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WARCRAFT III: THE FROZEN THRONE
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STRATEGY GUIDE
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CREATED BY: Alex Austman (badnewsbeers, despairfaction)
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VERSION: 1.00 (Final)
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February 25, 2009
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COPYRIGHT 2003-2009, Alex Austman
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Table of Contents
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1.0 - GENERAL
1.1 1.2 1.3 1.4 -

Introduction
Updates
Legal
About

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

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

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1.0 GENERAL
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1.1 - Introduction
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
Welcome to Warcraft III: The Frozen Throne. Continuing where Warcraft III:
Reign of Chaos left off, the single player component adds three new traditional
campaigns (a total of 26 new missions) to further advance the epic plot. In
addition, players are gifted with an interesting new campaign not yet seen in a
Blizzard real time strategy game: an RPG-style featuring the Orcs, where the
player is in control of a single hero and is capable of levelling, item
collecting, and questing.
A number of new heroes are also added to the mix, as well as five new tilesets,
units and structures; this expansion packs more content than many full games.

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1.2 - Updates
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
------------------------------------------------------------------------------Version 0.10 - July 3, 2003
- Created the layout of this FAQ and wrote the walkthrough for the first
human chapter.
- Night Elf campaign will be here shortly.
------------------------------------------------------------------------------Version 1.00 - February 25, 2009
- Edited the entire text, reformatted the guide and finished all
outstanding sections.
- Removed most of the update log (it was exceedingly long) and took out
the online strategies. Most people still playing have long since
developed their own strategies, and the single player guide will
prepare a person fairly well for online combat.
- Final update of this FAQ; it is now considered complete.
- If you can find it, check out page 75 of PCGamer's December 2004
Gaming Tips magazine, where a portion of this guide has been
published. Thanks to Lee Hall, editor.

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

The only
-

websites authorized to host this guide are:


GameFAQs
IGN FAQs
CheatCC
PCGamer UK's Gaming Tips issue, December 2005

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1.4 - About
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
Contact me at: badnewsbeers [at] hotmail [dot] com
Guideline:
The message MUST include 'Frozen Throne FAQ' somewhere in the subject line,
or it WILL be ignored. Too much spam reaches me daily. Thanks :)
My name is Alex, and I've been a fan of the Warcraft series for nearly as long
as I can remember. I was introduced to the series in the mid 90's by an old
friend, and the rest is history. When I'm not playing Blizzard games, I can be
found ratting out on the Xbox, playing drums, playing hockey, snowboarding,
golf and the odd game of football. I'm an avid outdoors person, and I love to
travel. I also do a lot of reading and writing. This is my first game FAQ, and
I hope it can be of some service to you.
Notes:
- Any and all content that's deemed either useful or interesting will be
included as-is in the FAQ (apart from minor formatting). I won't be
writing you back to ask, I'll just toss it in and give you complete credit.
- I've since been published in the PCGamer UK's Gaming Tips magazine, page
75. Thanks to Lee Hall, editor!

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2.0 PLOT
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2.1 - Synopsis of Warcraft III: Reign Of Chaos
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
Warcraft III - Reign Of Chaos (hereafter referred to as W3) took place in a
period of peace following the events that occured in Warcraft II (that is, the
invasion of the Orcs from their homeland of Draenor). The Alliance was fragile
and crumbling, but the orcs were subdued in internment camps and overall it was
a time of peace and prosperity. Except, however, for a mysterious society that
sprung up in Lordaeron.
At the same time, King Terenas' son, Prince Arthas, was determined to get to
the bottom of a recent plague welling up in the Northern villages of his future
kingdom. He discovered that the mysterious society and the plague were related.
He pursued the leader of the society far into the North, where he was led to
believe that a sword called Frostmourne would give him the power to kill the
leader and end the madness. Instead it enslaved Arthas, and he became a tool of
those he sought to destroy. He returned to Lordaeron as a souless wretch, where
he slew his father and assumed leadership over the kingdom.
Arthas used his kingship to transform his country into a land for the Undead,
which arose as a result of the plague. He was commanded by his new master, the

Lich King, to open a portal and allow the demon Archimonde passage into the
world of Azeroth. After his arrival, Archimonde began to wreak havoc across the
nation, laying waste to great cities like Dalaran.
Meanwhile, the Orcs freed themselves from their prison camps. Led by the young
warchief Thrall, they were advised by a mysterious prophet to sail across the
sea to the distant lands of Kalimdor. The Humans were similarily warned;
however, King Terenas refused to abandon his country for no apparent cause.
Thrall decided to place his trust in this stranger, and so he rallied his
forces and set sail. During the voyage, his people were seperated, and Thrall
landed with only a portion of his troops. Upon his arrival, Thrall encountered
a species of strange, pig-like sentient beings, known as Tauren. After helping
some of them to safety, Thrall enlisted many of them in his army as powerful
allies. He then used his newfound allies to rescue Grom Hellscream and the
remainder of his troops from the grasp of an army of Humans, led by Jaina
Proudmoore, who chose to follow the prophet in secret (defying King Terenas)
and had travelled to Kalimdor. He assigned Grom the task of building a new base
camp for the horde, but he managed to offend the Night Elves who live in the
woods. After a devasting assault by the Elves, resulting in numerous Orc
casualties and a large setback, Grom came across Mannoroth, the Pit Lord who
infused the Orcs with the bloodlust so many years ago. Despite knowledge that
the bloodlust was the downfall of his people and ultimately caused them to
become the tools of the demons, he chose to re-accept the pact.
Although this gave Grom and his forces the power to defeat the Elves and their
leader Cenarius, it also turned Grom and his soldiers back into the savage
monsters. After the battle, Thrall learned about the renewal of the ancient
pact and was furious. He led an assault on Grom and his forces, beat Grom into
submission and then carried his body away to be awoken from the bloodlust. When
awoken, the pair travelled to the lair of Mannoroth and engaged in combat.
Thrall was quickly knocked out cold but a mighty blow, but Grom fought the
demon to its death, sacrificing his life in the process. Although Grom died, he
managed to kill Mannoroth, thus breaking the demonic hold over the Orcs
forever.
After Arthas opened the portal for Archimonde and his legions, the Burning
Legion (as the demonic forces were known) began an assault on the Elven lands
in Kalimdor. After initial mistrust and fighting between the Humans, Elves and
Orcs, they finally realized that the only way to victory was in arms as allies.
In the final hour of doom, as Lord Archimonde approached the great World Tree
(with the intention of corrupting it forever and morphing the world of Azeroth
into a demonic land), the three forces arrayed themselves against the Burning
Legion.
They hoped to buy enough time for Furion Stormrage, a powerful Elven leader, to
place thousands of wisps around the tree. Though Archimonde broke through the
defences, Furion's plan succeeded. Archimonde was slain in his moment of
victory. The World Tree was destroyed and with it, the immortality of the
Elves.

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

Illidan....

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3.0 WALKTHROUGH
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NOTE: In the walkthrough, I tend to refer to directions using two different
methods. While self-explanatory, I've included this ASCII drawing to ensure
there is no confusion.
(North, Up)
|
(West, Left) - (East, Right)
|
(South, Down)

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3.1 - The Sentinel Campaign: Terror of the Tides
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.---------------------------------------.
|3.11 - Chapter 1 (The Rise of the Naga)|
'---------------------------------------'
This is actually a fairly tough mission, considering it's the first in
the expansion. It's actually rather reminiscent of the first Star Wars: Brood
War mission as well. You begin with a small force led by Maiev in the bottom
right-hand corner; simply follow the obvious path around the bottom, slaying
minor amounts of creep here and there. When you arrive at the bottom left
corner of the map, you'll run into some Elves who had fought an insane monster,
and give you an OPTIONAL QUEST to put it down with them. I advise completing
this quest, as it lies along the path you must follow and it takes a short
amount of time to complete. As you walk North from where you met the Elves, the
beast should come into view. He'll wander East into his lair; simply follow it
in and slay it and it's minions. Return West to the main path, and go North.
You'll encounter the remains of a poorly-razed town containing some more creep.
Lay the metal to them, and continue North. When you reach the top-left corner,
you'll be assigned a second OPTIONAL QUEST - free some Night Elves from a
nearby prison. I *highly* recommend you do this, because the following portion
of the level needs quite a fair bit of firepower to pull it off. Bash in the
gates and free the Elves. Assemble your troops next to the gate that is just
East of your position, and save. Bust open the gate, watch the cut scene, and
brace yourself.
This next part can be tricky, but I've devised a nearly foolproof
method. Select all your troops, and then have them 'attack all' just behind the
enemy. Blink Maiev past the initial cluster and have her use her whirling
blades on the first group of enemies attacking the ships. By this time the
initial cluster should be slaughtered, at which point you should have your
archers destroy the three flying creatures, while the rest of your troops rush
down the beach. The majority of the monsters will go for Maiev, so keep her
safe by focusing your micromanagement skills mostly on her. Using this
technique I managed to save four of the boats; you only need a minimum of two.
------------------------------------------------------------------------------Sent in by David Lim (aberrant80@yahoo.com)
I think you should mention that there are 3 power-ups on this map, 2
accessible only with Maiev's blink. One's on an island IIRC. And there's
at least 2 items that can only be reached through blinking.
Sent in by 'Zareth' (zareth@rogers.com)
Ring of Protection +1:
This one you need to hop (blink more then once) a few times. After

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

.-----------------------------------.
|3.12 - Chapter 2 (The Broken Isles)|
'-----------------------------------'
This is possibly my favourite Night Elf mission - it's the only one
that requires you to establish a base (for shame!). Essentially, there are two
seperate Naga bases, one due West of your camp and the other due North. Spend
the first few minutes fortifying your camp. I like to use buildings, so I
simply placed three towers at the West, North and East entrances to my base
(Not the Southern opening; the Naga do not attack there). This defenceis more
than adequate to hold anything the Naga will throw at you. Now begin to
comprise your combat force. I suggest two groups, one composed of six Archers,
Maiev, and three Huntresses and the second comprised of four Huntresses and six
Dryads. Note that this suggestion is only ten troops per group - this allows us
to have one group per transport, making our job easier. Move your army out on
foot Westward, and then turn North. You'll run into an old Shaman who assigns
you an OPTIONAL QUEST.
In order to complete this, continue North to the Goblin Shipyard and
hire two transports. Head NorthEast, and land on the middle-right of the map
(look for a stone bit). After landing, you'll spot a bunch of undead Orcs
randomly fighting. They will not attack you whatsoever unless you go near them
or attack them. With this in mind, take out the three huts that the Orcs spawn
from, making sure to retrieve the chest from the last hut. Return to the Shaman

to end the quest.


It's time to expand the base. There are two options to do this: a gold
mine directly North of the undead Orc area, and the second is the Naga base
directly West of the main camp. Settle the Northern base first. Load up six
Archers and a few wisps and set sail. When you land, create your base but be
sure to add in at least three Ancient Protectors as well. Also, make sure to
leave your six archers behind as a garrison. They'll stop the occasional raid.
Now load up your army (comprised with the same units and quantity as before)
and set sail for the Naga base to the West of the main camp. It's quite useful
to destroy this base, because once it's gone you are entirely free of raids,
for good. Destroy it with utmost ease, and then if you feel like it, settle
there as well. No need to worry much about defenses, because you're soon done
here.
Time to finish the mission. There are two ways to do this: firstly, you
can load up your twenty troops and sail North until you reach a swampish area
(where you can unload), or scout out the three Goblin Shipyards in the area and
purchase a fleet of nine Frigates. Either way will work, but try to keep a few
units alive when the base is destroyed. After the last building falls, a
cutscene will play out. When it is over, smash through the gate and slay all
those inside.

.---------------------------------------.
|3.13 - Chapter 3 (The Tomb of Sargeras)|
'---------------------------------------'
This is of a dungeon crawl level, with no base building in sight. When
you begin, head East a short ways. If you want, you can break open the door
above you and clear out the room (there's a level 6 creep, and it drops a
Potion of Mana). Head back South and then go East. Head South again and defeat
the Overlordn here. Pick up the item he drops and then you can begin an
OPTIONAL QUEST.
Blink over the right wall here and defeat the level 3 creep. Just below
him is a shadow orb; if you pick it up you will discover that it's part of an
artifact and you are tasked with collecting all ten pieces. So that's (1) of 10
collected. Blink back, and continue West, defeating the Overlord at the door
and passing through. Break through the door to your immediate left and move
South in this room. You'll see a stone structure in the lower middle, this has
the second piece of the Shadow Orb on it. Blink to it and get it (2/10). Blink
back (no need to fight the Pit Lord) and retrace your steps out of this room.
Head South, and at the bottom blink up to the next level. From here, go to the
bottom right corner of this first ledge and blink to your right across the
stone wall. Get the third piece (3/10) and return to your troops. Head East
from here, staying along the bottom of the two parallel paths. You'll come to
some rocks and be given a second OPTIONAL QUEST - to break open three rock
barriers and gain more units.
Do so and you'll receive two Druids of the Claw. But don't leave yet,
bring Maiev down and walk through the narrow gap between the wall and the rock
on the left-hand side. Carry on this way to the left and then down and get the
fourth piece of the Orb (4/10). The way back is blocked, so you'll need to
blink. Head North and cue another cutscene. When it is over, you can Blink over
the wall to your left for a Gauntlet of Ogre Strength +3, or just keep heading
North. You'll soon reach a swampy water area.
Continue West, and when you come to an Elder Hyrda and a Hatchling,
Blink to the ledge just above you for the fifth Orb piece (5/10). The other two
in this swamp area are impossible to find without the Huntresses Sentinel
skill. At the left side of this water area is a second rock wall with some
elves beghind it. Just above this part is a tree, use the sentinel ability to
see a ledge to the left of this tree. Blink up there and destroy the barrels
and boxes for the sixth piece (6/10). As you round the left side and go up,

start looking out for trees. You'll find one about a quarter of the way from
the left side (not the one by the little rock island, but against a longish
wall). Use the Sentinel skill, and then blink over the wall and defeat the
turtle for the seventh piece (7/10). Continue right until you come to an
impassible river - blink across and hit the switch. Continue East and you'll
trigger a cutscene; when it's over, kill the Naga and cross the ramp back onto
solid ground.
Head directly East and destroy the final rock barrier to complete the
quest. Now head North and blink into the water. Next, blink up onto the
platform on the right-hand side, and break open the boxes to get the eighth
piece (8/10). Return and then head South. Kill the six Naga here, and then move
West. Just past the Greater Mana run is a group of Naga, and above them is a
room. Blink to it, and get the ninth piece (9/10). Head South and you'll
trigger another cutscene. Enter the door to the right and immediately go South
on the narrow path here. Blink with Maiev down and to the right and you'll be
in a channel with a rune. Walk right to get the final piece of the Shadow Orb
(10/10). Return North to the main path and head East. Kill the Naga, break down
the door and end the quest.
You've got three minutes to get out. Retrace the same path you took to
get in, and use blink to skip over groups of enemies. I made it out in 1:23
using this method. Good luck!
------------------------------------------------------------------------------Sent in by Craig Kramer (lord_of_black_chaos@yahoo.com)
The second OPTIONAL QUEST is the night elves mission 3: the tomb of
sargeras, is to find teh 10 fragments of Gul'Dan's Shadow Orb. This item
is very helpful this early in the game, as is gives +10 attack and +3
armor when completed. However, only Miaev can reach the orb fragments
with her Blink abality. Although i don't know ehrer all of them are
exactly, i do know that 8 of them are in the open (as pen as they can be)
while two are hidden in creats.
Sent in by David Lim (aberrant80@yahoo.com)
It's difficult to give the exact location of all the orb pieces for the
optional mission without replaying but here are some hints. We can divide
the map to 3 areas: Before-Water area, Water area, After-Waterarea. The
number of pieces in each area are: 4, 3, 3. 8 of the pieces either in
areas that can be seen or reached by careful observation. 2 of the pieces
in the Water area can only be seen through use of the huntress' sentinel
(hint hint!) ability.
Sent in by mike baker (xxzephyrxx@hotmail.com)
Hi about the shadow orb the first 8 fragments are fairly easy to obtain
just blink like crazy). i was tearing my hair out looking for the last
two (im a perfectionist when it comes to games and couldnet leave em
behind) but you may notice some "odd" looking walls when you lose your
troops and are running these collapse and the orbs are behind them (i
think) i am pretty shure that you WILL need shadow strike as there is a
bigass hydra in water (heals faster than FOK cools down) some general
advice get as high up as possible as you can only blink to places you
have seen if you see a rune there is a good chance there is an orb nearby
if you are lazy blink can go ANNYWHERE you can see that the warden can
stand so you can blink through walls and stuff. if you go to a rune and
there is no fragment it may be because you are high up and can now se a
ledge to blink to i cant remeber where they all are but one is over some
doodads in the first reinforcement tunnel. one is near the stone door
opend by a plate one is near the top left of the map (all i can remember)
-------------------------------------------------------------------------------

