W WW CCC 3333 : TTTTTTT FFFF TTTTTTT W W WW CC 3 : T F T W WW WW CC 3333 T FFF T WW WW CC CC 3 : T F T W W CCC 3333 : T F T ---------------------------------------------------------------------------- Warcraft III: The Frozen Throne Walkthrough By: Killerdragon Version: 3.1 Copyright 2003 Created on July/9/2003 Updated: Sept/22/04 AIM:KillerdragonMD Bnet account-KillerdragonSOS or teamh0rd E-mail:Killerdragon83@hotmail.com ----------------------------------------------------------------------------- Table of Content ----------------------------------------------------------------------------- I Version Numbers And Info II Disclaimer III Introduction IV FAQs V Story VI New Unit Overview VII Campaign(before and after each mission I've written what happens) 7.1 NIGHT ELF SENTINELS 7.2 HUMAN ALLIANCE 7.3 UNDEAD SCOURGE 7.4 Bonus Campaign-ORC HORDE(Not done) VIII Strategies for each race(UPDATED) 8.1 NIGHT ELF SENTINELS 8.2 HUMAN ALLIANCE 8.3 UNDEAD SCOURGE 8.4 ORC HORDE IX Multiplayer(started and has a bit of stuff) X Codes XI Final Words XII Credits ----------------------------------------------------------------------------- I-Version Numbers And Info ----------------------------------------------------------------------------- Version 3.1 9/22/04 A friend of mine has inspired me to renovate this for the current patch (1.16) so i will go through and try to update the stats and strategies for this patch. YOU CAN NOW FIND ME ONLINE AS KILLERDRAGONSOS OR TEAMH0RD Version 3.0 2/7/04 Yay first update of the new year New site where this can be viewed Now that finals are over I hope to be finishing the 2 orc campaigns soon =D Added another easter egg to one of the starting stages Version 2.9 12/30/03 Now New Years is coming up fast =D. This FAQ is now the longest one I believe. If no it will be after my next update. Added my SN =D Christmas was great =D Finished more of Act 2 =D Version 2.8 12/24/03 Merry Christmas to all =D Started the FAQ of the Orc Act 2(Act 3 will follow shortly it was very short I will finish it up soon as it is Winter Break =D. The new patch killed Undead and Orcs so if you want to win use NE or Humans =D Version 2.7 11/8/03 Yay Mario Party 5 officially comes out in 3 days Added a new strat for human 5 that makes it way too easy even in hard added stuff to FAQs section Added more Easter Eggs =D Version 2.6 10/7/03 Recall in California passed. Arnold is now our Governor =D Anyway my ratings are very outdated, so I've updated them Version 2.5 10/5/03 Added another place this can be found Cleaned it up a bit Decided I should put a bit more effort into finding Easter Eggs so I will do that Version 2.4 9/23/03 Fixed most of the spelling errors I can't believe I've been forgetting to update the top part of this. It has said Last updated: July 23rd for 2 months. Finally fixed that. Version 2.3 9/8/03 Got an e-mail about a secret in the 4th Undead mission from Funkytown277 Version 2.2 9/7/03 I got a new Cheat discovered by Teh Spork Congrats to Teh Spork Anyway school has started and you can expect fewer upgrades. =) Version 2.1 8/18/03 I got a big contribution to Strategies for each race and Multiplayer I added my own notes to his ideas in hopes of improving both are strats) A new site can now hold my Walkthrough. That brings the count up to 8 sites that can use this site. Version 2.0 8/11/03 Thanks to Tim Streett I got a new Undead Mission 8 strategy Added a few questions to the FAQs section Posted new locations this can be found(quite a few now) Version 1.9 8/2/03 Updated this FAQ based on E-mails(corrections and questions) Version 1.8 8/2/03 Started Easter Eggs Added more web sites where this can be posted New e-mail is added Version 1.7 7/20/03 Listed all the creeps released on you during the Human Secret Mission Finished Undead Campaign Finished credits Fixed errors again Version 1.6 7/18/03 I ran it through a Spell Check, and I fixed some errors. Version 1.5 7/18/03 I finished Undead 2-5. Just a bit more until this is done. Version 1.4 7/16/03 Started Undead Campaign Version 1.3 7/15/03 Big upgrade for a single day Added Orc Act One Name(can't believe I forgot) Added a few questions that I got from people Finished Orc Campaign Walkthrough Finished the Human Campaign Walkthrough Added Orc Act 2 & 3 names(you get them when you finish the Orc Campaign Act 1) Version 1.2 7/14/03 Thanks to Tro77Tro codes are done. Thanks to Bob Blakey the Orc campaign has been upgraded. You can now learn how to get the Panderan Brewmaster. I also fixed some of the spelling Version 1.1 7/13/03 Finished some more of the Human Campaign Added a bit here and there Version 1.0 7/9/03 Finished Disclaimer, Intro, and New Unit Overview Started FAQs Started Bonus Campaign Finished the Night Elf campaign Wrote up Final Word and Credits ----------------------------------------------------------------------------- II-Disclaimer ----------------------------------------------------------------------------- PLEASE don't use this without my permission. Doing so is against the law, and will get you sued. I'm sure you don't want that, and I don't want that either, but it will happen. Like all FAQs, I have put a lot of work into this. This guide is copywrite 2003 Soshian S. Current sites allowed to use this Note: Assume there is a www. before any of these www.Gamefaqs.com www.faqs.ign.com www.DLH.Net www.cheatportal.dk www.cheathappens.com www.Neoseeker.com www.warcraft3workshop.org/ http://SPOnG.com http://computerunderground.com http://www.supercheats.com www.pcgameguild.com ----------------------------------------------------------------------------- III-Introduction ----------------------------------------------------------------------------- Hi. This is my first FAQ/Walkthrough, so bear with me. This is a Walkthrough for the fantastic game, Warcraft III: The Frozen Throne. Since there are only a few FAQs here I decided to make one. If anyone has questions, doesn't understand what I wrote, has suggestions, or needs additional help E-Mail me at Killerdragon83@hotmail.com or Faranak83@hotmail.com. Please write WC3:TFT at the very least in the subject. I'll terminate those that don't. If you can't follow simple instructions, then I will not help. Thank you and have a fun read. ----------------------------------------------------------------------------- IV-FAQs ----------------------------------------------------------------------------- This is, as you probably guessed, a list of questions sent or just written by me. 1. Can I use this? This seems to be the first question asked by people. You can if you ask. Check the Disclaimer. If you see this anywhere besides Gamefaqs, faqs.ign.com, or DLH.Net e-mail me. Thanks. 2. Is there a bonus mission? Yes, this seems asked a lot too. In the Human Campaign 3, go to the bottom of the dungeon. There should be sheep. Go to the top, then bottom, then middle platforms. If done correctly, you should hear Baa-Ram-Yu(if you've ever seen BABE, you will understand). Go North and you will get the mission. Note: Though it is from Babe, it is also from WCII as Vulchur kindly told me. And the bah-ram-yu reference is from babe initialy but it's actually a reference to warcraft two. In warcraft 2, as with all warcrafts everyone says something humorous when you click on the repeatidly. The sheep in warcrat 2 did this. 3. I looked and looked but I can't find the answers I need here. What should I do? Send me an e-mail at Killerdragon83@hotmail.com or Faranak83@hotmail.com. Be sure to put WC3:TFT in the subject. BTW if you want to get somewhere quick, hit ctrl+F and type something. It should find it. Note: The rest of the questions have been sent to me by e-mail. 4. When will blizzard release the other two acts old hatred and A blaze of glory for the bonus campaign as it only have act one now? As of now, the dates are unknown. Blizzard told us it would be out in August in July. Then in August they said September. Then in September they said October. So at this rate, maybe November OF NEXT YEAR =D. 5. How do I get the other two new act when it is release? Do i have to buy the expansion cd or Can I just download from www.blizzard.com? You will be able to download them. 6. How do I pick up an item? Right click on the item. If you have room in your hero(es) inventory, you will pick it up. To destroy an item, hit a(or the attack item), then click on the item. 7. My heroes in the Orc Campaign stopped gaining levels after level 8. What is wrong? Nothing. In the 1st part, Heroes can only reach level 8. Send me an e-mail at Killerdragon83@hotmail.com or Faranak83@hotmail.com. Be sure to put WC3:TFT in the subject. BTW if you want to get somewhere quick, hit ctrl+F and type something. It should find it. 8. Is it possible to get the naga and blood elves in warcraft frozen throne? No, you can only use them in the campaign. Send your questions!!!! ----------------------------------------------------------------------------- V-Story ----------------------------------------------------------------------------- The basic story of WCIII:ROC goes like this... The human prince, Prince Arthas, discovers the Undead and their nefarious scheme to take over the world. He goes tries to stop them with the help of his girlfriend, Jaina Proudmoore and his friend, Prince Uther. However, he goes to extreme measures(killing the innocent to keep them away from the Undead, to be exact), and thus is split from Jaina and Uther. He continues on and gets Frostmorne, the powerful sword he uses to kill the undead leader, Mal'Ganis. After killing him, Frostmorne destroys his sanity, and he becomes a servant of the Lich King. He goes and kills his father. As Undead, he is forced to try to resurrect Kel'Thuzad, a powerful Necromancer he killed as human. He succeeds and Kel'Thuzad reveals that the purpose of the Undead is to allow the Burning Legion to take over the world. Kel'Thuzad continues on, and with the help of Arthas, he summons Archimonde, the powerful leader of the Legion, into their world. The Orcs, lead by Thrall, go to the aid of Cairne Bloodhoof. Then they go to help out Grom Hellscream and the Warsong clan battle against the humans. Mannorath dips his blood into a fountain, and Grom and his clan drink the waters. This changes them into the Legions slaves(basically). Thrall defeats defeats human resistance and proceeds to follow Jaina to the Oracle. The Oracle tells them they must team up to defeat the Legion. They do and then they go to save Grom. They succeed. Grom tells Thrall that Mannorath awaits them and they head out to meet him. Mannorath and Grom exchange words, and then Grom kills Mannorath. However, he sacrifices himself in the process. Tyrande Whisperwood quickly discovers the Orc/human encampments, and defeats them. However, the Undead swarm them, raze their base. Tyrande is forced to awaken the druid, Malfurion Stormrage, before the Undead reach him. She succeeds and they go on a quest to awaken all the druids. While awakening the Druids of the Claw, Tyrande releases Illidan, brother of Furion. He was locked up for sinking to the demon's when trying to hunt them. He seeks to destroy Tichondrius. He first gets an item that transforms him into a demon. He kills Tichondrius. However, Tyrande and Furion banish him for destroying himself in the process. Next the prophet tells the Night Elves to ally with the Humans and Orcs to defeat the Burning Legion. They agree. Archimonde plays his hand. He seeks to destroy the World Tree. With that the elves wouldn't be immortal anymore. Jaina, Thrall, and Tyrande must delay him as Furion sets up his plan. Minutes later, Archimonde reaches the World Tree. Believing he has won, he climbs up. Suddenly millions of wisps(that's right wisps)detonate on him. He is destroyed, thus destroying the threat of the Burning Legion. Unfortunately the forest and the World Tree are too. This ends the WCIII:ROC campaign. In TFT, the Night Elves seek to destroy Illidian, the Blood Elves go through hardships, Thrall builds a permanent settlement(they have nothing to do with the story),and the Scourge suffers civil war between the Dreadlords and Arthas. Arthas tries to free the Lich King's soul. ----------------------------------------------------------------------------- VI-New Unit Overview ----------------------------------------------------------------------------- (Note: These are in my opinions) Scale 1-5(5 being the best) c=channeling required a=auto cast u=ultimate Before each unit I'll write what they are/do. Some general changes include... -the ability to queue upgrades like you can units -more or less decrease in gold cost, but increase in lumber costs -backpack allows units to carry items(not use, just carry; if they die the item is lost) -shops for each race with items(based on what level of advancement you are) Heroes can sell items here. There is one orb for each race (humans-fire-gives extra damage+splash, orcs-lightning-bonus damage, chance of casting purge, Undead-Corruption-reduces armor+bonus damage, venom-bonus damage+poisons units for 10 seconds) -No more wands of negation -Magic damage -Unarmored armor -time limit before you can use a potion That's all that I can remember...if I forgot any e-mail me. Orc Horde Heroes Shadow Hunter-Cunning-3 Spells Healing Wave-sends out waves like chain lighting to heal troops Hex-turns unit into a useless animal(critter) Serpent Ward-summons a ward with a cobra on it that spits out venom or something that hurts the enemy Big Bad Voodoo(c)(u)-makes all units AROUND him invulnerable Good. He fills out the Orcs early healing needs well. Healing wave basically heals a troops with each wave healing less. Very useful early game. Hex takes a unit out of most of the battle(level 3 is 45 seconds, which is most of the skirmish). It can be used on heroes with reduced duration. Good. Serpent Wave is almost a necessity. It only causes 30 mana. If you don't get it you will be short on mana(hex and wave don't come as cheap+Shadow Hunter isn't a mystical hero). Though the ward is weak, you could easily make a lot of them quickly. Big Bad Voodoo is okay. It's a lot worse in game because it makes all enemy units to attack the hero. However, if you bunch up your forces (usually works better in teams) in front and around him, thus not allowing the enemy to reach him, it works pretty well. If you're against him, use anything with stun to stop it. UPDATE: He remains more or less the same. Hex is pretty nice cause you can keep a hero out a lot (no more annoying Mana burn for me). Wave is nice too and in team Games WARDS are a great addition to any tower rush. BBV remains rather crummy IMO. Units Air-Troll Batrider-3.25 They aren't too good or bad. They have unstable concoction, which causes them to blow up dealing 900 to 1 air target+some damage to others in the air. They can also get liquid fire through an upgrade. That deals additional damage to buildings, prevents repairing until the fire's out, and reduces attack rate of towers by 80%. They give the Orcs much needed antiair+they can destroy building because they have siege damage. UPDATE: They know deal 500 damage to 1 air and an increased amount of splash to others. These are really good anti air vs light air. A fun little strat to try in AT is mass gyros and bats. Hit and run to get their halls :). Anticaster-Spirit Walker-2.25 Spells Spirit Link-Links 4 friendly units together so that if any in that link take damage some of the damage is split between the other 3. Disenchant-Dispels all spells in an area. Does damage to summons. Ancestral Spirit-Bring back a dead tauran(non hero) from a corpse. Physical/ethereal form-allow the walker to shift through these 2 forms. Ethereal takes away its attack, but renders it immune to nonmagic attacks. It can do and be affected by spells. Spirit link is good to reduce focus fire effectiveness. Disenchant makes this unit an anticaster. Ancestral spirit is a necessity to any army with taurans. This unit is useful and now that there are no WoN, Disenchant is much more important. UPDATE: Hmm apparently using spirit when you don't have enough food doesn't bring back tauran. Anyway Link is still really good if you link your groups with others of the same(ie melee with melee casters with other casters NOT casters with melee). Disenchant is still the only AOE dispel orc gets and ancestral is still nice. Buildings Voodoo Lounge-5 The Orc shop. Contains items like scroll of speed, healing and mana potions, and the Orb of Lightning. UPDATE: Best shop of all IMO =). Heal salves are really nice to have and scrolls of speed let you beat range and casters with your grunts =). Upgrades Berserkers-3 Headhunters can be upgraded to this. They are stronger and now can use berserk. This makes them stronger, but less defended(+50% attack rate, +50% damage taken. If you're going to build more than a few headhunters, you might as well get this. UPDATE: A must have if you get headhunters. This really helps them and Berserk is really nice. Obviously don't get if you don't get hunters. Reinforced Defense-2 Changes the armor of burrows and watchtowers into fortified armor. This is good to get. It will generally increase the life of your burrows/towers. Get this if you plan on building even a few towers. UPDATE: This is ok to get if you have the extra resources. Generally you won't have many towers unless you tower rush in which case you won't get this cause of resources and lack of tech. It's still ok to get though I guess if you want to save your burrows from dying really fast to gryphs, chims, or wyrms. Burning Oil-5 Destroyers(replaced catapults) get a flaming attack. Whenever they attack, the land catches a fire, damaging everything on the ground in its area. I rarely get this unless I have resources *added Destroys repairing abilities and is very good against Huntresses and casters. Excels with grunts. After a bit of practice it's not so bad. UPDATE: You have to get this if you get catapults and catapults are pretty nice in gruntapult with raiders =). This lets catapults rip through unarmored units (thinks casters and hunts) like a knife through butter. It has a nice splash and you should get it if you have or plan to get pults. Night Elf Sentinels Heroes Warden-Cunning-4.5 Spells Fan of Knives-sends knives out in every direction Blink-teleports the warden to a nearby place Shadow Strike-chucks a dagger at a unit doing damage instantly+damage every 3 seconds for 15 seconds Vengeance(u)-Summons a black thing that is immune to magic, lasts for 120 seconds, and can use Spirit of Vengeance. Vengeance summons a Spirit of Vengeance, which is an invulnerable spirit from a corpse. Can have 6 at a time. They last 60 sec. Spirit of Vengeance is auto cast. Weak early game, but strong later. FoK sucks until level 3. At level 3 it is mediocre. SS is a godly hero killer. Blink is great because it lets you counter the stun and surround the hero tactic. If you do go Fan of Knives (which I strongly warn against except in a few rare occasions), then blink into their peasant/peon line and unleash it. Blink out and then back when it's ready again. A great hero(and unit killer) is to blink over to the hero, unleash Shadow strike(it does 225 damage+45/3 sec for 15 sec), and blink back. Vengeance isn't as good as most ultimate. I'd rather wait until blink and SS are maxed out, then get it. UPDATE: Nice hero. Getting fan of knives and shadow strike makes her an evil harasser/army killer. Blink is ok too but the other two skills are generally better to get =). Her ultimate is a little better now, but still a bit weak. Units Air/Anticaster-Faerie dragon(this unit is immune to magic)-3 Spells Phase shift(a)-for 1 second, they disappear to avoid damage Mana Flare(c)-The faerie dragon gets +12 armor, and any spells cast result in the caster getting zapped for major damage Mana flare is great if they even think about casters. They are extremely weak, and phase shift seems to let them take damage(they don't do it fast enough/doesn't last long enough). It serves it purpose, though. UPDATE: A nice unit vs casters. Flare is killer vs necromancers and human rifle/casters, and any other casters. Their splash damage is now gone (they used to do splash with their flare bolts) but they are still good. Tank-Mountain Giants(may be called MGs in this guides)-3 Abilities Taunt-causes enemy units to target the taunter War Club-MG picks up a tree, causing it to do siege damage and giving the giant more range for 15 swipes Hardened Skin-reduces all damage to the MG by 15(damage can't go below 3) Resistant Skin-Reduces the duration of bad spells+renders the MG immune to some spells The reason it got a 5 is because they really fill the needs of the Night Elves. 1-3 of these should be sufficient(they build slowly and are expensive) Taunt may look good, but a good player will just redirect all their troopsagain. War club makes them good as base destroyers. The 2 upgradeable abilities live up to the giant's purpose. Good enough. UPDATE: These would be really good if they only did more damage. It's still nice to have 1-2 in your army, but mass bears are better cause of their spells and damage =). Buildings Ancient of Wonder(Note: like all Ancients this will attack nearby enemies and can move)-5 The Night Elf shop. Contains items like the Orb of Venom, Moonstones, lesser clarity potions, and the staff of preservation(I'm not sure of the name, but it teleports any unit to your highest level of a town center. UPDATE: Staff of preservation is a really nice item to have since it allows you to send your wounded to moon wells. Moon stones are nice too. This shop is probably the worst shop of all the races though it is still nice. Upgrades Well Spring-4 Increases the mana regeneration rate and mana capacity of moon wells. This is very useful. Moon wells are great as defensive structures because they can heal your troops as they defend. This makes the units almost invulnerable(until the wells run out). This extends that time. UPDATE: This is nice to have but like other things only if you have resources to spare. The extra heal is pretty nice to have though. Mark of the Claw-3 Allows the Druids of the Claw to cast roar when they are bears. Since I usually get several Druids for meat shields and such, this makes life much easier. No more keeping one as a druid for roar. UPDATE: Since bears are so often used this is nice to get but it might be better to save the resources and just roar with one bear out of bear mode. Mark of the Talon-3.5 Allows the Druids of the Talon to cast Faeries Fire while in storm crow form. I rarely get DotT * added Used with Chimeras this is very strong. UPDATE: Druids of the talon are really nice when paired with hunts and archers. This is ok to get, but generally I wouldn't get it unless I know I may need to use crow mode (ie if they get lots of air) because generally my druids stay grounded. Undead Scourge Heroes Crypt Lord-Warrior-4.25 Spells Impale-The Crypt Lord slams the ground. This cause waves to travel to the enemy causing the enemy(and those around it) to fly in the air. There is also a short stun Carrion Beetles(a)-Permanent summons. Summons a beetle from a corpse. At level 2 and up they can burrow. Can only have 5 at one time. Spiked Carapace-gives the Crypt Lord extra armor and reflects a percentage of the damage it takes back to melee attackers Locust Swarm(u)-Sends out a swarm of locusts. They damage the enemies around you and heal the Crypt Lord. DOESN'T NEED CHANNELING! A tank. The Undead needed one. Impale is weak(the stun is minimal). Carrion beetles are great for early creeping and battles. Later on, use them as scouts because of burrow. Spiked Carapace is great because it helps extend this bugs life(who BTW starts with a ton of life). Locust swarm is strong. It attacks and heals. It doesn't require channeling. UPDATE: A really nice tank and adds on to the evil Undead tri nuke (coil, nova, impale). Generally I get beetles, armor, beetles, impale, but if you get him last you might want to get impale earlier. Units Caster-Obsidian Statue-4 Spells Essence of Blight(a)-Heals those around him Spirit Touch(a)-Gives mana to those around him Nice to have two around. One can be auto casting heal, while the other does mana. What's under the statue you ask. Well read on... UPDATE: Nice to have with mass ghouls cause of heal. The heal is capped now though to 5 units. Still statues do give destroyers and mana to necs. Anticaster/Air-Destroyer-4 Spells Devour magic-This removes all enemy spells and hurts summons. All it eats turn into health and mana for this beast. Orb of Annihilation(a)-Gives additional damage and splash damage to the Destroyer's attackers Absorb Mana-Takes all the mana from one of your units and gives it to the Destroyer After researching the ability, an Obsidian Statue can molt its shell, and become this. They are