Warcraft III Walkthrough
by Steven W. Carter
scarter831@earthlink.net
Last Updated
November 4, 2002
*****************************************************************************
* Introduction *
*****************************************************************************
This is a walkthrough for Warcraft III from Blizzard Entertainment. Besides
including strategies for each mission in the game, I’ve also attempted to
point out all the interesting things in each mission (mostly easter eggs and
important equipment).
This guide is based on the normal (default) difficulty setting for the game
and version 1.01b.
*****************************************************************************
* Units *
*****************************************************************************
* ------ *
* Humans *
* ------ *
Food Gold Wood Hps Mana Damage Armor
Footmen
Basic 2 160 0 420 0 12- 13 2
Upgraded 15- 19 8
Knights
Basic 4 290 60 800 0 21- 29 6
Upgraded 950 24- 44 12
Riflemen
Basic 3 240 30 520 0 18- 24 0
Upgraded 21- 36 6
Priests
Initiate 2 160 10 220 200 8- 9 0
Adept 295 300 9- 11
Master 370 400 10- 13
Sorceresses
Initiate 2 180 20 250 200 11- 14 0
Adept 325 300 12- 18
Master 400 400 13- 22
Mortar Team
Basic 3 210 70 360 0 52- 64 0
Upgraded 55-103 6
Steam Tanks
Basic 3 230 60 700 0 45- 55 2
Upgraded 48- 88 8
Gyrocopters
Basic 2 220 60 350 0 25- 30 2
Upgraded 28- 48 8
Gryphon Riders
Basic 4 330 70 750 0 45- 55 0
Upgraded 900 48- 88 6
Guard Towers
Basic 0 220 80 500 0 23- 27 5
Upgraded 800 8
Cannon Towers
Basic 0 280 120 600 0 90-111 5
Upgraded 960 8
* ------ *
* Undead *
* ------ *
Food Gold Wood Hps Mana Damage Armor
Ghouls
Basic 2 140 0 330 0 12- 14 0
Upgraded 15- 20 6
Skeleton Warriors
Basic 0 0 0 180 0 14- 15 1
Upgraded 17- 21 7
Abominations
Basic 4 280 70 1080 0 33- 39 2
Upgraded 36- 60 8
Crypt Fiends
Basic 3 250 40 550 0 27- 32 0
Upgraded 30- 50 6
Necromancers
Initiate 2 170 20 230 200 9- 13 0
Adept 305 300 10- 16
Master 380 400 11- 20
Banshees
Initiate 2 180 30 210 200 11- 15 0
Adept 285 300 12- 20
Master 360 400 13- 25
Meat Wagons
Basic 4 270 65 380 0 71- 88 2
Upgraded 74-142
Gargoyles
Basic 2 220 30 400 0 16- 18 5
Upgraded 19- 37 11
Frost Wyrms
Basic 7 450 120 1100 0 85-105 0
Upgraded 88-138 6
Spirit Towers 0 270 90 550 0 27- 32 5
* ---- *
* Orcs *
* ---- *
Food Gold Wood Hps Mana Damage Armor
Grunts
Basic 3 235 0 680 0 21- 24 1
Upgraded 780 24- 36 7
Raiders
Basic 3 210 40 610 0 23- 27 0
Upgraded 26- 42 6
Taurens
Basic 5 325 80 1300 0 30- 36 3
Upgraded 33- 57 9
Troll Headhunters
Basic 2 160 20 280 0 23- 27 0
Upgraded 26- 42 6
Kodo Beasts 4 300 60 790 0 16- 20 1
Shamans
Initiate 2 150 20 260 200 14- 16 0
Adept 335 300 15- 19
Master 410 400 16- 22
Troll Witch Doctors
Initiate 2 170 25 240 200 12- 14 0
Adept 315 300 13- 17
Master 390 400 14- 20
Catapults
Basic 4 260 70 425 0 82-102 2
Upgraded 85-165 8
Wyverns
Basic 4 310 40 500 0 41- 49 0
Upgraded 44- 64 6
Watch Towers 0 180 80 500 0 19- 22 3
* ----------- *
* Night Elves *
* ----------- *
Food Gold Wood Hps Mana Damage Armor
Huntresses
Basic 3 225 20 550 0 16- 18 1
Upgraded 19- 27 7
Archers
Basic 2 150 10 260 0 19- 22 0
Upgraded 25- 37 6
Dryads
Basic 3 170 60 380 200 15- 17 0
Upgraded 18- 26 6
Druids of the Talon
Initiate 2 160 20 225 200 10- 12 0
Adept 300 300 11- 15
Master 375 400 12- 18
Upgr. Crow Form 450 27- 51 6
Druids of the Claw
Initiate 4 300 80 430 200 19- 22 1
Adept 505 300 20- 26
Master 580 400 21- 30
Upgr. Bear Form 960 32- 62 9
Ballistae
Basic 4 245 85 380 0 56- 69 2
Upgraded 59-111
Hippogryphs
Basic 2 190 20 500 0 38- 46 0
Upgraded 41- 73 6
Hippogryph Riders
Basic 4 340 30 780 0 19- 22 0
Upgraded 25- 37 6
Chimaeras
Basic 5 390 70 900 0 67- 83 2
Upgraded 70-134 8
Ancient Protectors
Basic 0 240 100 550 0 52- 64 2
Upgraded 4
*****************************************************************************
* Gameplay Notes *
*****************************************************************************
When you select a hero, notice the icon to the left of its attributes. The
icon represents the type of hero it is, and if you hover your mouse over the
icon, you’ll see what each attribute does for the hero. It’s important
information to know, since some equipment is nearly worthless to certain
types of heroes while being useful to others.
It’s possible to play the missions on an “easy” difficulty setting. Simply
lose the current mission on the normal difficulty setting (for example, by
using the appropriate cheat code) and then select the option to replay the
mission on an easier difficulty setting.
Some useful cheat codes:
iseedeadpeople reveal the map
whosyourdaddy god mode
allyourbasearebelongtous instant win
Simply press enter, type the code, and then press enter again to activate the
code.
*****************************************************************************
* Prologue Campaign: Exodus of the Horde *
*****************************************************************************
* -------------------------- *
* Chapter 1: Chasing Visions *
* -------------------------- *
Main Quest:
1. Find the prophet.
Walkthrough:
This is a basic tutorial mission, and so there isn’t anything complicated
about it. Just follow the narrator’s directions, and move from banner to
banner. If you don’t see the next banner (like after you defeat the gnolls
in their camp) just follow the path until you get to one.
