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    Warcraft III: Reign of Chaos Walkthroughby Steven W. Carter

    [email protected]

    Last UpdatedAugust 15, 2003

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

    01.00 Introduction02.00 Unit Statistics.01 Human Alliance.02 Undead Scourge.03 Orcish Horde.04 Night Elf Sentinels

    03.00 Gameplay Notes

    04.00 Prologue Campaign: Exodus of the Horde.01 Chasing Visions.02 Departures

    05.00 Human Campaign: The Scourge of Lordaeron.01 The Defense of Strahnbrad.02 Blackrock and Roll.03 Ravages of the Plague.04 The Cult of the Damned.05 March of the Scourge.06 The Culling.07 The Shores of Northrend.08 Dissension.09 Frostmourne

    06.00 Undead Campaign: Path of the Damned.01 Trudging through the Ashes.02 Digging up the Dead.03 Into the Realm Eternal.04 Key of the Three Moons.05 The Fall of Silvermoon.06 Blackrock and Roll, Too.07 The Siege of Dalaran.08 Under the Burning Sky

    07.00 Orc Campaign: The Invasion of Kalimdor.01 Landfall.02 The Long March

    .03 Cry of the Warsong.04 The Spirits of Ashenvale

    .05 The Hunter of Shadows

    .06 Where Wyverns Dare

    .07 The Oracle

    .08 By Demons Be Driven08.00 Night Elf Campaign: Eternitys End.01 Enemies at the Gate.02 Daughters of the Moon.03 The Awakening of Stormrage.04 The Druids Arise.05 Brothers in Blood.06 A Destiny of Flame and Sorrow

    .07 Twilight of the Gods09.00 Revision History10.00 Permissions and Updates

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    ****************************************************************************** 01.00 Introduction ******************************************************************************

    This is a walkthrough for Warcraft III: Reign of Chaos from Blizzard

    Entertainment. It includes strategies for completing all of the missions inthe single player campaign, plus the locations of all the interestingequipment and easter eggs. It does not include, among other things,multiplayer tactics. If youre interested in more than just the singleplayer campaign, then you should probably check out one of the other numerousguides available.

    This guide has been updated for the 1.12 patch. All of the missionwalkthroughs were written using the normal (default) difficulty setting.

    *****************************************************************************

    * 02.00 Unit Statistics ******************************************************************************

    * ==================== ** 02.01 Human Alliance ** ==================== *

    Food Gold Wood Hps Mana Damage ArmorPeasant 1 90 0 220 0 5- 6 0

    FootmenBasic 2 160 0 420 0 12- 13 2Upgraded 15- 19 8

    KnightsBasic 4 290 60 800 0 21- 29 6Upgraded 950 24- 44 12

    RiflemenBasic 3 240 30 520 0 18- 24 0Upgraded 21- 36 6

    PriestsInitiate 2 160 10 290 200 8- 9 0Adept 330 300Master 370 400

    SorceressesInitiate 2 180 20 325 200 8- 10 0Adept 365 300Master 405 400

    Mortar TeamBasic 3 210 70 360 0 52- 64 0Upgraded 55-103 6

    Steam TanksBasic 3 230 60 700 0 45- 55 2

    Upgraded 48- 88 8

    Gyrocopters (air-to-air)

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    Basic 2 220 60 350 0 27- 32 2Upgraded 30- 50 8

    Gyrocopters (air-to-ground)Basic 19- 21Upgraded 22- 30

    Gryphon RidersBasic 4 330 70 750 0 45- 55 0Upgraded 900 48- 88 6

    Guard TowersBasic 0 220 80 500 0 23- 27 5Upgraded 800 8

    Cannon TowersBasic 0 280 120 600 0 90-111 5Upgraded 960 8

    * ==================== ** 02.02 Undead Scourge ** ==================== *

    Food Gold Wood Hps Mana Damage Armor

    Acolytes 1 90 0 220 0 9- 10 0

    GhoulsBasic 2 140 0 330 0 12- 14 0Upgraded 15- 20 6

    Skeleton Warriors

    Basic 0 0 0 180 0 14- 15 1Upgraded 17- 21 7

    AbominationsBasic 4 280 70 1080 0 33- 39 2Upgraded 36- 60 8

    Crypt FiendsBasic 3 250 40 550 0 28- 33 0Upgraded 31- 51 6

    NecromancersInitiate 2 170 20 305 200 8- 9 0Adept 345 300Master 385 400

    BansheesInitiate 2 180 30 290 200 9- 13 0Adept 330 300Master 370 400

    Meat WagonsBasic 4 270 65 380 0 71- 88 2Upgraded 74-142

    Gargoyles (air-to-air)Basic 2 220 30 400 0 44- 54 3Upgraded 47- 87 9

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    Food Gold Wood Hps Mana Damage ArmorHuntresses

    Basic 3 225 20 550 0 15- 17 1Upgraded 18- 26 7

    Archers

    Basic 2 150 10 260 0 19- 22 0Upgraded 25- 37 6

    DryadsBasic 3 170 60 435 200 16- 18 0Upgraded 19- 27 6

    Druids of the TalonInitiate 2 160 20 300 200 11- 13 0Adept 340 300Master 380 400Upgr. Crow Form 380 25- 41 6

    Druids of the ClawInitiate 4 300 80 430 200 19- 22 1Adept 505 300 20- 26Master 580 400 21- 30Upgr. Bear Form 960 32- 62 9

    BallistaeBasic 4 245 85 380 0 56- 69 2Upgraded 59-111

    HippogryphsBasic 2 190 20 500 0 32- 38 0

    Upgraded 45- 59 6

    Hippogryph RidersBasic 4 340 30 780 0 19- 22 0Upgraded 25- 37 6

    Chimaeras (lightning)Basic 5 390 70 900 0 67- 83 2Upgraded 70-134 8

    Chimaeras (corrosive)Basic 45- 55Upgraded 48- 88

    Ancient ProtectorsBasic 0 160 80 600 0 45- 54 1Upgraded 3

    ****************************************************************************** 03.00 Gameplay Notes ******************************************************************************

    When you select a hero, notice the icon to the left of its attributes. Theicon represents the type of hero it is, and if you hover your mouse over the

    icon, youll see what each attribute does for the hero. Its importantinformation to know, since some equipment is nearly worthless to certaintypes of heroes while being useful to others.

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    Its possible to play the missions on an easy difficulty setting. Simplylose the current mission on the normal difficulty setting (for example, byusing the appropriate cheat code) and then select the option to replay themission on an easier difficulty setting.

    Some useful cheat codes:

    iseedeadpeople reveal the mapwhosyourdaddy god modeallyourbasearebelongtous instant win

    Simply press enter, type the code, and then press enter again to activate thecode.

    ****************************************************************************** 04.00 Prologue Campaign: Exodus of the Horde ******************************************************************************

    Note: Even though youll control Thrall in this campaign and the orccampaign, nothing you do here will carry over.

    * ===================== ** 04.01 Chasing Visions ** ===================== *

    Main Quest:

    1. Find the prophet.

    Walkthrough:

    This is a basic tutorial mission, and so there isnt anything complicatedabout it. Just follow the narrators directions, and move from banner tobanner. If you dont see the next banner (like after you defeat the gnollsin their camp), just follow the path until you get to one.

    Past the river youll find a sleeping ogre. The ogre is actually pretty easyto kill, but it doesnt have any treasure, and Thrall has already hit hisexperience cap for the mission (and the campaign). So kill it or not as youplease. However, west of the ogre and south of the path is a clearing with atreasure chest in it. The chest contains a healing potion.

    Past the ogre to the east is another area off the main path. This areacontains three golems, and one of them will drop a ring of protection +1.North of the golems, again off the path, youll find some trolls. One of thetrolls will drop a manual of health (+50 hit points). The prophet is at thenext banner, and the mission will end once you talk to him, so dont worry ifyou lose some units fighting the trolls or golems.

    Note: In the northeastern corner of the map is a pair of pirates guarding atreasure chest of phat lewt. Their location is inaccessible, but you cansee them using the iseedeadpeople cheat code.

    * ================ ** 04.02 Departures *

    * ================ *

    Main Quests:

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    1. Establish a base.2. Rescue Grom Hellscream.

    Walkthrough:

    Once again follow the instructions of the narrator. Hell guide you through

    building a base. Once youve completed the quest, humans will rebuild thebridge southeast of your base. So as you train grunts, set the rally pointof the barracks to be next to the two watch towers near the river. Then,once the humans rebuild the bridge and attack your towers, youll be able tobeat them easily.

    Note: North of the first watch tower southeast of your base youll find somegnolls. One will drop a scroll of health.

