Warcraft 3: The Frozen Throne чит-файл №3

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Warcraft III: The Frozen Throne Walkthrough
By: Killerdragon
Version: 1.0
Copyright 2003
Created on July/9/2003
Updated: July/13/2003
E-mail: Faranak83@hotmail.com
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Table of Content
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I Version Numbers And Info
II Disclaimer
III Introduction
IV FAQs
V Story
VI New Unit Overview
VII Campaign(before and after each mission I'll write what happens)
7.1 NIGHT ELF SENTINELS
7.2 HUMAN ALLIANCE
7.3 UNDEAD SCOURGE(done, but send in strategies for 8)
7.4 Bonus Campaign-ORC HORDE(done until new acts are available)
VIII Strategies for each race(need contributors)
8.1 NIGHT ELF SENTINELS(barely started)
8.2 HUMAN ALLIANCE(barely started)
8.3 UNDEAD SCOURGE(not done)
8.4 ORC HORDE(not done)
IX Multiplayer(barely started, need some contributors)
X Codes
XI Final Word
XII Credits
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I-Version Numbers And Info
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Version 1.7 7/20/03
Listed all the creeps released on you during the Human Secret Mission
Finished Undead Campaign
Finished credits
Fixed errors again

Version 1.6 7/18/03
I ran it through a Spell Check, and I fixed some errors.

Version 1.5 7/18/03
I finished Undead 2-5.
Just a bit more until this is done.

Version 1.4 7/16/03
Started Undead Campaign

Version 1.3 7/15/03
Big upgrade for a single day
Added Orc Act One Name(can't believe I forgot)
Added a few questions that I got from people
Finished Orc Campaign Walkthrough
Finished the Human Campaign Walkthrough
Added Orc Act 2 & 3 names(you get them when you finish the Orc Campaign Act 1)

Version 1.2 7/14/03
Thanks to Tro77Tro codes are done.
Thanks to Bob Blakey the Orc campaign has been upgraded. You can now learn
how to get the Panderan Brewmaster.
I also fixed some of the spelling

Version 1.1 7/13/03
Finished some more of the Human Campaign
Added a bit here and there

Version 1.0 7/9/03
Finished Disclaimer, Intro, and New Unit Overview
Started FAQs
Started Bonus Campaign
Finished the Night Elf campaign
Wrote up Final Word and Credits
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II-Disclaimer
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PLEASE don't use this without my permission. Doing so is against the law,
and will get you sued. I'm sure you don't want that, and I don't want
that either, but it will happen. Like all FAQs, I have put a lot of work into
this. This guide is copywrite 2003 Soshian S.

Current sites allowed to use this

Gamefaqs
faqs.ign.com
DLH.Net
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III-Introduction
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Hi. This is my first FAQ/Walkthrough, so bear with me. This is a
Walkthrough for the fantastic game, Warcraft III: The Frozen Throne.
Since there are only a few FAQs here I decided to make one. If anyone has
questions, doesn't understand what I wrote, has suggestions, or needs
additional help E-Mail me at Faranak83@hotmail.com. Please write WC3:TFT at
the very least in the subject. I'll terminate those that don't. If you
can't follow simple instructions, then I will not help. Thank you and have a
fun read.
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IV-FAQs
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This is, as you probably guessed, a list of questions sent or just written
by me.

1. Can I use this?

This seems to be the first question asked by people. You can if you ask.
Check the Disclaimer. If you see this anywhere besides Gamefaqs,
faqs.ign.com, or DLH.Net e-mail me.
Thanks.

2. Is there a bonus mission?

Yes, this seems asked a lot too. In the Human Campaign 3, go to the bottom
of the dungeon. There should be sheep. Go to the top, then bottom, then
middle platforms. If done correctly, you should hear Baa-Ram-Yu(if you've
ever seen BABE, you will understand). Go North and you will get the
mission.

Note: Though it is from Babe, it is also from WCII as Vulchur
kindly told me.

And the bah-ram-yu reference is from babe initialy but it's
actually a reference to warcraft two. In warcraft 2, as with
all warcrafts everyone says something humorous when you click
on the repeatidly. The sheep in warcrat 2 did this.

3. I looked and looked but I can't find the answers I need here. What
should I do?

Send me an e-mail at Faranak83@hotmail.com. Be sure to put WC3:TFT in
the subject. BTW if you want to get somewhere quick, hit ctrl+F and
type something. It should find it.

Note: The rest of the questions have been sent to me by e-mail.

4. When will blizzard release the other two acts old hatred and A blaze
of glory for the bonus campaign as it only have act one now?

As of now, the dates are unknown.

5. How do I get the other two new act when it is release? Do i have to
buy the expansion cd or Can I just download from www.blizzard.com?

You will be able to download them

6. How do I pick up an item?

Right click on the item. If you have room in your hero(es) inventory,
you will pick it up. To destroy an item, hit a(or the attack item),
then click on the item.

Send me an e-mail at Faranak83@hotmail.com. Be sure to put WC3:TFT in
the subject. BTW if you want to get somewhere quick, hit ctrl+F and
type something. It should find it.

Send your questions!!!!
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V-Story
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The basic story of WCIII:ROC goes like this...

The human prince, Prince Arthas, discovers the Undead and their nefarious
scheme to take over the world. He goes tries to stop them with the help of
his girlfriend, Jaina Proudmoore and his friend, Prince Uther. However, he
goes to extreme measures(killing the innocent to keep them away from the
Undead, to be exact), and thus is split from Jaina and Uther. He continues
on and gets Frostmorne, the powerful sword he uses to kill the undead leader,
Mal'Ganis. After killing him, Frostmorne destroys his sanity, and he becomes
a servant of the Lich King. He goes and kills his father.

As Undead, he is forced to try to resurrect Kel'Thuzad, a powerful Necromancer
he killed as human. He succeeds and Kel'Thuzad reveals that the purpose of the
Undead is to allow the Burning Legion to take over the world. Kel'Thuzad
continues on, and with the help of Arthas, he summons Archimonde, the powerful
leader of the Legion, into their world.

The Orcs, lead by Thrall, go to the aid of Cairne Bloodhoof. Then they go to
help out Grom Hellscream and the Warsong clan battle against the humans.
Mannorath dips his blood into a fountain, and Grom and his clan drink the
waters. This changes them into the Legions slaves(basically). Thrall defeats
defeats human resistance and proceeds to follow Jaina to the Oracle. The Oracle
tells them they must team up to defeat the Legion. They do and then they go to
save Grom. They succeed. Grom tells Thrall that Mannorath awaits them and they
head out to meet him. Mannorath and Grom exchange words, and then Grom kills
Mannorath. However, he sacrifices himself in the process.

Tyrande Whisperwood quickly discovers the Orc/human encampments, and defeats
them. However, the Undead swarm them, raze their base. Tyrande is forced to
awaken the druid, Malfurion Stormrage, before the Undead reach him. She
succeeds and they go on a quest to awaken all the druids. While awakening the
Druids of the Claw, Tyrande releases Illidan, brother of Furion. He was locked
up for sinking to the demon's when trying to hunt them. He seeks to destroy
Tichondrius. He first gets an item that transforms him into a demon. He kills
Tichondrius. However, Tyrande and Furion banish him for destroying himself in
the process. Next the prophet tells the Night Elves to ally with the Humans and
Orcs to defeat the Burning Legion. They agree. Archimonde plays his hand. He
seeks to destroy the World Tree. With that the elves wouldn't be immortal
anymore. Jaina, Thrall, and Tyrande must delay him as Furion sets up his plan.
Minutes later, Archimonde reaches the World Tree. Believing he has won, he
climbs up. Suddenly millions of wisps(that's right wisps)detonate on him. He
is destroyed, thus destroying the threat of the Burning Legion. Unfortunately
the forest and the World Tree are too.

