Warcraft III Walkthrough by Steven W. Carter scarter831@earthlink.net Last Updated November 4, 2002 ***************************************************************************** * Introduction * ***************************************************************************** This is a walkthrough for Warcraft III from Blizzard Entertainment. Besides including strategies for each mission in the game, I’ve also attempted to point out all the interesting things in each mission (mostly easter eggs and important equipment). This guide is based on the normal (default) difficulty setting for the game and version 1.01b. ***************************************************************************** * Units * ***************************************************************************** * ------ * * Humans * * ------ * Food Gold Wood Hps Mana Damage Armor Footmen Basic 2 160 0 420 0 12- 13 2 Upgraded 15- 19 8 Knights Basic 4 290 60 800 0 21- 29 6 Upgraded 950 24- 44 12 Riflemen Basic 3 240 30 520 0 18- 24 0 Upgraded 21- 36 6 Priests Initiate 2 160 10 220 200 8- 9 0 Adept 295 300 9- 11 Master 370 400 10- 13 Sorceresses Initiate 2 180 20 250 200 11- 14 0 Adept 325 300 12- 18 Master 400 400 13- 22 Mortar Team Basic 3 210 70 360 0 52- 64 0 Upgraded 55-103 6 Steam Tanks Basic 3 230 60 700 0 45- 55 2 Upgraded 48- 88 8 Gyrocopters Basic 2 220 60 350 0 25- 30 2 Upgraded 28- 48 8 Gryphon Riders Basic 4 330 70 750 0 45- 55 0 Upgraded 900 48- 88 6 Guard Towers Basic 0 220 80 500 0 23- 27 5 Upgraded 800 8 Cannon Towers Basic 0 280 120 600 0 90-111 5 Upgraded 960 8 * ------ * * Undead * * ------ * Food Gold Wood Hps Mana Damage Armor Ghouls Basic 2 140 0 330 0 12- 14 0 Upgraded 15- 20 6 Skeleton Warriors Basic 0 0 0 180 0 14- 15 1 Upgraded 17- 21 7 Abominations Basic 4 280 70 1080 0 33- 39 2 Upgraded 36- 60 8 Crypt Fiends Basic 3 250 40 550 0 27- 32 0 Upgraded 30- 50 6 Necromancers Initiate 2 170 20 230 200 9- 13 0 Adept 305 300 10- 16 Master 380 400 11- 20 Banshees Initiate 2 180 30 210 200 11- 15 0 Adept 285 300 12- 20 Master 360 400 13- 25 Meat Wagons Basic 4 270 65 380 0 71- 88 2 Upgraded 74-142 Gargoyles Basic 2 220 30 400 0 16- 18 5 Upgraded 19- 37 11 Frost Wyrms Basic 7 450 120 1100 0 85-105 0 Upgraded 88-138 6 Spirit Towers 0 270 90 550 0 27- 32 5 * ---- * * Orcs * * ---- * Food Gold Wood Hps Mana Damage Armor Grunts Basic 3 235 0 680 0 21- 24 1 Upgraded 780 24- 36 7 Raiders Basic 3 210 40 610 0 23- 27 0 Upgraded 26- 42 6 Taurens Basic 5 325 80 1300 0 30- 36 3 Upgraded 33- 57 9 Troll Headhunters Basic 2 160 20 280 0 23- 27 0 Upgraded 26- 42 6 Kodo Beasts 4 300 60 790 0 16- 20 1 Shamans Initiate 2 150 20 260 200 14- 16 0 Adept 335 300 15- 19 Master 410 400 16- 22 Troll Witch Doctors Initiate 2 170 25 240 200 12- 14 0 Adept 315 300 13- 17 Master 390 400 14- 20 Catapults Basic 4 260 70 425 0 82-102 2 Upgraded 85-165 8 Wyverns Basic 4 310 40 500 0 41- 49 0 Upgraded 44- 64 6 Watch Towers 0 180 80 500 0 19- 22 3 * ----------- * * Night Elves * * ----------- * Food Gold Wood Hps Mana Damage Armor Huntresses Basic 3 225 20 550 0 16- 18 1 Upgraded 19- 27 7 Archers Basic 2 150 10 260 0 19- 22 0 Upgraded 25- 37 6 Dryads Basic 3 170 60 380 200 15- 17 0 Upgraded 18- 26 6 Druids of the Talon Initiate 2 160 20 225 200 10- 12 0 Adept 300 300 11- 15 Master 375 400 12- 18 Upgr. Crow Form 450 27- 51 6 Druids of the Claw Initiate 4 300 80 430 200 19- 22 1 Adept 505 300 20- 26 Master 580 400 21- 30 Upgr. Bear Form 960 32- 62 9 Ballistae Basic 4 245 85 380 0 56- 69 2 Upgraded 59-111 Hippogryphs Basic 2 190 20 500 0 38- 46 0 Upgraded 41- 73 6 Hippogryph Riders Basic 4 340 30 780 0 19- 22 0 Upgraded 25- 37 6 Chimaeras Basic 5 390 70 900 0 67- 83 2 Upgraded 70-134 8 Ancient Protectors Basic 0 240 100 550 0 52- 64 2 Upgraded 4 ***************************************************************************** * Gameplay Notes * ***************************************************************************** When you select a hero, notice the icon to the left of its attributes. The icon represents the type of hero it is, and if you hover your mouse over the icon, you’ll see what each attribute does for the hero. It’s important information to know, since some equipment is nearly worthless to certain types of heroes while being useful to others. It’s possible to play the missions on an “easy” difficulty setting. Simply lose the current mission on the normal difficulty setting (for example, by using the appropriate cheat code) and then select the option to replay the mission on an easier difficulty setting. Some useful cheat codes: iseedeadpeople reveal the map whosyourdaddy god mode allyourbasearebelongtous instant win Simply press enter, type the code, and then press enter again to activate the code. ***************************************************************************** * Prologue Campaign: Exodus of the Horde * ***************************************************************************** * -------------------------- * * Chapter 1: Chasing Visions * * -------------------------- * Main Quest: 1. Find the prophet. Walkthrough: This is a basic tutorial mission, and so there isn’t anything complicated about it. Just follow the narrator’s directions, and move from banner to banner. If you don’t see the next banner (like after you defeat the gnolls in their camp) just follow the path until you get to one. Past the river you’ll find a sleeping ogre. The ogre is actually pretty easy to kill, but it doesn’t have any treasure, and Thrall has already hit his experience cap for the mission (and the campaign). So kill it or not as you please. However, west of the ogre and south of the path is a clearing with a treasure chest in it. The chest contains a healing potion. Past the ogre to the east is another area off the main path. This area contains three golems, and one of them will drop a ring of protection +1. North of the golems, again off the path, you’ll find some trolls. One of the trolls will drop a manual of health (+50 hit points). The prophet is at the next banner, and the mission will end once you talk to him, so don’t worry if you lose some units fighting the trolls or golems. Note: In the northeastern corner of the map is a pair of pirates guarding a treasure chest of “phat lewt.” Their location is inaccessible, but you can see them using the “iseedeadpeople” cheat code. * --------------------- * * Chapter 2: Departures * * --------------------- * Main Quests: 1. Establish a base. 2. Rescue Grom Hellscream. Walkthrough: Once again follow the instructions of the narrator. He’ll guide you through building a base. Once you’ve completed the “quest,” humans will rebuild the bridge southeast of your base. So as you train grunts, set the rally point of the barracks to be next to the two watch towers near the bridge. Then, once the humans rebuild the bridge and attack your towers, you’ll be able to beat them easily. Note: North of the first watch tower southeast of your base you’ll find some gnolls. One will drop a scroll of health. The only offensive unit you can train is the grunt, so start producing a lot of them. Don’t worry about the upkeep. Once you have about ten, send them and Thrall across the bridge and into enemy territory. There aren’t any interesting areas off the path, so just follow the path, killing any humans and freeing any orcs you come across. When you find shamans, add them to your group, replacing grunts if necessary. Eventually you’ll come to an area with three guard towers. Just storm the towers one at a time, and once you’ve destroyed all three Grom will burst out of his cage, and you’ll have completed the mission. ***************************************************************************** * Human Campaign: The Scourge of Lordaeron * ***************************************************************************** * ------------------------------------ * * Chapter 1: The Defense of Strahnbrad * * ------------------------------------ * Main Quest: 1. Defend Strahnbrad. Optional Quests: 1. Save Timmy. 2. Retrieve Gerard’s ledger. Walkthrough: Even though Strahnbrad sounds like it’s in dire jeopardy, the mission isn’t timed, so take your time getting there. In particular, search your base and destroy all the crates you see (by right clicking on them). You’ll find a scroll of protection and a potion of healing. Then follow the path south, but keep going south once the path turns east. You’ll find yourself in a small village. If you go to the southwestern corner of the village, two farmers will agree to help you, and they’ll turn into footmen. At the southeastern corner, Alicia will ask you to rescue Timmy from some gnoll kidnappers, and the position of the gnolls will be shown on the minimap. So just head east and kill the gnolls, and then right click on the cage to free Timmy. You’ll receive a ring of protection +1 as a reward from Alicia, and one of the gnolls will also drop a potion of healing. That’s it for the village, so head on back to the path. North of the path (near the center of the map) you’ll find a man asking for help. If you approach him you’ll discover that his plea is actually a trap, and five bandits will attack you. That ok. The bandits will pose a more difficult battle than the gnolls, but you shouldn’t lose any units, and you’ll receive a scroll of healing for defeating them. Back on the path, you’ll shortly come to a bridge, and, lo and behold, you’ll find more bandits. These bandits were in the process of robbing Gerard when you arrived, and Gerard will ask you to return his ledger to him. So follow the bandits southeast into the forest. You’ll have to fight eight bandits in total, but they shouldn’t cause you any problems, and the “bandit lord” will drop the ledger when he dies. When you return the ledger to Gerard, he’ll give you a tome of strength (permanent +1 strength). When you cross the bridge, you’ll find yourself at the gates of Strahnbrad. You’ll also find that orcs have already started attacking the city. Orcs are much more difficult to kill than bandits, but again you don’t need to hurry. So once you fight some orcs, feel free to sit around and rest a while before searching for more. Note: East of the gates of Strahnbrad is a cemetery. Any innocent units that Arthas kills (including sheep) will show up there as ghosts after midnight. On the western side if the Strahnbrad you’ll find two orc grunts fighting three footmen. The footmen are yours, so if you can prevent them from being killed, you’ll be able to add them to your army. In the northern part of the city, a house will “explode” and two orc grunts will attack you. In one of the crates nearby you can find a potion of mana. Finally, the northwestern part of the city holds an orc slave master and two grunts. Once you defeat the trio, the mission will end. * ----------------------------- * * Chapter 2: Blackrock and Roll * * ----------------------------- * Main Quests: 1. Establish a base. 2. Defeat the blademaster. Optional Quest: 1. Defeat Searinox. Walkthrough: You start out with three peasants mining gold and two harvesting lumber. So create two more peasants for the mine and two more for the trees, and then create a fifth peasant to build things. Meanwhile, upgrade your scout towers to guard towers, and use Uther (controlled by the computer) and Arthas to guard the two entrances to your base. There are also some crates inside the base you can bash open to receive a potion of healing and a scroll of protection. Note: Notice how your four towers are “protected” by crates. (There isn’t anything inside the crates, so don’t destroy them.) In later missions you can use farms to protect towers in much the same way. Once you’ve established your base and have six footmen, you’ll learn that your main goal for the mission is to defeat the orc blademaster. But as in the previous mission, there isn’t any hurry to complete the quest, so don’t rush off to confront him. Instead, take your units and head east. (Uther and your towers can protect the base on their own, although it doesn’t hurt to add in more towers.) East of your base you’ll encounter Feranor Steeltoe and four dwarven riflemen. Steeltoe will ask you to help him defeat the drake Searinox, and he’ll give you the four riflemen to help you out. You’ll also receive the nearby blacksmith, which will allow you to upgrade your units and produce more riflemen. Searinox’s cave is further to the east. Inside you’ll find some black dragon whelps, which your riflemen should make short work of, and Searinox himself. Searinox will have some skeleton archers to help him out, but he still shouldn’t pose much of a problem. Just have your riflemen concentrate on him while your footmen deal with the archers, and make judicious use to Arthas’ holy light spell. Once Searinox dies, he’ll drop his heart, and when you take the heart to Steeltoe you’ll receive an orb of fire, which adds an attack bonus plus splash damage to a hero’s weapon. Other than Searinox, there are five groups of creeps you can deal with on the map: 1. A group of gnolls on the western edge of the map. They have a potion of mana. 2. A group of gnolls on the eastern edge of the map. They have a potion of healing. 3. A group of murlocs north of the western gnolls. They have claws of attack +3. 4. A group of ogres west of the murlocs (and up a couple ramps). You’ll have to cut down numerous trees to get to them, but your reward will be gauntlets of ogre strength +3. 5. A gnoll warden west of Searinox’s cave (through a narrow ravine). Once again you’ll have to chop down several trees, but you’ll get a wand of negation (dispels targets) as a prize. If you don’t want to take the time to cut down trees, then don’t worry about it. There will be quite a few pieces of equipment for Arthas before the end of the campaign. At the northern end of the map is the orc base. If you destroy it then the orcs will stop attacking you, but otherwise there isn’t a reward. The orc blademaster is to the northeast. He’s an orc hero, but he’s only level 2, and his support is far enough away that you can fight the support in one battle and then the hero in another, making both battles straightforward. * -------------------------------- * * Chapter 3: Ravages of the Plague * * -------------------------------- * Main Quests: 1. Investigate villages. 