strong. Great against casters because for every spell they cast, these get life and mana. It's nice to have a few of these around. UPDATE: These are evil vs humans cause of the widely used Rifle/Casters strat. AOE dispel is good. If you get them be sure to get one or two armor upgrades cause with one or two they take 2 batriders to kill instead of just one. Buildings Tomb of Relics-5 The Undead shop. Contains items like the orb of corruption, potions, and sacrificial skulls. UPDATE: If you are gonna harass get the rods of necromancy. Those things rock. 2 free skellies to kill peasants with YAY (well not for me cause I like using humans). Orb of corruption on the Lich is pure evil especially when combined with the tri nuke. Nerubian Tower-4.75 This gives an alternative to the traditional spirit tower. A ziggurat can upgrade into this. It has a frosty affect, thus reducing the enemies movement and attack speed. Good to have a few, but the Spirit Towers are much stronger. A good strategy at an expansion would be like this: ---------- | M |M=mine | N |N=Nerubian Tower | S S|S=Spirit Tower UPDATES: One nerubian tower in the start pretty much crushes most harass attempts. Almost always you will want to get one (preferably in front of your town hall to get nice coverage). Upgrades Burrow-4 This allows Crypt Fiends to hide in the ground. They are invisible, but can't really do anything. Useful as scouts. Also if a fiend is near death, and you can't heal it, just burrow it. UPDATES: Nice to have since it makes microing fiends easier. Rather cheap and helpful. Exhume Corpse-3 This lets meat wagons to make corpses inside them (ghoul corpses). Useful because so much of the Undead revolves around corpses. Need a skeleton? Want to animate the dead(even though ghouls aren't really worth it)? Want a beetle? This will help. UPDATE: If you are going necrowagon (necromancers and wagons and skeletons) you must get this =). Gives you free skeletons. Of course if they scout and get dispel it's sorta bad. Skeletal Mastery-4 Instead of 2 skeleton warriors, necromancers now raise a skeletal mage and a Skeletal Warrior. Much more useful. It reduces clutter. All the Mages should be able to attack as the Warriors act as meat shields. Mages are effected by Skeletal Longevity. UPDATE: If you get necroes you should get this as it really helps to have a mage. But of course if you don't have the resources or time don't get it. Human Alliance Heroes Blood Mage-Mystical-3 Spells Flame Strike-Makes a firestorm. It has a long start up but requires no channeling. After the initial few seconds, it burns the enemy a bit longer. Banish-Makes a unit ethereal and slows the units movement. Ethereal-Unit can only use spells and is only affected by spells and magic damage. Siphon Mana-Drains mana from an enemy unit. Phoenix(u)-Summons a flying unit with permanent immolation. It damages itself, but has no timer. When it dies, it leaves an egg, that eventually hatches into a new phoenix. A great new mystical hero. Flamestrike is good. Banish and SM are too. His ultimate is good too. Flamestrike hurts your own troops, but it does a LOT of damage. Banish basically removes a unit from the battles (unless your stupid, and cast it on a caster). SM helps you cast your spells more often and eliminates the need for mana potions. Phoenix is strong and useful. UPDATE: He's getting a pretty nice buff with banish and siphon mana in 1.17 so he might be better. Right now Archmage and Mountain King are more or less always used for humans with palidan used last so this is forgotten a lot. Units Anticaster-Spellbreaker-4.25 Spells Spell Steal(a)-removes a buff from the enemy and brings it to you or takes a negative spell from you to an enemy Control Magic-takes a target summoned unit(wards included) The amount of mana is based on the summons's HP. Feedback-Every attack the Spellbreaker does, burns 20 mana and deals additional damage based on how much mana is burned. Great against casters. Now your knights can have bloodlust. Bring some along for this purpose. Also Feedback is like a free Mana Burn per attack. UPDATE: One of the few counters Humans have to bears (well except air, but hippogryphs kill air rather badly and this fits better with rifle/casters so this is more readily available). These are nice to have (1-2 in an army). These cripple heroes rather quickly. Air-Dragonhawk-3.75 Spells Cloud(c)-A small cloud is summoned by the hawk. This reduces the sight of any enemy buildings in the area to min(thus they can't attack with range attacks) Aerial Shackles(c)-This binds an enemy air unit. That unit can't do anything while it is shackled. It takes damage every second until the shackles wear off. These are interesting. They benefit from the upgrade that gives Gryphon Riders +150 HP. Cloud renders towers useless(Ha just wait until someone barricades themselves behind towers now. Turtling is useless now.). Aerial shackles is great if you have as many(or nearly as much) air units as they do. Shackle them all. All in all, a pretty good unit. UPDATE: Shackle kills heavy air and even light air badly if you can micro fast enough. Cloud is nice vs towers if you can get it fast enough. I don't really like cloud though cause it takes a while to get. These with gryphons are pretty nice especially vs orc. Buildings Arcane Vault-5 The Human shop. Has items like the Orb of Fire, healing and mana potions, Ivory Towers, and Scroll of Town Portal. UPDATE: Scroll of rejun is really useful (though salves are better). The staff is really nice cause it heals and saves units. If you get knights, get a staff. Arcane Tower-4 A new tower. Now the humans have 3. They have Guard Towers for Air and basic ground and they have Cannon Towers for clusters and stronger ground units. What's left? Magic, of course. This tower attacks ground and air units. It has feedback, which burns 20 mana and deals that damage in addition to its normal attack, and it has reveal. This allows the tower to reveal an area of the map for 15 seconds every minute or so. It requires magic sentry to get reveal. UPDATE: One arcane tower pretty much crushes harass. In patch 1.17 it's getting a boost in damage to summons which will make these really good early vs harasses (thinks of farseers). One of these is usually enough per base. Of course you may opt to get a guard tower in addition or instead. Upgrades Barrage-4 This lets Siege Engines(formerly known as Steam Tanks) attack air units. This upgrade gives Siege Engines a bit more of a chance(though you should always send units). UPDATE: Tanks are really really good antiair vs any light air. They do AOE anti air damage with this. Flak Cannons-3.5 Gives Flying Machines(formerly known as Gyrocopters) a splash damage effect when they attack air units. If you bother to get any Flying Machines it will be for air. Get this if you get Flying Machines. Gyros are kinda crappy, but hey they are nice anti air with this. Fragmentation Shards-4 This increases the area-effect damage of Mortar teams. If you get Mortar Teams, then you might as well get this. Not much to say. UPDATE: This is really good especially vs casters. Kills casters and hunts really fast. You should get this if they get casters or unarmored units. Neutral Heroes Naga Sea Witch-Mystical-5 Spells Forked Lightning-Sends out 3 bolts of lightning. Each hits an enemy for damage Frost Arrows(a)-Adds a cold effect to the Naga Sea Witch's attack. (A cold effect slows a unit's attack rate and movement speed) Mana Shield-Uses the Naga Sea Witch's mana as a shield. Tornado(c)(u)-Summons a tornado. Damages enemy buildings by 50/sec. Slows enemies and randomly throws them up (cyclone). The enemy remains up for an amount of time. While the tornado is up, you can control it's movement and it has a life bar. The Naga Sea Witch is the only mystical neutral hero. Forked Lightning is ok. Frost arrows is ok. Mana Shield extends the Witches life, but without mana, there is little point in doing so. Tornado is like a weak earthquake. It moves very slowly, and has a small area of effect. UPDATE: Frost arrows are excellent. You can pretty much kill a hero with them. Forked lightning is nice too. Give her mana items and you will kick ass. FROST ARROWS OWN. Nice hero. Pandaren Brewmaster-Warrior-4 Spells Breath of fire-This drunken Panda breathes out. A cone-shaped fireball erupts from his mouth. This deals initial damage and ignites those with Drunken Haze on. Drunken Brawler-A mix of Critical Strike and Evasion. Gives a 10% chance to do extra damage per hit, and a gives a chance that the enemy will miss when they attack him Drunken Haze-Drenches enemy units in beer(hey they don't call him BREWmaster for nothing). The units will ignite on contact with Breath of Fire, and will miss a lot more than usual(hehe drunk). The unit's movement speed is slowed. Storm, Earth, and Fire(u)-The Brewmaster splits into, you guessed it, a Storm Panda, a Earth Panda, and a Fire Panda. The Storm Panda gets cyclone, dispel magic, Wind Walk, and Resistant Skin. The Earth Panda gets Pulverize, Taunt, Resistant Skin, and Spell Immunity. The Fire Panda gets Permanent Immolation and Resistant Skin. Let's face it, many bought the game for this guy. He is soooo funny. Though Blizzard is lacking creativity(Drunken Brawler, and BoF is basically Carrion Swarm). This guy is great. Haze practically takes some units out of battle. They won't be hitting anything. BoF has a area of effect, and can hit many units. It can also torch hazed guys. Brawler gives 2/3 of the effect of Critical Strike and Evasion(that's 10% chance to do 2X/3X/4x as much damage and 7%/14%/21% chance of evading an attack)(Level 1/2/3). As long as 1 of the 3 summons in his ultimate survives, the Brewmaster is reborn. Storm is a spell fighter. Keep him away from Melee. Fire is the weakest of the 3 in terms of life, while Earth is the strongest. Who could hate a Panda? *added After the first few games, the zest wears off. He is big and hard to micro. His ultimate is weak. UPDATE: Warden and this are the only counter Night elves have vs mass gargs. Haze and fire are really nice. His ultimate is subpar but still ok. Beastmaster-Warrior-4.25 Spells Summon Bear-Summons a bear Summon Quilbeast-Summons a Quilbeast Summon Hawk-Take a guess. Summons a Hawk Stampede(u)(c)-The Beastmaster calls a stampede of exploding Thunder Lizards to an area. Anyone unfortunate enough to be there will take damage as things blow up on them. As the name implies, he gets to summons beasts. Summon Bear gives him a powerful melee unit. At level 2 the bear not only gets stronger, but he gets Bash. At level 3, he gets stronger, keeps Bash, and gets Blink(lol, a blinking Bear). Quilbeasts gets stronger and gets Frenzy(like Bloodlust) at Level 2. Level 3 yields a stronger Quilbeast with Frenzy and splash damage. Hawks are very quick. All Hawks have True Sight. Level 1 Hawk can only scout. Level 2 grants the stronger Hawk an attack. Level 3 gives the even stronger hawk invisibility when it's not attacking. His ultimate has a fairly big area of effect, and is very funny to watch. *added Beastmaster abuse nuff said. Beastmaster with Night elves is very good. Use bear to creep strong creeps and get hawk to level 3 for a mini Chimera at a very cheap mana cost. UPDATE: Abuse has been nerfed but he's still nice. Night elves should consider him as first hero. Quil or bear first is nice. Hawk is good. Still a pretty good hero. Note: The next 2 heroes are Undead Dark Ranger-Cunning-4 Spells Silence-Disables Casters from casting spells Black Arrow(a)-Gives bonus damage to every attack. Units killed by this will result in minions(skeletons) being made. Skeletons and damage boost increase with level Life Drain(c)-Drains life from a unit Charm(u)-Takes control of a unit(Can't be used on Heroes or too powerful creeps) The only cunning hero(Blizzard sure likes warriors). Very good. Silence is excellent against anyone that has casters in there armies. Black arrows requires some micro to be good. Focus Fire on an enemy, but when it's about to die, aim at another. Now use Dark Ranger to kill it. Repeat and you'll soon have an army of skeletons. Life Drain hurts the enemy and heals you. Just Charm an enemy Tauran or something and, walah, he is 1 unit shorter, and you're 1 unit stronger. UPDATE: An ok hero. Dark arrows are really nice and you no longer need the to kill with her to get a skeleton. You just need to kill the thing within 3 seconds of it being hit by the dark arrows. You only need one point in life drain and silence for them to be good. A nice hero. Pit Lord-Warrior-2 Rain of Fire(c)-Calls down a rain of fire(like Blizzard) Howl of Terror-Reduces the attack damage of nearby units Cleaving Attack-Gives splash damage to Pit Lord(damage increases with level) Doom(u)-Deals 40/s to a unit until it dies. Upon death a Doom Guard is created. Doom is cannot be dispelled. It can be used on your units too. The Pit Lord is good at weakening the enemy. Rain of Fire brings forth several waves of fire. Each wave does initial damage, and burns the units for a bit. Howl of Terror is great at destroying enemy effectiveness. Howl enough and the enemy units will all be doing little damage. Cleaving attack gives an area of effect damage to the Pit Lord. Doom is good as you can use it on a near dead unit of yours or a healthy enemy unit. No matter what the enemy unit will die and spawn as a Doom Guard for you. However, if the enemy runs the unit into it's base, the Doom Guard won't be too helpful. Doom Guards get War Stomp, Dispel Magic, Cripple, and Rain of Fire. *added As a support hero he is ok RoF and Doom are great from afar. UPDATE: Too bulky and big. He dies really quickly. Howl is ok, but his other skills are not too good. Doom is ok, but this hero is kinda bad. Units Many new creeps and mercenaries have been added. When I say many, I mean it. =) Buildings Tavern-5 Can buy neutral heroes here If you have neutral heroes, you need somewhere to buy them. I gave it a 5 because I like neutral heroes. NO UPDATE (not much to say) Goblin Shipyard-5 Allows you to buy ships The ships are mostly transports, but there are a few attackers in the campaigns( I don't know about in game). It's a start. Ships are a good addition. NO UPDATE (Not much to say) Upgrades None ----------------------------------------------------------------------------- VII-Campaign ----------------------------------------------------------------------------- These are all in Normal mode. 7.1 Night Elf Sentinels-The Tides Of Terror Try to get blink up to level 3 quickly. Also Fan of Knives is weak early on. Ignore SS(or get it and ignore FOK). You may want to skip Vengeance till level 7. Here's what I did: You start with Blink and FOK/Blink/FOK/Blink/FOK/Vengeance/SS/SS/SS A scene of Illidan pops up. He is angry and seeks power. He calls forth the Naga. They decide to aid him. Main Quest Optional Quest 1) The Rise of the Naga A scene of Maiev and several of her troops appear. Naisha and some of the troops remain with Maiev, well the rest split up into 2 groups to search for Illidan. Easter Eggs: At the start, go up and as close as to the edge as possible. Blink right and destroy the crate. Kill the monsters and pick up the Runes of Greater Healing and Mana. There is also a Ring of Protection +1. Blink up and pick up that Rune of Mana too. Pick up some more and get the Tome of Intelligence and the Rune of Mana. From Matt Hails from Louisiana, USA. I recently stumbled upon your FAQ/Walkthrough on www.dlh.net I found it while searching for WCIII cheats. Now I know, there arent any, but this certain map is annoying the heck out of me. I found your Walkthrough and decided to start over and pick up everything I missed along the way. I just meade it through the first Night elf mission. It was great to find all the easter eggs there, but I wasnt just a "script kiddie" I started to explore every "nook and crannie" as you put it. I cam acros a spider ring that wasnt mentioned in your easter egg section. I was led to it by your hint on getting to the claws of attack +3... theres two ways to get to it, from the cliff with the spiders blink left, or from the fountain of health, blink southwest. It is another band of spiders hidden underwater. loading a spider ring with +1 agility. Thanks again for all your hard work, Keep up the good work. Matt Behind the Burning Statue there is a crate. Destroy it for a Jade Rind(+1 agility). Above the place where you get the Enraged Beast quest, there are some spiders. Blink there and kill them and get the Rune of Lesser Healing and the Claw of Attack +3. There are islands scattered around. After the 1st Naga encounter, go right and blink onto the island. Destroy the Naga Sea Witch and take the Rune of Mana and the Tome of Strength. After the 1st Naga encounter, go up to the trees and blink up to get a Rune of Mana and a Scroll of Protection. Below the 2nd optional quest, head over to the trees. Blink right and kill the creep for Healing Wards. Get the Rune of Mana. Follow Illidan's trail Destroy the mad beast Save at least 2 ships Save your fellow warriors First off remember hit i to hide. Now go on and follow the path. Once you reach the forest, beware of a small ambush(it's tiny, there are only 4 members). Finish them off. By now you should meet up with around 3 more troops and the 1st optional quest. A very easy way to accomplish this is to follow the beast. He will go into a U shaped area. Cover the opening with units and hide them all. Now move all the troops not blocking the path back and attack. The beasts shouldn't be able to pass your "invisible wall". Pick up the item and keep on going. Soon you should reach a fork in the path. You get a few more troops+the second optional quest. Go to the right(the one with all the walls and stuff). Just slay the enemies and break the gates. You get quite a few troops. You shouldn't lose anything. Now go on until you reach the cut scene of Illidan running away, and the Naga burning ships. Now, you get the second main quest. First off there are around 3 Naga that attack you straight off. Kill them first. Then use the archers to destroy the flyers. The hunts+Maiev should attack the ground troopers. Just move them along and save the next few ships. Their is another small task force to destroy after saving 1-2 ships. Kill them then continue. Victory A scene comes up where Maiev and her troops load up into 2 ships and follow Illidan. 2) The Broken Isles Maiev, Naisha, and the rest reach a mysterious island. Maiev explains that they were recently made. She realizes Illidan is there, and starts the establishment of a base. Easter Eggs There are a lot of things spread around on the islands. Right of your base there are some Sea Giants. Kill and blink to the Pendent of Mana +150. Find Illidan Destroy the 3 Orc summoners Kill the Naga guardians OK, go to the mine where your base should be started(maybe done, I can't remember). Take your starting troops and explore your island a bit, until you reach the old orc. He will tell you he knows something, but he also tells you he is willing to tell you if you rid him of his comrade's ghosts (like he is in any position to bargain). Return to your base to defend against some Naga. Your base should look like this(I know it's bad) |----------| | Water |T=tower | |H=Huntresses -----------------|AR=archers | T T AR T|C=tree of life | H T |M=mine | H C M| | T | |----------------| Move the 2 ships south of your base to the place marked water. North to your base are the summoners. Go there and destroy the 3 summoners. One has a skull. Pick it up. NOTE: The orcs are fighting each other, not you! Go back to the old hermit to pick up something(the name escapes me) that gives you +6 intelligence. Then build up your forces(Go Maiev, hunts/archers+hire some turtles at the mercenary camp)Also bring along some glaive throwers. Now go up past the summoners island. You should find a base. Raze it to the ground. If necessary run back to the watery corner and hide for a bit(might want to bring a moonstone). Recover and hit hard. Go on after the base is dead and destroy the gate it was guarding. A cut scene of Illidan going into a tomb and telling the Naga to stop Maiev will follow. Destroy the guards(Shouldn't be hard). Mission accomplished. Maiev and her forces rush into the tomb of Sargeras. 3) The Tome of Sargeras Maiev and Naisha talk. Maiev reads some ruins about the old orc that ventured in here years ago. Now you see the Gul'dam and 7 shaman. He orders them to scout out the area, but they run when they hear the rustle of the Tomb's guardians. He kills one and they go out. Locate Illidan Find all 10 pieces of the shadowball Escape the tomb in the time given Destroy the rock barriers to free troops This is the basic stealth level. Follow the path, blink to hidden places for shadow ball pieces(it gives +10 attack, +3 armor, and extra HP regeneration). It's hard to find them all, but if you want them, you'll have to search every nook and cranny. I've gotten them all, but I don't remember all of their locations. I remember that there are 2 hidden near the 1st cut scene(the one where the Gul'dam thinks something laughs at him). They are behind the doors you can't destroy. Blink around. Anyway, destroy the rock barriers(you'll notice them all because Maiev says something at each one). I think there are three. They provide no-very little challenge to reach. Two cut scenes come up about Gul'dam. One where he knows his scouts are dead, and he seeks an eye. He continues on, even though something. The second one shows him dying. Also when you pass a statue, you will hear about how it is Lady Vashj, a Night Elf. However, it has a tail(hint, hint). Soon after you will find Naga that tell you the Naga are mutated Night Elves. Anyway, after you destroy the 2nd massive gate, you will find Illidan. He talks about the Eye of Sargeras. He then proceeds to bury the tomb. Maiev is able to escape, but Naisha and the others perish. For the second part, just run. A good tactic is to hid and blink. Get all the scrolls of speed. Run and ignore all battles. Reach the entrance, and you WIN. You now see the Warden blink through battles. 4)Wrath of the Betrayer Maiev explains Illidan's plans to her troops outside. She tells them to run, but Illidan has already started the attacks. Only a runner can warn Malfurion. Escort the runner to the ship Destroy all four of the excavations Escort the runner to open sea Easter Eggs At your base, if you go down from the lower exit and blink up passed the waterfall, you will find a Naga base. If you somehow manage to blink passed the 1st waterfall, just follow that path and kill the Royal Guard. Destroy the gate and get the 3 coins. Now blink south into another passage. Blink south again into the last passage for a Mantle of Intelligence +3 and a Rune of Mana. Near the end of the 1st main quest(go directly up and blink into the water area) there is a Glyph of Fortification(Buildings get extra HP and armor). From the Glyph go up(blink) then left past the trees(blink). You should be in a garden(sort of). Use the contol box(click, hold, move around) to find Grank the Rat). Attacking him will result in you missing. Click on him repeatively to blow him up and get a Talisman of Evasion. At the place where you unload your people go down and follow that path. At its end blink up for a Tome of Strenth. Now near the Massive gate, go left on foot. Kill the Naga and then blink up then diagnolly left. You will find a Panderan Brewmaster who will leave and give you Slippers of Agility +3. You will also get a message about how you found a secret, the Brewmaster Drinking Ground. Easy enough. Keep your base strong. Build dryads/hunts/archers for defense. You might want to build an additional tower at the 2 entrances. Then bring a wisp to each to repair. Build moon wells close by and set them to auto. Now for the runner. Follow the path. You should reach a site where there is a guard and a digger. The second quest comes up. Each one you destroy gives you a great item. The first gives you a staff that teleports your hero to friendly units. Use it to defend and sell items(to make room for new ones) at your base. BTW one of the sites is able to be reached during the 2nd main quest. When you reach the boats you get 2 glaive throwers and 3 hippogriphs. Use the hippo's to clear out the two flyers up ahead. Unload all your troops and explore. Destroy the enemy towers(the pools with snakes) and units. Don't forget the gate and site. Then load the runner and send the empty ship ahead as a decoy for anything you forgot. The runner's ship should follow and make it safely. Victory The ship goes of. Maiev sends her prayer and hopes as she watches. Interlude Tyrande Whisperwood and Shan'do Malfurion are relaxing when a druid of the claw comes with the runner. The runners tells of Maiev's distress, and Malfurion and Tyrande rush to aid her. 5)Balancing of the Scales Maiev is shown fighting the Naga. Tyrande and Malfurion speak and then decide to hurry to her. Save Maiev from Illidan's Naga Save the 3 ships filled with troops Destroy Illidan's Base Go for the ships. They provide troops for needed for later on(it makes it much easier). At Maiev, build only hunts and archers as needed(cash is limited). Build a wisp or two to repair the damages. Rush through the path as Tyrande and Malfurion. Fight off the enemies and pick up as many coins as you can to aid Maiev. When you reach the 2 War Golems, kill them quickly. The base ahead is fairly weak. A very good strategy is to run in and starfall. Tranquility as needed. Then run to the Warden. A scene comes, where Maiev is happy, then angered that Tyrande(aka freer of Illidan) came. Malfurion reminds them of the Naga threat. You must now destroy Illidan's base(his is the upper one). First off, move everything you can up. Remember the base you razed? Go there. Research as much as you can at the hall after you get the cash flowing. The third ship includes 2 Mountain Giants. Build up a force of 2-3 MGs and, you guessed it, dryads/hunts/archers. Use taunt as needed(it works ok on computers) Attack at will. Leave behind enough to defend against the Naga(they send out Illidan sometimes). If you need more cash above the Fountain of health, which is next to the hill beginning of Illidan's base, there is a mine behind some trees. Use a glaive thrower(you need the upgrade) to destroy the trees. Then move again. Attack continually. If time is needed destroy the bottom base first to reduce attacks against you dramatically. Once you raze Illidan's base, You Win. Malfurion departs leaving Tyrande and Maiev to search for Illidan. 