This ends the WCIII:ROC campaign.

In TFT, the Night Elves seek to destroy Illidian, the Blood Elves go through
hardships, Thrall builds a permanent settlement(they have nothing to do with
the story),and the Scourge suffers civil war between the Dreadlords and
Arthas. Arthas tries to free the Lich King's soul.

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VI-New Unit Overview
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(Note: These are in my opinions)

Scale 1-5(5 being the best)
c=channeling required
a=auto cast
u=ultimate
Before each unit I'll write what they are/do.

Some general changes include...
-the ability to queue upgrades like you can units
-more or less decrease in gold cost, but increase in lumber costs
-backpack allows units to carry items(not use, just carry; if they die the
item is lost)
-shops for each race with items(based on what level of advancement you are)
Heroes can sell items here. There is one orb for each race
(humans-fire-gives extra damage+splash, orcs-lightning-bonus damage,
chance of casting purge, Undead-Corruption-reduces armor+bonus damage,
venom-bonus damage+poisons units for 10 seconds)
-No more wands of negation
-Magic damage
-Unarmored armor
-time limit before you can use a potion

That's all that I can remember...if I forgot any e-mail me.

Orc Horde

Heroes

Shadow Hunter-Cunning-4
Spells
Healing Wave-sends out waves like chain lighting to heal troops
Hex-turns unit into a useless animal(critter)
Serpent Ward-summons a ward with a cobra on it that spits out venom or
something that hurts the enemy
Big Bad Voodoo(c)(u)-makes all units AROUND him invulnerable

Good. He fills out the Orcs early healing needs well. Healing wave basically
heals a troops with each wave healing less. Very useful early game. Hex takes
a unit out of most of the battle(level 3 is 45 seconds, which is most of the
skirmish). It can be used on heroes with reduced duration. Good. Serpent Wave
is almost a necessity. This is because it only causes 30 mana. If you don't get
it you will be short on mana(hex and wave don't come as cheap+Shadow Hunter
isn't a mystical hero). Though the ward is weak, you could easily make a lot of
them quickly. Big Bad Voodoo is okay. It's a lot worse in game because it makes
all enemy units to attack the hero. However, if you bunch up your forces
(usually works better in teams) in front and around him, thus not allowing the
enemy to reach him, it works pretty well. If you're against him, use anything
with stun to stop it.

Units

Air-Troll Batrider-3

They aren't too good or bad. They have unstable concoction, which causes them to
blow up dealing 900 to 1 air target+some damage to others in the air. They can
also get liquid fire through an upgrade. That deals additional damage to
buildings, prevents repairing until the fire's out, and reduces attack rate of
towers by 80%. They give the Orcs much needed antiair+they can destroy building
because they have siege damage.

Anticaster-Spirit Walker-3
Spells
Spirit Link-Links 4 friendly units together so that if any in that link take
damage some of the damage is split between the other 3.
Disenchant-Dispels all spells in an area. Does damage to summons.
Ancestral Spirit-Bring back a dead tauran(non hero) from a corpse.
Physical/ethereal form-allow the walker to shift through these 2 forms.
Ethereal
takes away its attack, but renders it immune to nonmagic attacks. It can do and
be affected by spells.

Spirit link is good to reduce focus fire effectiveness. Disenchant makes this
unit an anticaster. Ancestral spirit is a necessity to any army with taurans.
This unit is useful and now that there are no WoN, Disenchant is much more
important.

Buildings

Voodoo Lounge-5

The Orc shop. Contains items like scroll of speed, healing and
mana potions, and the Orb of Lightning.

Upgrades

Berserkers-3

Headhunters can be upgraded to this. They are stronger and now can use berserk.
This makes them stronger, but less defended(+50% attack rate, +50% damage taken.
If you're going to build more than a few headhunters, you might as well get
this.

Reinforced Defense-4

Changes the armor of burrows and watchtowers into fortified armor. This is
good to get. It will generally increase the life of your burrows/towers.
Get this if you plan on building even a few towers.

Burning Oil-1

Destroyers(replaced catapults) get a flaming attack. Whenever they attack,
the land catches a fire, damaging everything on the ground in its area.
I don't know much about how good it is, but I tend to ignore it, unless I
have extra resources. Send me info on this please.

Night Elf Sentinels

Heroes

Warden-Cunning-3.5
Spells
Fan of Knives-sends knives out in every direction
Blink-teleports the warden to a nearby place
Shadow Strike-chucks a dagger at a unit doing damage instantly+damage every 3
seconds for 15 seconds
Vengeance(u)-Summons a black thing that is immune to magic, lasts for 120
seconds, and can use Spirit of Vengeance. Vengeance summons a Spirit of
Vengeance, which is an invulnerable spirit from a corpse. Can have 6 at
a time. They last 60 sec. Spirit of Vengeance is auto cast.

Weak early game, but strong later. FoK sucks until level 3. At level 3 it
is mediocre. SS is a godly hero killer. Blink is great because it lets
you counter the stun and surround the hero tactic. If you do go Fan of Knives
(which I strongly warn against except in a few rare occasions), then blink
into their peasant/peon line and unleash it. Blink out and then back when
it's ready again. A great hero(and unit killer) is to blink over to the hero,
unleash Shadow strike(it does 225 damage+45/3 sec for 15 sec), and blink back.
Vengeance isn't as good as most ultimate. I'd rather wait until blink and
SS are maxed out, then get it.

Units

Air/Anticaster-Faerie dragon(this unit is immune to magic)-3
Spells
Phase shift(a)-for 1 second, they disappear to avoid damage
Mana Flare(c)-The faerie dragon gets +12 armor, and any spells cast result
in the caster getting zapped for major damage

Mana flare is great if they even think about casters. They are extremely
weak, and phase shift seems to let them take damage(they don't do it fast
enough/doesn't last long enough). It serves it purpose, though.

Tank-Mountain Giants(may be called MGs in this guides)-5
Abilities
Taunt-causes enemy units to target the taunter
War Club-MG picks up a tree, causing it to do siege damage and giving the
giant more range for 15 swipes
Hardened Skin-reduces all damage to the MG by 15(damage can't go below 3)
Resistant Skin-Reduces the duration of bad spells+renders the MG immune to
some spells

The reason it got a 5 is because they really fill the needs of the Night Elves.
1-3 of these should be sufficient(they build slowly and are expensive)
Taunt may look good, but a good player will just redirect all their troops
again. War club makes them good as base destroyers. The 2 upgradeable
abilities live up to the giant's purpose. Good enough.

Buildings

Ancient of Wonder(Note: like all Ancients this will attack nearby enemies
and can move)-5

The Night Elf shop. Contains items like the Orb of Venom, Moonstones, lesser
clarity potions, and the staff of preservation(I'm not sure of the name, but it
teleports any unit to your highest level of a town center.

Upgrades

Well Spring-5

Increases the mana regeneration rate and mana capacity of moon wells.
This is very useful. Moon wells are great as defensive structures because
they can heal your troops as they defend. This makes the units almost
invulnerable(until the wells run out). This extends that time.

Mark of the Claw-4

Allows the Druids of the Claw to cast roar when they are bears.
Since I usually get several Druids for meat shields and such, this makes life
much easier. No more keeping one as a druid for roar.

Mark of the Talon-2

Allows the Druids of the Talon to cast Faeries Fire while in storm crow form
This is useful, but I don't tend to have many Druids of the Talon in my army.

