross the bridge and kill the Golem.  Now 
    flamestrike the mushrooms and send Lady Vashj to recover
    the Stone Token.  Summon it when you need it.  Go back and
    kill the guards.  Break the gate.  Don't attack the lever.
    If worse comes to worse you'll have to face elite guards.
    Go on for the optional quest. Kael sees the ghosts of the 
    Arch Mages(In WCIII: ROC Arthas killed 3 Arch Mages.  He 
    decides it is his duty to kill them so they can rest in 
    peace.  The first is right in front of you.  Stand on the
    2 green runes to break the gate.  Attack him.  Note: If he
    summons a water elemental, just control magic it.  It 
    leaves behind a piece of a ring.  Pick it up.  Each Arch
    Mage leaves behind a piece.  It gives +3 to each attribute
    and increased mana recovery.  As you go on, there is a 
    fight between the guards and the Undead(who to root for, 
    your enemies or executers?). Wait and kill whoever is left.  
    Free the Lieutenant and the archer.  Destroy the crates for
    a rune of mana.  Stand on the 2 purple runes to find the 
    next Arch Mage.  Kill and pick up the ring.  Go on and kill
    the Undead.  Destroy the sacs in the second prison for a 
    Claw of Attack +3.  Head back and cross the bridge.  
    Destroy the lever and wait for the creeps to kill the 
    guards.  Enter and kill the creeps.  Kill the 2 War Golem
    and get the Scroll of Mana and Tome of agility.  Destroy 
    the crates for a scroll of regeneration.  Kill the guards.
    Destroy the gate(Protect the lever).  Kill all the humans.
    Have someone stand on the rune.  Swim Vashj into the water,
    pick up the item, and stand on the rune. Kill the Arch 
    Mage.  Destroy the Humans and crates for some boots of 
    speed.  Destroy the gate, kill the humans(this is getting
    stupid), free the lieutenant.  Free the Archer and Priest.
    Watch the battle after breaking the gate, and kill the 
    survivors.  Go to the side where the sheep wait.  Hit the
    top, then bottom, then middle.  Go through the doors and
    pick up the secret level.  Watch the rain of sheep =).  
    Across this, flamestrike the mushroom. Now go through the
    porthole and stand on that rune.  Go to the previous
    red rune and stand on this one to get to the Arch Mage.  
    Now a scene of the guards releasing Golems to kill you 
    will come up.  Kill the Golems and the guards.  Destroy
    crates to find the 2nd blue rune.  Go back to the 1st
    (leave someone on the 2nd).  Activate both and kill the
    beefed up Golem inside.  There is a Undead artifact
    (+2 armor and 33% reduced magic damage), a Night Elf 
    artifact(Heals hero/permanent), and a Orc artifact(Hero
    can casts Purge).  Pick em up and return back to the 
    Golem place.  Free the archer.  Now go kill the 
    lieutenant's guards and free him.  Go through the gate
    and the Jailor will tell you to halt.  Then he tells you
    to do what you have to do.  Now go follow the path, 
    release the 5 Spellbreakers, 1 priest, and 2 sorcerers.
    Kill the humans.  Keep killing as you move on.  The last
    battle is big, but not too hard.  Kassan is the big,
    hulky thing.  Kill them all.  VICTORY.  
    A scene comes, where Kael asks where the portal is.  Lady
    Vashj needs time to summon it, so Kael volunteers to 
    delay Garithos.  
    Secret Level)The Crossing
    Kael tells his engineers to prepare the defenses.  Vashj
    opens the portal, and begins the exodus.  Garithos 
    notices, and tells his troops the destroyer will be a 
    hero.  He arms them with explosives.  Kael tells his
    engineers to prepare the defenses
    Defend the Portal
    You can only build towers.  You get 2 heroes, Kael and
    Lady Vashj.  Lady Vashj's Forked Lightning and Keal's 
    Flamestrike are very useful here.  If you got Freeze
    arrows, turn it on auto cast.  It should help a bit.
    Start building quickly.  Upgrade ASAP.  The units get
    stronger and stronger.  They get meat shields, and such.
    Have a hero next to the mana pool(Vashj) and one closer
    to the back to kill lucky creeps.  Death Towers are 
    super strong.  Cold Towers are damn useful.  Build
    like this:
    Here is a list of all the enemies that come by.  This
    is ordered by Wave Numbers:
    3.Footmen Lead by a Captain
    4.Flying Machines
    5.Mortar Teams led by a level 1 Mountain King
    7.Knights led by a level 2 Paladin
    8.Gryphon Riders
    9.Siege Engines
    10.Apprentice Wizards led by a level 3 Arch Mage
    11.Enforcers led by a Bandit Lord
    12.Forest Troll Berserkers led by a Forest Troll Warlord
    13.4 Goblin Sappers in Goblin Zeppelins
    14.Ogre Warriors led by a level 4 Mountain King
    15.Ogre Magi led by an Ogre Lord
    16.Royal Guard led by a level 5 Paladin(starts using 
    Divine Shield)
    17.Red Drakes
    18.Siege Engines led by a level 6 Mountain King(starts
    using Avatar)
    19.Warrior Arachnathids led by a Overlord Arachnathid
    20.Thunder Lizards led by a Storm Wyrm
    21.Water Elementals led by a level 7 Arch Mage
    22.4 Goblin Shredders in Goblin Zeppelins
    23.Rock Golems
    24.Ice Revenants led by a Deeplord Revenant
    25.Elder Sasquatches led by an Ancient Sasquatch(that's
    right they released multiple Big Foots on you)
    26.Red Dragons
    27.Siege Golem
    28.Centaur Khan
    29.Gargantuan Sea Turtles
    30.Panderans led by a level 15 Panderan Brewmaster
    31.Footmen and 1 Panderan(you only have to kill the
    A bit after the halfway point, Garithos should "release
    the experiment".  Also if a mass of units grouped 
    together make it to the Portal, the 1st unit will 
    explode, thus taking a bunch of them out.  This is a
    very fun and funny level(wait till you see the things
    they send).  
    Note: The final Panderan is behind the gates and you
    must Flamestrike him until he dies to win. 
    Kill, Kill, Kill!  Kill the final Panderan and wave
    to go on.  
    Kael and Lady Vashj go through the Portal.
    Kael and Lady Vashj have reached the Outlands, all 
    that remains of the Draenor, the Orc homeland.  
    Kael recalls being here when Khadjar launched an
    attack on the Orc homeland.  Ner'zhul tried to 
    escape, but he ended up destroying the planet.  
    Vashj and Kael now go to find Illidan.  Why is
    Illidan there?
    4)The Search for Illidan
    The Demon Within: Use your heroes to gain control
    of Illidan and prevent him from being taken to 
    the Night Elf base
    Escort Illidan to Safety
    After 3 days of fruitless search, Kael tells Vashj
    they are lost, but not alone.  Lady Vashj sniffs 
    out the Night Elf base.  Maiev(she's back) has
    caught Illidan.  Kael and Vashj must free him 
    before Maiev reaches her base.  
    Note: If you beat the Secret Mission, you get a 
    Panderan Brewmaster.  
    Note: Only your heroes can attack on your control.
    The units will continually attack the Night Elves.
    This mission is very fun.  Buy some mercenaries
    and rush into the battles.  Rush all three heroes 
    over to the cage.  Kill Maiev(if she is there). The
    cage will need to go to your base to be unlocked. 
    As soon as you get near it with Vashj or Kael, it 
    will turn around(beware Maiev can do the same).
    Protect it by continually battling the enemy.  
    Kill Maiev as much as you can.  Soon the cage
    should reach your base.  Note: Heroes respawn
    every 5 seconds at your base if they die.  
    This mission shouldn't be too hard. 
    Lady Vashj frees Illidan.  She then introduces
    Prince Kael'thas and his Blood Elf kin.  She
    tells Illidan they wish to help.  Illidan 
    accepts them.  
    Illidan tells Kael he will feed the Blood Elves
    hunger for magic.  Kael swears allegiance to
    the Demon Hunter.  Illidan tells of Kil'jaeden.
    Kil'jaeden is a great Demon lord of the Burning
    Legion.  He had offered Illidan the chance to
    get anything his heart desired. Illidan agreed.
    Kil'jaeden told Illidan of his creation's, the
    Lich, betrayal.  The Lich's soul was trapped in
    The Frozen Throne.  Kil'jaeden wanted Illidan
    to destroy the throne, thus eliminating the 
    Lich once and for all.  Illidan agreed.  
    However, the melting spell he was conjuring was
    interfered by the Night Elves.  Illidan had to
    run over to here to escape Kil'jaeden's wrath. 
    He has to make sure non of Kil'jaeden's minions
    are in the desolate area.  
    5)Gates of the Abyss
    Illidan tells Kael and Vashj of Magtheridon. 
    Magtheridon is a vile Pit Lord that rallied the
    Orcs and used them to take control of the
    Orc homeland.  He gets his power from the 4
    portals Ner'zhul created in his attempt to 
    escape.  Close them to weaken Magtheridon.  
    Dimensional Gates                  Draenie Village
    (Close all 4 gate)                 (Destroy the 
    (To do so bring Illidan            Orange Fel 
    to the 4 Dimensional Nexuses       Orcs)
    for 3 minutes) 
    A new strat.  As I was playing around in Hard mode,
    I continually hit a brick wall whenever I went for 
    Purple Fel Orcs or the 3rd or 4th Dimensional Gate.
    Well, I played around with variations of strats and
    found out that a combo that made it VERY easy was to
    get 3 turtles with Illidan and like 6 Couatles.  Then
    get 3 priest(Mostly for Inner Fire, but after battles
    use em to heal) with Kael and around 8 Couatles.  Get
    Lady Vashj and 11 Couatles.  That should give you 79
    food, just under the high food mark.  Then just watch
    everything die.  I went to the 2nd dimensional gate 
    and NOTHING got hurt.  Always terminate the Orange 
    Orcs first(even before the 2nd gate).  Then I usually
    go for the Turquoise ones, then the 2nd gate, then the
    Purple Orcs, then the 3rd gate, then the last one.  
    This strategy works much better and Couatles are 
    really good.  =D
    This mission starts with Illidan at the first
    gate(which is right next to your bases).  He
    must live for 3  minutes.  You have 6 footmen,
    3 priests, 1 siren, and 2 crummy little murgals
    or something 3 archers, Kael, and Lady Vashj. 
    Illidan is also available, but he must do the 
    spells.  All the monsters will either go for
    your troops or your 2 guard towers.  Use spells
    to keep them at bay.  Fel Stalkers go right for
    Illidan to mana burn him, then they attack a tower.
    Move peasants off your gold mine to repair towers
    if needed anytime in the game.  After 3 minutes, 
    all the demons die.  In this mission, you control
    a Blood Elf base and a Naga base.  They are
    side by side.  Build up some sorcerers, archers, 
    and Myrmidon.  Some Turtles and Naga Witches are
    nice too.  If you just want to try out all the Naga
    units, build some of everything.=) Anyway, have all
    the Naga and Lady Vashj be team 1.  Kael and the 
    elves(should be mostly casters) should be team 2.
    Illidan should be team 3.  A bit after the 1st or
    second attack on you base(or after you explore a 
    bit.  I'm not 100% sure yet), you should get a 
    cut scene of Draenie villagers fighting some Orcs.
    It's now your job to save them(if you're feeling
    sadistic leave them be).=)  Send a phoenix in to
    their base to help them a bit.  Make a group of
    Myrmidon and archers and priests to keep at your
    base as you go around killing things.  Build farms
    around you towers, and build additional towers
    (either Naga or Blood Elf).  For Blood Elf towers
    focus on Guard Towers, with a few Arcane Towers,
    and no more than 1 Cannon Tower at each entrance.
    Now go down to the Draenie.  After an attack by
    the Orcs launch your own.  Have the turtles 
    devour.  Illidan should Metamorphis and Kael
    should flamestrike.  Vashj should Forked 
    Lightning.  Destroy the barracks and beastiary
    first.  Once the initial army is dead, ignore
    the small forces and kill those two buildings.
    Flamestrike(they are rather close together, get
    them both in the radius).  Once that is done, kill
    the remainder.  They take the Spirit Lodge out.  
    The Orcs are basically dead.  The team you left
    at your base(4, the one you made to protect your
    base), should be handling the enemy well.  Finish
    the Orcs off and, build an expansion(have 1-2 
    towers just in case).  You should get plenty of 
    gold.  Once the optional quest is done, a cut scene
    will ensue.  The Draenei sage, Akama, will thank
    you and offer his aid.  From now on, the Draenei
    will launch constant attacks on the Burning 
    Legion's base.  Rebuild your forces.  Build 
    sorcerers and priests for Kael, and Myrmidon and
    turtles for Vashj. Right next to the 1st closed 
    Demon Gate there is another gold mine(if you ever
    need cash). When the Draenei start to use 
    Destroyers, you should have your troops ready. 
    Send teams 1-3 with the Draenei. Near the enemy 
    base, there are some cages. Destroy them for 
    Draenei units(So now you control Blood Elf, Naga,
    and Draenie forces).  Do as you did with orange.
    The attacks on your base should subside greatly.
    Also there are crates and barrels scattered around
    the map.  Destroy them for helpful items.  Attack
    the 2nd gate.  Note: For all the Demon Gates, keep
    Illidan until the already there demons are dead,
    then send him to the Nexus.  Rinse and Repeat with
    Gates 3 and 4.  4 is a harder, but there is a 
    handy mercenary camp.  Use it.  Note: During this
    time Draenei forces should be keeping Magtheron's
    Orcs busy.  Use healing wave as needed.  Soon you 
    should WIN.  
    Kael tells Illidan that Magtheron can't summon
    reinforcements anymore now that the Gates are
    closed.  Illidan tell him that is true, but
    Magtheron's standing forces are still strong.
    Attacking his Black Citadel won't be easy.
    6)Lord of Outland
    Magtheron is warned of Illidan's plans. He
    prepares for battle.  
    Illidan tells Kael that though they are
    outnumbered, they are cunning and full of
    will.  As he is saying this, spellbreakers
    rush toward the enemy.  However the defenses
    kill them all.  Lady Vashj comes to tell Illidan
    of new arrivals.  The Draenie have come to kill
    the vile orcs.  They rush through the defenses
    (They are always invisible unless they attack)
    and take out the power crystal, thus shutting
    down the enemies defenses.  
    Shadow Keys                        Siege Bastion
    Slay the Master of Pain            Slay the Demolisher's
    Slay the Mistress of Torment       guards
    Slay Magtheridon                   Disable Power
    Slay the Mighty Pit Lord           Destroy the 4 Power
    First off, put Kael and the Blood Elves as Team 2.  
    Vashj and the Naga will be Team 1.  Illidan is 
    Team 3.  Akama and the Draenie are 4.  Now with
    the Naga go out and kill the Hydra at the side and
    the ships.  Destroy the shipyard.  Heal up and go
    in and destroy the few Fel Orc troops and the 
    watchtower around the Fountain of Health.  Heal up
    and go left to destroy more ships.  The Royal Guard
    are VERY useful so DON'T let them die.  The same 
    goes for the Draenie.  Anyway, use the Royal Guard
    spells to weaken the ships(the stun spell is good).
    Behind them are 3 gold coins worth 250 a piece and
    a Robe of Magi +6.  Also if you go back to your 
    base, starting from just in front of the entrance,
    and going left from there, you should see more Hydra.
    Go down for coins, then up to battle 2 level 6 Hydra
    and 1 level 10 Hydra.  The level 10 will drop a Claw
    of Attack +15.  
    The Fel Orcs will occasionally attack your Blood Elf
    base.  Use Illidan and the Spellbreakers as melee.
    There attacks usually consist of Grunts, Raiders, 
    and the occasional Warlock.  
    Now take the Draenie and kill the 3 patrol guards.
    Feral Spirit is great as a meat shield.  The Draenie
    Elite Assassins have Howl, so use it.  The 2 other
    Dreanie have Healing Wave.  Akama has Chain Lightning
    (level 3), Feral Spirit(level 2),Shadowstrike(level
    1), and Reincarnation(ultimate).  The Draenie are
    invisible except when they attack so keep your 
    finger on the i button(hot key hide).  The enemy
    defenses consist of 2 Infernal Juggernauts and 2 Doom
    Towers.  It is extremely difficult to get past that.
    If you want to have a chance at beating this mission
    you will have to destroy the crystals.  Since the
    Draenie are the only ones that can do this, they are
    very valuable.  The 1st crystal is behind the Orc 
    base up ahead.  As you head toward it there are gold
    coins around the area.  Scour the area for these
    because that is the only source of income you will
    get.  The 1st crystal is unguarded.  
    Note: If you go left and destroy the gate there is 
    a fountain.  Head left a bit more to find The
    Butcher(for all Diablo Fans).  He is a beefed up
    (3300 life) Abomination.  Kill him and pick up
    the items.  The items are Wirt's Other Leg(as
    far as I see this is just for show)(Wirt is a
    kid in Diablo that lost his leg to the Butcher),
    a Stone Token, and 2 Tome of Strength +2.  The
    Butcher leaves a Tome of Greater Resurrection,
    so you shouldn't really lose anything.  
    Note: South of the Fountain there are some cages
    with Draenie Elite Assassins.  Break them.  
    The next is guarded by monsters.  The 3rd is also 
    guarded. The 4th is unguarded.  Anyway, after the 
    1st crystal go forward. There are 2 doors and 2 
    Infernal Contraptions behind 1 door while 2 Doom 
    Guards are in front of the other.  In each gap 
    there is an Infernal. Slowly kill each one. Behind
    the Doom Guard door there is a Rune of Shielding
    (blocks 1 spell). That door is, for now, unbreakable.