2. Destroy the grain warehouse. Optional Quest: 1. Find the fountain of health. Walkthrough: Instead of heading west towards the villages, head east. You’ll find a group of three ogres. One ogre will drop a potion of healing, and, if you kill the nearby sheep, it will drop bracers of agility (+1 agility). Now go back to the path and head generally west. You’ll discover that someone (or something) destroyed the bridge to the closest village. That means you’ll have to take the long way around, so head northeast. In that direction you’ll discover bandits attacking the local peasants, so kill the bandits and then talk to Alric to the north. He’ll tell you about a fountain of health, and the fountain’s location will be marked on your minimap. There’s only one way to go so follow the shallows (killing creeps along the way) until you get to the village with the broken bridge. There you’ll find some skeleton archers attacking footmen, and your footmen will receive the defend skill. If you can keep the allied footmen alive, you’ll be able to add them to your army. Then head west towards the fountain of health. You’ll be ambushed by some skeletons along the way, but you should be able to reach the fountain without taking any losses. The fountain increases the healing rate of any non- mechanical units next to it, so you can use it whenever your army takes damage. (But chances are you won’t need it.) Now head south towards the rest of the village. First you’ll pass a diseased grain silo and discover how the undead plague has been spreading, and then you’ll have a major battle with about a half dozen undead. Make sure Jaina summons a water elemental, and have Arthas cast holy light whenever a unit gets too damaged. Past the battle you’ll meet up with a couple priests, so don’t worry about running back to the fountain of health to get healed. Just let the priests do it. Continuing west you’ll have to fight a couple more undead, but then you’ll receive a dwarven mortar team, which will then start attacking skeletons to the west. The skeletons will be a little confused about what to do, and you should be able to defeat them easily. Once you’ve killed the skeletons, head to the southwestern corner of the map to pick up a mantle of intelligence +3. The grain warehouse is to the north, so head in that direction. You’ll have to kill some more undead, including an abomination, but nothing should be too difficult, and once you destroy the warehouse the mission will end. * --------------------------------- * * Chapter 4: The Cult of the Damned * * --------------------------------- * Main Quests: 1. Investigate Andorhal. 2. Confront Kel’Thuzad. Walkthrough: You start out with 15 upkeep and only have 18 food available, so train three peasants for the gold mine, and have another peasant start building a farm. (The empty area south of your base is a good place for farms.) Once you can afford more peasants, make sure you have five peasants working your mine, three peasants chopping wood, and two peasants building things. You’ll only be attacked from the west, so put a couple guard towers there. Meanwhile, group together all of your units except for the mortar team, and send them east. In the southeastern corner of the map you’ll run into some trolls, and one of the trolls will drop claws of attack +6. If you also destroy the troll hut, you’ll find a scroll of protection. Heading to the second gold mine, you’ll first run into some gnolls (their hut has a potion of healing) and then some golems. The golems can be tough, so try to attack them one at a time. One of the golems will drop a ring of protection +2. Note: Your base will be attacked at some point around here. If your guard towers aren’t up yet, convert your peasants to militia, and use them and your mortar team to dispose of the threat. Once the path to the second gold mine is clear, head west. Clear the creeps you find, and visit the goblin merchant if you want, until you end up next to your base again. To the southwest you’ll find some enforcers with a potion of mana, and to the west you’ll find a couple undead. To the north is the only undead base on the map. It shouldn’t be heavily defended, so add your mortar team to your army and attack. If things start going badly, then retreat to your base, do some researching, and create a more powerful army (two or three mortar teams will knock down buildings quickly). Once the undead base is gone, head north into Andorhal. You’ll discover that the grain shipments have already left, and you’ll get a new quest to confront the necromancer Kel’Thuzad. You should also find a cage near the center of the city. If you break it open, an undead creature named Timmy will escape. Timmy is neutral to you, but if you attack him anyway you’ll receive a ring of superiority (+1 strength, +1 agility, +1 intelligence). Leave Andorhal to the north and then head east. You’ll first face a couple ghouls, which should be easy, but then you’ll have to deal with a handful of abominations. The abominations can be tough, but a mixed army of your heroes plus footmen, riflemen, and mortar teams should be able to deal with them. Once the abominations are dead, the only enemy left is Kel’Thuzad, and he’s only a basic necromancer unit. Once he goes down the mission will end. * ------------------------------- * * Chapter 5: March of the Scourge * * ------------------------------- * Main Quest: 1. Survive for 30 minutes. Optional Quest: 1. Destroy the grain caravan. Walkthrough: You don’t start out with many peasants, so right away train more so you have five mining gold, three or four chopping trees, and another couple building things. Since you want to be defensive in this mission, be sure to build a bunch of extra guard and cannon towers. Almost all of the normal attacks will arrive at the two western entrances to your base, but the last triggered attack can come at any or all of the three entrances. So build extra towers at the two western entrances first, and then get to the other entrance if you have time. (The triggered attack will come late enough in the mission that it won’t be able to destroy your entire base in the time allotted, so it’s not really important.) At about the 22:00 mark, you’ll receive notice of a grain caravan. Once you have a few extra towers, plus some excess units that you can leave in the base, send a strike force (including at least two mortar teams) north to the northeastern corner of the map, and then west towards the northwestern corner. Along the way you’ll probably learn that the caravan has infected the “second town,” and that’s where you’ll probably meet up with it. The caravan will have a mixture of zombies, ghouls, necromancers, and meat wagons, so try to concentrate on the meat wagons first since they’ll do the most damage to you. Once you’ve destroyed everything, you’ll receive a scroll of town portal plus a medallion of courage (+4 strength, +4 intelligence) for your efforts. West of the town is a fountain of health, but when you approach it some ogres will attack. The ogres have gauntlets of ogre strength +3. Once everything is dead, rest at the fountain until your army is healed, and then send it back to your town. At this point all you have to do is sit back and defend. If you’re feeling particularly industrious, you can try attacking the two undead bases on the map, but without knights mostly all you’ll do is get your units killed. So get your upkeep to 70 and then just build a bunch of towers. At roughly the 2:00 mark, both undead bases will send a major attack your way, including a pair of heroes (one level 6, the other level 10). But by the time they get to your base, there will only be about a minute left, and so even if you can’t defeat the attacks outright, you should be able to delay them long enough to win the mission. * ---------------------- * * Chapter 6: The Culling * * ---------------------- * Main Quests: 1. Kill 100 zombies. 2. Prevent Mal’Ganis from claiming 100 zombies. Walkthrough: This mission is sort of a funny contest. You have to kill 100 zombies before Mal’Ganis can claim 100 zombies. In order to kill zombies, you first have to destroy “plagued villager buildings” (by force attacking them). Then four plagued peasants will appear, sleep for a bit, and change into zombies. However, you can kill the peasants before they switch (again by force attacking), and that’s what you should do since it’s quicker and since it means you won’t come under attack as much. Meanwhile, Mal’Ganis has to do the same thing, except he can only claim the zombies once they’re zombies. Plus, he can only claim one zombie at a time, and the process takes a couple seconds. Since any of your units can kill zombies, and since you can send out multiple attack forces, you should be able to win this race rather convincingly. Anyway, send Arthas and the two knights to the northwestern corner of the map. There are ten buildings there, and that’s worth 40 zombies. As soon as you attack the first building, Mal’Ganis will teleport into the city, and he’ll start attacking buildings, too. (That is, unless you’re really slow, and then he’ll start without you.) While you’re attacking the buildings, build up your base so you can start producing knights. Also build a couple defensive towers at the southern entrance. Every so often you’ll be attacked there. Once you’ve cleared the first ten buildings, head south into the city zoo. In the cage with the owlbears is a rat named Filson. Click on Filson a bunch of times until he explodes, and he’ll drop a talisman of evasion (15% chance enemies will miss you). Then just zoom around the city destroying buildings and zombies wherever you find them. It’s possible Mal’Ganis will seek you out if you build up enough of a lead, so try to do two things: 1) reinforce your initial attack force so it has Arthas, four knights, and some riflemen, and 2) create a second attack force of about the same size. Then even if Mal’Ganis destroys one attack force, the other can keep going. Note: You can kill Mal’Ganis but that doesn’t give you an automatic win. It just gives you a three minute respite while the undead base revives him. So don’t waste time trying to hunt Mal’Ganis, but go ahead and kill him if he wanders into range of one of your attack groups. * ---------------------------------- * * Chapter 7: The Shores of Northrend * * ---------------------------------- * Main Quests: 1. Establish a base. 2. Destroy Mal’Ganis’ base. Optional Quest: 1. Rescue Muradin Bronzebeard’s men. Walkthrough: Group all of your units together and head generally east. You might have to fight some wolves, trolls, and nerubians along the way, but eventually you should stumble upon a gold mine. Once you reach the gold mine you’ll receive some peasants, some buildings, and some reinforcements, including a level 5 mountain king hero named Muradin Bronzebeard. Bronzebeard will then ask you to rescue his men to the north. Almost immediately you’ll come under attack, so keep your forces in the area to deal with the threat. Then churn out about a half dozen peasants to gather resources, and start building your base. If you didn’t explore everything leading up to the gold mine, then go back and do that now. Of particular interest is a frost orb, which you can find with the nerubians. I don’t think it works with the fire orb, so split the orbs between Arthas and Bronzebeard. There are two undead bases on the map, and they’ll attack your base every few minutes (including gargoyle attacks), so keep your forces near your base until you can put up a couple guard towers and train a few extra units. Also wait until you can add a couple mortar teams to your main army, and then send it north. North of your base you’ll find a group of trolls holding a manual of health (+50 hit points) and also one of the undead bases. The undead base is pretty small, so a force of a dozen mixed units should be enough to take it. Then just move your army up to Bronzebeard’s base to complete the optional quest and receive the base as your own. You don’t really need Bronzebeard’s base, so take all of the units you received from it and add them to your attack force. Then send them all west. There you’ll find the main undead base on the map, and your force might be enough to destroy it. If not, it should at least be able to do some major damage, so the next force you send can finish it off. Once you destroy the base, the mission will end. * --------------------- * * Chapter 8: Dissension * * --------------------- * Main Quest: 1. Destroy the five ships in 25 minutes. Walkthrough: You need to destroy five ships in 25 minutes, or one ship every five minutes. That’s enough time that you don’t need to rush headlong into battle, getting your units killed. Instead, you can be a little cautious. So take your two heroes and two mortar teams and head west. You’ll have to fight some undead, but eventually you’ll come to a mercenary camp. Even though you can afford it, don’t buy all the units at the camp. You’ll find more mercenary camps with better units later. At this one just buy the priest units. Then follow the path west to encounter more undead units and more spirit towers. Keep your priests out of the way (otherwise the towers will kill them) and let your heroes kill the enemy units while the mortar teams kill the towers. Just south of the encounter is the first ship for you to sink. Note: North of the encounter you can find some skeletal archers with a goblin night scope, which allows better vision at night. But the prize probably isn’t worth the time it takes to get it. On the way to the second ship you’ll have to fight some nerubian creeps. If your ranged attackers start to take too much damage, just retreat them away from the fight and let your heroes deal with everything. One of the nerubians will drop claws of attack +12. Past the second ship you’ll find another mercenary camp. Use it to buy ogre magi, and then continue east. You’ll have to fight some more creeps, but eventually you’ll come to a point where the path is blocked by trees. Conveniently, a goblin laboratory is nearby, so use it to buy a couple goblin sappers, and use the sappers to blow up the trees. Just past the trees you can sink the third ship. Past the third ship you’ll find another mercenary camp. At this one be sure to buy the two ice troll trappers. They can ensnare flying units, and that’s important because the next battle has a couple of blue drakes in it, and ensnaring them makes the battle much easier. Beyond the drakes you’ll find a passage flanked by several spirit towers. If you have 10-15 minutes remaining, then use Arthas as a scout for the mortar teams (so the towers reveal themselves by attacking him), so the mortar teams can destroy the towers. Otherwise, just run through and take your chances (but make sure at least one ranged unit survives). You’ll find the fourth boat at the end of the passage. The way to the last boat is blocked by numerous undead units. Arthas and Bronzebeard can probably do the battles on their own, so if you’ve managed to keep most of your units alive you should have a pretty easy time. Then just destroy the last boat to complete the mission. * ---------------------- * * Chapter 9: Frostmourne * * ---------------------- * Main Quest: 1. Locate Frostmourne. 