Past the river you’ll find a sleeping ogre. The ogre is actually pretty easy
to kill, but it doesn’t have any treasure, and Thrall has already hit his
experience cap for the mission (and the campaign). So kill it or not as you
please. However, west of the ogre and south of the path is a clearing with a
treasure chest in it. The chest contains a healing potion.
Past the ogre to the east is another area off the main path. This area
contains three golems, and one of them will drop a ring of protection +1.
North of the golems, again off the path, you’ll find some trolls. One of the
trolls will drop a manual of health (+50 hit points). The prophet is at the
next banner, and the mission will end once you talk to him, so don’t worry if
you lose some units fighting the trolls or golems.
Note: In the northeastern corner of the map is a pair of pirates guarding a
treasure chest of “phat lewt.” Their location is inaccessible, but you can
see them using the “iseedeadpeople” cheat code.
* --------------------- *
* Chapter 2: Departures *
* --------------------- *
Main Quests:
1. Establish a base.
2. Rescue Grom Hellscream.
Walkthrough:
Once again follow the instructions of the narrator. He’ll guide you through
building a base. Once you’ve completed the “quest,” humans will rebuild the
bridge southeast of your base. So as you train grunts, set the rally point
of the barracks to be next to the two watch towers near the bridge. Then,
once the humans rebuild the bridge and attack your towers, you’ll be able to
beat them easily.
Note: North of the first watch tower southeast of your base you’ll find some
gnolls. One will drop a scroll of health.
The only offensive unit you can train is the grunt, so start producing a lot
of them. Don’t worry about the upkeep. Once you have about ten, send them
and Thrall across the bridge and into enemy territory. There aren’t any
interesting areas off the path, so just follow the path, killing any humans
and freeing any orcs you come across. When you find shamans, add them to
your group, replacing grunts if necessary.
Eventually you’ll come to an area with three guard towers. Just storm the
towers one at a time, and once you’ve destroyed all three Grom will burst out
of his cage, and you’ll have completed the mission.
*****************************************************************************
* Human Campaign: The Scourge of Lordaeron *
*****************************************************************************
* ------------------------------------ *
* Chapter 1: The Defense of Strahnbrad *
* ------------------------------------ *
Main Quest:
1. Defend Strahnbrad.
Optional Quests:
1. Save Timmy.
2. Retrieve Gerard’s ledger.
Walkthrough:
Even though Strahnbrad sounds like it’s in dire jeopardy, the mission isn’t
timed, so take your time getting there. In particular, search your base and
destroy all the crates you see (by right clicking on them). You’ll find a
scroll of protection and a potion of healing.
Then follow the path south, but keep going south once the path turns east.
You’ll find yourself in a small village. If you go to the southwestern
corner of the village, two farmers will agree to help you, and they’ll turn
into footmen. At the southeastern corner, Alicia will ask you to rescue
Timmy from some gnoll kidnappers, and the position of the gnolls will be
shown on the minimap. So just head east and kill the gnolls, and then right
click on the cage to free Timmy. You’ll receive a ring of protection +1 as a
reward from Alicia, and one of the gnolls will also drop a potion of healing.
That’s it for the village, so head on back to the path. North of the path
(near the center of the map) you’ll find a man asking for help. If you
approach him you’ll discover that his plea is actually a trap, and five
bandits will attack you. That ok. The bandits will pose a more difficult
battle than the gnolls, but you shouldn’t lose any units, and you’ll receive
a scroll of healing for defeating them.
Back on the path, you’ll shortly come to a bridge, and, lo and behold, you’ll
find more bandits. These bandits were in the process of robbing Gerard when
you arrived, and Gerard will ask you to return his ledger to him. So follow
the bandits southeast into the forest. You’ll have to fight eight bandits in
total, but they shouldn’t cause you any problems, and the “bandit lord” will
drop the ledger when he dies. When you return the ledger to Gerard, he’ll
give you a tome of strength (permanent +1 strength).
When you cross the bridge, you’ll find yourself at the gates of Strahnbrad.
You’ll also find that orcs have already started attacking the city. Orcs are
much more difficult to kill than bandits, but again you don’t need to hurry.
So once you fight some orcs, feel free to sit around and rest a while before
searching for more.
Note: East of the gates of Strahnbrad is a cemetery. Any innocent units that
Arthas kills (including sheep) will show up there as ghosts after midnight.
On the western side if the Strahnbrad you’ll find two orc grunts fighting
three footmen. The footmen are yours, so if you can prevent them from being
killed, you’ll be able to add them to your army. In the northern part of the
city, a house will “explode” and two orc grunts will attack you. In one of
the crates nearby you can find a potion of mana. Finally, the northwestern
part of the city holds an orc slave master and two grunts. Once you defeat
the trio, the mission will end.
* ----------------------------- *
* Chapter 2: Blackrock and Roll *
* ----------------------------- *
Main Quests:
1. Establish a base.
2. Defeat the blademaster.
Optional Quest:
1. Defeat Searinox.
Walkthrough:
You start out with three peasants mining gold and two harvesting lumber. So
create two more peasants for the mine and two more for the trees, and then
create a fifth peasant to build things. Meanwhile, upgrade your scout towers
to guard towers, and use Uther (controlled by the computer) and Arthas to
guard the two entrances to your base. There are also some crates inside the
base you can bash open to receive a potion of healing and a scroll of
protection.
Note: Notice how your four towers are “protected” by crates. (There isn’t
anything inside the crates, so don’t destroy them.) In later missions you
can use farms to protect towers in much the same way.
Once you’ve established your base and have six footmen, you’ll learn that
your main goal for the mission is to defeat the orc blademaster. But as in
the previous mission, there isn’t any hurry to complete the quest, so don’t
rush off to confront him. Instead, take your units and head east. (Uther
and your towers can protect the base on their own, although it doesn’t hurt
to add in more towers.)
East of your base you’ll encounter Feranor Steeltoe and four dwarven
riflemen. Steeltoe will ask you to help him defeat the drake Searinox, and
he’ll give you the four riflemen to help you out. You’ll also receive the
nearby blacksmith, which will allow you to upgrade your units and produce
more riflemen.
Searinox’s cave is further to the east. Inside you’ll find some black dragon
whelps, which your riflemen should make short work of, and Searinox himself.
Searinox will have some skeleton archers to help him out, but he still
shouldn’t pose much of a problem. Just have your riflemen concentrate on him
while your footmen deal with the archers, and make judicious use to Arthas’
holy light spell. Once Searinox dies, he’ll drop his heart, and when you
take the heart to Steeltoe you’ll receive an orb of fire, which adds an
attack bonus plus splash damage to a hero’s weapon.
