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******************************************************************************* * WARCRAFT III: THE FROZEN THRONE * * STRATEGY GUIDE * * CREATED BY: Alex Austman (badnewsbeers, despairfaction) * * VERSION: 1.00 (Final) * * February 25, 2009 * * COPYRIGHT 2003-2009, Alex Austman * ******************************************************************************* ******************************************************************************* *** Table of Contents *** ******************************************************************************* 1.0 - GENERAL 1.1 - Introduction 1.2 - Updates 1.3 - Legal 1.4 - About 2.0 - PLOT 2.1 - Synopsis of Warcraft III: Reign Of Chaos 2.2 - Introduction to The Frozen Throne 3.0 - WALKTHROUGH 3.1 - The Sentinel Campaign: Terror of the Tides 3.11 - Chapter 1 (The Rise of the Naga) 3.12 - Chapter 2 (The Broken Isles) 3.13 - Chapter 3 (The Tome of Sargeras) 3.14 - Chapter 4 (Wrath of the Betrayer) 3.15 - Chapter 5 (Balancing of the Scales) 3.16 - Chapter 6 (Shards of the Alliance) 3.17 - Chapter 7 (The Ruins of Dalaran) 3.18 - Chapter 8 (The Brothers Stormrage) 3.2 - The Alliance Campaign: Curse of the Blood Elves 3.21 - Chapter 1 (Misconceptions) 3.22 - Chapter 2 (A Dark Covenant) 3.23 - Chapter 3 (The Dungeons of Dalaran) 3.24 - Secret Level (The Crossing) 3.25 - Chapter 4 (The Search for Illidan) 3.26 - Chapter 5 (Gates of the Abyss) 3.27 - Chapter 6 (Lord of Outland) 3.3 - The Scourge Campaign: Legacy of the Damned 3.31 - Chapter 1 (King Arthas) 3.32 - Chapter 2 (The Flight From Lordaeron) 3.33 - Chapter 3 (The Dark Lady) 3.34 - Chapter 4 (The Return To Northrend) 3.35 - Chapter 5 (Dreadlord's Fall) 3.36 - Chapter 6 (A New Power in Lordaeron) 3.37 - Chapter 7 (Into The Shadow Web Caverns) 3.38 - Chapter 8 (A Symphony Of Frost And Flame) 3.4 - The Bonus Orc Campaign: The Founding of Durotar 3.41 - Introduction 3.42 - Act 1: To Tame A Land 3.43 - Act 2: Old Hatreds 3.44 - Act 3: A Blaze Of Glory 3.45 - Contributed Strategies 4.0 - CONCLUSION 4.1 - Synopsis of Warcraft III: The Frozen Throne 4.2 - Codes 4.3 - Closing Comments 4.4 - Credits

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  • ******************************************************************************** WARCRAFT III: THE FROZEN THRONE ** STRATEGY GUIDE ** CREATED BY: Alex Austman (badnewsbeers, despairfaction) ** VERSION: 1.00 (Final) ** February 25, 2009 ** COPYRIGHT 2003-2009, Alex Austman ********************************************************************************

    ********************************************************************************** Table of Contents **********************************************************************************

    1.0 - GENERAL 1.1 - Introduction 1.2 - Updates 1.3 - Legal 1.4 - About

    2.0 - PLOT 2.1 - Synopsis of Warcraft III: Reign Of Chaos 2.2 - Introduction to The Frozen Throne

    3.0 - WALKTHROUGH 3.1 - The Sentinel Campaign: Terror of the Tides 3.11 - Chapter 1 (The Rise of the Naga) 3.12 - Chapter 2 (The Broken Isles) 3.13 - Chapter 3 (The Tome of Sargeras) 3.14 - Chapter 4 (Wrath of the Betrayer) 3.15 - Chapter 5 (Balancing of the Scales) 3.16 - Chapter 6 (Shards of the Alliance) 3.17 - Chapter 7 (The Ruins of Dalaran) 3.18 - Chapter 8 (The Brothers Stormrage) 3.2 - The Alliance Campaign: Curse of the Blood Elves 3.21 - Chapter 1 (Misconceptions) 3.22 - Chapter 2 (A Dark Covenant) 3.23 - Chapter 3 (The Dungeons of Dalaran) 3.24 - Secret Level (The Crossing) 3.25 - Chapter 4 (The Search for Illidan) 3.26 - Chapter 5 (Gates of the Abyss) 3.27 - Chapter 6 (Lord of Outland) 3.3 - The Scourge Campaign: Legacy of the Damned 3.31 - Chapter 1 (King Arthas) 3.32 - Chapter 2 (The Flight From Lordaeron) 3.33 - Chapter 3 (The Dark Lady) 3.34 - Chapter 4 (The Return To Northrend) 3.35 - Chapter 5 (Dreadlord's Fall) 3.36 - Chapter 6 (A New Power in Lordaeron) 3.37 - Chapter 7 (Into The Shadow Web Caverns) 3.38 - Chapter 8 (A Symphony Of Frost And Flame) 3.4 - The Bonus Orc Campaign: The Founding of Durotar 3.41 - Introduction 3.42 - Act 1: To Tame A Land 3.43 - Act 2: Old Hatreds 3.44 - Act 3: A Blaze Of Glory 3.45 - Contributed Strategies

    4.0 - CONCLUSION 4.1 - Synopsis of Warcraft III: The Frozen Throne 4.2 - Codes 4.3 - Closing Comments 4.4 - Credits

  • -------------------------------------------------------------------------------NOTE: To quickly find a section, hit Ctrl + f and then enter the section code (eg: 3.3)

    ********************************************************************************** 1.0 GENERAL **********************************************************************************

    ********************************************************************************** 1.1 - Introduction'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''

    Welcome to Warcraft III: The Frozen Throne. Continuing where Warcraft III: Reign of Chaos left off, the single player component adds three new traditionalcampaigns (a total of 26 new missions) to further advance the epic plot. In addition, players are gifted with an interesting new campaign not yet seen in aBlizzard real time strategy game: an RPG-style featuring the Orcs, where the player is in control of a single hero and is capable of levelling, item collecting, and questing.

    A number of new heroes are also added to the mix, as well as five new tilesets,units and structures; this expansion packs more content than many full games.

    ********************************************************************************** 1.2 - Updates'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''

    -------------------------------------------------------------------------------Version 0.10 - July 3, 2003

    - Created the layout of this FAQ and wrote the walkthrough for the first human chapter. - Night Elf campaign will be here shortly.

    -------------------------------------------------------------------------------Version 1.00 - February 25, 2009

    - Edited the entire text, reformatted the guide and finished all outstanding sections. - Removed most of the update log (it was exceedingly long) and took out the online strategies. Most people still playing have long since developed their own strategies, and the single player guide will prepare a person fairly well for online combat. - Final update of this FAQ; it is now considered complete. - If you can find it, check out page 75 of PCGamer's December 2004 Gaming Tips magazine, where a portion of this guide has been published. Thanks to Lee Hall, editor.

    ********************************************************************************** 1.3 - Legal'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''

    This FAQ is copyright 2003-2009 Alex Austman, excluding marked contents. Permission is not granted to reproduce without permission except for personal use. In other words, feel free to print this out and use it for yourself or share it amongst friends, but please ensure credit is given where due.

  • The only websites authorized to host this guide are: - GameFAQs - IGN FAQs - CheatCC - PCGamer UK's Gaming Tips issue, December 2005

    ********************************************************************************** 1.4 - About'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''

    Contact me at: badnewsbeers [at] hotmail [dot] com

    Guideline: The message MUST include 'Frozen Throne FAQ' somewhere in the subject line, or it WILL be ignored. Too much spam reaches me daily. Thanks :)

    My name is Alex, and I've been a fan of the Warcraft series for nearly as long as I can remember. I was introduced to the series in the mid 90's by an old friend, and the rest is history. When I'm not playing Blizzard games, I can be found ratting out on the Xbox, playing drums, playing hockey, snowboarding, golf and the odd game of football. I'm an avid outdoors person, and I love to travel. I also do a lot of reading and writing. This is my first game FAQ, and I hope it can be of some service to you.

    Notes: - Any and all content that's deemed either useful or interesting will be included as-is in the FAQ (apart from minor formatting). I won't be writing you back to ask, I'll just toss it in and give you complete credit.

    - I've since been published in the PCGamer UK's Gaming Tips magazine, page 75. Thanks to Lee Hall, editor!