6)Shards of the Alliance Tyrande and Maiev meet up with Kael and some humans, who are moving because of the Undead. Tyrande decides to aid them Maiev unwillingly goes along. Guard the caravan Find the hidden cash (at least 2 must live) Pretty easy. Follow the path. Kael is able to defend the back, but you should always fall back to his aid after destroying any frontal assaults. The Undead are in small groups so it's easy enough. The MGs have tough hides so just taunt a bit. At the first mercenary camp, the optional quest comes up. Seek the first bag and by two healers+1 of either of the two remaining. The other 2 money bags don't matter as much. The healers make this very easy. Continue on until the second repair stop. Time for a choice. Go the long, but easier way or the short path through the Undead base. If you want to guarantee victory(in hard it might be better to go this way too) go the long way. I suggest the short one though. Rush in and starfall if needed. Fan of Knives is good too. Use the MG's war club ability to destroy towers and such. Now go on. Right before the end, a scene follows, where the two heroes worry and want to get on. Suddenly, the Undead swarm at the caravan. Don't listen to all the "Their numbers are limitless" stuff. Just starfall to make it easy. Soon they will all die. Cross the bridge after seeing the scene about the 2nd wave. Victory. Tyrande bravely decides to hold the bridge. She uses starfall to eliminate the Undead. However, the stars destroy the bridge. Kael yells and wishes to go after her. She is headed for an Undead base. Maiev tells him to remember that he promised to help them find Illidan if they helped him. He gives in. Interlude-Malfurion reaches a forest and the Earth shakes. He asks the spirits(what do you know wisps) to show him the problem. He sees Illidan in the North, with 4 summoners around the Eye of Sargeras. He is destroying the very roof of the Earth. Malfurion rushes to warn Maiev and Tyrande. 7)The Ruins of Dalaran Malfurion tells Maiev of his vision. He then notices Kael and the lack of Tyrande. Maiev introduces Kael, and says that she saw Tyrande be torn apart by the Undead on their mission to aid Kael. Malfurion is sad, but says that they must stop the summoners. Destroy the summoners Save the Paladin (before 30 minutes) This one is hard. The time limit forces you to rush a bit so don't dally. A very easy way to get the Paladin is to summon the Vengeance. Send him over to the Paladin(ignore all threats). Destroy the gate and get close to the paladin. Then turn on the Paladin's divine shield and rush back. Now build up 1 army of hunts/archers with Maiev(team 1), 1 army with Malfurion, the starting druids of talon/claw+dryads(team 2) and one army of 3-4 MG+a glaive thrower or 2(not necessary)(team 3). Upgrade your tree of Ages as soon as you made 3 wisps(2 to repair and 1 to build moon wells. Upgrade armor for both and research the Hardened Skin for the Mountain Giants. Only research that. Build 2 chimera roast and start building as many chimeras as you can (8 should be good)(team 4). Now take groups 1-3 up to the bases. Have the MG pick up trees. Now rush in. 1&2 kill units, 3 destroys buildings. Use holy light as needed+tranquility. Taunt as needed to confuse them(they redirect fast, but every second counts). Keep moving inward. Destroy the building with flyers around it ASAP, to remove half of that threat(there is another too). Okay focus on taking out the towers. Before you come here be sure to have 2 staffs(from either the human or elf shop) and 1-2 moonstones. Heal as needed+Divine shield to keep him alive. DON'T LET MAIEV DIE. Hide her when she is weak. Okay bring the chimeras in to destroy a few summoners(Focus Fire on one, then move on to the other) Aim to kill 1-2(I only killed one, but I had very few chimeras). Now before time runs out, blink the warden next to the Eye. Use Fan of Knives to take out the summoners. Also use Shadow Strike. Hide until they recharge(the moonstones if it's day). Keep this up. If you need bring a mana potion and a health potion. Don't worry about your base, Kael should protect it from the Undead attacks, but build a few troops anyway(in case the first wave of your attacks fails). Victory. Illidan is disappointed(an understatement). Malfurion entangles him. They speak and decide he must be killed. Kael comes(talk about perfect timing), and he says how Tyrande may still be alive. Malfurion is furious. Illidan claims he wanted to destroy the Undead, and was only after power, not world conquest. He wishes to save his only true love, Tyrande. Malfurion also loves Tyrande dearly. He frees Illidan and entangles Maiev (what a twist). Illidan and Malfurion rush to save Tyrande. 8)The Brothers Stormrage Illidan's Naga find Tyrande. She battles on, but is extremely weak(you would be too if you were fighting day and night while your friends "save the world"). Illidan and Malfurion decide that Malfurion will try to protect Tyrande, while Illidan destroys the Undead that attack her. Save Tyrande (Use Malfurion to protect her) Destroy the 3 Troll Chieftains (Use Illidan to destroy Red) You finally get to be the Naga. You get very few units though. Start off at Malfurion's base. Build 6 MGs. Also build a bunch of dryads and Hunts/archers. Build moon wells near the fighting grounds and set on auto. Build 2 wisps to repair(as usual, 1 at each entrance). I don't think you can really help Tyrande. I may be wrong. Anyway at Illidan's base build up a bunch of the Naga casters, snap dragons, the Myrmidon, and no more than 5 turtles. Once you have 12 go for the optional quest. It provides an easy route to RED. Kill the First Chieftain. He leave a scroll of greater resurrection. First attack the second, then use it. Kill the 3rd. Now be sure to keep enough defenses at your base. When you have 12-24 troops+enough defense(units+2-3 towers) attack RED. Use the turtles to devour. Turn Illidan into a demon(Meta) and turn on Immolation. Mana burn the heroes. Destroy the bottom Green base. Now move on to the to Red. Use the casters+Illidan to destroy the air units while the turtles and ground units finish of the necromancers, banshees(go for these early because they can possess), and buildings. The heroes(I think it's a dreadlord and lich) should be killed early too. If you must devour the banshees. Don't venture to high up because green has abominations. Destroy the alter and the Black Citidal first. Then go for the rest. Finale Illidan reaches Tyrande. She worries, but allows him to make a portal to escape through. They walk through it. Malfurion begins to worry. He is furious because he trusted his brother. Illidan arrives with Tyrande. Malfurion and Tyrande thank Illidan for his help. Illidan is forgiven because of his daring rescue. He is told that next time he won't be so lucky. Illidan is forced to leave before his master (Sargeras) makes him pay for aiding his brother. He summons a portal and leaves. Suddenly out of nowhere(hehe blink) Maiev and her troops appear. Maiev orders them to follow Illidan through the portal. They disappear through it. Tyrande wishes to stop them, but Malfurion says that she will never stop chasing Illidan. He only hopes that in her rage, she doesn't cause more damage than Illidan. The end of the Night Elf Sentinels campaign. Human Alliance-Curse of the Blood Elves As Kael flamestrike is good. Banish is okay, and Siphon Mana is okay. I went like this: Flame/Banish/Flame/Banish/Flame/Phoenix/SM/Banish/SM/SM For Vashj Forked Lightning is a must, and Mana Shield is rather useless except in some situations: She starts with FL and Arrows/FL/Arrows/FL/Tornadoe/Arrows/Shield/Shield /Shield For Akama(he starts at level 7) I went like this: SS/SS/Feral Spirit Main Quest Optional Quest 1)Misconceptions Kael'thas reaches Grand Marshal Garithos. Garithos is mad because they are late. Kael tries to explain, but Garithos ignores him. Garithos tells Kael of an Undead strike force. Kael and his warriors are eager to go fight, but Garithos tells Kael that his warriors will be going to fight the Undead. He tells Kael that the Blood Elves will stay behind to prepare for a second Undead strike force. Kael is furious(We are warriors, not builders), but since the Blood Elves work for the Humans, he agrees. Repair the 3 observatories Recover the hidden Cache(4) This is a very simple level. Leave the peasant to his repairing (You actually start at the 1st observatory). Move through the path. You get 3 footmen, 2 spellbreakers, 2 priests, 1 peasant, and Kael, a level 2 Blood Mage. Kael knows Flamestrike and Banish. For his skill points max out Flamestrike, and either go for the rest of Banish, or go for 1 level of Siphon Mana, then finish off Banish. His ultimate, unlike the Warden's, is worth getting at level 6. As you wander around, kill the weak creeps(Don't forget to stop and heal your footmen whenever they get weak). Soon the 1st observatory should be repaired. It reveals a hell of a lot of the map. Soon you should get the optional quest(get the cash). Since it helps if you build a base. Go for it. The first has a tiny Castle, some cash, and some lumber. The second has some cash, a tiny barrack, and a tiny Alter. (Note: You still have to pay a bit for the tiny stuff, but it's not too much, and the time it takes to build is really fast). The third has 2 riflemens near it. Also when you kill the Orge Warchief, you get a rune of rebirth. This will reborn the strongest corpse(probably the Orge Warchief). In the package themselves, there is a scroll of healing, a periapt of vitality(+150 HP to the wearer), and a tome of intelligence. The last one(near the observatory) has a scroll of healing, healing wards, and a ring of protection +1. The level 9 Golem leaves a rune of greater resurrection(resurrects your dead). Nearby, there is an ivory tower in a crate. Pick it up and build it near the creeps. Upgrade and attack. If you really need lumber, there is a small bundle of it in a tent(+150). BTW if you can't reach the 3rd cash place, just do this. Raze the Undead base. Then bring a ship to the right of where it was. Load up your people and go down. Follow the path. Ok now back to the main quest. Once you reach the shores after the 2nd cache, you'll be thinking oh no I'm screwed. How the hell will I cross that big ocean. Well never fear, the Naga are here. That's right, the Naga. A scene will ensue, showing the now freed Naga. Lady Vashj now leads them. Kael and his troops kill several ghouls. The Naga see how the Humans also fight the Undead. They offer 2 ships to Kael. Go to the mine and build a base. Go and kill some creeps. Be back because the Undead base south of yours will attack soon. Kill that and go down. There are 2 entrances for the Undead. Build like this at each one: W W | FG C|W=water F |F=Farms F A |G=Guard Tower FG C|A=Arcane Tower K |C=Cannon Tower W |K=Knight W | The knight should be in hold position. Have a priest handy for heal and inner fire. Now when your ready to attack(have your starting forces+3 knights and a few Mortar Teams), move the knight and attack. Raze the base. Now return back to your base. Destroy the rest of the creeps around, and send 3-4 peasants to the observatory to repair it. When it's done(and while it's being done go for cache #3), Load up your troops into the 2 boats, and fill the empty slots with peasants. Go to the final observatory(upper left corner). First go get the final cache. Then plant the tower(look higher up). Then rush in and kill the creeps around the observatory. Now send the peasants in to repair it. Wait a bit and Walah you have WON. A scene comes where Kael meets up with Garithos. Garithos is angered. He has heard of Kael meeting with the Naga. He tells Kael not to meet up with the enemy anymore. Garithos returns to the front, and tells Kael to remain there. 2)A Dark Covenant Lord Garithos has sent an messenger to tell Kael something. The observatories had spotted a large Undead base. That base was building a new strike force. The messenger tells Kael that it's his job to destroy it. Kael figures it will be easy. However, the messenger tells Kael all troops must report over to Garithos to cover the front. Kael is only left with his Blood Elf kin. He starts to hate Garithos(ooh wonder what will happen next). Easter Eggs In the bottom(very bottom) left hand corner there is an Ancient Hydra that yields 2 Hydra, which each yield 2 Hydra Hatchlings. After killing everything you get a Ring of Regeneration, a mana Stone, and a Tome of Agility +2. I found this by accidently clicking my scout thing in the corner then seeing rock chunks. Well, being the violent person I am, I destroyed em and found the Hydra. Thus, violence CAN solve problems =D. Throughout this level there are tons of items in creeps and such, but the above is the only real tricky one. Note: There are creeps in every corner. Destroy the Green Undead Base Build a base at a gold mine Note: In this level, everything is upgraded to the maximum levels At the start you move all the troops at the two upper and the two lower bases into a safe corner AWAY from the base. Now the Undead will attack. They will destroy your bases(just like in Reign of Chaos, when Grom has to destroy Cenarius). New Undead bases will be made in their places. Now a scene comes up, where Kael is told of the grim defeat. He is left with no gold mines. Luckily, Lady Vashj comes with an army of Naga. Kael resists because of his orders, but soon gladly accepts. The Naga have brought over two ships and your hidden troops(the ones from the old bases). You get 4 Naga Warriors(names forgotten, hehe), two Naga witches, a Naga Royal Guard, and Lady Vashj, who's a Naga Sea Witch. Use them wisely, as you get no more. Okay, make all the Blood Elves(Kael included) into Group One and leave them to defend your main base. Take the Naga(they can swim through the water)(Group Two) and the two Dragon Hawks over to the side of Undead base. Prepare for battle. Use the Hawks cloud ability to cloud up the vision of their towers(yeah it was a bad pun). The Royal Guard Naga has many useful spells and is very strong. Don't let him fall. When the base is destroyed, destroy some crates for some cash and a tiny town hall. Construct a base here. Bring over some Blood Elf peasants, and build a barrack, altar, etc. The Green Undead will send air assaults and some ground assaults at your main base (mostly air). Build a 3-4 Guard Towers and 1 Cannon Tower. Now fill in all the empty slots in team 1 so you have 12 troops there. Fill it with swordsmen and archers(remember all human troops are at the front, so you get Blood Elf troops). For team 2 fill the slots with spellbreakers, priests, and sorcerers. At this base the Orange Undead will send ground assaults containing mostly necromancers, crypt fiends, and banshees. Build 2 Guard Towers and a Cannon Tower there. Note: The towers at both bases are only support; the units should do most of the fighting. When you have a good amount of gold make an army of 12-20 troops(I used 12, but it requires good micromanagement). The bulk of the army should be swordsmen. Bring a few casters(at least 2 priests and sorcerers). The sorcerers are the very important! Go down to Purple and raze their weaker base(the one below you). Sorcerers should Polymorph the enemies strong units. You don't have to do this. Now if you run out of gold you can move here. Bring back the remains to your base. When you're ready prepare a new strike force (Kael NOT included). Have around 3-4 sorcerers and a few priests in it. Have 12 units in it. This will be the new team 3. Bring 2 Dragon Hawks (team 4). Take all these units to the Naga. Now prepare to kill Orange(yes I know you don't need to, but you need a path to green). Cloud the towers and destroy the troops there. Then kill the towers. Destroy the rest of the base. Don't forget to polymorph the stronger units. When that base is gone heal up and get ready to take out Green. You should have most of your troops(maybe lost 2-3 units). Cloud the two towers at the entrance, and attack. Stay near the ramp. This is so you can pick off the enemy troops. Next destroy the towers and Hall of the Dead. Finish off the rest to win. Kael thank Lady Vashj for her help. He tells her his people are forced to stay with Garithos and the failing alliance. He also tells her he and his people hunger for something. The Lady tells him it is power and magic. Since their hometown was destroyed, Kael asks how he can get that. The Lady tells him to get it from Demons, but Kael says he will never sink that low. Suddenly Lord Garithos arrives. Kael tells the Naga to run. Grathos sees them and captures Kael. He wishes to kill them for treason. He takes them to a dungeon. 3)The Dungeons of Dalaran Kael and His Blood Elves await execution at dawn in the magical Dungeons of Dalaran. As Kael's guards chat away, Lady Vashj kills them with Forked Lightning. She frees Kael. She tells him that they are near a portal to the other side(The portal Archimonde was summoned through by Kel'Thuzal). Illidan awaits them there. Kael has no choice but to go there(well he could stay and be killed, but what kind of story would that be?). Free the Blood Elf Lieutenants(4) Kill the Arch Mage Ghosts Kill Kassan and the Guards Go to the right and free the lieutenant there. Also free the prisoners to get a Priest and 2 Spellbreakers. Continue this way and kill the spiders for a Medallion of Courage. Destroy the egg sacs on the right wall for a Ring of Protection +1. Free the two prisoners(One is being attacked) for a Spellbreaker and a Priest. Go the other way now. Cross the bridge and kill the Golem. Now flamestrike the mushrooms and send Lady Vashj to recover the Stone Token. Summon it when you need it. Go back and kill the guards. Break the gate. Don't attack the lever. If worse comes to worse you'll have to face elite guards. Go on for the optional quest. Kael sees the ghosts of the Arch Mages(In WCIII: ROC Arthas killed 3 Arch Mages. He decides it is his duty to kill them so they can rest in peace. The first is right in front of you. Stand on the 2 green runes to break the gate. Attack him. Note: If he summons a water elemental, just control magic it. It leaves behind a piece of a ring. Pick it up. Each Arch Mage leaves behind a piece. It gives +3 to each attribute and increased mana recovery. As you go on, there is a fight between the guards and the Undead(who to root for, your enemies or executers?). Wait and kill whoever is left. Free the Lieutenant and the archer. Destroy the crates for a rune of mana. Stand on the 2 purple runes to find the next Arch Mage. Kill and pick up the ring. Go on and kill the Undead. Destroy the sacs in the second prison for a Claw of Attack +3. Head back and cross the bridge. Destroy the lever and wait for the creeps to kill the guards. Enter and kill the creeps. Kill the 2 War Golem and get the Scroll of Mana and Tome of agility. Destroy the crates for a scroll of regeneration. Kill the guards. Destroy the gate(Protect the lever). Kill all the humans. Have someone stand on the rune. Swim Vashj into the water, pick up the item, and stand on the rune. Kill the Arch Mage. Destroy the Humans and crates for some boots of speed. Destroy the gate, kill the humans(this is getting stupid), free the lieutenant. Free the Archer and Priest. Watch the battle after breaking the gate, and kill the survivors. Go to the side where the sheep wait. Hit the top, then bottom, then middle. Go through the doors and pick up the secret level. Watch the rain of sheep =). Across this, flamestrike the mushroom. Now go through the porthole and stand on that rune. Go to the previous red rune and stand on this one to get to the Arch Mage. Now a scene of the guards releasing Golems to kill you will come up. Kill the Golems and the guards. Destroy crates to find the 2nd blue rune. Go back to the 1st (leave someone on the 2nd). Activate both and kill the beefed up Golem inside. There is a Undead artifact (+2 armor and 33% reduced magic damage), a Night Elf artifact(Heals hero/permanent), and a Orc artifact(Hero can casts Purge). Pick em up and return back to the Golem place. Free the archer. Now go kill the lieutenant's guards and free him. Go through the gate and the Jailor will tell you to halt. Then he tells you to do what you have to do. Now go follow the path, release the 5 Spellbreakers, 1 priest, and 2 sorcerers. Kill the humans. Keep killing as you move on. The last battle is big, but not too hard. Kassan is the big, hulky thing. Kill them all. VICTORY. A scene comes, where Kael asks where the portal is. Lady Vashj needs time to summon it, so Kael volunteers to delay Garithos. Secret Level)The Crossing Kael tells his engineers to prepare the defenses. Vashj opens the portal, and begins the exodus. Garithos notices, and tells his troops the destroyer will be a hero. He arms them with explosives. Kael tells his engineers to prepare the defenses Defend the Portal You can only build towers. You get 2 heroes, Kael and Lady Vashj. Lady Vashj's Forked Lightning and Keal's Flamestrike are very useful here. If you got Freeze arrows, turn it on auto cast. It should help a bit. Start building quickly. Upgrade ASAP. The units get stronger and stronger. They get meat shields, and such. Have a hero next to the mana pool(Vashj) and one closer to the back to kill lucky creeps. Death Towers are super strong. Cold Towers are damn useful. Build like this: DDCDDCDDCDDC D C D DCDDDCDDCDCC Here is a list of all the enemies that come by. This is ordered by Wave Numbers: 1.Peasants 2.Militia 3.Footmen Lead by a Captain 4.Flying Machines 5.Mortar Teams led by a level 1 Mountain King 6.Riflemen 7.Knights led by a level 2 Paladin 8.Gryphon Riders 9.Siege Engines 10.Apprentice Wizards led by a level 3 Arch Mage 11.Enforcers led by a Bandit Lord 12.Forest Troll Berserkers led by a Forest Troll Warlord 13.4 Goblin Sappers in Goblin Zeppelins 14.Ogre Warriors led by a level 4 Mountain King 15.Ogre Magi led by an Ogre Lord 16.Royal Guard led by a level 5 Paladin(starts using Divine Shield) 17.Red Drakes 18.Siege Engines led by a level 6 Mountain King(starts using Avatar) 19.Warrior Arachnathids led by a Overlord Arachnathid 20.Thunder Lizards led by a Storm Wyrm 21.Water Elementals led by a level 7 Arch Mage 22.4 Goblin Shredders in Goblin Zeppelins 23.Rock Golems 24.Ice Revenants led by a Deeplord Revenant 25.Elder Sasquatches led by an Ancient Sasquatch(that's right they released multiple Big Foots on you) 26.Red Dragons 27.Siege Golem 28.Centaur Khan 29.Gargantuan Sea Turtles 30.Panderans led by a level 15 Panderan Brewmaster 31.Footmen and 1 Panderan(you only have to kill the Panderan) A bit after the halfway point, Garithos should "release the experiment". Also if a mass of units grouped together make it to the Portal, the 1st unit will explode, thus taking a bunch of them out. This is a very fun and funny level(wait till you see the things they send). Note: The final Panderan is behind the gates and you must Flamestrike him until he dies to win. Kill, Kill, Kill! Kill the final Panderan and wave to go on. Kael and Lady Vashj go through the Portal. Interlude Kael and Lady Vashj have reached the Outlands, all that remains of the Draenor, the Orc homeland. Kael recalls being here when Khadjar launched an attack on the Orc homeland. Ner'zhul tried to escape, but he ended up destroying the planet. Vashj and Kael now go to find Illidan. Why is Illidan there? 