Other than Searinox, there are five groups of creeps you can deal with on the
map:
1. A group of gnolls on the western edge of the map. They have a potion
of mana.
2. A group of gnolls on the eastern edge of the map. They have a potion
of healing.
3. A group of murlocs north of the western gnolls. They have claws of
attack +3.
4. A group of ogres west of the murlocs (and up a couple ramps). You’ll
have to cut down numerous trees to get to them, but your reward will be
gauntlets of ogre strength +3.
5. A gnoll warden west of Searinox’s cave (through a narrow ravine). Once
again you’ll have to chop down several trees, but you’ll get a wand of
negation (dispels targets) as a prize.
If you don’t want to take the time to cut down trees, then don’t worry about
it. There will be quite a few pieces of equipment for Arthas before the end
of the campaign.
At the northern end of the map is the orc base. If you destroy it then the
orcs will stop attacking you, but otherwise there isn’t a reward. The orc
blademaster is to the northeast. He’s an orc hero, but he’s only level 2,
and his support is far enough away that you can fight the support in one
battle and then the hero in another, making both battles straightforward.
* -------------------------------- *
* Chapter 3: Ravages of the Plague *
* -------------------------------- *
Main Quests:
1. Investigate villages.
2. Destroy the grain warehouse.
Optional Quest:
1. Find the fountain of health.
Walkthrough:
Instead of heading west towards the villages, head east. You’ll find a group
of three ogres. One ogre will drop a potion of healing, and, if you kill the
nearby sheep, it will drop bracers of agility (+1 agility).
Now go back to the path and head generally west. You’ll discover that
someone (or something) destroyed the bridge to the closest village. That
means you’ll have to take the long way around, so head northeast. In that
direction you’ll discover bandits attacking the local peasants, so kill the
bandits and then talk to Alric to the north. He’ll tell you about a fountain
of health, and the fountain’s location will be marked on your minimap.
There’s only one way to go so follow the shallows (killing creeps along the
way) until you get to the village with the broken bridge. There you’ll find
some skeleton archers attacking footmen, and your footmen will receive the
defend skill. If you can keep the allied footmen alive, you’ll be able to
add them to your army.
Then head west towards the fountain of health. You’ll be ambushed by some
skeletons along the way, but you should be able to reach the fountain without
taking any losses. The fountain increases the healing rate of any non-
mechanical units next to it, so you can use it whenever your army takes
damage. (But chances are you won’t need it.)
Now head south towards the rest of the village. First you’ll pass a diseased
grain silo and discover how the undead plague has been spreading, and then
you’ll have a major battle with about a half dozen undead. Make sure Jaina
summons a water elemental, and have Arthas cast holy light whenever a unit
gets too damaged. Past the battle you’ll meet up with a couple priests, so
don’t worry about running back to the fountain of health to get healed. Just
let the priests do it.
Continuing west you’ll have to fight a couple more undead, but then you’ll
receive a dwarven mortar team, which will then start attacking skeletons to
the west. The skeletons will be a little confused about what to do, and you
should be able to defeat them easily. Once you’ve killed the skeletons, head
to the southwestern corner of the map to pick up a mantle of intelligence +3.
The grain warehouse is to the north, so head in that direction. You’ll have
to kill some more undead, including an abomination, but nothing should be too
difficult, and once you destroy the warehouse the mission will end.
* --------------------------------- *
* Chapter 4: The Cult of the Damned *
* --------------------------------- *
Main Quests:
1. Investigate Andorhal.
2. Confront Kel’Thuzad.
Walkthrough:
You start out with 15 upkeep and only have 18 food available, so train three
peasants for the gold mine, and have another peasant start building a farm.
(The empty area south of your base is a good place for farms.) Once you can
afford more peasants, make sure you have five peasants working your mine,
three peasants chopping wood, and two peasants building things. You’ll only
be attacked from the west, so put a couple guard towers there.
Meanwhile, group together all of your units except for the mortar team, and
send them east. In the southeastern corner of the map you’ll run into some
trolls, and one of the trolls will drop claws of attack +6. If you also
destroy the troll hut, you’ll find a scroll of protection.
Heading to the second gold mine, you’ll first run into some gnolls (their hut
has a potion of healing) and then some golems. The golems can be tough, so
try to attack them one at a time. One of the golems will drop a ring of
protection +2.
Note: Your base will be attacked at some point around here. If your guard
towers aren’t up yet, convert your peasants to militia, and use them and your
mortar team to dispose of the threat.
Once the path to the second gold mine is clear, head west. Clear the creeps
you find, and visit the goblin merchant if you want, until you end up next to
your base again. To the southwest you’ll find some enforcers with a potion
of mana, and to the west you’ll find a couple undead.
To the north is the only undead base on the map. It shouldn’t be heavily
defended, so add your mortar team to your army and attack. If things start
going badly, then retreat to your base, do some researching, and create a
more powerful army (two or three mortar teams will knock down buildings
quickly).
Once the undead base is gone, head north into Andorhal. You’ll discover that
the grain shipments have already left, and you’ll get a new quest to confront
the necromancer Kel’Thuzad. You should also find a cage near the center of
the city. If you break it open, an undead creature named Timmy will escape.
Timmy is neutral to you, but if you attack him anyway you’ll receive a ring
of superiority (+1 strength, +1 agility, +1 intelligence).
Leave Andorhal to the north and then head east. You’ll first face a couple
ghouls, which should be easy, but then you’ll have to deal with a handful of
abominations. The abominations can be tough, but a mixed army of your heroes
plus footmen, riflemen, and mortar teams should be able to deal with them.
Once the abominations are dead, the only enemy left is Kel’Thuzad, and he’s
only a basic necromancer unit. Once he goes down the mission will end.
* ------------------------------- *
* Chapter 5: March of the Scourge *
* ------------------------------- *
Main Quest:
1. Survive for 30 minutes.
Optional Quest:
1. Destroy the grain caravan.
Walkthrough:
You don’t start out with many peasants, so right away train more so you have
five mining gold, three or four chopping trees, and another couple building
things. Since you want to be defensive in this mission, be sure to build a
bunch of extra guard and cannon towers. Almost all of the normal attacks
will arrive at the two western entrances to your base, but the last triggered
attack can come at any or all of the three entrances. So build extra towers
at the two western entrances first, and then get to the other entrance if you
have time. (The triggered attack will come late enough in the mission that
it won’t be able to destroy your entire base in the time allotted, so it’s
not really important.)