    ********************************************************************************** 2.0 PLOT **********************************************************************************

    ********************************************************************************** 2.1 - Synopsis of Warcraft III: Reign Of Chaos'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''

    Warcraft III - Reign Of Chaos (hereafter referred to as W3) took place in a period of peace following the events that occured in Warcraft II (that is, the invasion of the Orcs from their homeland of Draenor). The Alliance was fragile and crumbling, but the orcs were subdued in internment camps and overall it wasa time of peace and prosperity. Except, however, for a mysterious society that sprung up in Lordaeron.

    At the same time, King Terenas' son, Prince Arthas, was determined to get to the bottom of a recent plague welling up in the Northern villages of his futurekingdom. He discovered that the mysterious society and the plague were related.He pursued the leader of the society far into the North, where he was led to believe that a sword called Frostmourne would give him the power to kill the leader and end the madness. Instead it enslaved Arthas, and he became a tool ofthose he sought to destroy. He returned to Lordaeron as a souless wretch, wherehe slew his father and assumed leadership over the kingdom.

    Arthas used his kingship to transform his country into a land for the Undead, which arose as a result of the plague. He was commanded by his new master, the

  • Lich King, to open a portal and allow the demon Archimonde passage into the world of Azeroth. After his arrival, Archimonde began to wreak havoc across thenation, laying waste to great cities like Dalaran.

    Meanwhile, the Orcs freed themselves from their prison camps. Led by the young warchief Thrall, they were advised by a mysterious prophet to sail across the sea to the distant lands of Kalimdor. The Humans were similarily warned; however, King Terenas refused to abandon his country for no apparent cause.

    Thrall decided to place his trust in this stranger, and so he rallied his forces and set sail. During the voyage, his people were seperated, and Thrall landed with only a portion of his troops. Upon his arrival, Thrall encountered a species of strange, pig-like sentient beings, known as Tauren. After helping some of them to safety, Thrall enlisted many of them in his army as powerful allies. He then used his newfound allies to rescue Grom Hellscream and the remainder of his troops from the grasp of an army of Humans, led by Jaina Proudmoore, who chose to follow the prophet in secret (defying King Terenas) and had travelled to Kalimdor. He assigned Grom the task of building a new basecamp for the horde, but he managed to offend the Night Elves who live in the woods. After a devasting assault by the Elves, resulting in numerous Orc casualties and a large setback, Grom came across Mannoroth, the Pit Lord who infused the Orcs with the bloodlust so many years ago. Despite knowledge that the bloodlust was the downfall of his people and ultimately caused them to become the tools of the demons, he chose to re-accept the pact.

    Although this gave Grom and his forces the power to defeat the Elves and their leader Cenarius, it also turned Grom and his soldiers back into the savage monsters. After the battle, Thrall learned about the renewal of the ancient pact and was furious. He led an assault on Grom and his forces, beat Grom into submission and then carried his body away to be awoken from the bloodlust. Whenawoken, the pair travelled to the lair of Mannoroth and engaged in combat. Thrall was quickly knocked out cold but a mighty blow, but Grom fought the demon to its death, sacrificing his life in the process. Although Grom died, hemanaged to kill Mannoroth, thus breaking the demonic hold over the Orcs forever.

    After Arthas opened the portal for Archimonde and his legions, the Burning Legion (as the demonic forces were known) began an assault on the Elven lands in Kalimdor. After initial mistrust and fighting between the Humans, Elves and Orcs, they finally realized that the only way to victory was in arms as allies.In the final hour of doom, as Lord Archimonde approached the great World Tree (with the intention of corrupting it forever and morphing the world of Azeroth into a demonic land), the three forces arrayed themselves against the Burning Legion.

    They hoped to buy enough time for Furion Stormrage, a powerful Elven leader, toplace thousands of wisps around the tree. Though Archimonde broke through the defences, Furion's plan succeeded. Archimonde was slain in his moment of victory. The World Tree was destroyed and with it, the immortality of the Elves.

    ********************************************************************************** 2.2 - Introduction to The Frozen Throne'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''

    In the end of Reign of Chaos, we suppose that Prince Arthas has survived and remains in Lordaeron. We learned that Illidan is a power-crazed demon hunter (and even part demon himself). He was freed by Tyrande Whisperwind, a powerful Elven priestess. Originally he had intentions of proving himself to his brother, Furion Stormrage, but things went awry when he was tempted by a powerful demonic artifact. Last we saw, Illidan fled into the forest after being banished from Elvish lands for all time, by his brother. The Frozen Throne opens with his former jailor, Maiev Shadowsong, hot in pursuit of

  • Illidan....

    ********************************************************************************** 3.0 WALKTHROUGH **********************************************************************************

    NOTE: In the walkthrough, I tend to refer to directions using two different methods. While self-explanatory, I've included this ASCII drawing to ensure there is no confusion.

    (North, Up) | (West, Left) - - (East, Right) | (South, Down)

    ********************************************************************************** 3.1 - The Sentinel Campaign: Terror of the Tides''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' .---------------------------------------. |3.11 - Chapter 1 (The Rise of the Naga)| '---------------------------------------' This is actually a fairly tough mission, considering it's the first in the expansion. It's actually rather reminiscent of the first Star Wars: Brood War mission as well. You begin with a small force led by Maiev in the bottom right-hand corner; simply follow the obvious path around the bottom, slaying minor amounts of creep here and there. When you arrive at the bottom left corner of the map, you'll run into some Elves who had fought an insane monster,and give you an OPTIONAL QUEST to put it down with them. I advise completing this quest, as it lies along the path you must follow and it takes a short amount of time to complete. As you walk North from where you met the Elves, thebeast should come into view. He'll wander East into his lair; simply follow it in and slay it and it's minions. Return West to the main path, and go North. You'll encounter the remains of a poorly-razed town containing some more creep.Lay the metal to them, and continue North. When you reach the top-left corner, you'll be assigned a second OPTIONAL QUEST - free some Night Elves from a nearby prison. I *highly* recommend you do this, because the following portion of the level needs quite a fair bit of firepower to pull it off. Bash in the gates and free the Elves. Assemble your troops next to the gate that is just East of your position, and save. Bust open the gate, watch the cut scene, and brace yourself.

    This next part can be tricky, but I've devised a nearly foolproof method. Select all your troops, and then have them 'attack all' just behind theenemy. Blink Maiev past the initial cluster and have her use her whirling blades on the first group of enemies attacking the ships. By this time the initial cluster should be slaughtered, at which point you should have your archers destroy the three flying creatures, while the rest of your troops rush down the beach. The majority of the monsters will go for Maiev, so keep her safe by focusing your micromanagement skills mostly on her. Using this technique I managed to save four of the boats; you only need a minimum of two.

    ------------------------------------------------------------------------------- Sent in by David Lim ([email protected]) I think you should mention that there are 3 power-ups on this map, 2 accessible only with Maiev's blink. One's on an island IIRC. And there's at least 2 items that can only be reached through blinking. Sent in by 'Zareth' ([email protected]) Ring of Protection +1: This one you need to hop (blink more then once) a few times. After

  • finding the first razed village, you go to the pier at the top of the village and blink to the island there. Follow the path down till you see the rune of mana on a little island and blink over there. Now blink once more to the island below that and attack the crate. This will bring in some murlocs to attack you. One of them will drop the ring. Jade Ring: This one is rather easy. Just destroy the crates behind the statue of Centarius after the Furbolg cutscene. Claws of Attack +3: Once you reach the fountain of health, you might spot an area a little south of it that has a small spider on it. Blink up there and kill the spiders there to get the claws. Spider Ring: This was the one I believe David Lim missed. From where you picked up the Claws of Attack, go to the left tip until you see a Rune of Mana. Blink to it and then walk along the top of the waterfall and you'll be attacked my some spiders (I almost missed these myself). They will drop the Spider Ring. Healing Wards: This was another one I had missed the first time around. This is near the place where you get the Search and Rescue optional quest. If you go over to the right, you'll manage to reveal enough land for the Warden to blink to. After blinking there, go as right as you can again and blink over to where the deer is. There, you'll fight a Furbolg Hermit who drops the Healing Wards. Scroll of Protection: This one was the hardest to find for me. It's located a little to the east from the Fountain of Health. If you look, you'll see some blue flowers near the rocks. If you go up to it, it'll reveal some area where you can blink to behind the rocks. There you'll find some crates. One is on land and has a Rune of Mana and the other is in the water which is where the Scroll of Protection is located. Goes to show that sometimes, stopping to smell the flowers has it's rewards. :) -------------------------------------------------------------------------------

    .-----------------------------------. |3.12 - Chapter 2 (The Broken Isles)| '-----------------------------------' This is possibly my favourite Night Elf mission - it's the only one that requires you to establish a base (for shame!). Essentially, there are two seperate Naga bases, one due West of your camp and the other due North. Spend the first few minutes fortifying your camp. I like to use buildings, so I simply placed three towers at the West, North and East entrances to my base (Not the Southern opening; the Naga do not attack there). This defenceis more than adequate to hold anything the Naga will throw at you. Now begin to comprise your combat force. I suggest two groups, one composed of six Archers, Maiev, and three Huntresses and the second comprised of four Huntresses and sixDryads. Note that this suggestion is only ten troops per group - this allows usto have one group per transport, making our job easier. Move your army out on foot Westward, and then turn North. You'll run into an old Shaman who assigns you an OPTIONAL QUEST.