Undead Scourge

Heroes

Crypt Lord-Warrior-3.5
Spells
Impale-The Crypt Lord slams the ground. This cause waves to travel to the
enemy causing the enemy(and those around it) to fly in the air. There is also
a short stun
Carrion Beetles(a)-Permanent summons. Summons a beetle from a corpse. At
level 2 and up they can burrow. Can only have 5 at one time.
Spiked Carapace-gives the Crypt Lord extra armor and reflects a percentage of
the damage it takes back to melee attackers
Locust Swarm(u)-Sends out a swarm of locusts. They damage the enemies around
you and heal the Crypt Lord. DOESN'T NEED CHANNELING!

A tank. The Undead needed one. Impale is weak(the stun is minimal). Carrion
beetles are great for early creeping and battles. Later on, use them as scouts
because of burrow. Spiked Carapace is great because it helps extend this bugs
life(who BTW starts with a ton of life). Locust swarm is strong. It attacks
and heals. It doesn't require channeling.

Units

Caster-Obsidian Statue-3.5
Spells
Essence of Blight(a)-Heals those around him
Spirit Touch(a)-Gives mana to those around him

Nice to have two around. One can be auto casting heal, while the other does
mana. What's under the statue you ask. Well read on...

Anticaster/Air-Destroyer-4
Spells
Devour magic-This removes all enemy spells and hurts summons. All it eats
turn into health and mana for this beast.
Orb of Annihilation(a)-Gives additional damage and splash damage to the
Destroyer's attackers
Absorb Mana-Takes all the mana from one of your units and gives it to the
Destroyer

After researching the ability, an Obsidian Statue can molt its shell, and
become this. They are strong. Great against casters because for every
spell they cast, these get life and mana. It's nice to have a few of
these around.

Buildings

Tomb of Relics-5

The Undead shop. Contains items like the orb of corruption, potions, and
sacrificial skulls.

Nerubian Tower-3

This gives an alternative to the traditional spirit tower. A ziggurat can
upgrade into this. It has a frosty affect, thus reducing the enemies
movement and attack speed. Good to have a few, but the Spirit Towers are
much stronger. A good strategy at an expansion would be like this:
----------
| M |M=mine
| N |N=Nerubian Tower
| S S|S=Spirit Tower

Upgrades

Burrow-4

This allows Crypt Fiends to hide in the ground. They are invisible, but can't
really do anything. Useful as scouts. Also if a fiend is near death, and
you can't heal it, just burrow it.

Exhume Corpse-3.5

This lets meat wagons to make corpses inside them (ghoul corpses). Useful
Useful because so much of the Undead revolves around corpses. Need a skeleton?
want to animate the dead(even though ghouls aren't really worth it)? Want a
beetle? This will help.

Skeletal Mastery-4.25

Instead of 2 skeleton warriors, necromancers now raise a skeletal mage and a
Skeletal Warrior. Much more useful. It reduces clutter. All the Mages
should be able to attack as the Warriors act as meat shields. Mages are
effected by Skeletal Longevity.

Human Alliance

Heroes

Blood Mage-Mystical-4
Spells
Flame Strike-Makes a firestorm. It has a long start up but requires no
channeling. After the initial few seconds, it burns the enemy a bit longer.
Banish-Makes a unit ethereal and slows the units movement. Ethereal-Unit
can only use spells and is only affected by spells and magic damage.
Siphon Mana-Drains mana from an enemy unit.
Phoenix(u)-Summons a flying unit with permanent immolation. It damages itself,
but has no timer. When it dies, it leaves an egg, that eventually hatches
into a new phoenix.

A great new mystical hero. Flamestrike is good. Banish and SM are too. His
ultimate is good too. Flamestrike hurts your own troops, but it does a LOT of
damage. Banish basically removes a unit from the battles(unless your stupid,
and cast it on a caster). SM helps you cast your spells more often and
eliminates the need for mana potions. Phoenix is strong and useful.

Units

Anticaster-Spellbreaker-4
Spells
Spell Steal(a)-removes a buff from the enemy and brings it to you or takes a
negative spell from you to an enemy
Control Magic-takes a target summoned unit(wards included) The amount of mana
is based on the summons's HP.
Feedback-Every attack the Spellbreaker does, burns 20 mana and deals
additional damage based on how much mana is burned.

Great against casters. Now your knights can have bloodlust. Bring some along
for this purpose. Also Feedback is like a free Mana Burn per attack.

Air-Dragonhawk-3
Spells
Cloud(c)-A small cloud is summoned by the hawk. This reduces the sight of
any enemy buildings in the area to min(thus they can't attack with range
attacks)
Aerial Shackles(c)-This binds an enemy air unit. That unit can't do anything
while it is shackled. It takes damage every second until the shackles wear
off.

These are interesting. They benefit from the upgrade that gives Gryphon
Riders +150 HP. Cloud renders towers useless(Ha just wait until someone
barricades themselves behind towers now. Turtling is useless now.).
Aerial shackles is great if you have as many(or nearly as much) air units
as they do. Shackle them all. All in all, a pretty good unit.

Buildings

Arcane Vault-5

The Human shop. Has items like the Orb of Fire, healing and mana potions,
Ivory Towers, and Scroll of Town Portal.

Arcane Tower-2

A new tower. Now the humans have 3. They have Guard Towers for Air and
basic ground and they have Cannon Towers for clusters and stronger ground
units. What's left? Magic, of course. This tower attacks ground and air
units. It has feedback, which burns 20 mana and deals that damage in addition
to its normal attack, and it has reveal. This allows the tower to reveal an
area of the map for 15 seconds every minute or so. It requires magic sentry
t get reveal.

Upgrades

Barrage-4

This lets Siege Engines(formerly known as Steam Tanks) attack air units. This
upgrade gives Siege Engines a bit more of a chance(though you should always
send units).

Flak Cannons-3

Gives Flying Machines(formerly known as Gyrocopters) a splash damage effect
when they attack air units. If you bother to get any Flying Machines it will
be for air. Get this if you get Flying Machines.

Fragmentation Shards-3

This increases the area-effect damage of Mortar teams. If you get Mortar
Teams, then you might as well get this. Not much to say.

Neutral

Heroes

Naga Sea Witch-Mystical-2.5
Spells
Forked Lightning-Sends out 3 bolts of lightning. Each hits an enemy for
damage
Frost Arrows(a)-Adds a cold effect to the Naga Sea Witch's attack. (A cold
effect slows a unit's attack rate and movement speed)
Mana Shield-Uses the Naga Sea Witch's mana as a shield.
Tornado(c)(u)-Summons a tornado. Damages enemy buildings by 50/sec. Slows
enemies and randomly throws them up (cyclone). The enemy remains up for a
duration. While the tornado is up, you can control it's movement and it has
a life bar.

The Naga Sea Witch is the only mystical neutral hero. Forked Lightning is
rather weak. Frost arrows is ok. Mana Shield extends the Witches life, but
without mana, there is little point in doing so. Tornado is like a weak
earthquake. It moves very slowly, and has a small area of effect.

Pandaren Brewmaster-Warrior-5
Spells
Breath of fire-This drunken Panda breathes out. A cone-shaped fireball
erupts from his mouth. This deals initial damage and ignites those with
Drunken Haze on.
Drunken Brawler-A mix of Critical Strike and Evasion. Gives a 10% chance to
do extra damage per hit, and a gives a chance that the enemy will miss when
they attack him
Drunken Haze-Drenches enemy units in beer(hey they don't call him BREWmaster
for nothing). The units will ignite on contact with Breath of Fire, and will
miss a lot more than usual(hehe drunk). The unit's movement speed is slowed.
Storm, Earth, and Fire(u)-The Brewmaster splits into, you guessed it, a Storm
Panda, a Earth Panda, and a Fire Panda. The Storm Panda gets cyclone, dispel
magic, Wind Walk, and Resistant Skin. The Earth Panda gets Pulverize, Taunt,
Resistant Skin, and Spell Immunity. The Fire Panda gets Permanent
Immolation and Resistant Skin.