4)The Search for Illidan The Demon Within: Use your heroes to gain control of Illidan and prevent him from being taken to the Night Elf base Escort Illidan to Safety After 3 days of fruitless search, Kael tells Vashj they are lost, but not alone. Lady Vashj sniffs out the Night Elf base. Maiev(she's back) has caught Illidan. Kael and Vashj must free him before Maiev reaches her base. Note: If you beat the Secret Mission, you get a Panderan Brewmaster. Note: Only your heroes can attack on your control. The units will continually attack the Night Elves. This mission is very fun. Buy some mercenaries and rush into the battles. Rush all three heroes over to the cage. Kill Maiev(if she is there). The cage will need to go to your base to be unlocked. As soon as you get near it with Vashj or Kael, it will turn around(beware Maiev can do the same). Protect it by continually battling the enemy. Kill Maiev as much as you can. Soon the cage should reach your base. Note: Heroes respawn every 5 seconds at your base if they die. This mission shouldn't be too hard. Lady Vashj frees Illidan. She then introduces Prince Kael'thas and his Blood Elf kin. She tells Illidan they wish to help. Illidan accepts them. Interlude Illidan tells Kael he will feed the Blood Elves hunger for magic. Kael swears allegiance to the Demon Hunter. Illidan tells of Kil'jaeden. Kil'jaeden is a great Demon lord of the Burning Legion. He had offered Illidan the chance to get anything his heart desired. Illidan agreed. Kil'jaeden told Illidan of his creation's, the Lich, betrayal. The Lich's soul was trapped in The Frozen Throne. Kil'jaeden wanted Illidan to destroy the throne, thus eliminating the Lich once and for all. Illidan agreed. However, the melting spell he was conjuring was interfered by the Night Elves. Illidan had to run over to here to escape Kil'jaeden's wrath. He has to make sure non of Kil'jaeden's minions are in the desolate area. 5)Gates of the Abyss Illidan tells Kael and Vashj of Magtheridon. Magtheridon is a vile Pit Lord that rallied the Orcs and used them to take control of the Orc homeland. He gets his power from the 4 portals Ner'zhul created in his attempt to escape. Close them to weaken Magtheridon. Dimensional Gates Draenie Village (Close all 4 gate) (Destroy the (To do so bring Illidan Orange Fel to the 4 Dimensional Nexuses Orcs) for 3 minutes) A new strat. As I was playing around in Hard mode, I continually hit a brick wall whenever I went for Purple Fel Orcs or the 3rd or 4th Dimensional Gate. Well, I played around with variations of strats and found out that a combo that made it VERY easy was to get 3 turtles with Illidan and like 6 Couatles. Then get 3 priest(Mostly for Inner Fire, but after battles use em to heal) with Kael and around 8 Couatles. Get Lady Vashj and 11 Couatles. That should give you 79 food, just under the high food mark. Then just watch everything die. I went to the 2nd dimensional gate and NOTHING got hurt. Always terminate the Orange Orcs first(even before the 2nd gate). Then I usually go for the Turquoise ones, then the 2nd gate, then the Purple Orcs, then the 3rd gate, then the last one. This strategy works much better and Couatles are really good. =D This mission starts with Illidan at the first gate(which is right next to your bases). He must live for 3 minutes. You have 6 footmen, 3 priests, 1 siren, and 2 crummy little murgals or something 3 archers, Kael, and Lady Vashj. Illidan is also available, but he must do the spells. All the monsters will either go for your troops or your 2 guard towers. Use spells to keep them at bay. Fel Stalkers go right for Illidan to mana burn him, then they attack a tower. Move peasants off your gold mine to repair towers if needed anytime in the game. After 3 minutes, all the demons die. In this mission, you control a Blood Elf base and a Naga base. They are side by side. Build up some sorcerers, archers, and Myrmidon. Some Turtles and Naga Witches are nice too. If you just want to try out all the Naga units, build some of everything.=) Anyway, have all the Naga and Lady Vashj be team 1. Kael and the elves(should be mostly casters) should be team 2. Illidan should be team 3. A bit after the 1st or second attack on you base(or after you explore a bit. I'm not 100% sure yet), you should get a cut scene of Draenie villagers fighting some Orcs. It's now your job to save them(if you're feeling sadistic leave them be).=) Send a phoenix in to their base to help them a bit. Make a group of Myrmidon and archers and priests to keep at your base as you go around killing things. Build farms around you towers, and build additional towers (either Naga or Blood Elf). For Blood Elf towers focus on Guard Towers, with a few Arcane Towers, and no more than 1 Cannon Tower at each entrance. Now go down to the Draenie. After an attack by the Orcs launch your own. Have the turtles devour. Illidan should Metamorphis and Kael should flamestrike. Vashj should Forked Lightning. Destroy the barracks and beastiary first. Once the initial army is dead, ignore the small forces and kill those two buildings. Flamestrike(they are rather close together, get them both in the radius). Once that is done, kill the remainder. They take the Spirit Lodge out. The Orcs are basically dead. The team you left at your base(4, the one you made to protect your base), should be handling the enemy well. Finish the Orcs off and, build an expansion(have 1-2 towers just in case). You should get plenty of gold. Once the optional quest is done, a cut scene will ensue. The Draenei sage, Akama, will thank you and offer his aid. From now on, the Draenei will launch constant attacks on the Burning Legion's base. Rebuild your forces. Build sorcerers and priests for Kael, and Myrmidon and turtles for Vashj. Right next to the 1st closed Demon Gate there is another gold mine(if you ever need cash). When the Draenei start to use Destroyers, you should have your troops ready. Send teams 1-3 with the Draenei. Near the enemy base, there are some cages. Destroy them for Draenei units(So now you control Blood Elf, Naga, and Draenie forces). Do as you did with orange. The attacks on your base should subside greatly. Also there are crates and barrels scattered around the map. Destroy them for helpful items. Attack the 2nd gate. Note: For all the Demon Gates, keep Illidan until the already there demons are dead, then send him to the Nexus. Rinse and Repeat with Gates 3 and 4. 4 is a harder, but there is a handy mercenary camp. Use it. Note: During this time Draenei forces should be keeping Magtheron's Orcs busy. Use healing wave as needed. Soon you should WIN. Kael tells Illidan that Magtheron can't summon reinforcements anymore now that the Gates are closed. Illidan tell him that is true, but Magtheron's standing forces are still strong. Attacking his Black Citadel won't be easy. 6)Lord of Outland Magtheron is warned of Illidan's plans. He prepares for battle. Illidan tells Kael that though they are outnumbered, they are cunning and full of will. As he is saying this, spellbreakers rush toward the enemy. However the defenses kill them all. Lady Vashj comes to tell Illidan of new arrivals. The Draenie have come to kill the vile orcs. They rush through the defenses (They are always invisible unless they attack) and take out the power crystal, thus shutting down the enemies defenses. Shadow Keys Siege Bastion Slay the Master of Pain Slay the Demolisher's Slay the Mistress of Torment guards Slay Magtheridon Disable Power Slay the Mighty Pit Lord Destroy the 4 Power Generators First off, put Kael and the Blood Elves as Team 2. Vashj and the Naga will be Team 1. Illidan is Team 3. Akama and the Draenie are 4. Now with the Naga go out and kill the Hydra at the side and the ships. Destroy the shipyard. Heal up and go in and destroy the few Fel Orc troops and the watchtower around the Fountain of Health. Heal up and go left to destroy more ships. The Royal Guard are VERY useful so DON'T let them die. The same goes for the Draenie. Anyway, use the Royal Guard spells to weaken the ships(the stun spell is good). Behind them are 3 gold coins worth 250 a piece and a Robe of Magi +6. Also if you go back to your base, starting from just in front of the entrance, and going left from there, you should see more Hydra. Go down for coins, then up to battle 2 level 6 Hydra and 1 level 10 Hydra. The level 10 will drop a Claw of Attack +15. The Fel Orcs will occasionally attack your Blood Elf base. Use Illidan and the Spellbreakers as melee. There attacks usually consist of Grunts, Raiders, and the occasional Warlock. Now take the Draenie and kill the 3 patrol guards. Feral Spirit is great as a meat shield. The Draenie Elite Assassins have Howl, so use it. The 2 other Dreanie have Healing Wave. Akama has Chain Lightning (level 3), Feral Spirit(level 2),Shadowstrike(level 1), and Reincarnation(ultimate). The Draenie are invisible except when they attack so keep your finger on the i button(hot key hide). The enemy defenses consist of 2 Infernal Juggernauts and 2 Doom Towers. It is extremely difficult to get past that. If you want to have a chance at beating this mission you will have to destroy the crystals. Since the Draenie are the only ones that can do this, they are very valuable. The 1st crystal is behind the Orc base up ahead. As you head toward it there are gold coins around the area. Scour the area for these because that is the only source of income you will get. The 1st crystal is unguarded. Note: If you go left and destroy the gate there is a fountain. Head left a bit more to find The Butcher(for all Diablo Fans). He is a beefed up (3300 life) Abomination. Kill him and pick up the items. The items are Wirt's Other Leg(as far as I see this is just for show)(Wirt is a kid in Diablo that lost his leg to the Butcher), a Stone Token, and 2 Tome of Strength +2. The Butcher leaves a Tome of Greater Resurrection, so you shouldn't really lose anything. Note: South of the Fountain there are some cages with Draenie Elite Assassins. Break them. The next is guarded by monsters. The 3rd is also guarded. The 4th is unguarded. Anyway, after the 1st crystal go forward. There are 2 doors and 2 Infernal Contraptions behind 1 door while 2 Doom Guards are in front of the other. In each gap there is an Infernal. Slowly kill each one. Behind the Doom Guard door there is a Rune of Shielding (blocks 1 spell). That door is, for now, unbreakable. The other door(use Feral Spirits to break it) has some coins(and the Contraptions). Left of that there is another door. Kill the 2 guards (a real cheap way is to Shadow Strike one, then hide, SS the other, hide, rinse and repeat) Go into the area for a coin, and destroy the crates for a Periapt of Vitality. Go back to the Naga. Take them to the Fountain. Now attack the watchtower ahead. Destroy it and retreat to the fountain(battles are easier here). Use Vashj to destroy the pesky Destroyers. Now head in again and destroy the Alter. Retreat. This time just go in and destroy troops. Retreat. Now attack everything(they should be weak). Behind the Lumber Mill there are some barrels of explosives. Attack them to make a hole in the trees(or in this case, mushrooms). Head left and destroy the fleet of ships. Go left and destroy the monsters around the Fountain of Mana (I'll call this FoM). Pick up the Claw of Attack +12. Head back to FoH. Move the Draenie forward toward the Fel Orc base. Now move them > to reach the 2nd crystal. Destroy the defenders and the crystal. Now that the 2 crystals guarding the Master of Pain are dead, build up some Swordsmen and Sorcerars. Have the Swordsmen and Spellbreakers form a group of 12 with Illidan(3), and have the Sorcerers and Priests form a group of 12 with Kael(2). With teams 2,3,4 attack Green. Raze the base and rebuild your loses. Note: To activate the optional quest Siege Bastion, destroy the gate near this base(left side). Now kill the guardians, and free the 4 Demolishers. They will be useful in all the base destroying. Now go raze Turquoise. Note: Later when you connect your forces bring Vashj here. Now go left. Swim along the path. Get the Manual of Health. Now go up a bit and kill the enemies. Pick up the 2 Tomes of Agilities, the Helm of Valor, the Rune of Speed, and the 2 coins. Destroy the gate and kill The Master of Pain. Destroy the huge crates for Blood fiends. Step on the outlined box so a bridge will form. Cross the bridge and destroy the crates for a Ring of Protection +5 and a Potion of Greater Healing. Okay move all your troops here over to the area between the 2 razed bases. Raise the bridge(the box). Move Vashj over to the other side (remember the explosive barrels). Raise the other bridge. Join your forces and build 4 Naga Myrmidon. Prepare to assault. Note: Just behind the bridges there is a gate(in the water). Destroy it and get the Manual of Health. Back to crystal destroying. Take the Draenie forward, then right, then forward. Kill the guardians and destroy the crystal. The 4th crystal is for now invulnerable. Don't worry though, all the defenses that matter are out. Use your troops to attack the Orc base(Polymorph at will)=). Destroy it. Note: You can take your Naga around their base(to in front of the 3rd crystal). Attack with your normal troops, then use the Naga to attack. Now attack the Mistress of Torment. Kill her. Once she is dead the doors hiding the Rune of Shield will open. The new mission will be available. Destroy the big Crates for Fel Orc Warlocks(They have Fireball, Unholy Frenzy, and Cripple). Also pick up the Mask of Death(Gives wearer the ability to gain life with attacks)Now move everyone to the doors that opened(It is around the center of the map). Take the rune so that everyone gets it. Now send the Draenie forward. Keep going, then make a left to reach the crystal. This crystal is unguarded. Destroy it to complete the optional quest. Now all that remains is to go forward and kill the outer guards. Enter Magtheridon's chamber and kill the minions first. Get rid of the Infernal Juggernaut first. Then kill the Blademaster. Then finish the rest. Then kill him. He has a LOT of life(4600 to be exact). Once he is dead (Use spells to kill him quicker), you WIN. Magtheridon asks Illidan if the Burning Legion sent him to test Magtheridon. Magtheridon also tells Illidan his power is vast. Illidan laughs and tells Magtheridon he is finished and that Illidan will now rule the Outlands. Illidan goes and tells all the Fel Orcs that he is their leader now. Finale Illidan, Kael, and Lady Vashj watch as a storm of fire and chaos draws near. Vashj tells Kael to duck. The storm is Kil'jaeden. He is angered at Illidan for failing in his quest to destroy the Frozen Throne. Illidan tells him he was bolstering his forces. Kil'jaeden looks at Kael and Vashj and accepts Illidan's story. He gives Illidan one last chance to destroy the Frozen Throne. He departs. Illidan asks Kael and Vashj if they will help him. They answer yes. The end of the Human Alliance campaign. Undead Scourge-Legacy of the Damned Arthas-Level 10, but loses levels slowly until he level 2(I suggest keeping Death Coil up high when you can add points). In the final mission, though he can get points(there is one other mission where he got a point, but I can't remember which). Go like this: Arthas has Death Coil and Unholy Aura at level 2/ coil/aura/coil/Animate/aura/pact/pact/pact (It might be wise to get pact instead of aura if you're hero is being Focus Fired on a lot. Sylvanas-Here is what I did She starts with Dark Arrows and Life Drain/DA/LD/DA/Charm/ LD/Silence/Silence/Silence If you hate casters replace the LA's with Silence Anub'arak Here is what I did: He starts with a point in Impale, Carrion Beetle, and Spiked Carapace/Beetle/Carapace/Swarm/Impale/Impale/ Beetle Note: The second point in Beetle is so you can burrow and scout. Varimathras He starts with 2 levels of sleep and Vampiric Aura. He has 1 level of Rain of Fire/Doom/Aura/RoF/RoF/sleep Garithos He starts with 3 levels of Holy Light, 2 levels of Devotion Aura and Shockwave and his ultimate, Avatar/ Aura/Shockwave 1)King Arthas Balnazzar, Detheroc, and Valimathras are speaking to each other about Archimondes disappearance(The Dreadlords don't know of his demise yet). They wonder what has happened. Kel'thuzal and Slyvanas Windrunner watch. Suddenly, Arthas rushes through the bolted doors. He tells the Dreadlords what they have been dreading(yeah it's a bad pun). He tells them that the Burning Legion is through and that once they are dead, all will be under Arthas's command. The Dreadlords teleport away. Now, Slyvanas Windrunner and Kel'thuzal speak to Arthas. Arthas tells them they can address him as King Arthas. He tells them he must now destroy all the Humans in the area. Kel'thuzal tells him the Humans are fleeing to the mountains. They must kill all the Humans before they flee. Main Quest Optional Quest Human Refuges Destroy the Human Refuges Destroy the 9 Human Refuges No more than 20 humans can escape Slay the Paladins Destroy the 3 Alters Well, you have 3 bases. Each has a Voodoo lounge and a ziggurat. Each has an Alter. Arthas is at the lower left hand corner. Sylvanas is at the lower right hand corner. Kel'thuzal is at the upper right hand corner. There is a portal behind each where the humans can escape. Every group starts with 2 shades. Everything is upgraded. Use the Shades to scout and put them out to keep an eye out for the periodic attempts by humans to escape(they fight back). Max out food for all the bases at 1 time(they have separate caps). Have Arthas as team 1, Slyvanas as 2, and Kel'thuzal as 3. After a few talks with the Paladin you get the 2nd main quest. Here is a breakthrough on each person: Kel'thuzal He is a level 10 Lich. He starts with 2 Necromancers, 2 Shades, and 2 ghouls. He has a Temple of the Damned that can only build Necros and a Barrack that can only build Ghouls. Build Necros and Ghouls. Kel'thuzal has Frost Nova for escapees. The idea here is to mass skeletons. This is the one I started with first. Leave behind some Necros and Ghouls for defense(only take 1 group). Move up and destroy that base. There is a Paladin there. Now heal up and return to your base. Now head over to the one right of the base you razed. There are some Knights along the way. This base has 2 Guard Tower. There is the same Paladin here(they teleport around). Raze it. Head back and heal. Now there is one last refugee for you to destroy with this group. Move your forces up to the left base farther to the side(closer to the borders). This base has 3 Arcane Towers and there are 3 Water Elementals(1 of each level). This is a caster base and there is a Town Hall here. Prepare for another assault on the Blue Middle Base. Attack it and Cripple strong things. Use your forces to distract the units while you Death and Decay the Alter(what engineer came up with that design). If anything is alive, retreat them. Now move on to Arthas. Arthas He starts as a level 10 Death Knight. He starts with 2 Abominations, 2 Shades and 2 Ghouls. He has a Barrack that can only build ghouls and a Slaughterhouse that can only build Abominations. Build up a ton of Abominations and a few ghouls. His Death Coil is good for killing those pesky "escaped from the wrath of the Scourge" Humans. The strategy here is attack with brute force and heal up. Take only 12 troops. Leave the rest to fend off enemies. Go up and destroy that base. Beware the knights and Paladins. Attack the farthest left base. There is a tower. There is a Paladin and a Commander. Use Death Coil to finish things off because the enemy Holy Lights or Healing Waves troops. Raze the base. If needed retreat and rebuild, then attack again. Be quick. Now go to the farther away bases(there are 2 on the left side). Destroy the closer one. This has 2 Cannon Towers near the entrance and 1 Arcane Tower in the middle. This base is guarded by an Arch Mage and casters. Raze it. That's about it for Arthas. Note: After the 6th base is razed, Arthas will feel pain, and he will lose a level. A picture of the Lich King in the Frozen Throne is shown, and the Lich says he is weakening. Kel'thuzal comes and asks Arthas if he is ok, and if they should retreat. Sylvanas: She has 4 Banshees, 2 Shades, and 2 ghouls. She has a barrack with ghouls only and 2 Temple of the Damned with only Banshees. Sylvanas is a level 2 Dark Ranger. Build up Banshees with a few ghouls. Remember, try to kill as much as you can with Dark Arrows to get Minions. The idea here is Possession with the Ghouls as Meat Shields. Now go straight up to the 1st base. There are 2 Guard Towers and a Cannon Tower. There is also a Paladin. Raze the base. Just Possess everything that comes up. Head back and rebuild. Now head right for the next base. This base is really weak. There are only Mortar Teams. Now go up and destroy the last base. There is only a Guard Tower and some Footmen here. You WIN. Arthas meets up with Sylvanas and Kel'thuzal. He tells them the Alliance is through. Suddenly he feels more pain. The Lich King feels danger approaching the Frozen Throne. He tells Arthas to go and protect him. Kel'thazal asks Arthas if he is Ok(again). Arthas tells him they must head over to the capital. Interlude Sylvanas is running to an area. The area turns out to be the place where the Dreadlords are. The Dreadlords acknowledge her arrival. She asks why the Lich King seems to be weakening. She says that she can "control" herself. The Dreadlords tell her as the Lich King weakens, he loses the ability to command the Undead. They also tell her that Arthas gets weaker as the Lich King weakens. Then, Sylvanas asks them if they want her help in "getting rid of" Arthas. They tell her they want that measly human out of the picture. They tell her that the Lich, Kel'thuzal is too loyal to his master(Arthas), but that she isn't. She agrees to take part in their plan to assassinate Arthas. She, however, has her own reasons. She wants to destroy Arthas for what he did to her and her people(In Warcraft III, Arthas razed the Night Elf base of Sylvanas and turned her and the few survivors into Banshees). She runs off. One of the Dreadlords is in doubt of her loyalty. However, the others beat down that doubt. 