    In order to complete this, continue North to the Goblin Shipyard and hire two transports. Head NorthEast, and land on the middle-right of the map (look for a stone bit). After landing, you'll spot a bunch of undead Orcs randomly fighting. They will not attack you whatsoever unless you go near them or attack them. With this in mind, take out the three huts that the Orcs spawn from, making sure to retrieve the chest from the last hut. Return to the Shaman

  • to end the quest.

    It's time to expand the base. There are two options to do this: a gold mine directly North of the undead Orc area, and the second is the Naga base directly West of the main camp. Settle the Northern base first. Load up six Archers and a few wisps and set sail. When you land, create your base but be sure to add in at least three Ancient Protectors as well. Also, make sure to leave your six archers behind as a garrison. They'll stop the occasional raid. Now load up your army (comprised with the same units and quantity as before) and set sail for the Naga base to the West of the main camp. It's quite useful to destroy this base, because once it's gone you are entirely free of raids, for good. Destroy it with utmost ease, and then if you feel like it, settle there as well. No need to worry much about defenses, because you're soon done here.

    Time to finish the mission. There are two ways to do this: firstly, youcan load up your twenty troops and sail North until you reach a swampish area (where you can unload), or scout out the three Goblin Shipyards in the area andpurchase a fleet of nine Frigates. Either way will work, but try to keep a few units alive when the base is destroyed. After the last building falls, a cutscene will play out. When it is over, smash through the gate and slay all those inside.

    .---------------------------------------. |3.13 - Chapter 3 (The Tomb of Sargeras)| '---------------------------------------' This is of a dungeon crawl level, with no base building in sight. When you begin, head East a short ways. If you want, you can break open the door above you and clear out the room (there's a level 6 creep, and it drops a Potion of Mana). Head back South and then go East. Head South again and defeat the Overlordn here. Pick up the item he drops and then you can begin an OPTIONAL QUEST.

    Blink over the right wall here and defeat the level 3 creep. Just belowhim is a shadow orb; if you pick it up you will discover that it's part of an artifact and you are tasked with collecting all ten pieces. So that's (1) of 10collected. Blink back, and continue West, defeating the Overlord at the door and passing through. Break through the door to your immediate left and move South in this room. You'll see a stone structure in the lower middle, this has the second piece of the Shadow Orb on it. Blink to it and get it (2/10). Blink back (no need to fight the Pit Lord) and retrace your steps out of this room. Head South, and at the bottom blink up to the next level. From here, go to the bottom right corner of this first ledge and blink to your right across the stone wall. Get the third piece (3/10) and return to your troops. Head East from here, staying along the bottom of the two parallel paths. You'll come to some rocks and be given a second OPTIONAL QUEST - to break open three rock barriers and gain more units.

    Do so and you'll receive two Druids of the Claw. But don't leave yet, bring Maiev down and walk through the narrow gap between the wall and the rock on the left-hand side. Carry on this way to the left and then down and get the fourth piece of the Orb (4/10). The way back is blocked, so you'll need to blink. Head North and cue another cutscene. When it is over, you can Blink overthe wall to your left for a Gauntlet of Ogre Strength +3, or just keep heading North. You'll soon reach a swampy water area.

    Continue West, and when you come to an Elder Hyrda and a Hatchling, Blink to the ledge just above you for the fifth Orb piece (5/10). The other twoin this swamp area are impossible to find without the Huntresses Sentinel skill. At the left side of this water area is a second rock wall with some elves beghind it. Just above this part is a tree, use the sentinel ability to see a ledge to the left of this tree. Blink up there and destroy the barrels and boxes for the sixth piece (6/10). As you round the left side and go up,

  • start looking out for trees. You'll find one about a quarter of the way from the left side (not the one by the little rock island, but against a longish wall). Use the Sentinel skill, and then blink over the wall and defeat the turtle for the seventh piece (7/10). Continue right until you come to an impassible river - blink across and hit the switch. Continue East and you'll trigger a cutscene; when it's over, kill the Naga and cross the ramp back onto solid ground.

    Head directly East and destroy the final rock barrier to complete the quest. Now head North and blink into the water. Next, blink up onto the platform on the right-hand side, and break open the boxes to get the eighth piece (8/10). Return and then head South. Kill the six Naga here, and then moveWest. Just past the Greater Mana run is a group of Naga, and above them is a room. Blink to it, and get the ninth piece (9/10). Head South and you'll trigger another cutscene. Enter the door to the right and immediately go South on the narrow path here. Blink with Maiev down and to the right and you'll be in a channel with a rune. Walk right to get the final piece of the Shadow Orb (10/10). Return North to the main path and head East. Kill the Naga, break downthe door and end the quest.

    You've got three minutes to get out. Retrace the same path you took to get in, and use blink to skip over groups of enemies. I made it out in 1:23 using this method. Good luck!

    ------------------------------------------------------------------------------- Sent in by Craig Kramer ([email protected]) The second OPTIONAL QUEST is the night elves mission 3: the tomb of sargeras, is to find teh 10 fragments of Gul'Dan's Shadow Orb. This item is very helpful this early in the game, as is gives +10 attack and +3 armor when completed. However, only Miaev can reach the orb fragments with her Blink abality. Although i don't know ehrer all of them are exactly, i do know that 8 of them are in the open (as pen as they can be) while two are hidden in creats. Sent in by David Lim ([email protected]) It's difficult to give the exact location of all the orb pieces for the optional mission without replaying but here are some hints. We can divide the map to 3 areas: Before-Water area, Water area, After-Waterarea. The number of pieces in each area are: 4, 3, 3. 8 of the pieces either in areas that can be seen or reached by careful observation. 2 of the pieces in the Water area can only be seen through use of the huntress' sentinel (hint hint!) ability. Sent in by mike baker ([email protected]) Hi about the shadow orb the first 8 fragments are fairly easy to obtain just blink like crazy). i was tearing my hair out looking for the last two (im a perfectionist when it comes to games and couldnet leave em behind) but you may notice some "odd" looking walls when you lose your troops and are running these collapse and the orbs are behind them (i think) i am pretty shure that you WILL need shadow strike as there is a bigass hydra in water (heals faster than FOK cools down) some general advice get as high up as possible as you can only blink to places you have seen if you see a rune there is a good chance there is an orb nearby if you are lazy blink can go ANNYWHERE you can see that the warden can stand so you can blink through walls and stuff. if you go to a rune and there is no fragment it may be because you are high up and can now se a ledge to blink to i cant remeber where they all are but one is over some doodads in the first reinforcement tunnel. one is near the stone door opend by a plate one is near the top left of the map (all i can remember)-------------------------------------------------------------------------------

    .----------------------------------------. |3.14 - Chapter 4 (Wrath of the Betrayer)|

  • '----------------------------------------' This level is rather a hybrid of the RPG style and the base management style, which provides for a rather unique mission. First off, focus on buildingup your base - a handful of towers at each of the two entrances (perhaps four or five), and then create two seperate (full) groups of twelve troops. In this level, try for a fair amount of Druids of the Claw (in bear form), as well as another third being Archers/Huntresses. Then just throw in whatever troops you feel most comfortable using. After you've completed these two tasks, your base is now more or less impervious to anything the enemy can throw at you.

    Now you can begin on the RPG half of the mission. Start by leading Maiev and your troops out of your base and on to the path. Head straight down, and before the turn to West, take out the Naga Myrmidon there - that'll triggeran OPTIONAL QUEST, which asks that you kill the four Naga Excavators. There's one down (1/4). Head Westward and soon you'll come across a stone bridge leading South. Take it, and at the end is the second Naga Excavator (2/4). Exitfrom this area the same way you came and head North, via the only path a vailable. Just above the small fountain you see on the right is the third Excavator. He's a little ways off the path, so just head East to find and kill him (3/4). Continue following the path as it loops up and around and then back down South. You'll soon reach your destination - the transports. Load up all ofyour troops onto them (except for the Hippogryphs of course), and sail South.