    The other door(use Feral Spirits to break it) has
    some coins(and the Contraptions).  Left of that
    there is another door.  Kill the 2 guards
    (a real cheap way is to Shadow Strike one,
    then hide, SS the other, hide, rinse and repeat)
    Go into the area for a coin, and destroy the 
    crates for a Periapt of Vitality.  
    Go back to the Naga.  Take them to the Fountain.
    Now attack the watchtower ahead.  Destroy it and
    retreat to the fountain(battles are easier here).
    Use Vashj to destroy the pesky Destroyers.  Now
    head in again and destroy the Alter.  Retreat.
    This time just go in and destroy troops.  Retreat.
    Now attack everything(they should be weak).  
    Behind the Lumber Mill there are some barrels of
    explosives.  Attack them to make a hole in the
    trees(or in this case, mushrooms).  Head left 
    and destroy the fleet of ships.  Go left and 
    destroy the monsters around the Fountain of Mana
    (I'll call this FoM).  Pick up the Claw of Attack
    +12.  Head back to FoH.  
    Move the Draenie forward toward the Fel Orc base.
    Now move them > to reach the 2nd crystal.  Destroy
    the defenders and the crystal.  Now that the 2 
    crystals guarding the Master of Pain are dead, 
    build up some Swordsmen and Sorcerars.  Have the
    Swordsmen and Spellbreakers form a group of 12
    with Illidan(3), and have the Sorcerers and Priests
    form a group of 12 with Kael(2).  With teams 2,3,4
    attack Green.  Raze the base and rebuild your loses.
    Note: To activate the optional quest Siege Bastion,
    destroy the gate near this base(left side).  Now 
    kill the guardians, and free the 4 Demolishers.
    They will be useful in all the base destroying.
    Now go raze Turquoise.  
    Note: Later when you connect your forces bring Vashj
    here.  Now go left.  Swim along the path.  Get the
    Manual of Health.  Now go up a bit and kill the 
    enemies.  Pick up the 2 Tomes of Agilities, the Helm
    of Valor, the Rune of Speed, and the 2 coins. 
    Destroy the gate and kill The Master of Pain.  
    Destroy the huge crates for Blood fiends.  Step
    on the outlined box so a bridge will form.  
    Cross the bridge and destroy the crates for a
    Ring of Protection +5 and a Potion of Greater
    Healing.  Okay move all your troops here over to
    the area between the 2 razed bases.  Raise the 
    bridge(the box).  Move Vashj over to the other side
    (remember the explosive barrels).  Raise the other
    bridge.  Join your forces and build 4 Naga Myrmidon.
    Prepare to assault.  Note: Just behind the bridges
    there is a gate(in the water).  Destroy it and get
    the Manual of Health.  
    Back to crystal destroying.  Take the Draenie 
    forward, then right, then forward. Kill the guardians
    and destroy the crystal.  The 4th crystal is for now
    invulnerable.  Don't worry though, all the defenses
    that matter are out.  
    Use your troops to attack the Orc base(Polymorph at
    will)=).  Destroy it.  Note: You can take your
    Naga around their base(to in front of the 3rd 
    crystal).  Attack with your normal troops, then use
    the Naga to attack.  Now attack the Mistress of 
    Torment.  Kill her.  Once she is dead the doors
    hiding the Rune of Shield will open.  The new mission
    will be available.  Destroy the big Crates for Fel
    Orc Warlocks(They have Fireball, Unholy Frenzy, and
    Cripple).  Also pick up the Mask of Death(Gives 
    wearer the ability to gain life with attacks)Now
    move everyone to the doors that opened(It is around
    the center of the map).  Take the rune so that
    everyone gets it.  Now send the Draenie forward.  
    Keep going, then make a left to reach the crystal.
    This crystal is unguarded.  Destroy it to complete
    the optional quest.  
    Now all that remains is to go forward and kill the
    outer guards.  Enter Magtheridon's chamber and 
    kill the minions first.  Get rid of the Infernal
    Juggernaut first.  Then kill the Blademaster.  
    Then finish the rest.  Then kill him.  He has a
    LOT of life(4600 to be exact).  Once he is dead
    (Use spells to kill him quicker), you WIN.  
    Magtheridon asks Illidan if the Burning Legion
    sent him to test Magtheridon.  Magtheridon also
    tells Illidan his power is vast.  Illidan laughs
    and tells Magtheridon he is finished and that
    Illidan will now rule the Outlands.  Illidan goes
    and tells all the Fel Orcs that he is their leader
    Illidan, Kael, and Lady Vashj watch as a storm of
    fire and chaos draws near.  Vashj tells Kael to 
    duck.  The storm is Kil'jaeden.  He is angered at
    Illidan for failing in his quest to destroy the
    Frozen Throne.  Illidan tells him he was 
    bolstering his forces.  Kil'jaeden looks at Kael
    and Vashj and accepts Illidan's story.  He gives
    Illidan one last chance to destroy the Frozen 
    Throne.  He departs.  Illidan asks Kael and Vashj
    if they will help him.  They answer yes.  
    The end of the Human Alliance campaign.  
    Undead Scourge-Legacy of the Damned
    Arthas-Level 10, but loses levels slowly until he
    level 2(I suggest keeping Death Coil up high when
    you can add points). In the final mission, though
    he can get points(there is one other mission 
    where he got a point, but I can't remember 
    which).  Go like this:
    Arthas has Death Coil and Unholy Aura at level 2/
    (It might be wise to get pact instead of aura if
    you're hero is being Focus Fired on a lot.  
    Sylvanas-Here is what I did
    She starts with Dark Arrows and Life Drain/DA/LD/DA/Charm/
    If you hate casters replace the LA's with Silence
    Here is what I did:
    He starts with a point in Impale, Carrion Beetle, and
    Spiked Carapace/Beetle/Carapace/Swarm/Impale/Impale/
    Note: The second point in Beetle is so you can burrow 
    and scout.  
    He starts with 2 levels of sleep and Vampiric Aura.  He
    has 1 level of Rain of Fire/Doom/Aura/RoF/RoF/sleep
    He starts with 3 levels of Holy Light, 2 levels of 
    Devotion Aura and Shockwave and his ultimate, Avatar/
    1)King Arthas
    Balnazzar, Detheroc, and Valimathras are speaking to
    each other about Archimondes disappearance(The Dreadlords
    don't know of his demise yet).  They wonder what has 
    happened.  Kel'thuzal and Slyvanas Windrunner watch.
    Suddenly, Arthas rushes through the bolted doors.  He
    tells the Dreadlords what they have been dreading(yeah
    it's a bad pun).  He tells them that the Burning Legion
    is through and that once they are dead, all will be under
    Arthas's command. The Dreadlords teleport away.  Now, 
    Slyvanas Windrunner and Kel'thuzal speak to Arthas.  
    Arthas tells them they can address him as King Arthas.  
    He tells them he must now destroy all the Humans in the
    area.  Kel'thuzal tells him the Humans are fleeing to the
    mountains.  They must kill all the Humans before they 
    Main Quest                         Optional Quest
    Human Refuges
    Destroy the Human Refuges
    Destroy the 9 Human Refuges
    No more than 20 humans can escape
    Slay the Paladins
    Destroy the 3 Alters
    From :  Roscaneanu Bogdan-Stefan 
     I will tell you a secret: In the first Undead mission, take Arthas, some 
    abominations and go north at a refugee town(don't pass through the three
     altars!).The camp has two barricaded cannon towers at the entrance
    and an arcane tower in the middle, a level four archmage and four casters.
    Raze the camp, and you will see that on the left of the arcane sanctum 
    there is an entrance in the wood.(use the delete key to see it better)
    Go in the wood and you will find a child named Little Timmy. You can't
    kill him but you can buy from him Ice Shards that are very useful in the 
    next stage(i buyed four in the first time and they helped me a lot in the 
    next stage).They have vampiric aura, frost nova, chaos atack, 1100HP, 
    500 MP and they last for 180 seconds. They are undead so Arthas can 
    heal them (great units,aren't they?)  one ice shard = 750 gold
    Well, you have 3 bases. Each has a Voodoo lounge and a
    ziggurat.  Each has an Alter.  Arthas is at the lower
    left hand corner.  Sylvanas is at the lower right hand
    corner.  Kel'thuzal is at the upper right hand corner.
    There is a portal behind each where the humans can 
    escape.  Every group starts with 2 shades.  Everything
    is upgraded.  Use the Shades to scout and put them out
    to keep an eye out for the periodic attempts by humans
    to escape(they fight back).  Max out food for all the
    bases at 1 time(they have separate caps).  Have Arthas
    as team 1, Slyvanas as 2, and Kel'thuzal as 3. After a
    few talks with the Paladin you get the 2nd main quest.
    Here is a breakthrough on each person:
    He is a level 10 Lich.  He starts with 2 Necromancers, 2
    Shades, and 2 ghouls.  He has a Temple of the Damned that
    can only build Necros and a Barrack that can only build
    Ghouls.  Build Necros and Ghouls.  Kel'thuzal has Frost
    Nova for escapees.  The idea here is to mass skeletons.
    This is the one I started with first.  Leave behind some
    Necros and Ghouls for defense(only take 1 group).  Move 
    up and destroy that base.  There is a Paladin there. Now
    heal up and return to your base.  Now head over to the 
    one right of the base you razed.  There are some Knights
    along the way.  This base has 2 Guard Tower. There is
    the same Paladin here(they teleport around).  Raze it.
    Head back and heal.  Now there is one last refugee for you 
    to destroy with this group.  Move your forces up to the 
    left base farther to the side(closer to the borders).  
    This base has 3 Arcane Towers and there are 3 Water 
    Elementals(1 of each level).  This is a caster base and 
    there is a Town Hall here.  Prepare for another assault 
    on the Blue Middle Base.  Attack it and Cripple strong
    things.  Use your forces to distract the units while you
    Death and Decay the Alter(what engineer came up with that
    design).  If anything is alive, retreat them.  Now move
    on to Arthas.
    He starts as a level 10 Death Knight.  He starts with 2 
    Abominations, 2 Shades and 2 Ghouls.  He has a Barrack
    that can only build ghouls and a Slaughterhouse that
    can only build Abominations.  Build up a ton of 
    Abominations and a few ghouls.  His Death Coil is good
    for killing those pesky "escaped from the wrath of the
    Scourge" Humans.  The strategy here is attack with brute
    force and heal up.  Take only 12 troops.  Leave the rest
    to fend off enemies.  Go up and destroy that base.  
    Beware the knights and Paladins.  Attack the farthest 
    left base.  There is a tower.  There is a Paladin and a
    Commander.  Use Death Coil to finish things off because
    the enemy Holy Lights or Healing Waves troops.  Raze the
    base.  If needed retreat and rebuild, then attack again.
    Be quick.  Now go to the farther away bases(there are 2
    on the left side).  Destroy the closer one.  This has 2
    Cannon Towers near the entrance and 1 Arcane Tower in 
    the middle.  This base is guarded by an Arch Mage and 
    casters.  Raze it.  That's about it for Arthas.  
    Note: After the 6th base is razed, Arthas will feel pain,
    and he will lose a level.  A picture of the Lich King in
    the Frozen Throne is shown, and the Lich says he is 
    weakening.  Kel'thuzal comes and asks Arthas if he is ok,
    and if they should retreat.  
    She has 4 Banshees, 2 Shades, and 2 ghouls.  She has a
    barrack with ghouls only and 2 Temple of the Damned with
    only Banshees.  Sylvanas is a level 2 Dark Ranger.  Build
    up Banshees with a few ghouls.  Remember, try to kill as
    much as you can with Dark Arrows to get Minions.  The 
    idea here is Possession with the Ghouls as Meat Shields.
    Now go straight up to the 1st base.  There are 2 Guard Towers
    and a Cannon Tower.  There is also a Paladin.  Raze the
    base.  Just Possess everything that comes up.  Head back
    and rebuild.  Now head right for the next base.  This base
    is really weak.  There are only Mortar Teams.  Now go up
    and destroy the last base.  There is only a Guard Tower and
    some Footmen here.  You WIN.  
    Arthas meets up with Sylvanas and Kel'thuzal.  He tells them
    the Alliance is through.  Suddenly he feels more pain.  The
    Lich King feels danger approaching the Frozen Throne.  He
    tells Arthas to go and protect him.  Kel'thazal asks Arthas
    if he is Ok(again).  Arthas tells him they must head over to
    the capital.  
    Sylvanas is running to an area.  The area turns out to be
    the place where the Dreadlords are.  The Dreadlords
    acknowledge her arrival.  She asks why the Lich King seems
    to be weakening.  She says that she can "control" herself.
    The Dreadlords tell her as the Lich King weakens, he loses
    the ability to command the Undead.  They also tell her that
    Arthas gets weaker as the Lich King weakens.  Then, Sylvanas
    asks them if they want her help in "getting rid of" Arthas.
    They tell her they want that measly human out of the picture.
    They tell her that the Lich, Kel'thuzal is too loyal to his
    master(Arthas), but that she isn't.  She agrees to take part
    in their plan to assassinate Arthas.  She, however, has her
    own reasons.  She wants to destroy Arthas for what he did to
    her and her people(In Warcraft III, Arthas razed the Night Elf
    base of Sylvanas and turned her and the few survivors into
    Banshees).  She runs off.  One of the Dreadlords is in doubt of
    her loyalty.  However, the others beat down that doubt.  
    2)The Flight from Lordaeron
    Arthas, Kel'thuzal, and some Necromancers walk through a 
    passage.  Arthas tells Kel'thuzal that the Lich King is in a
    dire situation, and that if they don't reach him soon, all will
    be lost.  They start to walk to the Lich King's aid.  However, 
    Arthas goes ahead a tiny bit, and as he passes through a door,
    it bolts shut.  The Dreadlords have regained control of most of
    the Undead army.  They release ghouls upon Arthas.  Kel'thuzal
    (who is on the other side of the gate) tells Arthas it's an 
    ambush(wow, it didn't take a genius to figure that out).  Arthas
    fights and kills all most of the ghouls when Kel'thuzal tells 
    him there are too many of them(It's a bit late for that.  There
    are only 3 ghouls left alive).  Kel'thuzal tells Arthas to escape
    to the city.  He tells Arthas he will make it on his own.  Arthas
    The King's Exit                    Meat Wagon Surprise
    Bring Arthas to the City exit      Kill the armory guards
    Arthas must survive                Rescue the Meat Wagons
    Note: Every few minutes a few enemy Undead come to attack you.  
    You are a level 8 Arthas.  Kill the last 3 ghouls(they have very
    little life left).  Break the gate and go forward.  You get 2 
    Necromancers and a ghoul.  The Necromancers raise dead.  They now
    have the Skeletal Mage upgrade, so you have 2 warriors and 2 mages.
    Send the Skeletons right.  The iron doors will open and release 2 
    Abominations.  Let the skeletons die.  If you pass now, the 
    Abominations will ignore you.  Before you pass, destroy the gate 
    ahead and kill the enemies.  Destroy the hovering books for a 
    Tome of Intelligence and a Tome of Agility.  Go down, and now head
    right.  Destroy the crates and go up to get a Shade. Some skeletons
    will attack from below, while some Crypt Fiends attack from above. 
    Kill them. To the left there is a Fountain of Mana if you are low 
    on mana. Now head down and right again.  Kill the zombies and 
    continue. You will get an Abomination.  Now go up and kill the 
    enemy forces. Break the doors for 2 Crypt Fiends. Head back to 
    the Fountain of Mana.
    Note: If you choose to continue up then go back, you can kill the
    enemies, then pick up the Claw of Attack +3.  There is also a Rune
    of Healing in a crate.  
    Go up then left. Destroy the gate and step on the box to raise a
    platform.  Kill the Fiends then go left some more to get 2 ghouls.
    Go up to get the optional quest.  Go up and kill the enemies to
    destroy the guards.  Go left to get another Abomination.  Destroy
    the gates that are below you for some Meat Wagons. Quest complete.
    Now go up.  Use the wagons to destroy the Nerubian Towers. The
    Meat Wagons also have the Exhume Corpse upgrade, so you can have 
    as many skeletons as you want.  Also, you can heal your ghouls and 
    Abominations by cannibalizing the corpses.  Ok, head back to the
    path and kill the skeletons guarding the gate. Go through the gate
    and destroy the Spirit Towers and the troops. Destroy the towers
    with the wagons from outside the room. Then enter and kill the 
    Fiends.  Step on the box to open the wall. Go forward and destroy
    the 2 more Fiends.  Go up.  Get the Orb of Poison. Go and right. 
    Kill the undead.  Soon you should reach a mass of corpses. Use 
    Raise Dead to make an army whenever you need one.  Go left and
    kill the Undead.  Pick up the Rune of the Revenant for a Ice 
    Revenant. Don't forget the Circuit of Nobility. Go up for a 
    Fountain of Health. Now head back to the area ahead of the 
    razed towers.  Head left and kill the Golems.  Follow the path 
    and kill the Nerubian Towers with the wagons.  Head right and
    fight the Undead.  Destroy the cages for some Ghouls.  Now 
    head left.  Kill the Undead and destroy the crates for a Tome 
    of Strength and a Tome of the Revenant.  Now head back to
    the middle.  Destroy the gate and help out the Necromancer and
    Abomination.  They become yours.  Now destroy the City Gates.
    Go up and destroy the enemies near the Corpse area.  Now 
    choose a way. Both paths bring you to some Fel Beast and 
    a Doom Guard.  Then, once you go up, you will see some 
    ghouls, 2 Meat Wagons, and a barrack. Raze all of the 
    enemies.  Destroy the City Gates.  Now head over and kill
    the Abominations and Fiends, the Dreadlord, and Bloodfest
    (a huge Abomination that has 3k HP, 600 mana, and does 
    a lot of damage).  Bloodfest murmurs a bunch of stuff 
    then a battle will ensue.  Kill them all(save Bloodfest
    for last and kill the Dreadlord first).  To be safe, use
    Animate Dead to raise some invulnerable corpses, and use
    them to kill the Dreadlord(no more Vampiric Aura).  Now,
    destroy the gate and WIN.  