At about the 22:00 mark, you’ll receive notice of a grain caravan. Once you
have a few extra towers, plus some excess units that you can leave in the
base, send a strike force (including at least two mortar teams) north to the
northeastern corner of the map, and then west towards the northwestern
corner. Along the way you’ll probably learn that the caravan has infected
the “second town,” and that’s where you’ll probably meet up with it.
The caravan will have a mixture of zombies, ghouls, necromancers, and meat
wagons, so try to concentrate on the meat wagons first since they’ll do the
most damage to you. Once you’ve destroyed everything, you’ll receive a
scroll of town portal plus a medallion of courage (+4 strength, +4
intelligence) for your efforts. West of the town is a fountain of health,
but when you approach it some ogres will attack. The ogres have gauntlets of
ogre strength +3. Once everything is dead, rest at the fountain until your
army is healed, and then send it back to your town.
At this point all you have to do is sit back and defend. If you’re feeling
particularly industrious, you can try attacking the two undead bases on the
map, but without knights mostly all you’ll do is get your units killed. So
get your upkeep to 70 and then just build a bunch of towers.
At roughly the 2:00 mark, both undead bases will send a major attack your
way, including a pair of heroes (one level 6, the other level 10). But by
the time they get to your base, there will only be about a minute left, and
so even if you can’t defeat the attacks outright, you should be able to delay
them long enough to win the mission.
* ---------------------- *
* Chapter 6: The Culling *
* ---------------------- *
Main Quests:
1. Kill 100 zombies.
2. Prevent Mal’Ganis from claiming 100 zombies.
Walkthrough:
This mission is sort of a funny contest. You have to kill 100 zombies before
Mal’Ganis can claim 100 zombies. In order to kill zombies, you first have to
destroy “plagued villager buildings” (by force attacking them). Then four
plagued peasants will appear, sleep for a bit, and change into zombies.
However, you can kill the peasants before they switch (again by force
attacking), and that’s what you should do since it’s quicker and since it
means you won’t come under attack as much.
Meanwhile, Mal’Ganis has to do the same thing, except he can only claim the
zombies once they’re zombies. Plus, he can only claim one zombie at a time,
and the process takes a couple seconds. Since any of your units can kill
zombies, and since you can send out multiple attack forces, you should be
able to win this race rather convincingly.
Anyway, send Arthas and the two knights to the northwestern corner of the
map. There are ten buildings there, and that’s worth 40 zombies. As soon as
you attack the first building, Mal’Ganis will teleport into the city, and
he’ll start attacking buildings, too. (That is, unless you’re really slow,
and then he’ll start without you.) While you’re attacking the buildings,
build up your base so you can start producing knights. Also build a couple
defensive towers at the southern entrance. Every so often you’ll be attacked
there.
Once you’ve cleared the first ten buildings, head south into the city zoo.
In the cage with the owlbears is a rat named Filson. Click on Filson a bunch
of times until he explodes, and he’ll drop a talisman of evasion (15% chance
enemies will miss you).
Then just zoom around the city destroying buildings and zombies wherever you
find them. It’s possible Mal’Ganis will seek you out if you build up enough
of a lead, so try to do two things: 1) reinforce your initial attack force so
it has Arthas, four knights, and some riflemen, and 2) create a second attack
force of about the same size. Then even if Mal’Ganis destroys one attack
force, the other can keep going.
Note: You can kill Mal’Ganis but that doesn’t give you an automatic win. It
just gives you a three minute respite while the undead base revives him. So
don’t waste time trying to hunt Mal’Ganis, but go ahead and kill him if he
wanders into range of one of your attack groups.
* ---------------------------------- *
* Chapter 7: The Shores of Northrend *
* ---------------------------------- *
Main Quests:
1. Establish a base.
2. Destroy Mal’Ganis’ base.
Optional Quest:
1. Rescue Muradin Bronzebeard’s men.
Walkthrough:
Group all of your units together and head generally east. You might have to
fight some wolves, trolls, and nerubians along the way, but eventually you
should stumble upon a gold mine. Once you reach the gold mine you’ll receive
some peasants, some buildings, and some reinforcements, including a level 5
mountain king hero named Muradin Bronzebeard. Bronzebeard will then ask you
to rescue his men to the north.
Almost immediately you’ll come under attack, so keep your forces in the area
to deal with the threat. Then churn out about a half dozen peasants to
gather resources, and start building your base. If you didn’t explore
everything leading up to the gold mine, then go back and do that now. Of
particular interest is a frost orb, which you can find with the nerubians. I
don’t think it works with the fire orb, so split the orbs between Arthas and
Bronzebeard.
There are two undead bases on the map, and they’ll attack your base every few
minutes (including gargoyle attacks), so keep your forces near your base
until you can put up a couple guard towers and train a few extra units. Also
wait until you can add a couple mortar teams to your main army, and then send
it north.
North of your base you’ll find a group of trolls holding a manual of health
(+50 hit points) and also one of the undead bases. The undead base is pretty
small, so a force of a dozen mixed units should be enough to take it. Then
just move your army up to Bronzebeard’s base to complete the optional quest
and receive the base as your own.
You don’t really need Bronzebeard’s base, so take all of the units you
received from it and add them to your attack force. Then send them all west.
There you’ll find the main undead base on the map, and your force might be
enough to destroy it. If not, it should at least be able to do some major
damage, so the next force you send can finish it off. Once you destroy the
base, the mission will end.
* --------------------- *
* Chapter 8: Dissension *
* --------------------- *
Main Quest:
1. Destroy the five ships in 25 minutes.
Walkthrough:
You need to destroy five ships in 25 minutes, or one ship every five minutes.
That’s enough time that you don’t need to rush headlong into battle, getting
your units killed. Instead, you can be a little cautious.
So take your two heroes and two mortar teams and head west. You’ll have to
fight some undead, but eventually you’ll come to a mercenary camp. Even
though you can afford it, don’t buy all the units at the camp. You’ll find
more mercenary camps with better units later. At this one just buy the
priest units.
Then follow the path west to encounter more undead units and more spirit
towers. Keep your priests out of the way (otherwise the towers will kill
them) and let your heroes kill the enemy units while the mortar teams kill
the towers. Just south of the encounter is the first ship for you to sink.
Note: North of the encounter you can find some skeletal archers with a goblin
night scope, which allows better vision at night. But the prize probably
isn’t worth the time it takes to get it.
On the way to the second ship you’ll have to fight some nerubian creeps. If
your ranged attackers start to take too much damage, just retreat them away
from the fight and let your heroes deal with everything. One of the
nerubians will drop claws of attack +12.
Past the second ship you’ll find another mercenary camp. Use it to buy ogre
magi, and then continue east. You’ll have to fight some more creeps, but
eventually you’ll come to a point where the path is blocked by trees.