    The only offensive unit you can train is the grunt, so start producing a lotof them. Dont worry about the upkeep. Once you have about ten, send themand Thrall across the bridge and into enemy territory. There arent any

    interesting areas off the path, so just follow the path, killing any humansand freeing any orcs you come across. When you find shamans, add them toyour group, replacing grunts if necessary.

    Eventually youll come to an area with three guard towers. Just storm thetowers one at a time, and, once youve destroyed all three, Grom will burstout of his cage and youll have completed the mission.

    ****************************************************************************** 05.00 Human Campaign: The Scourge of Lordaeron ******************************************************************************

    * =============================== ** 05.01 The Defense of Strahnbrad ** =============================== *

    Main Quest:

    1. Defend Strahnbrad.

    Optional Quests:

    1. Save Timmy.2. Retrieve Gerards ledger.

    Walkthrough:

    Even though Strahnbrad sounds like its in dire jeopardy, the mission isnttimed, so take your time getting there. In particular, search your base anddestroy all the crates you see (by right clicking on them). Youll find ascroll of protection and a potion of healing.

    Then follow the path south, but keep going south once the path turns east.Youll find yourself in a small village. If you go to the southwesterncorner of the village, two farmers will agree to help you, and theyll turninto footmen. At the southeastern corner, Alicia will ask you to rescueTimmy 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 rightclick on the cage to free Timmy. Youll receive a ring of protection +1 as areward from Alicia, and one of the gnolls will also drop a potion of healing.

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    Thats it for the village, so head on back to the path. North of the path(near the center of the map) youll find a man asking for help. If youapproach him youll discover that his plea is actually a trap, and fivebandits will attack you. That ok. The bandits will pose a more difficultbattle than the gnolls, but you shouldnt lose any units, and youll receivea scroll of healing for defeating them.

    Back on the path, youll shortly come to a bridge, and, lo and behold, youllfind more bandits. These bandits were in the process of robbing Gerard whenyou arrived, and Gerard will ask you to return his ledger to him. So followthe bandits southeast into the forest. Youll have to fight eight bandits intotal, but they shouldnt cause you any problems, and the bandit lord willdrop the ledger when he dies. When you return the ledger to Gerard, hellgive you a tome of strength (permanent +1 strength).

    When you cross the bridge, youll find yourself at the gates of Strahnbrad.Youll also find that orcs have already started attacking the city. Orcs aremuch more difficult to kill than bandits, but again you dont need to hurry.

    So once you fight some orcs, feel free to sit around and rest a while beforesearching for more.

    Note: East of the gates of Strahnbrad is a cemetery. Any innocent units thatArthas kills (including sheep) will show up there as ghosts after midnight.

    On the western side if the Strahnbrad youll find two orc grunts fightingthree footmen. The footmen are yours, so if you can prevent them from beingkilled, youll be able to add them to your army. In the northern part of thecity, a house will explode and two orc grunts will attack you. In one ofthe crates nearby you can find a potion of mana. Finally, the northwesternpart of the city holds an orc slave master and two grunts. Once you defeatthe trio, the mission will end.

    * ======================== ** 05.02 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. Socreate two more peasants for the mine and two more for the trees, and thencreate a fifth peasant to build things. Meanwhile, upgrade your scout towersto guard towers, and use Uther (controlled by the computer) and Arthas toguard the two entrances to your base. There are also some crates inside thebase you can bash open to receive a potion of healing and a scroll ofprotection.

    Note: Notice how your four towers are protected by crates. (There isnt

    anything inside the crates, so dont destroy them.) In later missions youcan use farms to protect towers in much the same way.

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    Once youve established your base and have six footmen, youll learn thatyour main goal for the mission is to defeat the orc blademaster. But as inthe previous mission, there isnt any hurry to complete the quest, so dontrush off to confront him. Instead, take your units and head east. (Utherand your towers can protect the base on their own, although it doesnt hurtto add in more towers.)

    East of your base youll encounter Feranor Steeltoe and four dwarvenriflemen. Steeltoe will ask you to help him defeat the drake Searinox, andhell give you the four riflemen to help you out. Youll also receive thenearby blacksmith, which will allow you to upgrade your units and producemore riflemen.

    Searinoxs cave is further to the east. Inside youll find some black dragonwhelps, which your riflemen should make short work of, and Searinox himself.Searinox will have some skeleton archers to help him out, but he stillshouldnt pose much of a problem. Just have your riflemen concentrate on himwhile your footmen deal with the archers, and make judicious use to Arthasholy light spell. Once Searinox dies, hell drop his heart, and when you

    take the heart to Steeltoe youll receive an orb of fire, which adds anattack bonus plus splash damage to a heros weapon.

    Other than Searinox, there are five groups of creeps you can deal with on themap:

    1. A group of gnolls on the western edge of the map. They have a potionof mana.

    2. A group of gnolls on the eastern edge of the map. They have a potionof healing.

    3. A group of murlocs north of the western gnolls. They have claws ofattack +3.

    4. A group of ogres west of the murlocs (and up a couple ramps). Youll

    have to cut down numerous trees to get to them, but your reward will begauntlets of ogre strength +3.

    5. A gnoll warden west of Searinoxs cave (through a narrow ravine). Onceagain youll have to chop down several trees, but youll get a wand ofnegation (dispels targets) as a prize.

    If you dont want to take the time to cut down trees, then dont worry aboutit. There will be quite a few pieces of equipment for Arthas before the endof the campaign.

    At the northern end of the map is the orc base. If you destroy it then theorcs will stop attacking you, but otherwise there isnt a reward. The orcblademaster is to the northeast. Hes an orc hero, but hes only level 2,and his support is far enough away that you can fight the support in onebattle and then the hero in another, making both battles straightforward.

    * =========================== ** 05.03 Ravages of the Plague ** =========================== *

    Main Quests:

    1. Investigate villages.2. Destroy the grain warehouse.

    Optional Quest:

    1. Find the fountain of health.

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    Walkthrough:

    Instead of heading west towards the villages, head east. Youll find therest of the ogres that were attacking Jaina. The (big) level 5 ogre willdrop a potion of healing, and, if you kill the nearby sheep, it will dropbracers of agility (+1 agility). But note: agility doesnt help Arthas or

    Jaina that much.

    Now go back to the path and head generally west. Youll discover thatsomeone (or something) has destroyed the bridge to the closest village. Thatmeans youll have to take the long way around, so head northeast. In thatdirection youll discover bandits are attacking the local peasants. So killthe bandits and defend the peasants. If Splendora (the only female peasantin jeopardy) survives, shell give you a potion of greater healing.

    Note: Between the bridge and the bandit attack youll find a peasant namedGarglemel. If you click on him hell say he hopes youre not there about thetaxes. Ive heard that hell give you gold when you click on him, but its

    never happened for me.

    Theres only on way to go, so head north and talk to Alric. Hell tell youabout a fountain of health, and the fountains location will be marked onyour minimap. Continue following the path, moving from land into theshallows, and kill any creeps that get in your way. On the murloc island youcan destroy a hut to pick up a mail of strength (+1 strength), and on thebandit island you can destroy a tent to receive a scroll of protection.

    Once you reach the village beyond the broken bridge, youll discover it isbeing attacked by the undead, and youll find some skeleton archers attackinga trio of footmen (youll also receive the footman defend skill). If you cankeep the allied footmen alive, youll be able to add them to your army.

    Then head west towards the fountain of health. Youll be ambushed by someskeletons along the way, but you should be able to reach the fountain withouttaking any losses. The fountain increases the healing rate of any non-mechanical units next to it, so you can use it whenever your army takesdamage. (But chances are you wont need it.)

    Now head south towards the rest of the village. First youll pass a diseasedgrain silo and discover how the undead plague has been spreading, and thenyoull have a major battle with about a half dozen undead. Make sure Jainasummons a water elemental, and have Arthas cast holy light whenever a unitgets too damaged. Past the battle youll meet up with a couple priests, sodont worry about running back to the fountain of health to get healed. Justlet the priests heal your units.

    Continuing west youll have to fight a couple more undead, but then youllreceive a dwarven mortar team, which will start attacking skeletons to thewest. The skeletons will be a little confused about what to do, and youshould be able to defeat them easily. Once youve killed the skeletons, headto the southwestern corner of the map to pick up a mantle of intelligence +3.Give the mantle to Jaina since intelligence is her primary attribute.

    The grain warehouse is to the north, so head in that direction. Youll haveto kill some more undead, including an abomination, but nothing should be toodifficult, and once youve destroy the warehouse the mission will end.