    Some Abominations stand in the way of Arthas. Some banshees come
    and possess 2 of the Abominations.  They will fight and your 
    Abominations will prevail.  Arthas thanks the Banshees and asks
    where Sylvanas is.  They tell him they were sent by her to escort
    him into the Wilderness so he will be safer.  He agrees.  
    The Banshees realize they have reached the place, and they tell
    Arthas to stop and rest.  Suddenly, Arthas suffers another seizure.
    The Lich King tells him he has been deceived, and that Arthas 
    should rush to his aid.  The Banshees kill Arthas's guards. Sylvanas 
    shoots a special arrow that has a paralyzing effect at Arthas.  
    Arthas is trapped.  Sylvanas tells him it is time to feel the pain
    he has caused her.  She says, "Go to hell, you son of a *****."(wow
    this game is not for little kids).  Suddenly, Kel'thuzal comes with
    some Necromancers and wipes out the Banshees.  Sylvanas flees.  
    Kel'thuzal(that's a friend I want, loyal and has Nova) takes Arthas
    to the ships prepared to sail to the Lich King.  Kel'thuzal tells
    Arthas that the poison will wear off.  Arthas calls Kel'thuzal a 
    friend and asks him to rule the land in his place as he journeys.  
    Kel'thuzal agrees.  
    3)The Dark Lady
    Sylvanas tells her sisters that even though they are free, they are
    still Undead.  She is depressed.  A portal opens(Is it Illidan?  It
    could be, it could be, it isn't. )  The Dreadlord, Varimathras comes
    through the portal to offer Sylvanas a part in their new leadership 
    over the Undead.  Sylvanas tells him all she wanted was a dead Arthas
    and that they wouldn't sacrifice their freedom to rule.  Varimathras
    tells her to reconsider.  She refuses.  Varimathras leaves.  
    Varimathras                        Ogre Warlord
    Destroy the Red Undead base        Possess the Warlord Ogre, Mug'thal
                                       Bandit Lord
                                       Possess Blackthorn the Bandit Lord
    You are Sylvanas.  You have some banshees and an Obsidian Statue.  
    You can only build Obsidian Statues, Banshees, Ghouls, and Meat 
    Wagons.  You already have 2 Nerubian Towers, so build the last
    Ziggurat into a Spirit Tower.  Now build 2 more towers here and
    3 at the other entrance.  Upgrade like this:
    S      S|S=Spirit
      N  N  |N=Nerubian
    Now build up a ton of Banshees.  If any of Varimathras's forces
    come by, possess those you lack(get all the Abominations, but
    don't get too many Necromancers or Crypt Fiends).  Group one
    will be Sylvanas and the things you possess.  2 will be Sylvanas
    and Banshees.  3 will be 4 Obsidian Statues(2 on Mana and 2 on
    Heal).  5 will be Sylvanas.  Now take Sylvanas diagonally left
    to find some Ogres.  Retreat back to your base and possess 
    some/all of them.  You now get the Optional Quest Ogre Warlord.
    I suggest doing it to get some Melee units.  Build some more 
    Banshees(Sylvanas should have 11 with her in group 2).  Leave
    them behind with some Abominations and 2 Obsidian Statues.  
    Take the other 2 with Sylvanas.  Anything remaining in 1, 2,
    and half of 3 will go on the 2nd optional quest.  Go diagonal
    left again and head upward toward the Mercenary Camp and Ogres.
    Follow the path and rush toward the rock chunks.  Destroy the
    chunks and possess Mug'thal.  Before you do he will say, "Me
    am Mug'thal.  Me destroy you."  After you possess him, a scene
    will come where Sylvanas asks him what he wants to do now.  He
    says, "Me serve pretty ghost now."(I'm sorry I just had to say
    those, he says it so humorously).  All the Ogres are yours now.
    Put them all in group 1 and put Undead with 4.  Retreat back now.
    Go diagonal left again and go down.  Kill or possess the creeps 
    and build an expansion at the gold mine.  Destroy the 
    cages/crates for a Manual of Health and a Healing Salve.  Head
    back to protect your base(initial).  Go diagonal right now.  
    Possess/kill the 3 bandits near the Cannon Towers.  You'll get
    the optional quest Bandit Lord.  Rush over to Blackthorn and
    possess him.  You get a lot of Bandits.  First he says he will
    never submit.  Then a scene will come, where he tells the 
    Bandits that Lady Sylvanas is their leader.  Retreat back and
    base protect.  Build some Meat Wagons and attack Red.  Destroy
    all the unit producing buildings to WIN.  
    Varimathras begs Sylvanas to let him live.  He tells her that
    he has information.  Sylvanas tells him she is listening.  He
    tells her he knows his brethrens locations and such.  He pledges
    alliance to her.  Sylvanas, still suspicious, accepts.  
    4)The Return to Northrend
    Arthas has reached Northrend.  A Necromancer tells him they must
    build a base, but the area lacks resources.  Suddenly some Blood
    Elf Dragon Hawks appear.  Arthas talks to them, then orders them
    to be killed.  Suddenly Anub'arak(a Crypt Lord) and some Crypt
    Fiends come and web the Elves.  They kill them.  Arthas thanks
    them and asks who they are.  Anub'arak tells him the Lich King
    sent him and that he was king of Azol-Nerub.  Arthas tells them
    that they must hurry to the Icecrown to save the Lich King.  
    Easter Eggs
    Note: If you want a Ring of Protection +4, go straight down with
    1 or 2 heroes(Preferably Arthas) from the Fountain of Health.  
    Kill the Polar Bears and continue until you hit the corner. Turn
    right and go to the Icy Gate.  It will open and you will see a
    scene where the Penguin King will dance and he will give you the
    Ring.  He doesn't attack you
    Funkytown277 wrote:
    Hey dude,
    Writing in response to your FAQ/walkthrough of Warcraft III Frozen
    Throne.  It is very well done for your first walkthrough guide.  
    What I am writing to you about is that on the fourth undead mission
    (Return to Northrend) I know about the big King Penguin in the lower
    left hand corner.  What I found out is in two seperate areas, there
    were what looked like eskimo hunters who had penguins locked away 
    behind fences.  In one area on the lower portion of the screen 
    around where you start the mission at, there is one fairly decent 
    sized penguin and a little one.  Near the upper part of the screen 
    at another portion where rocks fall away there is yet another area 
    with penguins hidden away behind a fence.  This time there is about
    thirteen of them and they are the really small ones.  After breaking
    the rocks on either side I had gathered up a bunch of banshees and 
    possessed each and every penguin.  Then I took the time to move 
    every single penguin down to the penguin king.  Tell me this is a 
    secret or something to that effect.  When all of the penguins got 
    down there they stood in order in front of the king and danced the 
    same way he did.  It almost seems that it has a secret or something
    to that effect written all over it, I thought I would get a bonus 
    item or mission but much to my dismay nothing happened.  
    Have you heard of this before?  Is there something that will happen,
    in any way ,for rallying the penguins or was this just something 
    that looked too much like a secret and instead ended up being an
    enomorus waste of time.
    I appreciate any feedback you have
    Thanks for your time,
    If anyone knows what that's about please tell me and Funkytown277.
    Thank you
    The Landing                         Dragon Hoard
    Destroy the Blood Elves Island      Slay the Dragon Sapphiron
    Slay the guardians
    You get Arthas, some Necromancers, some ghouls, some Crypt Fiends,
    and Anub'arak.  In the ocean you get 2 transports, 2 Frigates, and
    a Battle Ship.  Explore and kill the Creeps on the Island.  Now
    summon Beetles(they suck but they help at early stages).  Use these
    to distract the Island Stronghold while your Battle Ship destroys the
    towers.  Use the Frigates to sink enemy ships/air.  Once all the 
    shoreline towers are destroyed, take your troops there with the
    Transports.  Move in and web the air units.  Use the Meat Wagons to
    destroy towers.  When all is gone a scene will ensue.  Arthas wonders
    why it was so easy to destroy the Elves.  Kael comes and tells him 
    that Illidan is behind the Lich Kings destruction.  Arthas weakens
    again and the Lich King tells him danger lies near.  Anub'arak tells
    Arthas that a shorter path lies.  They must destroy the guardians.  
    You know have a base.  Anub'arak will soon tell you of the optional
    quest.  Build some towers around all the holes(including those near
    water, NAGA).  Also, destroy the debris for items and resources.  
    Soon the Naga will attack a bit.  Fight them off and go north.  Kill
    all the Dragons and keep going.  Kill and pick up Sobi Mask.  Follow
    the path and kill some more dragons.  Now retreat to build forces.  
    The Blood Elves will occasionally fly forces in.  Build 2 Obsidian
    Statues for Heal and Mana.  Build and upgrade all your forces.  Build
    a few more Necromancers.  Build some more Fiends too.  Build 
    Abominations too.  Now go and kill the Dragons that are left(should
    be 2 level 10 and a level 15).  A scene will come up where Arthas 
    turns Sapphiron into a Frost Wyrm(he has Frost Nova and Breath).  
    Pick up all the items/resources.  There is a Horn of the Cloud(hero
    can cast Cloud), a Claw of Attack +9, a Tome of Intelligence, a Tome
    of Agility, a Tome of Strength, some gold, and some lumber.  Move 
    your fleet of ships over to the side of your base to destroy a wall.
    Kill the enemy ships.  Drop a beetle over there to burrow.  When you
    are ready transport your units over and destroy that base and the
    small one above it.  This frees 2 gold mines.  Build an expansion.  
    Rebuild your forces.  Go around and kill all the spiders and their
    Nerubian homes.  Retreat and heal up.  
    Note: The evil Scorpions are strong so you better be prepared.  
    Note: If you want a Ring of Protection +4, go straight down with
    1 or 2 heroes(Preferably Arthas) from the Fountain of Health.  
    Kill the Polar Bears and continue until you hit the corner. Turn
    right and go to the Icy Gate.  It will open and you will see a
    scene where the Penguin King will dance and he will give you the
    Ring.  He doesn't attack you.  
    Prepare to destroy.  Build up an attack force and attack the 
    guardians (should be accessible by going left at the last 
    spider outing).  There are some Blue Drakes and some Blue 
    Dragonspawn Sorcerers(level 10).  There is one Blue 
    Dragonspawn Lord(level 15). 
    Arthas will ask Anub'arak if he is certain that the path will
    go to the glacier.  Anub'arak says nothing is certain, but the
    risk is worth it.  Arthas says ok and they go on through the
    5)Dreadlord's Fall
    Sylvanas and Varimathras watch the Dreadlord, Detheroc's base.
    Sylvanas notices some Humans. Varimathras tells her that 
    Detheroc has taken control over some Human idiot's resistance
    force(remember Garithos).  Varithathras tells her that 
    attacking the defenses of Detheroc.  Sylvanas tells him that
    her Banshees will take over some humans and open the gates.  
    The Banshees take over the bodies of 2 footmen scouts.  The
    scouts return to their base.  The guards open the gates and
    Sylvanas launches her attack.  
    Sneak Attack
    Destroy the sleeping enemy forces
    Destroy Detheroc's base(green)
    Destroy Garithos's base(turquoise)
    You start with Varimathras, Sylvanas, a few banshees and a
    few Fiends/Abominations.  You also have 2 footmen.  
    Note: Varimathras has 2 Dreadlord
    skills and 2 Pit Lord skills(he has Rain of Fire and Doom
    from the Pit Lord and Vampiric Aura and Sleep from 
    Put all Banshees with Sylvanas as 2 and all others with
    Varimathras.  You have about 8 minutes to kill as many 
    units as you can before the enemy starts to attack.  All
    enemies are asleep and if you attack some will awaken. 
    At your tiny base, never stop building Banshees.  Now choose
    which forces you don't like as much.  Go to that base.  
    Possess/Charm/kill all the enemies(take all the strong units
    and human caster).  Destroy all the unit producing buildings.
    Right now, none of the towers are towers(ziggurats are not
    upgraded and scout towers aren't either).  Head down and 
    destroy that base too.  You should be running short on time.
    Head over to the other base and destroy as much as you can
    before time runs out.  Whichever base lives will launch a
    massive assault against your base.  Town Portal back to your
    base and charm/possess/kill the enemies.  Choose a group(I 
    choose 1).  When the enemy attacks either Doom or Charm an
    enemy unit, then kill them all.  Use the other group(2) to
    destroy the bases.  Possess the enemies.  Charm is really
    useful as is Dark Arrow(higher levels have no cool down so 
    you can mass skeletons a lot easier).  There is another gold
    mine to the left of your base if you need one.  If you took
    out a lot of enemies during the Sneak Attack, then this will
    be very easy.  Destroy the bases to win.  
    Note: For a bit more fun, possess a few Human workers.  
    Lord Garithos tells his kin that they are free at last.  
    Sylvanas comes and tells him that she comes in peace.  She
    tells him they have a common enemy, the last Dreadlord,
    Balnazzar.  She tells him that even though she is Undead,
    she only seeks vengeance.  She tells him that Balnazzar's
    base lies in his homelands.  She tells him that she will
    get his lands back.  He agrees and goes to rally his 
    people.  Varimathras tells Sylvanas he knows that she 
    won't give his land back, and Sylvanas tells him an ally
    will aid there cause.  
    6) A New Power in Lordaeron
    Garithos and Varimathras start to argue.  Sylvanas tells 
    them to shut up and tells them that Varimathras and her
    will attack the front, while Garithos attacks from behind.
    Balnazzar                           Ironforge Dwarves
    Destroy Balnazzar's Purple          Locate the Missing
    Undead Base                         Dwarves
    You have a Human Base.  Make everyone there Group 1. You
    also have an Undead Base(Casters+Sylvanas=2, Warriors+
    Varimathras=3).  Build up a good amount of towers at both
    From the start you should be doing this.  Mass Crypt 
    Fiends for Sylvanas.  Mass Abominations for Varimathras.
    Mass Knights for Garithos. Keep going until you have 
    reached max levels.  
    Soon, you will see a scene where Garithos is told
    by a scout that the Dwarves are lost and that he can go
    get them.  Garithos is furious and continues to be the 
    racist he is against all, but the Humans.  Anyway, I 
    highly suggest getting the Dwarves.  They are the only
    Anti Air you can get(you can't build any until you get
    these).  Go up and destroy all the creeps you come by.
    They are mostly Kobolds, but there are a few Golems.
    Destroy the crates near the Gold mine for a Runed 
    Bracer(reduces Magic Damage).  
    Note: Build an expansion here.  
    Destroy the cages for free riflemen.  Free the Dwarves
    by destroying the rock chunks.  There will be a short
    cutscene where Garithos tells the Dwarves there is a 
    battle and he calls them idiots.  The Dwarves agree,
    but they mutter under their breaths, "We don't get 
    paid enough to put up with this asshole."  Generally
    there will be 3 different types of attacks. 
    1. Balnazzar will come himself and summon some Infernos
    (this is a tough wave because he summons them real fast
    and he is a level 9 Dreadlord)
    2. He will send Destroyers, Gargoyles, and Frost Wyrms at
    your base.  This is hard for Garithos until he finds the
    3. He will send Abominations, ghouls, and Crypt
    Fiends.  This is rather easy to counter. 
    Note: Meat Wagons and a Lich may come along at higher
    Abuse your Heroes Ultimates(mostly Sylvanas and 
    Varimathras).  Build a versatale force at each base. At
    you Undead base, build a good number of Destroyers.  
    Attack the Orange Undead base below you.  (Orange has
    2 parts).  Build an expansion here for gold. Build up
    your forces.  Mass Crypt Fiends for Sylvanas(you will 
    need 11).  Mass Abominations for Varimathras(8-9 should
    do).  Mass Knights for Garithos(17 should do). Now take
    all these groups along with the Dwarves you got and 
    launch an all or nothing strike(it should be all). Keep
    all your buildings producing units and have them rally
    at the enemies base(reinforcements).  Forget any attacks
    on your base(they actually lower the enemies your
    fighting)=).  Raze Purple to win.  You must do this 
    quickly, or your forces will wear thin from defending(the
    best defense is a good offense).  All you need to destroy
    are the unit producing buildings(generally anything besides
    towers, farms, and such).  
    Sylvanas has captured Balnazzar.  She tells Varimathras to
    kill him.  He tells her it is forbidden for him to kill a
    Dreadlord.  She tells him it is a test of his loyalty.  He
    stabs Balnazzar.  Lord Garithos tells Sylvanas to get her
    troops out of the capital.  Sylvanas tells Varimathros to 
    kill him too.  This time Varimathros gladly does the duty.
    He does Rain of Fire on Garithos, who dies(Wow, my opinion
    on the Undead Scourge just rose to 9 out of 10)=).  Ghouls
    come to munch on his corpse.  Sylvanas tells Varimathros
    that the Capital is theirs, and that they are no longer part
    of the Scourge.  They are known as the Forsaken now.  
    7 Part 1)Into the Shadow Web Caverns
    Arthas and Anub'arak walk through the passage.  Arthas says
    the King is unprotected, but Anub'arak tells him he left tons
    of troops behind to protect the Lich King.  Arthas wonders
    why there are no Nerubians(Undead or otherwise) around to aid
    them.  They are at a gate.  Some Riflemen come out and tell
    them they killed all the Nerubians.  They are Murodin's old
    men(Murodin is a Mountain King who was Arthas's best friend
    when he was Human.  However, Arthas killed him accidently
    when he acquired Froustmourne).  They tell Arthas they
    wandered around until Baelgun, their new leader, let them into
    his castle.  They start shooting at Arthas.  Arthas calls in
    Sapphiron to destroy them.  He comes, but the Riflemen flee.