Let's face it, many bought the game for this guy. He is sooo funny. Though
Blizzard is lacking creativity(Drunken Brawler, and BoF is basically Carrion
Swarm). This guy is great. Haze practically takes some units out of battle.
They won't be hitting anything. BoF has a area of effect, and can hit many
units. It can also torch hazed guys. Brawler gives 2/3 of the effect of
Critical Strike and Evasion(that's 10% chance to do 2X/3X/4x as much damage
and 7%/14%/21% chance of evading an attack)(Level 1/2/3). As long as 1 of
the 3 summons in his ultimate survives, the Brewmaster is reborn. Storm is
a spell fighter. Keep him away from Melee. Fire is the weakest of the 3
in terms of life, while Earth is the strongest. Who could hate a Panda?

Beastmaster-Warrior-4
Spells
Summon Bear-Summons a bear
Summon Quilbeast-Summons a Quilbeast
Summon Hawk-Take a guess. Summons a Hawk
Stampede(u)(c)-The Beastmaster calls a stampede of exploding Thunder Lizards
to an area. Anyone unfortunate enough to be there will take damage as things
blow up on them.

As the name implies, he gets summons beasts. Summon Bear gives him a powerful
melee unit. At level 2 the bear not only gets stronger, but he gets Bash. At
level 3, he gets stronger, keeps Bash, and gets Blink(lol, a blinking Bear).
Quilbeasts gets stronger and gets Frenzy(like Bloodlust) at Level 2. Level 3
yields a stronger Quilbeast with Frenzy and splash damage. Hawks are very
quick. All Hawks have True Sight. Level 1 Hawk can only scout. Level 2
grants the stronger Hawk an attack. Level 3 gives the even stronger hawk
invisibility when it's not attacking. His ultimate has a fairly big area of
effect, and is very funny to watch.

Note: The next 2 heroes are Undead

Dark Ranger-Cunning-4.25
Spells
Silence-Disables Casters from casting spells
Black Arrow(a)-Gives bonus damage to every attack. Units killed by this will
result in minions(skeletons) being made. Skeletons and damage boost increase
with level
Life Drain(c)-Drains life from a unit
Charm(u)-Takes control of a unit(Can't be used on Heroes or too powerful
creeps)

The only cunning hero(Blizzard sure likes warriors). Very good. Silence
is excellent against anyone that has casters in there armies. Black arrows
requires some micro to be good. Focus Fire on an enemy, but when it's about
to die, aim at another. Now use Dark Ranger to kill it. Repeat and you'll
soon have an army of skeletons. Life Drain hurts the enemy and heals you.
Just Charm an enemy Tauran or something and, walah, he is 1 unit shorter,
and you're 1 unit stronger.

Pit Lord-Warrior-3.5

Rain of Fire(c)-Calls down a rain of fire(like Blizzard)
Howl of Terror-Reduces the attack damage of nearby units
Cleaving Attack-Gives splash damage to Pit Lord(damage increases with level)
Doom(u)-Deals 40/s to a unit until it dies. Upon death a Doom Guard is
created. Doom is cannot be dispelled. It can be used on your units too.

The Pit Lord is good at weakening the enemy. Rain of Fire brings forth
several waves of fire. Each wave does initial damage, and burns the units for
a bit. Howl of Terror is great at destroying enemy effectiveness. Howl
enough and the enemy units will all be doing little damage. Cleaving attack
gives an area of effect damage to the Pit Lord. Doom is good as you can use
it on a near dead unit of yours or a healthy enemy unit. No matter what the
enemy unit will die and spawn as a Doom Guard for you. However, if the enemy
runs the unit into it's base, the Doom Guard won't be too helpful. Doom
Guards get War Stomp, Dispel Magic, Cripple, and Rain of Fire.

Units

Many new creeps and mercenaries have been added. When I say many, I mean
it. =)

Buildings

Tavern-5

Can buy neutral heroes here

If you have neutral heroes, you need somewhere to buy them. I gave it a 5
because I like neutral heroes.

Goblin Shipyard-5

Allows you to buy ships

The ships are mostly transports, but there are a few attackers in the
campaigns( I don't know about in game). It's a start. Ships are a good
addition.

Upgrades

None
--------------------------------
VII-Campaign
--------------------------------
These are all in Normal mode.

7.1 Night Elf Sentinels-The Tides Of Terror
Try to get blink up to level 3 quickly. Also Fan of Knives is weak early on.
Ignore SS(or get it and ignore FOK). You may want to skip Vengeance
till level 7.
Here's what I did:
You start with Blink and FOK/Blink/FOK/Blink/FOK/Vengeance/SS/SS/SS

A scene of Illidan pops up. He is angry and seeks power. He calls forth the
Naga. They decide to aid him.

Main Quest Optional Quest

1) The Rise of the Naga
A scene of Maiev and several of her troops appear. Naisha and some of the
troops remain with Maiev, well the rest split up into 2 groups to search for
Illidan.

Easter Eggs:
At the start, go up and as close as to the edge as possible. Blink right
and destroy the crate. Kill the monsters and pick up the Runes of Greater
Healing and Mana. There is also a Ring of Protection +1. Blink up and
pick up that Rune of Mana too. Pick up some more and get the Tome of
Intelligence and the Rune of Mana.

Behind the Burning Statue there is a crate. Destroy it for a Jade Rind(+1
agility).

Above the place where you get the Enraged Beast quest, there are some
spiders. Blink there and kill them and get the Rune of Lesser Healing
and the Claw of Attack +3.

There are islands scattered around. After the 1st Naga encounter, go right
and blink onto the island. Destroy the Naga Sea Witch and take the Rune of
Mana and the Tome of Strength.

After the 1st Naga encounter, go up to the trees and blink up to get a Rune
of Mana and a Scroll of Protection.

Below the 2nd optional quest, head over to the trees. Blink right and kill
the creep for Healing Wards. Get the Rune of Mana.

Follow Illidan’s trail Destroy the mad beast
Save at least 2 ships Save your fellow warriors

First off remember hit i to hide. Now go on and follow the path. Once you
reach the forest, beware of a small ambush(it's tiny, there are only 4
members). Finish them off. By now you should meet up with around 3 more
troops and the 1st optional quest. A very easy way to accomplish this is to
follow the beast. He will go into a U shaped area. Cover the opening with
units and hide them all. Now move all the troops not blocking the path back
and attack. The beasts shouldn't be able to pass your "invisible wall".
Pick up the item and keep on going. Soon you should reach a fork in the path.
You get a few more troops+the second optional quest. Go to the right(the one
with all the walls and stuff). Just slay the enemies and break the gates.
You get quite a few troops. You shouldn't lose anything. Now go on until you
reach the cut scene of Illidan running away, and the Naga burning ships. Now,
you get the second main quest. First off there are around 3 Naga that attack
you straight off. Kill them first. Then use the archers to destroy the
flyers. The hunts+Maiev should attack the ground troopers. Just move them
along and save the next few ships. Their is another small task force to
destroy after saving 1-2 ships. Kill them then continue. Victory
A scene comes up where Maiev and her troops load up into 2 ships and follow
Illidan.