    * ============================ ** 05.04 The Cult of the Damned *

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    * ============================ *

    Main Quests:

    1. Investigate Andorhal.2. Confront KelThuzad.

    Walkthrough:

    Once your peasants finish building the farm, barracks and town hall (startedduring the initial cut scene), youll find yourself with 15 units but onlyenough food for 18. So train three more peasants and use one to build somefarms while the others gather wood and gold. Eventually you should have fivepeasants working the mine, three chopping wood, and two building things.Youll only be attacked from the west, so put at least a couple guard towersthere.

    Shortly into the mission youll be shown a second gold mine on the map, eastof your base. So group together all of your units except the mortar team and

    send them east. The only way to get to the second mine is through your base,so once you clear away all of the creeps in the area, itll be perfectlysafe.

    Two groups of creeps are worth mentioning. Northeast of your base (past thegnoll merchant) youll run into some golems. The golems can be tough, so tryto attack them one at a time. One of the golems will drop a ring ofprotection +2. Then, in the southeastern corner of the map, youll run intosome trolls. One of the trolls will drop claws of attack +6. If you alsodestroy the troll hut, youll find a scroll of protection.

    Note: Your base will probably be attacked at some point around while youreclearing creeps. If your guard towers arent up yet, convert your peasants

    to militia, and use them and your mortar team to dispose of the threat.

    Once the area east of your base is secure, head west and explore the rest ofthe map. To the north youll find the only undead base. It shouldnt beheavily defended, so add your mortar team to your army and attack. If thingsstart going badly, then retreat to your base, do some researching, and createa more powerful army (two or three mortar teams will knock down buildingsquickly).

    Once the undead base is gone, head north into Andorhal. Youll discover thatthe grain shipments have already left, and youll get a new quest to confrontthe necromancer KelThuzad. You should also find a cage near the center ofthe city. If you break it open, an undead creature named Timmy will escape.Timmy is neutral to you, but if you attack him anyway youll receive a ringof superiority (+1 strength, +1 agility, +1 intelligence).

    Leave Andorhal to the north and then head east. Youll first face a coupleghouls, which should be easy, but then youll have to deal with a handful ofabominations. The abominations can be tough, but a mixed army of your heroesplus footmen, riflemen, and mortar teams should be able to deal with them.Once the abominations are dead, the only enemy left is KelThuzad, and hesonly a basic necromancer unit. Once he goes down, the mission will end.

    * ========================== ** 05.05 March of the Scourge *

    * ========================== *

    Main Quest:

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    1. Survive for 30 minutes.

    Optional Quest:

    1. Destroy the grain caravan.

    Walkthrough:

    You dont start out with many peasants, so right away train more so you havefive mining gold, three or four chopping trees, and another couple buildingthings. Since you want to be defensive in this mission, be sure to build abunch of extra guard and cannon towers. Almost all of the normal attackswill arrive at the two western entrances to your base, but the last triggeredattack can come at any or all of the three entrances. So build extra towersat the two western entrances first, and then get to the other entrance if youhave time. (The triggered attack will come late enough in the mission thatit wont be able to destroy your entire base in the time allotted, so itsnot really important.)

    At about the 22:00 mark, youll receive notice of a grain caravan. Once youhave a few extra towers, plus some excess units that you can leave in thebase, send a strike force (including at least two mortar teams) north to thenortheastern corner of the map, and then west towards the northwesterncorner. Along the way youll probably learn that the caravan has infectedthe second town, and thats where youll probably meet up with it.

    The caravan will have a mixture of zombies, ghouls, necromancers, and meatwagons, so try to concentrate on the meat wagons first since theyll do themost damage to you. Once youve destroyed everything, youll receive ascroll of town portal plus a medallion of courage (+4 strength, +4intelligence) for your efforts. West of the town is a fountain of health,

    but when you approach it some ogres will attack. The ogres will havegauntlets of ogre strength +3.

    Go ahead and rest at the fountain, and then either head back to your base (bythe same route) or go down the western side of the map. The enemy bases arein the center of the map, so by keeping to the edges you can skirt aroundthem. In the southwestern corner youll find some more ogres, and one ofthem will drop a periapt of health (+150 hit points).

    Now all you have to do is sit back and defend. If youre feelingparticularly industrious, you can try attacking the two undead bases on themap, but without knights mostly all youll do is get your units killed. Soget 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 yourway, including a pair of heroes (one level 6, the other level 10). But bythe time they get to your base, there will only be about a minute left, andso even if you cant defeat the attacks outright, you should be able to delaythem long enough to win the mission.

    * ================= ** 05.06 The Culling ** ================= *

    Main Quests:

    1. Kill 100 zombies.2. Prevent MalGanis from claiming 100 zombies.

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    Walkthrough:

    This mission is sort of a funny contest. You have to kill 100 zombies beforeMalGanis can claim 100 zombies. In order to kill zombies, you first have todestroy plagued villager buildings (by force attacking them). Then fourplagued peasants will appear, sleep for a bit, and change into zombies.

    However, you can kill the peasants before they switch (again by forceattacking), and thats what you should do since its quicker and means youwont come under attack as much.

    Meanwhile, MalGanis has to do the same thing, except he can only claim thezombies once theyre zombies. Plus, he can only claim one zombie at a time,and the process takes a couple seconds. Since any of your units can killzombies, and since you can send out multiple attack forces, you should beable to win this race rather convincingly.

    Anyway, send Arthas and the two knights to the northwestern corner of themap. There are ten buildings there, and thats worth 40 zombies. As soon as

    you attack the first building, MalGanis will teleport into the city andstart attacking buildings and zombies, too. (That is, unless youre really

    slow, and then hell start without you.)

    While thats going on, try to build up your base. (After you force attack abuilding, youll have a few seconds to check on your base before the buildingis destroyed.) You should concentrate on making the upgrades necessary toproduce more knights (upgrade your town hall, add a blacksmith, and soforth), and you should put up a couple more defensive towers to protect thesouthern and western entrances to your base. Besides MalGanis, the undeadbase on the map will occasionally send attack forces your way, but with 3-4towers and a handful of units, you should be able to beat them off.

    Note: It doesnt really matter if you lose your base as long as youre stillable to kill 100 zombies.

    Once youve cleared the ten buildings in the northwestern corner of the map,head south into the city zoo. In the cage with the owlbears is a rat namedFilson. Click on Filson a bunch of times until he explodes, and hell drop atalisman of evasion (15% chance enemies will miss you).

    Then just zoom around the city destroying buildings and zombies wherever youfind them, while simultaneously adding knights and riflemen to your attackforce. Chances are MalGanis will seek you out at some point. If yourestill fighting with just Arthas and the two knights, then its probably bestto run away. Otherwise, smash MalGanis and his attack force, rememberingthat Arthas holy light spell damages the undead.

    If you kill MalGanis then itll take his troops three minutes to revive him.If youre concentrating on your attack force, you should be able to kill 20+zombies in that time, so if MalGanis doesnt seek you out and the raceremains close, you might want to seek him out so you can pull away.

    * ============================= ** 05.07 The Shores of Northrend ** ============================= *

    Main Quests:

    1. Establish a base.2. Destroy MalGanis base.

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    Optional Quest:

    1. Rescue Muradin Bronzebeards men.

    Walkthrough:

    Group all of your units together and head generally east. You might have tofight some wolves, trolls, and nerubians along the way, but eventually youshould stumble upon a gold mine. Once you reach the gold mine youll receivesome peasants, some buildings, and some reinforcements, including a level 5mountain king hero named Muradin Bronzebeard. Bronzebeard will then ask youto rescue his men to the north.

    Almost immediately youll come under attack, so keep your forces in the areato deal with the threat. Then churn out about a half dozen peasants togather resources, and start building your base. If you didnt exploreeverything leading up to the gold mine, then go back and do that now. Ofparticular interest is a frost orb, which you can find with the nerubians. I

    dont think it works with the fire orb, so split the orbs between Arthas andBronzebeard.

    There are two undead bases on the map, and theyll attack your base every fewminutes (including gargoyle attacks), so keep your forces near your baseuntil you can put up a couple guard towers and train a few extra units. Alsowait until you can add a couple mortar teams to your main army, and then sendit north.

    North of your base youll find a group of trolls holding a manual of health(+50 hit points) and beyond them youll find one of the undead bases. Theundead base is pretty small, so a force of a dozen mixed units should beenough to take it. Then just move your army up to Bronzebeards base to

    complete the optional quest and receive the base as your own.

    You dont really need Bronzebeards base, so take all of the units youreceived from it and add them to your attack force. Then send them all west.There youll find the main undead base on the map, and your force might beenough to destroy it. If not, it should at least be able to do some majordamage, so the next force you send can finish it off. Once you destroy thebase, the mission will end.