    One is stuck outside the gates, and Sapphiron attacks.  He 
    destroys the Rifleman and the gates.  Arthas then tells 
    Sapphiron that the castle is no place for him and that he
    should leave.  Sapphiron leaves.  
    The Old Kingdom                     Find the Gold Stashes
    Locate the entrance to the Old      Recover the 5 Gold Stashes
    Kill Baelgun
    Bring the Blood Key to the Old      
    Kingdom lock                        
    Your heroes mustn't die             
    (like all sleath missions)          
    You start with a level 5 Arthas, 2 Ghouls, 2 Fiends, 1 Meat
    Wagon, and Anub'arak.  Empty some corpses(the Wagon has Exhume
    Corpses) and create Carrion Beetles.  Move left and some
    Riflemen will lower the floor so you can't cross.  To activate
    the lever, you will need to use your Meat Wagon to destroy the
    Barrel of Explosives.  This will kill one Rifleman and raise
    the platform.  Kill the rest of the Riflemen.  Step on the box
    to open the gates and go through for a scene.  The Riflemen 
    will light some explosives and blow the bridge up.  Access to
    Baelgun has been cut.  There are other ways though.  Go left
    and kill the weird Siege Engine(it can attack ground like the
    Flame Towers in the Secret Level could).  Also kill the 
    Riflemen.  Go up and right a bit.  Destroy the barrels for
    a gold coin and the optional quest.  Go left and destroy the
    lone Rock Chunk for a lever. Activate is to get the Ring of 
    Regeneration.  Destroy the explosives to destroy the chunks
    of rocks.  Move on and kill the Nerubians(spiders) that attack
    you.  Arthas asks why and Anub'arak tells him some Nerubian 
    try to free themselves from the Scourge.  The webbed Riflemen
    will turn into spiders.  Destroy the lever up ahead to move 
    part of the wall.  Get the gold coin.  Go through the hole.  
    Follow the path and destroy the crates for a Tome of 
    Intelligence.  Destroy the Rock Chunks and activate the
    lever to continue.  Destroy the barrels in this room to 
    get another coin(this is up ahead a bit).  Get the Spiked
    Collar by destroying the lever on the left(above the collar
    gate).  This will deactivate the Spike Traps.  Now break the
    gate and go onto the Spiked Trap box.  It will now lower the
    collar so you can get it.  Destroy the other lever, kill the
    Nerubians, and destroy the vault to get an Orb of Frost.  
    This will also open force some Riflemen to open a hole in 
    the wall and attack.  Kill them and proceed through the hole.
    Retreat and use the Meat Wagon to attack the explosives. This
    will destroy all the other explosives and the gates.  The
    Riflemen on the other side won't live.  Destroy the barrels
    for some Healing Salve.  Follow the path and kill the 
    Riflemen and the Siege Engine.  Continue on and destroy the
    explosives to get rid of the threats.  Destroy the lever
    to raise a platform.  Continue and destroy another to raise
    another platform.  Continue(kill all the Humans you come
    across).  You will see a battle between Riflemen and 
    Nerubians.  Wait and kill the survivors.  Destroy the barrels
    for a coin.  Activate the lever to open the gates.  Go 
    through and heal up near the Fountain of Restoration(heals
    and restores mana).  Behind the Waterfall(on the far left)
    there is a coin.  Destroy the gates and continue.  A scene
    will come where Baelgun will tell you that in the gates there
    are evil beasts.  Arthas tells him he will take the risk.  
    Now go and kill Baelgun's troops first.  Then kill Baelgun.
    Pick up the Blood Key and continue onto the circle to WIN.
    They enter and Arthas tells Anub'arak that something smells
    awful and that he feels as if something is wrong.  Anub'arak
    tells him that the Dwarf's story may have been true.  He 
    tells Arthas that the stairway leads into the heart of the
    Nerubian lands.  He tells Arthas to be careful.  Arthas 
    tells Anub'arak to go first(what a smart gentleman) =).  
    7 Part 2)The Forgotten Ones
    The 2 heroes enter the Old Kingdom.  Anub'arak tells Arthas
    that the monster the Dwarves feared still lurks about.  
    The Old Kingdom                     Find the Gold Stashes                  
    Locate the exit of the              Locate the 5 Gold
    Old Kingdom                         Stashes
    Your heroes must live
    The Forsaken One                    Find and Rescue the
    Destroy the Forsaken One            Crypt Fiends
    Your heroes must live               Locate the Crypt Fiends
                                        that were captured
    You start with a level 4 Arthas, Anub'arak, 2 Ghouls, and 2
    Crypt Fiends.  Head forward to see a pathway.  Along each 
    side, there are Nerubian Towers.  Destroy the Rock Chunks to
    the left of you to find one.  Activate it.  Go right then up
    to find the other.  Kill the creeps and activate it.  Now 
    you can go through the pass.  First, though, there is a gold
    coin south of the 2nd lever.  Get it to activate the 1st 
    optional quest.  Continue forward and destroy the Icy Gate. 
    Kill the Nerubians and free the Crypt Fiend to get the 2nd
    optional quest.  Destroy the crates near the Fiends location
    for another coin.  Continue through the pass and go near the
    gate.  The platform will lower.  Kill the crabs to open the
    gate.  Continue through.  If you want get the Belt of 
    Strength +6.  I suggest getting it.  It will activate the 
    Guardians, though.  Some mutated scorpians will appear. Kill
    them all.  Now, if you want to rescue some Fiends, go south.
    If not go right.  For either of these break the gates. 
    Since both paths end up at the same place(One goes there
    instantly and the other goes around a room.  For the Fiends
    go down, then kill all the enemies.  Free the Fiends.  Go up
    and break the gates to reach the continued path.  Heal up at
    the Fountain of Health.  Destroy the egg sacs for a gold 
    coin.  Break the gate and continue.  Kill all the enemies.  
    Raze the sacs for a coin and a Manual of Health. Break the
    gate to the right and continue.  Kill the enemies, and 
    destroy the crates to the right for the last coin.  Continue
    through the gate.  Destroy the Faceless Ones and Tentacle 
    Wards.  Rescue the few Fiends in there.  Break the gate on
    the right.  Enter the room to get the next main quest.  The
    Forsaken One has 4k life and 1k mana.  However there are
    like 10 runes of Greater Healing and Mana, along with a Rune
    of Dispel and some Rune of Shielding.  Kill him to win.  He
    can summon Tentacle Wards.  He can use Flamestrike too.  He
    can fire Fireballs as his normal attack.  Kill him and use 
    the runes when you need it.  At regular intervals, Faceless
    Ones enter.  
    The Faceless One swarm Arthas and Anub'arak.  Arthas and
    his mates fall back and run away.  
    7 Part 3)Ascent to the Upper Kingdom
    (Sheesh, how many parts will they make for 1 chapter)
    Arthas asks how much more distance is left.  Anub'arak says
    they will soon be there.  He tells Arthas they are in the
    Upper Kingdom and that there are traps.  Suddenly, the area
    collapses and Anub'arak and Arthas are separated.  Arthas
    must escape.  
    Escape from the Caverns             Find the Gold Stashes
    Escape before 10 minutes            Find the 3 Gold Stashes
    Arthas must survive
    Note:Arthas is now level 3
    Destroy the crates for a Greater Potion of Healing.  Don't
    get close through the jets.  Step on the box to stop them.
    Head down to get the first coin and to activate the optional
    quest.  Destroy the lever and watch the jets.  Time it so
    you can reach each box safely.  Each box deactivates some of
    the jets.  After the 3rd box, destroy the lever.  This will
    open the Rolling Gate and kill the Guardian.  Get the coin
    and the Claw of Attack +15. The last box deactivates all the
    jets and open the gate. Head through and heal up.  Go forward
    and destroy the Rolling Gate(Arthas will mention something 
    that sounds like an earthquake, but it is only a Blizzard).
    Watch the waves, and time it so it doesn't hit you.  Follow
    the path and kill the shield generators to destroy the 
    shields.  After the first shield, Coil the Faceless One on
    the Platform above you a few times to stop the Blizzards.  
    Continue to kill all the enemies and generators.  The last
    generator will form a bridge. While you are there, get the
    Tome of Intelligence +2.  Cross it.  Activate one of the 2
    boxes to while an enemy is on the other to get the Hood of
    Cunning.  Continue right to the maze.  The platforms will 
    rise up and down so just work your way through it(it's not
    too hard).  You will meet up with Anub'arak and 5 Fiends 
    now.  Continue along on the path and go up, then down.  
    Destroy the crates for the last coin.  Continue along 
    and kill the enemies.  This will open the gates.  Pick
    up the items(they are rather good), then go through it to
    They rush to the exit.  They make it, and Arthas is glad
    to see the sun.  
    The heroes have made it.  Their forces are assembled and
    prepared to defend the Frozen Throne.  Arthas gets 
    another seizure.  The Lich King tells Arthas a crack in
    the Throne that is allowing his energies to escape.  
    The Lich King explains to Arthas that he pushed the 
    sword, Frostmourne, so that Arthas would get it.  From
    then on, their powers were joined.  Arthas must get to
    the Throne before  Illidan does.  
    8) A Symphony of Frost and Flame
    Arthas is prepared to get the 4 Obelisks they need to
    open the Frozen Throne.  They prepare to get the
    Obelisks.  Illidan is also preparing(He has 2 bases
    near the 2 Obelisks.  He tells Arthas it is over.  
    Arthas tells his troops it is time to end Illidan's
    reign.  The mission starts.  
    The Frozen Throne
    Capture all 4 Obelisks
    Stop Illidan from capturing 
    all 4 Obelisks
    Note: Arthas starts at level 2, but can gain
    levels now that the Lich King is giving you
    Note: Taking over an Obelisk takes a long time.
    It takes a good 30 seconds as shown on the
    Note: This is a strategy Tom Streett sent me. 
    A strategy that work for me in “Symphony of Frost
    and Flame” The more obelisks you control, (even if
    you haven’t turned them yet), the faster Illidan 
    attacks, and the more devastating the attacks get.
    Once you control 3, its roughly every 2 and a half
    minutes, sporting Naga Royal guard every time. The
    best strategy I could figure out went as follows: 
    Wait and build forces up to 80 food use.  When 
    Illidan captures his third obelisk, (In the order
    top, right, left, I think)  Use your ground forces
    to capture the southern-most obelisk from the frost
    revenants, kill the local tuskors, and quickly
    plant a mine. You will most likely have to endure a
    could attacks without significant tower defense, but
    Arthas, Anub’arak, 3 crypt feinds and 3 aboms is 
    usually more than enough. This new base becomes the
    focus of assaults from all three armies, teal, red 
    and blue. After crushing the three attacks, quickly
    send all troops to the south-east and smash the teal
    base. Vashj probably hasn’t been reborn yet, and the
    defenses are pathetic. 
    There is now a mine available to you that will remain
    un-molested for the rest of the game, if you move 
    fast, there’s probably over 12000 left, more than
    enough for the rest of the campaign, even at 70%
    efficiency, especially when added to the 2 mines
    you already control. 
    Next comes red.  This is most easily accomplished
    by air, as there isn’t enough time to run 
    ground-forces there and back between Illy attacks.
    Wait for the red attack to hit your southern base, 
    and engage with your ground defense force.  Illidan
    always attacks before Prince K, so you can just 
    charge red and look away. 
    The air force I recommend is no less than 4 wyrms,
    and as many gargs as you can while keeping my 
    recommended minimum defense force on the ground.
    Red is based in the north-west corner of the map, hit
    from the south just along the edge, and press in 
    slowly, they don’t re-build lost towers very quickly,
    if at all, so retreating to heal doesn’t cost you 
    much ground.  Try and preserve your wyrms, they take
    way to long to make over. 
    Once red is gone, you can turn attention back to 
    obelisk snatching.  The left obelisk is the weakest
    defense, so take it first.  Just wait and kill 
    Illidan, then charge everything you have at the left
    base, and sack it fast.  Don’t bother moving forces,
    Illidan will try and recapture this obelisk first.  
    Set up tower defenses to make holding it easier. 
    Now that the southern obelisk is relatively safe 
    (just keep an eye on Illidan, you can see on the
    minimap where he’s gonna go, if he starts to run
    south, hightail it.  He will every so often, 
    usually if you do damage to the right-obelisk’s
    defenders) set up a base of operations there,
    2 slaughterhouses, a crypt and a mage temple 
    is what I used, your preferences may vary.  
    Save up some gold, then boost up to full 
    troops, lots of aboms, lots of crypt feinds,
    and banshees are a MUST. Use the whole army 
    to knock out the latest Illidan attack, (to
    minimize losses) then bum-rush the right 
    obelisk. (The top-one is defended like Knox, naga
    royals, lots of sea-witches and myrmidons, save
    it for last.)  Crush the defenses as quickly as
    possible (I recommend at least 3 meat-wagons, 
    and 3 of the sculpture things to keep your 
    army healed.  Air-units are a waste once red
    is gone, kill em off and get aboms. Also, 
    if you hadn’t noticed, destroyer form is just 
    this side of useless.)   Illidan will now come 
    roughly every 2 minutes, so wait and kill him
    before claiming the obelisk with Arthas). 
    Now is the tough bit, wait till after the next
    Illidan strike, then bum-rush the top obelisk.
    Instead of trying to take ground, just buy Arthas
    30 seconds on the obelisk, once you capture it, 
    the mission is over. 
    This method took me 2:47 and some-odd seconds 
    to beat, but I also had about 20,000 gold at the
    end, since I was expecting to have to kill 
    Illidan off permanently.  I figure it could be 
    done in under 2 hours, but I spent a long time
    watching patterns and flying around. 
    General hints: 
    Kill Illidan first when he attacks.  He WILL
    wreck your shit, so concentrate everyone on him
    till he dies, his naga are easy prey then. 
    I thought about taking Illidan’s base out…don’t
    waste your time.  Its like bloody NORAD, the 
    only way to get there is to fly, and they will
    shoot you out of the sky in under 30 seconds 
    (yes, literally, 5 wyrms and seven gargs dead
    in less than thirty seconds, fully upgraded). 
    Upgrade EVERYTHING to the highest level, you got
    the gold and the time. Illidan seems to kill
    Necro’s first, they may be nice as bait, but 
    won’t raise more than 4 skeles or so before 
    getting killed. 
    BTW, man, nice FAQ, your coverage of the orky
    quest is impeccable. 
    This is my old strategy for reference
    Note: Arthas and the Fiends should be 2 while
    Anub'arak and anything else should be 1
    Note: In a pinch, Locust Swarm or Death Pact a
    Carrion Beetle(level 3 on a level 2 beetle will
    get most of Arthas's life back at level 10)
    You start with 4 Fiends, 4 Ghouls, Anub'arak, 2
    Meat Wagons and Arthas.  Go down and capture the
    base there.  Get the 2 Sacrificial skulls and 
    use them.  Build a Necropolis and 2-3, ziggurats,
    then a Mine.  Upgrade all very quickly.  Soon
    Illidan will get an Obelisk.  He will build 3 
    towers and leave some troops behind.  Build up a
    good amount of troops.  The Naga will attack from
    the south, while the Blood Elves attack from 
    above. Illidan will soon get another Obelisk. If
    you have a lot of forces(at least 11 Fiends and
    some ghouls for protection), get an Obelisk.  
    If not, then just go for an already taken Obelisk
    (before Illidan gets them all).  Once you get one
    build a lot of towers(I suggest expanding on a
    Gold Mine very early to get gold faster).  You 
    might want to buy a Sacrificial Skull, so you can
    tower up faster.  Build a Necropolis or 2(upgrade
    asap).  Build a Barrack(or whatever you need) so
    you can pump out reinforcements quickly.  I 
    personally massed Crypt Fiends, but that is up to
    you.  Mass Fiends can basically counter most 
    things(except casters, but if you kill them 
    quickly...).  They require a bit of Micro
    (burrowing and such).  Basically, go for the 
    Obelisk above(a bit to the right) first.  Get it
    while Illidan is trying to get it, or when he 
    isn't there to avoid him for a bit.  The enemy
    has Illidan, Lady Vashj, and Kael, so you will
    face consistent attacks from the Blood Elves, 
    Illidan, and the Naga(Illidan brings Naga too,
    but they attack in different waves).  Your 
    heroes will be level 10 in a VERY short time
    (early on Arthas gained 2 levels everytime an
    enemy hero died).  Pump up Impale and Coil to max
    very fast.  Get the Crypt Lord's armor fast too. 
    Whenever Arthas died and my base seemed screwed I
    brought in my Crypt Lord.  Use Locust Swarm and
    Impale whenever possible(Locust Swarm has saved 
    me about 8 times. I had only Anub'arak and he can
    hold his ground for a while with that and his 
    armor thing).  Have at least 2-3 Barracks pumping
    Fiends at all times(or the buildings you need to
    pump what you are pumping).  Whenever you aren't
    being attacked, launch attacks at the Obelisk you
    are targetting.  For the first wave, take out the
    troops and as many buildings as you can(go for
    towers first; this is because the units build 
    slow and the towers are weak). The stupid workers
    will try to rebuild and they will stop as soon as
    the buildings are attack.  They will try again.  
    Kill them asap, or else they will annoy you to
    insanity.=)  Anyway, once you get the 2nd Obelisk
    (you should have the 2 closest to you), you're 
    main base shouldn't be in too much danger.  
    Illidan will attack from the water passages. Keep
    a close eye on these so you can position you Crypt
    Lord in the front lines.  Heal him with Coil, but
    also use it as a nuke.  Nuke Illidan.  Vashj will
    attack from the right so you have to shuffle your
    forces there.  Kael will attack from the left.  