Conveniently, a goblin laboratory is nearby, so use it to buy a couple goblin
sappers, and use the sappers to blow up the trees. Just past the trees you
can sink the third ship.
Past the third ship you’ll find another mercenary camp. At this one be sure
to buy the two ice troll trappers. They can ensnare flying units, and that’s
important because the next battle has a couple of blue drakes in it, and
ensnaring them makes the battle much easier. Beyond the drakes you’ll find a
passage flanked by several spirit towers. If you have 10-15 minutes
remaining, then use Arthas as a scout for the mortar teams (so the towers
reveal themselves by attacking him), so the mortar teams can destroy the
towers. Otherwise, just run through and take your chances (but make sure at
least one ranged unit survives). You’ll find the fourth boat at the end of
the passage.
The way to the last boat is blocked by numerous undead units. Arthas and
Bronzebeard can probably do the battles on their own, so if you’ve managed to
keep most of your units alive you should have a pretty easy time. Then just
destroy the last boat to complete the mission.
* ---------------------- *
* Chapter 9: Frostmourne *
* ---------------------- *
Main Quest:
1. Locate Frostmourne.
2. Destroy Mal’Ganis’ base.
Walkthrough:
You start with your forces divided. Arthas and his army are to the left, and
your base and assorted other units are to the right. Since the first quest
is to find Frostmourne, guide Arthas’ army north while you defend and
research at your base.
Guiding Arthas, you’ll have to fight your way through a bunch of wolf and
wendigo creeps. The first group will have a ring of protection +3, the
second will have a periapt of vitality (+100 hit points), and the third will
have a tome of agility.
After the third group of creeps you’ll find a graveyard. Undead will ambush
you there, and the ambush will include a pair of ghosts (which can possess
your units) so send in Arthas and Bronzebeard alone until the ghosts are
dead, and then send in everybody else.
Past the graveyard you’ll finally find Frostmourne. It’ll be guarded by
several undead, including a level 10 creep named the Guardian. You don’t
actually need to defeat all the enemies; as soon as the Guardian dies the
battle will end, and Arthas will come into possession of Frostmourne. Of
course, you’ll also lose all of the units that were with Arthas (including
Bronzebeard) but that’s the price you pay.
With Arthas back in your base, create a strike force. There are two undead
bases on the map: Mal’Ganis’ green base to the northeast, and a purple base
to the east. It’s probably best to destroy the purple base before getting to
Mal’Ganis. The purple base is lightly defended, and by destroying it you
won’t have to worry about defending your own base when you go against
Mal’Ganis, and so you can send all of your units in the attack.
Mal’Ganis’ base is much larger than the purple base, but its defenders will
also be more spread out. So with a couple dozen mixed units attacking it, it
shouldn’t pose much of a problem. Once you destroy enough of the buildings,
the mission (and campaign) will end.
*****************************************************************************
* Undead Campaign: Path of the Damned *
*****************************************************************************
* ------------------------------------- *
* Chapter 1: Trudging through the Ashes *
* ------------------------------------- *
Main Quest:
1. Rescue 20 acolytes.
Optional Quest:
1. Seek out the graveyard.
Walkthrough:
A couple notes to start off:
1. Notice that you have Arthas as your hero again, but that he’s now a
level 1 death knight rather than a level 10 paladin. However, this new
version of Arthas is similar to the old one: you can use death coil as
an offensive and defensive spell, to heal undead units and damage
living ones.
2. While the mission is more or less designed for you to solve in a
stealthy manner, you can be violent if you want. If you can fight
footmen or knights one or two at a time, you can defeat them with
Arthas and the two ghouls you start with. You should do some fighting
regardless so you get Arthas some experience.
3. There are 22 acolytes on the map, so you can skip a couple of them if
you want.
Without going into too much unnecessary detail here, you should scout around
with Arthas and then bring in the ghouls if he gets into trouble. Arthas
can’t use death coil on himself, so if you get into a fight, try to get the
humans to attack the ghouls (by retreating Arthas and then returning him to
the fight) so you won’t have to rest as long after the fight is over.
In the first part of the town you’ll meet up with an acolyte who will tell
you to seek out the graveyard. Past that acolyte you’ll receive a shade, an
invisible unit that can scout for you. The shade will almost immediately
discover a circular path being patrolled by a trio of footmen. The best
thing to do with the footmen is kill them (you’ll get a potion of greater
healing as a reward) but feel free to sneak around them if they give you
trouble.
There are two acolytes near the circular path, and the crates next to the
lumber mill have a potion of healing in them. In the center of the path is a
barracks guarded by a knight and footman, and while you won’t get anything
for defeating the knight and footman, or for destroying the barracks, one of
the horses next to the barracks has a ring of protection +2. If you decide
to go for the ring, be sure to kill the patrolling footmen first, or you’ll
have absolutely no chance in the battle.
North of the circular path you’ll find a gate leading to the main part of the
town. The gate is guarded by two footmen and two knights, but luckily you
can skirt around it to the west and enter the town through the woods. If
you’ve found all the acolytes possible by this point, you should have six.
The first part of the town consists of another little circular area, this one
centered around a pair of villagers having a fight. (The villagers are named
Robert and Tyler. Those are also the names of the main characters from the
movie Fight Club.) You might have to defeat some patrolling footmen again,
but you should find three more acolytes in the area. Just ignore the footmen
and knights by the gate. You won’t get anything for killing them.
Note: South of the village fighters is a crate with a potion of greater mana
in it.
To the east is the graveyard. When you send Arthas inside you’ll receive
three skeleton warriors and two more ghouls.
North of the graveyard is another gate, but before breaking it down head
west. You’ll find a town hall with a couple of peasants using it to mine
gold. When you attack, the peasants will switch to militia, but they should
still be easy to kill. Also, some bandits will attack, but they’ll attack
the town hall, so finish off the militia before getting to them.
Then clear out the area. You’ll find three more acolytes (for a total of 12)
plus a bandit camp to the west. When you defeat the bandits there, you’ll
receive a spider ring (+1 agility) and a potion of healing.
Back at the gate, right click on it to break it down. When it’s open you’ll
find an acolyte running towards you chased by a pair of footmen. Kill the
footmen to receive another potion of healing. Then explore this last part of
the town. You’ll find four more acolytes (for a total of 18) plus a few
isolated knights and footmen. Your force is strong enough now that you can
just wade in and kill them.
Finally, you’ll encounter a captain plus two footmen on the eastern side of
the area. They’re guarding four acolytes. You could just run past them to
free the acolytes, but you’re evil now, so just walk up to them and kill
them. That will also allow you to pick up a potion of greater healing before
approaching the acolytes and ending the mission.