2. Destroy Mal’Ganis’ base. Walkthrough: You start with your forces divided. Arthas and his army are to the left, and your base and assorted other units are to the right. Since the first quest is to find Frostmourne, guide Arthas’ army north while you defend and research at your base. Guiding Arthas, you’ll have to fight your way through a bunch of wolf and wendigo creeps. The first group will have a ring of protection +3, the second will have a periapt of vitality (+100 hit points), and the third will have a tome of agility. After the third group of creeps you’ll find a graveyard. Undead will ambush you there, and the ambush will include a pair of ghosts (which can possess your units) so send in Arthas and Bronzebeard alone until the ghosts are dead, and then send in everybody else. Past the graveyard you’ll finally find Frostmourne. It’ll be guarded by several undead, including a level 10 creep named the Guardian. You don’t actually need to defeat all the enemies; as soon as the Guardian dies the battle will end, and Arthas will come into possession of Frostmourne. Of course, you’ll also lose all of the units that were with Arthas (including Bronzebeard) but that’s the price you pay. With Arthas back in your base, create a strike force. There are two undead bases on the map: Mal’Ganis’ green base to the northeast, and a purple base to the east. It’s probably best to destroy the purple base before getting to Mal’Ganis. The purple base is lightly defended, and by destroying it you won’t have to worry about defending your own base when you go against Mal’Ganis, and so you can send all of your units in the attack. Mal’Ganis’ base is much larger than the purple base, but its defenders will also be more spread out. So with a couple dozen mixed units attacking it, it shouldn’t pose much of a problem. Once you destroy enough of the buildings, the mission (and campaign) will end. ***************************************************************************** * Undead Campaign: Path of the Damned * ***************************************************************************** * ------------------------------------- * * Chapter 1: Trudging through the Ashes * * ------------------------------------- * Main Quest: 1. Rescue 20 acolytes. Optional Quest: 1. Seek out the graveyard. Walkthrough: A couple notes to start off: 1. Notice that you have Arthas as your hero again, but that he’s now a level 1 death knight rather than a level 10 paladin. However, this new version of Arthas is similar to the old one: you can use death coil as an offensive and defensive spell, to heal undead units and damage living ones. 2. While the mission is more or less designed for you to solve in a stealthy manner, you can be violent if you want. If you can fight footmen or knights one or two at a time, you can defeat them with Arthas and the two ghouls you start with. You should do some fighting regardless so you get Arthas some experience. 3. There are 22 acolytes on the map, so you can skip a couple of them if you want. Without going into too much unnecessary detail here, you should scout around with Arthas and then bring in the ghouls if he gets into trouble. Arthas can’t use death coil on himself, so if you get into a fight, try to get the humans to attack the ghouls (by retreating Arthas and then returning him to the fight) so you won’t have to rest as long after the fight is over. In the first part of the town you’ll meet up with an acolyte who will tell you to seek out the graveyard. Past that acolyte you’ll receive a shade, an invisible unit that can scout for you. The shade will almost immediately discover a circular path being patrolled by a trio of footmen. The best thing to do with the footmen is kill them (you’ll get a potion of greater healing as a reward) but feel free to sneak around them if they give you trouble. There are two acolytes near the circular path, and the crates next to the lumber mill have a potion of healing in them. In the center of the path is a barracks guarded by a knight and footman, and while you won’t get anything for defeating the knight and footman, or for destroying the barracks, one of the horses next to the barracks has a ring of protection +2. If you decide to go for the ring, be sure to kill the patrolling footmen first, or you’ll have absolutely no chance in the battle. North of the circular path you’ll find a gate leading to the main part of the town. The gate is guarded by two footmen and two knights, but luckily you can skirt around it to the west and enter the town through the woods. If you’ve found all the acolytes possible by this point, you should have six. The first part of the town consists of another little circular area, this one centered around a pair of villagers having a fight. (The villagers are named Robert and Tyler. Those are also the names of the main characters from the movie Fight Club.) You might have to defeat some patrolling footmen again, but you should find three more acolytes in the area. Just ignore the footmen and knights by the gate. You won’t get anything for killing them. Note: South of the village fighters is a crate with a potion of greater mana in it. To the east is the graveyard. When you send Arthas inside you’ll receive three skeleton warriors and two more ghouls. North of the graveyard is another gate, but before breaking it down head west. You’ll find a town hall with a couple of peasants using it to mine gold. When you attack, the peasants will switch to militia, but they should still be easy to kill. Also, some bandits will attack, but they’ll attack the town hall, so finish off the militia before getting to them. Then clear out the area. You’ll find three more acolytes (for a total of 12) plus a bandit camp to the west. When you defeat the bandits there, you’ll receive a spider ring (+1 agility) and a potion of healing. Back at the gate, right click on it to break it down. When it’s open you’ll find an acolyte running towards you chased by a pair of footmen. Kill the footmen to receive another potion of healing. Then explore this last part of the town. You’ll find four more acolytes (for a total of 18) plus a few isolated knights and footmen. Your force is strong enough now that you can just wade in and kill them. Finally, you’ll encounter a captain plus two footmen on the eastern side of the area. They’re guarding four acolytes. You could just run past them to free the acolytes, but you’re evil now, so just walk up to them and kill them. That will also allow you to pick up a potion of greater healing before approaching the acolytes and ending the mission. * ------------------------------ * * Chapter 2: Digging up the Dead * * ------------------------------ * Main Quests: 1. Recover the remains of Kel’Thuzad. 2. Claim the urn. 3. Establish a base. Walkthrough: You start out with three meat wagons. The mission briefing makes it sound like you need to keep the wagons around to complete the mission, but you don’t. However, the meat wagons are useful units, and completing the mission will be much easier if you prevent them from being destroyed. So put Arthas and the ghouls in one group and the meat wagons in another. Then head east and destroy the towers and humans you run into. Eventually you’ll come to Gavinrad the Dire, a level 2 paladin. He’ll drop a scroll of healing (which is better than a potion of healing) when you kill him. East of Gavinrad is a graveyard. Just send Arthas inside to complete the first quest and receive the second quest. Now you can finally build an undead base. So take one acolyte and have it summon a haunted mine over the gold mine, and take a second and have it summon a necropolis. But remember that acolytes don’t have to travel between the gold mine and the necropolis to deliver gold, so put the necropolis near trees to make harvesting wood easier. Then summon in the rest of the buildings you need to complete the “establish base” quest. Northwest of your base you’ll start to encounter some humans. When you attack the peasants, they’ll rush off to switch to militia, and a level 4 paladin named Ballador the Bright will assist them. So make sure you’ve trained some extra ghouls first, and make sure your meat wagons are in the area. Note: East of the peasants is a path leading north. If you follow the path you’ll eventually find some wizards holding a voodoo doll (+1 intelligence). Also notice the skulls on the western side of the path. If you destroy the trees between the skulls, you’ll find a new path leading west. At the end of this new path you’ll find a pair of sasquatches who will attack you. The sasquatches are levels five and six, and one will create some treants, so make sure you have a reasonable army when you approach them. As a reward you’ll receive claws of attack +6. Second note: West of the (teal) barracks and houses, through numerous trees, you’ll come to a waterfall. It’s the secret “Pandaren relaxation area,” referencing Blizzard’s April Fool’s joke about a Panda race in the game. You’ll also see a brief image of a pair of pandas. The rest of the mission is straightforward. Just create a bunch of ghouls and meat wagons, and follow the path until you meet and kill the final two paladins: Sage Truthbearer (level 5) and Uther the Lightbringer (level 10). Sage has gloves of haste (15% increased attack speed) and Uther has the urn. However, before picking up the urn (and ending the mission), explore the rest of the map. In a crate you’ll find a scroll of protection, and on a sheep (in a fenced area) you’ll find a goblin night scope. * --------------------------------- * * Chapter 3: Into the Realm Eternal * * --------------------------------- * Main Quest: 1. Destroy the base guarding the elfgate. Walkthrough: Finish off the elven base you started attacking during the cut scene, and then replace it with your own base. You don’t have to worry about moving quickly here -- your base is completely surrounded by trees, and so the remaining elven bases on the map can’t attack you yet. So build what you need, do some researching, and create a reasonable strike force. (Arthas plus eleven ghouls and necromancers in one army, backed up by a few meat wagons in a second army, should be enough.) When you’re ready to go on the attack, head east. There are three paths leading away from your base, but by heading east you can make sure that your army is always between the elves and your base, and so you shouldn’t have to worry about being attacked. Still, upgrade your ziggurats to spirit towers. It’s not like there’s much else to spend your resources on in this mission. Note: Through some trees north of the path you can find three gnolls with a potion of healing. Once you destroy the trees blocking the path, you’ll find a small elven base to the east. It’ll only be defended by a few elves, so your forces should be able to overrun it easily. The only thing of interest about the base is that it contains a gold mine, so this is where you should expand if you run out of gold in your base and decide you need more. (You probably won’t need more.) Then head south across the bridge. The next elven base will be larger, with more units defending it plus a couple of defensive towers, but once again you shouldn’t have much trouble taking it. Just be sure to take manual control of your meat wagons, and make sure they destroy towers and units first, rather than getting sidetracked by unimportant buildings (like the farms). Then re-supply your army to replace any units you lost in the battle. At this point you can make a couple of side trips. The bridge leading to the third elven base lies to the south, but before crossing you can knock down some more trees to expose another path to your base (to make re-supplying your army quicker) and a fountain of health (to heal your troops). The third elven base is much like the second, and it should go down about as quickly. Once it’s gone, take the time to re-supply your army again, and then head east to the fourth elven base. Note: North of the third elven base, once again past some trees, is a group of gnoll wardens. If you kill the wardens and destroy their buildings, you’ll find a ring of protection +2 and a scroll of the beast. The next elven base is another mini-base, but once you destroy it that’ll be the end of the teal elves. Now you just need to continue east to attack the blue elven base, the base you need to destroy to complete the mission. Not surprisingly, the blue elven base will be the most difficult to take. It’ll have defensive towers plus lots of troops plus (probably) a level 4 elf hero named Sylvanas Windrunner. But just plug away, and make sure your necromancers are set to raise skeletons automatically, and you should be able to take the base in one charge. Once you destroy enough of the base’s buildings, the mission will end. * --------------------------------- * * Chapter 4: Key of the Three Moons * * --------------------------------- * Main Quest: 1. Collect the three mooncrystals. 