    Beware the deadly Flamestrike it will kill your
    Fiends if you don't move them(You have at least
    1-2 seconds to move them from when you hear that
    funny sound and you see the yellow circle).  As
    long as you use Shades to keep eyes on the enemy
    movements you will do fine.  Oddly enough, after
    I went on a huge strike(I destroyed base 3 and
    conquered Obelisk 3), I went for Illidan's #4
    (yeah, It was very risky, but I had backup at my
    bases).  Illidan and Kael were attacking my bases
    when Illidan returned and took 3 right when I 
    took 4.  So I returned to 3 and Arthas died.  I
    retreat.  Illidan attacks, but when he dies I see
    no sign of him for a very long while.  I may
    have gotten really lucky(yay).  Needless to say,
    it was hard at the start, but when Illidan was
    gone, it wasn't too hard (no pressure).  This is
    a very hard mission and the time I tried it while
    writing this was a very close game at some points
    (course I came through).  
    Arthas is glad that he has opened the Frozen
    Throne.  Illidan stands in his way, though.
    Arthas tells him to move, but Illidan doesn't do
    so.  Arthas tells him to leave to another world
    and never return*cough LION KING cough*.  He 
    tells Illidan he will be waiting if he does.
    Illidan tell Arthas he swore to destroy the 
    Now a fight begins.  Arthas charges at
    Illidan, but Illidan blocks it with one of the
    blades on his hands.  He then counterattacks
    by charging and slashing at Arthas.  Arthas,
    however, blocks with Frostmourne.  Arthas gains
    power(Momentum=Mass*Velocity) and uses the 
    momentum the sword gains to slash Illidan(well
    I assume he slashes because you don't actually
    see that part.  It sorta cuts out as the sword
    connects).  Illidan is shown on the ground,
    dead(again I assume.  Why the hell aren't there
    any marks)(I guess Blizzard thought having them
    fight back and forth continually would be boring
    so they only showed it twice).  
    (That was a nice finish, huh, though it reminds
    me of Brood War.  I was hoping Illidan would
    win, but during the battle I wasn't really 
    cheering him on after the long battle with him
    in the last Undead).  
    Arthas travels up the spiral staircase of the
    Frozen Throne.  Along the way, he hears the
    voices of all he cared about and all he killed
    (or mutated i.e. Sylvanas).  "What's happened
    to you Arthas?, and "Ye lied to yer troops,
    and ye killed the innocent." are things he 
    hears.  Arthas continues until he reaches the
    throne, where he hears the Lich King 
    congratulate him.  He then bashes the Throne
    to pieces(How is that NOT destroying it?).  
    He picks up the crown and puts it on.  The Lich
    King, speaking through Arthas, says"We rule
    together."(something like that).  Arthas/Lich
    King now sit on the Frozen Throne and watch over
    the lands.  
    The end of the Undead Scourge Campaign
    A scene of Arthas playing the guitar comes up.  Then you see a 
    Blademaster fighting Skeletons.  He does Bladestorm, and a Far Seer
    comes to his aid.  The Far Seer does Chain Lightning.  Then you see
    a Troll Batrider dropping nuclear sheep(yeah, sheep) onto boats.  
    Then a battle between the Human and the Orc commences.  Then it 
    repeats(it does this quite a few times).  The main difference this
    time around is that the Blademaster and Far Seer get a Shadow Hunter
    and they fight more advanced Undead.  The final message is "No Sheep
    were harmed in the making of this game...Really."  My fears have
    diminished =D.
    The end of the Campaign
    Bonus ORC Campaign-The Founding of Durotar
    Here are some Tips and Tricks for this section.  
    -Heroes can only reach level 8 in part 1
    -Misha is a permanent summon so use her as your meat shield.  
    -Do all the optional quests cause they reward you well =D
    -For Rexxar's skills I went
    Misha, Quilbeast, Misha, Quilbeast, Misha, rampaging lizards,
    Quilbeast, Misha, Quilbeast, Point, Bolt, Lizards, Bolt, 
    Bolt, Bolt, Bolt, Point, Point, Point
    -For the Rokhan, I got
    Wave, ward, wave, ward, wave, Locust Ultimate, Ward, wave, ward,
    Point, Point, Locust Ultimate, Hex, Hex, Hex, Hex, Point, Point
    -For Chen(the Brewmaster) I went
    Fire, Haze, Fire, Haze, Fire, 3 Panda Ultimate, Haze, Fire, Haze,
    Brawler, Brawler, 3 Panda Ultimate, Brawler, Brawler, Point, Point,
    Point, Point [Brawler makes it easy to kill groups if they target
    the Brewmaster and it makes for nice hits(with items I got 1k plus
    hits =D)
    -Pack damage boosters to Chen for higher critical strikes
    -Notice that you can reach level 18(4 levels of Misha, Quilbeast,
    storm bolt, 4 +3 points to each category, and 2 levels of ultimate)
    -Also note that you can only reach level 8 in this part.  
    -Rokhan now has locust swarm for his ultimate(I guess they couldn't 
    find a point to getting 2 levels of BBV)
    -If you don't need an item/found a better one, but think it might be
    needed later, put it in the box at Thrall's base for safe keeping.  
    -Resurrection points are where your hero is reborn if he dies
    -(Anyone know what the hell that squeaking penguin does)
    Act 1-To Tame a Land
    Note: When you go through portals, only the heroes go through.  Units
    remain on the other side and summons just die =D.  
    You are Rexxar.  Rexxar is a powerful beastmaster.  He sees a Mogrin
    fighting some creeps. Since the grunt is outnumbered Rexxar helps him.
    Mogrin is killed.  However, as a last request, he asks Rexxar to 
    deliver a report to Thrall for him.  Rexxar agrees.  
    Main Quest
    Note: Unless written assume the quest is main)
    Dying Wish-Deliver Morgrin's report to Thrall
    Rexxar=Group 1 Rokhan(when you get him)=2 All troops(Misha,
    Rexxar, Rokhan)=3.  Just follow the path(it's short) and 
    kill creeps, as they are you're only source of gold.  Get
    to Thrall.  
    He reaches Thrall, and Thrall questions him.  Thrall learns
    of Mogrin's fall. After discovering he is part Orc, Thrall
    asks him to stay for free.  Rexxar wishes to help out anyway.
    Thrall agrees and tells him to search around. Thrall also asks a 
    Rokhan, Thrall's best scout and a Shadow Hunter, to aid Rexxar. 
    Earn Your Keep
    Solve Gazlowe's(a Sapper) Problem
    Complete Drek'Thar's(a Far Seer) Task
    Complete Nazgrel's(a Raider) Task
    Return to Thrall
    Go to each civilian
    Note: As you go for Drek'thar's or Nezgrel's task,
    go NE of the Harpy Leader to find a Panderian 
    BrewMaster.  He tells you to get him some items. 
    It's optional.  Thanks to Bob Blakey(I put the e-mail
    after the walkthrough)
    Drek'thar's Task
    Thunder Weed
    He needs 6 bushels of Shimmerweed to make his potion. 
    Get it for him. He also tells Thrall the Creeps are 
    more aggressive(but more on that later).
    Go up to Thunder Ridge.  As you are going there, 
    keep an eye out for some cages.  Break one to find a
    shaman.  Go through the warp.  Search the area for 
    Here is a guide to finding them
    1) Go up from the start.  Next to the arc there is 
    a bushel.
    2) Go through the arc and follow the path.  At the 
    fork go up. There lies the bushel, next to the creeps.
    3) From there go up and a bit left. It is next to the
    level 9 Storm Wyrm.
    4) From there go right for a few seconds.  There 
    should be an area surrounded by trees.  The bushel 
    is there.  
    5) Go down to the Fountain of Mana.  A bit to the side,
    there is a bushel
    6) For the last one, go down from the fountain and take
    a left at the fork.  Another area surrounded by trees
    (near the Strom Wyrm) should be there.  Get the last one.
    Return to Drek'thar.  He will give you 5 charges of 
    his special potion.  It recharges 200 life and 75 mana 
    over time.  He also tells you someone (or thing) is 
    annoying the lizards.  He tells you he will investigate.
    Gazlowe's Task
    Seal the Tunnel
    Kobolds are disrupting the tunnel building at Ogrimmar. 
    Destroy the Support Columns to finish them off.  
    Go left to the tunnel.  Pick up the coins near the entrance.
    Go through the portal.  The sappers will tell you there
    plan.  It is simple. They plan to blow up the supports to
    bring the tunnel down on the rats(Who could of thought of
    that?  It's so complex) You get about 4 sappers+a 
    replacements as the others die.  Use the sappers to kill
    groups of creeps.  Near each corner, there is a support
    columns.  Use a sapper on each.  Note: Send them in one at
    a time because their explosion will kill any around them.
    Kill the Kobolds as you meet up with them.  At the start,
    pick up the rusty mining pick(+1 attack and chance to stun)
    and buy an Assassin's Blade.  After each destroyed 
    column you see a scene of it crumbling and the tunnel 
    shaking.  Return to Gazlowe for an Arcane Scroll(Restores
    150 HP and 100 mana to nearby units and gives +2 armor for
    a while) and ruined gauntlets(gives +3 strength and +3 armor
    to wearer).  
    Nezgrel's Task
    Harpy Threat
    The Harpies have been bugging caravans.  Kill the Harpy
    Leader, Bloodfeather, to stop this.  
    Go diagnol(>^) to reach the fork to the Harpy Leader. Pick
    up the item that Ensnares a flying creature. Save 1 of the
    4 charges for the leader, but use the rest.  Go through the
    path. The Harpies will get stronger, but with spells you
    should be able to handle it.  Ensnare the Leader and attack
    him quickly.  He should fall quickly.  Pick up the heart
    (+10 agility) and head back to Nezgrel.  He thanks you and
    tells you to go to the armory for a choice of a reward.  
    Choices are:
    Firehand Gauntlet:+5 armor and 20% faster attack rate
    Arcanite Shield:+5 armor and reduces damage from ranged
    attacks by 70% Bladebane Armor:+7 armor and +1 to all
    units in radius(so it's +8 armor to wearer)
    I got Bladebane armor, but it's up to you
    Optional Quest
    Panderan ale quest
    Get 3 ingredients for the Brewmaster's ale
    Keg of Thunderwater(You can buy this at the market
    Thunderbloom Bulb
    Thunder Phoenix Egg
    Ok, Go left then up from the Brewmaster to reach the 
    Thunderbloom Bulb. Only amphibious creeps will challenge
    you, and they are all low leveled. Wards and Healing Wave
    should be enough to kill them all. Get the Bulb and now 
    head right until you reach an arc.  Go through it and fight
    the Wildkin.  As you go on in, you'll meet Enraged Wildkin
    and Berserk Wildkin.  Follow the path, but heal up after 
    each battle. Soon you should start to meet phoenixes.  
    Misha is useless(the phoenixes target attackers), but 
    quilbeast and ward are really useful here. Kill the Greater
    Thunder Phoenix for the Thunder Phoenix egg.  As you go 
    back all the enemies you killed have respawned, so you have
    to kill them again, but you should be stronger now.  Now
    just go down and right to reach the market  There are 
    some centaurs and Quilbeasts(when you get closer), but 
    they shouldn't pose too much of a challenge.  The Keg costs
    1000 gold, but I had 4000+, so it shouldn't be too much.  
    While you are there buy an orb of lightning.  Now return 
    to the Brewmaster.  He gives some ale to Rexxar, who asks
    him what was in it?  The Brewmaster tells him he should 
    work on it, and joins Rexxar on his quest. He comes with 
    Shimmerglaze roast(6 charges)(heals 50 HP to wearer/charge),
    a Town Portal, and a Keg of Ale(gives increased mana and 
    HP regeneration). Give him the Orb of Lightning so he can
    attack air.  
    Note: Continue on the path next to Chen to battle dragons.
    After a the Fountain of Health, there is a Bronze Dragon
    with a Sobi Mask (50% more mana regeneration)and a tome 
    of Knowledge(+1 to all stats). To the right of the 
    Fountain there is Healing Salve(3 charges)
    Note: Make Chen Team 3 and all your troops 4 now. 
    Return to Thrall now.  
    Thrall thanks you for the help you have given.  Nazgrel
    comes to Thrall and tells him he is suspicious of some
    humans.  He tells Rexxar to go to survey the border. 
    Survey the Border
    Speak with Gar'thok at the watch post
    Follow the tunnel through the Beast Den
    Reach to the Observatory
    Speak to Thrall
    (Look below after the 2 optional quests for this)
    Note: If you speak to Thrall(right click on him so your
    heroes go to him) he will tell you Drek'thar is at 
    Thunder Ridge.  
    Go to Thunder Ridge again (through the portal).  
    You will meet Drek'thar at the entrance.  
    He will tell you the Lizard's are migrating for 
    some reason.  He also asks you to find 3 Thunder
    Lizard Eggs.  
    Note: For the next 2 quests you get Drek'thar, 
    a Far Seer
    Optional Quest
    Collect Lizard Eggs
    Find 3 Thunder Lizard Eggs for Drek'thar's study
    Here is a guide:
    1) Go through the arc next to the entrance.  Go up
    at all the forks. Eventually you will reach an end
    (near the corner).  There is an egg.
    2) Go to the Fountain of Mana.  Go left up the bump.
    Keep going until the path swerves downward.  Stop and
    there is an area surrounded by trees. There is an egg.  
    3) Now, go downward.  There should be some lizards.
    Kill them and go left.  More lizards.  The Storm 
    Wyrm leaves Slippers of Agility(+3 agility).  The
    final egg is there.
    After getting all three, Drek'thar thanks you and
    tells you that he will study them.  He gives you
    Drek'thar's Spell book[+75 mana, reduces magic
    damage taken by 33%, and can teleport nearby units to
    a friendly Town Hall(or equivalent)].  Good job.  
    Optional Quest
    Thunder Lizard
    Discover the cause of the Lizard migration
    Go to the Fountain of Mana.  Go up through 
    the area where trees have been cut.  A cut scene 
    comes up. They learn that the humans have been 
    cutting down trees.  He, however, is warned not 
    to destroy the Lumber Mill because of a pact between 
    Jaina and Thrall.  They are forced to murder the 
    creeps instead.  
    Thunder Lizard
    Kill all 42 of the rampaging beasts
    Return to Thrall
    You should to kill the 42 berserk Lizards.  
    Here's a guide:
    1-Go up from the start, then go left
    2-Go south of the Lumber Mill
    3-6-Go left of the Mill.  Pick up the Orb of Lightning
    that is dropped
    7-10-Head to the Fountain of Mana(this will be said 
    a lot more). Go left up the bump.  Continue left until
    you reach the swerve down. Once you reach that, head 
    back to the Fountain.  
    11-14-Go down through the thin path until you come to
    a fork.  
    15-18-Go right and kill the 4 Enraged Lizards
    19-Go left to the market.  Kill him
    20-25-Go past the arc and go up.  Kill the 6 beasts.
    26-29-Go up a bit
    30-32-Go to the Fountain.  Go up and kill the 2. 
    33-Follow the path until you reach a fork.  Go 
    down and kill the loner.
    34-38-Go up and kill the 5 beasts.
    39-42-Just follow the path to kill the final 4.
    Pick up the Thunderlizard diamond the last beast drops.
    It allows the
    hero to cast Chain Lightning.  Go back to Thrall.  
    Thrall tells you that Jaina isn't like that, and that
    he will look into the matter.
    Survey the Border
    Speak with Gar'thok at the watch post
    Follow the tunnel through the Beast Den
    Reach to the Observatory
    Speak to Thrall
    Back to this.  Follow the path to the Post.  There are 
    some creeps, but they are weak.  Once there, talk to the
    grunt.  He will tell you the Quillboar are bugging the 
    Orcs there.  This activates the optional quest below.  
    Anyway go right.  There are only 4 or so creeps in your way.
    Go through the portal into the Beast Den.  The second portal
    is located on the right wall about halfway up.  Go through 
    it. Once out just go up to reach the observatory.  Rexxar
    will see a Human base.  The Humans seem to be preparing 
    an assault.  Rexxar goes to warn Thrall.  Now just use 
    Drek'thar's Spell book to teleport to Thrall's Great Hall.  
    Optional Quest
    Slay the Quillboars
    Locate the Beast Den
    Kill all 50 of the Quillboar
    The reward is very useful and since you have to go through
    the Beast Den you should do it.  I strongly urge you to 
    complete it.  Here is a guide:
    1-3-Go up to the Resurrection Stone
    4-6-Follow the path(it goes up)
    7-11-Go down
    Note: Go right to fight some Satyrs.  Go down to find 
    some more and some Moon Wells.  Kill them and go right
    to kill more Satyrs.  Now continue right to fight even
    more Satyrs and an Ancient Protector.  Pick up the Orb
    of Venom.  
    13-18-Return to dry land.  Go Left and kill the 6 Boars
    that seem to be holding a ceremony(or at least that's what
    Rexxar says). Pick up the Healing Wards.  
    19-22-Go up through the arc
    23-26-Go slightly right
    27-Go past the next arc.  He is to the north.  Kill him 
    and pick up the Rune of Rebirth to reborn the Quillboar
    Chieftain.  He is now yours.  He has Hurl Boulder(does 
    100 damage and 2 sec. stun) and Thorns aura (Reflects 
    10% of damage done to nearby units onto melee attackers)
    28-Go down a bit
    29-34-Go down a bit more
    35-38-Go right a bit
    39-Go up a bit
    40-42-Go left
    43-44-Go to the arc above
    45-46-Go up
    47-50-Go up some more
    For completing this, all heroes get 1 bonus point(you can
    choose a skill boast, i.e.. get a higher level misha) 
    Note: They don't get an extra level.  
    Thrall is appalled.  He gives permission to Rexxar and
    the others to slaughter any hostile humans.  Thrall also
    tells Rexxar and Rokhan to go back to the outpost near 
    the observatory. He sends a Nazgrel, a raider, out with
    Protect the Border
    Return to the Watch Post
    Note: To the left of the market where you bought stuff for 
    Chen, there is a Shaman named Morg Wolfsong.  Speak to him
    to learn of an attack by Orc Warlocks still loyal to the 
    Burning Legion.  They took a sacred Relic.  He asks you to
    avenge him and his murdered kin.  He is dying.  