* ------------------------------ *
* Chapter 2: Digging up the Dead *
* ------------------------------ *
Main Quests:
1. Recover the remains of Kel’Thuzad.
2. Claim the urn.
3. Establish a base.
Walkthrough:
You start out with three meat wagons. The mission briefing makes it sound
like you need to keep the wagons around to complete the mission, but you
don’t. However, the meat wagons are useful units, and completing the mission
will be much easier if you prevent them from being destroyed.
So put Arthas and the ghouls in one group and the meat wagons in another.
Then head east and destroy the towers and humans you run into. Eventually
you’ll come to Gavinrad the Dire, a level 2 paladin. He’ll drop a scroll of
healing (which is better than a potion of healing) when you kill him.
East of Gavinrad is a graveyard. Just send Arthas inside to complete the
first quest and receive the second quest.
Now you can finally build an undead base. So take one acolyte and have it
summon a haunted mine over the gold mine, and take a second and have it
summon a necropolis. But remember that acolytes don’t have to travel between
the gold mine and the necropolis to deliver gold, so put the necropolis near
trees to make harvesting wood easier. Then summon in the rest of the
buildings you need to complete the “establish base” quest.
Northwest of your base you’ll start to encounter some humans. When you
attack the peasants, they’ll rush off to switch to militia, and a level 4
paladin named Ballador the Bright will assist them. So make sure you’ve
trained some extra ghouls first, and make sure your meat wagons are in the
area.
Note: East of the peasants is a path leading north. If you follow the path
you’ll eventually find some wizards holding a voodoo doll (+1 intelligence).
Also notice the skulls on the western side of the path. If you destroy the
trees between the skulls, you’ll find a new path leading west. At the end of
this new path you’ll find a pair of sasquatches who will attack you. The
sasquatches are levels five and six, and one will create some treants, so
make sure you have a reasonable army when you approach them. As a reward
you’ll receive claws of attack +6.
Second note: West of the (teal) barracks and houses, through numerous trees,
you’ll come to a waterfall. It’s the secret “Pandaren relaxation area,”
referencing Blizzard’s April Fool’s joke about a Panda race in the game.
You’ll also see a brief image of a pair of pandas.
The rest of the mission is straightforward. Just create a bunch of ghouls
and meat wagons, and follow the path until you meet and kill the final two
paladins: Sage Truthbearer (level 5) and Uther the Lightbringer (level 10).
Sage has gloves of haste (15% increased attack speed) and Uther has the urn.
However, before picking up the urn (and ending the mission), explore the rest
of the map. In a crate you’ll find a scroll of protection, and on a sheep
(in a fenced area) you’ll find a goblin night scope.
* --------------------------------- *
* Chapter 3: Into the Realm Eternal *
* --------------------------------- *
Main Quest:
1. Destroy the base guarding the elfgate.
Walkthrough:
Finish off the elven base you started attacking during the cut scene, and
then replace it with your own base. You don’t have to worry about moving
quickly here -- your base is completely surrounded by trees, and so the
remaining elven bases on the map can’t attack you yet. So build what you
need, do some researching, and create a reasonable strike force. (Arthas
plus eleven ghouls and necromancers in one army, backed up by a few meat
wagons in a second army, should be enough.)
When you’re ready to go on the attack, head east. There are three paths
leading away from your base, but by heading east you can make sure that your
army is always between the elves and your base, and so you shouldn’t have to
worry about being attacked. Still, upgrade your ziggurats to spirit towers.
It’s not like there’s much else to spend your resources on in this mission.
Note: Through some trees north of the path you can find three gnolls with a
potion of healing.
Once you destroy the trees blocking the path, you’ll find a small elven base
to the east. It’ll only be defended by a few elves, so your forces should be
able to overrun it easily. The only thing of interest about the base is that
it contains a gold mine, so this is where you should expand if you run out of
gold in your base and decide you need more. (You probably won’t need more.)
Then head south across the bridge. The next elven base will be larger, with
more units defending it plus a couple of defensive towers, but once again you
shouldn’t have much trouble taking it. Just be sure to take manual control
of your meat wagons, and make sure they destroy towers and units first,
rather than getting sidetracked by unimportant buildings (like the farms).
Then re-supply your army to replace any units you lost in the battle.
At this point you can make a couple of side trips. The bridge leading to the
third elven base lies to the south, but before crossing you can knock down
some more trees to expose another path to your base (to make re-supplying
your army quicker) and a fountain of health (to heal your troops).
The third elven base is much like the second, and it should go down about as
quickly. Once it’s gone, take the time to re-supply your army again, and
then head east to the fourth elven base.
Note: North of the third elven base, once again past some trees, is a group
of gnoll wardens. If you kill the wardens and destroy their buildings,
you’ll find a ring of protection +2 and a scroll of the beast.
The next elven base is another mini-base, but once you destroy it that’ll be
the end of the teal elves. Now you just need to continue east to attack the
blue elven base, the base you need to destroy to complete the mission.
Not surprisingly, the blue elven base will be the most difficult to take.
It’ll have defensive towers plus lots of troops plus (probably) a level 4 elf
hero named Sylvanas Windrunner. But just plug away, and make sure your
necromancers are set to raise skeletons automatically, and you should be able
to take the base in one charge. Once you destroy enough of the base’s
buildings, the mission will end.
* --------------------------------- *
* Chapter 4: Key of the Three Moons *
* --------------------------------- *
Main Quest:
1. Collect the three mooncrystals.
2. Bring Arthas to the elfgate.
Walkthrough:
Group together all of your offensive units (including the crypt fiends), and
send them south. They’ll encounter some dragon hawks, but the crypt fiends
will be able to knock them down with their web ability, making the hawks easy
to kill. Then destroy the elven buildings and set up your base.
Note: You’ll be attacked by air quite a bit during this mission, so place
lots of spirit towers around the northern part of your base.
When you travel east of your base you’ll find a goblin laboratory, and you’ll
receive a pair of goblin zeppelins. Your base is on an island, so you’ll
need to use the zeppelins to get to the elven bases. However, don’t rush off
to attack yet. Wait until your attack force is stronger and your base is a
little more secure.
When you’re ready to move on (with enough units to fill the two zeppelins),
cross the river to the east and attack the elven base there. It’ll have some
towers and units defending it, but it shouldn’t be too difficult to take.
Just have your necromancers raise skeletons automatically, and have your meat
wagons focus on defensive towers.
On the eastern side of the base you’ll find an altar of kings on a platform.