    The path will circle around to the West after you head South for a while. You'll spot a little jut of land, and South of it is the main path for the boats. Unload on the bit of land and head North to find the fourth and final Naga Excavator (4/4). Return to your boats and continue along the path. Land your soldiers on the next bit of land that you come across and kill the creep you find. Bash open the door and sail your transports through it. Move your land troops North and repeat the procedure on this next batch of uglies. After the second door is open, make a mad dash with your two boats for the exit; neither should be hurt very much. After they reach the seal, the mission is finally over.

    ------------------------------------------------------------------------------- Sent in by David Lim ([email protected]) There appears to be 3 different 'easter egg' areas I think, if you could call it that. If you take the gryphons on a scouting run, there are 4 things: apower-up and runes in hidden areas near the lower-right naga base (you need to go through the base); near that base again, there's a gate leading tosome gold;in the lower middle, another gate that leads to a short scene and then a fight with an Infernal; and finally in the extreme lower-left is a Brewmaster neutralhero who gives you an item (crap). A 'secret discovered' message pops up if u get to the Brewmaster or the gold behind a gate. You have to use blink to get to those areas.

    Sent in by ([email protected]) In The sentinel campaign chapter 4 there is a secret area you can get to by sailing down as far as possible and then to the right when you get the boats. you can destroy a door and an infernal spawns, which drops Runed Bracers when killed.-------------------------------------------------------------------------------

    .------------------------------------------. |3.15 - Chapter 5 (Balancing of the Scales)| '------------------------------------------' At the outset of this mission, things look pretty bleak. You have a base in the bottom right area of the map, but it does not have a gold mine. You've got an assortment of troops (plus Tyrande and Furion) in the lower left corner. You'll need to try to focus on them both at the same time for the first portion of the mission. Start out by pumping out Archers and Huntresses at the base - don't spend any gold on any buildings or anything like that, because you'll need all the troops you can get. Move to the group in the

  • bottom left, and have them begin to follow the path. Try to follow some of the offshoots as well, for the experience and the gold coins. They all rejoin with the main path anyway.

    In the top left corner of the map, you'll run across a burning ship. As you approach, this will trigger an OPTIONAL QUEST - to find the three other ships that contained Furion's 'special allies'. So head East from this location, circling up and around and through the shallow water. When you reach the Eastern coastline, head directly South, all the way to the Southern coastline, and you'll find the first Elvish ship (1/3). With your new troops, head North a touch and then head East when you spot the golems. This leads to a mini Naga base, which you can destroy. Have Furion and his troops attack from the left while all of the troops you created at your base attack from the right. This will crush the Naga in a vice and they'll break in a short amount of time. Head North from here to find the second ship (2/3). When the Naga base does fall, you'll complete the first MAIN QUEST.

    Now is the time to move your base up into this region, because it's relatively more secure and it has a gold mine. While you are setting up this new base, send a handful of troops directly East, starting from the gold mine. You'll encounter a Fountain of Mana, guarded by a few weak creep. Just South-East of this Fountain is the third and final Elvish ship (3/3). Return to your base with these new units.

    It is time to marshal your forces for an attack on Illidan's base. When you are creating your troops, keep in mind that your goal should be two full groups, preferably of Archers/Huntresses, along with a couple of Mountain Giants and four Glaive Throwers. Of course, having completed the OPTIONAL QUEST you should have ample troops for the task. Keep at least six Archers home (as defense) and then move out.

    Illidan's base has two components - the Southern component is our first target. To defeat it, all you need to do is assault it from the West, using your four Glaive Throwers and using your troops primarily as body guards for them. This base is almost a joke to defeat, you'll have it down in maybe five minutes, with minimal casualties. Replace any fallen troops, and then head North to reach the second base. This one is slightly tougher. Repeat the same strategy as before, but be on the lookout for Illidan. Alternatievly, you can wait until Illidan leads a raid on your base, kill him, and then destroy the base while he is being revived at the Alter. If you desire, send Tyrande into the middle of this base and use Starfall - just to speed up the slaughter. When this base falls, victory is yours.

    .-----------------------------------------. |3.16 - Chapter 6 (Shards of the Alliance)| '-----------------------------------------' This mission is the first which involves the Human Alliance. You'll start out in the top left corner of the map, and you're tasked with escorting a Blood Elf caravan. This mission is in fact shamefully easy. All you need to do is follow the path, so start heading South.

    Along the way you'll encounter minor groups of Undead, so take them out. After the third group of Undead (the group with the Meat Wagon), head West along this branch of the path. At the end is an Undead structure, and a seal just beyond it. Step on the seal and snag the gold to trigger an OPTIONAL QUEST. This is the first of the three stashes (1/3). Return to the main path and continue South. As you round the bend at the bottom of the map, look out behind you - there's a group of Undead that surprises the caravan from behind. Once they're dealt with, continue East. Soon you'll reach a bend that curves back around to the West, with a Mercenary Camp located near it. Directly East from the camp is another Undead mini-base. Destroy it and step on the seal to obtain the second stash (2/3). Return to the main path and follow it as it winds around. Soon enough, you'll come across a fork in the road. Take the

  • right-hand passage (for now) and head South. You'll encounter a farmhouse guarded by some Undead. Take them out and then step on the final seal (3/3) to complete the OPTIONAL QUEST.

    Now, the reason for the fork in the road is the differences between thetwo paths. If you take the right-hand passage, it's much shorter but you'll have to fight you way through a smallish Undead base. If you take the left path, it loops way up and around, but all you'll face are minor pockets of Undead and a fairly small outpost. The choice is yours, but my advice is to go through the base (right path). Pick one and continue.

    RIGHT PATH: On the way, feel free to stop at the Mercenary Camp and obtain some more troops - the more the better, and you've got plenty of gold. It's entirely possible to destroy the base without losing any troops. Rush in and have your Mountain Giants use Taunt (to force the Undead to attack them). Meanwhile, have the rest of your force engage the troops as well, and using this method they'll break in a very short time. After they're gone, focus on destroying the buildings. Overall this is a super short battle. After it is over, simply head North. LEFT PATH: Simply head North-West until you encounter a sizeable band of Undead. Put them down and continue. At the North-West bend, there's a small outpost. It's got a spirit Tower for defence. Take this out, as well as the few troops, and move Eastward. After a time you'll spot a path leading North; this leads to a Goblin Merchant surrounded by creep. Feel free to kill and buy. Then just continue South-East until you reach the fork in the road, at which time you'll want to head North. After you've made it into the village, you'll need to wait for the caravan to arrive as well. Once they do, a steady stream of Undead arrive and attack (not NEARLY as overwhelming as the massive Zerg rush in the final minutes of the 'survive for thirty minutes' mission in the Terran campaign of Starcraft). All you really need to do is move Tyrande into the middle of the caravan, hit Starfall, and wait. After the wave is over, so is the mission.

    .---------------------------------------. |3.17 - Chapter 7 (The Ruins of Dalaran)| '---------------------------------------' This mission is arguably the toughest in the Night Elf campaign. If youcan recall back to Reign of Chaos, the final Undead mission had you protecting Kel'thuzad as he summoned Archimonde into the world. This mission is a mirror image of that, and you must prevent Illidan from completing his spell that willtear the world apart. He has four summoners undertaking this spell, and you must kill them all within the 30 minute timeframe. Thankfully, you can totally ignore the defence of your base; your Human allies will cover that for you.

    So to start off, group your initial force together (excluding the Faerie Dragons, because you'll want to save those for a special task later), and begin to fight your way to the North-East corner. Or, if you so desire, simply take Maiev and use her Blink spell to get past the two groups of Naga. Your goal is the top right corner, which is where a Paladin is being held captive. This is the only OPTIONAL QUEST in this mission. I chose to take Maievalone, so what I did was Blink past the first group of three, head North and the West and North once more, and Blink past the sizeable Naga force OVER the gate. This freed the Paladin and broke open the doors, and using these two units I fought my way out with ease. If you want to take all of your units, it's much the same except you need to kill the Naga as you come across them. Either way, this quest will take maybe three minutes to complete, and the rewards are certainly worth it.

    After you've freed the Paladin you'll need to focus on your main army.

  • Here is the composition required (actually, fairly overkill, but what the hell,go for the gusto). Create eight Fairie Dragons in total (you already have two),six Glaive Throwers, three or more extra Chimeras (plus the one you start with), and then toss in everything you have left after the OPTIONAL QUEST.