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

'----------------------------------------'
This level is rather a hybrid of the RPG style and the base management
style, which provides for a rather unique mission. First off, focus on building
up your base - a handful of towers at each of the two entrances (perhaps four
or five), and then create two seperate (full) groups of twelve troops. In this
level, try for a fair amount of Druids of the Claw (in bear form), as well as
another third being Archers/Huntresses. Then just throw in whatever troops you
feel most comfortable using. After you've completed these two tasks, your base
is now more or less impervious to anything the enemy can throw at you.
Now you can begin on the RPG half of the mission. Start by leading
Maiev and your troops out of your base and on to the path. Head straight down,
and before the turn to West, take out the Naga Myrmidon there - that'll trigger
an OPTIONAL QUEST, which asks that you kill the four Naga Excavators. There's
one down (1/4). Head Westward and soon you'll come across a stone bridge
leading South. Take it, and at the end is the second Naga Excavator (2/4). Exit
from this area the same way you came and head North, via the only path a
vailable. Just above the small fountain you see on the right is the third
Excavator. He's a little ways off the path, so just head East to find and kill
him (3/4). Continue following the path as it loops up and around and then back
down South. You'll soon reach your destination - the transports. Load up all of
your troops onto them (except for the Hippogryphs of course), and sail South.
The path will circle around to the West after you head South for a
while. You'll spot a little jut of land, and South of it is the main path for
the boats. Unload on the bit of land and head North to find the fourth and
final Naga Excavator (4/4). Return to your boats and continue along the path.
Land your soldiers on the next bit of land that you come across and kill the
creep you find. Bash open the door and sail your transports through it. Move
your land troops North and repeat the procedure on this next batch of uglies.
After the second door is open, make a mad dash with your two boats for the
exit; neither should be hurt very much. After they reach the seal, the mission
is finally over.
------------------------------------------------------------------------------Sent in by David Lim (aberrant80@yahoo.com)
There appears to be 3 different 'easter egg' areas I think, if you could
call it that. If you take the gryphons on a scouting run, there are 4 things: a
power-up and runes in hidden areas near the lower-right naga base (you need to
go through the base); near that base again, there's a gate leading tosome gold;
in the lower middle, another gate that leads to a short scene and then a fight
with an Infernal; and finally in the extreme lower-left is a Brewmaster neutral
hero who gives you an item (crap). A 'secret discovered' message pops up if u
get to the Brewmaster or the gold behind a gate. You have to use blink to get
to those areas.
Sent in by (Thatweirdo1313@aol.com)
In The sentinel campaign chapter 4 there is a secret area you can get to
by sailing down as far as possible and then to the right when you get the
boats. you can destroy a door and an infernal spawns, which drops Runed
Bracers when killed.
-------------------------------------------------------------------------------

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

bottom left, and have them begin to follow the path. Try to follow some of the
offshoots as well, for the experience and the gold coins. They all rejoin with
the main path anyway.
In the top left corner of the map, you'll run across a burning ship.
As you approach, this will trigger an OPTIONAL QUEST - to find the three other
ships that contained Furion's 'special allies'. So head East from this
location, circling up and around and through the shallow water. When you reach
the Eastern coastline, head directly South, all the way to the Southern
coastline, and you'll find the first Elvish ship (1/3). With your new troops,
head North a touch and then head East when you spot the golems. This leads to
a mini Naga base, which you can destroy. Have Furion and his troops attack
from the left while all of the troops you created at your base attack from the
right. This will crush the Naga in a vice and they'll break in a short amount
of time. Head North from here to find the second ship (2/3). When the Naga
base does fall, you'll complete the first MAIN QUEST.
Now is the time to move your base up into this region, because it's
relatively more secure and it has a gold mine. While you are setting up this
new base, send a handful of troops directly East, starting from the gold mine.
You'll encounter a Fountain of Mana, guarded by a few weak creep. Just
South-East of this Fountain is the third and final Elvish ship (3/3). Return
to your base with these new units.
It is time to marshal your forces for an attack on Illidan's base.
When you are creating your troops, keep in mind that your goal should be two
full groups, preferably of Archers/Huntresses, along with a couple of Mountain
Giants and four Glaive Throwers. Of course, having completed the OPTIONAL
QUEST you should have ample troops for the task. Keep at least six Archers
home (as defense) and then move out.
Illidan's base has two components - the Southern component is our
first target. To defeat it, all you need to do is assault it from the West,
using your four Glaive Throwers and using your troops primarily as body guards
for them. This base is almost a joke to defeat, you'll have it down in maybe
five minutes, with minimal casualties. Replace any fallen troops, and then
head North to reach the second base. This one is slightly tougher. Repeat the
same strategy as before, but be on the lookout for Illidan. Alternatievly, you
can wait until Illidan leads a raid on your base, kill him, and then destroy
the base while he is being revived at the Alter. If you desire, send Tyrande
into the middle of this base and use Starfall - just to speed up the
slaughter. When this base falls, victory is yours.

.-----------------------------------------.
|3.16 - Chapter 6 (Shards of the Alliance)|
'-----------------------------------------'
This mission is the first which involves the Human Alliance. You'll
start out in the top left corner of the map, and you're tasked with escorting
a Blood Elf caravan. This mission is in fact shamefully easy. All you need to
do is follow the path, so start heading South.
Along the way you'll encounter minor groups of Undead, so take them
out. After the third group of Undead (the group with the Meat Wagon), head
West along this branch of the path. At the end is an Undead structure, and a
seal just beyond it. Step on the seal and snag the gold to trigger an OPTIONAL
QUEST. This is the first of the three stashes (1/3). Return to the main path
and continue South. As you round the bend at the bottom of the map, look out
behind you - there's a group of Undead that surprises the caravan from behind.
Once they're dealt with, continue East. Soon you'll reach a bend that curves
back around to the West, with a Mercenary Camp located near it. Directly East
from the camp is another Undead mini-base. Destroy it and step on the seal to
obtain the second stash (2/3). Return to the main path and follow it as it
winds around. Soon enough, you'll come across a fork in the road. Take the

right-hand passage (for now) and head South. You'll encounter a farmhouse
guarded by some Undead. Take them out and then step on the final seal (3/3) to
complete the OPTIONAL QUEST.
Now, the reason for the fork in the road is the differences between the
two paths. If you take the right-hand passage, it's much shorter but you'll
have to fight you way through a smallish Undead base. If you take the left
path, it loops way up and around, but all you'll face are minor pockets of
Undead and a fairly small outpost. The choice is yours, but my advice is to go
through the base (right path). Pick one and continue.
RIGHT PATH:
On the way, feel free to stop at the Mercenary Camp and obtain some more
troops - the more the better, and you've got plenty of gold. It's entirely
possible to destroy the base without losing any troops. Rush in and have
your Mountain Giants use Taunt (to force the Undead to attack them).
Meanwhile, have the rest of your force engage the troops as well, and using
this method they'll break in a very short time. After they're gone, focus on
destroying the buildings. Overall this is a super short battle. After it is
over, simply head North.
LEFT PATH:
Simply head North-West until you encounter a sizeable band of Undead. Put
them down and continue. At the North-West bend, there's a small outpost.
It's got a spirit Tower for defence. Take this out, as well as the few
troops, and move Eastward. After a time you'll spot a path leading North;
this leads to a Goblin Merchant surrounded by creep. Feel free to kill and
buy. Then just continue South-East until you reach the fork in the road, at
which time you'll want to head North.
After you've made it into the village, you'll need to wait for the
caravan to arrive as well. Once they do, a steady stream of Undead arrive and
attack (not NEARLY as overwhelming as the massive Zerg rush in the final
minutes of the 'survive for thirty minutes' mission in the Terran campaign of
Starcraft). All you really need to do is move Tyrande into the middle of the
caravan, hit Starfall, and wait. After the wave is over, so is the mission.

.---------------------------------------.
|3.17 - Chapter 7 (The Ruins of Dalaran)|
'---------------------------------------'
This mission is arguably the toughest in the Night Elf campaign. If you
can recall back to Reign of Chaos, the final Undead mission had you protecting
Kel'thuzad as he summoned Archimonde into the world. This mission is a mirror
image of that, and you must prevent Illidan from completing his spell that will
tear the world apart. He has four summoners undertaking this spell, and you
must kill them all within the 30 minute timeframe. Thankfully, you can totally
ignore the defence of your base; your Human allies will cover that for you.
So to start off, group your initial force together (excluding the
Faerie Dragons, because you'll want to save those for a special task later),
and begin to fight your way to the North-East corner. Or, if you so desire,
simply take Maiev and use her Blink spell to get past the two groups of Naga.
Your goal is the top right corner, which is where a Paladin is being held
captive. This is the only OPTIONAL QUEST in this mission. I chose to take Maiev
alone, so what I did was Blink past the first group of three, head North and
the West and North once more, and Blink past the sizeable Naga force OVER the
gate. This freed the Paladin and broke open the doors, and using these two
units I fought my way out with ease. If you want to take all of your units,
it's much the same except you need to kill the Naga as you come across them.
Either way, this quest will take maybe three minutes to complete, and the
rewards are certainly worth it.
After you've freed the Paladin you'll need to focus on your main army.

Here is the composition required (actually, fairly overkill, but what the hell,
go for the gusto). Create eight Fairie Dragons in total (you already have two),
six Glaive Throwers, three or more extra Chimeras (plus the one you start
with), and then toss in everything you have left after the OPTIONAL QUEST.
To begin the assault, take your forces and head directly West. Keep
your forces at the Southern end of this 'hall' and send up the siege to begin
destroying the buildings. The enemy will NOT engage you until they have line of
sight, so it's quite possible to take out the majority of this base before they
come to attack. When they do, fend them off with your troops and continue
taking out the base bit by bit. Now, after this hall is cleared, you'll arrive
at the main base of the level. Send in your siege and take out any
troop-producing buildings you see, and have your combat troops fight the enemy
troops. Don't send in the Faerie Dragons until the coast is fairly clear; be
sure to take out at least two of the four Tidal Guardians surrounding the
Summoners. When you feel confident, Have your Faerie Dragons rush in and hover
over the Summoners. Use Mana Flare to destroy them. Don't worry if the Faerie
Dragons are killed, you should have plenty of time left to replenish your
numbers (and the same goes for any troops you might lose). Mana Flare will do
the job in a matter of seconds, what with your eight Dragons, and the mission
will be over.
------------------------------------------------------------------------------Sent in by David Lim (aberrant80@yahoo.com)
I finished it yesterday. Yep, your army was overkill. I only had 1 and a
half unit with all 3 heroes. I justtook out the outer-lying buildings,
built up 8 faerie dragons. Then attack some buildings outside the
summoning area to lure Illidan, retreat a bit, then kill all enemy units.
Heal as quickly as possible, charge back in and get those guarding the
summoners to attack. Right after that, get the faerie dragons(hovering
nearby) to charge to right above thesummoners and hit mana flare. And try
not to let your heroes die.
-------------------------------------------------------------------------------

.-----------------------------------------.
|3.18 - Chapter 8 (The Brothers Stormrage)|
'-----------------------------------------'
The final mission of the campaign is at hand. At first it can be a bit
daunting, what with managing twin bases, but after you get the hang of how it
plays out, it becomes quite simple.
Begin with Illidan's base; you need to create two full groups, and then
a third as full as you can. There are only four troop-types to pick from, but
the best are the Myrmidons and the Turtles. You basically want a majority of
the Myrmidons and a Minority of the Turtles, with perhaps some anti-air thrown
in for good measure. Once this setup is underway, turn your attention to
Furion's base. Try to mass about two full units of Archers/Huntresses combined,
and possibly throw in a couple of Mountain Giants as well, they're always a
great asset and help with drawing the Ghouls attacks away from your Archers.
So essentially, the goal of the level for Furion is to just mass
troops. Don't worry about it too much however, because the Elf base isn't
attacked that frequently, and when it is, the Undead usually field a weak
force. They'll come from the top and the bottom, so try to cover both ends with
a group, or some similar arrangement. Throw in a couple of Ancient Protectors
for good measure and that'll be enough to completely secure the Elf base.
Now, hopefully by this time Illidan's forces are nearly ready to go.
Venture South, and at the same time try to build a handful of Tidal Guardians
back at the base, just as a precaution against raids. Now, earlier on you will
have been given an OPTIONAL QUEST, which involves you defeating some Trolls and
breaking apart a dam. Now is the time to complete that quest, because it helps
out a lot. So continue South, and you'll reach the dam. Head East from here,

and follow this path as it curves around back South. All you need to do is kill
all of the Trolls, including their leader. Once they've all been killed, the
dam will collapse of its own accord and passage will be granted.
Return to the area where the dams were and head South. You'll come
across a Fountain of Health; head West from here and destroy the smaller Undead
camp. There are no air units or heroes to worry about in this base, so simply
raze it to the ground. Now, the red base, which is directly above this one, has
some air units. If you didn't create some air troops before, do so now and
bring as many of them down to this area as possible. This base has two
entrances, so place a group at each one. Have each group attack the same
location on the ground in the base, and then manually guide the air group in
and take out the enemy air units. A good spot to pick is the middle of the
Northern side of the base. Let them at it, and when the air units are
destroyed, take control of your heroes manually and micromanage them for the
remainder of the assault. When the base is destroyed, the mission is over.
Congratulations on the end of the Sentinel campaign!

*******************************************************************************
***
3.2 - The Alliance Campaign: Curse of the Blood Elves
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
.---------------------------------.
|3.21 - Chapter 1 (Misconceptions)|
'---------------------------------'
This is a nice and simple mission, not many complexities and it's a
break from anything remotely involving thinking :). You begin with a small
contingent of troops in the North East corner of the map. Basically the first 6
minutes is a typical dungeon crawl, as we're all used to, except that this one
is quite simple.
Remember at the start to fully repair the tower to your left! And don't
forget the peasant afterwards. Some tips: take advantage of the hero's flame
spell, it doesn't affect your troops and is fantastic when four or more
creatures attack your three footmen. Also, be SURE you do the OPTIONAL QUEST,
you get three 'buildings in a bag', as well as muchas gold and wood, both of
which are valuable. You will view a cutscene, whereafter you're provided with
boats.
Load all your remaining troops (I had all of my inital guys except for
two of the three footmen). Traverse the tiny expanse of sea and land on the
island. Take out the few creep and then, using your 'buildings in a bag',
construct a base. Now, the next bit depends on how long you want to spend on
this mission. I spent 50 minutes, and here is what I did: Firstly I got a mixed
group of troops, six footmen, 2 healers, my hero, and three riflemen. I sent to
peasants to repair the tower, and created a bunch more to build my base (don't
hold back because of a lack of gold - there's plenty more ;) ).
After clearing the island the tower was repaired, and I could see an
undead base on the attached island to the southwest. I took my unit of men
(same composition) and added in four mortar teams. I took my troops in from the
upper land bridge, and when the undead units were all engaged I used my siege
to go in the bottom and blast their buldings. I then set up a base there. After
a minute I created a new unit of ten troops, six rifles, my hero, one healer
and two militia, and boarded a transport and then attacked the lower left
corner, for the OPTIONAL QUEST. All you face is creep, so there's really no
need to be cautious. Hint: Use the flame spell on the guy at the end, and then
make sure you get the rune, because it will reawaken him on YOUR side, and he's
one POWERFUL bugger. After this, I loaded up my transport with the same unit,
plus my Ogre, and moved to the North-West. Again it was mostly just creep, so I
polished 'em off, greatly assisted by the ogre, and then moved in with four
peasants. Note that my main base had not been touched after the elimination of
the undead base. Rebuild the tower and you're good to go!

.----------------------------------.
|3.22 - Chapter 2 (A Dark Covenent)|
'----------------------------------'
At first glance this mission appears to be brutal, but it's actually
quite simple. You start out with five bases, two on the top, two on the bottom,
and then your main base on an island in the middle. There's an Undead base on
the left middle. You lose both your upper and your lower bases to different
colours of Undead, which is scripted, and the mission really begins with you in
the center with no mine. So basically, take all of your ground troops (you've
got 14), load 'em into your two transports and take them to your top right
former base. You will easily wipe this base out. Make sure you leave your
dragonriders back home to stop the air raids.
Once this base has been cleared, build a town hall. You can also wreck
the boxes to the left of the mine, you'll get some gold and a mini town hall
which I suggest you save. Now, in this location build two barracks. Start
pumping out archers and footmen, and your goal is to have one unit filled with
your original troops (mostly Naga) led by Kael-Thas, and a second with about
eight archers, three footmen and led by the Naga hero.
When you're ready, save and then advance West and take out the second
Undead encampment. Kael-Thas' flame spell comes in handy against the ground
troops. You shouldn't lose many troops, I lost three total, and that was being
sloppy. This is where you should use your mini town hall, so build it up and
then set your previous barracks waypoint to this new location, and pump out
more troops for defence and to replenish your numbers. Be wary at this time,
because back on the island in a few moments you'll be on the receiving end of a
fairly brutal assault led by a Level 7 hero. It is advisable to get about six
footment and a bunch of towers ready.
After your numbers are topped up again, it is time to assault the green
base. This is a fairly ugly battle, and I lost precisely half of my 24 troops.
If you are a cautious type then I would go in with as many troops as you are
allowed and be assured an easy victory. Either way, kill everything and the
mission ends.
------------------------------------------------------------------------------Sent in by Alijohn Ghassabeh (ag255@cornell.edu)
At the beginning of the chapter before your bases are overrun, if you move
all your units to the right edge (on the top and bottom) and they survive
by the time of the cut scene, they appear at your base. The total is 16
units - 8 peasants, 2 sorcerers, 2 archers, and 4 priests.
Sent in by Vladik Aranov (earnol@mail.ru)
1. There are a level 10 Ancient Hydra in lower left corner of the map. You
can find it if you use your arcane towers to scout the area. It drops
tome of ARAIR Tome Int+2, regeneration ring and mana stone. All things
are good to grab. You have to flame strike forest to reavh it at least
twice.
2. In the right top corner there is a cave. If you flamestrike forest and
enter into the area near cave the thunder lizard will appear. Note it
have devour ability and killed my naga royal guard in no time. On kill
it drop pendant of mana.
3. Ring of superiority can be obtained on killing gnollish band in the
left top corner.
4. On this map there are two tiny castles. Use them both in this mission.
if you left some in your inventory they will dissapper by the end of
third mission.
-------------------------------------------------------------------------------