When you destroy the altar you’ll receive one of the mooncrystals. Be sure
to pick it up and put it in Arthas’ inventory. On the northern side of the
base you’ll find a way gate. Once you’ve destroyed the elven base and
replaced any units you lost in the battle, send your army through the gate
(by ordering them to walk to it).
Through the gate you’ll find an elven mini-base plus two more way gates.
Send your army through the western (blue) way gate to reach another elven
base. This one will be much like the first base, but it’ll be better
defended with more units guarding it, including the hero Sylvanas Windrunner.
No matter. The more units there are, the more skeletons you’ll raise, and so
you should be able to take the base in one attack. However, if you have
trouble, just retreat through the way gate, regroup, and then attack again.
The base will also have an altar of kings on the western side. When you
destroy the altar you’ll receive a second mooncrystal. You’ll have to empty
yet another inventory slot on Arthas to pick it up, but once the crystal is
in your possession it’ll combine with the first crystal, giving back the
inventory slot. Now go back through the way gate and take the (red) way gate
you skipped before.
You’ll find -- surprise, surprise -- yet another elven base. So destroy the
base and claim the last mooncrystal. That will complete the first quest and
give you the second: to bring Arthas to the elfgate in the northeastern
corner of the map. There isn’t a way gate to that part of the map, so load
your army into your zeppelins and send them over.
The elfgate will be guarded by a handful of units and towers, but you don’t
have to fight them if you don’t want to. Just run Arthas to the circle of
power next to the gate to complete the mission.
* --------------------------------- *
* Chapter 5: The Fall of Silvermoon *
* --------------------------------- *
Main Quest:
1. Defeat the Sunwell’s guardians.
Optional Quests:
1. Defeat Sylvanas’ base.
2. Kill Sylvanas’ runners.
Walkthrough:
Group together your offensive units and send them to the northern edge of
your base. Shortly you’ll be attacked by Sylvanas Windrunner from that
direction, but your forces plus the spirit tower there should be enough to
beat her back. Once she’s gone, send your units north and then east to
defeat some rock golems and pick up a ring of regeneration.
Somewhere around here you’ll receive your optional quests to defeat Sylvanas’
base and to prevent her runners from warning Silvermoon of your presence.
You’ll also receive four gargoyles to help you out. They can kill the
runners while you create a strike force large enough to deal with the base.
Note: The runners won’t always take the same path. There are three paths the
runners can take, but there aren’t any hostile elven forces between Sylvanas’
base and Silvermoon, so your gargoyles should be able to catch the runners
regardless. Just keep them around the center path (east of where they start)
so they’ll have an easier time intercepting the runners.
Once you have enough units, send them west along the northern edge of the
map. They’ll eventually cross a bridge and encounter Sylvanas’ base. Just
hack away until you’ve destroyed enough buildings to complete the quest.
When you do, three things will happen: you’ll receive a hood of cunning (+4
intelligence, +4 agility), Arthas will turn Sylvanas into a banshee, and
you’ll gain the ability to create banshees.
Note: It doesn’t matter if Sylvanas lives or dies at this point.
With Sylvanas no longer a threat, you can take your time, do some researching
and create a larger strike force. Assuming you killed all of the runners,
Silvermoon won’t know you’re on the map, and so you won’t come under attack.
Then head south from your base. When you get to the bridge, you can head
east and kill some gnolls to pick up a scroll of the beast, and then head
south across a different bridge to visit a fountain of health. Or you can
just skip that and head straight for Silvermoon.
Silvermoon will be reasonably well defended. It’ll have a hero plus
defensive towers plus lots of units. If you want, you can send some
sacrificial units at the base (like some skeletons) because once you attack
Silvermoon, it’ll attack you back. That way, you can convince the hero and
several units to attack your base, where you’ll have an easier time with
spirit towers on your side.
You don’t actually have to attack much of Silvermoon. Once you win the
initial battle, you can go straight for the Sunwell. The guardians mentioned
in the quest description are four level 9 granite golems and not the
Silvermoon elves. The golems can be nasty, so try to draw them to you one at
a time. Or, if you’ve created a huge army by this time, just charge in and
kill them. The golems are tough, but they’re not that tough. Once the
golems are down, send Arthas to the Sunwell to complete the mission.
Note: You can use your non-Sylvanas banshees to possess elven peasants and
then create elven units and buildings.
* ---------------------------------- *
* Chapter 6: Blackrock and Roll, Too *
* ---------------------------------- *
Main Quest:
1. Destroy the orc base guarding the demon gate.
Optional Quest:
1. Defeat the orc heroes.
Walkthrough:
Immediately organize your forces and send them to the eastern side of your
base, and upgrade all of your ziggurats to spirit towers. Shortly after you
receive your first frost wyrm, you’ll be attacked from the east by an orc
hero plus a few other units, and if you’re not careful they can knock down a
spirit tower or wander over to your acolytes.
Once the orcs are dead, pick up the manual of health (+50 hit points) the
hero drops, and then start building your base like normal. You’ll receive
the optional quest of defeating the other five orc heroes on the map, and you
should definitely complete the quest, just for the loot you’ll receive if
nothing else. You can also send your shade out to explore. Just hold down
the shift key and right click various locations on the minimap so the shade
explores everywhere without you having to watch it.
Once you have a large enough strike force (consisting mostly of your heroes,
fiends, and meat wagons), pick an orc base and attack it. The orc bases,
other than the red one, are small and relatively easy to take. Here’s what
the heroes for each base will drop:
1. Genjuros (brown): tome of strength
2. Jubei’Thos (red): tome of knowledge
3. Khanzo (blue): tome of agility
4. Mazrigos (light blue): tome of intelligence
5. Throk’Feroth (orange): tome of intelligence
There are also a couple dragon roosts north of your base. At the eastern one
you can pick up a periapt of vitality (+100 hit points), and at the western
one claws of attack +9. Just be careful because crypt fiends can’t web or
attack red dragons, so the roosts are good places to use your gargoyles and
frost wyrm. You can also find a group of ice trolls in the northwestern
corner of the map guarding a goblin merchant. One of the trolls will drop a
ring of protection +3.
The red orc base (which you should attack last) will have a few red dragons
guarding it, so make sure your attack force has some gargoyles and / or frost
wyrms in it. Also, pay attention during the fighting, so you can pick up the
tome of knowledge (+1 intelligence, +1 strength, +1 agility) the hero drops
before the base is destroyed. Once you’ve destroyed all the red buildings,
the mission will end.
* ------------------------------- *
* Chapter 7: The Siege of Dalaran *
* ------------------------------- *
Main Quest:
1. Slay the three archmagi.
Walkthrough:
There are a few things it’s useful to know before you start playing:
1. The aura won’t kill undead units outright. It’ll just slowly drain
away their hit points.