    To begin the assault, take your forces and head directly West. Keep your forces at the Southern end of this 'hall' and send up the siege to begin destroying the buildings. The enemy will NOT engage you until they have line ofsight, so it's quite possible to take out the majority of this base before theycome to attack. When they do, fend them off with your troops and continue taking out the base bit by bit. Now, after this hall is cleared, you'll arrive at the main base of the level. Send in your siege and take out any troop-producing buildings you see, and have your combat troops fight the enemy troops. Don't send in the Faerie Dragons until the coast is fairly clear; be sure to take out at least two of the four Tidal Guardians surrounding the Summoners. When you feel confident, Have your Faerie Dragons rush in and hover over the Summoners. Use Mana Flare to destroy them. Don't worry if the Faerie Dragons are killed, you should have plenty of time left to replenish your numbers (and the same goes for any troops you might lose). Mana Flare will do the job in a matter of seconds, what with your eight Dragons, and the mission will be over.

    ------------------------------------------------------------------------------- Sent in by David Lim ([email protected]) I finished it yesterday. Yep, your army was overkill. I only had 1 and a half unit with all 3 heroes. I justtook out the outer-lying buildings, built up 8 faerie dragons. Then attack some buildings outside the summoning area to lure Illidan, retreat a bit, then kill all enemy units. Heal as quickly as possible, charge back in and get those guarding the summoners to attack. Right after that, get the faerie dragons(hovering nearby) to charge to right above thesummoners and hit mana flare. And try not to let your heroes die.-------------------------------------------------------------------------------

    .-----------------------------------------. |3.18 - Chapter 8 (The Brothers Stormrage)| '-----------------------------------------' The final mission of the campaign is at hand. At first it can be a bit daunting, what with managing twin bases, but after you get the hang of how it plays out, it becomes quite simple.

    Begin with Illidan's base; you need to create two full groups, and thena third as full as you can. There are only four troop-types to pick from, but the best are the Myrmidons and the Turtles. You basically want a majority of the Myrmidons and a Minority of the Turtles, with perhaps some anti-air thrown in for good measure. Once this setup is underway, turn your attention to Furion's base. Try to mass about two full units of Archers/Huntresses combined,and possibly throw in a couple of Mountain Giants as well, they're always a great asset and help with drawing the Ghouls attacks away from your Archers.

    So essentially, the goal of the level for Furion is to just mass troops. Don't worry about it too much however, because the Elf base isn't attacked that frequently, and when it is, the Undead usually field a weak force. They'll come from the top and the bottom, so try to cover both ends witha group, or some similar arrangement. Throw in a couple of Ancient Protectors for good measure and that'll be enough to completely secure the Elf base.

    Now, hopefully by this time Illidan's forces are nearly ready to go. Venture South, and at the same time try to build a handful of Tidal Guardians back at the base, just as a precaution against raids. Now, earlier on you will have been given an OPTIONAL QUEST, which involves you defeating some Trolls andbreaking apart a dam. Now is the time to complete that quest, because it helps out a lot. So continue South, and you'll reach the dam. Head East from here,

  • and follow this path as it curves around back South. All you need to do is killall of the Trolls, including their leader. Once they've all been killed, the dam will collapse of its own accord and passage will be granted.

    Return to the area where the dams were and head South. You'll come across a Fountain of Health; head West from here and destroy the smaller Undeadcamp. There are no air units or heroes to worry about in this base, so simply raze it to the ground. Now, the red base, which is directly above this one, hassome air units. If you didn't create some air troops before, do so now and bring as many of them down to this area as possible. This base has two entrances, so place a group at each one. Have each group attack the same location on the ground in the base, and then manually guide the air group in and take out the enemy air units. A good spot to pick is the middle of the Northern side of the base. Let them at it, and when the air units are destroyed, take control of your heroes manually and micromanage them for the remainder of the assault. When the base is destroyed, the mission is over. Congratulations on the end of the Sentinel campaign!

    ********************************************************************************** 3.2 - The Alliance Campaign: Curse of the Blood Elves''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' .---------------------------------. |3.21 - Chapter 1 (Misconceptions)| '---------------------------------' This is a nice and simple mission, not many complexities and it's a break from anything remotely involving thinking :). You begin with a small contingent of troops in the North East corner of the map. Basically the first 6minutes is a typical dungeon crawl, as we're all used to, except that this one is quite simple.

    Remember at the start to fully repair the tower to your left! And don'tforget the peasant afterwards. Some tips: take advantage of the hero's flame spell, it doesn't affect your troops and is fantastic when four or more creatures attack your three footmen. Also, be SURE you do the OPTIONAL QUEST, you get three 'buildings in a bag', as well as muchas gold and wood, both of which are valuable. You will view a cutscene, whereafter you're provided with boats.

    Load all your remaining troops (I had all of my inital guys except for two of the three footmen). Traverse the tiny expanse of sea and land on the island. Take out the few creep and then, using your 'buildings in a bag', construct a base. Now, the next bit depends on how long you want to spend on this mission. I spent 50 minutes, and here is what I did: Firstly I got a mixedgroup of troops, six footmen, 2 healers, my hero, and three riflemen. I sent topeasants to repair the tower, and created a bunch more to build my base (don't hold back because of a lack of gold - there's plenty more ;) ).

    After clearing the island the tower was repaired, and I could see an undead base on the attached island to the southwest. I took my unit of men (same composition) and added in four mortar teams. I took my troops in from theupper land bridge, and when the undead units were all engaged I used my siege to go in the bottom and blast their buldings. I then set up a base there. Aftera minute I created a new unit of ten troops, six rifles, my hero, one healer and two militia, and boarded a transport and then attacked the lower left corner, for the OPTIONAL QUEST. All you face is creep, so there's really no need to be cautious. Hint: Use the flame spell on the guy at the end, and then make sure you get the rune, because it will reawaken him on YOUR side, and he'sone POWERFUL bugger. After this, I loaded up my transport with the same unit, plus my Ogre, and moved to the North-West. Again it was mostly just creep, so Ipolished 'em off, greatly assisted by the ogre, and then moved in with four peasants. Note that my main base had not been touched after the elimination of the undead base. Rebuild the tower and you're good to go!

  • .----------------------------------. |3.22 - Chapter 2 (A Dark Covenent)| '----------------------------------' At first glance this mission appears to be brutal, but it's actually quite simple. You start out with five bases, two on the top, two on the bottom,and then your main base on an island in the middle. There's an Undead base on the left middle. You lose both your upper and your lower bases to different colours of Undead, which is scripted, and the mission really begins with you inthe center with no mine. So basically, take all of your ground troops (you've got 14), load 'em into your two transports and take them to your top right former base. You will easily wipe this base out. Make sure you leave your dragonriders back home to stop the air raids.

    Once this base has been cleared, build a town hall. You can also wreck the boxes to the left of the mine, you'll get some gold and a mini town hall which I suggest you save. Now, in this location build two barracks. Start pumping out archers and footmen, and your goal is to have one unit filled with your original troops (mostly Naga) led by Kael-Thas, and a second with about eight archers, three footmen and led by the Naga hero.

    When you're ready, save and then advance West and take out the second Undead encampment. Kael-Thas' flame spell comes in handy against the ground troops. You shouldn't lose many troops, I lost three total, and that was being sloppy. This is where you should use your mini town hall, so build it up and then set your previous barracks waypoint to this new location, and pump out more troops for defence and to replenish your numbers. Be wary at this time, because back on the island in a few moments you'll be on the receiving end of afairly brutal assault led by a Level 7 hero. It is advisable to get about six footment and a bunch of towers ready.

    After your numbers are topped up again, it is time to assault the greenbase. This is a fairly ugly battle, and I lost precisely half of my 24 troops. If you are a cautious type then I would go in with as many troops as you are allowed and be assured an easy victory. Either way, kill everything and the mission ends.

    ------------------------------------------------------------------------------- Sent in by Alijohn Ghassabeh ([email protected]) At the beginning of the chapter before your bases are overrun, if you move all your units to the right edge (on the top and bottom) and they survive by the time of the cut scene, they appear at your base. The total is 16 units - 8 peasants, 2 sorcerers, 2 archers, and 4 priests. Sent in by Vladik Aranov ([email protected]) 1. There are a level 10 Ancient Hydra in lower left corner of the map. You can find it if you use your arcane towers to scout the area. It drops tome of ARAIR Tome Int+2, regeneration ring and mana stone. All things are good to grab. You have to flame strike forest to reavh it at least twice. 2. In the right top corner there is a cave. If you flamestrike forest and enter into the area near cave the thunder lizard will appear. Note it have devour ability and killed my naga royal guard in no time. On kill it drop pendant of mana. 3. Ring of superiority can be obtained on killing gnollish band in the left top corner. 4. On this map there are two tiny castles. Use them both in this mission. if you left some in your inventory they will dissapper by the end of third mission.-------------------------------------------------------------------------------

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  • |3.23 - Chapter 3 (The Dungeons of Dalaran)| '------------------------------------------' Yet ANOTHER dungeon crawl! Start off by freeing the Lieutenant who is directly to your left. Next, free the three elves below you and continue to theright and then down, where you will face two humans. Concentrate all your attacks on the human going for the lever, and then finish off his partner.