2)The Flight from Lordaeron Arthas, Kel'thuzal, and some Necromancers walk through a passage. Arthas tells Kel'thuzal that the Lich King is in a dire situation, and that if they don't reach him soon, all will be lost. They start to walk to the Lich King's aid. However, Arthas goes ahead a tiny bit, and as he passes through a door, it bolts shut. The Dreadlords have regained control of most of the Undead army. They release ghouls upon Arthas. Kel'thuzal (who is on the other side of the gate) tells Arthas it's an ambush(wow, it didn't take a genius to figure that out). Arthas fights and kills all most of the ghouls when Kel'thuzal tells him there are too many of them(It's a bit late for that. There are only 3 ghouls left alive). Kel'thuzal tells Arthas to escape to the city. He tells Arthas he will make it on his own. Arthas agrees. The King's Exit Meat Wagon Surprise Bring Arthas to the City exit Kill the armory guards Arthas must survive Rescue the Meat Wagons Note: Every few minutes a few enemy Undead come to attack you. You are a level 8 Arthas. Kill the last 3 ghouls(they have very little life left). Break the gate and go forward. You get 2 Necromancers and a ghoul. The Necromancers raise dead. They now have the Skeletal Mage upgrade, so you have 2 warriors and 2 mages. Send the Skeletons right. The iron doors will open and release 2 Abominations. Let the skeletons die. If you pass now, the Abominations will ignore you. Before you pass, destroy the gate ahead and kill the enemies. Destroy the hovering books for a Tome of Intelligence and a Tome of Agility. Go down, and now head right. Destroy the crates and go up to get a Shade. Some skeletons will attack from below, while some Crypt Fiends attack from above. Kill them. To the left there is a Fountain of Mana if you are low on mana. Now head down and right again. Kill the zombies and continue. You will get an Abomination. Now go up and kill the enemy forces. Break the doors for 2 Crypt Fiends. Head back to the Fountain of Mana. Note: If you choose to continue up then go back, you can kill the enemies, then pick up the Claw of Attack +3. There is also a Rune of Healing in a crate. Go up then left. Destroy the gate and step on the box to raise a platform. Kill the Fiends then go left some more to get 2 ghouls. Go up to get the optional quest. Go up and kill the enemies to destroy the guards. Go left to get another Abomination. Destroy the gates that are below you for some Meat Wagons. Quest complete. Now go up. Use the wagons to destroy the Nerubian Towers. The Meat Wagons also have the Exhume Corpse upgrade, so you can have as many skeletons as you want. Also, you can heal your ghouls and Abominations by cannibalizing the corpses. Ok, head back to the path and kill the skeletons guarding the gate. Go through the gate and destroy the Spirit Towers and the troops. Destroy the towers with the wagons from outside the room. Then enter and kill the Fiends. Step on the box to open the wall. Go forward and destroy the 2 more Fiends. Go up. Get the Orb of Poison. Go and right. Kill the undead. Soon you should reach a mass of corpses. Use Raise Dead to make an army whenever you need one. Go left and kill the Undead. Pick up the Rune of the Revenant for a Ice Revenant. Don't forget the Circuit of Nobility. Go up for a Fountain of Health. Now head back to the area ahead of the razed towers. Head left and kill the Golems. Follow the path and kill the Nerubian Towers with the wagons. Head right and fight the Undead. Destroy the cages for some Ghouls. Now head left. Kill the Undead and destroy the crates for a Tome of Strength and a Tome of the Revenant. Now head back to the middle. Destroy the gate and help out the Necromancer and Abomination. They become yours. Now destroy the City Gates. Go up and destroy the enemies near the Corpse area. Now choose a way. Both paths bring you to some Fel Beast and a Doom Guard. Then, once you go up, you will see some ghouls, 2 Meat Wagons, and a barrack. Raze all of the enemies. Destroy the City Gates. Now head over and kill the Abominations and Fiends, the Dreadlord, and Bloodfest (a huge Abomination that has 3k HP, 600 mana, and does a lot of damage). Bloodfest murmurs a bunch of stuff then a battle will ensue. Kill them all(save Bloodfest for last and kill the Dreadlord first). To be safe, use Animate Dead to raise some invulnerable corpses, and use them to kill the Dreadlord(no more Vampiric Aura). Now, destroy the gate and WIN. Some Abominations stand in the way of Arthas. Some banshees come and possess 2 of the Abominations. They will fight and your Abominations will prevail. Arthas thanks the Banshees and asks where Sylvanas is. They tell him they were sent by her to escort him into the Wilderness so he will be safer. He agrees. Interlude The Banshees realize they have reached the place, and they tell Arthas to stop and rest. Suddenly, Arthas suffers another seizure. The Lich King tells him he has been deceived, and that Arthas should rush to his aid. The Banshees kill Arthas's guards. Sylvanas shoots a special arrow that has a paralyzing effect at Arthas. Arthas is trapped. Sylvanas tells him it is time to feel the pain he has caused her. She says, "Go to hell, you son of a *****."(wow this game is not for little kids). Suddenly, Kel'thuzal comes with some Necromancers and wipes out the Banshees. Sylvanas flees. Kel'thuzal(that's a friend I want, loyal and has Nova) takes Arthas to the ships prepared to sail to the Lich King. Kel'thuzal tells Arthas that the poison will wear off. Arthas calls Kel'thuzal a friend and asks him to rule the land in his place as he journeys. Kel'thuzal agrees. 3)The Dark Lady Sylvanas tells her sisters that even though they are free, they are still Undead. She is depressed. A portal opens(Is it Illidan? It could be, it could be, it isn't. ) The Dreadlord, Varimathras comes through the portal to offer Sylvanas a part in their new leadership over the Undead. Sylvanas tells him all she wanted was a dead Arthas and that they wouldn't sacrifice their freedom to rule. Varimathras tells her to reconsider. She refuses. Varimathras leaves. Varimathras Ogre Warlord Destroy the Red Undead base Possess the Warlord Ogre, Mug'thal Bandit Lord Possess Blackthorn the Bandit Lord You are Sylvanas. You have some banshees and an Obsidian Statue. You can only build Obsidian Statues, Banshees, Ghouls, and Meat Wagons. You already have 2 Nerubian Towers, so build the last Ziggurat into a Spirit Tower. Now build 2 more towers here and 3 at the other entrance. Upgrade like this: S S|S=Spirit N N |N=Nerubian Now build up a ton of Banshees. If any of Varimathras's forces come by, possess those you lack(get all the Abominations, but don't get too many Necromancers or Crypt Fiends). Group one will be Sylvanas and the things you possess. 2 will be Sylvanas and Banshees. 3 will be 4 Obsidian Statues(2 on Mana and 2 on Heal). 5 will be Sylvanas. Now take Sylvanas diagonally left to find some Ogres. Retreat back to your base and possess some/all of them. You now get the Optional Quest Ogre Warlord. I suggest doing it to get some Melee units. Build some more Banshees(Sylvanas should have 11 with her in group 2). Leave them behind with some Abominations and 2 Obsidian Statues. Take the other 2 with Sylvanas. Anything remaining in 1, 2, and half of 3 will go on the 2nd optional quest. Go diagonal left again and head upward toward the Mercenary Camp and Ogres. Follow the path and rush toward the rock chunks. Destroy the chunks and possess Mug'thal. Before you do he will say, "Me am Mug'thal. Me destroy you." After you possess him, a scene will come where Sylvanas asks him what he wants to do now. He says, "Me serve pretty ghost now."(I'm sorry I just had to say those, he says it so humorously). All the Ogres are yours now. Put them all in group 1 and put Undead with 4. Retreat back now. Go diagonal left again and go down. Kill or possess the creeps and build an expansion at the gold mine. Destroy the cages/crates for a Manual of Health and a Healing Salve. Head back to protect your base(initial). Go diagonal right now. Possess/kill the 3 bandits near the Cannon Towers. You'll get the optional quest Bandit Lord. Rush over to Blackthorn and possess him. You get a lot of Bandits. First he says he will never submit. Then a scene will come, where he tells the Bandits that Lady Sylvanas is their leader. Retreat back and base protect. Build some Meat Wagons and attack Red. Destroy all the unit producing buildings to WIN. Varimathras begs Sylvanas to let him live. He tells her that he has information. Sylvanas tells him she is listening. He tells her he knows his brethrens locations and such. He pledges alliance to her. Sylvanas, still suspicious, accepts. 4)The Return to Northrend Arthas has reached Northrend. A Necromancer tells him they must build a base, but the area lacks resources. Suddenly some Blood Elf Dragon Hawks appear. Arthas talks to them, then orders them to be killed. Suddenly Anub'arak(a Crypt Lord) and some Crypt Fiends come and web the Elves. They kill them. Arthas thanks them and asks who they are. Anub'arak tells him the Lich King sent him and that he was king of Azol-Nerub. Arthas tells them that they must hurry to the Icecrown to save the Lich King. Easter Eggs Note: If you want a Ring of Protection +4, go straight down with 1 or 2 heroes(Preferably Arthas) from the Fountain of Health. Kill the Polar Bears and continue until you hit the corner. Turn right and go to the Icy Gate. It will open and you will see a scene where the Penguin King will dance and he will give you the Ring. He doesn't attack you Funkytown277 wrote: Hey dude, Writing in response to your FAQ/walkthrough of Warcraft III Frozen Throne. It is very well done for your first walkthrough guide. What I am writing to you about is that on the fourth undead mission (Return to Northrend) I know about the big King Penguin in the lower left hand corner. What I found out is in two seperate areas, there were what looked like eskimo hunters who had penguins locked away behind fences. In one area on the lower portion of the screen around where you start the mission at, there is one fairly decent sized penguin and a little one. Near the upper part of the screen at another portion where rocks fall away there is yet another area with penguins hidden away behind a fence. This time there is about thirteen of them and they are the really small ones. After breaking the rocks on either side I had gathered up a bunch of banshees and possessed each and every penguin. Then I took the time to move every single penguin down to the penguin king. Tell me this is a secret or something to that effect. When all of the penguins got down there they stood in order in front of the king and danced the same way he did. It almost seems that it has a secret or something to that effect written all over it, I thought I would get a bonus item or mission but much to my dismay nothing happened. Have you heard of this before? Is there something that will happen, in any way ,for rallying the penguins or was this just something that looked too much like a secret and instead ended up being an enomorus waste of time. I appreciate any feedback you have Thanks for your time, Andy Funkytown277 If anyone knows what that's about please tell me and Funkytown277. Thank you The Landing Dragon Hoard Destroy the Blood Elves Island Slay the Dragon Sapphiron Stronghold Breakthrough Slay the guardians You get Arthas, some Necromancers, some ghouls, some Crypt Fiends, and Anub'arak. In the ocean you get 2 transports, 2 Frigates, and a Battle Ship. Explore and kill the Creeps on the Island. Now summon Beetles(they suck but they help at early stages). Use these to distract the Island Stronghold while your Battle Ship destroys the towers. Use the Frigates to sink enemy ships/air. Once all the shoreline towers are destroyed, take your troops there with the Transports. Move in and web the air units. Use the Meat Wagons to destroy towers. When all is gone a scene will ensue. Arthas wonders why it was so easy to destroy the Elves. Kael comes and tells him that Illidan is behind the Lich Kings destruction. Arthas weakens again and the Lich King tells him danger lies near. Anub'arak tells Arthas that a shorter path lies. They must destroy the guardians. You know have a base. Anub'arak will soon tell you of the optional quest. Build some towers around all the holes(including those near water, NAGA). Also, destroy the debris for items and resources. Soon the Naga will attack a bit. Fight them off and go north. Kill all the Dragons and keep going. Kill and pick up Sobi Mask. Follow the path and kill some more dragons. Now retreat to build forces. The Blood Elves will occasionally fly forces in. Build 2 Obsidian Statues for Heal and Mana. Build and upgrade all your forces. Build a few more Necromancers. Build some more Fiends too. Build Abominations too. Now go and kill the Dragons that are left(should be 2 level 10 and a level 15). A scene will come up where Arthas turns Sapphiron into a Frost Wyrm(he has Frost Nova and Breath). Pick up all the items/resources. There is a Horn of the Cloud(hero can cast Cloud), a Claw of Attack +9, a Tome of Intelligence, a Tome of Agility, a Tome of Strength, some gold, and some lumber. Move your fleet of ships over to the side of your base to destroy a wall. Kill the enemy ships. Drop a beetle over there to burrow. When you are ready transport your units over and destroy that base and the small one above it. This frees 2 gold mines. Build an expansion. Rebuild your forces. Go around and kill all the spiders and their Nerubian homes. Retreat and heal up. Note: The evil Scorpions are strong so you better be prepared. Note: If you want a Ring of Protection +4, go straight down with 1 or 2 heroes(Preferably Arthas) from the Fountain of Health. Kill the Polar Bears and continue until you hit the corner. Turn right and go to the Icy Gate. It will open and you will see a scene where the Penguin King will dance and he will give you the Ring. He doesn't attack you. Prepare to destroy. Build up an attack force and attack the guardians (should be accessible by going left at the last spider outing). There are some Blue Drakes and some Blue Dragonspawn Sorcerers(level 10). There is one Blue Dragonspawn Lord(level 15). Arthas will ask Anub'arak if he is certain that the path will go to the glacier. Anub'arak says nothing is certain, but the risk is worth it. Arthas says ok and they go on through the path. 5)Dreadlord's Fall Sylvanas and Varimathras watch the Dreadlord, Detheroc's base. Sylvanas notices some Humans. Varimathras tells her that Detheroc has taken control over some Human idiot's resistance force(remember Garithos). Varithathras tells her that attacking the defenses of Detheroc. Sylvanas tells him that her Banshees will take over some humans and open the gates. The Banshees take over the bodies of 2 footmen scouts. The scouts return to their base. The guards open the gates and Sylvanas launches her attack. Sneak Attack Destroy the sleeping enemy forces Detheroc Destroy Detheroc's base(green) Destroy Garithos's base(turquoise) You start with Varimathras, Sylvanas, a few banshees and a few Fiends/Abominations. You also have 2 footmen. Note: Varimathras has 2 Dreadlord skills and 2 Pit Lord skills(he has Rain of Fire and Doom from the Pit Lord and Vampiric Aura and Sleep from Dreadlord.) Put all Banshees with Sylvanas as 2 and all others with Varimathras. You have about 8 minutes to kill as many units as you can before the enemy starts to attack. All enemies are asleep and if you attack some will awaken. At your tiny base, never stop building Banshees. Now choose which forces you don't like as much. Go to that base. Possess/Charm/kill all the enemies(take all the strong units and human caster). Destroy all the unit producing buildings. Right now, none of the towers are towers(ziggurats are not upgraded and scout towers aren't either). Head down and destroy that base too. You should be running short on time. Head over to the other base and destroy as much as you can before time runs out. Whichever base lives will launch a massive assault against your base. Town Portal back to your base and charm/possess/kill the enemies. Choose a group(I choose 1). When the enemy attacks either Doom or Charm an enemy unit, then kill them all. Use the other group(2) to destroy the bases. Possess the enemies. Charm is really useful as is Dark Arrow(higher levels have no cool down so you can mass skeletons a lot easier). There is another gold mine to the left of your base if you need one. If you took out a lot of enemies during the Sneak Attack, then this will be very easy. Destroy the bases to win. Note: For a bit more fun, possess a few Human workers. Lord Garithos tells his kin that they are free at last. Sylvanas comes and tells him that she comes in peace. She tells him they have a common enemy, the last Dreadlord, Balnazzar. She tells him that even though she is Undead, she only seeks vengeance. She tells him that Balnazzar's base lies in his homelands. She tells him that she will get his lands back. He agrees and goes to rally his people. Varimathras tells Sylvanas he knows that she won't give his land back, and Sylvanas tells him an ally will aid there cause. 6) A New Power in Lordaeron Garithos and Varimathras start to argue. Sylvanas tells them to shut up and tells them that Varimathras and her will attack the front, while Garithos attacks from behind. Balnazzar Ironforge Dwarves Destroy Balnazzar's Purple Locate the Missing Undead Base Dwarves You have a Human Base. Make everyone there Group 1. You also have an Undead Base(Casters+Sylvanas=2, Warriors+ Varimathras=3). Build up a good amount of towers at both bases. From the start you should be doing this. Mass Crypt Fiends for Sylvanas. Mass Abominations for Varimathras. Mass Knights for Garithos. Keep going until you have reached max levels. Soon, you will see a scene where Garithos is told by a scout that the Dwarves are lost and that he can go get them. Garithos is furious and continues to be the racist he is against all, but the Humans. Anyway, I highly suggest getting the Dwarves. They are the only Anti Air you can get(you can't build any until you get these). Go up and destroy all the creeps you come by. They are mostly Kobolds, but there are a few Golems. Destroy the crates near the Gold mine for a Runed Bracer(reduces Magic Damage). Note: Build an expansion here. Destroy the cages for free riflemen. Free the Dwarves by destroying the rock chunks. There will be a short cutscene where Garithos tells the Dwarves there is a battle and he calls them idiots. The Dwarves agree, but they mutter under their breaths, "We don't get paid enough to put up with this asshole." Generally there will be 3 different types of attacks. 1. Balnazzar will come himself and summon some Infernos (this is a tough wave because he summons them real fast and he is a level 9 Dreadlord) 2. He will send Destroyers, Gargoyles, and Frost Wyrms at your base. This is hard for Garithos until he finds the Dwarves. 3. He will send Abominations, ghouls, and Crypt Fiends. This is rather easy to counter. Note: Meat Wagons and a Lich may come along at higher levels. Abuse your Heroes Ultimates(mostly Sylvanas and Varimathras). Build a versatale force at each base. At you Undead base, build a good number of Destroyers. Attack the Orange Undead base below you. (Orange has 2 parts). Build an expansion here for gold. Build up your forces. Mass Crypt Fiends for Sylvanas(you will need 11). Mass Abominations for Varimathras(8-9 should do). Mass Knights for Garithos(17 should do). Now take all these groups along with the Dwarves you got and launch an all or nothing strike(it should be all). Keep all your buildings producing units and have them rally at the enemies base(reinforcements). Forget any attacks on your base(they actually lower the enemies your fighting)=). Raze Purple to win. You must do this quickly, or your forces will wear thin from defending(the best defense is a good offense). All you need to destroy are the unit producing buildings(generally anything besides towers, farms, and such). Sylvanas has captured Balnazzar. She tells Varimathras to kill him. He tells her it is forbidden for him to kill a Dreadlord. She tells him it is a test of his loyalty. He stabs Balnazzar. Lord Garithos tells Sylvanas to get her troops out of the capital. Sylvanas tells Varimathros to kill him too. This time Varimathros gladly does the duty. He does Rain of Fire on Garithos, who dies(Wow, my opinion on the Undead Scourge just rose to 9 out of 10)=). Ghouls come to munch on his corpse. Sylvanas tells Varimathros that the Capital is theirs, and that they are no longer part of the Scourge. They are known as the Forsaken now. 7 Part 1)Into the Shadow Web Caverns Arthas and Anub'arak walk through the passage. Arthas says the King is unprotected, but Anub'arak tells him he left tons of troops behind to protect the Lich King. Arthas wonders why there are no Nerubians(Undead or otherwise) around to aid them. They are at a gate. Some Riflemen come out and tell them they killed all the Nerubians. They are Murodin's old men(Murodin is a Mountain King who was Arthas's best friend when he was Human. However, Arthas killed him accidently when he acquired Froustmourne). They tell Arthas they wandered around until Baelgun, their new leader, let them into his castle. They start shooting at Arthas. Arthas calls in Sapphiron to destroy them. He comes, but the Riflemen flee. One is stuck outside the gates, and Sapphiron attacks. He destroys the Rifleman and the gates. Arthas then tells Sapphiron that the castle is no place for him and that he should leave. Sapphiron leaves. The Old Kingdom Find the Gold Stashes Locate the entrance to the Old Recover the 5 Gold Stashes Kingdom Kill Baelgun Bring the Blood Key to the Old Kingdom lock Your heroes mustn't die (like all sleath missions) You start with a level 5 Arthas, 2 Ghouls, 2 Fiends, 1 Meat Wagon, and Anub'arak. Empty some corpses(the Wagon has Exhume Corpses) and create Carrion Beetles. Move left and some Riflemen will lower the floor so you can't cross. To activate the lever, you will need to use your Meat Wagon to destroy the Barrel of Explosives. This will kill one Rifleman and raise the platform. Kill the rest of the Riflemen. Step on the box to open the gates and go through for a scene. The Riflemen will light some explosives and blow the bridge up. Access to Baelgun has been cut. There are other ways though. Go left and kill the weird Siege Engine(it can attack ground like the Flame Towers in the Secret Level could). Also kill the Riflemen. Go up and right a bit. Destroy the barrels for a gold coin and the optional quest. Go left and destroy the lone Rock Chunk for a lever. Activate is to get the Ring of Regeneration. Destroy the explosives to destroy the chunks of rocks. Move on and kill the Nerubians(spiders) that attack you. Arthas asks why and Anub'arak tells him some Nerubian try to free themselves from the Scourge. The webbed Riflemen will turn into spiders. Destroy the lever up ahead to move part of the wall. Get the gold coin. Go through the hole. Follow the path and destroy the crates for a Tome of Intelligence. Destroy the Rock Chunks and activate the lever to continue. Destroy the barrels in this room to get another coin(this is up ahead a bit). Get the Spiked Collar by destroying the lever on the left(above the collar gate). This will deactivate the Spike Traps. Now break the gate and go onto the Spiked Trap box. It will now lower the collar so you can get it. Destroy the other lever, kill the Nerubians, and destroy the vault to get an Orb of Frost. This will also open force some Riflemen to open a hole in the wall and attack. Kill them and proceed through the hole. Retreat and use the Meat Wagon to attack the explosives. This will destroy all the other explosives and the gates. The Riflemen on the other side won't live. Destroy the barrels for some Healing Salve. Follow the path and kill the Riflemen and the Siege Engine. Continue on and destroy the explosives to get rid of the threats. Destroy the lever to raise a platform. Continue and destroy another to raise another platform. Continue(kill all the Humans you come across). You will see a battle between Riflemen and Nerubians. Wait and kill the survivors. Destroy the barrels for a coin. Activate the lever to open the gates. Go through and heal up near the Fountain of Restoration(heals and restores mana). Behind the Waterfall(on the far left) there is a coin. Destroy the gates and continue. A scene will come where Baelgun will tell you that in the gates there are evil beasts. Arthas tells him he will take the risk. Now go and kill Baelgun's troops first. Then kill Baelgun. Pick up the Blood Key and continue onto the circle to WIN. They enter and Arthas tells Anub'arak that something smells awful and that he feels as if something is wrong. Anub'arak tells him that the Dwarf's story may have been true. He tells Arthas that the stairway leads into the heart of the Nerubian lands. He tells Arthas to be careful. Arthas tells Anub'arak to go first(what a smart gentleman) =). 