    * ================ ** 05.08 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.Thats enough time that you dont need to rush headlong into battle, gettingyour units killed. Instead, you can be a little cautious.

    So take your two heroes and two mortar teams and head west. Youll have tofight some undead, but eventually youll come to a mercenary camp. Even

    though you can afford it, dont buy all the units at the camp. Youll findmore mercenary camps with better units later. At this one just buy thepriest units.

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    Then follow the path west to encounter more undead units and more spirittowers. Keep your priests out of the way (otherwise the towers will killthem) and let your heroes kill the enemy units while the mortar teams killthe 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. The prize probably isntworth the time it takes to get it.

    On the way to the second ship youll have to fight some nerubian creeps. Ifyour ranged attackers start to take too much damage, just retreat them awayfrom the fight and let your heroes deal with everything. One of thenerubians will drop claws of attack +12.

    Past the second ship youll find another mercenary camp. Use it to buy ogremagi, and then continue east. Youll have to fight some more creeps, buteventually youll 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 youcan sink the third ship.

    Past the third ship youll find another mercenary camp. At this one be sureto buy the ice troll trappers. They can ensnare flying units, and thatsimportant because the next battle has a couple of blue drakes in it, andensnaring them makes things much easier.

    Note: Northeast of the drakes, beyond some trees, you can find a level fourPandaren carrying a pendant of mana (+250 mana). Use more goblin sappers toremove the trees.

    Southeast of the drakes youll find a passage flanked by several spirit

    towers. If you have 10-15 minutes remaining, then use Arthas or Bronzebeardas a scout for the mortar teams (the towers will reveal themselves byattacking them), so the mortar teams can destroy the towers. Otherwise, justrun through and take your chances (but make sure at least one ranged unitsurvives). Youll find the fourth boat at the end of the passage.

    The way to the last ship is blocked by numerous undead units. Arthas andBronzebeard can probably do the battles on their own, so if youve managed tokeep most of your units alive you should have a pretty easy time. Then justdestroy the last ship to complete the mission.

    * ================= ** 05.09 Frostmourne ** ================= *

    Main Quest:

    1. Locate Frostmourne.2. Destroy MalGanis base.

    Walkthrough:

    You start with your forces divided. Arthas and his army are to the left, andyour base and assorted other units are to the right. Since the first questis to find Frostmourne, guide Arthas army north while you defend and

    research at your base.

    Guiding Arthas, youll have to fight your way through a bunch of wolf and

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    wendigo creeps. The first group will have a ring of protection +3, thesecond will have a periapt of vitality (+100 hit points), and the third willhave a tome of agility.

    After the third group of creeps youll find a graveyard. Undead will ambushyou there, and the ambush will include a pair of ghosts (which can possessyour units) so send in Arthas and Bronzebeard alone until the ghosts are

    dead, and then send in everybody else. (Ghosts cant possess heroes.)

    Past the graveyard youll finally find Frostmourne. Itll be guarded byseveral undead, including a level 10 creep named the Guardian. You dontactually need to defeat all the enemies; as soon as the Guardian dies thebattle will end, and Arthas will come into possession of Frostmourne. Ofcourse, youll also lose all of the units that were with Arthas (includingBronzebeard) but thats the price you pay.

    With Arthas back in your base, create a strike force. There are two undeadbases on the map: MalGanis green base to the northeast, and a purple baseto the east. Its probably best to destroy the purple base before getting to

    MalGanis. The purple base is lightly defended, and by destroying it youwont have to worry about defending your own base when you go against

    MalGanis, and so you can send all of your units in the attack.

    MalGanis base is much larger than the purple base, but its defenders willalso be more spread out. So with a couple dozen mixed units attacking it, itshouldnt pose much of a problem. Once you destroy enough of the buildings,the mission (and campaign) will end.

    ****************************************************************************** 06.00 Undead Campaign: Path of the Damned ******************************************************************************

    * ================================ ** 06.01 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 hes now alevel 1 death knight rather than a level 10 paladin. However, this newversion of Arthas is similar to the old one: you can use death coil asan offensive and defensive spell, to heal undead units and damageliving ones.

    2. While the mission is more or less designed for you to solve in astealthy 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 withArthas and the two ghouls you start with. You should do some fightingregardless so you can get Arthas some experience.

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    3. There are 22 acolytes on the map, so you can skip a couple of them ifyou want.

    Without going into too much unnecessary detail here, you should scout aroundwith Arthas and then bring in the ghouls if he gets into trouble. Arthascant 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 tothe fight) so you wont have to rest as long after the fight is over.

    In the first part of the town youll meet up with an acolyte who will tellyou to seek out the graveyard. Past that acolyte youll receive a shade, aninvisible unit that can scout for you. The shade will almost immediatelydiscover a circular path being patrolled by a trio of footmen. The bestthing to do with the footmen is kill them (youll get a potion of greaterhealing as a reward) but feel free to sneak around them if they give youtrouble.

    There are two acolytes near the circular path, and the crates next to the

    lumber mill will have a potion of healing in them. In the center of the pathis a barracks guarded by a knight and footman, and while you wont getanything for defeating the knight and footman, or for destroying thebarracks, one of the horses next to the barracks will have a ring ofprotection +2. If you decide to go for the ring, be sure to kill thepatrolling footmen first, or youll have absolutely no chance in the battle.

    North of the circular path youll find a gate leading to the main part of thetown. The gate is guarded by two footmen and two knights, but luckily youcan skirt around it to the west and enter the town through the woods. Ifyouve 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 namedRobert and Tyler. Those are also the names of the main characters from themovie Fight Club.) You might have to defeat some patrolling footmen again,but you should find three more acolytes in the area. Just ignore the footmenand knights by the gate. You wont get anything for killing them.

    Note: South of the village fighters is a crate with a potion of greater manain it.

    To the east is the graveyard. When you send Arthas inside youll receivethree skeleton warriors and two more ghouls.

    North of the graveyard is another gate, but before breaking it down headwest. Youll find a town hall with a couple of peasants using it to minegold. When you attack, the peasants will switch to militia, but they shouldstill be easy to kill. Also, some bandits will attack, but theyll attackthe town hall, so finish off the militia before getting to them.

    Then clear out the area. Youll find three more acolytes (for a total of 12)plus a bandit camp to the west. When you defeat the bandits there, youllreceive a spider ring (+1 agility) and a potion of healing.

    Back at the gate, right click on it to break it down. When its open youllfind an acolyte running towards you chased by a pair of footmen. Kill thefootmen to receive another potion of healing. Then explore this last part of

    the town. Youll find four more acolytes (for a total of 18) plus a fewisolated knights and footmen. Your force is strong enough now that you canjust wade in and kill them.

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    Finally, youll encounter a captain plus two footmen on the eastern side ofthe area. Theyre guarding four acolytes. You could just run past them tofree the acolytes, but youre evil now, so just walk up to them and killthem. That will also allow you to pick up a potion of greater healing beforeapproaching the acolytes and ending the mission.

    * ========================= ** 06.02 Digging up the Dead ** ========================= *

    Main Quests:

    1. Recover the remains of KelThuzad.2. Claim the urn.3. Establish a base.

    Walkthrough:

    You start out with three meat wagons. The mission briefing makes it soundlike youll need to keep the wagons around to complete the mission, but youdont. However, the meat wagons are useful units, and completing the firstpast of the mission is 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. Eventuallyyoull come to Gavinrad the Dire, a level 2 paladin. Hell drop a scroll ofhealing (which is better than a potion of healing) when you kill him.

    East of Gavinrad is a graveyard. Just send Arthas inside to complete thefirst quest and receive the second quest.

    Now you can finally build an undead base. So use an acolyte to summon a goldmine and a necropolis. But remember that acolytes dont have to travelbetween the gold mine and the necropolis to deliver gold, so put thenecropolis near trees to make harvesting wood easier. Then summon in therest of the buildings you need to complete the establish base quest.

    Southeast of your base you can find some rock golems, including a level 9granite golem. When you kill the granite golem itll drop a pendant ofenergy (+150 mana). Continuing in that direction, but moving south of yourbase, you can find Tichondrius. When you approach him hell eat some humanpeasants.

    Northwest of your base is where youll find the remaining paladins. When youattack the peasants in that direction, theyll rush off and switch tomilitia, and a level 4 paladin named Ballador the Bright will assist them.So make sure youve trained some extra ghouls first, and make sure your meatwagons are in the area. But be careful: the splash damage from the meatwagons can harm your units.