2. Bring Arthas to the elfgate. Walkthrough: Group together all of your offensive units (including the crypt fiends), and send them south. They’ll encounter some dragon hawks, but the crypt fiends will be able to knock them down with their web ability, making the hawks easy to kill. Then destroy the elven buildings and set up your base. Note: You’ll be attacked by air quite a bit during this mission, so place lots of spirit towers around the northern part of your base. When you travel east of your base you’ll find a goblin laboratory, and you’ll receive a pair of goblin zeppelins. Your base is on an island, so you’ll need to use the zeppelins to get to the elven bases. However, don’t rush off to attack yet. Wait until your attack force is stronger and your base is a little more secure. When you’re ready to move on (with enough units to fill the two zeppelins), cross the river to the east and attack the elven base there. It’ll have some towers and units defending it, but it shouldn’t be too difficult to take. Just have your necromancers raise skeletons automatically, and have your meat wagons focus on defensive towers. On the eastern side of the base you’ll find an altar of kings on a platform. When you destroy the altar you’ll receive one of the mooncrystals. Be sure to pick it up and put it in Arthas’ inventory. On the northern side of the base you’ll find a way gate. Once you’ve destroyed the elven base and replaced any units you lost in the battle, send your army through the gate (by ordering them to walk to it). Through the gate you’ll find an elven mini-base plus two more way gates. Send your army through the western (blue) way gate to reach another elven base. This one will be much like the first base, but it’ll be better defended with more units guarding it, including the hero Sylvanas Windrunner. No matter. The more units there are, the more skeletons you’ll raise, and so you should be able to take the base in one attack. However, if you have trouble, just retreat through the way gate, regroup, and then attack again. The base will also have an altar of kings on the western side. When you destroy the altar you’ll receive a second mooncrystal. You’ll have to empty yet another inventory slot on Arthas to pick it up, but once the crystal is in your possession it’ll combine with the first crystal, giving back the inventory slot. Now go back through the way gate and take the (red) way gate you skipped before. You’ll find -- surprise, surprise -- yet another elven base. So destroy the base and claim the last mooncrystal. That will complete the first quest and give you the second: to bring Arthas to the elfgate in the northeastern corner of the map. There isn’t a way gate to that part of the map, so load your army into your zeppelins and send them over. The elfgate will be guarded by a handful of units and towers, but you don’t have to fight them if you don’t want to. Just run Arthas to the circle of power next to the gate to complete the mission. * --------------------------------- * * Chapter 5: The Fall of Silvermoon * * --------------------------------- * Main Quest: 1. Defeat the Sunwell’s guardians. Optional Quests: 1. Defeat Sylvanas’ base. 2. Kill Sylvanas’ runners. Walkthrough: Group together your offensive units and send them to the northern edge of your base. Shortly you’ll be attacked by Sylvanas Windrunner from that direction, but your forces plus the spirit tower there should be enough to beat her back. Once she’s gone, send your units north and then east to defeat some rock golems and pick up a ring of regeneration. Somewhere around here you’ll receive your optional quests to defeat Sylvanas’ base and to prevent her runners from warning Silvermoon of your presence. You’ll also receive four gargoyles to help you out. They can kill the runners while you create a strike force large enough to deal with the base. Note: The runners won’t always take the same path. There are three paths the runners can take, but there aren’t any hostile elven forces between Sylvanas’ base and Silvermoon, so your gargoyles should be able to catch the runners regardless. Just keep them around the center path (east of where they start) so they’ll have an easier time intercepting the runners. Once you have enough units, send them west along the northern edge of the map. They’ll eventually cross a bridge and encounter Sylvanas’ base. Just hack away until you’ve destroyed enough buildings to complete the quest. When you do, three things will happen: you’ll receive a hood of cunning (+4 intelligence, +4 agility), Arthas will turn Sylvanas into a banshee, and you’ll gain the ability to create banshees. Note: It doesn’t matter if Sylvanas lives or dies at this point. With Sylvanas no longer a threat, you can take your time, do some researching and create a larger strike force. Assuming you killed all of the runners, Silvermoon won’t know you’re on the map, and so you won’t come under attack. Then head south from your base. When you get to the bridge, you can head east and kill some gnolls to pick up a scroll of the beast, and then head south across a different bridge to visit a fountain of health. Or you can just skip that and head straight for Silvermoon. Silvermoon will be reasonably well defended. It’ll have a hero plus defensive towers plus lots of units. If you want, you can send some sacrificial units at the base (like some skeletons) because once you attack Silvermoon, it’ll attack you back. That way, you can convince the hero and several units to attack your base, where you’ll have an easier time with spirit towers on your side. You don’t actually have to attack much of Silvermoon. Once you win the initial battle, you can go straight for the Sunwell. The guardians mentioned in the quest description are four level 9 granite golems and not the Silvermoon elves. The golems can be nasty, so try to draw them to you one at a time. Or, if you’ve created a huge army by this time, just charge in and kill them. The golems are tough, but they’re not that tough. Once the golems are down, send Arthas to the Sunwell to complete the mission. Note: You can use your non-Sylvanas banshees to possess elven peasants and then create elven units and buildings. * ---------------------------------- * * Chapter 6: Blackrock and Roll, Too * * ---------------------------------- * Main Quest: 1. Destroy the orc base guarding the demon gate. Optional Quest: 1. Defeat the orc heroes. Walkthrough: Immediately organize your forces and send them to the eastern side of your base, and upgrade all of your ziggurats to spirit towers. Shortly after you receive your first frost wyrm, you’ll be attacked from the east by an orc hero plus a few other units, and if you’re not careful they can knock down a spirit tower or wander over to your acolytes. Once the orcs are dead, pick up the manual of health (+50 hit points) the hero drops, and then start building your base like normal. You’ll receive the optional quest of defeating the other five orc heroes on the map, and you should definitely complete the quest, just for the loot you’ll receive if nothing else. You can also send your shade out to explore. Just hold down the shift key and right click various locations on the minimap so the shade explores everywhere without you having to watch it. Once you have a large enough strike force (consisting mostly of your heroes, fiends, and meat wagons), pick an orc base and attack it. The orc bases, other than the red one, are small and relatively easy to take. Here’s what the heroes for each base will drop: 1. Genjuros (brown): tome of strength 2. Jubei’Thos (red): tome of knowledge 3. Khanzo (blue): tome of agility 4. Mazrigos (light blue): tome of intelligence 5. Throk’Feroth (orange): tome of intelligence There are also a couple dragon roosts north of your base. At the eastern one you can pick up a periapt of vitality (+100 hit points), and at the western one claws of attack +9. Just be careful because crypt fiends can’t web or attack red dragons, so the roosts are good places to use your gargoyles and frost wyrm. You can also find a group of ice trolls in the northwestern corner of the map guarding a goblin merchant. One of the trolls will drop a ring of protection +3. The red orc base (which you should attack last) will have a few red dragons guarding it, so make sure your attack force has some gargoyles and / or frost wyrms in it. Also, pay attention during the fighting, so you can pick up the tome of knowledge (+1 intelligence, +1 strength, +1 agility) the hero drops before the base is destroyed. Once you’ve destroyed all the red buildings, the mission will end. * ------------------------------- * * Chapter 7: The Siege of Dalaran * * ------------------------------- * Main Quest: 1. Slay the three archmagi. Walkthrough: There are a few things it’s useful to know before you start playing: 1. The aura won’t kill undead units outright. It’ll just slowly drain away their hit points. 2. The aura will affect all of the undead faction’s units, even the ones that aren’t undead (like crypt fiends), but it won’t affect any other units. 3. Each of the three archmagi controls a section of the aura. Once you kill an archmage, his portion of the aura will disappear. So start setting up your base like normal. You’ll only face attacks from the north (through Dalaran’s entrance), so you only need to put spirit towers on that side of your base. Since it’s best to make quick strikes in this mission, it’s also best to sit back and defend while you research everything you can. Then your units will be more powerful and will kill things more quickly, and they won’t be affected by the auras for as long. Note: If you’re feeling particularly patient, you can just sit back in your base, wait for enemies to attack, and then possess them with banshees. It’s slow and boring, but the possessed units won’t be affected by the auras. You can also possess peasant units inside the base and do the same sort of thing more quickly. Otherwise, while you’re researching, send Arthas and Kel’Thuzad north into Dalaran. They can defeat the first archmage and his defenders all by themselves (in fact, Arthas can probably defeat them without Kel’Thuzad’s help). Then let the pair explore a little. To the west they’re find a small base that they probably can’t take, but to the east they’ll find a level 1 hero who will leave behind a mantle of intelligence +3 when he dies. Note: West of your initial base you can find a solitary enemy wizard. If you kill the wizard and destroy his hut, you’ll receive a health stone and an anti-magic potion. Once you have something of a strike force (your initial units are probably enough), attack the base west of the first archmage. Once you destroy the base, put a base of your own in its place. Then you can use the new base as a rallying point for your troops, and you can also mine gold there. Note: North of the (eastern) entrance to the base, you can find a pair of cages containing level 6 rock golems. The second archmage is directly north of your new base, on a small “island.” To get your melee units to him you have to walk them a fair distance and attack him from the north, so instead you should either attack him from the air or use the ranged attacks of your units. In fact, the easiest way to kill him is to use Arthas’ death coil spell. Just move Arthas so he’s directly west of the archmage, and then cast death coil three times to kill him. Once you kill the archmage, go ahead and walk your units to the place where he was. Along the way you’ll find a fountain of health, boots of elvenkind +6, and a cage with a level 5 ogre magi in it. Remember that caged creatures count against your upkeep, so if you don’t want to use them, don’t free them. The next elven base is east of the fountain of health. If you haven’t created a sizable strike force yet (with a dozen units plus meat wagons), go ahead and do that now. Then just head east and demolish the base, but be careful of the level 5 hero inside, since he can cast blizzard on you. Also in the area you can destroy a special magic vault containing a tome of intelligence, a pipe of insight (increased mana regeneration), and a pendant of mana (+300 mana). North of the base you’ll find a few human units guarding another pair of cages. When you kill the units and destroy the cages, you’ll receive a pair of blue drakes plus some spiders. Past the cages you’ll find two more groups of enemy units. The final archmage is in the second group. So take your strike force and have them attack. It doesn’t matter if most of them die at this point. Just let your force distract and kill the enemy units while you use Arthas (and death coil) to kill the last archmage. Once he’s history, the mission will end. * -------------------------------- * * Chapter 8: Under the Burning Sky * * -------------------------------- * Main Quest: 1. Protect Kel’Thuzad for 30 minutes. Optional Quest: 1. Acquire the goblin land mines. Walkthrough: This mission is reasonably straightforward. You don’t need to explore anywhere; you just need to stay at home and build a good defense while simultaneously researching and beating back enemy attacks. Plus, every so often the Burning Legion will send you some units (with no upkeep cost), so you don’t even have to go out of your way to build a defense force. On the downside, there are three enemy bases on the map, but they’ll always attack in the same three places: north of your base, north of the summoning platform, and east of the summoning platform. So the best plan is to build lots of spirit towers in those places (you conveniently start with three free acolytes), and also to keep your main fighting force right next to Kel’Thuzad on the platform. Then your main fighting force can defend the platform while a secondary force (with leftover felhounds or whatnot) protects the base. Note: If you really want to explore, you can find a level 8 hero named Manath Magesinger in the center of the map. If you kill him and destroy his hut, you’ll receive a tome of strength +2 and a ring of protection +5. After about ten minutes, the enemy bases will start sending siege weapons in their attacks, and that’s when you have to be careful. The siege weapons can destroy your spirit towers quickly, and your units will attack enemy units in the order they’re a threat to them (rather than your buildings), meaning they’ll usually attack the siege weapons last. So manually control your units and have them go after the siege weapons first. After 20 minutes you’ll receive four infernals from the Burning Legion. That’s the last group of free units you’ll receive. This is also a good time to start increasing your upkeep (if you’ve been holding it down before). With about 90 seconds to go, all three enemy bases will send major forces towards Kel’Thuzad. But they won’t attack him directly. They’ll get sidetracked by any unit or spirit tower that gets in their way, so as long as you have a reasonable defense force and a bunch of spirit towers, you should be able to hold them off until the timer runs out and the mission (and campaign) ends. ***************************************************************************** * Orc Campaign: The Invasion of Kalimdor * ***************************************************************************** * ------------------- * * Chapter 1: Landfall * * ------------------- * Main Quests: 1. Rally the Horde. 