7 Part 2)The Forgotten Ones The 2 heroes enter the Old Kingdom. Anub'arak tells Arthas that the monster the Dwarves feared still lurks about. The Old Kingdom Find the Gold Stashes Locate the exit of the Locate the 5 Gold Old Kingdom Stashes Your heroes must live The Forsaken One Find and Rescue the Destroy the Forsaken One Crypt Fiends Your heroes must live Locate the Crypt Fiends that were captured You start with a level 4 Arthas, Anub'arak, 2 Ghouls, and 2 Crypt Fiends. Head forward to see a pathway. Along each side, there are Nerubian Towers. Destroy the Rock Chunks to the left of you to find one. Activate it. Go right then up to find the other. Kill the creeps and activate it. Now you can go through the pass. First, though, there is a gold coin south of the 2nd lever. Get it to activate the 1st optional quest. Continue forward and destroy the Icy Gate. Kill the Nerubians and free the Crypt Fiend to get the 2nd optional quest. Destroy the crates near the Fiends location for another coin. Continue through the pass and go near the gate. The platform will lower. Kill the crabs to open the gate. Continue through. If you want get the Belt of Strength +6. I suggest getting it. It will activate the Guardians, though. Some mutated scorpians will appear. Kill them all. Now, if you want to rescue some Fiends, go south. If not go right. For either of these break the gates. Since both paths end up at the same place(One goes there instantly and the other goes around a room. For the Fiends go down, then kill all the enemies. Free the Fiends. Go up and break the gates to reach the continued path. Heal up at the Fountain of Health. Destroy the egg sacs for a gold coin. Break the gate and continue. Kill all the enemies. Raze the sacs for a coin and a Manual of Health. Break the gate to the right and continue. Kill the enemies, and destroy the crates to the right for the last coin. Continue through the gate. Destroy the Faceless Ones and Tentacle Wards. Rescue the few Fiends in there. Break the gate on the right. Enter the room to get the next main quest. The Forsaken One has 4k life and 1k mana. However there are like 10 runes of Greater Healing and Mana, along with a Rune of Dispel and some Rune of Shielding. Kill him to win. He can summon Tentacle Wards. He can use Flamestrike too. He can fire Fireballs as his normal attack. Kill him and use the runes when you need it. At regular intervals, Faceless Ones enter. VICTORY. The Faceless One swarm Arthas and Anub'arak. Arthas and his mates fall back and run away. 7 Part 3)Ascent to the Upper Kingdom (Sheesh, how many parts will they make for 1 chapter) Arthas asks how much more distance is left. Anub'arak says they will soon be there. He tells Arthas they are in the Upper Kingdom and that there are traps. Suddenly, the area collapses and Anub'arak and Arthas are separated. Arthas must escape. Escape from the Caverns Find the Gold Stashes Escape before 10 minutes Find the 3 Gold Stashes Arthas must survive Note:Arthas is now level 3 Destroy the crates for a Greater Potion of Healing. Don't get close through the jets. Step on the box to stop them. Head down to get the first coin and to activate the optional quest. Destroy the lever and watch the jets. Time it so you can reach each box safely. Each box deactivates some of the jets. After the 3rd box, destroy the lever. This will open the Rolling Gate and kill the Guardian. Get the coin and the Claw of Attack +15. The last box deactivates all the jets and open the gate. Head through and heal up. Go forward and destroy the Rolling Gate(Arthas will mention something that sounds like an earthquake, but it is only a Blizzard). Watch the waves, and time it so it doesn't hit you. Follow the path and kill the shield generators to destroy the shields. After the first shield, Coil the Faceless One on the Platform above you a few times to stop the Blizzards. Continue to kill all the enemies and generators. The last generator will form a bridge. While you are there, get the Tome of Intelligence +2. Cross it. Activate one of the 2 boxes to while an enemy is on the other to get the Hood of Cunning. Continue right to the maze. The platforms will rise up and down so just work your way through it(it's not too hard). You will meet up with Anub'arak and 5 Fiends now. Continue along on the path and go up, then down. Destroy the crates for the last coin. Continue along and kill the enemies. This will open the gates. Pick up the items(they are rather good), then go through it to WIN. They rush to the exit. They make it, and Arthas is glad to see the sun. Interlude The heroes have made it. Their forces are assembled and prepared to defend the Frozen Throne. Arthas gets another seizure. The Lich King tells Arthas a crack in the Throne that is allowing his energies to escape. The Lich King explains to Arthas that he pushed the sword, Frostmourne, so that Arthas would get it. From then on, their powers were joined. Arthas must get to the Throne before Illidan does. 8) A Symphony of Frost and Flame Arthas is prepared to get the 4 Obelisks they need to open the Frozen Throne. They prepare to get the Obelisks. Illidan is also preparing(He has 2 bases near the 2 Obelisks. He tells Arthas it is over. Arthas tells his troops it is time to end Illidan's reign. The mission starts. The Frozen Throne Capture all 4 Obelisks Stop Illidan from capturing all 4 Obelisks Note: Arthas starts at level 2, but can gain levels now that the Lich King is giving you power. Note: Taking over an Obelisk takes a long time. It takes a good 30 seconds as shown on the timer. Note: This is a strategy Tom Streett sent me. A strategy that work for me in "Symphony of Frost and Flame" The more obelisks you control, (even if you haven't turned them yet), the faster Illidan attacks, and the more devastating the attacks get. Once you control 3, its roughly every 2 and a half minutes, sporting Naga Royal guard every time. The best strategy I could figure out went as follows: Wait and build forces up to 80 food use. When Illidan captures his third obelisk, (In the order top, right, left, I think) Use your ground forces to capture the southern-most obelisk from the frost revenants, kill the local tuskors, and quickly plant a mine. You will most likely have to endure a could attacks without significant tower defense, but Arthas, Anub'arak, 3 crypt feinds and 3 aboms is usually more than enough. This new base becomes the focus of assaults from all three armies, teal, red and blue. After crushing the three attacks, quickly send all troops to the south-east and smash the teal base. Vashj probably hasn't been reborn yet, and the defenses are pathetic. There is now a mine available to you that will remain un-molested for the rest of the game, if you move fast, there's probably over 12000 left, more than enough for the rest of the campaign, even at 70% efficiency, especially when added to the 2 mines you already control. Next comes red. This is most easily accomplished by air, as there isn't enough time to run ground-forces there and back between Illy attacks. Wait for the red attack to hit your southern base, and engage with your ground defense force. Illidan always attacks before Prince K, so you can just charge red and look away. The air force I recommend is no less than 4 wyrms, and as many gargs as you can while keeping my recommended minimum defense force on the ground. Red is based in the north-west corner of the map, hit from the south just along the edge, and press in slowly, they don't re-build lost towers very quickly, if at all, so retreating to heal doesn't cost you much ground. Try and preserve your wyrms, they take way to long to make over. Once red is gone, you can turn attention back to obelisk snatching. The left obelisk is the weakest defense, so take it first. Just wait and kill Illidan, then charge everything you have at the left base, and sack it fast. Don't bother moving forces, Illidan will try and recapture this obelisk first. Set up tower defenses to make holding it easier. Now that the southern obelisk is relatively safe (just keep an eye on Illidan, you can see on the minimap where he's gonna go, if he starts to run south, hightail it. He will every so often, usually if you do damage to the right-obelisk's defenders) set up a base of operations there, 2 slaughterhouses, a crypt and a mage temple is what I used, your preferences may vary. Save up some gold, then boost up to full troops, lots of aboms, lots of crypt feinds, and banshees are a MUST. Use the whole army to knock out the latest Illidan attack, (to minimize losses) then bum-rush the right obelisk. (The top-one is defended like Knox, naga royals, lots of sea-witches and myrmidons, save it for last.) Crush the defenses as quickly as possible (I recommend at least 3 meat-wagons, and 3 of the sculpture things to keep your army healed. Air-units are a waste once red is gone, kill em off and get aboms. Also, if you hadn't noticed, destroyer form is just this side of useless.) Illidan will now come roughly every 2 minutes, so wait and kill him before claiming the obelisk with Arthas). Now is the tough bit, wait till after the next Illidan strike, then bum-rush the top obelisk. Instead of trying to take ground, just buy Arthas 30 seconds on the obelisk, once you capture it, the mission is over. This method took me 2:47 and some-odd seconds to beat, but I also had about 20,000 gold at the end, since I was expecting to have to kill Illidan off permanently. I figure it could be done in under 2 hours, but I spent a long time watching patterns and flying around. General hints: Kill Illidan first when he attacks. He WILL wreck your shit, so concentrate everyone on him till he dies, his naga are easy prey then. I thought about taking Illidan's base out.don't waste your time. Its like bloody NORAD, the only way to get there is to fly, and they will shoot you out of the sky in under 30 seconds (yes, literally, 5 wyrms and seven gargs dead in less than thirty seconds, fully upgraded). Upgrade EVERYTHING to the highest level, you got the gold and the time. Illidan seems to kill Necro's first, they may be nice as bait, but won't raise more than 4 skeles or so before getting killed. BTW, man, nice FAQ, your coverage of the orky quest is impeccable. This is my old strategy for reference Note: Arthas and the Fiends should be 2 while Anub'arak and anything else should be 1 Note: In a pinch, Locust Swarm or Death Pact a Carrion Beetle(level 3 on a level 2 beetle will get most of Arthas's life back at level 10) You start with 4 Fiends, 4 Ghouls, Anub'arak, 2 Meat Wagons and Arthas. Go down and capture the base there. Get the 2 Sacrificial skulls and use them. Build a Necropolis and 2-3, ziggurats, then a Mine. Upgrade all very quickly. Soon Illidan will get an Obelisk. He will build 3 towers and leave some troops behind. Build up a good amount of troops. The Naga will attack from the south, while the Blood Elves attack from above. Illidan will soon get another Obelisk. If you have a lot of forces(at least 11 Fiends and some ghouls for protection), get an Obelisk. If not, then just go for an already taken Obelisk (before Illidan gets them all). Once you get one build a lot of towers(I suggest expanding on a Gold Mine very early to get gold faster). You might want to buy a Sacrificial Skull, so you can tower up faster. Build a Necropolis or 2(upgrade asap). Build a Barrack(or whatever you need) so you can pump out reinforcements quickly. I personally massed Crypt Fiends, but that is up to you. Mass Fiends can basically counter most things(except casters, but if you kill them quickly...). They require a bit of Micro (burrowing and such). Basically, go for the Obelisk above(a bit to the right) first. Get it while Illidan is trying to get it, or when he isn't there to avoid him for a bit. The enemy has Illidan, Lady Vashj, and Kael, so you will face consistent attacks from the Blood Elves, Illidan, and the Naga(Illidan brings Naga too, but they attack in different waves). Your heroes will be level 10 in a VERY short time (early on Arthas gained 2 levels everytime an enemy hero died). Pump up Impale and Coil to max very fast. Get the Crypt Lord's armor fast too. Whenever Arthas died and my base seemed screwed I brought in my Crypt Lord. Use Locust Swarm and Impale whenever possible(Locust Swarm has saved me about 8 times. I had only Anub'arak and he can hold his ground for a while with that and his armor thing). Have at least 2-3 Barracks pumping Fiends at all times(or the buildings you need to pump what you are pumping). Whenever you aren't being attacked, launch attacks at the Obelisk you are targetting. For the first wave, take out the troops and as many buildings as you can(go for towers first; this is because the units build slow and the towers are weak). The stupid workers will try to rebuild and they will stop as soon as the buildings are attack. They will try again. Kill them asap, or else they will annoy you to insanity.=) Anyway, once you get the 2nd Obelisk (you should have the 2 closest to you), you're main base shouldn't be in too much danger. Illidan will attack from the water passages. Keep a close eye on these so you can position you Crypt Lord in the front lines. Heal him with Coil, but also use it as a nuke. Nuke Illidan. Vashj will attack from the right so you have to shuffle your forces there. Kael will attack from the left. Beware the deadly Flamestrike it will kill your Fiends if you don't move them(You have at least 1-2 seconds to move them from when you hear that funny sound and you see the yellow circle). As long as you use Shades to keep eyes on the enemy movements you will do fine. Oddly enough, after I went on a huge strike(I destroyed base 3 and conquered Obelisk 3), I went for Illidan's #4 (yeah, It was very risky, but I had backup at my bases). Illidan and Kael were attacking my bases when Illidan returned and took 3 right when I took 4. So I returned to 3 and Arthas died. I retreat. Illidan attacks, but when he dies I see no sign of him for a very long while. I may have gotten really lucky(yay). Needless to say, it was hard at the start, but when Illidan was gone, it wasn't too hard (no pressure). This is a very hard mission and the time I tried it while writing this was a very close game at some points (course I came through). Arthas is glad that he has opened the Frozen Throne. Illidan stands in his way, though. Arthas tells him to move, but Illidan doesn't do so. Arthas tells him to leave to another world and never return*cough LION KING cough*. He tells Illidan he will be waiting if he does. Illidan tell Arthas he swore to destroy the throne. Finale Now a fight begins. Arthas charges at Illidan, but Illidan blocks it with one of the blades on his hands. He then counterattacks by charging and slashing at Arthas. Arthas, however, blocks with Frostmourne. Arthas gains power(Momentum=Mass*Velocity) and uses the momentum the sword gains to slash Illidan(well I assume he slashes because you don't actually see that part. It sorta cuts out as the sword connects). Illidan is shown on the ground, dead(again I assume. Why the hell aren't there any marks)(I guess Blizzard thought having them fight back and forth continually would be boring so they only showed it twice). (That was a nice finish, huh, though it reminds me of Brood War. I was hoping Illidan would win, but during the battle I wasn't really cheering him on after the long battle with him in the last Undead). Cinematic Arthas travels up the spiral staircase of the Frozen Throne. Along the way, he hears the voices of all he cared about and all he killed (or mutated i.e. Sylvanas). "What's happened to you Arthas?, and "Ye lied to yer troops, and ye killed the innocent." are things he hears. Arthas continues until he reaches the throne, where he hears the Lich King congratulate him. He then bashes the Throne to pieces(How is that NOT destroying it?). He picks up the crown and puts it on. The Lich King, speaking through Arthas, says"We rule together."(something like that). Arthas/Lich King now sit on the Frozen Throne and watch over the lands. The end of the Undead Scourge Campaign Credits A scene of Arthas playing the guitar comes up. Then you see a Blademaster fighting Skeletons. He does Bladestorm, and a Far Seer comes to his aid. The Far Seer does Chain Lightning. Then you see a Troll Batrider dropping nuclear sheep(yeah, sheep) onto boats. Then a battle between the Human and the Orc commences. Then it repeats(it does this quite a few times). The main difference this time around is that the Blademaster and Far Seer get a Shadow Hunter and they fight more advanced Undead. The final message is "No Sheep were harmed in the making of this game...Really." My fears have diminished =D. The end of the Campaign Bonus ORC Campaign-The Founding of Durotar Here are some Tips and Tricks for this section. -Heroes can only reach level 8 in part 1 -Misha is a permanent summon so use her as your meat shield. -Do all the optional quests cause they reward you well =D -For Rexxar's skills I went Misha, Quilbeast, Misha, Quilbeast, Misha, rampaging lizards, Quilbeast, Misha, Quilbeast, Point, Bolt, Lizards, Bolt, Bolt, Bolt, Bolt, Point, Point, Point -For the Rokhan, I got Wave, ward, wave, ward, wave, Locust Ultimate, Ward, wave, ward, Point, Point, Locust Ultimate, Hex, Hex, Hex, Hex, Point, Point -For Chen(the Brewmaster) I went Fire, Haze, Fire, Haze, Fire, 3 Panda Ultimate, Haze, Fire, Haze, Brawler, Brawler, 3 Panda Ultimate, Brawler, Brawler, Point, Point, Point, Point [Brawler makes it easy to kill groups if they target the Brewmaster and it makes for nice hits(with items I got 1k plus hits =D) -Pack damage boosters to Chen for higher critical strikes -Notice that you can reach level 18(4 levels of Misha, Quilbeast, storm bolt, 4 +3 points to each category, and 2 levels of ultimate) -Also note that you can only reach level 8 in this part. -Rokhan now has locust swarm for his ultimate(I guess they couldn't find a point to getting 2 levels of BBV) -If you don't need an item/found a better one, but think it might be needed later, put it in the box at Thrall's base for safe keeping. -Resurrection points are where your hero is reborn if he dies -(Anyone know what the hell that squeaking penguin does) Act 1-To Tame a Land Note: When you go through portals, only the heroes go through. Units remain on the other side and summons just die =D. You are Rexxar. Rexxar is a powerful beastmaster. He sees a Mogrin fighting some creeps. Since the grunt is outnumbered Rexxar helps him. Mogrin is killed. However, as a last request, he asks Rexxar to deliver a report to Thrall for him. Rexxar agrees. Main Quest Note: Unless written assume the quest is main) Dying Wish-Deliver Morgrin's report to Thrall Rexxar=Group 1 Rokhan(when you get him)=2 All troops(Misha, Rexxar, Rokhan)=3. Just follow the path(it's short) and kill creeps, as they are you're only source of gold. Get to Thrall. He reaches Thrall, and Thrall questions him. Thrall learns of Mogrin's fall. After discovering he is part Orc, Thrall asks him to stay for free. Rexxar wishes to help out anyway. Thrall agrees and tells him to search around. Thrall also asks a Rokhan, Thrall's best scout and a Shadow Hunter, to aid Rexxar. Earn Your Keep Solve Gazlowe's(a Sapper) Problem Complete Drek'Thar's(a Far Seer) Task Complete Nazgrel's(a Raider) Task Return to Thrall Go to each civilian Note: As you go for Drek'thar's or Nezgrel's task, go NE of the Harpy Leader to find a Panderian BrewMaster. He tells you to get him some items. It's optional. Thanks to Bob Blakey(I put the e-mail after the walkthrough) Drek'thar's Task Thunder Weed He needs 6 bushels of Shimmerweed to make his potion. Get it for him. He also tells Thrall the Creeps are more aggressive(but more on that later). Go up to Thunder Ridge. As you are going there, keep an eye out for some cages. Break one to find a shaman. Go through the warp. Search the area for Shimmerweed. Here is a guide to finding them 1) Go up from the start. Next to the arc there is a bushel. 2) Go through the arc and follow the path. At the fork go up. There lies the bushel, next to the creeps. 3) From there go up and a bit left. It is next to the level 9 Storm Wyrm. 4) From there go right for a few seconds. There should be an area surrounded by trees. The bushel is there. 5) Go down to the Fountain of Mana. A bit to the side, there is a bushel 6) For the last one, go down from the fountain and take a left at the fork. Another area surrounded by trees(near the Strom Wyrm) should be there. Get the last one. Return to Drek'thar. He will give you 5 charges of his special potion. It recharges 200 life and 75 mana over time. He also tells you someone(or thing) is annoying the lizards. He tells you he will investigate. Gazlowe's Task Seal the Tunnel Kobolds are disrupting the tunnel building at Ogrimmar. Destroy the Support Columns to finish them off. Go left to the tunnel. Pick up the coins near the entrance. Go through the portal. The sappers will tell you there plan. It is simple. They plan to blow up the supports to bring the tunnel down on the rats(Who could of thought of that? It's so complex) You get about 4 sappers+a replacements as the others die. Use the sappers to kill groups of creeps. Near each corner, there is a support columns. Use a sapper on each. Note: Send them in one at a time because their explosion will kill any around them. Kill the Kobolds as you meet up with them. At the start, pick up the rusty mining pick(+1 attack and chance to stun) and buy an Assassin's Blade. After each destroyed column you see a scene of it crumbling and the tunnel shaking. Return to Gazlowe for an Arcane Scroll(Restores 150 HP and 100 mana to nearby units and gives +2 armor for a while) and ruined gauntlets(gives +3 strength and +3 armor to wearer). Nezgrel's Task Harpy Threat The Harpies have been bugging caravans. Kill the Harpy Leader, Bloodfeather, to stop this. Go diagnol(>^) to reach the fork to the Harpy Leader. Pick up the item that Ensnares a flying creature. Save 1 of the 4 charges for the leader, but use the rest. Go through the path. The Harpies will get stronger, but with spells you should be able to handle it. Ensnare the Leader and attack him quickly. He should fall quickly. Pick up the heart(+10 agility) and head back to Nezgrel. He thanks you and tells you to go to the armory for a choice of a reward. Choices are: Firehand Gauntlet:+5 armor and 20% faster attack rate Arcanite Shield:+5 armor and reduces damage from ranged attacks by 70% Bladebane Armor:+7 armor and +1 to all units in radius(so it's +8 armor to wearer) I got Bladebane armor, but it's up to you Optional Quest Panderan ale quest Get 3 ingredients for the Brewmaster's ale Keg of Thunderwater(You can buy this at the market shown) Thunderbloom Bulb Thunder Phoenix Egg Ok, Go left then up from the Brewmaster to reach the Thunderbloom Bulb. Only amphibious creeps will challenge you, and they are all low leveled. Wards and Healing Wave should be enough to kill them all. Get the Bulb and now head right until you reach an arc. Go through it and fight the Wildkin. As you go on in, you'll meet Enraged Wildkin and Berserk Wildkin. Follow the path, but heal up after each battle. Soon you should start to meet phoenixes. Misha is useless(the phoenixes target attackers), but quilbeast and ward are really useful here. Kill the Greater Thunder Phoenix for the Thunder Phoenix egg. As you go back all the enemies you killed have respawned, so you have to kill them again, but you should be stronger now. Now just go down and right to reach the market. There are some centaurs and Quilbeasts(when you get closer), but they shouldn't pose too much of a challenge. The Keg costs 1000 gold, but I had 4000+, so it shouldn't be too much. While you are there buy an orb of lightning. Now return to the Brewmaster. He gives some ale to Rexxar, who asks him what was in it? The Brewmaster tells him he should work on it, and joins Rexxar on his quest. He comes with Shimmerglaze roast(6 charges)(heals 50 HP to wearer/charge), a Town Portal, and a Keg of Ale(gives increased mana and HP regeneration). Give him the Orb of Lightning so he can attack air. Note: Continue on the path next to Chen to battle dragons. After a the Fountain of Health, there is a Bronze Dragon with a Sobi Mask (50% more mana regeneration)and a tome of Knowledge(+1 to all stats). To the right of the Fountain there is Healing Salve(3 charges) Note: Make Chen Team 3 and all your troops 4 now. Return to Thrall now. Thrall thanks you for the help you have given. Nazgrel comes to Thrall and tells him he is suspicious of some humans. He tells Rexxar to go to survey the border. Survey the Border Speak with Gar'thok at the watch post Follow the tunnel through the Beast Den Reach to the Observatory Speak to Thrall (Look below after the 2 optional quests for this) Note: If you speak to Thrall(right click on him so your heroes go to him) he will tell you Drek'thar is at Thunder Ridge. Go to Thunder Ridge again (through the portal). You will meet Drek'thar at the entrance. He will tell you the Lizard's are migrating for some reason. He also asks you to find 3 Thunder Lizard Eggs. Note: For the next 2 quests you get Drek'thar, a Far Seer Optional Quest Collect Lizard Eggs Find 3 Thunder Lizard Eggs for Drek'thar's study Here is a guide: 1) Go through the arc next to the entrance. Go up at all the forks. Eventually you will reach an end(near the corner). There is an egg. 2) Go to the Fountain of Mana. Go left up the bump. Keep going until the path swerves downward. Stop and there is an area surrounded by trees. There is an egg. 3) Now, go downward. There should be some lizards. Kill them and go left. More lizards. The Storm Wyrm leaves Slippers of Agility(+3 agility). The final egg is there. After getting all three, Drek'thar thanks you and tells you that he will study them. He gives you Drek'thar's Spell book[+75 mana, reduces magic damage taken by 33%, and can teleport nearby units to a friendly Town Hall(or equivalent)]. Good job. Optional Quest Thunder Lizard Discover the cause of the Lizard migration Go to the Fountain of Mana. Go up through the area where trees have been cut. A cut scene comes up. They learn that the humans have been cutting down trees. He, however, is warned not to destroy the Lumber Mill because of a pact between Jaina and Thrall. They are forced to murder the creeps instead. Update Thunder Lizard Kill all 42 of the rampaging beasts Return to Thrall You should to kill the 42 berserk Lizards. Here's a guy: 1-Go up from the start, then go left 2-Go south of the Lumber Mill 3-6-Go left of the Mill. Pick up the Orb of Lightning that is dropped 7-10-Head to the Fountain of Mana(this will be said a lot more). Go left up the bump. Continue left until you reach the swerve down. Once you reach that, head back to the Fountain. 