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

|3.23 - Chapter 3 (The Dungeons of Dalaran)|


'------------------------------------------'
Yet ANOTHER dungeon crawl! Start off by freeing the Lieutenant who is
directly to your left. Next, free the three elves below you and continue to the
right and then down, where you will face two humans. Concentrate all your
attacks on the human going for the lever, and then finish off his partner.
Head back up and across the stream, kill the golem and smash the box.
Return to the gate and go through. You'll be treated to a small cutscene; after
which, snag the book and then have both heros stand on both green runes, which
will open that locked door to one of the mages. Kick his arse and snag the
treasure.
Carry on downwards. When you get over the rise you'll see a battle
going on; order your men to stand position until both sides are nearly dead,
and then engage. Break down both gates, and have both heroes stand on the
purple runes again to unlock the second ghost mage. Head to the left, kill the
Undead forces, break open the cells and take the treasure hidden in the egg
sacks. Then return to the right, wave goodbye to the left side of this map and
cross the bridge. Get up close to the gate, but DON'T break it open. Rather,
use flame strike to destroy the switch on the other side, releasing the
monsters on the human guard. Now you can break open the gate, but hang back
until all the humans are dead.
The monsters you free are tough buggers, so what I suggest is you send
your hero in, run up a bit and snag the treasure from between the two robots,
and then run towards the monsters. The robots and the monsters will battle, but
the monsters prove to be stronger. So I also suggest casting flame strike on
the two monsters, being careful to not let it touch the robots. That should
even things out and you're free to mop up, and don't forget the two runes,
earning you a prize. Smash the boxes to your left for a chest.
Carry on up and to the left and you'll find a gate with two guards and
a lever. Banish the guard running for the lever, kill the other guard and then
finish off the original. Blast the gate. Ok, no laughing now, this bit actually
took me a bit to figure out. When you go in, kill all the guards (once again,
gotta love flame strike). Then stand one guy on the purple rune, and send Lady
Vaschj down the ramp into the water and on to the other one. Kill the the third
mage.
------------------------------------------------------------------------------Sent in by Jeffrey Bay (jefbaysg@hotmail.com)
The corresponding red rune is at the northwest of the original red rune,
on elevated ground which can only be accessible thru a teleport tunnel.
This tunnel is located just outside and directly opposite the BAH RAM YOU
sheep room and is blocked by some mushrooms(you need Kael to flame strike
those mushrooms). It will open the door to the last level 9 archmage. The
corresponding blue rune is also surrounded by mushrooms that need to be
flame struck. It is situated in the room east of the teleport tunnel
outside the sheep room. You will see a clump of mushrooms surrounding a
restoration rune I think. The restoration rune is at the exact same spot
as the blue rune. It will open the door to a Level 11 Arcanite Golem.
Breaking the crates there will give you some cool orc stuff ;)
------------------------------------------------------------------------------Carry on through the door to the right, kill the humans, and then go
down and free the third Lieutenant. Watch the battle, mop up, carry down. Go
left here and meet three sheep. You have to stand on the three blocks in the
order to make them say Bah-Ram-You, and it will open a gate to the north which
unlocks a secret level after you've completed this one. Anyways, head right,
kill the guys, and then fight off the three monsters. Easy as pie. Rush up,
kill the two humans. Head left, free the final lieutenant, and then head back
right. There's a lone prisoner in the bottom right, and if you move the cursor
down there fast enough you'll see a message saying "Even Elves get tired of
waiting". Save the elf and head back left into the unlocked door, near the

final lieutenant.
Head up and for the next bit it's just a constant battle. Focus on
micromanaging your heroes and slay all of the enemy. Free your troops and
prepare yourself. There are three cells, break them all open and then go left
to fight the final battle. Hold nothing back. Lead your troops into the top
right afterwards and the mission is over.
------------------------------------------------------------------------------Sent in by Crimson Cavalier (HiFeiv@aol.com)
I dunno if you know this and forgot to mention this but other then
freeing your liutenants (they are spellbreakers) you can get more troops
in the alliance chapter three, dungeons of dalaran. Every so often you
will come by a cell who is housing what appear to be high elf/blood elf
civillians. (they look kinda like the engineers in the tower defense
level) If you break the door to the cell, the blood elf "civillians"
inside will run directly to an armor/weapons rack. If you wait around
they will come back a few seconds later as swordsmen. I think a few times
the blood elv "civillians" are in a cell with a creep or two so be sure
when you get there to slay the creep first. I may be wrong about that
part though, im just pretty sure I remember getting to a cell with a few
spiders in it, and after killing them i noticed the elf inside.
Sent in by Mitch Mayfield (Score631@msn.com)
In the ruins of daleron you can purchase items from your ally's arcane
valt.
-------------------------------------------------------------------------------

.------------------------------------------.
|3.24 - Secret Level (The Crossing)|
'------------------------------------------'
Quite a fun little level, there isn't much tutorial needed. You have to
defend the portal from waves of assault using specialized towers - these types
of games were often in the original online custom games, the tower games.
You begin with weak towers, but as the mission progresses you obtain
stronger versions. There are five types in total, and after you get all five
ONLY build Death Towers and Cold Towers (the cold will slow them down leaving
more opportunity for death). And build BUILD BUILD! Good luck. Also, Nick
Saunders points something out to me - if you complete the secret mission, you
get a bonus hero for the next level!
------------------------------------------------------------------------------Sent in by Nick Saunders (Nick11@hotmail.com)
After completing the Secret level in the human campaign, in the next
level (chapter 4 - The seatch for Illidan) i was then rewarded with the Neutral
hero listed in the manual - Panderan Brewmaster. He starts off lvl 5 and lvls
movement and attack of enemy units
-------------------------------------------------------------------------------

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

Sent in by James Helms (jhelms@surfree.com)


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

.-------------------------------------.
|3.26 - Chapter 5 (Gates of the Abyss)|
'-------------------------------------'
When this mission begins you are thrown immediately into a demonic
assault. Basically all you need to do is keep Illidan alive. I made the mistake
of not building any troops until the last minute, but I still managed to
survive. What you should do is more or less consistently pump out footmen and
such from your barracks and other buildings to act as cannon fodder.
It doesn't matter how many die or if your heroes die, just as long as
Illidan does not. And the moment the three minutes are up, every demon
vanishes, so no worries. Anyway, protect Illidan for the first three minutes,
then start to upgrade your troops and explore. If you head down you'll be given
an OPTIONAL QUEST, that is, to save a Draenei village. Before you make the
assault, I advise you to get at least three turtles and a good deal of
myrmidons, because those orange orcs are TOUGH. Once they are vanquished, be
sure to build a base there, the gold is invaluable. Also, green will make
random attacks here and there, which may help to stave off raids on your base,
but I'm not positive on that.
Begin preparing for the second portal. I had one unit of twelve (mostly
myrmidons) back at my main base to guard against raids (use the web to get the
dragons), and I had another unit of 12 containing all three heros, a turtle,
and the rest myrmidons that I used to attack. Wait until the Draenei make
another suicide run, and when they do, follow them in. However, instead of
going for the base, head south to the portal. Defending this portal was somehow
much easier than the first, and all it took was the one unit constantly casting
web and destroying the (mostly airborne) demons.
Be wary of your main base, however, because there will be a fairly
strong assault on it during this operation. When the second portal is destroyed
begin to prepare for another assault. This time, on the teal orcs' base.
I used the exact same force composition that I had for the second
portal, but again I followed the Draenei into the base. So they went first,
took out most of the enemy units, and I came in ten seconds after them and went
to work on enemy buildings. First, I used flame strike on their peons that were
mining gold, and I took out both barracks in this time. I then took out the
other buildings in turn.
Having completed this, you can breathe a sigh of relief because the
entire bottom half of the map is completely secure. I also built a base there
because my first mine was collapsing. So having assembled this base, it's time
to rebuild your strike force. Having done that, head back to your new base, and
then venture upwards. You'll run across three demons, kill them and free the
captured troop. Carry on up and you'll reach the third gate, which again you
must defend. When this gate is destroyed, head back to the main base and
rebuild your force.
All that's left in the map is a purple base (which you will have seen
by now, thanks to green's suicide runs), and the fourth portal to the upper
left. It's possible to reach the fourth without going through purple, so if you
just want to end it, make a beeline for it.
-------------------------------------------------------------------------------

Sent in by James Helms (jhelms@surfree.com)


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

.----------------------------------.
|3.27 - Chapter 6 (Lord of Outland)|
'----------------------------------'
This mission really wasn't a lot of fun for me, but you might enjoy it.
I chose to complete all quests. So to start, clear out all the orc forces in
the first little area (of the human side; there is the human side and then the
naga side, focus on the human side until I say).
After you've secured the first little block, send in your Draenei
(nothing can detect them, so just run them through) and take out the next
generator. After doing that, level the base. You'll be given an OPTIONAL QUEST
to get some siege; just go left through the gate by the base, kill the enemy
and take the siege. Should be fairly simple up to this point, replace any
troops you lost (using the gold coins strewn about the level in barrels and
such).
Send your Draenei to the next generator, kill the guards (no one else
will intervene, the location is too remote), and destroy the generatory. Move
your force upwards and to the left of the 'T' intersection, following the path
of the Draenei. Kill the little groups of enemy and eventually you'll reach the
first of the two main demons. Kill him.
Now, go to the naga base, and build on what you have (focus again on
Myrmidons, they're outrageously strong and tough). Head up and destroy the

boats, and then pause at the fountain of healing to recover. When you're ready,
head up and take out the base. You can hit those barrels of explosives to blow
a gap, but I don't recommend it. Instead, take your naga to the left, down the
ramp, and circle around and up (taking out the boats). Go back to your humans
and move along the right side of the 'T', and take out the enemy you see.
You'll reach a channel with a switch, stand on it. Now, using Lady Vaschj,
activate Mana shield and then run to the switch, hit it, and run across to the
safety of the humans. Send that whole force across to kill the enemy, and then
regroup with the naga.
Rebuild both forces, and while you're doing that, send your Draenei up in
the last orc base, and then head to the final generator. Kill the guards and
take it out. Now send your replenished forces into the base and wipe it out
with ease. Having done this, head up and kill the second of the two guardian
demons, completing the quest. This will unlock the gate to the final generator
and the pitlord.
Rebuild both units, heal up, and then send your Draenei in again to take
out the final generator. Once it's knocked out, keep your troops there, and
send in your two units. Advance upwards very slowly. Take out the first group
and snag the gold. There is a bridge, don't rush across it until you're ready.
When you've moved across head up very slowly, and try to draw out as many
of Magtheridon's forces as you can before you face him. When he does enter the
fray, assign EVERY one of your troops to attack him, and use all the spells you
can on him.
He's a tough bugger, but if you focus and keep using spells he falls
rather easily. Expect to lose a lot of troops though. Good luck! I beat it in
about an hour. Congratulations on the end of the Alliance campaign!
------------------------------------------------------------------------------Sent in by Lasse Pedersen (lassepe@ofir.dk)
In this level I found a way to kill Matheridon without having to deal
with the guard. You do as You say, that is "activate" him and the guard.
After this, you run your army south as fast as you can, ignoring all the
attackers. You run your army all the way to about where the rune of
shielding is. I did this because I wanted to protect my army with the
rune, but the only one who pursued all the way was Magtheridon. Now that
he's on his own, you can kill him with relative ease.
Sent in by (Thatweirdo1313@aol.com)
Also, in the last chapter of the human campaign, one enemy drops an item
called 'wyrt's other leg' or some such. it may have some use, but i
haven't found it
-------------------------------------------------------------------------------

*******************************************************************************
***
3.3 - The Scourge Campaign: Legacy of the Damned
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
.------------------------------.
|3.31 - Chapter 1 (King Arthas)|
'------------------------------'
Initially this mission is difficult, but when you get the hang of the
patterns, it's fairly simple. You are guarding the three corners of the map,
all of which have are a different army and have (more or less) infinite
resources. You're are tasked with takign out nine small villages (yellow) and
three Alters in the middle (teal).
So to start, max out all three armies (to 40). Now, starting with the
bottom left, proceed to take out all three villages in its 'sector'. They get
progressively harder as you move further away from home. As well, be sure to
take out ONLY one unit at a time, and leave as many possible troops (preferably

ghouls because they attack fast and are cheap food-wise). So having completed
this with the bottom left army, position your full unit by it's side of the
teal base, just out of range. Now repeat the above with green (top right).
Again position your full unit just outside of teal's base on it's side.
Preferably this unit will be made up of at least eight necromancers.
Arthas' should be made up of half and half ghouls and abominations. If
you feel confident in your abilites, rush in. Attack nothing except for the
three alters; once they're gone, take out everything else. The reason for this
is because the three heroes revive almost instantly when killed, so they're
unstoppable otherwise. So that's one of the two objectives complete. Using all
three armies, take out the last three yellow villages with ease and you're good
to go.
------------------------------------------------------------------------------Sent in by Joe (TirisfalGuardian@aol.com)
Max out your troops like you said, then go with arthas and destroy the
guys in his sector, Use lots of abominations, then assault the middle
paladin base with arthas and lots of abominations. You probably won't be
able to kill everybody so just focus on killing the altars. The first run
will usually be suicide but try to take out at least one altar. Keep
attacking until you kill all three altars. Now run arthas and your
abominations through the base to either Sylvanas's or Tichondrius's base.
Don't worry about your units, they're strong enough that the remants of
the paladins won't do too much damage. Once in the next base, heal any
units and bolster your forces if you have room with spellcasters,
banshees or necs depending on which base. Now just take one hero and a
group units out and destroy the towns, remember to take abominations,
they really help against buildings. The good thing about this is that you
can keep one hero and units to make sure no one escapes. After you beat
the next sector take both heroes and two groups of units and destroy the
remnants of the blue base. Now you can take any units you want from each
sector with out worrying about the weaker ones dying. Gather a good
selection of forces, go to the last sector, and clean house.
*NOTE* This easter egg is a throwback to the first human mission in the
Reign of Chaos. If you recall, Arthas (as a paladin) rescues Little
Timmy by a gang of bandits. It seems Little Timmy has returned the
favour...
Sent in by Sam (samseaver@hotmail.com)
When using Arthas, after you've cleaned out the third village in his
section in the north of the map, directly to the WEST of the circle of
trees within which that villages lies (laid) if you look around a little,
you'll 'see' beyond the trees a little.If you actually WALK to the area
you can see, there seems to be a space in the trees so you can walk
through the trees and you find yourself in this narrow path heading west
from the village. At the end of the path is Little Timmy. He's
invulnerable, but he will sell you two 'Shard of Revenant's which will
summon an ice revenant when called. His supply is not limited too,
though there is the long cooldown once you've bought the first two.
-------------------------------------------------------------------------------

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

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

.--------------------------------.
|3.33 - Chapter 3 (The Dark Lady)|
'--------------------------------'
Finally a good base building mission. I really enjoyed this mission, it
gave a nice spin on the traditional mass-troops-rush strategy. Basically, all
you've got is banshees and ghouls. Or do you? The Banshees can actually possess
enemy units! So, to start you want to sort of explore the immediate vicinity,
and pump out banshees (as well, punch out an Obsidian Statue and set it to
regenerate mana and park it next to your banshees - this allows them to gain
the amount of mana required to possess quicker. Also, typically you should
always be producing banshees when possible.
After you've got about 8 banshees, send your units to the up-left area,
and wipe out the enemy (or possess a couple, but save most of your banshees).
After they're gone, send all your other units back to your base as guards,
while you move your banshees across the pond and up/around (you'll be given an
OPTIONAL QUEST to possess a creep - this is what we're doing). One by one,
possess the ogres that you come across (stick with the bigger ones and let them
kill the little ones, but try not to let too many of them die). After a little
bit you'll reach a rock wall, break it down and then make a mad rush to possess
Mug'thol. After that, all of his warriors will be yours.
Return to base, where you should have another mad amount of banshees
waiting. Take them up the middle (crossing the bridge) and you'll get another
OPTIONAL QUEST. Similar to the last, this involves possessing humans. Start
with the two guards and then break down the wall behind them. Possess these
troops, and the few immediately to the left of them. Now, group all of these
guys and send them to the left to attack while you sneak a banshee in and
possess their leader. Piece of cake.
If you're a completionist (like me) you'll be wanting to eradicate the
undead base in the bottom right corner. You should have at least three full

units by now (both the creep plus various undead raiding parties). Crush the
base and take the mine and be pleased that you won't need to fear any more
raids on your right flank.
If you want, make
forces in the upper right
base). When you're ready,
sit back to watch an easy

a couple of meatwagons before gathering all of your


corner (just before the bridge leading to the red
have them all attack various spots in the base and
victory.

.------------------------------------------.
|3.34 - Chapter 4 (The Return to Northrend)|
'------------------------------------------'
This was quite a long mission, by comparison to the rest. You start off
in the bottom right corner; load all of your troops onto transports, bring your
navy around to the top of the island and engage. While the towers are
distracted, unload your army. After their towers fall, the rest of the battle
is merely a mop up. Alright, easy part done with. :)
Next, I suggest building up a full unit of 12 troops (6 Abominations, 4
spiders and your two heroes). Naturally, you will need all the usual buildings
for this, so make them and defend from casual attacks. Also, destroy all of the
nearby barrels for a lot of gold and wood, very handy. While you're preparing
your land army, swing around the bottom of the island and then up, with your
navy. Engage the lone ship, and then at the shipyard, buy a few ships. My
retinue was six battleships and four frigates. Head upwards, and clear out the
Naga units/buildings, as well as the elven ships. At the top of the map there's
a tiny elven outpost, which you can take out mostly from the sea. By this time
you should have your land army, and now is the time we take that north as well.
Go straight up from the top of your base and into the valley. Kill all the
dragons you come across, naturally, and at the end of the Z-shaped crevice
you'll find two level 10 dragons and a level 15. Wow. Thankfully they go down
pretty easily. Focus all your troops on the level 15 at first, and heal with
Arthas' Death Coil. After they're dead, plunder the treasure both to the left
and left over from the level 15, and then take your army plus the new dragon
unit back to your base.
Now it's time to focus on beating this cursed mission. Load your ground
army onto both of the transports, as well as a few Acolytes. Make sure to leave
the dragon behind for defence! Follow the path of your navy, and land on the
island with the Elven outpost. Mop up and then take over the mine. Add a few
more ships to your fleet, so in total maybe six battleships and six frigates.
Head down from the elven outpost and engage the Naga base (and wipe the
bastards out finally). You should notice a gate leading left just below the
Naga mine, that's the target. Bring the transports down, unload, and rush in.
Follow the path as it curves around, and you'll be presented with a choice of
up or down. Send the majority of your army up and keep fighting, but lead
Arthas down. Don't fight the three Polar Bears, rush by them and into the
trees. Your destination is the bottom right corner of this tree filled area,
where a weird pengiun will hook you up with a +4 to defence ring! Rejoin your
army and carry on following the path. After facing a bunch of creep, you'll
come to a door just before the target. Prepare yourself and rush in, attacking
the ground. Use Arthas to heal and this battle is a piece of cake. After all
the enemies are dead, the mission is over.
------------------------------------------------------------------------------Sent in by: Random Person (rvolutionary@hotmail.com)
If you possess all the penguins you find and return them to the Penguin
king, you'll reveal a secret.
-------------------------------------------------------------------------------

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

|3.35 - Chapter 5 (Dreadlord's Fall)|


'-----------------------------------'
I'm embarassed by this mission. This is the first Warcraft III campaign
mission that I have ever lost outright. It's shameful. However, my second try
through proved my dominance, and I bequeath the knowledge to you. Alright, you
start off with a base in the top right corner and a full unit of troops. Send
that unit down into greens first base. You'll come across a group of humans,
possess one of the dwarven demolition teams. Now head down into the first green
base and take out ONLY the buildings that produce troops (to save time). While
you're doing this, add a few more (perhaps four) towers around your base, and
make two obsidian statues (one for mana, one for health), at least 3
abominations, and then maybe eight banshees. So back with your attacking unit,
after the upper base has been gutted, head down to the lower base, again
possessing only abominations and/or spiders. Gut this base as well, and take
out all of the attacking troops. By this time the counter should be up, so warp
your troops back to base.
This is really the only hard part of the mission (and I lost here
because on my initial play, I didn't notice I had a base until it was half
destroyed by the attack - lol). Anyhow, you'll face a human assualt, and what
you want to do is possess all the knights and some of the rifles, and kill the
rest. That way you've got a cheap, kick-arse army. Can't go wrong. Now the rest
of this is just mop-up. Take your two (full) units, plus at least 3 wagons,
down into the upper teal base, and lay the smack down. Should be a breeze
(particularily with the dreadlord's super spell - where he turns a creature
into a demon, and Sylvana's super spell - possess any unit). After this base is
gone, regroup and take out the second and you're good to go. Wasn't so bad
after all, eh?