    Head back up and across the stream, kill the golem and smash the box. Return to the gate and go through. You'll be treated to a small cutscene; afterwhich, snag the book and then have both heros stand on both green runes, which will open that locked door to one of the mages. Kick his arse and snag the treasure.

    Carry on downwards. When you get over the rise you'll see a battle going on; order your men to stand position until both sides are nearly dead, and then engage. Break down both gates, and have both heroes stand on the purple runes again to unlock the second ghost mage. Head to the left, kill the Undead forces, break open the cells and take the treasure hidden in the egg sacks. Then return to the right, wave goodbye to the left side of this map and cross the bridge. Get up close to the gate, but DON'T break it open. Rather, use flame strike to destroy the switch on the other side, releasing the monsters on the human guard. Now you can break open the gate, but hang back until all the humans are dead.

    The monsters you free are tough buggers, so what I suggest is you send your hero in, run up a bit and snag the treasure from between the two robots, and then run towards the monsters. The robots and the monsters will battle, butthe monsters prove to be stronger. So I also suggest casting flame strike on the two monsters, being careful to not let it touch the robots. That should even things out and you're free to mop up, and don't forget the two runes, earning you a prize. Smash the boxes to your left for a chest.

    Carry on up and to the left and you'll find a gate with two guards and a lever. Banish the guard running for the lever, kill the other guard and then finish off the original. Blast the gate. Ok, no laughing now, this bit actuallytook me a bit to figure out. When you go in, kill all the guards (once again, gotta love flame strike). Then stand one guy on the purple rune, and send Lady Vaschj down the ramp into the water and on to the other one. Kill the the thirdmage.

    ------------------------------------------------------------------------------- Sent in by Jeffrey Bay ([email protected]) The corresponding red rune is at the northwest of the original red rune, on elevated ground which can only be accessible thru a teleport tunnel. This tunnel is located just outside and directly opposite the BAH RAM YOU sheep room and is blocked by some mushrooms(you need Kael to flame strike those mushrooms). It will open the door to the last level 9 archmage. The corresponding blue rune is also surrounded by mushrooms that need to be flame struck. It is situated in the room east of the teleport tunnel outside the sheep room. You will see a clump of mushrooms surrounding a restoration rune I think. The restoration rune is at the exact same spot as the blue rune. It will open the door to a Level 11 Arcanite Golem. Breaking the crates there will give you some cool orc stuff ;)-------------------------------------------------------------------------------

    Carry on through the door to the right, kill the humans, and then go down and free the third Lieutenant. Watch the battle, mop up, carry down. Go left here and meet three sheep. You have to stand on the three blocks in the order to make them say Bah-Ram-You, and it will open a gate to the north which unlocks a secret level after you've completed this one. Anyways, head right, kill the guys, and then fight off the three monsters. Easy as pie. Rush up, kill the two humans. Head left, free the final lieutenant, and then head back right. There's a lone prisoner in the bottom right, and if you move the cursor down there fast enough you'll see a message saying "Even Elves get tired of waiting". Save the elf and head back left into the unlocked door, near the

  • final lieutenant.

    Head up and for the next bit it's just a constant battle. Focus on micromanaging your heroes and slay all of the enemy. Free your troops and prepare yourself. There are three cells, break them all open and then go left to fight the final battle. Hold nothing back. Lead your troops into the top right afterwards and the mission is over.

    ------------------------------------------------------------------------------- Sent in by Crimson Cavalier ([email protected]) I dunno if you know this and forgot to mention this but other then freeing your liutenants (they are spellbreakers) you can get more troops in the alliance chapter three, dungeons of dalaran. Every so often you will come by a cell who is housing what appear to be high elf/blood elf civillians. (they look kinda like the engineers in the tower defense level) If you break the door to the cell, the blood elf "civillians" inside will run directly to an armor/weapons rack. If you wait around they will come back a few seconds later as swordsmen. I think a few times the blood elv "civillians" are in a cell with a creep or two so be sure when you get there to slay the creep first. I may be wrong about that part though, im just pretty sure I remember getting to a cell with a few spiders in it, and after killing them i noticed the elf inside. Sent in by Mitch Mayfield ([email protected]) In the ruins of daleron you can purchase items from your ally's arcane valt.-------------------------------------------------------------------------------

    .------------------------------------------. |3.24 - Secret Level (The Crossing)| '------------------------------------------' Quite a fun little level, there isn't much tutorial needed. You have todefend the portal from waves of assault using specialized towers - these types of games were often in the original online custom games, the tower games.

    You begin with weak towers, but as the mission progresses you obtain stronger versions. There are five types in total, and after you get all five ONLY build Death Towers and Cold Towers (the cold will slow them down leaving more opportunity for death). And build BUILD BUILD! Good luck. Also, Nick Saunders points something out to me - if you complete the secret mission, you get a bonus hero for the next level!

    ------------------------------------------------------------------------------- Sent in by Nick Saunders ([email protected]) After completing the Secret level in the human campaign, in the next level (chapter 4 - The seatch for Illidan) i was then rewarded with the Neutralhero listed in the manual - Panderan Brewmaster. He starts off lvl 5 and lvls movement and attack of enemy units-------------------------------------------------------------------------------

    .-----------------------------------------. |3.25 - Chapter 4 (The Search for Illidan)| '-----------------------------------------' Another rather fun mission. It's similar to a tug of war, and Illidan is the rope. All you have control as are your three heroes, but thankfully theycan all die and you won't lose, and they respawn in five seconds. Anyway, leavethe fighting to your allies and just concentrate on killing Maiev as well as keeping the cage under your control. I beat it in 15 minutes, I trust you won'thave a problem either. But remember, RELY ON YOUR SPELLS!

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  • Sent in by James Helms ([email protected]) on the search for Illidan mission, there is a convenient mercanary camp just off the main path near the bottom of the map. They quite a few good mercs with some nice spells that when grouped with your heroes makes this mission cake. When i beat it, none of my heroes died and it was over in about 10 minutes.-------------------------------------------------------------------------------

    .-------------------------------------. |3.26 - Chapter 5 (Gates of the Abyss)| '-------------------------------------' When this mission begins you are thrown immediately into a demonic assault. Basically all you need to do is keep Illidan alive. I made the mistakeof not building any troops until the last minute, but I still managed to survive. What you should do is more or less consistently pump out footmen and such from your barracks and other buildings to act as cannon fodder.

    It doesn't matter how many die or if your heroes die, just as long as Illidan does not. And the moment the three minutes are up, every demon vanishes, so no worries. Anyway, protect Illidan for the first three minutes, then start to upgrade your troops and explore. If you head down you'll be givenan OPTIONAL QUEST, that is, to save a Draenei village. Before you make the assault, I advise you to get at least three turtles and a good deal of myrmidons, because those orange orcs are TOUGH. Once they are vanquished, be sure to build a base there, the gold is invaluable. Also, green will make random attacks here and there, which may help to stave off raids on your base, but I'm not positive on that.

    Begin preparing for the second portal. I had one unit of twelve (mostlymyrmidons) back at my main base to guard against raids (use the web to get the dragons), and I had another unit of 12 containing all three heros, a turtle, and the rest myrmidons that I used to attack. Wait until the Draenei make another suicide run, and when they do, follow them in. However, instead of going for the base, head south to the portal. Defending this portal was somehowmuch easier than the first, and all it took was the one unit constantly castingweb and destroying the (mostly airborne) demons.

    Be wary of your main base, however, because there will be a fairly strong assault on it during this operation. When the second portal is destroyedbegin to prepare for another assault. This time, on the teal orcs' base.

    I used the exact same force composition that I had for the second portal, but again I followed the Draenei into the base. So they went first, took out most of the enemy units, and I came in ten seconds after them and wentto work on enemy buildings. First, I used flame strike on their peons that weremining gold, and I took out both barracks in this time. I then took out the other buildings in turn.

    Having completed this, you can breathe a sigh of relief because the entire bottom half of the map is completely secure. I also built a base there because my first mine was collapsing. So having assembled this base, it's time to rebuild your strike force. Having done that, head back to your new base, andthen venture upwards. You'll run across three demons, kill them and free the captured troop. Carry on up and you'll reach the third gate, which again you must defend. When this gate is destroyed, head back to the main base and rebuild your force.