11-14-Go down through the thin path until you come to a fork. 15-18-Go right and kill the 4 Enraged Lizards 19-Go left to the market. Kill him 20-25-Go past the arc and go up. Kill the 6 beasts. 26-29-Go up a bit 30-32-Go to the Fountain. Go up and kill the 2. 33-Follow the path until you reach a fork. Go down and kill the loner. 34-38-Go up and kill the 5 beasts. 39-42-Just follow the path to kill the final 4. Pick up the Thunderlizard diamond the last beast drops. It allows the hero to cast Chain Lightning. Go back to Thrall. Thrall tells you that Jaina isn't like that, and that he will look into the matter. Survey the Border Speak with Gar'thok at the watch post Follow the tunnel through the Beast Den Reach to the Observatory Speak to Thrall Back to this. Follow the path to the Post. There are some creeps, but they are weak. Once there, talk to the grunt. He will tell you the Quillboar are bugging the Orcs there. This activates the optional quest below. Anyway go right. There are only 4 or so creeps in your way. Go through the portal into the Beast Den. The second portal is located on the right wall about halfway up. Go through it. Once out just go up to reach the observatory. Rexxar will see a Human base. The Humans seem to be preparing an assault. Rexxar goes to warn Thrall. Now just use Drek'thar's Spell book to teleport to Thrall's Great Hall. Optional Quest Slay the Quillboars Locate the Beast Den Kill all 50 of the Quillboar The reward is very useful and since you have to go through the Beast Den you should do it. I strongly urge you to complete it. Here is a guide: 1-3-Go up to the Resurrection Stone 4-6-Follow the path(it goes up) 7-11-Go down Note: Go right to fight some Satyrs. Go down to find some more and some Moon Wells. Kill them and go right to kill more Satyrs. Now continue right to fight even more Satyrs and an Ancient Protector. Pick up the Orb of Venom. 13-18-Return to dry land. Go Left and kill the 6 Boars that seem to be holding a ceremony(or at least that's what Rexxar says). Pick up the Healing Wards. 19-22-Go up through the arc 23-26-Go slightly right 27-Go past the next arc. He is to the north. Kill him and pick up the Rune of Rebirth to reborn the Quillboar Chieftain. He is now yours. He has Hurl Boulder(does 100 damage and 2 sec. stun) and Thorns aura (Reflects 10% of damage done to nearby units onto melee attackers) 28-Go down a bit 29-34-Go down a bit more 35-38-Go right a bit 39-Go up a bit 40-42-Go left 43-44-Go to the arc above 45-46-Go up 47-50-Go up some more For completing this, all heroes get 1 bonus point(you can choose a skill boast, i.e.. get a higher level misha) Note: They don't get an extra level. Thrall is appalled. He gives permission to Rexxar and the others to slaughter any hostile humans. Thrall also tells Rexxar and Rokhan to go back to the outpost near the observatory. He sends a Nazgrel, a raider, out with them. Protect the Border Return to the Watch Post Note: To the left of the market where you bought stuff for Chen, there is a Shaman named Morg Wolfsong. Speak to him to learn of an attack by Orc Warlocks still loyal to the Burning Legion. They took a sacred Relic. He asks you to avenge him and his murdered kin. He is dying. Optional Quest Warlock Coven Slay the Warlock Coven Recover the Sacred Relic Return to Morg Wolfsong Go up through the logged area. Basically follow the path. The coven is slightly right of the path. Slay the Warlocks and recover the relic. Go back to Morg. He will give you the Relic (increases movement and attack rates), Shaman Claws(+12 attack and chance of purge for 15 sec), a tome of intelligence, a potion of mana, and +50 gold. Now go to the post. Rexxar and the others reach the post, only to find that everyone was slaughtered by the humans. You must find and raze the human base that destroyed the Orc post. Update Protect the Border Track the Human's back to their base Slaughter all the human's there Return to Thrall Go up, then right. Kill the creeps. Get the Belt of Strength +6. Go left to find some dead Orc soldiers. A scene of them talking will come up. Then, Rexxar will ask if anyone has ever seen the weird anchor on the Human shields. Suddenly, Humans notice them. The Humans attack. Kill the Humans. Follow the path. Soon, you will reach more humans. Use your Raider to destroy the Guard Tower while the rest of your troops fight the Humans. Keep going to find the Human fleet you saw at the observatory(as Rexxar kindly points out). Destroy them(you don't need to kill the ships). Keep going. You should reach the Human base. Use your Raider to destroy the Cannon Tower and the rest of the buildings. Kill the troops. Now use the Spell book to return to Thrall. Thrall congratulates you for keeping Durotar safe. He tells you the anchor sign seems familiar, but he doesn't know why. Rokhan tells Thrall that if the Humans are coming from the sea, his tribe could be in danger. Thrall tells him not to worry. Now Thrall tells them to go and warn Vol'jin, leader of Rokhan's tribe(aka the Darkspear Tribe). They agree. He also tells them to try and get the Darkspear tribe to head to the Mainland for protection. Reach the Trolls Take the zeppelin to Echo Isles Meet up with Vol'jin Head over to the right. Keep moving until you reach the zeppelin. It is a portal to the Echo Isles. While going there, keep your eyes peeled for a Tome of Knowledge. Now a cut scene of them arriving will come up. Also, Rexxar warns the others to beware the strong (what's he on) creeps. Now go straight up, killing the creeps along the way. Once you've reached some amphibious creeps(as up as you can go), kill them all for a Scepter of the Sea(+2 to all stats, summons 2 Murlocs, 5 charges). I keep it for a while because it is consumable, and as pretty useful. Go down then right until you find an arc. Follow the path until you see some Deathlords and Death Revenants. Kill them. The Deathlord leaves a Crown of the Deathlords(could of seen that coming). It gives +150 HP and +100 Mana. It also grants the wearer to send a bolt of pain to an enemy. It does 250 damage. Keep going along the path. Soon you should see an opportunity to go left. Go and right there, there should be some creeps. Kill them for a Tome of Experience and a Mantle of Intelligence. Head back to the normal path and continue. When you see Hydras, you are getting close. Kill the level 10 Hydra for Runed Bracers (reduces magic damage to wearer by 33%). Keep going along the path and soon you will reach Vol'jin. Rexxar warns him. However, he is under attack. Before he can join Thrall, they must destroy 5 bombarding human battleships(finally a chance to use the Troll Batriders). He then transforms our two heroes into Dragons, I think (he is a witchdoctor, you know). After all what can land beasts do to sea fleets. Sink the Fleet Destroy 5 Human Battleships Return to Vol'jin Rexxar has Roar and Frenzy(auto cast). Rokhan has Healing Wave and Aerial Shackles. Chen has Fireball, Breath of Fire, and Evasion. You get 6 Troll Batriders. Note: You get replacements as you lose them. Here is a guide to find all the ships: 1) Go up to find some soldiers kill them and go right a little to find the first Battleship. Along the way there will be smaller ships and Gryphon Riders to bug you(they will be guarding all the ships). 2) Go left and up a bit to reach the 2nd. 3) Go left from there and then go up a very small bit. The 3rd is there. 4) Go down and left a bit to find the 4th 5) Go left until you see some riflemen. Kill them. Continue left until you see the last one. Kill it and return to Vol'jin(His accent is really cool). Vol'jin thanks them and returns them to their natural forms. He tells them that the tribesmen are awaiting departure. However, they need to see the 5 signal braziers be lighted first. The group goes off to light 5 signal braziers. The Signal Pyres Light the 5 signal braziers Return to Thrall You start near a Voodoo Lounge. Note: You can sell unwanted items here. Buy an Orb of Slow. Get rid of the Runed Bracers if you need room. Move a little forward to get 2 Berserkers. Use the Greater Mana potion after you summon Misha and a Quilbeast. Pick up the Ancestral Staff(Summons 2 Berserkers and gives increased attack and movement rates). Also pawn the Sacred Relic because the staff does the same. Note: To light Braziers, just go near them with a hero. Here is a guide to finding the braziers: 1) Go forward and up a bit. Kill the Sea Giants. Light the brazier. Go up a bit more. Kill the giants so you can pick up the Boots of Quel'Thalas(+6 agility). 2) Go down to the shop. Go right. Kill the turtles. Continue right. Kill the giants. Continue right. Kill more giants(this is getting repetitive). Light the brazier(next to the 2nd wave of giants). 3) Go up. Kill the Sea Turtles. Go left. Kill the Giants around the brazier. One leaves a Rune of Rebirth. Pick it up for a Sea Giant Hunter with Pulverize and Ensnare. There is a brazier right there too. 4) Head down for 3 more Berserkers and if you destroy the crates you can find a Scroll of Regeneration. Head right to the Fountain of Mana. Kill the giants for access. Go up. Kill the giants around the Brazier and light it. 5) Head right and battle the Sea Giant King(level 11) and his minions. Around the area there is a Tome of Strength, a Tome of Intelligence, and a Tome of Agility. The King drops Killmaim(+20 Damage and each attack wearer does steals life). Sell the Orb of Venom. Give the Assassins Blade to Chen. Give the Orb of Slow to Rokhan. Give Killmaim to Rexxar. Go down and kill the giants. The last brazier is next to them. Now head back to the teleport next to the Voodoo Lounge. It will take you back to Vol'jin. Return to the zeppelin you started from(the area where you entered Echo Isle. Kill the creeps along the way. Once you are back to Durotar, use the Spell book to teleport to Thrall. Thrall tells them of a meeting with an the Humans at midnight at Razor Hill. He also thanks them for allowing the Darkspear tribe to make it to the Mainland safely. Rexxar assumes it is a trap. Thrall doesn't think Jaina would do so, but allows Rexxar and Rokhan to go there for him. The Summit Travel to Razor Hill I strongly suggest that you take only your heroes. Leave all other troops behind. Go right to the Hill. Kill the creeps that attack you(they used to be easy, now easy is giving them too much credit). Once you reach there a cut scene will ensue. Rexxar and his friends have reached the hill(I wonder why the hell their is light. It is supposed to be Midnight) =). The Humans come. The emissary asks why the War chief isn't there. Rexxar asks why Jaina isn't there. The emissary starts to ask why Jaina would be there, then says he was hoping for the War chief, but Rexxar would have to do. He calls forth the assassins. Rexxar says, "So it was a trap." Update The Summit Kill the Human assassins Return to Thrall with the news of the treachery. The assassins are pretty weak, but there is strength in numbers. However, it is quality not quantity. Ok, I'll stop boring you with sayings, but just use your ultimates, and the battle will be over before you can say...uh, before you can say...Anything. A scene will come where Rexxar questions the dying emissary. Rexxar asks where Jaina is. The emissary laughs, and says, (like all villains)"This is just the beginning." Now just use the Spell book to teleport to Thrall. Thrall will tell you that you were right(a bit late now). He decides to take a more direct approach. He tells Rexxar to deliver a letter he wrote asking Jaina about the incidents to Jaina at Theramore Isle. Rexxar says he might need help bypassing the Human defenses. Thrall tells him that he has gotten a zeppelin for them. It will take them to the Darkspear tribe's new home. Vol'jin will help him bypass the defenses. Thrall now sends them off in the zeppelin. He watches as they go. End of Act One. E-mail sent in by Bob Blakey Hello, just thought I'd give you something to add to your faq. With regards to the Orc single player campaign, there is an optional quest 3/4 of the way up the map. He's NW of the harpy queen. It is the Pandaran Brewmaster; he gives you a list of items to get, and if you get them for him, he gives you an item and joins you as a third hero. He becomes pretty powerful, and is a nice way of using 6 more items (at the least). Act 2-Old Hatreds Our heroes are flying in on a zeppelin to Vol'jin's new location. They meet up with Vol'jin and Vol'jin tells that to reach Theramore Isle and Jaina they would have to go through many Humans. He tells them to go to the coastal shores and meet up with a friend of his who will help them. Main Quest Infiltrate Theramore Meet up with Samuro Place Unstable Concotions(5) Go north then right. There are a few centuars. Kill em and destroy the nearby barrels for a rune of shielding. Continue right and Kill the centuars. Break the barrels. There are a bunch of runes of healing and mana(from the battle and from the barrels). Now go north, then right again to reach the coast and Samuro. Samuro is a level 10 Blademaster(he can only reach level 10) Optional Quest gained Bloodbeak's rage Slay Bloodbeak the Berserker Destroy the barrels to your south(near the fountain of health) and the ones north for a Glove of haste and a Ring of regeneration respectively. Continue north and follow the path while killing the wildkin there. When you reach a cliff go up it and windwalk into the middle of the mass of Wildkin. Do Bladestorm to kill the majority of the wildkin bodyguards. Then attack Bloodbeak with everything you have(use Mirror image to confuse him and Windwalk and break invisibility to get a few strong hits in if you need em). If you need more mana go to the fountain. Samuro has a mechanical critter so use it to scout out the area. Anyway Bloodbeak gives you a handy Talisman of Evasion. Break the barrels for a wand of Illusion and a Rune of healing. Now head back down and get mana at the fountain. Go left for a fountain of health. Go up and destroy the explosives near the arcane tower(which are the only towers which can detect you when invisible). You don't have to fight anyone if you don't want to so just windwalk into the human encampment. Now for a guide to placing explosives =D Note:Try to remain invisible as much as possible, only breaking it to blow stuff up or destroy crates. 1)Destroy the guard tower by blowing it up(ignore the other). Go up and destroy the arcane tower by blowing it up too. Windwalk to avoid the enemies(fighting the paladin with a priest and a few riflemen and knights is just stupid). Go right blow up the explosives and touch the circle while Windwalking). Explosives are placed around the Barrack. 2)From the Barrack, go up, then left. Destroy the leftmost crates and blow up the tower. Now windwalk up to place explosives on the Human Shipyard. 3)From there go down(you don't need to destroy the arcane tower to the right of the shipyard), then right, then up again. You will see 2 towers and the circle, but knights block your path. Destroy some crates and blow up some towers =D. Place the explosives next to the Arcane Sanctum and stay near the fountain of mana to get your mana up again. 4)Exit the little circle(you may have to attack something to make the knights move so you can escape) and go right to a fountain of health. Heal yourself. Then go up. Rush right(ignore the rune of healing until after you blow the tower up). Blow up the tower, get the rune, and go invisible again. Place the explosives around the Human Workshop. 5)Go up and left to the gate. Blow it up =D. This takes out the 2 guard towers too. Before windwalking again go up and blow up the Arcane tower too. Wind walk again and place the explosives around the Human Shipyard to finish the mission. Now the explosives blow up and Rexxar and his buddies leave for Jaina. They meet up with her, and Rexxar asks her why she is threatening the Orcs. Jaina says she ordered no such attacks and asks Rexxar to show her the Humans. They return to the encampment they just blew up, but see no Humans. The Naga have come and slaughtered them all. Main quest update Human Survivors Reach the Naga lair Find any Human survivors Take the ship to Theramore Isle(Only gotten after parts 1 and 2 are done) Note:You get your normal hereos and Jaina, a level 10 Arch Mage(She can't reach a higher level) You start off fighting some naga. They are weak and a few spells ought to make it real quick. You were here just a few moments ago so just exit the old encampment into the wild again. There are a bunch of Naga's, but you should be able to kill em all(remember Misha and you can also summon Jaina's Water Elemental. Head down and right and make your way south. Kill all Naga. Continue down. Then go right and kill the Naga's(There is a Naga Sea Witch and 2 Royal Guards along with a bunch of others, so use wave and any summons to make it quick and easy). Rest at the Fountain(also the sea witch drops a runed gauntlet). Continue down. Go to the bottom right corner and kill the Naga and 2 Naga towers. Destroy the barrels for a Tome of Intel. +2 and a tome of Strength +2. Go left now. Continue along the path across the water and kill the naga. Go down. Kill more Naga. Destroy the barrels for a Rune of Healing, mana, and Shield. Go left and kill more Naga. Work your way through the Naga(You should now be in the left bottom corner). Go up. The door will open and you will fight a bunch of Naga(They aren't as weak as everything else so use summons and wave and a few ultimates). There is a level 10 Sea Naga there too. She drops a Vampiric potion which is neat so use it when you need it =D. Enter the place to see some human corpses. A scene comes up where Jaina talks to a dying footman. He tells her the admiral will be happy to see her. She tells Thrall to take her back to Theramore Isle so she can see what has happened(You're main quest is updated). Pick up the item(Frostguard, which is basically an orb of Frost except for a +5 bonus to user's armor). Now just follow your path back to your ships to complete the mission. There are no enemies on this path =D. Jaina and the others reach Theramore Isle. Jaina tells Rexxar to hurry and warn Thrall. Rexxar is confused and asks for an explanation of what is going on. Jaina tells him it's too late and that he is here. He turns out to be Jaina's father, Grand Admiral Proudmoore. Jaina tells him the hoard is their friend, but he calls Jaina naive and tells her the horde can not be trusted. He tells his troops to kill the Ogre. Jaina uses Blizzard to destroy some crates and create a path for Rexxar, then she teleports out of there alone. Main Quest update Escape Theramore Secure a naval transport Destroy the harbor gates Sail out of the harbor Return to Vol'jin You start off fighting troops. They aren't that hard as long as you use your spells. =D There's a rune of restoration in a barrel nearby. All of Jaina's items are left behind so take the ones you want =D. Follow the path until you reach the fork. Take the right if you want some scouts. If you go right you fight 5 miltia(These are very very easy) and 2 Captains(easy). Destroy the crates for 3 eagle scouts(They are permenant but can take damage). Return to the fork and go down. Continue the path and you will meet an Elite Chaplain and 2 Navy Swordsmen. Kill em. It will be a lot easier if you kill the Chaplain first so he can't use his healing wave. Continue and you will find a market and a Human Transport. You got a Naval Transport. Destroy the crates for a coin. Continue to kill 2 Knights, 2 Elite Chaplains, and a master Hydromancer. Rexxar will tell you you need to destroy the harbor gates so you can escape. Stand on the highlighted box to destroy the first pair. Take the transport, human ships will not attack your disguised troops. Go up and get the Cloak of Flames. Then head down again. Just follow the path on the sea, there is only one place to land =D. Go right then up and kill the troops. Refill your mana at the fountain and use the Stone Token. Head down back to your ship and continue down. Destroy the 2 Arcane Tower. Destroy the gate and go through it. Kill the troops and pick up the Gem of Health +300. Go down and kill the 6 War Golem and the 2 Hydromancer for a Rune of Mana and a Scroll of Healing. Now go left and destroy the gates. Head back and go right at the corner to destroy some barrels for a Tome of Power(Gives hero a level boost, very useful). Go back to the place where you killed the Golems and go right and kill the knights and 2 Cannon Towers so you won't need to deal with em later. Also kill the Rifle men on the other side of the wall using range(Cough Rokhan Cough). Head back to the Iron Gate and go left through the crates and kill the Riflemen/Elite Chaplains. Now go up to fight 2 Cannon Towers, 2 Mortar teams, and 6 or so footmen(This isn't that hard at all cause the footmen and Mortar teams die really fast). Continue and fight some 2 Knights, 1 Elite Chaplain, and 2 Riflemen, and then step on the box to destroy another gate. Now bring your transport over to the shallow land to the left and load your troops in. Now go diagnolly down and left to reach more shallow land. Unload your troops there. Follow the path and kill the Riflemen. Go down and kill some more and a mortar team. Go right. Continue and kill the 3 Gryphon Riders, 2 Elite Hydromancers, and 2 Elite Chaplains. These troops are supported by 2 Arcane Towers and 2 Cannon Towers. Go in and fall back out of the range of the towers. The troops will follow. Kill them there. The Elite Hydromancer leaves behind a Mana Stone. Now go on and destroy the towers. Break the Iron Gate and step on the box to destroy another Harbor Gate. Go back to the place you unloaded and follow the path to find a few Knights, Riflemen, and Gryphon Riders. Kill em for a potion of Greater Healing. Continue along and fight some Assassins. Continue to fight a Bandit Lord and his minions. He leaves a Claw of Attack +15. Continue to fight 4 more Bandits. They leave a Rune of Mana. Continue and go down to fight 3 Elite Hydromancers, 2 Riflemen, 2 Mortar Teams, and 2 Elite Chaplain. Now go up across the bridge. Go Left and fight the 2 Navy Swordsmen, 1 Elite Chaplain, and 1 Gryphon Rider. Go up to terminate 3 Gryphon Riders. Now go right to kill 3 Riflemen and 1 Navy Swordsmen. A Slipper of Agility +3 is left behind(You should by now know what to keep). Go down, then right, then down again to fight 1 Knight, 2 Navy Swordsmen, and 1 Elite Chaplain. Cross the bridge then go down to fight 4 Knights, 2 Elite Chaplains, and 1 Elite Hydromancer. The Elite Hydromancer leaves a Tome of Knowledge, and 1 Elite Chaplain leaves a Tome of Intelligence +2 while the other leaves a Tome of Agility +2. Head back to the Resurrection Stone and load onto your transport. Go down, then right, then down. Go right until you reach a corner. Unload there and kill the 2 Elite Hydromancers, 6 Elite Chaplains, and the Level 6 Paladin. You should either kill the Paladin or stun him for most of the time because he will resurrect dead troops. He drops a Rune of Greater Healing. Continue up, destroying the gate in the process. Kill the Siege Golem and 2 Granite Golems. Heal up at the Fountain and go up to find a Waygate. Go through it and you will reach another box. Step on it to destroy another Harbor Gate. Go back to your transport. Load into it and go up. Unload at the shallow and kill the 3 Human Battle ships and the 3 Human Frigates. The 3 Navy Swordsmen and 1 Elite Chaplain may come to join. If they don't go up and kill em. This gives you access to another shop. Destroy the barrel for a Rune of Mana. Load into your ship again and continue up. Unload and fill up your mana at the fountain. Go up and fight the 4 Mortar Teams, 3 Knights, 4 Riflemen, and 2 Elite Chaplains. A Water Elemental may come down. Just control it with your item or kill it if you don't have that item. Go right over the bump. Break the gate and crates for Healing Wards and a rune of mana. Kill the level 14 Mountain King, level 12 Arch Mage, level 12 Paladin, 2 Knights, 2 Elite Chaplains, 2 Riflemen, and 2 Water Elementals(If one came down to fight earlier there will only be 1 elemental to fight. There is one Cannon Tower to worry about. The 3 enemy heroes may be a problem. Go for the Paladin first so he can't Holy Light the other heroes or resurrect dead troops. If he uses Divine Shield, move on to some units, preferable the Elite Chaplains. All the heroes have an Ankh of Resurrection. The Mountain King leaves an Orb of Fire behind. Step on the box to destroy the last Harbor Gate, then go back to your ship. Head right to escape to Vol'jin. When it's done loading, head down to complete the main quest. Vol'jin tells you that he will tell Thrall to prepare the horde's forces. He tells you to gather what remains of the Horde's allies. He tells you to go to Mulgore where you will meet Cairne. He and his tauren will aid the Horde. As a reward for Rexxar's accomplishments, all your heroes get a free Attribute point =D. Main Quest Update Enlist the Tauren Take the Zeppelin to Mulgore Find Cairne Bloodhoof Secure the aid of the Tauren Return to Vol'jin Just right click on the patch of now exposed land in the upper left corner. You will face little resistence. As a bonus, to the direct left(well actually just go left for a bit) of Vol'jin location there is a warp. This takes you to an interesting realm. Follow the path(doesn't matter which way you go because you will eventually reach the top and circle around down). Just explore everywhere because there are a lot of strong monsters for experience and items =D. Some good items and there locations: Orb of Lightning/Tome of Insight(intelligence) +6-Found on Right side halfway up in a Level 10 Prawn(the little crab things) Potion of greater Mana-Found above the Tome of Insight's location in some buffed necromancers. Necklace of Burning Souls(basically a beefed up Orb of Fire)-A bunch of Revenants(Revanant of the Burning Sea being the strongest and the on who drops it, with Revanants of the Sea and others around. There are a lot =D). A rune of speed is also around here and a Rune of Greater Healing a bit down. The location is at the middle top of the map. Tome of Strength/Intelligence-Just below the Revanants in two different Red Infernals. Tome of Agility-Go down from where you find the other Tomes(above). This is in another Red Infernal. =D Tome of Agility/Intelligence/Strength/5 +20 gold coins-Left side go as low as you can go(Note if you see a hill near the bottom and it seems you can't go lower you can. Just right click lower and your heroes will find a way) That's really about all the good items there.