    Optional Quest
    Warlock Coven
    Slay the Warlock Coven
    Recover the Sacred Relic
    Return to Morg Wolfsong
    Go up through the logged area. Basically follow the path. The
    coven is slightly right of the path.  Slay the Warlocks and
    recover the relic.  Go back to Morg. He will give you the Relic
    (increases movement and attack rates), Shaman Claws(+12 attack
    and chance of purge for 15 sec), a tome of intelligence, a 
    potion of mana, and +50 gold.  
    Now go to the post.  
    Rexxar and the others reach the post, only to find that everyone
    was slaughtered by the humans.  You must find and raze the human
    base that destroyed the Orc post.  
    Protect the Border
    Track the Human's back to their base
    Slaughter all the human's there
    Return to Thrall
    Go up, then right.  Kill the creeps.  Get the Belt of Strength +6.
    Go left to find some dead Orc soldiers.  A scene of them talking
    will come up.  Then, Rexxar will ask if anyone has ever seen the
    weird anchor on the Human shields.  Suddenly, Humans notice them.  
    The Humans attack.  Kill the Humans.  Follow the path.  Soon, you
    will reach more humans. Use your Raider to destroy the Guard Tower
    while the rest of your troops fight the Humans.  Keep going to find
    the Human fleet you saw at the observatory(as Rexxar kindly points 
    out).  Destroy them(you don't need to kill the ships).  Keep going.
    You should reach the Human base.  Use your Raider to destroy the
    Cannon Tower and the rest of the buildings.  Kill the troops.
    Now use the Spell book to return to Thrall.  
    Thrall congratulates you for keeping Durotar safe. He tells you the anchor
    sign seems familiar, but he doesn't know why. Rokhan tells Thrall that if
    the Humans are coming from the sea, his tribe could be in danger.  Thrall
    tells him not to worry.  Now Thrall tells them to go and warn Vol'jin, 
    leader of Rokhan's tribe(aka the Darkspear Tribe).  They agree.  He also
    tells them to try and get the Darkspear tribe to head to the Mainland for
    Reach the Trolls
    Take the zeppelin to Echo Isles
    Meet up with Vol'jin
    Head over to the right. Keep moving until you reach the zeppelin. It is a 
    portal to the Echo Isles.  While going there, keep your eyes peeled for a 
    Tome of Knowledge.  Now a cut scene of them arriving will come up.  Also, 
    Rexxar warns the others to beware the strong (what's he on) creeps.  
    Now go straight up, killing the creeps along the way.  Once you've reached
    some amphibious creeps(as up as you can go), kill them all for a Scepter 
    of the Sea(+2 to all stats, summons 2 Murlocs, 5 charges).  I keep it for a
    while because it is consumable, and as pretty useful. Go down then right 
    until you find an arc.  Follow the path until you see some Deathlords and 
    Death Revenants.  Kill them.  The Deathlord leaves a Crown of the 
    Deathlords(could of seen that coming).  It gives +150 HP and +100 Mana.  
    It also grants the wearer to send a bolt of pain to an enemy.  It does 250
    damage.  Keep going along the path.  Soon you should see an opportunity 
    to go left.  Go and right there, there should be some creeps.  Kill them 
    for a Tome of Experience and a Mantle of Intelligence.  Head back to the 
    normal path and continue.  When you see Hydras, you are getting close.  
    Kill the level 10 Hydra for Runed Bracers (reduces magic damage to wearer 
    by 33%).  Keep going along the path and soon you will reach Vol'jin.  
    Rexxar warns him.  However, he is under attack.  Before he can join 
    Thrall, they must destroy 5 bombarding human battleships(finally a chance
    to use the Troll Batriders).  He then transforms our two heroes into 
    Dragons, I think (he is a witchdoctor, you know).  After all what can land
    beasts do to sea fleets. 
    Sink the Fleet
    Destroy 5 Human Battleships
    Return to Vol'jin
    Rexxar has Roar and Frenzy(auto cast).  Rokhan has Healing Wave and 
    Aerial Shackles. Chen has Fireball, Breath of Fire, and Evasion.  You get
    6 Troll Batriders.  
    Note: You get replacements as you lose them.  
    Here is a guide to find all the ships:
    1) Go up to find some soldiers kill them and go right a little to find the
    first Battleship.  Along the way there will be smaller ships and Gryphon
    Riders to bug you(they will be guarding all the ships).  
    2) Go left and up a bit to reach the 2nd.  
    3) Go left from there and then go up a very small bit.  The 3rd is there. 
    4) Go down and left a bit to find the 4th
    5) Go left until you see some riflemen. Kill them. Continue left until you
    see the last one.  Kill it and return to Vol'jin (His accent is really
    Vol'jin thanks them and returns them to their natural forms.  He tells
    them that the tribesmen are awaiting departure.  However, they need to
    see the 5 signal braziers be lighted first.  The group goes off to 
    light 5 signal braziers.
    The Signal Pyres
    Light the 5 signal braziers
    Return to Thrall
    You start near a Voodoo Lounge.  Note: You can sell unwanted items here.  
    Buy an Orb of Slow.  Get rid of the Runed Bracers if you need room.  Move
    a little forward to get 2 Berserkers.  Use the Greater Mana potion after 
    you summon Misha and a Quilbeast.  Pick up the Ancestral Staff(Summons 2
    Berserkers and gives increased attack and movement rates).  Also pawn the
    Sacred Relic because the staff does the same.  Note: To light Braziers, 
    just go near them with a hero.  Here is a guide to finding the braziers: 
    1) Go forward and up a bit.  Kill the Sea Giants.  Light the brazier.  Go
    up a bit more.  Kill the giants so you can pick up the Boots of 
    Quel'Thalas(+6 agility).  
    2) Go down to the shop.  Go right.  Kill the turtles.  Continue right.  
    Kill the giants.  Continue right.  Kill more giants(this is getting 
    repetitive).  Light the brazier(next to the 2nd wave of giants).
    3) Go up.  Kill the Sea Turtles.  Go left.  Kill the Giants around the 
    brazier.  One leaves a Rune of Rebirth.  Pick it up for a Sea Giant
    Hunter with Pulverize and Ensnare.  There is a brazier right there
    4) Head down for 3 more Berserkers and if you destroy the crates you 
    can find a Scroll of Regeneration.  Head right to the Fountain of 
    Mana.  Kill the giants for access.  Go up.  Kill the giants around
    the Brazier and light it.  
    5) Head right and battle the Sea Giant King(level 11) and his minions.
    Around the area there is a Tome of Strength, a Tome of Intelligence,
    and a Tome of Agility.  The King drops Killmaim(+20 Damage and each
    attack wearer does steals life).  Sell the Orb of Venom.  Give
    the Assassins Blade to Chen.  Give the Orb of Slow to Rokhan. Give
    Killmaim to Rexxar.  Go down and kill the giants.  The last brazier
    is next to them.  
    Now head back to the teleport next to the Voodoo Lounge.  It will take
    you back to Vol'jin.  Return to the zeppelin you started from(the area
    where you entered Echo Isle.  Kill the creeps along the way.  Once you
    are back to Durotar, use the Spell book to teleport to Thrall.  
    Thrall tells them of a meeting with an the Humans at midnight at Razor 
    Hill.  He also thanks them for allowing the Darkspear tribe to make it
    to the Mainland safely.  Rexxar assumes it is a trap.  Thrall doesn't 
    think Jaina would do so, but allows Rexxar and Rokhan to go there for
    The Summit
    Travel to Razor Hill
    I strongly suggest that you take only your heroes.  Leave all other
    troops behind.  Go right to the Hill.  Kill the creeps that attack
    you(they used to be easy, now easy is giving them too much credit).
    Once you reach there a cut scene will ensue.  
    Rexxar and his friends have reached the hill(I wonder why the hell
    their is light.  It is supposed to be Midnight) =).  The Humans come. 
    The emissary asks why the War chief isn't there.  Rexxar asks why
    Jaina isn't there.  The emissary starts to ask why Jaina would be
    there, then says he was hoping for the War chief, but Rexxar would
    have to do.  He calls forth the assassins.  Rexxar says, "So it was
    a trap."  
    The Summit
    Kill the Human assassins
    Return to Thrall with the news of the treachery.  
    The assassins are pretty weak, but there is strength in numbers.  
    However, it is quality not quantity.  Ok, I'll stop boring you 
    with sayings, but just use your ultimates, and the battle will
    be over before you can say...uh, before you can say...Anything.
    A scene will come where Rexxar questions the dying emissary.  
    Rexxar asks where Jaina is.  The emissary laughs, and says,
    (like all villains)"This is just the beginning."  
    Now just use the Spell book to teleport to Thrall.  
    Thrall will tell you that you were right(a bit late now).  
    He decides to take a more direct approach.  He tells Rexxar
    to deliver a letter he wrote asking Jaina about the incidents
    to Jaina at Theramore Isle.  Rexxar says he might need help
    bypassing the Human defenses.  Thrall tells him that he has
    gotten a zeppelin for them.  It will take them to the 
    Darkspear tribe's new home.  Vol'jin will help him bypass the
    defenses.  Thrall now sends them off in the zeppelin.  He 
    watches as they go.  
    End of Act One.  
    E-mail sent in by Bob Blakey
    Hello, just thought I'd give you something to add to
    your faq.  With regards to the Orc single player
    campaign, there is an optional quest 3/4 of the way up
    the map.  He's NW of the harpy queen.  It is the
    Pandaran Brewmaster;  he gives you a list of items to
    get, and if you get them for him, he gives you an item
    and joins you as a third hero.  He becomes pretty
    powerful, and is a nice way of using 6 more items (at
    the least).  
    Act 2-Old Hatreds
    Our heroes are flying in on a zeppelin to Vol'jin's new location.
    They meet up with Vol'jin and Vol'jin tells that to reach Theramore
    Isle and Jaina they would have to go through many Humans.  He tells 
    them to go to the coastal shores and meet up with a friend of his
    who will help them.  
    Main Quest
    Infiltrate Theramore
    Meet up with Samuro
    Place Unstable Concotions(5)
    Go north then right.  There are a few centuars.  Kill em and 
    destroy the nearby barrels for a rune of shielding.  Continue
    right and Kill the centuars.  Break the barrels.  There are a 
    bunch of runes of healing and mana(from the battle and from the
    barrels). Now go north, then right again to reach the coast and
    Samuro is a level 10 Blademaster(he can only reach level 10)
    Optional Quest gained
    Bloodbeak's rage
    Slay Bloodbeak the Berserker
    Destroy the barrels to your south(near the fountain of health) and
    the ones north for a Glove of haste and a Ring of regeneration 
    respectively.  Continue north and follow the path while killing 
    the wildkin there.  When you reach a cliff go up it and windwalk
    into the middle of the mass of Wildkin.  Do Bladestorm to kill the
    majority of the wildkin bodyguards.  Then attack Bloodbeak with
    everything you have(use Mirror image to confuse him and Windwalk
    and break invisibility to get a few strong hits in if you need em).
    If you need more mana go to the fountain.  Samuro has a mechanical
    critter so use it to scout out the area.  Anyway Bloodbeak gives
    you a handy Talisman of Evasion.  Break the barrels for a wand of
    Illusion and a Rune of healing.  Now head back down and get mana at
    the fountain. 
    Go left for a fountain of health.  Go up and destroy the explosives
    near the arcane tower(which are the only towers which can detect you
    when invisible).  You don't have to fight anyone if you don't want
    to so just windwalk into the human encampment.  Now for a guide to
    placing explosives =D
    Note:Try to remain invisible as much as possible, only breaking it
    to blow stuff up or destroy crates.
    1)Destroy the guard tower by blowing it up(ignore the other). Go up
    and destroy the arcane tower by blowing it up too.  Windwalk
    to avoid the enemies(fighting the paladin with a priest and a few
    riflemen and knights is just stupid). Go right blow up the explosives
    and touch the circle while Windwalking). Explosives are placed around
    the Barrack.
    2)From the Barrack, go up, then left.  Destroy the leftmost crates and
    blow up the tower.  Now windwalk up to place explosives on the Human
    3)From there go down(you don't need to destroy the arcane tower to the
    right of the shipyard), then right, then up again.  You will see 2 towers
    and the circle, but knights block your path.  Destroy some crates and 
    blow up some towers =D.  Place the explosives next to the Arcane Sanctum
    and stay near the fountain of mana to get your mana up again.  
    4)Exit the little circle(you may have to attack something to make the 
    knights move so you can escape) and go right to a fountain of health.
    Heal yourself.  Then go up.  Rush right(ignore the rune of healing until
    after you blow the tower up).  Blow up the tower, get the rune, and go
    invisible again.  Place the explosives around the Human Workshop.  
    5)Go up and left to the gate.  Blow it up =D.  This takes out the 2 guard
    towers too.  Before windwalking again go up and blow up the Arcane tower 
    too.  Wind walk again and place the explosives around the Human Shipyard
    to finish the mission.  
    Now the explosives blow up and Rexxar and his buddies leave for Jaina.
    They meet up with her, and Rexxar asks her why she is threatening the
    Orcs.  Jaina says she ordered no such attacks and asks Rexxar to show 
    her the Humans. They return to the encampment they just blew up, but
    see no Humans.  The Naga have come and slaughtered them all.  
    Main quest update
    Human Survivors
    Reach the Naga lair
    Find any Human survivors
    Take the ship to Theramore Isle(Only gotten after parts 1 and 2 are 
    Note:You get your normal hereos and Jaina, a level 10 Arch Mage
    (She can't reach a higher level)
    You start off fighting some naga.  They are weak and a few spells ought
    to make it real quick.  You were here just a few moments ago so just 
    exit the old encampment into the wild again. There are a bunch of Naga's,
    but you should be able to kill em all(remember Misha and you can also 
    summon Jaina's Water Elemental.  Head down and right and make your way
    south. Kill all Naga.  Continue down.  Then go right and kill the 
    Naga's(There is a Naga Sea Witch and 2 Royal Guards along with a bunch
    of others, so use wave and any summons to make it quick and easy).  
    Rest at the Fountain(also the sea witch drops a runed gauntlet).  
    Continue down.  Go to the bottom right corner and kill the Naga and 
    2 Naga towers.  Destroy the barrels for a Tome of Intel. +2 and a tome
    of Strength +2. Go left now. Continue along the path across 
    the water and kill the naga. Go down. Kill more Naga. Destroy the barrels
    for a Rune of Healing, mana, and Shield.  Go left and kill more Naga. 
    Work your way through the Naga(You should now be in the left bottom 
    corner). Go up. The door will open and you will fight a bunch of Naga
    (They aren't as weak as everything else so use summons and wave and a
    few ultimates).  There is a level 10 Sea Naga there too.  She drops
    a Vampiric potion which is neat so use it when you need it =D.  
    Enter the place to see some human corpses.  
    A scene comes up where Jaina talks to a dying footman.  He tells her the 
    admiral will be happy to see her.  She tells Thrall to take her back to 
    Theramore Isle so she can see what has happened(You're main quest is 
    updated). Pick up the item(Frostguard, which is basically an orb of 
    Frost except for a +5 bonus to user's armor). Now just follow your
    path back to your ships to complete the mission. There are no enemies
    on this path =D.  
    Jaina and the others reach Theramore Isle.  Jaina tells Rexxar to 
    hurry and warn Thrall.  Rexxar is confused and asks for an explanation
    of what is going on.  Jaina tells him it's too late and that he is 
    here.  He turns out to be Jaina's father, Grand Admiral Proudmoore.
    Jaina tells him the hoard is their friend, but he calls Jaina naive 
    and tells her the horde can not be trusted.  He tells his troops to
    kill the Ogre.  Jaina uses Blizzard to destroy some crates and create
    a path for Rexxar, then she teleports out of there alone.
    Main Quest update
    Escape Theramore
    Secure a naval transport
    Destroy the harbor gates
    Sail out of the harbor
    Return to Vol'jin
    You start off fighting troops.  They aren't that hard as long as you use your
    spells.  =D There's a rune of restoration in a barrel nearby.  All of Jaina's
    items are left behind so take the ones you want =D.  Follow the path until you
    reach the fork.  Take the right if you want some scouts.  If you go right you
    fight 5 miltia(These are very very easy) and 2 Captains(easy).  Destroy the 
    crates for 3 eagle scouts(They are permenant but can take damage).  Return to
    the fork and go down.  Continue the path and you will meet an Elite Chaplain 
    and 2 Navy Swordsmen.  Kill em.  It will be a lot easier if you kill the
    Chaplain first so he can't use his healing wave.  Continue and you will find
    a market and a Human Transport. You got a Naval Transport. Destroy the crates
    for a coin.  Continue to kill 2 Knights, 2 Elite Chaplains, and a master
    Hydromancer.  Rexxar will tell you you need to destroy the harbor gates so you
    can escape.  Stand on the highlighted box to destroy the first pair. Take the
    transport, human ships will not attack your disguised troops.  Go up and get 
    the Cloak of Flames.  Then head down again. Just follow the path on the sea, 
    there is only one place to land =D.  Go right then up and kill the troops. 