2. The aura will affect all of the undead faction’s units, even the ones
that aren’t undead (like crypt fiends), but it won’t affect any other
units.
3. Each of the three archmagi controls a section of the aura. Once you
kill an archmage, his portion of the aura will disappear.
So start setting up your base like normal. You’ll only face attacks from the
north (through Dalaran’s entrance), so you only need to put spirit towers on
that side of your base. Since it’s best to make quick strikes in this
mission, it’s also best to sit back and defend while you research everything
you can. Then your units will be more powerful and will kill things more
quickly, and they won’t be affected by the auras for as long.
Note: If you’re feeling particularly patient, you can just sit back in your
base, wait for enemies to attack, and then possess them with banshees. It’s
slow and boring, but the possessed units won’t be affected by the auras. You
can also possess peasant units inside the base and do the same sort of thing
more quickly.
Otherwise, while you’re researching, send Arthas and Kel’Thuzad north into
Dalaran. They can defeat the first archmage and his defenders all by
themselves (in fact, Arthas can probably defeat them without Kel’Thuzad’s
help). Then let the pair explore a little. To the west they’re find a small
base that they probably can’t take, but to the east they’ll find a level 1
hero who will leave behind a mantle of intelligence +3 when he dies.
Note: West of your initial base you can find a solitary enemy wizard. If you
kill the wizard and destroy his hut, you’ll receive a health stone and an
anti-magic potion.
Once you have something of a strike force (your initial units are probably
enough), attack the base west of the first archmage. Once you destroy the
base, put a base of your own in its place. Then you can use the new base as
a rallying point for your troops, and you can also mine gold there.
Note: North of the (eastern) entrance to the base, you can find a pair of
cages containing level 6 rock golems.
The second archmage is directly north of your new base, on a small “island.”
To get your melee units to him you have to walk them a fair distance and
attack him from the north, so instead you should either attack him from the
air or use the ranged attacks of your units. In fact, the easiest way to
kill him is to use Arthas’ death coil spell. Just move Arthas so he’s
directly west of the archmage, and then cast death coil three times to kill
him.
Once you kill the archmage, go ahead and walk your units to the place where
he was. Along the way you’ll find a fountain of health, boots of elvenkind
+6, and a cage with a level 5 ogre magi in it. Remember that caged creatures
count against your upkeep, so if you don’t want to use them, don’t free them.
The next elven base is east of the fountain of health. If you haven’t
created a sizable strike force yet (with a dozen units plus meat wagons), go
ahead and do that now. Then just head east and demolish the base, but be
careful of the level 5 hero inside, since he can cast blizzard on you. Also
in the area you can destroy a special magic vault containing a tome of
intelligence, a pipe of insight (increased mana regeneration), and a pendant
of mana (+300 mana).
North of the base you’ll find a few human units guarding another pair of
cages. When you kill the units and destroy the cages, you’ll receive a pair
of blue drakes plus some spiders.
Past the cages you’ll find two more groups of enemy units. The final
archmage is in the second group. So take your strike force and have them
attack. It doesn’t matter if most of them die at this point. Just let your
force distract and kill the enemy units while you use Arthas (and death coil)
to kill the last archmage. Once he’s history, the mission will end.
* -------------------------------- *
* Chapter 8: Under the Burning Sky *
* -------------------------------- *
Main Quest:
1. Protect Kel’Thuzad for 30 minutes.
Optional Quest:
1. Acquire the goblin land mines.
Walkthrough:
This mission is reasonably straightforward. You don’t need to explore
anywhere; you just need to stay at home and build a good defense while
simultaneously researching and beating back enemy attacks. Plus, every so
often the Burning Legion will send you some units (with no upkeep cost), so
you don’t even have to go out of your way to build a defense force.
On the downside, there are three enemy bases on the map, but they’ll always
attack in the same three places: north of your base, north of the summoning
platform, and east of the summoning platform. So the best plan is to build
lots of spirit towers in those places (you conveniently start with three free
acolytes), and also to keep your main fighting force right next to Kel’Thuzad
on the platform. Then your main fighting force can defend the platform while
a secondary force (with leftover felhounds or whatnot) protects the base.
Note: If you really want to explore, you can find a level 8 hero named Manath
Magesinger in the center of the map. If you kill him and destroy his hut,
you’ll receive a tome of strength +2 and a ring of protection +5.
After about ten minutes, the enemy bases will start sending siege weapons in
their attacks, and that’s when you have to be careful. The siege weapons can
destroy your spirit towers quickly, and your units will attack enemy units in
the order they’re a threat to them (rather than your buildings), meaning
they’ll usually attack the siege weapons last. So manually control your
units and have them go after the siege weapons first.
After 20 minutes you’ll receive four infernals from the Burning Legion.
That’s the last group of free units you’ll receive. This is also a good time
to start increasing your upkeep (if you’ve been holding it down before).
With about 90 seconds to go, all three enemy bases will send major forces
towards Kel’Thuzad. But they won’t attack him directly. They’ll get
sidetracked by any unit or spirit tower that gets in their way, so as long as
you have a reasonable defense force and a bunch of spirit towers, you should
be able to hold them off until the timer runs out and the mission (and
campaign) ends.
*****************************************************************************
* Orc Campaign: The Invasion of Kalimdor *
*****************************************************************************
* ------------------- *
* Chapter 1: Landfall *
* ------------------- *
Main Quests:
1. Rally the Horde.
2. Protect Cairne Bloodhoof.
Walkthrough:
There isn’t a time limit for this mission, so take your time and let your
units rest in between battles. Also, proceed slowly, and try to let Thrall
start each battle with chain lightning. Unlike Arthas, Thrall can’t heal
your units, and so there isn’t anything else useful for him to spend his mana
on.
Basically, all you have to do in the mission is walk around, kill some
creeps, and destroy crates to find treasures inside. Here are some of the
useful items you can find:
1. A potion of mana (at your starting position).
2. A ring of protection +1 (guarded by a pair of dragon whelps south of a
wrecked ship).
3. A scroll of protection (in the burning native village).
4. Healing wards (at a murloc base).
5. Healing wards (at a razormane camp).
6. A potion of mana (at a razormane base).
7. A lion’s ring (+1 agility) (south of some wrecked ships, where you find
the second group of reinforcements).
8. A scroll of the beast (carried by some harpies).
9. A potion of mana (carried by a pair of thunder lizards).
10. A wand of lightning shield (at a razormane camp past the fountain of
health).
11. A manual of he
|