.-------------------------------------------.
|3.36 - Chapter 6 (A New Power in Lordaeron)|
'-------------------------------------------'
Another base mission, but this time you control TWO bases! Whee!
Actually, this one is pretty straight forward, although quite difficult. Start
out by fortifying both bases with mad towers/units (with the humans just mass
knights, with the undead get abominations and spiders). Using your undead
starting force, take out the orange base directly below you (scout it out first
with one of your scouts). Next you'll want to secure this little square of
land. Now, build up about two full units of undead, with the mix I described
before, as well as some meat wagons, and cross the bridge to the south. Destroy
this rather large orange base, and that's the end of their irritating raids. It
is fairly simple, although you'll need some good micro-management skills to
handle the spells and so forth. Now return to base and recover, and mass troops
once more (Get a couple of Obsidian Statues as well).
Now, with the humans, you will have been attacked several times be now,
but nothing to major. You'll want to get a full unit of knights, and take them
to the upper left, and then directly up to free them. It's nothing but creep in
the way, and as such they fall easily. After we have the dwarfs, it's merely
two bases left to destroy.
I had something like 20 knights at this point, plus Garithos, plus all
of the dwarves I rescued, bringing my total food to 116. I took this entire
force out of the bottom of my base, and to the left. You'll come across the
green base. Use your siege to attack buildings and have the knights/rifles
cover them and take out buildings as well. You shouldn't lose to many troops,
particularily if you use Garithos' heal spell. Simple enough. Feel free to
expand to any of the gold mines on the map, they won't be assaulted.
Time for the final rush. Your goal is to max out your troops for both
armies. I had two full undead units (of roughly half abominations and half
spiders plus my heroes), and on top of that, three meat wagons. For the humans,
I had one entire unit of knights, led by Garithos, and then my other group had

the two siege tanks, plus my mortars, and the rest were rifles. Mass your
troops at both entrances to the middle base. Timing is crucial. Starting with
the undead, move your wagons across the bridge (don't block it!) and attack
that tower. When the units come, switch to humans and have both groups 'attack
ground' in the middle of the base. Switch to undead and bring down both those
units and have them attack ground.
From here on out it's a gruelling affair. What you want is for the
enemy dreadlord and his retinue to attack the humans, leaving your undead army
safe to destroy them, so don't worry to much if your humans get raped. Do try
to take out as many buildings with that siege as you can, as well as units.
Meanwhile, use the three wagons to take out whatever building is either
attacking or making troops, as fast as possible. There is VERY little room for
error here. After the defensive troops are gone, the enemy's back is broken and
it's all about the mop-up. Also, don't worry if they attack your base during
this - they won't have time to do any damage. Congratulations, this is the
hardest mission so far!

.----------------------------------------------.
|3.37 - Chapter 7 (Into The Shadow Web Caverns)|
'----------------------------------------------'
PART 1:
Another dungeon crawl folks. This one's simple, which is a shame for so
late in the game. Oh well. You start in the bottom left corner. Use your meat
wagon to hit the barrel of TNT, throwing the switch, raising the platform and
allowing you to kill the two remaining dwarves. Make a note of this, every time
you see a barrel of TNT in this level, strive at ALL COSTS to blow it up,
either with your wagon or (in my case, where I lost the wagon) your spiders.
Anyway, hit the switch here and proceed into another cutscene.
So the bridge is out. No biggie. First, head to the upper left corner
of this room and take out the two barrels to get a gold icon - that's one of
four. Now head right (blowing up the TNT barrels to get through. Carry on to
the right, killing all of the creep, taking out the egg sacs, etc. Very easy.
In fact, after the initial battle at the bridge, you should lose very few
troops in the rest of the mission. At the waterfall, there is a second gold
icon, snag it.
Hit the switch to move up, and enter the room. First, go at hit the
lever above the little enclosure on the right-hand side, THEN go step on that
switch to get the item. Return to the lever and destroy the barrels above it
for the third gold piece. Go and hit the other lever in this room, kill the
dwarves and spiders that appear, and then take out the vault to the north for
another item. Now head out the left hand side.
Don't even bother fighting, just pick a spider and blow up all of the
TNT in the area, it'll kill all the dwarves and blow all three doors. Head out
through the bottom, go left, and again don't even engage, just blow the TNT.
Mop up, hit the lever, and then carry on. Blow the TNT below you, and then go
to that area to get the fourth gold piece.
Leave here and travel the upwards path. Don't engage the enemy here,
just pass by on the right-hand side. Heal at the well if required, snag the
final gold piece in the waterfall, and then follow the path to the end. You
have to fight the dwarven hero, and he's level 10. Have everyone attack him,
heal, and then take out the 3 rifles. Pick up the key, stand on the switch and
victory is yours.
PART 2:
A nice small map, at least. Start off by heading up, but don't cross
the bridge. Instead, go break the rocks to the left and hit that lever. Then
head right and pick up the first gold piece, and go up, kill the spiders, and
hit the second switch. Now proceed across the bridge and open the gate.

There's four spiders in this cavern, take 'em all out. Note the boxes
in the upper left, break them open and take the second gold piece. Also, rescue
the spider and you'll be given the second quest - free more spiders! Head up.
Walk on to the platform and it'll sink. Kill the crabbie (no pun intended)
enemy, and then head left. I'd advice taking this item, but be warned that it
raises up several baddies who would love nothing more than to whup you. So
brace yourself. After the battle is over, break open the iron gate in the
bottom right corner of the room to get to a healing fountain. Also, have a hero
smash the egg sacs for the third gold piece.
Alright, head through the iron gate in the upper right, and go kill the
Nerubian queen in the middle of the room. However, take a hero and go smash all
four levers - that stops the little 'uns from respawning constantly and saves
you a lot of trouble. After the battle, smash the egg sacs to find the fourth
gold coin. Head right through the door here, down, and engage again. This can
be a tough battle if you're weak, but generally not to difficult. After it's
over, smash the boxes on the right hand side for the final gold coin.
Let's polish off the other OPTIONAL QUEST. Return to the fountain of
health, and break open the rolling gate. There they are, free them and return
to the location of the final gold coin. Alright, go through the only gate here
and kill the tentacle things. As far as I know, they respawn, so what you want
to do is work your way around and down to the bottom of the this room, free the
spiders and slay the enemy units, and then they should stop respawning (feel
free to correct me on this). Anyways, heal up and break open the gate to the
right for the final battle.
Basically it's a Zerg Cerebrate from Starcraft. Have all your units
attack it, use Arthas to heal and it's over.
PART 3:
I HATE this part. Terribly. It's the most aggravating strategy game
level I've ever seen. You start off as Arthas, alone. Break the boxes, get the
health potion (you'll need it!) and go down. Wait until the third ice trap has
fired, and then run through. Head left and get the first gold coin. Go right,
hit the lever, and go in. You need to hit all the switches here, and there's a
gold coin above the top middle one. Some of the flames you can run through,
some you can't, it seems rather varied. Time it right, and run through the
flame to the first switch. Again, watch the pattern and go to the second switch
at the bottom. Time it right again, go to the top one (and then go up and get
the second gold coin). Lastly, make a break for the fourth switch and they'll
all turn off, letting you access to the door, which will open.
Right, second hardest part over with. In this room, wait by the
fountain until you're fully healed, and then go up. I found it to be easiest to
kill all of the bad guys you see, so they don't come back to haunt you, but be
quick about it. Go left, kill the enemy, break the power source, go up and
repeat, go right and repeat, and then finally go onto the raised platform and
kill that cursed mage. Break that power source and a bridge will appear. Cross
it. There's really no way to avoid being ensnared, but no worries, fight until
you're free then haul arse right and get on to the moving platforms (The two
switches there lower the treasure down, but who needs it?). It's basically all
about timing, and you want to get from right to left. Kill the guys as you come
to it, and don't get impatient. This is the hardest/most irritating part of
this level.
Once you're across your allies reappear. I had about 4 minutes left,
and I beat it with 2 to spare, so don't worry. Head down, left, and down. If
you spot the boxes in the bottom left of this room, go break 'em to get the
final gold coin. Now it's a matter of running right and killing the creep. They
really aren't that difficult, and should take only a minute to kill. After
that, go through the door and this level is FINALLY OVER.

.------------------------------------------------.
|3.38 - Chapter 8 (A Symphony Of Frost And Flame)|
'------------------------------------------------'
Fitting for the end of such a massive campaign, this mission is long,
difficult, complex, and generally a pain in the ass. Unfortunately, it's also
not even close to the epic finale of Reign of Chaos. You begin in the bottom
left corner. In the bottom right there's a teal Naga base, in the top left a
red Blood Elf and in the top right a Blue Naga base. In the middle is the
Frozen Throne, with 4 obelisks surrounding it. Each obelisk has a mine, there's
two on either side of the map, and each of the corners has a mine. Be sure to
use your scout to your advantage - none of the armies can see it, so reveal the
entire map, ASAP.
Start out by taking the base directly below you - this will become your
primary base. For the first little while, focus purely on building up your
base; at least 3 towers at both entrances, as well as a full unit of
abominations and spiders led by both heroes to guard it). Overall, your goal is
to divide the map into two, diagonally, with you on one side and blue on the
other. So to start, after we have this unit built, start on a second (I suggest
5 abominations, 4 spiders, both heroes, and an obelisk). As well, build as many
meatwagons as you can. Our first goal is to clear the bottom of the map, and
prevent that cursed Lady Vaschj from attacking.
So gather your troops outside the left side of the Teal Naga base. Then
rush in, using your wagons to take out troops-producing buildings. This base
falls quickly, and immediately after send in several Acolytes to take over the
mine. This mine will never again be attack, so don't fear. At this time, I
highly suggest upgrading your troops to the max, it will be very handy.
You will have been attacked several times by the Blood Elves, probably,
and Illidan will have perhaps three of the obelisks under his control. Time to
change that. Send your unit, led by both heroes, to the West obelisk. Destroy
the guards, take it over, and send an Acolyte up there. Haunt the mine, build a
Necropolis and MANY towers. Illidan will attack with a retinue every so often,
so towers plus Halls of the Dead or greater is a fantastic defense.
This is where the mission takes a turn for the harder. You now have to
control vast quantites of land, with hardly enough to troops to cover it all.
Solution? Destroy those bastard elves, so that your main base is 100% secure.
Do so, using a unit led by both heroes, as well as at least 3 meat wagons. Be
ready to haul ass back to the West obelisk at a moments notice when Illidan
attacks, to defend. This base is rather a bitch to take out, you'll need to be
100% aware of micro-management. Heal your troops all the time, and use your
wagons to take out first the towers, then the troop-making buildings. Patience
is the key, and most of all - do NOT ignore the rest of the battle!
All of your bases are now protected, save for the the obelisk location.
You can move all your troops up to it, and now we're going to take the South
Obelisk. Rush down with a unit and wagons and the Naga encampment around it
will fall quickly. Take over the obelisk, and again haunt the mine and build a
Necropolis and towers. We're nearly done here. Regroup, and leave a unit in
between the two obelisks, and use another plus wagons to go take the Eastern
base. This, too, should fall fairly easily. I suggest building a Necropolis and
towers, but we're only about 5 minutes away from the end so you *might* be able
to do without.
Now, mass all of your troops to the left side of the top obelisk. This
battle really isn't hard, but you want it to be over quick so that Illidan
doesn't take one of the obelisks while you're gone. Rush in, and after the
enemy's units are dead, take out the three towers by the final obelisk. Have
the rest of your army guard Arthas as he takes it over, and the moment he does
- victory.
Congratulations on beating a damn good expansion pack, and watch the

interesting (but arguably unfulfilling) conclusion.

*******************************************************************************
***
3.4 - The Bonus Orc Campaign: The Founding of Durotar
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
.-------------------.
|3.41 - Introduction|
'-------------------'
If anyone can remember way back when Blizzard initially announced
Warcraft III, it was supposed to have much more of an RPG twist - picture a
three dimensional Diablo II with strategic elements. However, as time went on
and Blizzard refined the idea, it became more of what we play today: an
excellent strategy game with few RPG elements (which aligns neatly with my
personal preference). However, it's safe to assume that some people at Blizzard
preferred the original concept, and I would venture a guess that this campaign
is a throwback to that idea.
Allegedly, the development team was, due to plot limitations, unable to
work the Orcs into the main story of the expansion. Thus, they wrote a parallel
story that works in parallel to the main plotline, and ultimately establishes a
lot of the back history for the land of Kalimdor and it's new occupants. The
campaign is comprised of three Acts - Part One shipped with the game, and parts
Two and Three were released mid-December, 2003 via the infamous V1.13 patch.
This campaign plays out like a 3D, Warcraft-ized version of Diablo. It
is an RPG, through and through; similar to the custom games sprouting on
Battle.Net. Each Act is composed of a variety of quests (usually a number of
main quests and then a handful of optional ones). Each Act spans several maps,
and you can revisit them (picture each map as being a different catacomb level
in Diablo I, but with loading times). They're all interconnected. Also like
Diablo, you talk to the townsfolk to get the quests. All told, this is a unique
spin on the game and certainly adds a lot more depth to the title. Following is
a quest-by-quest guide for all three Acts. Rather than break down each Act into
lists (ie: Quests, Optional Quests, Secrets etc) I've written them as I
progressed through the campaign. This is, in my opinion, the optimal way to
complete the campaign (based off of a couple runs through). If you need help
with a specific quest, they're all labelled and titled, so just skim through
until you spot the name of the quest you're currently stuck on.

FREQUENTLY ASKED QUESTIONS:


1.
How do I unlock the second and third parts of the Orc campaign?
ANSWER: Download patch V1.13 or newer and they come bundled with it - then
either beat the first part and carry on or just load it up by
clicking on the Orc campaign and then the part of your choice.

GENERAL STRATEGIES:
Play this as you would an RPG. This means take the time to level up
against the respawning creep, collect all gold coins as you find them, and
spend the cash to purchase better items. Focus mainly on your heroes leveling
up, this is vital. However, be aware that at certain points you will be unable
to level up further - this is intentional on the part of Blizzard, both to
insure that you do not become too powerful that the campaign is too easy and
thus boring, and to also discourage any type of power levelling (which has,
sadly, become so common in many RPGs of late).
Also, try to always have a Misha summoned, as the levels increase, they
become valuable companions in battle.

NOTES:
I *really* recommend updating to version 1.14 or newer if you plan on
playing this campaign. Among other bugs, the patch fixes a rather nasty issue
that caused all characters imported from the first Act to have an outrageously
slow attack rate.

.----------------------------.
|3.42 - Act 1: To Tame A Land|
'----------------------------'
QUEST 1: Deliver Mogrin's Report to Thrall
------------------------------------------------------------------------------You start in the bottom left, and Thrall is just a bit to the North of
you. Merely walk West, around and up, fighting the random creep along the way.
Activate the hero shrine (which allows the hero to resurrect at that location
when slain). Walk into the camp and over to Thrall to complete this quest.

QUEST 2: Collect Six Shimmerweed Herbs for Drek'thal


------------------------------------------------------------------------------To activate this quest, go talk to Drek'thal in the upper left corner
of the Orc camp. He explains that he needs 6 herbs to create a potion for the
Orc army, and he will reveal a tunnel in the top left corner of the map. It's
more or less a straight line to the tunnel, but filled with lizards and
centaurs. Tread carefully, and heal often using spells. If you want, about
midway up the left hand side of the map there's a little creep encampment. Feel
free to eliminate it, you'll earn yourself a Shaman, who was held captive in
one of the cages.
After reaching the tunnel (and enduring the load time), you'll arrive
at the ridge. There are two shimmerweeds in the bottom right, another two in
the mid-right, another one laying on the ground in open sight just to the lower
right of the mana fountain in the middle of the map, and above the mana
fountain there's two paths, take the left one to get the final shimmerweed.
Head up and right, and then just straight across the map, killing all
of the creep you encounter (mostly those blasted lizards). Snag the two weeds
(2/6) in plain sight, and proceed up through the obvious trail. There's a
fountain of mana here, as well as another weed (3/6), so pick it up and
recharge. Then head right, get the fourth weed and fifth weed (5/6), and if you
want some items, go down and across the land bridge. Kill the two level 9
lizards and get both (good) items. Return to the fountain, go up and around,
and snag the last weed. Retrace your steps to get back to the main map, and
then return to Drek'thal.
NOTE: There are more than 6 weeds, so it's entirely possible to take
a different path than what I suggest and still complete the quest.