    All that's left in the map is a purple base (which you will have seen by now, thanks to green's suicide runs), and the fourth portal to the upper left. It's possible to reach the fourth without going through purple, so if youjust want to end it, make a beeline for it.

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  • Sent in by James Helms ([email protected]) Have a tip for the Alliance Campaign Gates of the Abyss mission. When i went to each to portal, i crowded my troops around the portal. Basically they were practically on top of it, anyways every time a guy came out my anyone die once they got close to the portal. Oh, and i probably had somewhere around 12-20 units i think, a mix of primarily heavy units and Sent in by S C ([email protected]) Human level 5 is in fact one of the easiest missions you'll ever get to play, even on hard mode. This is one of the few times (perhaps the only, haven't played through UD campaign yet) that you get to use ALL the naga units. Thus, I would like to introduce you to the Coautl, the Naga flyer. This sucker has to be the most unbalanced unit in the game hands down. Its about as powerful as the old wyverns used to be, minus the poison damage. They can abolish, and they cost 2 FOOD. In short, just mass up a whole pile of these things, and there's not a lot the comp can do about it. 2 full control groups and a few turtles for faster base destruction easily tore through all the orc bases on hard. Try going for a 100 supply of coualts, and be amazed at the overkill. Also, you can park all your couatls over the portals. They basically instantly kill whatever comes out. Only 1 portal this doesn't work at, the 3rd one, which produces a mass of infernals at the end. Btw, if people are having trouble trying to keep Illidan alive at the first portal, its entirely possible to lose all your fighting units and heroes and still have the computer not attack Illidan to an extent. Example: Lost all fighting units and heroes except for a golem with 20 seconds left on the clock. Used workmen to repair and run around, the computer ended up chasing after them instead. Also, if you can draw them in range of the towers supposedly guarding the bottom of your base, the AI will go after those too, leaving Illidan alone. Don't take my word for it. Try it. Sent in by ([email protected]) What I did was send 24 units over to the gate(including my heroes). Then I would set the Rally Point of all the buildings that produced units to the gate so if the units defending Illidan were dying there'd be more coming at the same time. I only had to use this method for the 2 northern gates.-------------------------------------------------------------------------------

    .----------------------------------. |3.27 - Chapter 6 (Lord of Outland)| '----------------------------------' This mission really wasn't a lot of fun for me, but you might enjoy it.I chose to complete all quests. So to start, clear out all the orc forces in the first little area (of the human side; there is the human side and then the naga side, focus on the human side until I say).

    After you've secured the first little block, send in your Draenei (nothing can detect them, so just run them through) and take out the next generator. After doing that, level the base. You'll be given an OPTIONAL QUEST to get some siege; just go left through the gate by the base, kill the enemy and take the siege. Should be fairly simple up to this point, replace any troops you lost (using the gold coins strewn about the level in barrels and such).

    Send your Draenei to the next generator, kill the guards (no one else will intervene, the location is too remote), and destroy the generatory. Move your force upwards and to the left of the 'T' intersection, following the path of the Draenei. Kill the little groups of enemy and eventually you'll reach thefirst of the two main demons. Kill him.

    Now, go to the naga base, and build on what you have (focus again on Myrmidons, they're outrageously strong and tough). Head up and destroy the

  • boats, and then pause at the fountain of healing to recover. When you're ready,head up and take out the base. You can hit those barrels of explosives to blow a gap, but I don't recommend it. Instead, take your naga to the left, down the ramp, and circle around and up (taking out the boats). Go back to your humans and move along the right side of the 'T', and take out the enemy you see. You'll reach a channel with a switch, stand on it. Now, using Lady Vaschj, activate Mana shield and then run to the switch, hit it, and run across to the safety of the humans. Send that whole force across to kill the enemy, and then regroup with the naga.

    Rebuild both forces, and while you're doing that, send your Draenei up inthe last orc base, and then head to the final generator. Kill the guards and take it out. Now send your replenished forces into the base and wipe it out with ease. Having done this, head up and kill the second of the two guardian demons, completing the quest. This will unlock the gate to the final generator and the pitlord.

    Rebuild both units, heal up, and then send your Draenei in again to take out the final generator. Once it's knocked out, keep your troops there, and send in your two units. Advance upwards very slowly. Take out the first group and snag the gold. There is a bridge, don't rush across it until you're ready.

    When you've moved across head up very slowly, and try to draw out as manyof Magtheridon's forces as you can before you face him. When he does enter the fray, assign EVERY one of your troops to attack him, and use all the spells youcan on him.

    He's a tough bugger, but if you focus and keep using spells he falls rather easily. Expect to lose a lot of troops though. Good luck! I beat it in about an hour. Congratulations on the end of the Alliance campaign!

    ------------------------------------------------------------------------------- Sent in by Lasse Pedersen ([email protected]) In this level I found a way to kill Matheridon without having to deal with the guard. You do as You say, that is "activate" him and the guard. After this, you run your army south as fast as you can, ignoring all the attackers. You run your army all the way to about where the rune of shielding is. I did this because I wanted to protect my army with the rune, but the only one who pursued all the way was Magtheridon. Now that he's on his own, you can kill him with relative ease. Sent in by ([email protected]) Also, in the last chapter of the human campaign, one enemy drops an item called 'wyrt's other leg' or some such. it may have some use, but i haven't found it-------------------------------------------------------------------------------

    ********************************************************************************** 3.3 - The Scourge Campaign: Legacy of the Damned''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' .------------------------------. |3.31 - Chapter 1 (King Arthas)| '------------------------------' Initially this mission is difficult, but when you get the hang of the patterns, it's fairly simple. You are guarding the three corners of the map, all of which have are a different army and have (more or less) infinite resources. You're are tasked with takign out nine small villages (yellow) and three Alters in the middle (teal).

    So to start, max out all three armies (to 40). Now, starting with the bottom left, proceed to take out all three villages in its 'sector'. They get progressively harder as you move further away from home. As well, be sure to take out ONLY one unit at a time, and leave as many possible troops (preferably

  • ghouls because they attack fast and are cheap food-wise). So having completed this with the bottom left army, position your full unit by it's side of the teal base, just out of range. Now repeat the above with green (top right). Again position your full unit just outside of teal's base on it's side. Preferably this unit will be made up of at least eight necromancers.

    Arthas' should be made up of half and half ghouls and abominations. If you feel confident in your abilites, rush in. Attack nothing except for the three alters; once they're gone, take out everything else. The reason for this is because the three heroes revive almost instantly when killed, so they're unstoppable otherwise. So that's one of the two objectives complete. Using all three armies, take out the last three yellow villages with ease and you're goodto go.

    ------------------------------------------------------------------------------- Sent in by Joe ([email protected]) Max out your troops like you said, then go with arthas and destroy the guys in his sector, Use lots of abominations, then assault the middle paladin base with arthas and lots of abominations. You probably won't be able to kill everybody so just focus on killing the altars. The first run will usually be suicide but try to take out at least one altar. Keep attacking until you kill all three altars. Now run arthas and your abominations through the base to either Sylvanas's or Tichondrius's base. Don't worry about your units, they're strong enough that the remants of the paladins won't do too much damage. Once in the next base, heal any units and bolster your forces if you have room with spellcasters, banshees or necs depending on which base. Now just take one hero and a group units out and destroy the towns, remember to take abominations, they really help against buildings. The good thing about this is that you can keep one hero and units to make sure no one escapes. After you beat the next sector take both heroes and two groups of units and destroy the remnants of the blue base. Now you can take any units you want from each sector with out worrying about the weaker ones dying. Gather a good selection of forces, go to the last sector, and clean house.

    *NOTE* This easter egg is a throwback to the first human mission in the Reign of Chaos. If you recall, Arthas (as a paladin) rescues Little Timmy by a gang of bandits. It seems Little Timmy has returned the favour...

    Sent in by Sam ([email protected]) When using Arthas, after you've cleaned out the third village in his section in the north of the map, directly to the WEST of the circle of trees within which that villages lies (laid) if you look around a little, you'll 'see' beyond the trees a little.If you actually WALK to the area you can see, there seems to be a space in the trees so you can walk through the trees and you find yourself in this narrow path heading west from the village. At the end of the path is Little Timmy. He's invulnerable, but he will sell you two 'Shard of Revenant's which will summon an ice revenant when called. His supply is not limited too, though there is the long cooldown once you've bought the first two. -------------------------------------------------------------------------------

    .--------------------------------------------. |3.32 - Chapter 2 (The Flight From Lordaeron)| '--------------------------------------------' I didn't much like the look of this mission at first, but it turned outto be extremely easy. Basically, the map is divided into three quadrants, from top to bottom (roughly thirds). The lower most quadrant is simply a rectangle. What you should do at first is head up through the door, gain some troops, and then go right. Your initial goal should be to clear the area below the single door leading up. Along the way you'll gather many troops and items. Nothing to difficult at all, you shoud be able to breeze through it in five minuets or so.