2. Protect Cairne Bloodhoof. Walkthrough: There isn’t a time limit for this mission, so take your time and let your units rest in between battles. Also, proceed slowly, and try to let Thrall start each battle with chain lightning. Unlike Arthas, Thrall can’t heal your units, and so there isn’t anything else useful for him to spend his mana on. Basically, all you have to do in the mission is walk around, kill some creeps, and destroy crates to find treasures inside. Here are some of the useful items you can find: 1. A potion of mana (at your starting position). 2. A ring of protection +1 (guarded by a pair of dragon whelps south of a wrecked ship). 3. A scroll of protection (in the burning native village). 4. Healing wards (at a murloc base). 5. Healing wards (at a razormane camp). 6. A potion of mana (at a razormane base). 7. A lion’s ring (+1 agility) (south of some wrecked ships, where you find the second group of reinforcements). 8. A scroll of the beast (carried by some harpies). 9. A potion of mana (carried by a pair of thunder lizards). 10. A wand of lightning shield (at a razormane camp past the fountain of health). 11. A manual of health (at a murloc base past the fountain of health). 12. A periapt of vitality and a potion of healing (at the major murloc base in the southeastern corner of the map). You can also find some reinforcements: 1. Two troll headhunters (at a razormane base). 2. A grunt and two troll headhunters (east of the razormanes). 3. A grunt and two troll headhunters (where you meet Cairne). You’ll also occasionally find taurens fighting centaurs, but there isn’t anything you can do to rescue them. Eventually you’ll run into Cairne Bloodhoof, an allied level 3 hero. He’ll ask for your help and then head for his base to the north. Don’t follow him. Instead head to the southeastern corner of the map and kill all the murlocs there. You’ll find a couple useful treasures (see above). When you get to Cairne’s base, the centaurs will attack, and you’ll have to make sure Cairne doesn’t get killed. The centaurs will come in four waves, and the last wave will contain a level 5 champion. But the taurens are pretty tough, and you should be able to defeat the centaurs even without their help. Once you’ve destroyed the last wave, the mission will end. * ------------------------- * * Chapter 2: The Long March * * ------------------------- * Main Quests: 1. Lead the caravan to the three oases. 2. Keep at least two Kodo Beasts alive. Walkthrough: This is another fixed-force mission, but, unlike the last one, time is important. Every so often groups of centaurs will appear on the map, and they’ll attack the caravan, one from the front and one from behind. The taurens can defeat the ones from behind, but you’ll have to deal with the ones in the front. What this means is you won’t be able to rest and heal between battles. The centaurs will attack often enough so you’ll always lose ground. However, each “oasis” on the map is really a fountain of health, and you can heal all of your forces there. So put your units into a single group and send them west. The taurens will follow behind you. There is a main path to follow, plus some optional areas where you can defeat creeps and gain treasures. Almost all of the optional areas are a waste of time, except for these three: 1. The lightning lizards (past the first oasis) have claws of attack +3. 2. The harpy queen (just before the second oasis) has a totem of might. 3. The centaur khan (north of the second oasis) has a pendant of energy and a tome of agility. As long as you make good use of the fountains, any healing wards left over from the last mission, and scrolls of healing from the goblin merchant on this map, you should be ok. Just remember to try and heal the tauren units when you heal your own units. When you receive three raiders, realize that their ensnare ability isn’t automatic like the crypt fiend’s web ability. However, you can select all of the raiders at once, and when you manually select the ensnare ability, only one raider will use it (so you don’t have to try and select them one at a time). When you reach the harpies, you might want to slow the game down so they’re easier to target. When you receive the three catapults, the mission is almost over. You’ll have to fight a few more centaurs, but mostly all you’ll find between you and the last oasis are several watch towers. So scout with Thrall and use the range of the catapults to destroy the towers, and bring in the rest of your units whenever centaur units rush to attack. Once Cairne and the Kodo Beasts reach the last oasis, the mission will end. * ----------------------------- * * Chapter 3: Cry of the Warsong * * ----------------------------- * Main Quests: 1. Establish a base. 2. Secure zeppelins. Optional Quest: 1. Destroy the human bases. Walkthrough: Immediately select all of your offensive units, and then send them east to the human base. Grom Hellscream’s forces don’t actually need any help, so concentrate on removing buildings, starting with the town hall. As soon as you destroy the hall, have a peon build a great hall in its place. That way you can get your base going more quickly, while your forces and Grom’s forces finish off the rest of the human base. Once Grom departs for his base, get to work building your base. Orc bases are about the same as human bases, so you shouldn’t have any problems figuring out what to do. The only real decision is where to put your watch towers. As you’ll soon discover, there are four human bases on the map, but they all have to pass through a ravine to get to your base. So if you put your towers north of your base in the ravine (near where a couple razormane scouts are waiting), you can meet all attacks in one place and simultaneously prevent Grom’s base from ever coming under attack. Otherwise just put your towers on the northern edge of your base. After a few minutes, Grom will take a few units and attack one of the human bases. He’ll just get himself killed, and it won’t make much of a difference if you try to help out, so keep all of your units at your base. Once Grom’s force is dead, the humans will send a force to attack you, so be ready for them. Grom will “discover” all four of the human bases this way, with each encounter going the same way. Once Grom has attacked all four human bases, he’ll keep attacking in the same way, but now he’ll just pick a random base to attack. However, the humans will change how they retaliate. Instead of just one base retaliating, it’s possible all four bases will retaliate at the same time, and so you’ll have to have solid defenses by that point. Several watch towers plus a standing army should do the trick. Eventually, once you’re happy with your defenses (or even before then), you can help Grom out in his attacks. Grom’s units will primarily attack enemy units and leave the enemy buildings alone, so you can send in 3-4 catapults behind Grom to attack the enemy buildings. Then, once enough of Grom’s army has been killed, pull back the catapults. After a couple attacks, enough of the buildings should have been destroyed that you can mop up with your army. Note: Be careful with your catapults. If you accidentally kill one of Grom’s units with their splash damage, Grom might decide to attack your base. Once you’ve destroyed a base, the mission is essentially over. The enemy attacks won’t get any more difficult, and you’ll have a new gold mine that you can exploit. So go ahead and destroy the other three bases to complete the optional quest (although you won’t get any sort of reward) and then concentrate on the creeps blocking the goblin laboratory. Note: There are also some optional creeps you can kill. Along the way to the green human base you can kill some owlbears for claws of attack +9, and some centaurs north of the light blue human base have a tome of intelligence. The path to the goblin laboratory starts at the western end of the blue human base. As you make your way along the path, you’ll have to fight a bunch of centaurs, but you’ll receive gauntlets of ogre strength +3 as a reward. At the laboratory itself you’ll find several harpies, so make sure you have some raiders with you. Then just ensnare and beat up the harpies to clear the area. Once that’s done, pick up the circlet of nobility (+2 strength, +2 agility, +2 intelligence), buy the two zeppelins at the laboratory, and then send them to your base to complete the mission. * ----------------------------------- * * Chapter 4: The Spirits of Ashenvale * * ----------------------------------- * Main Quest: 1. Amass 15,000 lumber. Optional Quests: 1. Slay the furbolg chieftain. 2. Destroy trees of life. Walkthrough: 15,000 lumber sounds like a lot, but it isn’t. There are five trees of life on the map, and each time you destroy one you’ll receive 3000 lumber. So build your base like normal, and don’t skimp on defenses or research. Also notice the balls of light (wisps) in the trees. That’s how night elves harvest lumber, so take your offensive units and have them kill all the wisps. You’ll find more wisps like that as you explore the rest of the map. Shortly into the mission your peons will chop down enough trees so that you can leave the area around your base. At the same time some night elves will attack, so be sure to have your army on the northwestern side of your base. Grom’s best spell is mirror image, so cast that right away when the battle starts. A second attack will arrive shortly after the first, but it will consist of a pair of hippogryph riders. The attack will come form the north, so make sure your peons are harvesting wood on the southern side of your base, and then use your raiders to ensnare the riders when they arrive. Note: Hippogryph rider attacks will arrive from the north all mission long. So make sure you have watch towers in place to protect your base and peons. At this point, if you haven’t noticed yet, realize that you don’t have a gold mine. So take an army northwest of your base. You’ll find a mine a short distance away, and it’ll only be guarded by a pair of night elves. Kill the elves and then build a great hall next to the mine. You have more than enough peons harvesting wood, so once the hall is finished, convert some of them to mining gold. East of the gold mine you’ll find a goblin named Neeloc Greedyfingers. He’ll give you the optional quest of killing the furbolg chieftain. But don’t run off to kill the chieftain right away. Keep your army next to the gold mine until you have some defenses up. Once you have some watch towers up, and once you have a decent attack force backed up by some catapults, clear out the southern side of the map. South of the gold mine you’ll find a lightly guarded tree of life, and west of that some trolls guarding another gold mine. Defeating the trolls and destroying their buildings will also net you a potion of greater healing plus a crystal ball. Also in the area you’ll find boots of speed inside a fairy ring (but watch out -- entering the ring will cause some fairies to appear). At about this time your first gold mine will likely run dry, so move your peons to the one you just found. It might also be a good time to move some of your tree harvesting peons to the area, since the remaining trees are probably far away from your war mills and great halls by now. In the southwestern corner of the map you’ll find the blue elf base. Destroying it means that all attacks will come from the north, and the cleared area will also give you another gold mine (although you probably won’t need it). The furbolg chieftain is north of the base, so once you’ve destroyed it, re-supply your army and then kill him. He’ll drop a health stone, and then once you return to Greedyfingers you’ll also receive a pair of goblin shredders. The shredders gather lumber in a hurry, so if you want to explore the entire map before completing the mission, just hide them away somewhere and save them for later. The teal elf base is in the northwestern corner. It is defended about as well as the blue base, so a standard attack force backed up by catapults should be able to take it relatively easily. South of the base you can find another fairy ring, this one with a potion of restoration. A third fairy ring is located northwest of your first gold mine. It contains a tome of agility. The light blue (and last) elf base is in the northeastern corner. It’s about the same as the others, so, with all the practice you’ve had, it should be easy to take down. The last tree of life is south of the light blue base, but destroying it (and completing the optional quest) won’t net you anything. With the elf bases gone, you just need to harvest whatever lumber necessary (if any) to complete the main quest, and then the mission will end. * -------------------------------- * * Chapter 5: The Hunter of Shadows * * -------------------------------- * Main Quests: 1. Find the Chaos Well. 2. Kill Cenarius. Walkthrough: The good news is that you start out with four bases plus the 15,000 lumber from the previous mission. The bad news is that the night elves will take back the three bases west of the river in the first few minutes of the mission, and then they’ll attack your remaining base. So immediately grab all the peons west of the river and send them to your main base. If you grab them early enough, all three should survive. Then get those peons constructing watch towers while you train three more peons to mine from the gold mine near your great hall. There are two entrances to your base -- one to the north and one to the south -- so put most of the watch towers in those two places (using the existing ridges when possible), but also put some along the western edge next to the river. The latter towers will deal with any hippogryph riders or chimeras that the enemy sends at you. The initial attack on your main base will probably go badly for you, but if you were able to put up some watch towers and do some researching, then you should still have Grom plus a few other units still alive. So sit around and defend for a while until you can build up a new attack force and also put up some more watch towers. You’ll have a few minutes before any more attacks arrive. Also, after defeating the initial attack, you’ll finally see one of your main quests for the mission, to find the Chaos Well. Without visiting the Chaos Well, you can’t defeat Cenarius, so don’t try attacking the three enemy bases to the west until you complete the quest (Cenarius will just show up and kill you). Once you have a reasonable attack force, send it north of your base (on your side of the river). You’ll find some wolves to kill, and past that some trees you’ll have to knock down. So once the wolves are dead bring a catapult to the area and knock down the trees. Moving past the trees will take your army far away from your base, so before going any farther, make sure your defenses are pretty good (with towers and catapults, plus maybe some other units around). You don’t really need any catapults with your main army, so leave all your catapults home. North of the trees you’ll find a bunch of furbolgs. Defeating them will net you claws of attack +9 plus an anti-magic potion. Be sure to use your witch doctors’ healing wards to keep your army alive. Past the furbolgs you’ll find some satyrs guarding a way gate. Defeating the satyrs will also give you a periapt of health (+300 hit points). Through the way gate you’ll find some more satyrs (with a potion of greater healing), and then, through an archway, a satyr pyromancer with four burning archers. The pyromancer will drop an orb of fire. Keep following the path. You’ll run into some wimpy undead units, a fountain of healing, and then, through a second archway, the satyrs guarding the Chaos Well. When you defeat the satyrs, you’ll find a ring of protection +3, but, more importantly, all of your orc units will turn into chaos orc units, which are more powerful. So bring your army back to your base, create some more units, and then storm one of the elven bases on the western side of the river. Your new and improved units should make short work of the elves. Once you’ve destroyed enough of the base, Cenarius and a few of his friends will attack you, but again you shouldn’t have too much of a problem. Once Cenarius falls, the mission will end. * ----------------------------- * * Chapter 6: Where Wyverns Dare * * ----------------------------- * Main Quest: 1. Destroy the human base guarding Stonetalon Peak. Optional Quests: 1. Find the wyverns. 