QUEST 3: Harpy Threat


------------------------------------------------------------------------------Nazgrel gives you this quest once you go speak to him. He requires you
to take out a nest of harpies that have been raiding Orcish caravans and in
general being a pain in the arse. I suggest purchasing at least one troll
headhunter to bolster your forces against the harpies. Leave via the exit just
to the right of Nazgrel, and go up/right, into the bridge of bone. This is a
windy path leading to the harpy queen. Kill the harpies as you come across them
(they won't respawn) and take out their buildings for various treasures, like a
Tome of Experience. The queen herself is fairly easy, and you shouldn't lose

many troops at all on this one.


When the queen is dead, return to Nazgrel for your reward - your
choice of three magic items.

QUEST 4: Seal The Tunnels


------------------------------------------------------------------------------When you visit Gazlowe the engineer, he explains that he attempted to
locate a reliable source of water underground for Orcish use. Regrettably, he
opened a nest of creep and decides that you need to go seal it. Start by
heading towards the entrance to the tunnels. You'll actually encounter a camp
of relatively high level centaurs just before it, and on one occasion lost my
Shaman here (curses). Once you pass this portion, you'll be at the tunnels.
You start off on the mid-left side of this faux map (it's outrageously
small). Group the four sappers together and have them follow your combat units
at all times (but not too close, we don't want 'em dead!). Head down and take
out the creep. Move right, and work your way to the bottom right corner. Use a
sapper on the support. Now head diagonally up to the top left corner of the
map, again fighting a few small skirmishes against low level creep. Again, use
a sapper to blow the second support. Work your way to the top right corner
(basically a straight line) and blow the final support. Return to Gazlowe to
complete this easy quest and receive two more items.

QUEST 5: Return to Thrall


------------------------------------------------------------------------------Simply go talk to Thrall to complete this quest. He gives you a new
one: go see his lieutenant regarding the humans. However, let's do some
optional quests before we leave.

OPTIONAL QUEST 1: Warlock Coven


------------------------------------------------------------------------------To the right of the entrance to the harpy den, there's a little
encampment with a lone Shaman. As it happens, his party was ambushed by Orcs
still in league with the Burning Legion. He tasks you with recovering his
artifact that was stolen. This is a nice, short little quest. Go up and join
the path that leads towards the artifact, it's pretty obvious which one. Follow
it, killing the creep and crossing the little pond. Up here, kill the four
creep and then rush into the circle. Engage the Level 9 hero first, and he goes
down fairly easily. His mates will all bite the dust soon after, with ease.
Recover the artifact and return to the Shaman to obtain three items.

OPTIONAL QUEST 2: Pandaran Brewmaster


------------------------------------------------------------------------------This chap is located up-right of the late harpy queen's home. Pay him a
visit. He wants you to get him three special ingredients, and then he'll 'let
you sample' his latest brew. What he doesn't tell you is that he'll join your
party as the third hero! Naturally this is a good thing. Let's go fetch the
Thunder Phoenix Egg first. To get there, have your units 'attack ground' in the
middle of the phoenix base (the path finding is really this good). Follow your
units and simply make sure they're alright. You'll note that they head up/left,
circle around and THEN head right. Let them battle their way throguh, but be a
bit careful at the end - this is sort of a tough fight, and you'll need to be
quick at micromanaging to survive it. After it's over, the Thunder Phoenix Egg
is yours (1/3).
Let's get the Thunderbloom Bulb in the top left. Beginning at the

entrance to the path leading to the Thunder Pheonix nest, go up/left and it
takes you directly to the bulb. Kill the creep along the way of course, get the
bulb (2/3), and let's go get the final ingredient.
Take your forces down the right side of the harpy nest, and back to the
camp with the Shaman from the previous quest. From there, head out the bottom,
around to the right, and up into the small orc base. If you're lucky, you can
avoid fighing all of those creep, but generally you must. Purchase the keg for
1000 gold, and then return the way you came to the brewmaster. Quest complete,
and we get a new hero!

QUEST 5 (Part 1/2): Thrall's Lieutenant


------------------------------------------------------------------------------Take your troops to the Orcish outpost that Thrall identified earlier
on the minimap. Talk to Gar'Thok, and he'll give you an optional quest to kill
the Quillboars.

OPTIONAL QUEST 3: Clear the Beast Den


------------------------------------------------------------------------------Head right and over to the entrance to the Beast Den. There are 50
quillboars in total that we need to kill, so keep track and be sure to check
all the nooks and crannies. The reward for this Quest is an additional skill
point, so we want it! Anyway, after this area is clear exit through the top
right (This quest is a nice throw back to the first Quest of Diablo II).

QUEST 5 (Part 2/2): Thrall's Lieutenant


------------------------------------------------------------------------------You're back on the main map, so just walk up to the observatory and
watch the cutscene. After it's over, rather than going back through the den,
walk directly left. Return to Thrall and this Quest is complete.

OPTIONAL QUEST 4: Thunder Ridge


------------------------------------------------------------------------------I strongly advise completing the following two quests at this point in
the game. Take your three heroes (plus Nazgrel) up to the Thunder Ridge to meet
Drek'thal. Nazgrel can't go with you to Thunder Ridge, but he'll be waiting
when you get back. Watch the cutscene, and obtain the twin quests.
The first objective is to reach the top right corner of the map. There
is practically no lizards in the way, so just run up there. You'll encounter a
cutscene, and be tasked with 'putting down' the raging lizards, so as to
prevent war with the damnable humans. Note the counter in the top right corner;
simply slaughter the lizards as you explore the map. This quest is not
particularily difficult, and in fact you can complete both quests at the same
time.
While you are slaying these beasts, be sure to pick up the eggs along
the way. There is one egg located in the top-left corner of the map, sitting on
a nest of leaves; snag it (1/). A second egg is at the mid-right side of the
map, also on a nest of leaves (2/3). The final egg is directly below the
second; fight your way across the land bridge, kill the level 9 lizard and take
it (3/3). You'll get Drek'Thar's spell book, and never need scrolls of town
portal again! Quest complete.

QUEST 7: Guard the Border

------------------------------------------------------------------------------Thrall tasks you with guarding the borders of Durotar, so return to the
observatory outpost and watch the cutscene. Head out the top of the outpost and
cross the land bridge. Head left and you'll come across some bodies, triggering
a cutscene. Afterwards, slaughter the humans and head up. Kill the creep and
circle around, and then head down to the human campfire. Take out the two
footmen as well as the tower, and then head up/right. This is the beach where
you were spying, take out the tower and the few guards. Head up left, turn
right, and this is the human encampment. It's basically just a bunch of tents
with a few troops, kill everything and use your book to return to base.

QUEST 8: Warn the Trolls


------------------------------------------------------------------------------Thrall instructs you to take a Zepplin to the Troll islands to meet up
with a Troll leader, and try to convince them to come to the mainland for
safety and support. You'll need to walk over to the bottom right corner of the
map, because Thrall's pilot was too damn lazy to fly *that* much further to the
camp. Fight your way there, it's not too difficult. When you land, you're on
the left side of the map, and Vol'jin is on the other, clearly a problem
(again, that bloody lazy pilot. Work your way to the right side, and kill as
many creep as possible for the experience. I personally chose to go up, and
along the way I came up against a level 10 revenant. When he fell, he dropped a
helm that, quite literally, kicks ass. You want this. After you reach the
encampment, the quest is complete.

QUEST 9: Sink the Fleet


------------------------------------------------------------------------------Vol'jin declares that in order for his people to flee to the mainland,
at least 5 human Battleships must be destroyed. In order to do this, he turns
you into some sort of spectral bird and gives you six Troll Batriders.
Group your forces together and head immediately up from the village.
Here you'll find both the first battleship, 4 Soldiers, 2 Gryphon Riders and a
few Frigates. Destroy them all; you probably won't lose any units if you heal
properly (1/5). Head left from here and you'll find the second Battleship,
send it and the forces around to the bottom of the sea (2/5). Continue left to
find a Gryphon Rider, 4 Frigates and the third Battleship, leave no one alive
(3/5). From here go up left, and take out the 2 Frigates and the 4th Battleship
(4/5). Head down and you'll find the last Battleship with a retinue, do the
same as before (5/5) and return to Vol'jin. This quest is finished.

QUEST 10: Light the Braziers


------------------------------------------------------------------------------Vol'jin requires you to light all 5 signal braziers, so that the
villages can be warned and then evacuated. You are warped to the bottom left
corner of the map. Grab the Ancestral Staff and move forward to gain the two
Berserkers. I also suggest summoning two more with the staff (it regenerates
over time, so don't worry about using it up). Move up to and to the right to
reach the first brazier, kill the creep and walk over it to light it (1/5).
Clear this area, and go back down and carry on to the right to reach the second
brazier. Light this one as well (2/5). Move up and around to the right to reach
the third brazier (3/5). Now head down and to the right to reach a fountain of
mana. Directly up is the fourth brazier (4/5). To the right of the fourth one,
there's a throne surrounded by creep, rush in there and take them out. Be wary,
there's a level 11 creep here, and he's a tough bugger. When he falls, you get
an axe that does +20 to damage for the hero who equips it! Head down for the
final brazier (5/5), and then return to the zepplin in the bottom left corner.
When you arrive back in Vol'jin's village, retrace your steps back to the
initial landing point, and return to the main map. Once you arrive, return to

Thrall by either warping with the book, or by walking to complete the quest.

QUEST 11: Summit


------------------------------------------------------------------------------Thrall tells you that he is required to meet with a human emissary, but
Rexxar naturally decides to go in his place. Lead your units over to Razor
Hill, at the midpoint of the bottom edge of the map. You'll face creep along
the way, as usual, but nothing devastating. When you get there, you'll watch a
cutscene, and then to end Act 1.

.-------------------------.
|3.43 - Act 2: Old Hatreds|
'-------------------------'
QUEST 1 (Part 1/2): Infiltrate Theramore
------------------------------------------------------------------------------This is the first quest you will be assigned, upon arriving at the
troll village in the second Act. Boy, it sure is nice to return to the campaign
after all these months of waiting, no? Anyway, head North and out of the
village. Take the immediate right. There's several centaurs here, as well as a
level 8 leader, so be ready. Take them out, and destroy the barrels for some
healing runes and mana runes. Then just head to the right and cross over into
another map.
A Blademaster offers to place an 'unstable concoction' in five places
around the map. Fair enough. You begin in control of him, and are assigned the
following quest.

OPTIONAL QUEST 1: Bloodbeak's Rage


------------------------------------------------------------------------------This is a fairly easy quest, considering how badly Samuro sucks at
fighting alone. Again, I chose the long and easy route. I wind walked up to the
top right, took my power slash at him, and then used whirlwind. This got him to
about half health, and then when I rewoke I repeated it. The second time took
him down to very little health, and all of his close minions were dead. The
third time I returned and used wind walk on him once (the special attack you
use after coming out of it) and he died. He drops a Talisman of Evasion,
something that is very handy with those towers. Search the boxes and barrels
for some chests too. After this, return to the main quest.

QUEST 1 (Part 2/2): Infiltrate Theramore


------------------------------------------------------------------------------Head up and smash the barrels around the stone to get a ring of
regeneration, which is very useful. Now, this next section can be tricky. You
need to sneak around a bunch of human troops without being spotted. The natural
course is to use wind walk. However, to make it difficult, there are arcane
towers in spots about the city, which can, of course, see you. They are
surrouned by explosives, however, so all you need to do is hit one of the
barrels and the tower is gone. Don't try to fight the troops, there are way too
many. Basically, what I did was sneak in, run over to as many circles as I
could, and then when I died I just repeated my actions, minus the towers I had
taken out. All in all, fairly short and simple. When it is over, you'll see a
cutscene of the buildings blowing up, and then Rexxar will talk with Jaina.

QUEST 2: Human Survivors

------------------------------------------------------------------------------Upon arrival at the beach, Rexxar and Jaina find the human encampment
in ruins, sacked by the Naga. You are tasked with finding the Naga base, and
hopefully some Human survivors, so that Jaina can identify them. Fight your way
through the city to the same entrance that you used before. From there, head
down to the right diagonally, and cross the land bridge. This is the entrance
to the Naga base, and you now have to find survivors. As you pass down by the
bottom right of the map, take the time to clear out the corner. You'll find
four barrels, one of which contains a gold experience tome. You WANT this.
Now head left across the map. Be careful as you round the point, in
the bottom right, there's a Naga camp just below it, and they'll give you a
good thrashing if you don't handle it right. I advise sending a unit in to lure
some troops out, and after maybe three rounds of this charge in and finish them
off in their weakened state. However, it is possible to handle the whole camp
rushing in, but you'll rely heavily on your healing wave and other items. You
can sneak by the camp, but where's the fun in that? Take it out, and when the
two towers are gone, destroy the barrels to obtain two tomes.
Now, if you desire a madly huge battle, feel free to attack the
Fountain nearby. It takes supreme micromanagement skills, but it can be done. I
lost Jaina foolishly on one occasion as I assaulted it, but with a bit more
care no one needs to die. Take it out and then feel free to wait a bit,
recovering health. After the battle, the entire lower right corner is clear.
Cross the marsh into the final section of the map. Head up and into the center
(your only path) and clear it, both easy battles. Head North through the trees
and take out the lone Naga Royal Guard, and then go South for another battle
royale. This one is less difficult then the Fountain battle, but keep your wits
up, it's still quite tricky. Thankfully, after the battle there is a couple of
barrels to the left on the path, with health, mana and shielding. Carry on to
the left, but keep down to the bottom of the map; there's a big battle up ahead
and you don't want to trigger just yet. Clear out the little 'U' bend at the
bottom and brace yourself. When you're ready, head up North and take out the
troops. After they're dead, prepare yourself for the biggest battle yet. Bust
open the gates but don't enter, let them come out. Try to take them on one at a
time as they come out, and then that way it's a bit less strain. There's a
level 10 Naga in here as well, and she's as tough as they come. Try focussing
on her solely until she's dead, and then it's much easier. When all of the
troops are dead, watch the cutscene, and then return to the Orc boat at the top
of the map to complete the quest.

QUEST 3: Escape Theramore


------------------------------------------------------------------------------Well well well, the return of Admiral Proudmoore. Jaina and company
return to Theramore, but they are too late - her father has landed on the
island, accompanied by a host of men. Of course, naive as the crusty old bugger
he is, he orders that Rexxar and Rek'han be imprisoned. Of course, we're not
gonna stand for that. Haul ass to the top right to leave this area. Head to the
top right corner of the map, kill the two Captains and then releasing the
eagles. Use one or two of them to fully scout the map. Note Little Timmy in the
top left corner, he gets around, eh? Move back and continue down, killing the
resistance in the way. You'll soon arrive at the ships, but Rexxar will say
that you need to destroy the gates before you can escape, so don't board them
yet. Wreck the nearby boxes for some gold before heading down. Take out this
little band of Humans, and then hit the switch. Return up to your boat and
board it. Go up and to the right, and at the end of this little path there's a
flaming cloak item that surrounds the wearer in flames causing 10 damage a
second - VERY handy. Go fetch! Then exit this area via the newly opened gates.
Head down and around to the left. Ignore the Human armada; it won't
attack you while you're safely hidden onboard the Transports. At the gates,
head down again and unboard. When you land, go right and up. Take out the camp
here and recharge mana, and then summon the Golem from the dropped item. Use it

to take out the towers, and then head left, through the baricade and the
troops. Head up and to the left, and in this area you want to focus on the two
towers. I used Rohkan's ultimate spell, and that took care of the troops while
I removed the towers. Simple. Then head right and up, and take out this small
camp and flick the switch. Return to the crossroads and go right this time.
This large room has six level 6 Golems, but they go down easily. Mind the
Wizards and you're good to go. Hit the switch in the bottom left corner. Now
head to the bottom right, under the little cell type room and take out these
two towers, as well as the three Knights. Our work here is done for now, return
to your boat. Head to the left, through the opened gates, and down to the
bottom left corner. Unload, and head down. Take out the three Riflemen, and
then proceed down to the bottom of the map. Kill the troops to the left, and
then head right for a fairly sizeable battle. Fight and slaughter this force,
and then bust open the gate for access to the switch. Hit it, and return to the
boat and follow this new path to the right.
Before you follow this path, I recommend head over to the West side of
the map (on foot). Fight your way to the West path, and then begin heading
North. You'll encounter a bunch of creep, mostly Bandits, but also a couple of
Gryphon Riders. Nothing that can't be easily dispatched, to be sure. I have not
yet found a way to reach Little Timmy without codes, if anyone can find a way,
feel free to email me!
Follow this path; because you cleared the upper area, it's typically
much easier to beat this part. Head to the right until you come across a place
to land. Do so, and engage the enemy. This battle SUCKS, because there's six
healers and every time you damage one of their units he's immediately healed by
all six, voiding the attack. My advice: use magic and focus all of your attacks
on the healers, one at a time. With the power you possess, you can eventually
destroy one, and once he's gone they all start to go.
After you've won, head up through the gate and defeat the three
relatively easy Golems. Head up again and into the portal. After you warp, kill
the few Rifles and hit the switch, then backtrack to your boat again. Board it,
and head up through the newly opened path. Land on the landing, and head up,
killing the troops. Head right, and bust open the gate to get some healing
scrolls, etc. Be aware; this final battle is BLOODY HARD. You'll face a level
14 Mountain King, a level 12 Paladin and a level 12 Archmage. You can either
engage them, or distract them while you send one of the heroes around them to
the switch. If you want to fight them, here's an optimal strategy. Throw you
party against them, making sure to summon as many creatures or whathaveyou that
you possibly can.
In your first rush, kill all of the healers. In your second, kill the
Archmage (both times), and then in the third, fourth and fifth kill the
Paladin, the Knights and then lastly the Mountain King. After the healers and
Mage are dead, thebattle becomes much simpler. The outcome of the battle is a
lot of experience, but usually not very useful items.
So after you're ready, board your Transport and sail over to the
right-hand side of the map, and exit via the long tunnel. Once you're returned
home, walk South to meet up with Vol'jin and end this quest.

QUEST 4 (Part 1/2): Enlist the Tauren


------------------------------------------------------------------------------You are tasked with rousing the Horde's allies, in preparation for a
fight against these Humans. Head West from the Troll village; there are no
enemies in the way so just bomb it straight over there. Walk through the
mystical rainbow lights to board the Zepplin, and load the next map. Upon
arriving, head East to reach Cairne. Before he is able to join up with the
Horde, he asks you to complete a quest for him. When you leave the village, you
are given another Optional Quest as well, which I recommend you complete first.