2) The Broken Isles
Maiev, Naisha, and the rest reach a mysterious island. Maiev explains that
they were recently made. She realizes Illidan is there, and starts the
establishment of a base.
Easter Eggs
There are a lot of things spread around on the islands. Right of your base
there are some Sea Giants. Kill and blink to the Pendent of Mana +150.


Find Illidan Destroy the 3 summoners
Kill the Naga guardians

OK, go to the mine where your base should be started(maybe done, I can't
remember). Take your starting troops and explore your island a bit, until
you reach the old orc. He will tell you he knows something, but he also
tells you he is willing to tell you if you rid him of his comrade's ghosts
(like he is in any position to bargain). Return to your base to defend
against some Naga. Your base should look like this(I know it's bad)
|----------|
| Water |T=tower
| |H=Huntresses
-----------------|AR=archers
| T T AR T|C=tree of life
| H T |M=mine
| H C M|
| T |
|----------------|
Move the 2 ships south of your base to the place marked water. North to your
base are the summoners. Go there and destroy the 3 summoners. One has a
skull. Pick it up. NOTE: The orcs are fighting each other, not you! Go back
to the old hermit to pick up something(the name escapes me) that gives you +6
intelligence. Then build up your forces(Go Maiev, hunts/archers+hire some
turtles at the mercenary camp)Also bring along some glaive throwers. Now go
up past the summoners island. You should find a base. Raze it to the ground.
If necessary run back to the watery corner and hide for a bit(might want to
bring
a moonstone). Recover and hit hard. Go on after the base is dead and destroy
the gate it was guarding. A cut scene of Illidan going into a tomb and telling
the Naga to stop Maiev will follow. Destroy the guards(Shouldn't be hard).
Mission accomplished.
Maiev and her forces rush into the tomb of Sargeras.

3) The Tome of Sargeras
Maiev and Naisha talk. Maiev reads some ruins about the old orc that ventured
in here years ago. Now you see the Gul'dam and 7 shaman. He orders them to
scout out the area, but they run when they hear the rustle of the Tomb's
guardians. He kills one and they go out.
Locate Illidan Find all 10 pieces of the shadowball
Escape the tomb in the time given Destroy the rock barriers to free troops

This is the basic sleuth level. Follow the path, blink to hidden places for
shadow ball pieces(it gives +10 attack, +3 armor, and extra HP regeneration).
It's hard to find them all, but if you want them, you'll have to search every
nook and cranny. I've gotten them all, but I don't remember all of their
locations. I remember that there are 2 hidden near the 1st cut scene(the one
where the Gul'dam thinks something laughs at him). They are behind the doors
you can't destroy. Blink around. Anyway, destroy the rock barriers(you'll
notice them all because Maiev says something at each one). I think there are
three. They provide no-very little challenge to reach. Two cut scenes come up
about Gul'dam. One where he knows his scouts are dead, and he seeks an eye.
He continues on, even though something. The second one shows him dying.
Also when you pass a statue, you will hear about how it is Lady Vashj, a Night
Elf. However, it has a tail(hint, hint). Soon after you will find Naga that
tell you the Naga are mutated Night Elves. Anyway, after you destroy the 2nd
massive gate, you will find Illidan. He talks about the Eye of Sargeras. He
then proceeds to bury the tomb. Maiev is able to escape, but Naisha and the
others perish. For the second part, just run. A good tactic is to hid and
blink. Get all the scrolls of speed. Run and ignore all battles. Reach the
entrance, and you WIN.
You now see the Warden blink through battles.

4)Wrath of the Betrayer
Maiev explains Illidan's plans to her troops outside. She tells them to run,
but Illidan has already started the attacks. Only a runner can warn Malfurion.
Escort the runner to the ship Destroy all four of the excavations
Escort the runner to open sea

Easy enough. Keep your base strong. Build dryads/hunts/archers for defense.
You might want to build an additional tower at the 2 entrances. Then bring a
wisp to each to repair. Build moon wells close by and set them to auto.
Now for the runner. Follow the path. You should reach a site where there is a
guard and a digger. The second quest comes up. Each one you destroy gives you
a great item. The first gives you a staff that teleports your hero to friendly
units. Use it to defend and sell items(to make room for new ones) at your base.
BTW one of the sites is able to be reached during the 2nd main quest. When you
reach the boats you get 2 glaive throwers and 3 hippogriphs. Use the hippo's
to clear out the two flyers up ahead. Unload all your troops and explore.
Destroy the enemy towers(the pools with snakes) and units. Don't forget the
gate and site. Then load the runner and send the empty ship ahead as a
decoy for anything you forgot. The runner's ship should follow and make it
safely. Victory
The ship goes of. Maiev sends her prayer and hopes as she watches.

Interlude
Tyrande Whisperwood and Shan'do Malfurion are relaxing when a druid of the
claw comes with the runner. The runners tells of Maiev's distress, and
Malfurion and Tyrande rush to aid her.

5)Balancing of the Scales
Maiev is shown fighting the Naga. Tyrande and Malfurion speak and then
decide to hurry to her.
Save Maiev from Illidan's Naga Save the 3 ships filled with troops
Destroy Illidan's Base

Go for the ships. They provide troops for needed for later on(it makes it
much easier). At Maiev, build only hunts and archers as needed(cash is
limited). Build a wisp or two to repair the damages. Rush through the path
as Tyrande and Malfurion. Fight off the enemies and pick up as many coins
as you can to aid Maiev. When you reach the 2 War Golems, kill them quickly.
The base ahead is fairly weak. A very good strategy is to run in and
starfall. Tranquility as needed. Then run to the Warden. A scene comes,
where Maiev is happy, then angered that Tyrande(aka freer of Illidan) came.
Malfurion reminds them of the Naga threat. You must now destroy Illidan's
base(his is the upper one). First off, move everything you can up.
Remember the base you razed? Go there. Research as much as you can at the
hall after you get the cash flowing. The third ship includes 2 Mountain
Giants. Build up a force of 2-3 MGs and, you guessed it,
dryads/hunts/archers. Use taunt as needed(it works ok on computers) Attack
at will. Leave behind enough to defend against the Naga(they send out
Illidan sometimes). If you need more cash above the Fountain of health,
which is next to the hill beginning of Illidan's base, there is a mine
behind some trees. Use a glaive thrower(you need the upgrade) to destroy
the trees. Then move again. Attack continually. If time is needed destroy
the bottom base first to reduce attacks against you dramatically. Once you
raze Illidan's base, You Win.
Malfurion departs leaving Tyrande and Maiev to search for Illidan.

6)Shards of the Alliance
Tyrande and Maiev meet up with Kael and some humans, who are moving because
of the Undead. Tyrande decides to aid them Maiev unwillingly goes along.
Guard the caravan Find the hidden cash
(at least 2 must live)

Pretty easy. Follow the path. Kael is able to defend the back, but you
should always fall back to his aid after destroying any frontal assaults.
The Undead are in small groups so it's easy enough. The MGs have tough
hides so just taunt a bit. At the first mercenary camp, the optional quest
comes up. Seek the first bag and by two healers+1 of either of the two
remaining. The other 2 money bags don't matter as much. The healers make
this very easy. Continue on until the second repair stop. Time for a
choice. Go the long, but easier way or the short path through the Undead
base. If you want to guarantee victory(in hard it might be better to go
this way too) go the long way. I suggest the short one though. Rush in
and starfall if needed. Fan of Knives is good too. Use the MG's war club
ability to destroy towers and such. Now go on. Right before the end, a
scene follows, where the two heroes worry and want to get on. Suddenly,
the Undead swarm at the caravan. Don't listen to all the "Their numbers
are limitless" stuff. Just starfall to make it easy. Soon they will all
die. Cross the bridge after seeing the scene about the 2nd wave. Victory.
Tyrande bravely decides to hold the bridge. She uses starfall to eliminate
the Undead. However, the stars destroy the bridge. Kael yells and wishes
to go after her. She is headed for an Undead base. Maiev tells him to
remember that he promised to help them find Illidan if they helped him. He
gives in.