2. Restore the defiled fountain. Walkthrough: The (blue) base you need to destroy is accessible only by air. That means you’ll either need wyverns or zeppelins to attack it, and that its attacks against you will include flying units and zeppelins of its own. So you need your base to be well defended, so if enemy zeppelins drop units into your base, you’ll be able to destroy them regardless of where they land. In other words, put several watch towers on the northern edge of your base, plus a few in the interior. You should concentrate on the area near your great hall and on the southern edge of the north-south ravine in the middle of the map. Once the cut scene ends, group together your offensive units and send them west. You’ll find several lightning lizards guarding a defiled fountain. When you kill the lizards and bring Thrall close to the fountain, you’ll get the optional quest to restore the fountain (to a fountain of health). But don’t rush off and do anything. Sit around and defend for a while, and once you think you have a reasonable attack force plus good defenses at your base (including some catapults to back up the watch towers), send your force north into the ravine. As soon as the ravine branches (almost right away) send your force west. You should get a cut scene about the wyverns. Follow the path all the way to the end. Along the way you’ll have to fight a bunch of creeps (holding a periapt of vitality and a health stone), so stop as you need to and use a healing ward to heal your troops. Then continue on. Eventually you’ll run into three groups of harpies, so it’s a good idea to have some raiders along. Chain lightning doesn’t hurt either. Once you kill the last set of harpies, you’ll receive six wyverns as reinforcements, and you’ll also find a pendant of mana. Send your units back to your base, and then heal and re-supply them. Once they’re ready to go, send them north into the ravine again, but this time keep going north. You’ll find several centaurs guarding a gold mine plus a goblin laboratory (where you can buy more zeppelins if you want), and past that, taking the eastern branch of the ravine, you’ll run into the centaur khan and his cohorts. With Thrall and Cairne plus assorted other units, the battle shouldn’t be too bad. Once the khan dies, he’ll drop a glyph of purification. Just take the glyph back to the defiled fountain to turn it into a fountain of health. After re-supplying your army again, send it back into the ravine, but this time have it take the western branch that leads to the light blue human base. After the base is destroyed, leave your units where they are, and create more units until your upkeep closes in on 90. Then purchase some zeppelins, and attack the blue base from the west. With your wyverns leading the way (to kill the enemy gryphons), land your units on the western side of the base, and then let them pound away. With taurens, catapults, and more, the base shouldn’t last very long, and once you’ve destroyed enough of its buildings, the mission will end. * --------------------- * * Chapter 7: The Oracle * * --------------------- * Main Quests: 1. Seek out the Oracle. 2. Return Aszune’s heart to her. 3. Take the enchanted gemstone to the spectral bridge. Walkthrough: You start out with Thrall and some orcs and trolls. Later you’ll switch to Cairne and some taurens. The important thing to realize is that the two groups will eventually meet up, and Cairne will be able to explore the area where Thrall starts. That’s important because Thrall probably has the best equipment at this point, and he’ll likely find equipment not good enough for him but good enough for Cairne during his explorations. So when you find good equipment, try to remember where it is on the map so Cairne can pick it up later. The first part of the map isn’t complicated. Just group all of your units together, kill some creeps, and destroy some crates. Then, when your units get hurt, either let them rest for a while, or use a healing ward from your witch doctor. With chain lightning plus his spirit wolves, Thrall can handle all of the encounters on his own, so don’t worry if you get some units killed. Eventually you’ll pass a death revenant (who will drop an orb of fire) and arrive at the skeleton lord’s throne. Near the throne are three doors. The northern door requires a key that is located through the southern door. Just pick up the key and bring it to the northern door to open it. Then through the door you can find a crown of kings (+5 strength, +5 agility, +5 intelligence), plus some scrolls and potions. Through the eastern door lies a way gate. Once you go through the gate you’ll find yourself next to two doors, one to the north and one to the south. Go through the southern door first, and you’ll find a light barrier to the east and a locked door to the south. You’ll also hear from a spirit named Aszune. When you return her heart to her, she’ll remove the light barrier to the east. (It’s a quest, but it won’t show up on your quest log yet.) The locked door the south is the avenue Cairne will use to meet back up with Thrall, and it won’t open until you get to Cairne’s part of the mission. So head back to the room with the way gate in it, but this time go through the door to the north. Eventually you’ll come to some harpies fighting a dragon. Let the harpies finish off the dragon, and then kill the harpies. The dragon will drop Aszune’s heart, so just pick it up and return it to the light barrier (you can use the way gate north of the battle for a quicker trip). Aszune will be happy and remove the barrier for you. Then you’ll discover you need a gemstone to create a spectral bridge, and you’ll come under control of Cairne. Note: If you’ve explored Thrall’s part of the map carefully, you’ll have found the following items (plus some scrolls and potions): a mantle of intelligence +3, a ring of regeneration, a tome of intelligence, a tome of agility, an orb of fire, a crown of kings, and a sobi mask. There are three things of interest in Cairne’s part of the map: 1. The “hungry hungry lizard.” Don’t kill it. The lizard will eat so many mushrooms that it’ll eventually explode, but in the process it’ll clear the way to the Lion Horn of Stormwind, an item which grants nearby units a boost to their armor. 2. The gemstone. It’ll be guarded by a whole host of quillboars and razormanes, so you can’t just rush in and grab it. Instead, explore to the north of the gemstone, and you’ll find two circles of power. The one on the right will activate the trap where the quillboars and razormanes are, killing them all. The one on the left will open the door that leads to the gemstone. 3. The ghost key. One of the statues on the eastern end of the area will have the key. It’ll open the door to Thrall’s part of the map. If you’ve explored carefully, then you should also have found a tome of strength, claws of attack +12, and a belt of giant strength +6. Once you’ve reunited Cairne with Thrall, send Cairne through Thrall’s part of the map to pick up useful items (if necessary). Then send your units across the spectral bridge to complete the mission. Note: There isn’t any way to get to the northwestern part of the map, and there isn’t anything there anyway. * ------------------------------ * * Chapter 8: By Demons Be Driven * * ------------------------------ * Main Quest: 1. Capture Grom and bring him to Jaina’s ritual circle. Walkthrough: Note that Thrall starts the mission by dropping one of his inventory objects so he can pick up the soul gem. So check his inventory and make sure he has his best five objects with him before proceeding. Two things will happen with regularity during this mission: 1. Infernals will rain down from the sky and land at random locations on the map, including the middle of your base. 2. The enemy orc bases will send attacks your way, and they’ll have chaos units at their disposal. That means you have to have good defenses at your base. Upgraded chaos grunts can mow down watch towers quickly, so you can’t rely on them alone. Upgraded barricades help, but you really need to have watch towers plus catapults plus wyverns patrolling your base for an effective defense. Once your defenses are good enough to deal with infernals, start sending out your army in between chaos orc attacks. Near your base you can find a gold mine to the northeast and a goblin laboratory to the east. When you get to the laboratory, buy a shredder there and retire all of the peons you have harvesting trees. One shredder is faster than four peons, and the upkeep cost is the same. Farther away from your base, but still on the southern side of the map, you can find another gold mine (far to the east) and two fountains of health (one to the northeast and one to the north). If you destroy the buildings around the northeastern fountain you’ll discover a mask of death, which gives heroes a vampiric attack. At the northern fountain, you can find a hood of cunning (+4 agility, +4 intelligence) when you defeat the centaurs there. Keep creating units and researching, and once you have an impressive strike force backed up by catapults, head for the enemy orc base in the northwestern corner of the map. The orc buildings have barricades, so try to use your catapults to destroy buildings, while the rest of your army chases down enemy units. Note: East of the orc base you can kill some lightning lizards to get a medallion of courage (+4 strength, +4 intelligence). Southeast of the base you can find some cages with troll headhunters inside. Once the orc base is destroyed, head east. You should shortly find the entrance to where Grom is being held (the ground turns red). Three groups of units will block your way to Grom. The first two consist of doom guards and chaos units, and the third has a pair of doom guards plus Grom himself. Just plow through them, and when you get to Grom, wait for the cut scene to finish and then use the soul gem on him (by selecting the gem in Thrall’s inventory and then targeting Grom). That will capture Grom’s soul in the gem. Then just walk Thrall to the circle of power south of Jaina’s base to complete the mission (and the campaign). ***************************************************************************** * Night Elf Campaign: Eternity’s End * ***************************************************************************** * ------------------------------ * * Chapter 1: Enemies at the Gate * * ------------------------------ * Main Quests: 1. Establish a base. 2. Kill the paladin. Optional Quest: 1. Find 10 missing furbolgs. Walkthrough: Well, it’s back to square one. Building a night elf base is different than building a base for the other races, so follow the instructions in the mission. When it comes time to build moon wells, put them near the front (southwestern side) of your base. Moon wells heal units as well as provide food, so you don’t want to bury them in out-of-the way places. Also be sure to right click the “replenish” option for the moon wells, so they automatically heal troops. Once you have some moon wells and a tree of war, there isn’t much for you to do at your base other than crank out a whole bunch of archers, so do just that. Meanwhile, once you have a few units around, put them in a group and have them explore the map. South of your base you’ll find an encampment of furbolgs. Don’t attack them. Remember that you’re playing a druid now, and animal creeps are your friends. The furbolgs will ask you to find 10 missing furbolgs, which are scattered around the map. If you went exploring before meeting the furbolgs, you might have to retrace your steps. The missing furbolgs will only appear after you get the quest to find them. Here is where you can find the furbolgs (there are 13 total): 1. Two are located northwest of your base, along the northern edge of the map. 2. Two are located southwest of the furbolg base, across the river. There is also a crate there you can break open for a ring of protection +1. 3. Three are located north of the human lumber camp. They’re being held by some orc raiders. 4. Two are located in the northwestern corner of the map. 5. Two are located just east of the human / orc base. 6. One is located just north of the human / orc base. When you rescue 10 furbolgs and return to the furbolg encampment, you’ll receive three furbolgs as reinforcements. Also on the map you can find: 1. Three archers north of your base. They’ll join you when you walk up to them. 2. A small human camp east of the main human / orc base. If you destroy the tents there you’ll find a potion of healing and a scroll of protection. 