OPTIONAL QUEST 2: The Kodo Poachers


------------------------------------------------------------------------------As you are leaving the village, seek out Tagar; he will assign you this
quest He asks that you slaughter the Harpies that are poaching the Kodo
creatures. This quest is ridiculously easy, and has no place this late in the
game, but whatever, can't go wrong with free items. Anyway, the entire left
half of the map is covered in Harpies; all you gotta do is kill 'em. They're in
groups of three to four, except at the end where it's a group of maybe seven
with a level 9 Queen. Nothing difficult about any of it, and it'll take five
minute tops. Go do it, then return to Tagar for a reward - a spell breaker
item. Sexy!

QUEST 5: Rescue Cairne's Son


------------------------------------------------------------------------------Right, so now you're ready to complete Cairne's quest, and this map.
Exit the Tauren camp via the top right. Head directly North, fighting your way
through patches of creep here and there. No big deal. This is where you meet up
with Cairne's men, and you'll endure a brief cutscene. They'll join up with
you, and now you need to fight your way through a buttload of Centaurs to see
if they have his son (yeah, I'm sure they won't). This part is not really all
that fun. Alright, head East from the area you're currently in, and then head
South via the winding path. As a general tip, try to take a breather now and
then and revive some Tauren to help with the fighting. Pause just outside the
main Centaur camp in the lower right corner, and heal/raise some Tauren. When
you're ready, rush in and kill everything that moves - it's not that difficult.
However, this is when the really boring, irritating part starts. Essentially,
you need to retrace your steps back up to the top of the map, breaking the
occasional rock barrier and dodging scores (infinite, actually) of centaurs.
Sound fun? Hardly. Try to keep Baine in the middle of the pack and just haul as
much rear as possible. When you're at the top, you're pretty much safe. Return
to Cairne to finish the quest.

QUEST 4 (Part 2/2): Enlist the Tauren


------------------------------------------------------------------------------After talking with Cairne, retrace your steps back to Vol'jin to
complete this quest.

QUEST 6 (Part 1/2): Enlist the Ogres


------------------------------------------------------------------------------Vol'jin asks that you go and seek out the Ogres and meet their new
leader, with the hopes of enlisting them as well. Head down to the lower left
of the map; you'll encounter random creep on the way. You might also run into a
Human landing party; feel free to engage, but be wary of the level 15 Grand
Wizard. He's unlike any other that we've seen up to this point, and causes
insane amounts of damage. Kill him quickly. After you've taken the Zepplin to
Ogre land, it's a lovely romp to the ogre base. Work your away around the path,
fighting cursed Harpies and easy Murlocs alike. Eventually you will reach an
entrance with four Ogres, and they tell you that if you want to pass, you have
to fight them. So slaughter the fools and go talk to Kor'gall. He says you must
pass some tests, and first up we've got the Trial of Strength.
Sent in by: Fishman (mfishman@acsu.buffalo.edu)
In "Old Hatreds," you mentioned that Rexxar and pals may run into a human
landing party when heading to the Ogre village. Besides the powerful
Level 15 Grand Wizard, there is also a unit named Captain Thornby.
Thornby has been in Warcraft before. He was a villager in the first Human
mission, and volunteered to help Arthas. You know the line, right?

"We'll fight for Lordaeron! Grab your swords!" He then turns into a
footman and joins you. I guess he's been promoted to captain since then.
Cool, right?

QUEST 7: Trial of Strength


------------------------------------------------------------------------------You have to go and "run the gauntlet" to prove your quality. Head out
the right exit of the base. Fight your way East, through the creep until you
reach the resurrection stone. This is the beginning of the Gauntlet. Go up, and
basically just follow this path, fighting harder and harder enemies. It's
actually quite simple until the end, so have no fear. The final creature you'll
face is a level 15 big-ass monster. He's actually pretty simple, just focus on
him and. Take the ring he drops and return to Kor'gall.

QUEST 8: Trial of Blood


------------------------------------------------------------------------------I love this quest, it's simply a lot of fun. You have to fight Kor'gall
in single combat with no magic items. And let me tell you, he's one tough
bugger. The strategy that works best is simply to summon a Misha as often as I
had mana and send it in to do battle, and when one was already summoned and
fighting, throw hammers at the bastard. The runes surrounding the combat area
respawn, so feel free to use them when needed. Now, for the first couple of
minutes he uses healing items, but then after that he seems to run out because
he no longer heals. Keep hitting him, and don't get discouraged when his health
goes fully up again. After about six minutes of persistance, you'll have kicked
his arse, and Rexxar is now the leader of the Stonemaul clan! Outrageous.

QUEST 6 (Part 2/2): Enlist the Ogres


------------------------------------------------------------------------------Again, retrace your steps to the Zepplin and then return to Vol'jin at
his village to complete this quest.

QUEST 9 (Part 1/2: First Blood


------------------------------------------------------------------------------Vol'jin requires that you meet Thrall at his headquarters, so head down
to the lower right corner of the map.

OPTIONAL QUEST 3 (Part 1): Standard of Durotar


------------------------------------------------------------------------------Thrall requires you to gather three items so that he can make a spell
for the new Standard of Durotar. Let's go get the items then!
- Storm Lord Eye: Simply go up from Thrall's camp and then head right,
killing the creep that you see. When the level 12 is dead, he drops
the required item.
- Wildkin Claw: Head left from the fountain of mana in the middle of the
map. Circle up and around it, and then run up the backside and take
out the handful of Wildkins. Also, while you're in the area, engage
the level 15 Archmage that's just a touch South of the entrance to the
Wildkin nest.
- Bronze Dragon Scale: This one's in the top left corner of the map.
Make your way up there, and just march right to the corner. This is
the easiest battle of all time. By this point in time your characters

should be level 10 or higher, and not even the level 16 Master Dragon
should be able to hurt them. Talk about a piece of cake. After you've
cleared this area out, take the last item but don't return to Thrall
just yet; we've got a handful on things to finish up.

OPTIONAL QUEST 4: Khan Gragtor


------------------------------------------------------------------------------Starting from the Troll camp, head North and circle around until you've
triggered a cutscene (you'll be in a burning village directly above the Troll
camp). You will then be assigned the task of investigating the Centaur camp.
Head up from the village and you'll encounter a level 8 Centaur that does
outrageous damage. Kill him and head up to find the captives. They'll tell you
that you need to kill the guard in order to retrieve the key that will open the
cages. Head to the right and you're in the Centaur camp. Khan Gragtor is the
guard, so slay him. He's pretty tough, but there's only one of him with three
weak little guards, and a whole lotta you. Watch out for his reincarnation
though. When he's dead, get the Tomes and the quest is complete.

OPTIONAL DUNGEON 1: Magistrate's Temple


------------------------------------------------------------------------------The last thing we need to take care of before we leave this map and
complete Act II are the Optional Dungeons, which are simply little maps that
offer experience, money and items. The first is the Magistrate's Temple, which
is the little structure just above where you got the Wildkin claw, just left of
the center of the map. Enter it by walking into the center. All you need to do
is wander around and explore the whole map. There are random encounters with
tougher creatures, and I'll note them here.
First up is the Hyrda boss, in the lower-mid right side of the map. When
you kill him, he turns into three smaller Hyrdas, and they in turn morph into
three others. It's a long battle, but not that difficult. Next, if you walk up
from the Hydra, you'll reach a level 10 Makura Tidal Lord, surrounded by
minions. Again, brace yourself and then kill them all. This is a tougher
battle, simply becauase the Makura cause huge amounts of damage, and there are
so many of the buggers.
After they're gone, check the waterfall for a gold coin and then head
up. From here to the top you fight Skeletal Orcs and Shamans and so forth, but
nothing all that hard. At the top right of the map is a level 10 Skeletal Orc
Champion, go to town on him. Now head left into the top-middle of the map, but
cautiously - this is the main battle of the map. It's a level 15 Revenant with
a bodyguard of a few level 12s and lower. Actually, they're pretty weak, just
rely on healing wave a lot. Pick up the uber-good necklace at the end of the
battle, and finish clearing out this area.
To finish this map, exit to the left. The western side of the map is
pretty easy, as there are no really tough enemies. After you're done, go up the
center and take out the Infernals and Doom Guards and this map is clear. If you
want, go back to where you took out the Hydra camp on the LEFT side of the map
(it's the bottom left corner, or as far down as you can go). Move right
slightly, until you can see two rocks sticking up. Send a hero down in past
them through the forest and you'll find a nest of gold coins and three tomes.
Now, go back to the middle of the map and cross to the right, taking the second
path from the bottom. Part way across you'll find some rocks that can be
broken; break them and you'll find the 'black market'. After that, this map is
done, so return to the surface.

OPTIONAL DUNGEON 2: Outland Arena


-------------------------------------------------------------------------------

Referencing from the middle of the map, head left (past the Magistrate's
Temple), and up past the fountain to reach the entrance to this map (the
shimmering portal). We've arrived on a nifty piece of Draenor! This is
essentially a big battle ring, and you can fight countless duels. You must
challenge one of three monsters to fight, but each time you defeat them they
increase in difficulty. After each defeat, they drop increasing numbers of
Tomes. Naturally, this is a good thing. However, the Tome dropping lasts only
for the first 10 kills (of each monster), and of course this takes a looooot of
time. Each monster will take perhaps 45 minutes to get from level 0 to 10, so
set aside a lot of time. After the 10th kill, your reward is mere gold (to
clarify, when the little meter in the top right says 'Level 10', you can stop after that you just get 400 gold as a reward). After you've gotten all 30
kills, you can (finally) exit this area.
NOTE: After you have beaten all three heroes 10 times each, you will
likely be at level 12. This is the level cap for this stage of the
campaign, so unless you simply want to explore, obtain items or
minimal amounts of gold, the rest of the optional dungeons are
pretty pointless.

OPTIONAL DUNGEON 3: Tomb of the Ancients


------------------------------------------------------------------------------This one can be found up and to the right of Outland Arena. It's a big
structure that appears inaccessible, but in fact the trees surrounding it are
sparse enough that you can walk through them. Do so, and enter the door. When
you're in, head to the left, get the Tome, and when you come to a fork take the
lower path. This leads to a room filled with Golems, and in the barrels in this
room are a Tome and a Rune. After it's cleared, the bottom left is done with.
Head up and stay to the left, and go up into this room and clear it of
Salamanders. I love this small map, eh? Cross over to the right and go right up
to the top and kill the Maidens to get another tome. Then head down a bit and
go left; all that's left is the upper left corner now. Head into the middle and
go up and around the top of the middle square. Take the first left you see up
back onto the walkway, and circle down around, fighting as you go. Go back down
into the flooded area at the end and fight the two Golems. Activate the
resurrection stone. Heal, summon, and otherwise prepare for this next, tough,
battle. You'll face Lord Talendar (a level 16 Skeleton who has 10000 HP and
causes 301-307 damage) in this middle square - along with his sizeable retinue.
Focus on Talendar first, and when he's dead slaughter his minions. After his
passing, you'll get his (decent) crown. Use the waygate on the platform to warp
back to the beginning and exit. Once back on the main map, it's best to go snag
some gold (while we're in the area). Note the Zepplin that is Westward from
your current position. Just above it is a natural corridor of sorts, guarded by
some Kobolds. Venture down it, and at the end is a huge stash of gold.

OPTIONAL DUNGEON 4: Den of the Lost


------------------------------------------------------------------------------Travel to the bottom left hand-corner of the map for the final Optional
Dungeon. Just before the Orc camp is a land bridge that was (formerly) covered
in creep. Kill them (if you hadn't already before) and then go North from this
bridge (onto the swamp) and the entrance is along the wall to your left. This
is probably the smallest map in all of Act II; as such, you can complete it in
a super-short amount of time.
Go up from the start, and stay on the right hand path. You'll encounter
some Wendigos, kill them. Carry on up and take the first path North. Kill the
turtles, circle around the top and kill the level 10 Turtle. He'll drop a Tome
for ya. Move back on to the main path and carry on left. You'll come across
some Mur'guls, and then the path will swing back around to the right. Just
before you carry on, have a look at the bottom left corner of the Mur'gul

territory - there's some stones that can be destroyed. Break 'em and move down
there. At the bottom left, there are twin Sludge Monstrosities. These bastards
are like the Hydras - they split into smaller versions of themselves when they
die. This is like the bloody never ending battle! They have a
more-than-generous amount of HP, so it takes an annoyingly long time to kill
them all. When they're finally dead, carry on up the left side. At the top is a
Wendigo camp. It's pretty simple, except for their leader. He's a level 15 that
causes a ridiculous amount of damage - and he reincarnates after his first
'death'. This time I advise killing his minions first and then focussing
everything you have on him. Don't worry about losing heroes, because it's a 5
second romp back to battle from the stone. After he's dead, take the tome he
drops and leave the dungeon. Finally, those optional dungeons are finished!
NOTE: Once you're back on the main map, there's only one remaining
challenge. Go to the bottom right area of the map. Just above the
exit to the next map is a level 20 Undead Revenant named Eldritch
Deathlord. To get to him, go back to where you got the Storm Lord
Eye from Optional Quest 3 (The Standard of Durotar) and walk
through the sparse trees. This is a tougher battle; he's got 10000
HP and a 301 - 308 damage. Focus on him first to be sure. When he
is dead, you get a SWEET item, and we are done finished this map
100%. Exit via the bottom right corner.

OPTIONAL QUEST 3 (Part 2): Standard of Durotar


------------------------------------------------------------------------------When you arrive at the new map, simply walk up to Thrall to complete
this quest. Thrall offers you the honour of carrying the standard into battle,
and names you as the Champion of the Horde.

QUEST 9 (Part 2/2): First Blood


------------------------------------------------------------------------------You are now tasked with destroying Proudmoore's base. The first thing
you must do is assemble your forces - you've got 11 in total, including heroes.
You can also build more units for free, but you've got a food cap of 40. I
built another Ogre and then set out with my forces from the middle exit. Take
out the Centaur outpost, and then circle around to the left and up and right
and take out the Human outpost in the middle. Exit via the left side and head
over to the left side of the map. There's a Human base here too, and you're
gonna raze it to the ground. Assemble your troops and charge in. Be sure to
micromanage your heroes, and you'll do fine. Now, as it happens, this is also
the entrance into Proudmoore's base. For the strategy that I will describe,
this is the route we will take. At this point you can use up whatever remaining
troops you have; you won't be needing them any longer; so make a mad rush up
and take out as many buildings as you can before you die.
Now, since your heroes respawn infinitely, this is a super-simple task
to carry out. All you need to do is guide your heroes up the left side and
around and then attack the castle. You should be able to make it (if you run
there without stopping) with most of your health. Once there, spawn a bear and
have all four of your units attack the castle, and use Rohkan to heal when
necessary. After they're all dead, the castle doesn't repair itself, so just
repeat this tactic. After about four or five such rushes (for a total of
perhaps 15 minutes), the castle is done, and so is Act II!

.------------------------------.
|3.44 - Act 3: A Blaze Of Glory|
'------------------------------'
QUEST 1: Seas of Blood
-------------------------------------------------------------------------------

You are tasked with finding a goblin shipyard, and hiring ships to
destroy the six Battleship guard around the island. Begin by heading East;
you'll encounter a large Human base that's fairly poorly defended. The trick is
to take your time, never rush ahead too much and always take out the towers and
unit producing buildings behind you. After every building (except farms) are
destroyed, the shipyard will crap out a bunch of ships for you. Load your
heroes onto the transport, and sail straight up. Drop them off on the island
here and let them fight their way on it and then up - they should never be in
much danger. Meanwhile, send your fleet over to the nearest battleship (on the
right) and take it out. If you lose your fleet no worries, they respawn in
seconds. Contine in this way, taking out the ships one by one. After the one
above you is gone, take out the one on the right. Around this time your heroes
should have cleared out that middle isle, so take them and dump them on the one
in the top left corner and clear it too. From there on it's pretty simple, just
have your heroes clear any islands that seem threatening, and use your ships to
take out the blockade. There are also no secret areas or anything on this map,
which is rather disappointing. When the sixth ship is sunk, the quest is
complete.
Sent in by Netvision (gonny_m@netvision.net.il)
I wanted to point out a mistake you had in "Act 3: A Blaze of Glory",
Quest 1. You said that there were no secrets or anything on the map,
however, there is something there. There are a few pirate's chests which
contain gold. One is located way down at the bottom of the map
(south-west), near were Thrall's forces are. Another is located on the
island located north-west on the map. And there is another one on the
middle-east island. I think that there are only 3. Another nice thing is
(I played it once, so I hope it appears everytime) an artifact that
reveals the entire map, makes this map much easier. it's on the main
island (the one you land upon). It's in one of the barrels on the other
side of the island (just go straight to the other side, and then up,
above the goblin shipyard).

QUEST 2: The Last Admiral


------------------------------------------------------------------------------This is a fantastically fun mission, because all you have to worry about
are your heroes - the computer controls the horde. Perhaps the biggest draw is
that you feel like you're actually part of a team - you've got real allies that
fight with you. You're not just some random facet of the Horde, you're working
as part of a huge battle group. Such a feeling of camradery. Now, the easiest
way to do this is to take out all of the enemy - there are three patches of
light blue which you cannot attack, but they still pump out enemies. However,
with everything else gone those bases don't matter in the least. So, begin
working up the left hand side. Ignore all the troops, and just focus on taking
out ALL the buildings. At the top, swing to the right and then down through the
middle - ignore the location of the admiral at this time. Just go right by it,
even leave the 4 towers alone. Take out everything below it, and basically
ensure that EVERY building is gone. Now you can take out the four towers
surrounding the admiral, with the help of the horde (who is now able to get
through to the admiral, thanks to you clearing out the buildings). After
they're gone, rush in and fight. Focus on the champion footmen first, and then
kill the archmage. After that, alternate between the admiral and the paladin.
Once they're both dead, the quest, act and campaign are finished. Well done!

.-----------------------------.
|3.45 - Contributed Strategies|
'-----------------------------'
Submitted by: Tim Berton (timber271@yahoo.com)
-------------------------------------------------------------------------------

Durotar Acts II and III Strategies


My goal when playing
revive instantly for
here are somegeneral
strategies have been

is not to let my heroes die, even though they


free at the resurrection stones. With that in mind
strategies and some for specific quests. These
used in normal mode only so far.