Interlude-Malfurion reaches a forest and the Earth shakes. He asks the
spirits(what do you know wisps) to show him the problem. He sees Illidan
in the North, with 4 summoners around the Eye of Sargeras. He is
destroying the very roof of the Earth. Malfurion rushes to warn Maiev and
Tyrande.

7)The Ruins of Dalaran
Malfurion tells Maiev of his vision. He then notices Kael and the lack of
Tyrande. Maiev introduces Kael, and says that she saw Tyrande be torn apart
by the Undead on their mission to aid Kael. Malfurion is sad, but says that
they must stop the summoners.

Destroy the summoners Save the Paladin
(before 30 minutes)

This one is hard. The time limit forces you to rush a bit so don't dally.
A very easy way to get the Paladin is to summon the Vengeance.
Send him over to the Paladin(ignore all threats). Destroy the gate and
get close to the paladin. Then turn on the Paladin's divine shield and
rush back. Now build up 1 army of hunts/archers with Maiev(team 1), 1
army with Malfurion, the starting druids of talon/claw+dryads(team 2) and
one army of 3-4 MG+a glaive thrower or 2(not necessary)(team 3). Upgrade
your tree of Ages as soon as you made 3 wisps(2 to repair and 1 to build
moon wells. Upgrade armor for both and research the Hardened Skin for the
Mountain Giants. Only research that. Build 2 chimera roast and start
building as many chimeras as you can (8 should be good)(team 4). Now take
groups 1-3 up to the bases. Have the MG pick up trees. Now rush in. 1&2
kill units, 3 destroys buildings. Use holy light as needed+tranquility.
Taunt as needed to confuse them(they redirect fast, but every second
counts). Keep moving inward. Destroy the building with flyers around it
ASAP, to remove half of that threat(there is another too). Okay focus on
taking out the towers. Before you come here be sure to have 2 staffs(from
either the human or elf shop) and 1-2 moonstones. Heal as needed+Divine
shield to keep him alive. DON'T LET MAIEV DIE. Hide her when she is weak.
Okay bring the chimeras in to destroy a few summoners(Focus Fire on one,
then move on to the other) Aim to kill 1-2(I only killed one, but I had
very few chimeras). Now before time runs out, blink the warden next to the
Eye. Use Fan of Knives to take out the summoners. Also use Shadow Strike.
Hide until they recharge(the moonstones if it's day). Keep this up. If
you need bring a mana potion and a health potion. Don't worry about your
base, Kael should protect it from the Undead attacks, but build a few
troops anyway(in case the first wave of your attacks fails). Victory.

Illidan is disappointed(an understatement). Malfurion entangles him. They
speak and decide he must be killed. Kael comes(talk about perfect timing),
and he says how Tyrande may still be alive. Malfurion is furious. Illidan
claims he wanted to destroy the Undead, and was only after power, not world
conquest. He wishes to save his only true love, Tyrande. Malfurion also
loves Tyrande dearly. He frees Illidan and entangles Maiev (what a twist).
Illidan and Malfurion rush to save Tyrande.

8)The Brothers Stormrage
Illidan's Naga find Tyrande. She battles on, but is extremely weak(you
would be too if you were fighting day and night while your friends "save
the world"). Illidan and Malfurion decide that Malfurion will try to
protect Tyrande, while Illidan destroys the Undead that attack her.

Save Tyrande
(Use Malfurion to protect her) Destroy the 3 Troll Chieftains
(Use Illidan to destroy Red)

You finally get to be the Naga. You get very few units though. Start
off at Malfurion's base. Build 6 MGs. Also build a bunch of dryads
and Hunts/archers. Build moon wells near the fighting grounds and set
on auto. Build 2 wisps to repair(as usual, 1 at each entrance). I don't
think you can really help Tyrande. I may be wrong. Anyway at Illidan's
base build up a bunch of the Naga casters, snap dragons, the beefed up
Naga, and no more than 5 turtles. Once you have 12 go for the optional
quest. It provides an easy route to RED. Kill the First Chieftain. He
leave a scroll of greater resurrection. First attack the second, then use
it. Kill the 3rd. Now be sure to keep enough defenses at your base. When
you have 12-24 troops+enough defense(units+2-3 towers) attack RED. Use the
turtles to devour. Turn Illidan into a demon(Meta) and turn on Immolation.
Mana burn the heroes. Destroy the bottom Green base. Now move on to the
to Red. Use the casters+Illidan to destroy the air units while the turtles
and ground units finish of the necromancers, banshees(go for these early
because they can possess), and buildings. The heroes(I think it's a
dreadlord and lich) should be killed early too. If you must devour the
banshees. Don't venture to high up because green has abominations.
Destroy the alter and the Black Citidal first. Then go for the rest.

Finale
Illidan reaches Tyrande. She worries, but allows him to make a portal to
escape through. They walk through it. Malfurion begins to worry. He is
furious because he trusted his brother. Illidan arrives with Tyrande.
Malfurion and Tyrande thank Illidan for his help. Illidan is forgiven
because of his daring rescue. He is told that next time he won't be so
lucky. Illidan is forced to leave before his master (Sargeras) makes him
pay for aiding his brother. He summons a portal and leaves. Suddenly
out of nowhere(hehe blink) Maiev and her troops appear. Maiev orders
them to follow Illidan through the portal. They disappear through it.
Tyrande wishes to stop them, but Malfurion says that she will never stop
chasing Illidan. He only hopes that in her rage, she doesn't cause more
damage than Illidan.

The end of the Night Elf Sentinels campaign.

Human Alliance-Curse of the Blood Elves

As Kael flamestrike is good. Banish is okay, and Siphon Mana is okay.
I went like this:
Flame/Banish/Flame/Banish/Flame/Phoenix/SM/Banish/SM/SM

For Vashj Forked Lightning is a must, and Mana Shield is rather useless
except in some situations:
She starts with FL and Arrows/FL/Arrows/FL/Tornadoe/Arrows/Shield/Shield
/Shield

For Akama(he starts at level 7) I went like this:
SS/SS/Feral Spirit

Main Quest Optional Quest

1)Misconceptions
Kael'thas reaches Grand Marshal Garithos. Garithos is mad because they
are late. Kael tries to explain, but Garithos ignores him. Garithos
tells Kael of an Undead strike force. Kael and his warriors are eager
to go fight, but Garithos tells Kael that his warriors will be going to
fight the Undead. He tells Kael that the Blood Elves will stay
behind to prepare for a second Undead strike force. Kael is
furious(We are warriors, not builders), but since the Blood Elves
work for the Humans, he agrees.