3. An orc lumber camp, near the gold mine in the middle of the map. 4. A human lumber camp, west of the orc lumber camp. 5. A second orc lumber camp, almost directly west of your base, on the western edge of the map. When you’ve explored everything you want to see, send a couple dozen archers to the human / orc camp. All you have to do at the camp is kill the level 6 paladin inside, but instead you might want to detour slightly. There are two groups of tents in the base, and if you destroy the eastern ones you’ll find healing wards, and if you destroy the western ones you’ll find a circlet of nobility (+2 strength, +2 agility, +2 intelligence). So it’s worthwhile to waste an attack on the base, just so you can get the extra equipment. Once you’re ready to kill the paladin, ignore everything else and focus your attacks on him. With a host of archers gunning for him -- plus perhaps the odd furbolg or two -- the paladin won’t stand a chance, even if he casts divine shield on himself. And once the paladin dies, the mission will end. * -------------------------------- * * Chapter 2: Daughters of the Moon * * -------------------------------- * Main Quest: 1. Bring Tyrande Whisperwind to the night elf base. Walkthrough: Tyrande can hide in shadows, and the mission starts out at night, so you’re in good shape. Simply move until a doom guard gets within combat range, and then hide. The guard will then go about its business like it has no idea Tyrande is around. In this way you can move wherever you want on the map, albeit slowly. (You can also kill doom guards this way, by attacking them until they close into combat range and then hiding, but it takes too long with Tyrande alone. Wait until you have some units to try that.) First off, travel to the northwestern corner of the map. You’ll find boots of agility +3 and claws of attack +3 there. Then travel south until you see a pair of crates. Inside one of them you’ll find a potion of greater healing. Then keep going south until you find two more crates and a cage. One of the crates will have a scroll of healing and the cage will contain a furbolg. When you release the furbolg, it’ll run off and get itself killed attacking a doom guard, but you can follow behind it and take advantage of the guards being distracted to open a couple more crates and pick up a druid pouch (+1 intelligence). Keep following the path until you find a bridge. Past the bridge you’ll discover a human camp being attacked by archers. When you get close enough to the archers (by destroying some crates first) they’ll come under your control. You now have enough units that you can kill doom guards by attacking and hiding. Next you’ll find some footmen attacking ghouls. Attack both sides evenly (they’ll ignore you) to gain more experience for Tyrande, and then hide and attack whichever side prevails. You can also destroy some crates nearby to pick up a ring of superiority (+1 strength, +1 agility, +1 intelligence). A little farther along the path you’ll find some orcs fighting some undead. The orcs will always win this battle, so you can do one of two things: you can try to help the undead units (mostly by trying to protect their meat wagons), or you can ignore the battle. Either way, you should eventually try to enter the orc base and grab the mantle of intelligence +3. Whether you help the undead or not just determines how much sneaking you’ll have to do. Past the orc base is a way gate leading to a fountain of health, so if the battle between the orcs and the undead looks like it’s going to go badly for you, don’t waste your archers. Just skip the battle and go through the gate. At the fountain you’ll also receive three huntresses as reinforcements. North of the fountain of health is a door you’ll have to knock down. Past the door you’ll find an area with treasures, doom guards, and shades. You don’t have to do anything fancy to kill the doom guards. Just fight them and then send your damaged huntresses back to the fountain of health to heal. The two treasures in the area are a ring of protection +2 and gloves of haste (15% increased attack speed). Since Tyrande is a ranged attacker, she won’t come under attack much, and so objects that increase her damage (like the gloves of haste) are more useful to her than objects that increase her defense or hit points (like the ring of protection). To the north you’ll find some footmen who will run away when you approach. However, they’ll run right into a doom guard. So follow behind them and attack whichever side seems to be winning. When the doom guard dies, it’ll drop a tome of strength. Through a door to the northwest you’ll find another fountain of health and receive two archers and four huntresses as reinforcements. At some point around here daybreak will probably arrive (meaning you can’t hide anymore) but that’s ok. You should now have over a dozen units and be able to beat off anything that attacks you. Move east from the fountain and you’ll encounter a spirit tower. Attack it but retreat away any unit that starts to take too much damage. East of the tower you’ll find three ballistae. In the future you can use the range of the ballistae to attack spirit towers without being damage din return, but for now use them to destroy the trees north and east of where they start out. eventually you’ll find a neutral hydralisk, and when you bring Tyrande to it, it’ll join your cause. The hydralisk does about the same damage as five archers. Note: Farther to the east you can find yet another fountain of health and receive even more reinforcements. Now, with about two dozen units under your control, all you have to do is fight your way through an undead base to get to the night elf base. The undead base will have lots of spirit towers and units, so try to use your units (like Tyrande) to draw the enemy units back to you, and then use the ballistae to destroy the enemy buildings. Once you’ve cut a swath through the base, just send Tyrande through the gate at its southern end and into the night elf base to complete the mission. Note: If you want to avoid combat altogether, you can use the ballistae to mow down the trees south of the fountain of youth. Beyond the trees is a path that leads directly into the night elf base. * ------------------------------------- * * Chapter 3: The Awakening of Stormrage * * ------------------------------------- * Main Quest: 1. Wake Furion Stormrage. Walkthrough: You’re on the clock for this mission. You have to defeat an orc base to the east and then kill some powerful creeps before the undead base to the north chops down 100 trees. That gives you roughly a half hour. So you have to attack efficiently and cut corners where you can. The orc base won’t create any flying units. That means the only way they’ll be able to access your base is from the east. So you don’t have to create any ancient protectors. The one you start with plus your army should be able to deal with any orcs that arrive, and you only need to make sure your army is always between your base and the orc base, which isn’t too difficult since there are only two paths between the bases. Note: You can use the sentinel skill of your huntresses to reveal the paths to your base. Another note: Between your base and the orc base, on the river, you can find several murlocs. If you defeat the murlocs and their buildings, you’ll receive boots of speed. Once you have a dozen units backed up by half a dozen catapults, advance on the orc base. (You can even bring your ancient protector if you want.) There isn’t anything special about the base, and it isn’t particularly well defended, so it should go down easily. However, the orc hero at the base will keep casting mirror image, and that can cause some problems. So manually control the abolish magic spell of your druids (druids won’t cast it on summoned creatures even if it’s set to automatic), and cast it on the hero and his images (since you can’t tell which is which). You might want to slow the game down so it’s easier to target them. If you can destroy the orc base while there are 50 or more trees left, you’re in good shape. Once the orc base is history, heal and re-supply your army, and then head north. You’ll have to face three groups of creeps before you get to the Horn of Cenarius: 1. A fire protector and three owlbears. Make sure you have some dryads with you to abolish sleep spells. In a crate nearby you can find a jade ring (+1 agility). 2. An ice protector and three owlbears. Again, dryads are useful to counteract the protector’s spells. 3. A lightning protector and three owlbears. The owlbears get more powerful for each successive group, so rest as much as possible between fights. In fact, if you have enough time, feel free to run all the way back to the fountain of health south of where the orc base was. You can also send a wisp along with your army to construct moon wells near you, and you can pick up some healing wards in a crate on the western side of the orc’s island. Regardless, once you kill the three protectors and their owlbear cohorts, all you have to do is bring Tyrande to the Horn of Cenarius (if she isn’t near it already) to complete the mission. * --------------------------- * * Chapter 4: The Druids Arise * * --------------------------- * Main Quest: 1. Awaken the druids. Optional Quests: 1. Kill the furbolg warlord. 2. Kill the death revenant. Walkthrough: There are three inaccessible enemy bases on the map: purple (undead), red (orc), and light blue (human). They won’t care about you at all, and they’ll only attack you if they happen to run into your units or structures. So the moon wells and hunter’s hall you start with are perfectly safe. You don’t have to defend them. That area of the map is also probably the best place to root your ancients of war and lore. Of course, the nearest gold mine is right in between the red and purple bases, so you can’t avoid the enemy entirely. The gold mine also only contains 2000 gold, so you’ll have to keep moving your tree of ages and ancient protectors from mine to mine to gather gold. So do just that while you research, train, and explore. East of the first gold mine you’ll find some trolls who will leave behind an ironwood branch (+1 strength). To the northwest you’ll find some more trolls guarding a fountain of health. These trolls will drop a ring of protection +2 and a tome of strength (in a crate). Note: Don’t build moon wells (or other non-mobile structures) next to your gold mines, since the gold mines won’t last very long. Just add more moon wells to your starting position and then either send wounded units back there or to the fountain of health. East of your first gold mine is a second gold mine, but again it’ll only have 2000 gold in it. Also, when you approach it, you’ll probably trip the trigger for the furbolg warlord quest. If not, just move a little to the north until you see the defiled fountain. The furbolg warlord is to the north and west of the fountain, and you’ll have to fight your way through lots of furbolgs to get to him. The furbolgs like to cast lightning shield, so make sure you have some dryads with you. Once you complete the quest you’ll receive claws of attack +6. East of the second gold mine is a light blue human base (the humans have two bases). You’ll receive a pair of huntresses on the way. Make your army as powerful as possible with the gold you have available (including at least two ballistae) and then attack. The base isn’t very well defended, with only a handful of units and two watch towers in the back, so try to conserve your units as much as possible during the fight. Once you destroy the base and knock down the door in the back, you’ll receive two more huntresses and two archers, plus get the second optional quest. The woods beyond the human base are filled with ghosts and skeleton archers, plus other units. The ghosts can possess your non-hero units, so only send Tyrande and Furion into the woods. They should be able to handle everything they see without much of a problem. Be thorough so you kill all the ghosts and pick up all the gold possible for killing the creeps. Note: While you’re exploring the woods with your heroes, you can replace the human base with your own. Put in some moon wells for healing, and move your ancients of lore and war from your starting position to the base. The death revenant is in the southeastern corner of the map (south of the exposed gold mine). Tyrande and Furion can probably kill him by themselves (provided they draw out some of his minions first), but it’s probably better to bring along some help. However, you won’t get a reward for killing the revenant. All that will happen is that skeletons will stop spawning in the woods, so you might want to skip the quest entirely since skeletons are worth a little bit of gold when you kill them. Note: Far to the west of the death revenant (roughly south of the purple undead base) and through some trees, you can find some lightning lizards, including an ancient storm wyrm. When you kill them you’ll receive a sobi mask (50% increased mana regeneration), which is a good item for Tyrande because of her searing arrows. Finally, you can get on with the main quest. As you approach the northeastern part of the map, you’ll see a cut scene and find out some night elves in the area have been corrupted, so you’ll have to destroy their base. You can be thorough at this point and move your base once again to the new gold mine (with 5000 gold in it this time), or you can just charge the corrupted base. If you have a dozen units plus some ballistae, charging will probably work but be ugly. Once you destroy the base, just send Furion to the barrow den to the north to complete the mission. * ---------------------------- * * Chapter 5: Brothers in Blood * * ---------------------------- * Main Quests: 1. Awaken the druids. 