    Note: East of the peasants is a path leading north. If you follow the pathyoull eventually find some low level wizards next to a campfire. Using the1.12 patch, the wizards werent holding anything, but in the retail releasethey had a voodoo doll (+1 intelligence). Also, notice the skulls on thewestern side of the path leading to the wizards. If you destroy the treesbetween the skulls, youll find a new path leading west. At the end of this

    new path youll find a pair of sasquatches who will attack you. Thesasquatches are levels five and six, and one will create some treants, somake sure you have a reasonable army when you approach them. As a reward

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    youll receive claws of attack +6.

    Second note: West of the (teal) barracks and houses, through numerous trees,youll come to a waterfall. Its the secret Pandaren relaxation area.Youll 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 twopaladins: 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 restof the map. In a crate youll find a scroll of protection, and on a sheep(in a fenced area) youll find a goblin night scope.

    * ============================ ** 06.03 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, andthen replace it with your own base. You dont have to worry about movingquickly here -- your base is completely surrounded by trees, and so theremaining elven bases on the map cant attack you yet. So build what youneed, do some researching, and create a reasonable strike force. (Arthasplus eleven ghouls and necromancers in one army, backed up by a few meatwagons in a second army, should be enough.)

    When youre ready to go on the attack, head east. There are three pathsleading away from your base, but by heading east you can make sure that yourarmy is always between the elves and your base, and so you shouldnt have toworry about being attacked. Still, upgrade your ziggurats to spirit towers.Its not like theres much else to spend your resources on in this mission.

    Note: Through some trees north of the path you can find three gnolls with apotion of healing.

    Once you destroy the trees blocking the path, youll find a small elven baseto the east. Itll only be defended by a few elves, so your forces should beable to overrun it easily. The only thing of interest about the base is thatit contains a gold mine, so this is where you should expand if you run out ofgold in your base and decide you need more. (You probably wont need more.)

    Then head south across the bridge. The next elven base will be larger, withmore units defending it plus a couple of defensive towers, but once again youshouldnt have much trouble taking it. Just be sure to take manual controlof 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 thethird 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-supplyingyour army quicker) and a fountain of health (to heal your troops).

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    The third elven base is much like the second, and it should go down about asquickly. Once its gone, take the time to re-supply your army again, andthen head east to the fourth elven base.

    Note: North of the third elven base, once again past some trees, is a groupof gnoll wardens. If you kill the wardens and destroy their buildings,youll 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 thatll bethe end of the teal elves. Now you just need to continue east to attack theblue 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.Itll have defensive towers plus lots of troops plus (probably) a level 4 elfhero named Sylvanas Windrunner. But just plug away, and make sure yournecromancers are set to raise skeletons automatically, and you should be ableto take the base in one charge. Once you destroy enough of the basesbuildings, the mission will end.

    Note: South of the last elven base you can find some more gnolls, but theyllonly have a potion of mana.

    * ============================ ** 06.04 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), andsend them south. Theyll encounter some dragon hawks, but the crypt fiendswill be able to knock them down with their web ability, making the hawks easyto kill. Then destroy the elven buildings and set up your base.

    Note: Youll be attacked by air quite a bit during this mission, so placelots of spirit towers around the northern part of your base.

    When you travel east of your base youll find a goblin laboratory, and youllreceive a pair of goblin zeppelins. Your base is on an island, so youllneed to use the zeppelins to get to the elven bases. However, dont rush offto attack yet. Wait until your attack force is stronger and your base is alittle more secure.

    When youre ready to move on (with enough units to fill the two zeppelins),cross the river to the east and attack the elven base there. Itll have sometowers and units defending it, but it shouldnt be too difficult to take.Just have your necromancers raise skeletons automatically, and have your meatwagons focus on defensive towers.

    On the eastern side of the base youll find an altar of kings on a platform.When you destroy the altar youll receive one of the mooncrystals. Be sureto pick it up and put it in Arthas inventory. On the northern side of thebase youll find a way gate. Once youve 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).

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    Through the gate youll find an elven mini-base plus two more way gates.Send your army through the western (blue) way gate to reach another elvenbase. This one will be much like the first base, but itll be betterdefended with more units guarding it, including the hero Sylvanas Windrunner.No matter. The more units there are, the more skeletons youll raise, and soyou should be able to take the base in one attack. However, if you havetrouble, 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 youdestroy the altar youll receive a second mooncrystal. Youll have to emptyyet another inventory slot on Arthas to pick it up, but once the crystal isin your possession itll combine with the first crystal, giving back theinventory slot. Now go back through the way gate and take the (red) way gateyou skipped before.

    Youll find -- surprise, surprise -- yet another elven base. So destroy thebase and claim the last mooncrystal. That will complete the first quest andgive you the second: to bring Arthas to the elfgate in the northeasterncorner of the map. There isnt 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 donthave to fight them if you dont want to. Just run Arthas to the circle ofpower next to the gate to complete the mission.

    * ============================ ** 06.05 The Fall of Silvermoon ** ============================ *

    Main Quest:

    1. Defeat the Sunwells guardians.

    Optional Quests:

    1. Defeat Sylvanas base.2. Kill Sylvanas runners.

    Walkthrough:

    Group together your offensive units and send them to the northern edge ofyour base. Shortly youll be attacked by Sylvanas Windrunner from thatdirection, but your forces plus the spirit tower there should be enough tobeat her back. Once shes gone, send your units north and then east todefeat some rock golems and pick up a ring of regeneration.

    Somewhere around this time youll receive the optional quests to defeatSylvanas base and to prevent her runners from warning Silvermoon of yourpresence. Youll also receive four gargoyles to help you out. They can killthe runners while you create a strike force large enough to deal with thebase.

    Note: The runners wont always take the same path. There are three paths therunners can take, but there arent any hostile elven forces between Sylvanasbase and Silvermoon, so your gargoyles should be able to catch the runnersregardless. Just keep them around the center path (east of where they start)so theyll have an easier time intercepting the runners.

    Once you have enough units, send them west along the northern edge of themap. Theyll eventually cross a bridge and encounter Sylvanas base. Just

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    hack away until youve destroyed enough buildings to complete the quest.When you do, three things will happen: youll receive a hood of cunning (+4intelligence, +4 agility), Arthas will turn Sylvanas into a banshee, andyoull gain the ability to create banshees.

    Note: It doesnt matter if Sylvanas lives or dies at this point.

    With Sylvanas no longer a threat, you can take your time, do some researchingand create a larger strike force. Assuming you killed all of the runners,Silvermoon wont know youre on the map, and so you wont come under attack.

    Then head south from your base. When you get to the bridge, you can headeast and kill some gnolls to pick up a scroll of the beast, and then headsouth across a different bridge to visit a fountain of health. Or you canjust skip that and head straight for Silvermoon.

    Silvermoon will be reasonably well defended. Itll have a hero plusdefensive towers plus lots of units. If you want, you can send somesacrificial units at the base (like some skeletons) because once you attack

    Silvermoon, itll attack you back. That way, you can convince the hero andseveral units to attack your base, where youll have an easier time with

    spirit towers on your side.

    You dont actually have to attack much of Silvermoon. Once you win theinitial battle, you can go straight for the Sunwell. The guardians mentionedin the quest description are four level 9 granite golems and not theSilvermoon elves. The golems can be nasty, so try to draw them to you one ata time. Or, if youve created a huge army by this time, just charge in andkill them. The golems are tough, but theyre not that tough. Once thegolems 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.

    * ============================= ** 06.06 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 yourbase, and upgrade all of your ziggurats to spirit towers. Shortly after youreceive your first frost wyrm, youll be attacked from the east by an orchero plus a few other units, and if youre not careful they can knock down aspirit tower or wander over to your acolytes.

    Once the orcs are dead, pick up the manual of health (+50 hit points) thehero drops, and then start building your base like normal. Youll receivethe optional quest of defeating the other five orc heroes on the map, and you

    should definitely complete the quest, just for the loot youll receive ifnothing else. You can also send your shade out to explore. Just hold downthe shift key and right click various locations on the minimap so the shade

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    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. Heres whatthe heroes for each base will drop:

    1. Genjuros (brown): tome of strength2. JubeiThos (red): tome of knowledge3. Khanzo (blue): tome of agility4. Mazrigos (light blue): tome of intelligence5. ThrokFeroth (orange): tome of intelligence

    There are also a couple dragon roosts north of your base. At the eastern oneyou can pick up a periapt of vitality (+150 hit points), and at the westernone claws of attack +9. You can also find a group of ice trolls in thenorthwestern corner of the map guarding a goblin merchant. One of the trollswill drop a ring of protection +3.