Repair the 3 observatories Recover the hidden Cache(4)

This is a very simple level. Leave the peasant to his repairing
(You actually start at the 1st observatory). Move through the
path. You get 3 footmen, 2 spellbreakers, 2 priests, 1 peasant,
and Kael, a level 2 Blood Mage. Kael knows Flamestrike and
Banish. For his skill points max out Flamestrike, and either
go for the rest of Banish, or go for 1 level of Siphon Mana,
then finish off Banish. His ultimate, unlike the Warden's, is
worth getting at level 6. As you wander around, kill the weak
creeps(Don't forget to stop and heal your footmen whenever they
get weak). Soon the 1st observatory should be repaired. It
reveals a hell of a lot of the map. Soon you should get the
optional quest(get the cash). Since it helps if you build a
base. Go for it. The first has a tiny Castle, some cash,
and some lumber. The second has some cash, a tiny barrack,
and a tiny Alter. (Note: You still have to pay a bit for the
tiny stuff, but it's not too much, and the time it takes to
build is really fast). The third has 2 riflemens near it.
Also when you kill the Orge Warchief, you get a rune of
rebirth. This will reborn the strongest corpse(probably
the Orge Warchief). In the package themselves, there is a
scroll of healing, a periapt of vitality(+150 HP to the
wearer), and a tome of intelligence. The last one(near the
observatory) has a scroll of healing, healing wards, and a
ring of protection +1. The level 9 Golem leaves a rune of
greater resurrection(resurrects your dead). Nearby, there is
an ivory tower in a crate. Pick it up and build it near the
creeps. Upgrade and attack. If you really need lumber, there
is a small bundle of it in a tent(+150). BTW if you can't
reach the 3rd cash place, just do this. Raze the Undead base.
Then bring a ship to the right of where it was. Load up your
people and go down. Follow the path. Ok now back to the main
quest. Once you reach the shores after the 2nd cache, you'll
be thinking oh no I'm screwed. How the hell will I cross that
big ocean. Well never fear, the Naga are here. That's right,
the Naga. A scene will ensue, showing the now freed Naga. Lady
Vashj now leads them. Kael and his troops kill several ghouls.
The Naga see how the Humans also fight the Undead. They offer 2
ships to Kael. Go to the mine and build a base. Go and kill
some creeps. Be back because the Undead base south of yours
will attack soon. Kill that and go down. There are 2 entrances
for the Undead. Build like this at each one:
W
W |
FG C|W=water
F |F=Farms
F A |G=Guard Tower
FG C|A=Arcane Tower
K |C=Cannon Tower
W |K=Knight
W |
The knight should be in hold position. Have a priest handy for
heal and inner fire. Now when your ready to attack(have your
starting forces+3 knights and a few Mortar Teams), move the
knight and attack. Raze the base. Now return back to your
base. Destroy the rest of the creeps around, and send 3-4
peasants to the observatory to repair it. When it's done(and
while it's being done go for cache #3), Load up your troops
into the 2 boats, and fill the empty slots with peasants.
Go to the final observatory(upper left corner). First go get
the final cache. Then plant the tower(look higher up). Then
rush in and kill the creeps around the observatory. Now send
the peasants in to repair it. Wait a bit and Walah you have
WON.

A scene comes where Kael meets up with Garithos. Garithos is
angered. He has heard of Kael meeting with the Naga. He
tells Kael not to meet up with the enemy anymore. Garithos
returns to the front, and tells Kael to remain there.

2)A Dark Covenant

Lord Garithos has sent an messenger to tell Kael something.
The observatories had spotted a large Undead base. That base
was building a new strike force. The messenger tells Kael
that it's his job to destroy it. Kael figures it will be easy.
However, the messenger tells Kael all troops must report over
to Garithos to cover the front. Kael is only left with his
Blood Elf kin. He starts to hate Garithos(ooh wonder what will
happen next).

Destroy the Green Undead Base Build a base at a gold mine

Note: In this level, everything is upgraded to the maximum
levels

At the start you move all the troops at the two upper and the
two lower bases into a safe corner AWAY from the base. Now
the Undead will attack. They will destroy your bases(just
like in Reign of Chaos, when Grom has to destroy Cenarius).
New Undead bases will be made in their places. Now a scene
comes up, where Kael is told of the grim defeat. He is left
with no gold mines. Luckily, Lady Vashj comes with an army
of Naga. Kael resists because of his orders, but soon gladly
accepts. The Naga have brought over two ships and your
hidden troops(the ones from the old bases). You get 4 Naga
Warriors(names forgotten, hehe), two Naga witches, a Naga
Royal Guard, and Lady Vashj, who's a Naga Sea Witch. Use
them wisely, as you get no more. Okay, make all the Blood
Elves(Kael included) into Group One and leave them to defend
your main base. Take the Naga(they can swim through the
water)(Group Two) and the two Dragon Hawks over to the side of
Undead base. Prepare for battle. Use the Hawks cloud ability
to cloud up the vision of their towers(yeah it was a bad pun).
The Royal Guard Naga has many useful spells and is very
strong. Don't let him fall. When the base is destroyed,
destroy some crates for some cash and a tiny town hall.
Construct a base here. Bring over some Blood Elf peasants,
and build a barrack, altar, etc. The Green Undead will send
air assaults and some ground assaults at your main base
(mostly air). Build a 3-4 Guard Towers and 1 Cannon Tower.
Now fill in all the empty slots in team 1 so you have 12
troops there. Fill it with swordsmen and archers(remember all
human troops are at the front, so you get Blood Elf troops).
For team 2 fill the slots with spellbreakers, priests, and
sorcerers. At this base the Orange Undead will send ground
assaults containing mostly necromancers, crypt fiends, and
banshees. Build 2 Guard Towers and a Cannon Tower there.
Note: The towers at both bases are only support; the units
should do most of the fighting. When you have a good amount
of gold make an army of 12-20 troops(I used 12, but it
requires good micromanagement). The bulk of the army should
be swordsmen. Bring a few casters(at least 2 priests and
sorcerers). The sorcerers are the very important! Go down
to Purple and raze their weaker base(the one below you).
Sorcerers should Polymorph the enemies strong units. You
don't have to do this. Now if you run out of gold you can
move here. Bring back the remains to your base. When you're
ready prepare a new strike force (Kael NOT included). Have
around 3-4 sorcerers and a few priests in it. Have 12 units
in it. This will be the new team 3. Bring 2 Dragon Hawks
(team 4). Take all these units to the Naga. Now prepare to
kill Orange(yes I know you don't need to, but you need a path
to green). Cloud the towers and destroy the troops there.
Then kill the towers. Destroy the rest of the base. Don't
forget to polymorph the stronger units. When that base
is gone heal up and get ready to take out Green. You should
have most of your troops(maybe lost 2-3 units). Cloud the
two towers at the entrance, and attack. Stay near the ramp.
This is so you can pick off the enemy troops. Next destroy
the towers and Hall of the Dead. Finish off the rest to win.

Kael thank Lady Vashj for her help. He tells her his people
are forced to stay with Garithos and the failing alliance.
He also tells her he and his people hunger for something.
The Lady tells him it is power and magic. Since their
hometown was destroyed, Kael asks how he can get that. The
Lady tells him to get it from Demons, but Kael says he will
never sink that low. Suddenly Lord Garithos arrives. Kael
tells the Naga to run. Grathos sees them and captures
Kael. He wishes to kill them for treason. He takes them
to a dungeon.

3)The Dungeons of Dalaran
Kael and His Blood Elves await execution at dawn in the
magical Dungeons of Dalaran. As Kael's guards chat away,
Lady Vashj kills them with Forked Lightning. She frees
Kael. She tells him that they are near a portal to the
other side(The portal Archimonde was summoned through by
Kel'Thuzal). Illidan awaits them there. Kael has no
choice but to go there(well he could stay and be killed,
but what kind of story would that be?).