  • Having assembled your forces (about a unit's worth - 12), open the doorheading up and carry onwards. I suggest going around to the right, up, left, pausing at the fountain, carrying on left, breaking the boxes and going up. Again, this is full of minor skirmishes, but nothing that should kill any of your troops (save for the spawned skeletons, etc). Take out these big guys, andcontinue going up the left side. You'll be given an OPTIONAL QUEST at this point - slay the armory guards to gain some meatwagons. It's really not that hard, raise some skeletons from the previous battle and just mass rush in the door - you'll face a level 5 minor dreadlord, as well as a couple of other troops, nothing major. DON'T carry on up just yet. Once these troops are dead, the doors to the left open and you'll get some wagons. Now move up, using the wagons to destroy the towers while your troops cover them. Simple. So far so good, you should still have most of your initial troops. Headright and through the doors, using the wagons to kill the towers and your troops as cover once again. Take Arthas to the raised platform to lower the wall, and move up. In this new section, you can go right or left, but in the end you'll be going left anyways - only go right if you want to raise some skeletons on a huge corpse pile (and do some combat). Generally I just headed directly left and up. Break open the gate, and haul arse to the scene of the battles - you can make good use of the undead fighting in your name (mainly theabominations). At this point I'd save, and then go either left or right (they're indentical). I chose left. You fight a battle against a doomguard withmiscellaneous troops, nothing you can't handle. Take out the barracks and guards, and then raise as much dead as you can. Bust through the gate to the right and rush in, setting your troops to 'Attack Ground' behind the enemy. UseArthas on Bloodfeast, and use Death Coil to heal your troops as needed. After this relatively easy battle is over, bust open the doors to the North and step on to the circle.

    .--------------------------------. |3.33 - Chapter 3 (The Dark Lady)| '--------------------------------' Finally a good base building mission. I really enjoyed this mission, itgave a nice spin on the traditional mass-troops-rush strategy. Basically, all you've got is banshees and ghouls. Or do you? The Banshees can actually possessenemy units! So, to start you want to sort of explore the immediate vicinity, and pump out banshees (as well, punch out an Obsidian Statue and set it to regenerate mana and park it next to your banshees - this allows them to gain the amount of mana required to possess quicker. Also, typically you should always be producing banshees when possible.

    After you've got about 8 banshees, send your units to the up-left area,and wipe out the enemy (or possess a couple, but save most of your banshees). After they're gone, send all your other units back to your base as guards, while you move your banshees across the pond and up/around (you'll be given an OPTIONAL QUEST to possess a creep - this is what we're doing). One by one, possess the ogres that you come across (stick with the bigger ones and let themkill the little ones, but try not to let too many of them die). After a little bit you'll reach a rock wall, break it down and then make a mad rush to possessMug'thol. After that, all of his warriors will be yours.

    Return to base, where you should have another mad amount of banshees waiting. Take them up the middle (crossing the bridge) and you'll get another OPTIONAL QUEST. Similar to the last, this involves possessing humans. Start with the two guards and then break down the wall behind them. Possess these troops, and the few immediately to the left of them. Now, group all of these guys and send them to the left to attack while you sneak a banshee in and possess their leader. Piece of cake.

    If you're a completionist (like me) you'll be wanting to eradicate the undead base in the bottom right corner. You should have at least three full

  • units by now (both the creep plus various undead raiding parties). Crush the base and take the mine and be pleased that you won't need to fear any more raids on your right flank.

    If you want, make a couple of meatwagons before gathering all of your forces in the upper right corner (just before the bridge leading to the red base). When you're ready, have them all attack various spots in the base and sit back to watch an easy victory.

    .------------------------------------------. |3.34 - Chapter 4 (The Return to Northrend)| '------------------------------------------' This was quite a long mission, by comparison to the rest. You start offin the bottom right corner; load all of your troops onto transports, bring yournavy around to the top of the island and engage. While the towers are distracted, unload your army. After their towers fall, the rest of the battle is merely a mop up. Alright, easy part done with. :)

    Next, I suggest building up a full unit of 12 troops (6 Abominations, 4spiders and your two heroes). Naturally, you will need all the usual buildings for this, so make them and defend from casual attacks. Also, destroy all of thenearby barrels for a lot of gold and wood, very handy. While you're preparing your land army, swing around the bottom of the island and then up, with your navy. Engage the lone ship, and then at the shipyard, buy a few ships. My retinue was six battleships and four frigates. Head upwards, and clear out the Naga units/buildings, as well as the elven ships. At the top of the map there'sa tiny elven outpost, which you can take out mostly from the sea. By this time you should have your land army, and now is the time we take that north as well.Go straight up from the top of your base and into the valley. Kill all the dragons you come across, naturally, and at the end of the Z-shaped crevice you'll find two level 10 dragons and a level 15. Wow. Thankfully they go down pretty easily. Focus all your troops on the level 15 at first, and heal with Arthas' Death Coil. After they're dead, plunder the treasure both to the left and left over from the level 15, and then take your army plus the new dragon unit back to your base.

    Now it's time to focus on beating this cursed mission. Load your groundarmy onto both of the transports, as well as a few Acolytes. Make sure to leavethe dragon behind for defence! Follow the path of your navy, and land on the island with the Elven outpost. Mop up and then take over the mine. Add a few more ships to your fleet, so in total maybe six battleships and six frigates. Head down from the elven outpost and engage the Naga base (and wipe the bastards out finally). You should notice a gate leading left just below the Naga mine, that's the target. Bring the transports down, unload, and rush in. Follow the path as it curves around, and you'll be presented with a choice of up or down. Send the majority of your army up and keep fighting, but lead Arthas down. Don't fight the three Polar Bears, rush by them and into the trees. Your destination is the bottom right corner of this tree filled area, where a weird pengiun will hook you up with a +4 to defence ring! Rejoin your army and carry on following the path. After facing a bunch of creep, you'll come to a door just before the target. Prepare yourself and rush in, attacking the ground. Use Arthas to heal and this battle is a piece of cake. After all the enemies are dead, the mission is over.

    ------------------------------------------------------------------------------- Sent in by: Random Person ([email protected]) If you possess all the penguins you find and return them to the Penguin king, you'll reveal a secret.-------------------------------------------------------------------------------

    .-----------------------------------.

  • |3.35 - Chapter 5 (Dreadlord's Fall)| '-----------------------------------' I'm embarassed by this mission. This is the first Warcraft III campaignmission that I have ever lost outright. It's shameful. However, my second try through proved my dominance, and I bequeath the knowledge to you. Alright, you start off with a base in the top right corner and a full unit of troops. Send that unit down into greens first base. You'll come across a group of humans, possess one of the dwarven demolition teams. Now head down into the first greenbase and take out ONLY the buildings that produce troops (to save time). While you're doing this, add a few more (perhaps four) towers around your base, and make two obsidian statues (one for mana, one for health), at least 3 abominations, and then maybe eight banshees. So back with your attacking unit, after the upper base has been gutted, head down to the lower base, again possessing only abominations and/or spiders. Gut this base as well, and take out all of the attacking troops. By this time the counter should be up, so warpyour troops back to base.

    This is really the only hard part of the mission (and I lost here because on my initial play, I didn't notice I had a base until it was half destroyed by the attack - lol). Anyhow, you'll face a human assualt, and what you want to do is possess all the knights and some of the rifles, and kill the rest. That way you've got a cheap, kick-arse army. Can't go wrong. Now the restof this is just mop-up. Take your two (full) units, plus at least 3 wagons, down into the upper teal base, and lay the smack down. Should be a breeze (particularily with the dreadlord's super spell - where he turns a creature into a demon, and Sylvana's super spell - possess any unit). After this base isgone, regroup and take out the second and you're good to go. Wasn't so bad after all, eh?

    .-------------------------------------------. |3.36 - Chapter 6 (A New Power in Lordaeron)| '-------------------------------------------' Another base mission, but this time you control TWO bases! Whee! Actually, this one is pretty straight forward, although quite difficult. Start out by fortifying both bases with mad towers/units (with the humans just mass knights, with the undead get abominations and spiders). Using your undead starting force, take out the orange base directly below you (scout it out firstwith one of your scouts). Next you'll want to secure this little square of land. Now, build up about two full units of undead, with the mix I described before, as well as some meat wagons, and cross the bridge to the south. Destroythis rather large orange base, and that's the end of their irritating raids. Itis fairly simple, although you'll need s