Ignore this if you have version 1.14. A bug in version 1.13 makes
heroes base attack rate Very Slow. The Endurance Aura from the
Ancestral Staff increases the attack rate to Slow. To overcome the
slow attack rate, equip heroes with Gloves of Haste in the early
stages. They can be bought at the Voodoo Lounge in the troll village.
Rexxar should have the Firehand Gauntlets from Act I so Rexxar's attack
rate is Fast. Chen and Rokhan are both Slow with no Gloves but are
Average with one Gloves of Haste. Chen and Rokhar have a Fast attack
rate with two Gloves of Haste. Once Cairn joins the group, his level 4
Endurance aura raises the heroes attack rate to Fast without Gloves of
Haste.

General Strategies
1. Start Act II with your heroes at level 8, which is the maximum
level from Act I. If not, you might want to play Act I again. The
maximum hero level in Act II is 12 and Act III is 15.
2. Playing with the Iseedeadpeople cheatcode prevents respawning of
creeps and minimizes experience andgold. Play with Fog of War on. You
can't level your heroes to level 8 in Act I if you play without Fog of
War.
3. Stash at least 5 items in Rexxar's stash that you can sell for 300
gold or more. Then sell them at the start of Act II where you start
with 1500 gold. That will give you enough gold to immediately buy a
Necklace of Spell Immunity (3000 gold) for one of your heroes.
4. On all the early Act II maps, sell all the extra items for a few
thousand gold per map and buy Necklaces of Spell Immunity at 3000 gold
each for the four heroes. The Necklaces are sold at the Voodoo Lounge
in the troll village. The Necklaces makes them immune to spells from
Harpies, Sludge Minions, Sorceresses, Hydromancers, etc and the
numerous human wave towers with magic damage. They are well worth the
cost especially against the Slow Spell, which is devastating to your
heroes.
5. Before the first quest, try to clear the main map of creeps for
experience, gold and items. The mighty Shield of the Deathlord is
dropped by the Eldritch Deathlord (10,000 hit points in normal mode) in
the lower right of the map. The revenants are very tough but the shield
is possibly the best drop in the campaign because it acts as a Cloak of
Flames plus adds 10 armor, 150 HP and 100 mana.
6. Misha, 2 Quillbeasts, 2 Troll Berserkers and Chen's Earth Panda and
Fire Panda are a good way to take out a couple of units from an enemy
group and lose nothing before sending the real heroes in.
7. Have Rokhan cast spells almost continously during battles - his Hex,
Healing Wave, Serpent Wards and Voodoo Spirits plus item spellslightning bolts from the Thunderlizard Diamond, bolts of pain from the
Crown of the Deathlord and two Troll Berserkers from the Ancestral
Staff. Those three items all came from Act I. Serpent Wards often
attract all fire from ranged units so are a good distraction. Voodoo
Spirits is good to use when in a tough battle.

8. Before Act II ends, buy Masks of Death for at least two of the melee
heroes. The hero with Killmaim has a life stealing attack so should not
need a Mask of Death. They cost 3500 gold each at the Black Market in
the Magistrate's Temple level or the shop in the Tauren level. The
Masks of Death really help keep up their health in Act III. The Mask of
Death must be in the top left slot in the hero inventory otherwise it
may not work.
9. Rexxar's ultimate, Stampede, seems pretty useless in this campaign.
He becomes so powerful that he can cause more damage himself and with
other spells than by standing still casting his ultimate. It probably
pays to put skill points into his ultimate last.
10. Rexxar doesn't need an orb to attack air units but Cairn and Chen
do. The Orb of Lightning from Act I is a good item but dispells
Rokhan's Hex and Chen's Drunken Haze spells so is questionable item to
use. Chen should have an Orb of Poison from Act I. You also come across
an Orb of Fire in Act II before you meet Cairn or can buy other Orbs at
several shops.
11. Cairn's movement speed is slower than the other three heroes so he
lags behind. It may be worth getting him Boots of Speed or else place
him ahead of the group so he gets into the attack first where he can
use his Warstomp and act as a tank with his Reincarnation ability.
12. Save some or all of the optional dungeons in Act II until after you
wipe out Proudmore's castle. You can repeatly travel between the main
map in Act II to other maps except for Escape Theramore Island. Den of
the Lost is tough without Necklaces of Spell Immunity because the
Sludge Minions use the slow spell.
13. If you have any extra gold at the end of Act II after buying Masks
of Death and Necklaces of Spell Immunity, buy some tomes of Strength in
the shop on the level where you met Jaina and fought the Naga.
14. The last thing to do in Act II should be the optional Outland
Arena, where you can defeat powerful champions for tomes of Strength,
Agility or Intelligence. It helps to slow the game speed when fighting
the champions and their many minions so you can continually cast
spells.
15. Once a hero obtains the maximum level for the Act, he still
leeches experience from other heroes even though his experience score
does not increase. For example, if Rexxar and Rokhan kill an enemy
worth 16 experience points, they each get 8 points if they have not
reached the max experience level for that Act. If Rexxar has reached
the max level, then Rokhan gets 8 points and Rexxar gets 0. If he was
by himself, Rokhan would have gotten 16 points. Thus, if a hero has
maxed out his experience, it may be a good idea to leave him behind so
the other heroes gain experience faster. In the first half of Act III,
the experience level max is 14.

Act II: Old Hatreds


QUEST 1: Infiltrate Theramore
1. Don't have Sumaro waste time killing anyone including Bloodbeak.
Clear the map of creeps later with Rexxar and company to give them the
experience.
2. Have Sumaro break open all the barrels and crates in the human camp
and grab the good permanent items: Khagdar's Gem of Health, Belt of
Giant Strength, Hood of Cunning and Claws of Attack +6. They help

Sumaro and Rexxar's group. Have him recast Windwalk after he reveals
himself by smashing open crates or barrels and he takes minimal damage.
3. Sumaro's items appear on the beach where Rexxar and company land so
they can have them from the start. If you can, have Sumaro grab an item
right after he places the last unstable concoction and frees up that
slot. That way six items will appear on the beach and not five. You can
also have Sumaro drop good items on the beach so they are there when
Rexxar arrives.

QUEST 2: Human Survivors


1. Leave Level 8 Jaina behind after landing and tackle the map with
Rexxar, Rokhan, Chen and their summoned creatures to give them more
experience.
2. The only item Sumaro collected item I use is Khagdar's Gemo of
health which I give to Chen. The other items I have Jaina sell at the
shop.
3. Scout with a Quillbeast or Troll Berserker to prevent Misha getting
netted by Murlocs or cycloned by Naga Sirens.
4. Target the Naga Sirens first or they will cyclone Misha or others.
They have 518 HP so a level 3 Stormbolt (300 damage) and Bolt of Pain
(250 damage) will kill them. Level 4 Stormbolt (450 damage) and
Lightning Bolt (100 damage) will also kill a siren.
5. The last group of Naga are the toughest. First send in three
illusions of your highest hit point hero plus the summoned units to
soften up the enemy. The illusions are made with the Wand of Illusion
from Bloodbeak's camp. Use Rokhan's ultimate, Chen's Drunken Haze,
Rokhan's spells and Rexxar's Stormbolt.
6. At the end, you can have Jaina teleport your heroes to the ship to
save time.

QUEST 3: Escape Theramore


1. The last battle against the three human heroes is possibly the
toughest of the campaign. When you land just before the final battle,
stay far left, otherwise the enemy heroes may see you and rush to
engage you.
2. First defeat the troops above the mana fountain by targeting their
two healers first. Stormbolt one, which should kill it if Stormbolt is
level four. Hex the other followed by another Stormbolt. Without their
healers, the troops die fairly easily with Chen's and Rokhan's
ultimates and all your spells.
3. After defeating the first group of troops, recharge mana at the
fountain and explore the chamber at the top part of the map behind the
destroyable gate. Acquire the healing wards can be key to victory
without losing any heroes. One strategy is to make your stand in and
just in front of the chamber by drawing the enemies to you and healing
your troops with healing wards and healing wave.
a. Cast Rokhan's ultimate right before you draw the enemies to you by
using a spell, such as Bolt of Pain, on the nearest enemy unit.
b. Immediately cast a healing ward in the chamber.

c. Take out the two healers first with Stormbolt, Hex and by targeting
them.
d. Go after the Archmage or Paladin next so they can't cast Water
Elementals, Blizzard and Holy Light Sometimes the Archmage is not drawn
to you so you only have the Paladin and Mountain King to deal with at
first.
e. Finish off the other troops followed by the other two heroes. Drop
more healing wards and use healing wave as needed along with all your
other spells such as Stormbolt, Quillbeasts, Hex, Drunken Haze, etc.
4. Another approach to the three heroes is to Stormbolt one of the
heroes from near the landing point and draw them to you. Use one of
your hawks to scout for you. The hero you stun will not come to engage
you so you only have to deal with two heroes.

QUEST 5: Rescue Cairne's Son


1. Your heroes should be strong enough that they don't even need the
Tauren's help, but you can use the Tauren anyway. If any Tauren die,
resurrect them with the spiritwalker's Ancestral Spirit spell. You can
hire an extra spiritwalker for free in their camp.
2. Once you rescue Cairn's son, leave him behind until you destroy all
the Centaurs on the return path. That way there is no chance he will be
killed, and he won't leech any experience from your heroes. At least in
normal mode, the Centaurs don't attack from the rear.
3. OPTIONAL QUEST: The Kodo Poachers This is one place where Necklaces
of Spell Immunity come in handy. The harpies can't cast Sleep, Faerie
Fire, Curse or Cyclone on a hero with spell immunity.

QUEST 8: Trial of Blood


1. Have Rexxar grab the Rune of Speed and then run to each cage and
free the four Thunderlizards. Keep running away from them and they will
eventually engage Kor'gall. While Kor'gall fights the thunder lizards,
have Rexxar, Misha and Quillbeasts attack Kor'gall. He will be quickly
killed if you destroy his healing wards as soon as he throws them and
keep stunning him with Rexxar's Stormbolt.

Act III: A Blaze Of Glory


QUEST 1: Seas of Blood
1. Secrets: There are three Pirate Booty items scattered around the
outlying areas of the map worth 600 gold each.
2. The Necklaces of Spell Immunity are invaluable in Act III because it
makes the heroes are immune from the Wave Towers magic damage. The wave
towers can attack summoned creatures such as Misha however.
3. The heroes want to attack the farms but it is not necessary to
destroy the farms to win. Destroy the troop producing buildings and the
castle to satisfy the first objective of capturing the Goblin shipyard.
4. Your heroes should start off at level 12 if you maxed them out in

Act II. It almost pays you to toy with the human defenders for a while
to get your experience level up to 13 before completing the Goblin
shipyard quest. To do that target the troops and towers first and let
the buildings continue to pump out troops. Withdraw occasionally to the
starting point and let the enemy troops regenerate. The maximum level
for this quest seems to be 14.
5. For a challenge, use the heroes alone to take out the six
battleships. Cairn's Shockwave can damage ships from shore. He should
be strong enough by now (give him armor and hit point items such as
Khagdar's Gem of Health) that he can take out the ships single-handedly
if backed by healing wave. He can stand on shore and take a pounding
while waiting for his Shockwave to recharge. Cairn can also shockwave
ships and run inland, which attracts the ships to shore where ranged
units such as Rokhan, Quillbeasts and Troll Berzerkers can finish them
off. Rokhan's Voodoo Spirits can also damage ships. Chen's breath of
fire damages ships and towers. The ships can sometimes be drawn close
enough to shore that even the melee units can attack them.

QUEST 2: The Last Admiral


1. Secrets: The Bling Ring rests on an island in this level but it is
not needed for victory. You need to buy a dagger at the center shop if
you want to reach the island.
2. An easy way to achieve victory is to immediately run the four heroes
in and destroy Admiral Proudmore's six barracks and three arcane
sanctums. The heroes each need a Necklace of Spell Immunity for this
tactic. The Necklaces make the heroes immune to the Wave Towers attack.
Enemy troops will follow your heroes as they run in. Engage them once
you reach the first barracks. Then use summoned units to distract the
spawning troops while the heroes quickly take out the barracks. Only
destroy barracks with a red circle. Those with a yellow circle are
Jaina's buildings, You will lose if you destroy any of Jaina's
buildings.
Once the barracks and arcane sanctums are destroyed, the only enemy
troops come from Jaina's three pairs of barracks. Thrall's troops can
easily handle them.
Use your heroes to take out the towers, especially wave towers, then
assist Thrall's troops in killing the elite guards and three heroes.
Cairns shockwave, Chen's Breath of Fire and Rokhan's Serpent Ward's all
speed destruction of Wave Towers.
Use Hex and Stormbolt spells to interupt the Admiral's deadly lightning
storm spell. Hex is also good to neutralize the elite guards. Also make
heavy use of bolts of lightning from the Thunderlizard Diamond, bolts
of pain from the Crown of the Deathlord and Rokhan's Voodoo Spirits.
3. The northern shop in this level sells a tome that adds +3 to each
stat and Titan's Stone Necklace that adds 400 mana and 400 health. They
are good buys for Rokhan.
4. If you have your heroes help Thrall's troops destroy the towers
before destroying Admiral Proudmore's barracks, then bring along
Drek'Thar's Spellbook from Act I so you can portal back to prevent
Thrall's bases from being destroyed. The human troops are quite capable
of taking out one or more of Thrall's bases if your heroes aren't
defending them.
5. There are no flying units in this battle so you could exchange the
orbs Cairn and Chen carry for an item with more damage, such as a Claws

of Attack +15. You can save such items in Rexxar's stash.

*******************************************************************************
***
4.0 CONCLUSION
***
*******************************************************************************

*******************************************************************************
***
4.1 - Synopsis of Warcraft III - The Frozen Throne
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
SENTINEL CAMPAIGN: Terror of the Tides
Illidan has travelled to the sea and risen up an army of his own - the
Naga. Maiev Shadowsong, Illidan's former warden while he was imprisoned, has
vowed to hunt him down at all costs and return him to justice. Maiev pursues
Illidan to the sea, but his Naga forces are blocking the way to her ships. She
decides to fight her way to the coast. After a hard fought battle, she manages
to get ger troops on board several transports, and sets out after Illidan.
Maiev and her forces chase Illidan to the Broken Isles, the islands
located around the Maelstrom. Illidan has entered the ancient Tomb of the great
demon Sargeras. Maiev battles his forces which are guarding the entrance, and
then takes a small entourage down into the tomb herself. In the first room of
the labyrinth, Maiev encounters runes that were written by the traitorous Orc
Gul'dan, chronicalling his forage into the Tomb. He speaks of a mysterious Eye
that he is searching for. After navigating through a portion of the maze, Maiev
encounters another set of runes. At this point in Gul'dan's quest, it appears
that he has lost his followers and is now alone. He pushes onwards, again
mentioning the Eye of Sargeras. Soon after, Maiev encounters a group of Naga.
She learns there that the Naga were once Night Elves; they were Azshara's
high-borne inner circle, and they were sent far below the ocean when the world
was torn apart by the Great Sundering, all those millenia ago. Maiev continues
following the path until she reaches a final set of runes; these were written
by Gul'dan while he was in the throes of death. He claims that this is not the
end, and that Gul'dan cannot be defeated this easily. The runes trail off at
this point. Fearing for what lies in the antechamber of the Tomb, Maiev and her
faithful soldiers press on. Upon entering the final room, Maiev confonts
Illidan. It seems that he has taken the power of the Eye of Sargeras in order
to rid the world of his enemies. He begins by bringing down the tomb on top of
Maiev and her followers. Only Maiev manages to escape in time, and she wearily
makes her way back to her base camp.
Maiev decides that the only way to stop Illidan is to leave the Isles
and return to Kalimdor and warn Shan'do Stormrage (Furion) of the impending
disaster. Unfortunately, Illidan's forces have taken up camp and are besieging
Maiev. She decides that she must send a runner back to the mainland to warn
Stormrage. Maiev escorts the runner personally, and prays that Stormrage
responds in time.
The runner finally arrives at Kalimdor, and demands to see Furion. She
requsts immediate assistance, and both Tyrande and Furion decide to heed the
call. They set sail for the Isles immediately. Upon their arrival, they fight
their way to Maiev's base and plan an attack on Illidan's forces. After
readying their troops, they assault Illidan's twin bases. Unfortunately,
Illidan manages to escape, after warning his brother that he serves a new
master now.
Maiev, Tyrande and Furion pursue Illidan to the lands of Lordaeron.
When the arrive, Furion leaves them to go to the heart of the woods to talk
with them. Tyrande and Maiev run across a band of Humans, who they offer to
help if, in return, the Humans help them find and kill Illidan. Prince

Kael'thas, the leader of the band of Humans, agrees to this deal. After
escorting the Human caravan to a nearby village, Tyrande decides to remain
behind on the bridge and buy the Alliance some more time. After slaughtering
many Undead, the bridge collapses and Tyrande falls into the river, and is
swept downstream, straight into the heart of the Undead camps. Maiev does not
attempt to rescue her, but instead demands that Kael'thas keeps his end of the
deal.
Meanwhile, Furion has reached the interior of the woods, where he
observes that the land has suffered just as much pain as Ashenvale. After
tapping into the forces of nature, he suffers much pain. He calls upon the
ancient spirits of the woods to come and tell him what is causing this
distress. They show him a vision of Northrend, the roof of the earth, and also
Illidan. Furion deduces that Illidan's powerful magic, fueled by the Eye of
Sargeras, is tearing the world apart. He rushes back to Maiev and Tyande to
share this news, but is shattered when Maiev lies and tells him that Tyrande
was torn apart by the Undead. Maiev manipulates Furion in this fashion, and
convinces him that Illidan deserves to be slaughtered. Prince Kael'thas arrives
and states that Illidan has taken up camp in the ruins of Dalaran. Maiev
wonders why Illian's spell is targeted at the North, but Furion dismisses her
thoughts. He declares that Illidan must be killed at all costs.
Furion leads the assault on Illidan's camp. After slaying as many Naga
as possible, he uses Faerie Dragons to channel the magic power of the
Summoners back upon themselves, causing their demise. When it is over, Furion
corners Illidan. Maiev sentences him to death, and declares that she will carry
out the punishment. Before she does, Illidan states that the purpose of the
spell was to destroy the Lich King and therefore the Undead. Furion ignores
this, and yells that because of Illidan, Tyrande is dead! Illidan makes plain
his confusion, and Prince Kale'thas, ignorant of Maiev's prior lies, informs
Furion that Tyrande could very well be alive. Furion turns his rage on Maiev,
but decides to go and try to rescue Tyrande before dealing with her. Illidan
offers his assistance, and they leave.
They arrive hours later on the shores of the River Arevass, and pick up
Tyrande's trail. Furion asks Illidan to remain behind and guard Tyrande's base,
but Illidan insists that his Naga will find her faster. Furion places his trust
in Illidan one last time, and they part ways to do their duties. Illidan
successfully destroyes the Undead base, and rescues Tyrande. When they return
to Furion, Illidan tells Tyrande that wherever he is in the world, he will
always look out for her. Furion arrives and is appropriately grateful to
Illidan. Illidan offers a peace between the two brothers. Furion states that he
has committed too much evil to ever be forgiven, but because he helped save
Tyrande, he may be set free. Illidan atones for his crimes and then opens a
portal. He says that their paths will probably never cross again, and then
enters the portal. Maiev appears and leads her troops through the portal in
pursuit of Illidan. Furion says that she has become vengeance itself, forever
bound to the hunt, and then tells Tyrande that they have earned their rest.