    Refill your mana at the fountain and use the Stone Token.  Head down back to 
    your ship and continue down.  Destroy the 2 Arcane Tower.  Destroy the gate
    and go through it.  Kill the troops and pick up the Gem of Health +300.  Go 
    down and kill the 6 War Golem and the 2 Hydromancer for a Rune of Mana and
    a Scroll of Healing.  Now go left and destroy the gates.  Head back and go
    right at the corner to destroy some barrels for a Tome of Power(Gives hero
    a level boost, very useful). Go back to the place where you killed the Golems
    and go right and kill the knights and 2 Cannon Towers so you won't need to
    deal with em later. Also kill the Rifle men on the other side of the wall
    using range(Cough Rokhan Cough).  Head back to the Iron Gate and go left 
    through the crates and kill the Riflemen/Elite Chaplains.  Now go up to fight
    2 Cannon Towers, 2 Mortar teams, and 6 or so footmen(This isn't that hard at
    all cause the footmen and Mortar teams die really fast).  Continue and fight
    some 2 Knights, 1 Elite Chaplain, and 2 Riflemen, and then step on the box 
    to destroy another gate.  Now bring your transport over to the shallow
    land to the left and load your troops in.  Now go diagnolly down and left to
    reach more shallow land.  
    Unload your troops there.  Follow the path and kill the Riflemen.  Go down
    and kill some more and a mortar team.  Go right.  Continue and kill the 3
    Gryphon Riders, 2 Elite Hydromancers, and 2 Elite Chaplains.  These troops
    are supported by 2 Arcane Towers and 2 Cannon Towers.  Go in and fall back
    out of the range of the towers.  The troops will follow.  Kill them there.
    The Elite Hydromancer leaves behind a Mana Stone.  Now go on and destroy
    the towers.  Break the Iron Gate and step on the box to destroy another 
    Harbor Gate.  
    Go back to the place you unloaded and follow the path to find a few Knights,
    Riflemen, and Gryphon Riders.  Kill em for a potion of Greater Healing.  
    Continue along and fight some Assassins.  Continue to fight a Bandit Lord and
    his minions.  He leaves a Claw of Attack +15.  Continue to fight 4 more 
    Bandits.  They leave a Rune of Mana.  Continue and go down to fight 3 Elite
    Hydromancers, 2 Riflemen, 2 Mortar Teams, and 2 Elite Chaplain.  
    Now go up across the bridge.  Go Left and fight the 2 Navy Swordsmen, 1 Elite
    Chaplain, and 1 Gryphon Rider.  Go up to terminate 3 Gryphon Riders.  Now go
    right to kill 3 Riflemen and 1 Navy Swordsmen.  A Slipper of Agility +3 is
    left behind(You should by now know what to keep).  Go down, then right, then
    down again to fight 1 Knight, 2 Navy Swordsmen, and 1 Elite Chaplain.  Cross
    the bridge then go down to fight 4 Knights, 2 Elite Chaplains, and 1 Elite
    Hydromancer.  The Elite Hydromancer leaves a Tome of Knowledge, and 1 Elite
    Chaplain leaves a Tome of Intelligence +2 while the other leaves a Tome of
    Agility +2.  Head back to the Resurrection Stone and load onto your
    transport. Go down, then right, then down. 
    Go right until you reach a corner.  Unload there and kill the 2 Elite 
    Hydromancers, 6 Elite Chaplains, and the Level 6 Paladin.  You should either
    kill the Paladin or stun him for most of the time because he will resurrect
    dead troops.  He drops a Rune of Greater Healing.  Continue up, destroying
    the gate in the process.  Kill the Siege Golem and 2 Granite Golems.  Heal
    up at the Fountain and go up to find a Waygate.  Go through it and you will
    reach another box.  Step on it to destroy another Harbor Gate.  Go back to 
    your transport.  Load into it and go up.  Unload at the shallow and kill
    the 3 Human Battle ships and the 3 Human Frigates.  The 3 Navy Swordsmen and
    1 Elite Chaplain may come to join.  If they don't go up and kill em.  This
    gives you access to another shop.  Destroy the barrel for a Rune of Mana.  
    Load into your ship again and continue up.  Unload and fill up your mana at
    the fountain.  Go up and fight the 4 Mortar Teams, 3 Knights, 4 Riflemen, 
    and 2 Elite Chaplains.  A Water Elemental may come down.  Just control it
    with your item or kill it if you don't have that item.  Go right over the
    bump.  Break the gate and crates for Healing Wards and a rune of mana.  Kill
    the level 14 Mountain King, level 12 Arch Mage, level 12 Paladin, 2 Knights,
    2 Elite Chaplains, 2 Riflemen, and 2 Water Elementals(If one came down to
    fight earlier there will only be 1 elemental to fight.  There is one
    Cannon Tower to worry about.  The 3 enemy heroes may be a problem.  Go for
    the Paladin first so he can't Holy Light the other heroes or resurrect dead
    troops.  If he uses Divine Shield, move on to some units, preferable the 
    Elite Chaplains. All the heroes have an Ankh of Resurrection.  The Mountain
    King leaves an Orb of Fire behind.  Step on the box to destroy the last
    Harbor Gate, then go back to your ship.  Head right to escape to Vol'jin.
    When it's done loading, head down to complete the main quest.  
    Vol'jin tells you that he will tell Thrall to prepare the horde's forces.
    He tells you to gather what remains of the Horde's allies.  He tells you 
    to go to Mulgore where you will meet Cairne.  He and his tauren will aid
    the Horde.  As a reward for Rexxar's accomplishments, all your heroes
    get a free Attribute point =D.  
    Main Quest Update
    Enlist the Tauren
    Take the Zeppelin to Mulgore
    Find Cairne Bloodhoof
    Secure the aid of the Tauren
    Return to Vol'jin
    Just right click on the patch of now exposed land in the upper left 
    corner.  You will face little resistence.  
    As a bonus, to the direct left(well actually just go left for a bit)
    of Vol'jin location there is a warp.  This takes you to an interesting
    realm.  Follow the path(doesn't matter which way you go because you will
    eventually reach the top and circle around down).  Just explore 
    everywhere because there are a lot of strong monsters for experience
    and items =D.  
    Some good items and there locations:
    Orb of Lightning/Tome of Insight(intelligence) +6-Found on Right side 
    halfway up in a Level 10 Prawn(the little crab things)
    Potion of greater Mana-Found above the Tome of Insight's location in
    some buffed necromancers.  
    Necklace of Burning Souls(basically a beefed up Orb of Fire)-A bunch
    of Revenants(Revanant of the Burning Sea being the strongest and the
    on who drops it, with Revanants of the Sea and others around. There
    are a lot =D).  A rune of speed is also around here and a Rune of
    Greater Healing a bit down.  The location is at the middle top of the
    Tome of Strength/Intelligence-Just below the Revanants in two 
    different Red Infernals.  
    Tome of Agility-Go down from where you find the other Tomes(above).  
    This is in another Red Infernal.  =D
    Tome of Agility/Intelligence/Strength/5 +20 gold coins-Left side
    go as low as you can go(Note if you see a hill near the bottom and
    it seems you can't go lower you can.  Just right click lower and
    your heroes will find a way)
    That's really about all the good items there.=D
    Also another note
    Directly south of the zeppelin to Mulgore is a portal.  Go through it
    to find a challenge arena.  
    Note: Every time you beat them they get stronger/more minions, but the
    rewards get greater(ie there are 2 tomes and then there are 2 tomes etc.)  
    Here are the challengers from up to down:
    Name-what it gives-HP-Mana-the minions it has
    Destroyer Zardikar-Tome of Strength-6500-500-Salamader+Salamander Viziers
    (Note:He can summon fel Ravagers)
    His minions are mearly an annoyance.  They don't really group until there
    are a lot of them so haze isn't as effective, but they aren't too strong. 
    Kill the destroyer first.  Then the rest will fall easily
    Talnivar the Sleeper(Dreadlord)-Tome of Intelligence-3900-1110-Burning Archer
    + Skeletal Marksmen
    These skeletons suck.  Run away and come back to see em all grouped together.
    Haze the middle one and burn their asses.  Focus on the dreadlord as sleep
    is very annoying.  He summons Infernals.  He dies really quickly compared
    to the others.  
    Sinstralis of the Pain-Tome of Agility-5000-1500-Elder Voidwalker+Voidwalker
    Something(I think the Sinstralis) summons treants and these things mass 
    quickly but if you get overpowered back up and use Storm, Earth, and Fire to
    get access to dispel.  Sinstralis's attack speed is very fast so kill her 
    and keep her stunned.  Her minions are very annoying with their phase shift,
    but they aren't too strong.  
    That's all about that now back to the main quest =D
    Once in Mulgore finding Cairne is very easy.  Go right over the bridge and 
    there he is.  =D
    He tells you to tell Thrall he is dead just like his heart is.  Tagar the
    Tauren comes and tells you the Chieftain is lethargic because his son, Baine,
    was kidnapped by Centaurs.  Centaurs kill and consume their prey soon after
    capture.  He asks Rexxar to find Boven Windtotem to get aid in his search.  
    Main Quest Update
    Rescue Cairne's Son(This is also secure the aid of the Tauren but in detail)
    Find Bovan Windtotem
    Destroy the Centuar village
    Return Baine to Cairne
    Go to the market to find Tagar and to get an Optional Quest.
    He tells you that with the Chieftain weak the Harpies have been poaching the
    Kodo Beasts and letting them rot.  He asks you to end that threat.  
    Optional Quest update
    The Kodo Poachers
    Locate the Harpy Den
    Slay the Harpies
    Return to Tagar
    Act 3-A Blaze of Glory 
    If anyone has something to add, you get to be in the credits(and I'll
    post your name above what you contributed, so that's 2 mentions) 
    Thanks =)
                                      VIII-Strategies For Each Race
    8.0-General Tips
    -Always attack move (click a then move).  This protects you from surprises
    and ensures that at least if you miss a target you planned on attack you're
    units won't wobble around uselessly.  
    -SCOUT!!!!  Just do it.  Send a militia in at random or something.  It can
    win you the game if you know what they are getting and you counter it.  If
    you find there expo you can take it down.  
    -Expand when you have the advantage.  If you want to expand, attack them
    at the same time to give you time.  
    -Run back yellow life units to your base or a fountain.  
    -Hotkey buildings so you can train units while doing other things.  
    -Use hotkeys.  My hotkeys are generally as follows:  
    1-Melee hero and melee
    2-Range hero and range units
    3-Last hero+Casters
    4-Altar (or seige if they don't go in 2; I push all numbers one down)
    5-Barracks, then main unit producer (like if I get mass casters, then
    6-Secondary building
    7-Tertiary building
    8-0-whatever comes up
    8.1-Night Elves
    Here we go.
    -General fun/abuses
    	Staff of preservation.  ABUSE LIKE MAD!!!  Save your bears by sending
    them to your base to heal and come back to fight.  Switch the staff to another
    hero and the cooldown becomes 0 for that hero!
    	Moon wells.  These let you get tavern heroes (you can heal/regen mana
    fast).  They also make the staff of preservation good.  You can spice up
    your army by using practically any hero!
    	Mass expos.  NE expos are so cheap, so you can mass them, especially
    on large maps like Gnoll Wood.  The best part is you don't even need to 
    plan on it before hand.  Just send a wisp to a clear gold mine and have it
    collect wood.  When you need an expo, your worker is already there!
    	Wisps.  These help in battles by dispelling everything and draining mana.  
    	Slow poison.  Let's you kill extra units if they run.  Hell dryads in 
    general should be here.  There stupid high damage, magic immunity, and slow
    Main weakness-They have so many unarmored units, so mass piercing or 
    seige is really scary vs them.  
    More to come ^_^.  
    -As NE, you can start with the greatest variety of heroes.  You can get
    any tavern hero you want, or start with any of your 4 heroes.  
    	Against Humans you should definately go DH.  The mana burn rips
    through the mountain king, and the dh is general is an excellent tank
    with evasion.  His ultimate is pretty much GG for armies and overall he
    rocks with any hero second.  I strongly suggest naga sea witch second so
    you can slow their units as they run and for lightning against their pesky
    casters.   You can also try getting Dark ranger first and naga second for 
    silence vs those casters and skeletons.  
    	Against Orc, DH first is usually a good idea for his awesome mana burn
    and evasion (you can't really go wrong with DH first vs any race).  Second,
    many things work well.  You could get naga for slow arrows and lightning, 
    Beastmaster for mass summons, or wtvr you need.  Third you could get Firelord
    or Keeper for more summons, or you could just stick with your two heroes ;)
    	In mirrors (same races), try DH then naga with archers and a tech to
    mass bears. Or if you are into the rushes, get a Priestess of the Moon and 
    dual Ancient of Wars.  Get a combo of hunts, archers, and ballistas and get
    True shot aura first to give you an advantage.  Push and win.  KotG could 
    work in this match-up too I guess.  
    	Against Undead, try warden and Panda to counter mass gargs and ghouls.
    That's the most common thing  I see; I guess you could get DH. Nowadays you can
    go beastmaster panda and fend off gargs pretty well and not be totally screwed
    vs mass aboms or destroyers.  
    -NE armies are diverse as well.  Here are some I see.  
    	Bears and dryads.  This involves getting a single AoW and teching
    to tier three rather quickly.  Get two lores as soon as you can, and get a few
    dryads to hit with.  When you feel secure, start teching and upgrade bear adept.
    Then get a few bears and when you hit tier three get your master bears and 
    go win. Have fun.  Common heroes that go with this are DH, Beastmaster,
    warden, and more or less anything besides PotM.  I see this against humans
    a lot, but it works vs all races.  This is the typical cookie cutter strat.  
    	Chippo.  Another single AoW and fast tier three plan.  Chippo stands
    for Chimeras and Hippogryphs.  Get an ancient of wind or 2 at tier two and
    start getting hippos.  Get the rider form, and toss your archers on them.
    At tier three, get 2 roosts, and get some chims.  Attack and have fun.  
    Common heroes include DH, PotM, or warden.  I see this againsts humans, 
    orcs, and Ud sometimes.  Best strat in ffa.  
    	NE ground.  Tech slowly and get an AoW or two.  Get an ancient
    of lore and an ancient of wind.  Get an army of hunts, archers, druids of the
    talons, and dryads.  Push and win.  Any hero works with this, and I see 
    this occasionally against orc or something (against orc, you could get some
    extra Dott and cyclone his ass off).  Summons usually help, and DH is great.  
    	Mass Dotts.  This is pretty common vs orcs.  Basically you tech to tier
    three while getting archers to creep/harass/wtvr.  At tier two you get dual
    ancient of winds and then get some druids of the talon.  Get initiate level
    while teching to tier three.  Keep pumping out druids.  You can win most
    battles vs grunts with faerie fire, but if they get catapults run unless 
    you have some meat to take them out quickly.  At tier three, get master
    training.  Engage in battle.  If they went grunts/raiders/catapults, 
    cyclone the crap out of the grunts and meat and focus fire the catapults.
    	PotM huntlar rush.  Seen in NE mirrors and I guess at low levels.  
    Basically get a PotM and mass huntresses (and archers/ballistas if you want).
    Requires two AoW.  Push early (when you have 7-8 hunts if only huntresses)
    and win.  
    	Mass Dryads-Seen in games against undead because they are the best against
    ghoul/gargs.  Requires a lot of micro and probably some summons for meat.  Be
    careful of aboms, if they get them you're gonna need bears sooner or later.  Be
    sure to expand!
    General fun/abuse
    	Fast expo-Humans have the ability to get an expansion up quicker
    than any other race.  At the start, get an archmage and footmen.  You 
    should have 2 footmen out by the time your archmage comes out.  Militia
    4-5 peasants and attack the nearest gold mine.  Use water elementals to
    take damage, and as soon as your militia are done, use the peasants to 
    build a tower.  You should have gotten an early mill(keep getting peasants
    at your main to get wood).  Upgrade the tower to gaurd tower (or arcane if
    you have no choice) and then start getting you town hall.  Build a few more
    towers as needed(maybe one more before you tech if they hit hard) and use all
    your peasants to build the hall.  You might need to get more towers at your 
    main and expansion because of your slow tech, but you'll have a huge gold 
    advantage.  This works best on most any map, but be careful on twisted 
    meadows (hard expo creeps), Turtle rock (the expansion spots are red and next
    to you, and will require around 6 militia, 2 water elementals, and 2-3 footmen),
    and gnoll woods (hard creeps, but your enemies might not find it for a bit).  
    	Casters-human casters are very strong.  Slow and heal are nothing to
    scoff at, especially with brilliance aura support.  Invisibility has saved my
    heroes a lot of times, and an invisible mountain king can't be mana burned!
    Dispel and inner fire rock, and polymorph is great if they don't have dispel.  
    	Storm bolt-Hell the MK in general is pretty buff.  Storm bolt let's you
    stun units for quite some time, and deals some nice damage.  Clap is nice
    as well since it slows (coupled with sorcerors, this makes blizzard really
    easy to use).  
    	Staff of sanctuary-Same logic as the NE staff.  Let's you save units
    easily, and heals them for free.  This staff is worse than the NE one 
    simply because it takes a while to actually heal and the unit can't do
    anything while it's being healed.  AND the fact that it's tier three doesn't
    	Mass towers-Human towers have heavy armor, and their armor can get 
    pretty high with some masonary.  Mass towers at expo makes it pretty safe.  
    Towers got nerfed recently (masonary upgrade only gives them one armor each
    level instead of 2), but they are still good.  Towers with lvl 2 masonary
    are almost necessary vs destroyers.  
    	Arcane tower-Counters early harasses pretty well but kinda useless
    vs normal units.  
    Main weakness-Not diverse at all and slightly weaker late game units.  The
    human HAS to hard counter you simply because there units are made that way
    (tanks rock vs air, suck vs ground, etc.).  Thus the human will probably need
    an expansion to keep up and mass units.  There weak tier three melee makes them
    pretty vulnerable to range and enemy melee I guess.  