2. Free Illidan Stormrage. Optional Quest: 1. Retrieve water from the fountain of life to heal the furbolg shaman. Walkthrough: This is another fixed-force mission without a time limit, and you should know the drill by now: rest your units between every battle so you don’t lose any. Also, when Tyrande and Furion gain a level, be sure to choose their special abilities. Furion’s tranquility spell is especially useful here since it can heal your units. To start out, group all of your units together and head generally south. There are lots of creeps (mostly spiders) around, but nothing is too interesting. One spider will drop a spider ring (+1 agility), but that’s it. Eventually you’ll come to a defiled fountain. Note: Not long before the defiled fountain, on the right side of the cave, you should find a skull on the ground in front of some mushrooms. If you use Furion’s force of nature spell on the mushrooms twice, you’ll open up a path to “the largest panda ever” (a level 10 creep) and you’ll gain a necklace of spell immunity. At the defiled fountain you’ll find a bunch of spiders, including some in the nearby eggs. Past the fountain you’ll run into some furbolgs who will give you the optional quest. The fountain of life they mention doesn’t have anything to do with the defiled fountain you just passed. Also notice that one of your heroes has to pick up the empty vial they give you. The fountain of life is west and then north of the furbolgs, guarded by some lightning lizards. Once you fill the vial at the fountain and return it to the furbolgs, you’ll receive a talisman of the wild, which summons fairly wimpy furbolgs to help you. I typically drop the talisman and grab back whatever my hero was holding before it had to pick up the empty vial. South of the fountain of life you’ll find a door leading west to Illidan’s prison. Tyrande will leave your group at this point and take all of the archers and huntresses with her. Once Furion finishes his quest to awaken the druids, you’ll come back to Tyrande so she can complete her quest to free Illidan. So take your remaining forces east and kill whatever creeps you come across. When you reach the circle of power, have Furion walk up to it and he’ll cause a spirit bridge to appear. Past the bridge you’ll have to fight three watchers who will drop claws of attack +9. South of the watchers you can kill some skeleton archers to access a fountain of mana, and to the north you’ll have to fight some black dragon whelps. Past the whelps you’ll learn that the druids of the claw are already awake but feral. Worse, you’ll have to make your way through them to a circle of power without killing any of them. At this point your dryads aren’t terribly useful, so leave them behind. You could also leave the druids of the talon behind, but in a couple places you’ll have to deal with multiple druids of the claw, and it’s useful to have two cyclones as well as an entangle available to deal with them. You’ll also have to fight some spiders, and a little extra firepower doesn’t hurt. So avoid what you can and cyclone what you can’t. There isn’t anything interesting on the creeps or crates in the area, so don’t worry about them. Once Furion gets to the circle of power, his quest will be complete and you’ll switch to Tyrande. Tyrande will immediately come under attack by three watchers, but they shouldn’t cause much of a problem. Once they’re dead, notice that you’re at a four-way intersection. West leads to a door you can’t open yet (you need to activate a pair of circles of power first), so head south instead. Kill all the creeps you find and activate the circle of power. Also be sure to notice the room north of the library. If you destroy the book pedestal there, you’ll find a book of knowledge, which will permanently increase all of your attributes by one. You can also rescue some prisoners (two archers and a huntress) in the area. The hallway north of the four-way intersection is much more boring then the hallway to the south. All you’ll find are some watchers to kill plus some healing wards in a crate. But once you activate the circle of power, the previously locked door will open, so send your troops back to the four-way intersection and then to the west. Past the door you can first kill some sleepers and gain an upgrade to your huntresses’ weapons, and then you can enter a prison area. In the four rooms of the prison you can pick up four archers, a huntress, a wolf named Loki, a ring of regeneration, and a periapt of vitality (+100 hit points). Past the prison you’ll have to kill some treants (Tyrande can do it alone), and then you can take a way gate. Past the way gate you’ll first find a fountain of health, and then you’ll come to a three-way intersection. If you take the south branch at the intersection, you’ll find a room with goblin land mines in it. The land mines aren’t necessary, so if you don’t want to mess with Tyrande’s inventory, just skip them. The reason they’re potentially useful is because if you take the western branch of the three-way intersection, you’ll find several watchers patrolling around a circular hallway. Then you can plant the mines in the hallway and kill them. But the watchers aren’t very powerful, and you should be able to just take your army right up to them and kill them without losing a unit. You can also draw them out one at a time and kill them that way. Note: Southeast of the fountain of health, hidden behind the trees, are gauntlets of ogre strength +3. However, they’re probably not overly useful to Tyrande at this point. Another note: The trees far to the west of the fountain of health (just before the room with the patrolling watchers) don’t go all the way to the wall. You can send Tyrande behind them to find a pair of circles of power. Direct her to the larger of the two to discover the “Shrine of the Uberfish” and a mantle of intelligence +3. Then just walk Tyrande to either of the small circles of power in the area to bring her back where she was. Now all you have to do is send your army north. You’ll encounter some more watchers along the way, including a level 4 Keeper of the Grove, but they shouldn’t be too difficult to kill if you’ve taken care of your units during the mission. Once the watchers are dead, the mission will end. * ---------------------------------------- * * Chapter 6: A Destiny of Flame and Sorrow * * ---------------------------------------- * Main Quests: 1. Capture the Skull of Gul’Dan. 2. Destroy Tichondrius. Walkthrough: There are two entrances to your base -- east and west -- but all attacks will come from the west. (There is an orange corrupted base to the northeast, but for some reason it always attack through the western entrance.) So put a bunch of ancient protectors at the western entrance. Meanwhile, do the regular thing: build, train and research until you have a reasonable army. Don’t train any more huntresses. Instead, train druids of the claw and put them in bear form. They’re much better as front line units. When you’re happy with your army (and it includes some ballistae), send them east. They encounter some spiders (with a mana stone and boots of elvenkind +6) and some sludges, but eventually they’ll run into the orange corrupted base. The orange base isn’t very well defended, so just rush into it and burn it to the ground. The hero at the base might drop a scroll of restoration. Once the orange base is no more, head west. You’ll find a gold mine guarded by some treants and satyrs. Kill them and they’ll drop claws of attack +6. Then head back to your base so your army can visit your moon wells and heal up. Now head west out of your base. You should first notice a murloc encampment, and when you kill the murlocs there you’ll receive a ring of protection +3. West of the murlocs is a sludge monstrosity with gloves of haste. Southwest of the murlocs you can find several spiders, a gold mine, and a goblin merchant. One of the spider eggs next to the merchant has a manual of health. Due north of the goblin merchant lies the green corrupted base. It’s about as well defended as the orange base and should go down about as easily. Now the only things left on the map are the Burning Legion base to the northwest and Tichondrius to the northeast. You have to deal with the Burning Legion base first, which will consequently stop those annoying doom guard attacks on your base. The Burning Legion base is basically just a demon gate guarded by several doom guards and infernals. So try to keep your units separated when you attack, so the doom guard fire spell will hit as few units as possible. Then push forward and destroy the gate. Once the gate is gone, move Illidan to the skull to turn him into a demon and complete the first quest. Note: There’s another demon gate on the map (north of where the orange base was), so you’ll still have to deal with Burning Legion attacks on your base. Another note: If your gold mine runs out, use the mine west of your base. The ones to the north and northeast will get attacked by the Burning Legion units appearing at the second demon gate. Your army probably took a beating while completing the first quest, so take your remaining units back to your base to heal up and get re-supplied. Make sure you have a powerful army backed up by half a dozen ballistae, and then head for the northeastern corner of the map. You’ll have to deal with felhounds, infernals, and doom guards along the way to Tichondrius, but they shouldn’t be much of a problem for your army. When you reach Tichondrius, remember that only Illidan can harm him, so have him target Tichondrius while your other units target the other Burning Legion units in the area. Once Tichondrius goes down, the mission will end. * ------------------------------- * * Chapter 7: Twilight of the Gods * * ------------------------------- * Main Quest: 1. Delay Archimonde for 45 minutes. Walkthrough: Archimonde starts out with a base on the bottom of the hill. In order to get to the top of the hill, his units first have to go through the human base, then they have to go through the orc base, and finally they have to go through your base. All you have to do is stall them for 45 minutes. That sounds easy enough, especially since you get allies, but it turns out Archimonde cheats. He gets unlimited resources, and he can produce units -- undead and Burning Legion units both -- far more quickly than he should. So while his first waves of attacks will have wimpy crypt fiends and ghouls, he’ll later send a level 10 hero plus numerous Burning Legion and undead units plus half a dozen catapults. And you’ll only have a minute or so between waves. So you’re probably going to lose one or both of the allied bases, but that’s ok. Once an allied base dies, Archimonde’s attack waves will reset to the wimpy versions, and then they’ll make their way up the difficult versions again. What you need to do is keep the allied bases alive as long as possible. Probably a good rule of thumb is to keep the human base going for at least 15 minutes and the orc base going for at least 20 minutes. Since your base doesn’t have an ally helping it out, it’ll probably go down the quickest of the three, and ideally you don’t want Archimonde attacking it at all. So what should you do? You should try to get as powerful as possible as quickly as possible. So start researching right away (master training for druids of the claw is a good early target), and also start producing wisps. You start out with five wisps working your gold mine, but there are also two more gold mines nearby, and you should get wisps to produce trees of life next to them so you can start mining them as quickly as possible. You also start with four wisps harvesting wood, and a couple more to help out there isn’t a bad idea either. (Later, if you have too many wisps gathering resources, you can pull some off to create ancient protectors.) Meanwhile, grab Furion and the other units at your base and send them down to help Tyrande at the human base. Between the two you have a nice enough early army, and you can therefore use the ancient of war at your base for researching. You should also send some wisps down to the human base to produce an ancient of war down there plus some moon wells plus some ancient protectors. Once the new ancient of war is ready, use it to produce ballistae. When defending against attacks, it’s probably best to use your heroes, druids of the claw (in bear form), hippogryph riders, and ballistae. You’ll be losing units left and right, so just keep producing those three non-hero units as often as possible, and get your heroes out of battle if they get anywhere close to being killed. Also realize that the two most lethal enemy units are meat wagons and heroes. So try to keep at least one druid of the talon on hand to cast cyclone on the hero, and try to focus your other units on the meat wagons as much as possible. Of course, sometimes all you can do in battle is let your units work on their own, just because it tends to be difficult to tell what’s going on. Lastly, don’t forget about your heroes’ special abilities. You can use tranquility roughly every other wave to heal your units (try to heal your ally’s units, too), and you can use starfall about as often to do some major damage to the enemy units (if Tyrande has the sobi mask, she can probably keep searing arrows on at all times, too). Also remember that druids of the claw can cast spells when they’re not in bear form, so feel free to switch one out between waves to do some healing or to roar before the next wave arrives. Once it looks like an allied base is about to fall, bail out. It’ll take Archimonde a couple minutes to disassemble his previous base and create a new base at the old location of your ally, but you still don’t want your army to get decimated and have to start from scratch, and you definitely don’t want to have to reincarnate a dead hero. Also, after the allied base has been under attack for about ten minutes, start thinking about upgrading the defenses at the next base to be attacked. That way you’ll have ancient protectors and moon wells all set up before Archimonde starts his attacks. That’s about it. Just hold out for 45 minutes to complete the mission (and the game). Note: If you complete the mission on the hard difficulty setting, you’ll get to see an extra scene during the closing credits. ***************************************************************************** * Revision History * ***************************************************************************** August 23, 2002 --------------- Initial version. November 4, 2002 ---------------- Added a note to Night Elf chapter two. (Thanks Penny Tay.) ***************************************************************************** * Permissions and Updates * ***************************************************************************** This guide may be posted on any web site as long as the text is not changed and as long as I am informed of the posting. I will always submit new versions to GameFAQs (www.gamefaqs.com) first, so if you are looking for the most up-to-date version of this guide, that is the place to look. ***** Copyright © 2002 by Steven W. Carter