ALLIANCE CAMPAIGN: Curse of the Blood Elves


Prince Kael'thas, leader of a group of High Elves named the Blood
Elves, arrives at the ruins of Dalaran bearing bad news - a horde of Undead
are approaching and set to attack. Grand Marshall Garithos immediately moves to
counter the assault, but because of his incredibly racist nature, assigns the
prince and his troops the humiliating task of repairing the arcane
observatories within the city. During the course of completing his task, he
encounters Lady Vaschj, who provides him with aid. Near the end of the battle,
Garithos warns the prince against consorting with the naga, as they are
considered inhuman.
Later, Garithos orders the prince and his troops to the western front,
but orders their support to the western front, leaving Kael virtually

defenceless. After an attack, Kael desperately turns to Lady Vashj for


assistance. After the battle, Garithos arrives and notices the naga; he
declares the Blood Elves to be traitors and has them imprisoned.
Lady Vashj again comes to the rescue, and frees Kael and his chief
lieutenants. During the ensuing chaos, Vashj and Kael disappear into a portal
leading to Outland (which was left behind when Kel'Thuzad brought the Burning
Legion into Azeroth), in order to meet their master Illidan. The Blood Elves
are plagued by an insatiable hunger, which Vashj explains is the result of the
destruction of the Sunwell. She informs Kael that he can perhaps cure his
hungry using demon magic.
Upon their arrival in Outland, the two join forces with Illidan and
together, defeat the near-insane Maiev. With his pursuer vanquished, Illidan
his takeover of Outland, conquering the previous leader (the Pit Lord
Magtheridon) in the process. In order to do this, Kael was tasked with shutting
down Magtheridon's Shadow Portal, which had provided the demon a near-unlimited
supply of reinforcements. After an epic battle, the three heroes banded
together to defeat Magtheridon in hand to hand combat. The demon is imprisoned
below the castle, allowing Illidan to create more Fel Orcs using his blood. The
remaining warriors in Outland swear loyalty to Illidan.
Despite his earlier failure to destroy the Frozen Throne using the Eye
of Sargeras, Illidan at last feels safe from the wrath of his master, the demon
Kil'jaedan. However, hours after his victory, Kil'jaedan appears from the
heavens and forces Illidan to renew his oath: destroy the Lich King at all
costs. Consequently, we leave Illidan as he begins to marshal his forces for
the final assault.

SCOURGE CAMPAIGN: Legacy of the Damned


Meanwhile, in the territory formerly known as Lordaeron (and now named
the Plaguelands), a civil war is erupting. Despite Illidan's unsuccessful
attempt at slaying the Lich King, he did manage to fracture the Frozen Throne.
Consequently, his power is leeching out from the cracks, and is draining
Arthas' power as well. As a result of this weakening, the banshee Sylvanas
Windrunner stages a coup for the capital city, with half the standing undead
forces at her back. Simultaneously, the Dread Lords (unaware that the Burning
Legion has fallen) begin to orchestrate their own plans. Arthas is torn; he is
called to the Lich King's side to repair the damange caused by Illidan, but
also must maintain his crown.
After returning to his capital city to claim his kingship Arthas purges
the city of humanity and begins his journey to Northrend. He leaves his
lieutenant Kel'thuzad as acting commander of his forces in the Plaguelands. In
his absence, Sylvanas defeats the Dread Lords and becomes the sole ruler of the
Plaguelands; during the battle, Kel'thuzan takes his remaining forces into
hiding and swears his revenge.
Arthas arrives in Northrend in a weakened state, and must fight his way
past Illidan's servants, Lady Vashj and Prince Kael'thas, in order to reach the
secret kingdom of Azjol-Nerub, home of the crypt-fiends. After the battle,
Arthas enters the underground city and battles his way to the Frozen Throne.
After defeating Illidan's forces, he engages the demon in single combat. After
Illidan's (apparent) death, Arthas smashes the Frozen Throne. He places the
crown on his head, and through this act, becomes one with the Lich King. He is
now one of the most powerful entities in the world. Kael and Lady Vashj flee
back to Outland, taking the injured Illidan with them.

ORC CAMPAIGN: The Founding of Durotar

- ACT 1: To Tame A Land


Rexxar is a beastmaster, one of the few remaining of his kind (half
Orc, half Ogre), who travelled to Azeroth when his homeworld of Draenor was
destroyed. He spent the years as a wandering warrior, until he happens across
an Orc messenger who is dying. The Orc's last wish is for his report to be
given to Warchief Thrall, thereby preserving his honor. Rexxar agrees, and
travels to the capital of Durotar, the city of Ogrimmar. In return for the
report, Thrall offers Rexxar a place to stay in the city, as well as all the
hospitality the Orcs can afford. Rexxar agrees, but only if he is able to earn
his keep. Thrall points him in the direction of several Orcs who are looking
for assistance, and tells him to report back when he completes the tasks.
Rexxar spends the next while traversing the lands, gaining experience in
battle, and receiving various magical artifacts from both slain monsters and
quest rewards alike. However, in due time he reports back to Thrall, having
obtained the company and services of both a Pandaran Brewmaster, and a Troll
Shadow Hunter.
Thrall orders Rexxar and his company to travel to a remote outpost,
near the ocean. He has heard reports that Humans have landed on the coasts of
Durotar, and although the Orcs and Humans are at peace, Thrall still feels
unnerved. Rexxar reports to Gar'Thok, the commander of the outpost, and is
pointed in the direction of the observatory. Through the telescope, Rexxar can
see that many human ships have landed and created a Human encampment. When he
passes the information along to Thrall, he is greatly confused. Thrall orders
Rexxar and his company back to the border to guard it, but first, Rexxar must
go and find the Far Seer Drek'Thal in Thunder Ridge. Drek'Thal needs assistance
in discovering why the Thunder Lizards are being driven mad, and subsequently
fleeing their homeland. As they wander through the great forests, they happen
across a few Humans. The Humans had cut down great swathes of the forests!
However, due to the non-aggression pact the Orcs had signed with the Humans,
Rexxar is unable to assault the Humans and put an end to this blatant rape of
the woods. Instead, they are sadly forced to put down the rampant creatures, a
terrible and gruelling business.
With this brutal task complete, Rexxar and his companions return to
grimmar and begin the long trek to the Orcish outpost. But upon their arrival,
all they discover is burning buildings and corpses; the Humans had routed the
camp! In retaliation, Rexxar takes his men down onto the beach and slaughters
every Human he can find. During the battle, he makes note of the Anchor emblem
on the shields, which suggests that these Humans are not part of Jaina
Proudmoore's forces (which are the Humans that the Orcs are at peace with).
Rexxar returns to Thrall with this news, and after some deliberation it
is decided that the Trolls on the nearby island could be in grave danger.
Thrall asks that Rexxar go and warn the Trolls and try to convince them to flee
to the mainland for safety and support. They arrive just in time; the Troll
Chieftain Vol'jin and his troops are under heavy bombardment from the Human
fleet. Utilizing his vast magical power, Vol'jin transforms the heroes into
spectral dragons, tasking them with destroying the Human Battleships. After a
gruelling battle, the three heroes return to Vol'jin, who has one final task
for them: the signal fires must be lit, so that the Trolls in the village begin
the evacuation. Rexxar and his companions fight hard, and in a short amount of
time, the signal braziers are lit. The Trolls flee the island, and Rexxar's
company returns to Thrall.
Upon their arrival, Thrall tells Rexxar that he is slated to meet with
a Human emissary on Razor Peak at midnight. Rexxar is convinced that it is a
trap, and so he forces Thrall to allow him to go in his stead. Reluctantly
Thrall agrees, and Rexxar and his fellows leave for the peak. Sure enough,
assassins spring out and attack, and Rexxar and his men begin to fight for
their lives. After victory is assured, the dying emissay leaves a grim message:
something is coming for the Orcs, something terrible, and it cannot be stopped.
Rexxar leaves him to die from his painful wounds, and returns to Thrall. During
Rexxar's abscence, Thrall scribed a letter to Jaina, demanding to know the
meaning of this attack. He asks Rexxar to deliver it personally. Thrall

procures a Zepplin, and uses it to fly Rexxar and his companions South to the
new Troll village, where he is to receive the assistance needed to infiltrate
the Human island.

-ACT 2: Old Hatreds


Rexxar and Rokhan arrive safely at the newly created Troll village,
which neighbours the Tauren village of Mulgore. Vol'jin greets the two heroes
as they arrive, and directs them to the shipyard, in order that they might find
assistance to reaching the island. On the beach they find a Blademaster named
Samuro, who offers to create a distraction by placing explosives at various
points around a nearby human encampment. Rexxar utilizes the distraction and
sneaks across the waters and meets Jaina Proudmoore on the island of Theramore.
She claims to have never heard of these humans that are raiding the Orcish
shorelines, and therefore she did not order them to do so. She requests that
Rexxar take her to these humans, and so they return across the sea. Upon
arrival back at the human encampment, they discover that it has been sacked by
the Naga. After fighting through the city, they began to search for any
surivors. After breaching the Naga base and fighting their way through it, they
stumble across a lone survivor, who delivers a cryptic message - the admiral
will be pleased that they found Jaina. Curiosity piqued, Jaina declares that
they must return to Theramore.
Upon their arrival, Jaina informs Rexxar that the man leading the
humans is dangerous, and to go warn Thrall to leave this place. Before she can
get any further, he arrives - Admiral Proudmoore, in the flesh. He is overjoyed
to find his daughter, but orders her companions locked up and probably
murdered. Jaina won't stand for this and tries to argue with her father, but to
no avail. She opens the way for Rexxar to escape, and then teleports. After a
long ardurous battle through the city, the party finally manages to open the
gates to safety.
After defeating a group of extremely powerful Human heroes, they escape
out to sea, and back to the troll village. There, Vol'jin assigns them the duty
of gathering the Horde's alliances, in preparation for the upcoming attack by
Grand Admiral Proudmoore. They travel West, to the Tauren lands of Mulgore.
They find chief Cairne Bloodhoof deep in misery; his only son has been taken by
the centaur. After saving the village from the ravages of a hostile group of
Harpies, the party sets out in search of information pertaining to Cairne's son
Baine. They rendevous with the group out in the wild, and they are given
information regarding Baine. They decide to attack the centaur camp, and see if
he is perhaps still alive. After a long and bloody battle, they arrive at the
main centaur camp, and they free Baine. Cairne is overjoyed, and agrees to
enlist. For now, however, Cairne will travel with Rexxar.
Back at the Troll village, Vol'jin informs Rexxar that an ogre has
arrived, badly wounded. Vol'jin says that the ogres would be a valuable ally in
the upcoming war. Rexxar must travel to the ogre lands and discuss the matter
with the chief. Upon arrival, Rexxar finds he must enlist with the clan in
order to be able to discuss the matter. After a trial of strength, in which he
is forced to slaughter many enemies, he is accepted into the clan. However,
Kor'gall, the leader, refuses to help the orcs. Rexxar challenges him for
leadership, and bests him in single combat. Rexxar becomes the new leader of
the Stonemaul clan, and decides that they will go to war to help the orcs.
When they return to the Troll village, Vol'jin mentions that Thrall has
arrived and set up a camp. He asks Rexxar to go and visit Thrall. Thrall
mentions that he needs a few items to make a spell for his new standard of
Durotar, and he asks that Rexxar find them for him. Afterwards, he is ordered
to meet Thrall at Tidefury Cove, where they will begin planning the attack
against the humans. Upon Rexxar's arrival at the Tidefury base, Thrall names
him the champion of the horde, and offers him the honour of carrying the
standard into battle. Rexxar accepts, and leads the strike against Proudmoore's

base.
As they stand in the rubble of Proudmoore's outpost, Thrall says that
they must pursue Proudmoore to the isle of Theramore, in order to finish him
off forever; otherwise, he will continue to hound the Orcs. He expresses
sadness for Jaina, who had no way of avoiding the situation. The Orcs pack up
and sail to the island.

-ACT 3: A Blaze Of Glory


The Orc force arrives on the shores, but they discover that the island
is guarded by a fleet of battleships. While Thrall despairs, Jaina teleports in
to meet them. She asks for their forgiveness, and says she had no part in what
her father did. She offers advice on defeating the Human ships, and then asks
that the Orcs spare as many of her men as they can. Rexxar leads the assault on
the Human stronghold, and from the ashes he commandeers several warships. Using
these, he crushes the Human blockade, allowing the horde access to the isle of
Theramore.
They land on the isle and set up a camp. The admiral is hidden deep in
the city, and the horde will assault while Rexxar and his party go for the
admiral. As the city lays burning around them, Rexxar, Cairne and Rokhan square
off against the admiral, with two of his heroes. After a long and ardurous
battle, Rexxar emerges victorious, but only just.
With the admiral dead and his armies defeated, the horde has secured
their future. Jaina is saddened by the loss of her father, but understands that
it had to be done. Despite the offer of a home in Ogrimmar, Rexxar opts to
return to his wandering ways.

*******************************************************************************
***
4.2 - Codes
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
To enter the following codes, tap [enter] during gameplay, type
the cheat exactly as it appears, and hit [enter] again.
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
Increase build speed
warpten

*******************************************************************************
***
4.3 - Closing Comments

'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
Nearly six years after I began writing this guide, I'm finally finishing
it up. The version that was posted prior to this one was 99% complete, and as
the game grew older I felt there was little purpose in providing that final
update. I happened to check my reader stats for the first time the other day
however, and was shocked to discover that my FAQ has been accessed over 250 000
times since its inception, and is still accessed over a hundred times a day as
of this writing (February 19, 2009). Obviously, there is still a demand for
this work. Consequently, I have released this final, fully updated and
formatted version.
The Frozen Throne (and subsequently Reign of Chaos) stands out for me as
one of the all time great RTS games. It is often overlooked (or so it seems to
me) but many fans, but every time I go back and play the game it brings back so
many fond memories. I was disappointed that Blizzard chose to release World of
Warcraft - I don't play a whole lot of games anymore, and that sort of thing
really is not my cup of tea. Hopefully in the future, after Starcraft 2 and
Diablo 4 are released, we can see a return to our Warcraft III RTS roots.
Take care everyone!

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***
4.4 - Credits
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
trohan7@hotmail.com
- Scammed the codes from this guy and forgot the credits section, so here
it is. Much thanks!
jhelms@surfree.com
- Offered a suggestion about campaign titles that made a lot more sense
than my current headers, and provided insight for two of the Alliance
missions
jefbaysg@hotmail.com, slayer7@linuxmail.org, driesfield@hotmail.com,
mwalton@zoominternet.net, wacfteiner@msn.com,
thomasstarling@hotmail.com, bollae@topclan.ch,
dgroulx@odin.ac.hmc.edu, tomcom87@yahoo.com, dynastyhan@earthlink.net,
Wootzie007 (at) yahoo dotcom, and many,
many more!
- Provided insight into the red and blue runes in the third Scourge
mission
manual6@msn.com
- Provided the 'warpten' code.
lord_of_black_chaos@yahoo.com
- Helped with the 10 orbs quest.
wraithcommander@hotmail.com
- Strategy for the 5th Alliance level.
lassepe@ofir.dk
- Strategy for Alliance Chapter 6.
Nick11@hotmail.com
- Pointed out the bonus hero after the Alliance secret mission.
aberrant80@yahoo.com
- Various strategies for the Night Elves.
earnol@mail.ru
- Tips for Alliance Chapter 2.

Thatweirdo1313@aol.com
- Several tips.
HiFeiv@aol.co
- Tip for a Sentinel level.
AmrcnRedneck0@aol.com
- Pointed out a geographical mistake.
TirisfalGuardian@aol.com
- Strategy for the first Undead mission.
xxzephyrxx@hotmail.com
- Tomb of Sargeras tip.
TOUSSAINTAC@aol.com
- Gates of the Abyss tip.
Score631@msn.com
- Misc tips.
zareth@rogers.com
- Tips for the finding items on the first NE level.
samseaver@hotmail.com
- Pointed out the interesting 'Timmy' easter egg.
gonny_m@netvision.net.il
- Gave some tips and advice on the 3rd Orc Act.
timber271@yahoo.com
- Excellent strategies for tackling the Orc bonus campaign, I highly
recommend you read his work.
mfishman@acsu.buffalo.edu
- Linked the Captain from the first Human mission in Original to the
landing party in Old Hatreds.
Lee Hall, Editor, PC Gamer UK
- Published part of my guide in the December 2005 issue. Thanks!
rvolutionary@hotmail.com
- Sent in a secret for the Scourge mission: The Return to Northrend.
madriker@virgilio.it
- Corrected me on a rather blatant typo in the first mission of the first
campaign.

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***
Copyright 2003-2009, Alex Austman
***
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