    More to come ^_^
    Human hero choices aren't too varied.  The typical build is archmage, 
    mountain king, and possibly a paladin.  Archmage comes first because of
    the powerful creeping abilities it has.  Water elementals allow for fast
    creeping, and brilliance aura lets your MK get clap and bolt (and it 
    helps casters a lot).  Mountain king is needed to tank, since many humans
    opt not to get many knights.  Paladin heals (duh) and is useful in mirrors or
    vs UD (stupid nuke).  Some people choose to go MK first, but this makes
    creeping difficult and forces you to harass.  You're low level MK won't
    be happy without many clarities =(.  Others choose to go paladin first
    (especially vs UD to get a nice nuke), which isn't too bad.  Creeping is
    viable, but not as fast as with an archmage.  Again, you need clarities.  
    Usually a mountain king comes second (bolt and light hurt UD heroes 
    pretty badly) and an archmage or bloodmage last for mana (siphon to heroes
    or brilliance aura).  One final variety, you might see is a solo bloodmage
    who harasses.  Of course the blood mage may be followed with a Mountain
    King and/or paladin.  Nowadays vs orc, humans tend to get archmage and 
    beastmaster to overwhelm the enemy with summons and get a strong tier two
    push.  Also, vs ne, you may opt to get a naga second instead of a mountain
    king because she basically does the same thing (slow arrows=stun, and lighting
    is area of effect), and has lots of mana and low cost spells, making mana burn
    not as annoying.
    -Human armies are interesting enough.  
    	Rifle Caster.  The cookie cutter strat of humans.  It's pretty
    self explanatory.  Basically you start with an AM and a normal human build.
    By that I mean the standard 4 gold, 1 altar, barrack, farm, farm build.  Get
    an arcane tower if you need it and another farm.  Then tech.  Start
    making a blacksmith, shop, and a farm when you can.  During this time, 
    keep creeping and getting foots.  You should get 4-6 and then start pumping
    out rifles.  At tier two get a Mountain king and an arcane sanctum.  Get
    a few sorcs and priests and attack when you feel ready.  This plan is good
    throughout the whole game (but may require a lot of healing scrolls).  
    You'll need an expo though (either fast expo or tier two).  Used to be extremely
    strong, but now all the races have countered it.  Still works at times, but 
    requires insane amounts of micro.  
    	Mass air.   This involes a lot gryphons and dragon hawks.  It works vs
    most every race except nightelf if you catch them by surprise.  I find it
    best vs UD or Orc.  UD don't have any real good anti air except fiends
    with web.  Gryphs with focus fire can beat that usually (if not add some 
    knights).  Be wary of destroyers.  If they get too many it's over unless 
    you can mass steam tanks.  If there are only a few, your DH can take care
    of it (gyros good too).  Orcs are full of heavy armor which gets crushed
    by air.  If they get wyverns get some hawks, if they get bats get some 
    armor upgrades and maybe some priests.  If they get a mix, get invisible
    dragon hawks =).  Don't ever get gyros.  Two bats and that plan is gg'd.  
    Other than that you should be able to beat raiders and berserkers with 
    good focus fire.  Vs bats, you can probably just mass more gryphs and get some
    armor upgrades, scrolls of protection, and staff weak ones away.  
    	Mass summons/casters.  This is used vs orc usually.  Basically it
    involves going archmage and beastmaster with mass casters.  Orcs don't 
    really have any dispel, and any shaman will run out of mana on summons
    while you have a nice brilliance aura to keep up summons =).  The Build 
    orders looks something like this:
    4 to gold
    1 to start a farm(til like 80 life) and then to an altar
    1st out to lumber mill
    2nd out to the farm you started
    Next to a barrack
    Next to gold
    Send the guy that's now done with your first farm to build your second farm
    Next three go to wood (all others should have rallied to wood except for you
    Next goes to a gaurd tower.  
    Tech to tier two.  You should have two farms and 3 foots (creep stuff or fend
    off harass).  
    Build a shop (double build if you must).  
    Get 3 more farms and keep getting footmen (might want to pick up defend) 
    5-6 foots should be enough.  Be sure to have around 700-800 gold and 400
    or so wood at tier two so you can get your stuff.  
    At tier two build two arcane sanctums (use two peasants each).  
    Pick up a Beastmaster and get quilbeast (second skill could be either.  I
    choose bear cause it's harder to purge but vs some heroes like Blademaster,
    get hawk).  
    Go harass with your summons and foots, this will gain you time to get a few
    sorcs out.  Try to kill building lodges, beastiaries, or burrows (or completed
    burrows, they are pretty easy to kill either way).  
    Pump out sorcerors and 3-4 priests (get invis and dispel) and attack! Bring
    along 4-5 militia and buy 3 ivory towers and a pot of healing for your 
    Archmage and go tower rush.    
    If it fails resort to mass air.  If they get too many raiders or catas
    (they shouldn't cause you should be hitting really early), get some breakers.  
    This plan almost always works against orcs but be sure to micro and invisible
    dying things so priests can heal and if the enemy gets high level chain wave,
    you will need some scrolls of healing.  
    A twist to this is one I use vs nightelves.  I get normal AM and MK, but
    use dual sanctums to get mass casters with breakers vs bears/dryads.  
    In human mirrors, fast tech to mass casters to beat out their foots.  Get
    breakers to beat casters =).  
    	Invisible mortar.  Go archmage or bloodmage first and harass
    like mad while skipping a barrack and getting an early mill.  Get one tower,
    then tech.  During your tech build a lot of towers (as many as you need), 
    a blacksmith, and a shop.  Keep harassing.  At tier two get an arcane 
    sanctum, and 2 workshops.  Get 3 sorcerors and invisibility while getting
    6-8 mortars.  Invisible everything and go for the enemies main hall and 
    kill it.  If you get it, keep crushing stuff until the enemy comes (then 
    tp).  Might want to expand eventually.  
    	Mass tanks.  Sometimes used vs UD, this involves a fast tech to mass
    tanks (duh).  Get a barrack, an early mill, and 2 or so foots and an 
    archmage and fast expand.  Tower up your expo (and 1 at your main) then 
    tech.  Get more towers and fast tech to castle.  Get 2-4 workshops and 
    get mass tanks.  Get a mountain king and possibly a paladin and keep 
    creeping.  Rally your tanks to the enemy base (switch between this and
    any expos you find to keep them moving) and let the fun begin.  Never
    stop getting tanks and keep expoing when you can.  Usually the game is
    over soon.  
    Knights/gryphs/tanks.  Self explanatory.  Usually occurs after rifle caster
    or something.  Add tanks if they have air.  Get knights only if your heroes
    are overwhelmed on the ground.  
    Knights and priests.  Good vs the mass melee people use vs riflecasters. 
    Inner fired knights are nuts.  Add mortars for some damage if you want
    or tanks for antiair.  
    Knight/Gryo-What I typically get vs undead if I can not fast expand. Basically
    tech up to tier three, get AM, MK, and paladin and a staff and use around 
    5 foots to creep and harass.  Be sure to have a mill and smith up b4 tier 
    three, and start getting knights (throw up a sanctum if you want for priests,
    they really help). Get a workshop and research flak cannon, but don't get too
    many gyros until they get destroyers.  Get like one to scout.  Then just get
    knights and gyros as you need them (btw if you don't have enough gyros, hide 
    them and mass enough.  You'll need like 3-5 per destroyer, more if they 
    have fiends).   
    Other than that just counter what they get.  
    General imbalances/Fun
    	Destroyers-Blah they rock vs everything.  You can siphon mana from 
    another statue and let orb of corruption rape the enemy.  The fact that 
    they are magic immune AND flying makes them very hard to kill.  They can
    also dispel magic, making casters horrible ;/
    	THE NUKE!-Frost nova and death coil is gg on most heroes :(.  
    You can use it to pick off units if they hover around your base, or 
    kill heroes in battles. Get a cryptlord to add on, or a panda if they
    get too much air (panda lvl 2 breath of fire kills gyros pretty much).  
    	Fiends-Pretty difficult to kill until the enemy gets some form of
    stun, and do great damage.  
    	Skeleton Rod-Excellent item to get as soon as your hero comes out. 
    You can harass really well using these and coil to pick off creeps your 
    enemy is trying to kill or enemy units he's trying to save.  They feed the
    lich mana with Dark Ritual, and you can create a small army of them when
    you go attack/harass.  
    	Orb of Corruption- Negative five armor.  Enough Said!  
    	Statues-Free heal and mana for the nuke.  T_T
    	Unholy Aura-Unreasonable speed
    -And much much more!
    Typical Heroes
    	The standard one is DK Lich.  You can add a panda, cryptlord, or 
    even naga depending on what you need.  Panda is amazing vs air.  You could
    opt to get a pitlord third for rain of fire and/or howl I guess.  Or you 
    could get a dark ranger for an early creeping advantage.  
    Generally, you can get anything and add in destroyers to make a winning army. 
    But here wego anyway
    	Aboms/Destroyers-Typical thing to go against rifle caster or wtvr. Aboms
    tank well, and destroyers pwn casters, so there you go.  A variation I guess, 
    is just to mass destroyer, because destroyers take out most everything 
    pretty quickly, especially with mana.  
    	Mass Abominations-Typical thing to do against a night elf who has a panda
    or warden and mass dryads.  Easy to manage and do well vs area of effect spells.
    Throw in some meat wagons and you're good to go.  
    	Fiend/Destroyers-A good variation of abom/destroyer.  Less vulneable
    to air, and fiends are excellent at dealing damage and such.  Very strong 
    and hard to beat if you micro well.  The only con is the slow hero you'll
    likely have (typical fiend build is crypt graveyard, altar, zig, zig, 
    shop or something, giving you a slower hero). 
    	Necrowagon-Typical thing in ffas, but good in solo too if you catch 
    enemy off gaurd. Basically you tech up to tier three (or even just tier two)
    get two temples of the damn and one or two slaughter houses and get necros 
    and wagons.  Get the exhume corpse upgrade, and at least adept training on
    necros then attack.  Have your wagons focus on important structures while
    the enemy tries to kill your skeletons!  
    Much more! 
    -Gruntapult is nice.  Grunts and catapults with maybe a raider or two for air 
    is great.  Add in a few towers and it's really really good.  
    -Raiders and grunts are good too.  
    -Vs Nightelf it might be wise to get a catapult or two to counter their many 
    unarmored units
    -A fast tech (skipping a barrack to tech first then getting a barrack) is nice 
    because then you can get a fast 2nd hero and you can get raiders, demolishers,
    or Wyverns
    -Mass wyverns is pretty nice
    -Farseer harass is pretty annoying and efficient.  Use it.
    -Tauren Chieftain as a second hero is good.  His aura is nice and either of
    his skills are good with it (I prefer wave unless stomp is obviously better).
    -Mass Headhunters/berserkers with a Tauren chieftain is good, but if they 
    scout and see your kinda screwed.  
    -Orcs have the best towers in the game (well arcane and nerubian are pretty
    good too, but Watch towers fire pretty fast...).  Use them to protect allies
    if they need it.  
    -Bloodlust and Lightning shield are really good (purge is too to an extent 
    but ensnare is better for fleeing foes).  Shield your tauren or chieftain,
    but be careful about your own units.  Lust with Tauren is really nice.  
    -More to come
    Old Stuff
    -Grunts(replaced by Taurans)+Witch Docs+Beserkers+a few Spirit Walkers 
    for dispel, link, and reborn Taurans+Shaman for BL.  
    Add Riders and wyverns if you wanted.  
    From Crapusmaximus
            Spirit walkers r only good for spirit link; unless u have an all
    tauren army. 
    Note:  Spirit Walkers are needed for Disenchant. Spirit link is ok, but you
    should only link groups together(ie link melee with other melee, casters 
    with other casters.  DON'T LINK CASTERS WITH MELEE AND SUCH). Disenchant is
    necessary if the enemy gets casters.  How else are you going to dispel mass
    spells.  Purge is a joke for dispelling.  
        Healing wards is over rated. they consume too much mana, and don't heal
    that much. common, u're orcs; if u were undead or NE, maybe i'll change my
    point of view. using other hero's ability to prevent the loss of those hp
    will be more effective. 
     Note: Healing wards are good after battles.  Leave your weakened units
    by the ward and counter attack the enemy with your stronger units
    (assuming you have a good amount left, if not only leave red lifed 
    units back)
        Forget raiders. use headhunters (with bezerk upgrade) for anti air 
    (support with spellcasters if necessary), or catapults if u need siege. 
    your grunts will serve u well enough if u want to pillage, but i never 
    found pillage to be much good. raiders r only good for raiding outposts, 
    where defence is little. otherwise they die like grunts n dont deal as
    much damage to units. 
    Note: Raiders aren't as bad as you think. Make a good 6-8 Raiders and a
    Far Seer or something. Rush into the enemy base and destroy their castle
    equivalent.  Teleport or use a rune of speed and rush out when the enemy
    town portals back.  The enemy is probably crippled.  If not then they at
    least used up their town portal.  Raiders are much faster siege.  In
    large battles, however, Catapults are better. 
    Headhunters make good anti air, and r the orcs sole focus fire 
    unit. regen and bezerk r must haves. 
    Note: Bat Riders are good Anti air
                                      IX-Multi Player
    Small update on this.  
    The two key parts of this game are Macro and Micro (and strategy I guess).
    Macro involves making units while fighting, upgrading stuff, and more or
    less doing several things at once.  The very least you have to be able to
    do is build units while doing other things.  This is easy to do because all
    you have to do is hotkey your unit producers.  For instance, in a typical
    my hotkeys look like this:
    1-Mountain King and melee
    2-AM and range
    3-casters (and paladin if I get one)
    5-Main producer
    6-secondary producer
    7-0-Rest of the buildings
    In a battle, I can just tap 5 and then r or something for a rifleman.
    Thus I get troops in battle, which allows you to overwhelm (or prevent
    yourself from being overwhelmed) opponents.  
    Ok so you can build units at the same time.  Now there are a few other
    things you should try to do.  When fighting or going off to fight, try to
    build an expo.  While harassing or creepjacking with a hero, try creeping
    a green (or orange if you can handle it) creep camp.  When chasing an 
    enemy, you can send some units or a hero off to the side to try to cut
    the enemy unit off.  The possibilities are endless.  
    So now you are the best macroer, right.  You must be a gosu, right? No.
    Macroing is nice, but microing is the real game winner.  What is microing?
    It's controlling your units.  You run your red units to your base to save
    them.  You focus fire with your range on your enemy units.  You use your
    spells.  You cast purge, ensnare, invisibility, unholy frenzy, or whatever
    else you have.  You use your staff of preservation, then switch it to 
    another hero to use again!  It's simple to understand, hard to master =D.
    Tap alt or [/] rapidly to find the weak and practice.  
    If you can micro and macro, you are pretty much set to win.  The only 
    other thing you need to do is build the correct counter to each unit, and
    you can learn this from experience.  If you build knights to counter mass
    casters, they will probably crush you.  But if you go knights and mortars,
    you'll obliterate them.  Just remember, don't go mass knights vs air =D.  
    Note: To disable it just do as you would enable.  
    From an e-mail sent by Tro77Tro.  
    In single-player games press [Enter] on your keyboard. Type the code 
    (the word or words on the right of the column and then press enter. 
    Words in the parenthesis are to be entered without the parenthesis. 
    After the code is typed press [Enter] again and it should say 
    {Cheat Enabled!} across the screen assuming you did it correctly. 
    Example: [Enter] greedisgood 100000 [Enter] Cheat Enabled! 
    Instant Win: allyourbasearebelongtous 
    Instant Loss: somebodysetusupthebomb 
    View entire map: iseedeadpeople 
    Play after dying in campaign mode: strengthandhonor 
    Units need no farms: pointbreak 
    Instant spell performance: thedudeabides 
    Turn off Tech-Tree: synergy 
    Turn off Victory: itvexesme 
    Invulnerability whosyourdaddy 
    Lumber: leafittome (value) 
    Lumber and Gold: greedisgood (value) 
    Gold: keysersoze (value) 
    Level select: motherland (race) (level number) 
    Instant doom: iocainepowder 
    Quick research: whoisjohngalt 
    Research all upgrades: sharpandshiny 
    Morning: riseandshine 
    Infinite mana: thereisnospoon 
    Night: lightsout 
    Yup thanks to Teh Spork we have a new code =)
    Posted on the WC3 TFT boards it reads
    Play Power of the Horde: TenthLevelTaurenChieftain
    I was messing around in the sound files and discovered the new cheat on
    my own. While I was checking out the files i found something called 
    TenthLevelTaurenChieftain and typed it
    The cheat is: 
    It causes the music to stop and plays "Power of the Horde" just like the
    "Disco" cheat in War2 and the "RadioFreeZerg" cheat in StarCraft! Be sure 
    to type it as TenthLevelTaurenChieftain not tenthleveltaurenchieftain or 
    Yay I founded my first code ! Boo ya ( Don't try to submit it I had done
    like like a long time ago =D )
                                     XI-Final Words
    Thanks for reading this FAQs.  Be sure to check the credits because it's them
    that made this guide what it is.  
    Thanks to Blizzard for making this+WCIII:ROC
    Thanks to my friends, Jonathan, Josh, and Eugene, for all the fun we had on 
    our projects
    Thanks to me for writing this
    Thanks to all the contributors for, well, contributing
    Thank you all
    Killerdragon(me) for writing this(duh)
    Tro77Tro for letting me using the codes he sent me
    Bob Blakey for telling me how to get a third hero in the Orc Campaign
    Vulchur for telling me about the History of the Baa-Ram-Yu stuff for the
    Secret Mission
    Nando for correcting me on the Pandarian Brewmaster's location
    Swogtrunks for telling me some easter eggs in NE1(even though I already had
    Tim Streett for giving me a new Undead last mission strat
    Crapusmaximus for telling me strats for Multiplayer and race oriented 
    strats (been replaced due to the newer patches)
    Teh Spork for telling me a new cheat
    Funkytown277 for telling me a secret in Undead mission 4.
    Matt for telling me another easter egg  
    Roscaneanu Bogdan-Stefan-for his Undead campaign 1 help