    The red orc base (which you should attack last) will have a few red dragonsguarding it, so make sure your attack force has some gargoyles and / or frostwyrms in it. Also, pay attention during the fighting, so you can pick up thetome of knowledge (+1 intelligence, +1 strength, +1 agility) the hero dropsbefore the base is destroyed. Once youve destroyed all the red buildings,the mission will end.

    * ========================== ** 06.07 The Siege of Dalaran ** ========================== *

    Main Quest:

    1. Slay the three archmagi.

    Walkthrough:

    There are a few things its useful to know before you start playing:

    1. The aura wont kill undead units outright. Itll just slowly drainaway their hit points.

    2. The aura will affect all of the undead factions units, even the onesthat arent undead (like crypt fiends), but it wont affect any otherunits.

    3. Each of the three archmagi controls a section of the aura. Once youkill an archmage, his portion of the aura will disappear.

    So start setting up your base like normal. Youll only face attacks from thenorth (through Dalarans entrance), so you only need to put spirit towers onthat side of your base. Since its best to make quick strikes in thismission, its also best to sit back and defend while you research everythingyou can. Then your units will be more powerful and will kill things morequickly, and they wont be affected by the auras for as long.

    Note: If youre feeling particularly patient, you can just sit back in yourbase, wait for enemies to attack, and then possess them with banshees. Its

    slow and boring, but the possessed units wont be affected by the auras. Youcan also possess peasant units inside the base and do the same sort of thingmore quickly.

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    Another note: West of your starting position you can find Aran Spellweaver.Between him and the building next to him you can pick up a health stone(which improves regeneration) and an anti-magic potion.

    Otherwise, while youre researching, send Arthas and KelThuzad north intoDalaran. They can defeat the first archmage and his defenders all by

    themselves (in fact, Arthas can probably defeat them without KelThuzadshelp). Then let the pair explore a little. To the west theyre find a smallbase that they probably cant take, but to the east theyll find a level 1hero who will leave behind a mantle of intelligence +3 when he dies.

    Once you have something of a strike force (your initial units are probablyenough), attack the base west of the first archmage. Once you destroy thebase, put a base of your own in its place. Then you can use the new base asa rallying point for your troops, and also as a place to mine more gold.

    Note: North of the (eastern) entrance to the base, you can find a pair ofcages 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 andattack him from the north, so instead you should either attack him from theair or use the ranged attacks of your units. In fact, the easiest way tokill him is to use Arthas death coil spell. Just move Arthas so hesdirectly west of the archmage, and then cast death coil three times to killhim.

    Once you kill the archmage, go ahead and walk your units to the place wherehe was. Along the way youll find a fountain of health, boots of elvenkind+6, and a cage with a level 5 ogre magi in it. Remember that caged creaturescount against your upkeep, so if you dont want to use them, dont free them.

    The next elven base is east of the fountain of health. If you haventcreated a sizable strike force yet (with a dozen units plus meat wagons), goahead and do that now. Then just head east and demolish the base, but becareful of the level 5 hero inside, since he can cast blizzard on you. Alsoin the area you can destroy a special magic vault containing a tome ofintelligence, a pipe of insight (increased mana regeneration), and a pendantof mana (+300 mana).

    North of the base youll find a few human units guarding another pair ofcages. When you kill the units and destroy the cages, youll receive a pairof blue drakes plus some spiders.

    Past the cages youll find two more groups of enemy units. The finalarchmage is in the second group. So take your strike force and have themattack. It doesnt matter if most of them die at this point. Just let yourforce distract and kill the enemy units while you use Arthas (and death coil)to kill the last archmage. Once hes history, the mission will end.

    * =========================== ** 06.08 Under the Burning Sky ** =========================== *

    Main Quest:

    1. Protect KelThuzad for 30 minutes.

    Optional Quest:

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    1. Acquire the goblin land mines.

    Walkthrough:

    This mission is reasonably straightforward. You dont need to exploreanywhere; you just need to stay at home and build a good defense while

    simultaneously researching and beating back enemy attacks. Plus, every sooften the Burning Legion will send you some units (with no food cost), so youdont even have to go out of your way to build a defense force.

    On the downside, there are three enemy bases on the map. However, theyllalways attack in the same three places: north of your base, north of thesummoning platform, and east of the summoning platform. So the best plan isto build lots of spirit towers in those places (you conveniently start withthree free acolytes), and also to keep your main fighting force right next toKelThuzad on the platform. Then your main fighting force can defend theplatform 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 ManathMagesinger in the center of the map. If you kill him and destroy his hut,youll receive a tome of strength +2 and a ring of protection +5.

    After about ten minutes, the enemy bases will start sending siege weapons intheir attacks, and thats when you have to be careful. The siege weapons candestroy your spirit towers quickly, and your units will attack enemy units inthe order theyre a threat to them (rather than your buildings), meaningtheyll usually attack the siege weapons last. So manually control yourunits and have them go after the siege weapons first.

    After 20 minutes youll receive four infernals from the Burning Legion.

    Thats the last group of free units youll receive. This is also a good timeto start increasing your upkeep (if youve been holding it down before).

    With about 90 seconds to go, all three enemy bases will send major forcestowards KelThuzad. But they wont attack him directly. Theyll getsidetracked by any unit or spirit tower that gets in their way, so as long asyou have a reasonable defensive force and a bunch of spirit towers, youshould be able to hold them off until the timer runs out and the mission (andcampaign) ends.

    ****************************************************************************** 07.00 Orc Campaign: The Invasion of Kalimdor ******************************************************************************

    * ============== ** 07.01 Landfall ** ============== *

    Main Quests:

    1. Rally the Horde.2. Protect Cairne Bloodhoof.

    Walkthrough:

    There isnt a time limit for this mission, so take your time and let yourunits rest in between battles. Also, proceed slowly, and try to let Thrall

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    start each battle with chain lightning. Unlike Arthas, Thrall cant healyour units, and so there isnt anything else useful for him to spend his manaon.

    Basically, all you have to do in the mission is walk around, kill somecreeps, and destroy crates to find treasures inside. Here are some of theuseful 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 lions 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 ofhealth).11. A manual of health (at a murloc base past the fountain of health).12. A periapt of vitality and a potion of healing (at the major murloc

    base in the southeastern corner of the map).

    You can also find some reinforcements:

    1. Two troll headhunters (at a razormane base).2. A grunt and two troll headhunters (east of the razormanes).3. A grunt and two troll headhunters (where you meet Cairne).

    Youll also occasionally find taurens fighting centaurs, but there isnt

    anything you can do to rescue them.

    Eventually youll run into Cairne Bloodhoof, an allied level 3 hero. Hellask for your help and then head for his base to the north. Dont follow him.Instead head to the southeastern corner of the map and kill all the murlocsthere. Youll find a couple useful treasures (see above).

    When you get to Cairnes base, the centaurs will attack, and youll have tomake sure Cairne doesnt get killed. The centaurs will come in four waves,and the last wave will contain a level 5 champion. But the taurens arepretty tough, and you should be able to defeat the centaurs even withouttheir help. Once youve destroyed the last wave, the mission will end.

    * ==================== ** 07.02 The Long March ** ==================== *

    Main Quests:

    1. Lead the caravan to the three oases.2. Keep at least two Kodo Beasts alive.

    Walkthrough:

    This is another fixed-force mission, but, unlike the last one, time is

    important. Every so often groups of centaurs will appear on the map, andtheyll attack the caravan, one from the front and one from behind. Thetaurens can defeat the ones from behind, but youll have to deal with the

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    ones in the front.

    What this means is you wont be able to rest and heal between battles. Thecentaurs will attack often enough so youll always lose ground. However,each oasis on the map is really a fountain of health, and you can heal allof your forces there.

    So put your units into a single group and send them west. The taurens willfollow behind you. There is a main path to follow, plus some optional areaswhere you can defeat creeps and gain treasures. Almost all of the optionalareas are a waste of time (unless you want intelligence items for somereason), except for these:

    1. The lightning lizards (past the first oasis) have claws of attack +3.2. The first harpy camp (between the first and second oases) has a mantle

    of intelligence +3 in the harpy nest. The queen in the second campused to drop a totem of might, but that doesnt seem to happen anymore.

    3. The centaur khan (north of the second oasis) has a pendant of energy,

    and the building next to him has a tome of agility.

    As long as you make good use of the fountains, any healing wards left overfrom the last mission, and scrolls of healing from the goblin merchant onthis map, you should be ok. Just remember to try and heal the tauren unitswhen you heal your own units.