=D Also another note Directly south of the zeppelin to Mulgore is a portal. Go through it to find a challenge arena. Note: Every time you beat them they get stronger/more minions, but the rewards get greater(ie there are 2 tomes and then there are 2 tomes etc.) Here are the challengers from up to down: Name-what it gives-HP-Mana-the minions it has Destroyer Zardikar-Tome of Strength-6500-500-Salamader+Salamander Viziers (Note:He can summon fel Ravagers) His minions are mearly an annoyance. They don't really group until there are a lot of them so haze isn't as effective, but they aren't too strong. Kill the destroyer first. Then the rest will fall easily Talnivar the Sleeper(Dreadlord)-Tome of Intelligence-3900-1110-Burning Archer + Skeletal Marksmen These skeletons suck. Run away and come back to see em all grouped together. Haze the middle one and burn their asses. Focus on the dreadlord as sleep is very annoying. He summons Infernals. He dies really quickly compared to the others. Sinstralis of the Pain-Tome of Agility-5000-1500-Elder Voidwalker+Voidwalker Something(I think the Sinstralis) summons treants and these things mass quickly but if you get overpowered back up and use Storm, Earth, and Fire to get access to dispel. Sinstralis's attack speed is very fast so kill her and keep her stunned. Her minions are very annoying with their phase shift, but they aren't too strong. That's all about that now back to the main quest =D Once in Mulgore finding Cairne is very easy. Go right over the bridge and there he is. =D He tells you to tell Thrall he is dead just like his heart is. Tagar the Tauren comes and tells you the Chieftain is lethargic because his son, Baine, was kidnapped by Centaurs. Centaurs kill and consume their prey soon after capture. He asks Rexxar to find Boven Windtotem to get aid in his search. Main Quest Update Rescue Cairne's Son(This is also secure the aid of the Tauren but in detail) Find Bovan Windtotem Destroy the Centuar village Return Baine to Cairne Go to the market to find Tagar and to get an Optional Quest. He tells you that with the Chieftain weak the Harpies have been poaching the Kodo Beasts and letting them rot. He asks you to end that threat. Optional Quest update The Kodo Poachers Locate the Harpy Den Slay the Harpies Return to Tagar Act 3-A Blaze of Glory If anyone has something to add, you get to be in the credits(and I'll post your name above what you contributed, so that's 2 mentions) Thanks =) ----------------------------------------------------------------------------- VIII-Strategies For Each Race ----------------------------------------------------------------------------- 8.1-Night Elves -Generally harass early. A Demon Hunter, Keeper of the Grove, or Warden do are nice to harass with. Kill a few peasants. -Priestess of the Moon is nice because of her aura. -Warden and Panda counter mass gargs -Mass bears with Dryad support is pretty nice vs humans esp. Get dual or tri lores for this =) -Hunts, archers, and druids of the talon are really nice. Fairie fire really helps. -Hippos are the best anti air out there. -Huntress rush is ok but overrated. -Bring wisps to battle to drain enemy mana and kill summons. -More soon to come Old Stuff -put wisps in trees not only near your base. This can be used to warn you of attacks. -Archers+2-3 Mountain Giants+Druids of the Claw+PotM+Warden or DH is good. So is Dryads+2-3 MG+a few Hunts or DotC+Chimeras. From Crapusmaximus(my notes are labelled as NOTE:) for the 1st hero, get the Keeper of the Grove when fighting Orcs. Entangling roots is hero killer. otherwise, the Priestess is a good choice. Scout=legal map hack and TrueShot=4th unit for every 3 units. the 30% extra damage is no joke when numbers come into play, for every 3 ranged units, u effectively deal the damage of 4. and which NE army is not majority of ranged units? good for focus-firing. so if u spend 30 food on (15) archers, u effectively have 40 food worth (20 archers). Demon hunters r over rated. they're tough, but they're NE. and NE n though is oxymoron. well, maybe except mountain giants. KotG is great for harassing any race. PotM is good too. DH is excellent. He provides a meat shield. He isn't a tank, but he can live a while with lvl 3 evasion and Meta. Mana Burn is very useful at level 3. Immo is good too. Warden is good for SS and Blink. Just Blink in and SS a few units. Blink back. Warden's Shadow Strike makes good focus-fire support. get 1 level in it and watch necros, priests, shamans etc die!! now your army can concentrate on the more meaty units instead of dealing with them first. yes, maybe a waste of the continuous damage of the spell, but it is (almost) guarenteed a 1 hit kill, and totally unexpected by the enemy. Get Blink and SS up to level 3 ASAP. Put off Vengeance until level 7. FoK is weak until level 3. SS is much better because of it's hero killing potential. create wisps like crazy at early game n send them to lumber. u can use these to build your ancients later when your lumber is nicely piled up (after the 1st few minutes) Note: Agreed. Have 8 or so wisps harvesting. Place them on trees all over (leave a few at your base in case the others are killed). They will provide excellant scouts. massing archers+dryads behind a PotM, supported by 6-8 Druid of Talons make a good rush tactic. no upgrades required, though it will help n chances r, u will have the cash. a starfall when your army blocks his army from reaching the PotM = victory. well, most of the time... Note: Starfall is way too easy to stop. That rush will require harrassment. 8.2-Humans -Rifles with caster support (1-2 sorcerors, 1-2 breakers, and a few priests) are really nice when coupled with an archmage with water elemental and Mountain King -Brilliance aura lets Mountain King use bolt and clap =) -If you get knights get priests with inner fire. -Tanks and gryphons are ok if you have a MK to tank -Vs Ud get a palidan to counter their nuke -Mass air is nice vs orc if you can get it out fast enough -Generally speaking only build 5 or so footmen before you get rifles cause footmen suck. Next patch maybe not but for now yes. -An arcane tower counters most harasses and a guard tower counters most rushes -Fast expansion is pretty good especially on some maps (like Lost Temple) -ALWAYS creep to get a nice level Archmage and Mountain King -Try to get a mountain king as fast as possible cause bolt=free kills if they run -Vs nightelf you might want to tower them Get a normal human build (altar, barrack, farm, farm) but get a mill quicker than normal. If you plan on doing this be sure to get masonary. Rush in with a few footmen (try to go fast unless you discover that they are teching a bit into the game), an Archmage, and a few militia. When you're militia convert to peasants build as many scout towers as you can. Upgrade to guard towers. Hopefully you'll get one or 2 up as guard towers. Then just build more and more =). -A good base layout is key to ending harasses (true for all races though) -Try getting a few extra peasants on lumber at the start to counter harasses (DON'T MILITIA GOLD PEASANTS ONLY LUMBER) -Build scout farms (farms at choke points). Not for food but to see when the enemy is coming. -Try to use militia when creeping early to creep gold mines or other orange creeps to get a fast brilliance aura. -More soon to come Old Stuff -Use call to arms on 1 peasant to scout faster -Arch mage is excellent for 1st choice. He is versatile and Mass Teleport is excellent for surprise attackes. Send a mech critter over and MT to him. -Spellbreakers+Riflemen+AM+2nd hero Mountain King+Gryphon Riders+Mortar Teams is good. For Mortar Teams get Flare to scout with. From Crapusmaximus(my notes are under NOTE:) Consider dropping footmen, and going entirely for riflemen as soon as u get the blacksmith, and reverting to footies only when resources do not allow for riflemen. get the blacksmith ASAP (it should come up after ur altar n first barracks). forget the lumbermill, blacksmith is first! Note: Spell Breakers are much better than footmen for meatshields =). leave the +10 lumber collection upgade until later. get more workers. they make good n cheap footies. also, never Call everyone to arms. Call only the nearest to the threat to arms, or your economy will be crippled as no one will be gathering resources. Note: It is true that extra peasants for lumber=more militia, but militia sucks. I suggest getting the lumber bonuses and building no more than 6 peasants for lumber. It is better to save the food for stronger units. priests rule. forget his other spells if your micro isn't that good. just have 6-8 of them behind your army and doing the healing. sacrifice sorceress' for priests if u have to. while Slow is good, but nothing beats a +20 hp per second, unless u have polymorph. Note: Heal is good, but Inner Fire is very useful too. Have a priest or 2 casting IF during all battles. Poly is easy to dispel =(. And it costs a lot. 8.3-Undead -Destroyers and abominations tear up humans. -Tri nuke is VERY good. At level 2 of each nuke (coil, nova, and impale) you can pretty much kill most heroes/units. -Mass gargs and ghouls vs Night elf is pretty nice and hard to counter for the Night elf unless they get warden/panda. -If you get wyrms get necroes with frenzy -Mass fiends is ok but you should get meat -More to come soon Old Stuff -Except in UndeadvsUndead get DeathKnight first. Dread lord is good first too for sleep(creeping) and vampiric aura. Crypt Lord is good for 1st or 2nd or 3rd hero. Lich is good because of the best AoE spell, Frost Nova. -Fiends+Obsidian Statues+ghouls(replaced by Abominations later) is good all around. From Crapusmaximus(My notes are labelled NOTE:) forget getting abominations. get a ghouls or necros instead. Abominations should replace ghouls in late game. All races can tear through ghouls way too fast mid-late game. forget carnivour (or whatever that eat bodies thing is called) it is useless in combat (eating units deal no damage to the enemy n never heal fast enough n get killed) and out of combat. the undead advantage is to raise skels etc and press the advantage to the enemy base after winning a skirmish. stopping to heal your units is a waste of time as your enemies will rebuild his army. attack him while he has no army n u have a temporary one (made of skels). i often have enough skels (about 3 groups) after a big skirmish to deal a heck of a damage to the oppositions base, n chances r he'll only have peons (and equivalent) or a unit or two. remeber to get new units though as he may still have outposts which u'll not likely kill, but he should be in the stoneage now, while u're not. Note: I think you are thinking of cannibalize =). Agreed. A few Obsidian Statues do the job a lot better. Not sure on this, but cannibalize might be of some use early game and in rushes. If your micro is good, get 8-10 banshees and rush the opposition. charge your other units into the fray to distract and draw his units into the open, leaving your banshees about half screen away. then possess his most powerful* units. *Note that powerful does not mean knights/taurens etc. it means tha the unit is useful to him, and benificial to have on your side. Priests, Druid of Talons, Witch doctors are good targets, and (i feel) often neglected targets when knights and taurens are around. Note:Always bring in 3 or so banshees for curse and anti-magic shield. AMS your hero then cast a chanelling spell. The enemy can't stun you anymore. Possession is ok, but don't get too many banshees. Micro frostwyrms. they are expensive, but useful. use them in early base assaults to stop towers from hurting your army while it charges in. have each wyrm target a tower. the enemy will likely be more interested in killing the swarm of units on ground than to worry about a frozen tower or two. then use them later to prevent new units from out. then even a rag-tag remains can destroy a base. forget targeting the altar. heroes take a long time in comming. freezing town halls (or greathalls) prevents gold from reaching coffers (for fights against humans n orcs). Note: Agreed. Use them on barracks and spell caster buildings and towers. If you still have 1, put it on the town center. However, don't get too many. They are expensive in food and cost. 8.4-Orcs -Gruntapult is nice. Grunts and catapults with maybe a raider or two for air is great. Add in a few towers and it's really really good. -Raiders and grunts are good too. -Vs Nightelf it might be wise to get a catapult or two to counter their many unarmored units -A fast tech (skipping a barrack to tech first then getting a barrack) is nice because then you can get a fast 2nd hero and you can get raiders, demolishers, or Wyverns -Mass wyverns is pretty nice -Farseer harass is pretty annoying and efficient. Use it. -Tauren Chieftain as a second hero is good. His aura is nice and either of his skills are good with it (I prefer wave unless stomp is obviously better). -Mass Headhunters/berserkers with a Tauren chieftain is good, but if they scout and see your kinda screwed. -Orcs have the best towers in the game (well arcane and nerubian are pretty good too, but Watch towers fire pretty fast...). Use them to protect allies if they need it. -Bloodlust and Lightning shield are really good (purge is too to an extent but ensnare is better for fleeing foes). Shield your tauren or chieftain, but be careful about your own units. Lust with Tauren is really nice. -More to come Old Stuff -Grunts(replaced by Taurans)+Witch Docs+Beserkers+a few Spirit Walkers for dispel, link, and reborn Taurans+Shaman for BL. Add Riders and wyverns if you wanted. From Crapusmaximus Spirit walkers r only good for spirit link; unless u have an all tauren army. Note: Spirit Walkers are needed for Disenchant. Spirit link is ok, but you should only link groups together(ie link melee with other melee, casters with other casters. DON'T LINK CASTERS WITH MELEE AND SUCH). Disenchant is necessary if the enemy gets casters. How else are you going to dispel mass spells. Purge is a joke for dispelling. Healing wards is over rated. they consume too much mana, and don't heal that much. common, u're orcs; if u were undead or NE, maybe i'll change my point of view. using other hero's ability to prevent the loss of those hp will be more effective. Note: Healing wards are good after battles. Leave your weakened units by the ward and counter attack the enemy with your stronger units(assuming you have a good amount left, if not only leave red lifed units back) Forget raiders. use headhunters (with bezerk upgrade) for anti air (support with spellcasters if necessary), or catapults if u need siege. your grunts will serve u well enough if u want to pillage, but i never found pillage to be much good. raiders r only good for raiding outposts, where defence is little. otherwise they die like grunts n dont deal as much damage to units. Note: Raiders aren't as bad as you think. Make a good 6-8 Raiders and a Far Seer or something. Rush into the enemy base and destroy their castle equivalent. Teleport or use a rune of speed and rush out when the enemy town portals back. The enemy is probably crippled. If not then they at least used up their town portal. Raiders are much faster siege. In large battles, however, Catapults are better. Headhunters make good anti air, and r the orcs sole focus fire unit. regen and bezerk r must haves. Note: Bat Riders are good Anti air ----------------------------------------------------------------------------- IX-Multi Player ----------------------------------------------------------------------------- No updates to this but updates to individual races (This probably needs updates but more or less micro and you're fine) -Take out the Altar and Castle(or their equivalents) first -Don't mass anything -Build more than one barrack, if you don't plan to tech. -Keep your Hero(es) alive while you try to kill their hero(es) -Stop any channeling spells ASAP -Scout early(if needed do call to arms, or send a peon/wisp to scout) -Build farms(or equivalents) around your towers -If you can't pick up an item, destroy it so no one else can get it -Losing is ok, if you learn -Play for fun From crapusmaximus(I fixed up some of his grammer to make it a lot easier on the eyes)(I said SOME)(I added some of my own comments on what he said. I marked those with NOTE:) Hi, I go to gamefaqs quite often just to look around. I saw your faq, coming along quite fine and saw that u r looking 4 contributors. I'm not a hardcore gamer, so maybe this is already well known, but I'd thought I'd like to do something instead of just taking the nice hints people have been putting up. so here's the first few from me: I saw that u suggested taking out altar and/or castle(or equivalent) first. I would like to point out that while the altar is acceptable, i feel that it is only worthwhile if an enemy hero is dead. Note: I, completely agree with this and can't believe I forgot that =) It is not all that expansive, and it has lots of armor. Castles are insanely hard to kill. If u can kill a castle, why not others? Note: I feel that destroying the castle is worth it. Withouth the castle their shop is useless. They can't build strong units. If you manage to destroy some enemy buildings that require tier 2-3, it will take them a while before they can build it. This will stop them from constucting a strong army. I suggest taking down farms and equivalent, no food for new units. cheap, but easy kills and it will take them time to build up again. Note:Look at above note Build more farms than required. this will be easy for nightelves and undead, since moonwells and ziggurats are dual purpose, but humans and orcs should have at least 2 extra farms/burrows. no food=no new units. Support units are generally expansive, easy kills and tip the scales in combat. forget the grunt in front. kill the white tauren with the spirit link farther back with ranged units first! Use focus fire when possible. kill weaker units 1st. killing 2-3 grunts is better than killing 1 tauren. Go for air. I dunno about u, but I notice a lack of air units in my multiplayers. offence n defence. getting a few air units often strike terror and a change in the opponents teching priority, usually too late to stop u. do not have too many air units though, they should exist, but just enough to compliment your army. Always focus-fire with ranged units. NEVER do so with melee units. Note: I slightly disagree with this. Sleep+surround and such is best done with melee. Always have at 2-4 siege units when attacking a base. they help take out towers and barracks fast, and often neglected as other units preceed in priority, or if they do, it will cost to go so far back for the siege units while wading through your army. siege units can also be used to deal extra damage to units charging your forces (especially useful for NE n undead). Quote: Build farms(or equivalents) around your towers. see? using siege weapons will make this tactic useless. plus u'll kill the farms too. (see 1st point) Note: I disagree with this too. Yes it will destroy the towers. The farms are there to protect the towers from melee. It is better to put the farms somewhere where they can be of use, instead of somewhere where they safe and generally useless. General stesses on hotkeying and formation of unit into groups r standard I suppose... Please contribute ----------------------------------------------------------------------------- X-Codes ----------------------------------------------------------------------------- Note: To disable it just do as you would enable. From an e-mail sent by Tro77Tro. In single-player games press [Enter] on your keyboard. Type the code (the word or words on the right of the column and then press enter. Words in the parenthesis are to be entered without the parenthesis. After the code is typed press [Enter] again and it should say {Cheat Enabled!} across the screen assuming you did it correctly. Example: [Enter] greedisgood 100000 [Enter] Cheat Enabled! Instant Win: allyourbasearebelongtous Instant Loss: somebodysetusupthebomb View entire map: iseedeadpeople Play after dying in campaign mode: strengthandhonor Units need no farms: pointbreak Instant spell performance: thedudeabides Turn off Tech-Tree: synergy Turn off Victory: itvexesme Invulnerability whosyourdaddy Lumber: leafittome (value) Lumber and Gold: greedisgood (value) Gold: keysersoze (value) Level select: motherland (race) (level number) Instant doom: iocainepowder Quick research: whoisjohngalt Research all upgrades: sharpandshiny Morning: riseandshine Infinite mana: thereisnospoon Night: lightsout *NEW ADDITION* Yup thanks to Teh Spork we have a new code =) Posted on the WC3 TFT boards it reads Play Power of the Horde: TenthLevelTaurenChieftain I was messing around in the sound files and discovered the new cheat on my own. While I was checking out the files i found something called TenthLevelTaurenChieftain and typed it The cheat is: TenthLevelTaurenChieftain It causes the music to stop and plays "Power of the Horde" just like the "Disco" cheat in War2 and the "RadioFreeZerg" cheat in StarCraft! Be sure to type it as TenthLevelTaurenChieftain not tenthleveltaurenchieftain or TENTHLEVELTAURENCHIEFTAIN Yay I founded my first code ! Boo ya ( Don't try to submit it I had done like like a long time ago =D ) ----------------------------------------------------------------------------- XI-Final Words ----------------------------------------------------------------------------- Thanks for reading this FAQs. Be sure to check the credits because it's them that made this guide what it is. Thanks to Blizzard for making this+WCIII:ROC Thanks to my friends, Jonathan, Josh, and Eugene, for all the fun we had on our projects Thanks to me for writing this Thanks to all the contributors for, well, contributing ----------------------------------------------------------------------------- XII-Credits ----------------------------------------------------------------------------- Thank you all Killerdragon(me) for writing this(duh) Tro77Tro for letting me using the codes he sent me Bob Blakey for telling me how to get a third hero in the Orc Campaign Vulchur for telling me about the History of the Baa-Ram-Yu stuff for the Secret Mission Nando for correcting me on the Pandarian Brewmaster's location Swogtrunks for telling me some easter eggs in NE1(even though I already had em) Tim Streett for giving me a new Undead last mission strat Crapusmaximus for telling me strats for Multiplayer and race oriented strats Teh Spork for telling me a new cheat Funkytown277 for telling me a secret in Undead mission 4. Matt for telling me another easter egg