    When you receive three raiders, realize that their ensnare ability isntautomatic like the crypt fiends web ability. However, you can select all ofthe raiders at once, and when you manually select the ensnare ability, onlyone raider will use it (so you dont have to try and select them one at atime). When you reach the harpies, you might want to slow the game down sotheyre easier to target.

    When you receive the three catapults, the mission will almost be over.Youll have to fight a few more centaurs, but mostly all youll find betweenyou and the last oasis are several watch towers. So scout with Thrall anduse the range of the catapults to destroy the towers, and bring in the restof your units whenever centaurs rush to attack. Once Cairne and the KodoBeasts reach the last oasis, the mission will end.

    * ======================== ** 07.03 Cry of the Warsong ** ======================== *

    Main Quests:

    1. Establish a base.2. Secure zeppelins.

    Optional Quest:

    1. Destroy the human bases.

    Walkthrough:

    Immediately select all of your offensive units, and then send them east tothe human base. Grom Hellscreams forces dont actually need any help, so

    concentrate on removing buildings, starting with the town hall. As soon asyou destroy the hall, have a peon build a great hall in its place. That wayyou can get your base going more quickly, while your forces and Groms forces

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    finish off the rest of the human base.

    Once Grom departs for his base, get to work building your base. Orc basesare about the same as human bases, so you shouldnt have any problemsfiguring out what to do. The only real decision is where to put your watchtowers. As youll soon discover, there are four human bases on the map, butthey all have to pass through a ravine to get to your base. So if you put

    your towers north of your base in the ravine (near where a couple razormanescouts are waiting), you can meet all attacks in one place and simultaneouslyprevent Groms base from ever coming under attack. Otherwise just put yourtowers on the northern edge of your base.

    After a few minutes, Grom will take a few units and attack one of the humanbases. Hell just get himself killed, and it wont make much of a differenceif you try to help out, so keep all of your units at your base. Once Gromsforce is dead, the humans will send a force to attack you, so be ready forthem. Grom will discover all four of the human bases this way, with eachencounter going the same way.

    Once Grom has attacked all four human bases, hell keep attacking in the sameway, but now hell just pick a random base to attack. However, the humans

    will change how they retaliate. Instead of just one base retaliating, itspossible all four bases will retaliate at the same time, and so youll haveto have solid defenses by that point. Several watch towers plus a standingarmy should do the trick.

    Eventually, once youre happy with your defenses (or even before then), youcan help Grom out in his attacks. Groms units will primarily attack enemyunits and leave the enemy buildings alone, so you can send in 3-4 catapultsbehind Grom to attack the enemy buildings. Then, once enough of Groms armyhas been killed, pull back the catapults. After a couple attacks, enough ofthe buildings should be destroyed that you can mop up with your army.

    Note: Be careful with your catapults. If you accidentally kill one of Gromsunits with their splash damage, Grom might decide to attack your base.

    Once youve destroyed a human base, the mission is essentially over. Theenemy attacks wont get any more difficult, and youll have a new gold minethat you can exploit. So go ahead and destroy the other three bases tocomplete the optional quest (although you wont get any sort of reward) andthen concentrate on the creeps blocking the goblin laboratory.

    Note: There are also some optional creeps you can kill. Along the way to thegreen human base you can kill some owlbears for claws of attack +9, and somecentaurs north of the light blue human base have a tome of intelligence.

    The path to the goblin laboratory starts at the western end of the blue humanbase. As you make your way along the path, youll have to fight a bunch ofcentaurs, but youll receive gauntlets of ogre strength +3 as a reward. Atthe laboratory itself youll find several harpies, so make sure you have someraiders with you. Then just ensnare and beat up the harpies to clear thearea. Once thats done, pick up the circlet of nobility (+2 strength, +2agility, +2 intelligence), buy the two zeppelins at the laboratory, and thensend them to your base to complete the mission.

    * ============================== ** 07.04 The Spirits of Ashenvale *

    * ============================== *

    Main Quest:

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    1. Amass 15,000 lumber.

    Optional Quests:

    1. Slay the furbolg chieftain.2. Destroy trees of life.

    Walkthrough:

    15,000 lumber sounds like a lot, but it isnt. There are five trees of lifeon the map, and each time you destroy one youll receive 3000 lumber. Sobuild your base like normal, and dont skimp on defenses or research.

    Also notice the balls of light (wisps) in the trees. Thats how night elvesharvest lumber, so take your offensive units and have them kill all thewisps. Youll find more wisps like that as you explore the rest of the map.

    Shortly into the mission your peons will chop down enough trees so that you

    can leave the area around your base. At the same time some night elves willattack, so be sure to have your army on the northwestern side of your base.Groms best spell is mirror image, so cast that right away when the battlestarts.

    A second attack will arrive shortly after the first, but it will consist of apair of hippogryph riders. The attack will come form the north, so make sureyour peons are harvesting wood on the southern side of your base, and thenuse your raiders to ensnare the riders when they arrive.

    Note: Hippogryph rider attacks will arrive from the north all mission long.So make sure you have watch towers in place to protect your base and peons.

    At this point, if you havent noticed yet, realize that you dont have a goldmine. So take an army northwest of your base. Youll find a mine a shortdistance away, and itll only be guarded by a pair of night elves. Kill theelves and then build a great hall next to the mine. You have more thanenough peons harvesting wood, so once the hall is finished, convert some ofthem to mining gold.

    East of the gold mine youll find a goblin named Neeloc Greedyfingers. Hellgive you the optional quest of killing the furbolg chieftain. But dont runoff to kill the chieftain right away. Keep your army next to the gold mineuntil you have some defenses up.

    Once you have some watch towers up, and once you have a decent attack forcebacked up by some catapults, clear out the southern side of the map. Southof the gold mine youll find a lightly guarded tree of life, and west of thatsome trolls guarding another gold mine. Defeating the trolls and destroyingtheir buildings will also net you a potion of greater healing plus a crystalball. Also in the area youll find boots of speed inside a fairy ring (butwatch out -- entering the ring will cause some fairies to appear).

    At about this time your first gold mine will likely run dry, so move yourpeons to the one you just found. It might also be a good time to move someof your tree harvesting peons to the area, since the remaining trees areprobably far away from your war mills and great halls by now.

    In the southwestern corner of the map youll find the blue elf base.Destroying it means that all attacks will come from the north, and thecleared area will also give you another gold mine (although you probably

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    wont need it). The furbolg chieftain is north of the base, so once youvedestroyed it, re-supply your army and then kill him. Hell drop a healthstone, and then once you return to Greedyfingers youll also receive a pairof goblin shredders. The shredders gather lumber in a hurry, so if you wantto explore the entire map before completing the mission, just hide them awaysomewhere and save them for later.

    The teal elf base is in the northwestern corner. It is defended about aswell as the blue base, so a standard attack force backed up by catapultsshould be able to take it relatively easily. South of the base you can findanother fairy ring, this one with a potion of restoration. A third fairyring is located northwest of your first gold mine. It contains a tome ofagility.

    The light blue (and last) elf base is in the northeastern corner. Its aboutthe same as the others, so, with all the practice youve had, it should beeasy to take down. The last tree of life is south of the light blue base,but destroying it (and completing the optional quest) wont net you anything.

    With the elf bases gone, you just need to harvest whatever lumber necessary(if any) to complete the main quest, and then the mission will end.

    * =========================== ** 07.05 The Hunter of Shadows ** =========================== *

    Main Quests:

    1. Find the Chaos Well.2. Kill Cenarius.

    Walkthrough:

    The good news is that you start out with four bases plus the 15,000 lumberfrom the previous mission. The bad news is that the night elves will takeback the three bases west of the river in the first few minutes of themission, and then theyll attack your remaining base.

    So immediately grab all the peons west of the river and send them to yourmain base. If you grab them early enough, all three should survive. Thenget those peons constructing watch towers while you train three more peons tomine from the gold mine near your great hall.

    There are two entrances to your base -- one to the north and one to the south-- so put most of your watch towers in those two places (using the existingridges when possible), but also put some along the western edge next to theriver. The latter towers will deal with any hippogryph riders or chimerasthat the enemy sends at you.

    The initial attack on your main base will probably go badly for you, but ifyou were able to put up some watch towers and do some researching, then youshould still have Grom plus a few other units still alive. So sit around anddefend for a while until you can build up a new attack force and also put upsome more watch towers. Youll have a few minutes before any more attacksarrive.

    Also, after defeating the initial attack, youll finally see one of your main

    quests for the mission, to find the Chaos Well. Without visiting the ChaosWell, you cant defeat Cenarius, so dont try attacking the three enemy basesto the west until you complete the quest (Cenarius will just show up and kill

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    you).

    Once you have a reasonable attack force, send it north of your base (on yourside of the river). Youll find some wolves to kill, and past that sometrees youll have to knock down. So once the wolves are dead bring acatapult to the area and knock down the trees.

    Moving past the trees will take your army far away from your base, so beforegoing any farther, make sure your defenses are pretty good (with towers andcatapults, plus maybe some other units around). You dont really need anycatapults with your main army, so leave all your catapults home.

    North of the trees youll find a bunch of furbolgs. Defeating them will netyou claws of attack +9 plus an anti-magic potion. Be sure to use your witchdoctors healing wards to keep your army alive. Past the furbolgs youllfind some satyrs guarding a way gate. Defeating the satyrs will also giveyou a periapt of health (+300 hit points).

    Through the way gate youll find some more satyrs (with a potion of greater

    healing), and then, through an archway, a satyr pyromancer with four burningarchers. The pyromancer will drop an orb of fire.

    Keep following the path. Youll run into some wimpy undead units, a fountainof healing, and then, through a second archway, the satyrs guarding the ChaosWell. When you defeat the satyrs, youll find a ring of protection +3, but,more importantly, all of your orc units will turn into chaos orc units, whichare more powerful.

    So bring your army back to your base, create some more units, and then stormone of the elven bases on the western side of the river. Your new andimproved units should make short work of the elves. Once youve destroyedenough of the base, Cenarius and a few of his friends will attack you, but

    again you shouldnt have too much of a problem. Once Cenarius falls, themission will end.

    * ======================== ** 07.06 Where Wyverns Dare ** ======================== *

    Main Quest:

    1. Destroy the human base guarding Stonetalon Peak.

    Optional Quests:

    1. Find the wyverns.2. Restore the defiled fountain.

    Walkthrough:

    The (blue) base you need to destroy is accessible only by air. That means 1)youll either need wyverns or zeppelins to attack it, and 2) its attacksagainst you will include flying units and zeppelins of its own. So you needyour base to be well defended, so if enemy zeppelins drop units into yourbase, youll be able to destroy them regardless of where they land. In otherwords, put several watch towers on the northern edge of your base, plus a fewin the interior. You should concentrate on the area near your great hall and

    on the southern edge of the north-south ravine in the middle of the map.

    Once the cut scene ends, group together your offensive units and send them

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    west. Youll find several lightning lizards guarding a defiled fountain.When you kill the lizards and bring Thrall close to the fountain, youll getthe optional quest to restore the fountain (to a fountain of health).

    But dont rush off and do anything. Sit around and defend for a while, andonce you think you have a reasonable attack force plus good defenses at yourbase (including some catapults to back up the watch towers), send your force

    north into the ravine. As soon as the ravine branches (almost right away)send your force west. You should get a cut scene about the wyverns.

    Follow the path all the way to the end. Along the way youll have to fight abunch of creeps (holding a periapt of vitality and a health stone), so stopas you need to and use a healing ward to heal your troops. Then continue on.Eventually youll run into three groups of harpies, so its a good idea tohave some raiders along. Chain lightning doesnt hurt either. Once you killthe last set of harpies, youll receive six wyverns as reinforcements, andyoull also find a pendant of mana.

    Note: If the wyverns dont appear, that means you missed a harpy somewhere.

    So hunt around for them. They can be found near the cages and at theentrance to the path leading to the cages.

    Send your units back to your base, and heal and re-supply them. Once theyreready to go, send them north into the ravine again, but this time keep goingnorth. Youll find several centaurs guarding a gold mine plus a goblinlaboratory (where you can buy more zeppelins if you want), and past that,taking the eastern branch of the ravine, youll run into the centaur khan andhis cohorts. With Thrall and Cairne plus assorted other units, the battleshouldnt be too bad. Once the khan dies, hell drop a glyph ofpurification. Just take the glyph back to the defiled fountain to turn itinto a fountain of health.

    After re-supplying your army again, send it back into the ravine, but thistime have it take the western branch that leads to the light blue human base.After the base is destroyed, leave your units where they are, and create moreunits until your upkeep closes in on 90. Then purchase some zeppelins, andattack the blue base from the west. With your wyverns leading the way (tokill the enemy gryphons), land your units on the western side of the base,and then let them pound away. With taurens, catapults, and more, the baseshouldnt last very long, and once youve destroyed enough of its buildings,the mission will end.

    * ================ ** 07.07 The Oracle ** ================ *

    Main Quests:

    1. Seek out the Oracle.2. Return Aszunes heart to her.3. Take the enchanted gemstone to the spectral bridge.

    Walkthrough:

    You start out with Thrall and some orcs and trolls. Later youll switch toCairne and some taurens. The important thing to realize is that the twogroups will eventually meet up, and Cairne will be able to explore the area

    where Thrall starts. Thats important because Thrall probably has the bestequipment at this point, and hell likely find equipment not good enough forhim but good enough for Cairne during his explorations. So when you find

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    good equipment, try to remember where it is on the map so Cairne can pick itup later.

    The first part of the map isnt complicated. Just group all of your unitstogether, kill some creeps, and destroy some crates. Then, when your unitsget hurt, either let them rest for a while, or use a healing ward from yourwitch doctor. With chain lightning plus his spirit wolves, Thrall can handle

    all of the encounters on his own, so dont worry if you get some unitskilled.

    Eventually youll pass a death revenant (who will drop an orb of fire) andarrive at the skeleton lords throne. Near the throne are three doors. Thenorthern door requires a key that is located through the southern door. Justpick up the key and bring it to the northern door to open it. Then throughthe door you can find a crown of kings (+5 strength, +5 agility, +5intelligence), plus some scrolls and potions. Through the eastern door liesa way gate.

    Once you go through the gate youll find yourself next to two doors, one to

    the north and one to the south. Go through the southern door first, andyoull find a light barrier to the east and a locked door to the south.Youll also hear from a spirit named Aszune. When you return her heart toher, shell remove the light barrier to the east. (Its a quest, but itwont show up on your quest log yet.) The locked door the south is theavenue Cairne will use to meet back up with Thrall, and it wont open untilyou get to Cairnes part of the mission.

    So head back to the room with the way gate in it, but this time go throughthe door to the north. Eventually youll come to some harpies fighting adragon. Let the harpies finish off the dragon, and then kill the harpies.The dragon will drop Aszunes heart, so just pick it up and return it to thelight barrier (you can use the way gate north of the battle for a quicker

    trip). Aszune will be happy and remove the barrier for you. Then youlldiscover you need a gemstone to create a spectral bridge, and youll comeunder control of Cairne.

    Note: If youve explored Thralls part of the map carefully, youll havefound the following items (plus some scrolls and potions): a mantle ofintelligence +3, a ring of regeneration, a tome of intelligence, a tome ofagility, an orb of fire, a crown of kings, and a sobi mask.

    There are three things of interest in Cairnes part of the map:

    1. The hungry hungry lizard. Dont kill it. The lizard will eat somany mushrooms that itll eventually explode, but in the process itllclear the way to the Lion Horn of Stormwind, an item that grantsnearby units a boost to their armor.

    2. The gemstone. Itll be guarded by a whole host of quillboars andrazormanes, so you cant just rush in and grab it. Instead, explore tothe north of the gemstone, and youll find two circles of power. Theone on the right will activate the trap where the quillboars andrazormanes are, killing them all. The one on the left will open thedoor that leads to the gemstone.

    3. The ghost key. One of the statues on the eastern end of the area willhave the key. Itll open the door to Thralls part of the map.

    If youve explored carefully, then you should also have found a tome ofstrength, claws of attack +12, and a belt of giant strength +6.

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    Once youve reunited Cairne with Thrall, send Cairne through Thralls part ofthe map to pick up useful items (if necessary). Then send your units acrossthe spectral bridge to complete the mission.

    Note: There isnt any way to get to the northwestern part of the map, andthere isnt anything there anyway.

    * ========================= ** 07.08 By Demons Be Driven ** ========================= *

    Main Quest:

    1. Capture Grom and bring him to Jainas ritual circle.

    Walkthrough:

    Note that Thrall starts the mission by dropping one of his inventory objects

    so he can pick up the soul gem. So check his inventory and make sure he hashis best five objects with him before proceeding.

    Two things will happen with regularity during this mission:

    1. Infernals will rain down from the sky and land at random locations onthe map, including the middle of your base.

    2. The enemy orc bases will send attacks your way, and theyll have chaosunits at their disposal.

    That means you have to have good defenses at your base. Upgraded chaosgrunts can mow down watch towers quickly, so you cant rely on them alone.

    Upgraded barricades help, but you really need to have watch towers pluscatapults plus wyverns patrolling your base for an effective defense.

    Once your