Free the Blood Elf Lieutenants(4) Kill the Arch Mage Ghosts
Kill Kassan and the Guards

Go to the right and free the lieutenant there. Also free the
prisoners to get a Priest and 2 Spellbreakers. Continue
this way and kill the spiders for a Medallion of Courage.
Destroy the egg sacs on the right wall for a Ring of
Protection +1. Free the two prisoners(One is being
attacked) for a Spellbreaker and a Priest. Go the other
way now. Cross the bridge and kill the Golem. Now
flamestrike the mushrooms and send Lady Vashj to recover
the Stone Token. Summon it when you need it. Go back and
kill the guards. Break the gate. Don't attack the lever.
If worse comes to worse you'll have to face elite guards.
Go on for the optional quest. Kael sees the ghosts of the
Arch Mages(In WCIII: ROC Arthas killed 3 Arch Mages. He
decides it is his duty to kill them so they can rest in
peace. The first is right in front of you. Stand on the
2 green runes to break the gate. Attack him. Note: If he
summons a water elemental, just control magic it. It
leaves behind a piece of a ring. Pick it up. Each Arch
Mage leaves behind a piece. It gives +3 to each attribute
and increased mana recovery. As you go on, there is a
fight between the guards and the Undead(who to root for,
your enemies or executers?). Wait and kill whoever is left.
Free the Lieutenant and the archer. Destroy the crates for
a rune of mana. Stand on the 2 purple runes to find the
next Arch Mage. Kill and pick up the ring. Go on and kill
the Undead. Destroy the sacs in the second prison for a
Claw of Attack +3. Head back and cross the bridge.
Destroy the lever and wait for the creeps to kill the
guards. Enter and kill the creeps. Kill the 2 War Golem
and get the Scroll of Mana and Tome of agility. Destroy
the crates for a scroll of regeneration. Kill the guards.
Destroy the gate(Protect the lever). Kill all the humans.
Have someone stand on the rune. Swim Vashj into the water,
pick up the item, and stand on the rune. Kill the Arch
Mage. Destroy the Humans and crates for some boots of
speed. Destroy the gate, kill the humans(this is getting
stupid), free the lieutenant. Free the Archer and Priest.
Watch the battle after breaking the gate, and kill the
survivors. Go to the side where the sheep wait. Hit the
top, then bottom, then middle. Go through the doors and
pick up the secret level. Watch the rain of sheep =).
Across this, flamestrike the mushroom. Now go through the
porthole and stand on that rune. Go to the previous
red rune and stand on this one to get to the Arch Mage.
Now a scene of the guards releasing Golems to kill you
will come up. Kill the Golems and the guards. Destroy
crates to find the 2nd blue rune. Go back to the 1st
(leave someone on the 2nd). Activate both and kill the
beefed up Golem inside. There is a Undead artifact
(+2 armor and 33% reduced magic damage), a Night Elf
artifact(Heals hero/permanent), and a Orc artifact(Hero
can casts Purge). Pick em up and return back to the
Golem place. Free the archer. Now go kill the
lieutenant's guards and free him. Go through the gate
and the Jailor will tell you to halt. Then he tells you
to do what you have to do. Now go follow the path,
release the 5 Spellbreakers, 1 priest, and 2 sorcerers.
Kill the humans. Keep killing as you move on. The last
battle is big, but not too hard. Kassan is the big,
hulky thing. Kill them all. VICTORY.

A scene comes, where Kael asks where the portal is. Lady
Vashj needs time to summon it, so Kael volunteers to
delay Garithos.

Secret Level)The Crossing

Kael tells his engineers to prepare the defenses. Vashj
opens the portal, and begins the exodus. Garithos
notices, and tells his troops the destroyer will be a
hero. He arms them with explosives. Kael tells his
engineers to prepare the defenses

Defend the Portal

You can only build towers. You get 2 heroes, Kael and
Lady Vashj. Lady Vashj's Forked Lightning and Keal's
Flamestrike are very useful here. If you got Freeze
arrows, turn it on auto cast. It should help a bit.
Start building quickly. Upgrade ASAP. The units get
stronger and stronger. They get meat shields, and such.
Have a hero next to the mana pool(Vashj) and one closer
to the back to kill lucky creeps. Death Towers are
super strong. Cold Towers are damn useful. Build
like this:
DDCDDCDDCDDC
D
C
D
DCDDDCDDCDCC
Here is a list of all the enemies that come by. This
is ordered by Wave Numbers:

1.Peasants
2.Militia
3.Footmen Lead by a Captain
4.Flying Machines
5.Mortar Teams led by a level 1 Mountain King
6.Riflemen
7.Knights led by a level 2 Paladin
8.Gryphon Riders
9.Siege Engines
10.Apprentice Wizards led by a level 3 Arch Mage
11.Enforcers led by a Bandit Lord
12.Forest Troll Berserkers led by a Forest Troll Warlord
13.4 Goblin Sappers in Goblin Zeppelins
14.Ogre Warriors led by a level 4 Mountain King
15.Ogre Magi led by an Ogre Lord
16.Royal Guard led by a level 5 Paladin(starts using
Divine Shield)
17.Red Drakes
18.Siege Engines led by a level 6 Mountain King(starts
using Avatar)
19.Warrior Arachnathids led by a Overlord Arachnathid
20.Thunder Lizards led by a Storm Wyrm
21.Water Elementals led by a level 7 Arch Mage
22.4 Goblin Shredders in Goblin Zeppelins
23.Rock Golems
24.Ice Revenants led by a Deeplord Revenant
25.Elder Sasquatches led by an Ancient Sasquatch(that's
right they released multiple Big Foots on you)
26.Red Dragons
27.Siege Golem
28.Centaur Khan
29.Gargantuan Sea Turtles
30.Panderans led by a level 15 Panderan Brewmaster
31.Footmen and 1 Panderan(you only have to kill the
Panderan

A bit after the halfway point, Garithos should "release
the experiment". Also if a mass of units grouped
together make it to the Portal, the 1st unit will
explode, thus taking a bunch of them out. This is a
very fun and funny level(wait till you see the things
they send).

Note: The final Panderan is behind the gates and you
must Flamestrike him until he dies to win.

Kill, Kill, Kill! Kill the final Panderan and wave
to go on.

Kael and Lady Vashj go through the Portal.

Interlude
Kael and Lady Vashj have reached the Outlands, all
that remains of the Draenor, the Orc homeland.
Kael recalls being here when Khadjar launched an
attack on the Orc homeland. Ner'zhul tried to
escape, but he ended up destroying the planet.
Vashj and Kael now go to find Illidan. Why is
Illidan there?

4)The Search for Illidan

The Demon Within: Use your heroes to gain control
of Illidan and prevent him from being taken to
the Night Elf base
Escort Illidan to Safety

After 3 days of fruitless search, Kael tells Vashj
they are lost, but not alone. Lady Vashj sniffs
out the Night Elf base. Maiev(she's back) has
caught Illidan. Kael and Vashj must free him
before Maiev reaches her base.

Note: If you beat the Secret Mission, you get a
Panderan Brewmaster.
Note: Only your heroes can attack on your control.
The units will continually attack the Night Elves.

This mission is very fun. Buy some mercenaries
and rush into the battles. Rush all three heroes
over to the cage. Kill Maiev(if she is there). The
cage will need to go to your base to be unlocked.
As soon as you get near it with Vashj or Kael, it
will turn around(beware Maiev can do the same).
Protect it by continually battling the enemy.
Kill Maiev as much as you can. Soon the cage
should reach your base. Note: Heroes respawn
every 5 seconds at your base if they die.
This mission shouldn't be too hard.

Lady Vashj frees Illidan. She then introduces
Prince Kael'thas and his Blood Elf kin. She
tells Illidan they wish to help. Illidan
accepts them.

Interlude
Illidan tells Kael he will feed the Blood Elves
hunger for magic. Kael swears allegiance to
the Demon Hunter. Illidan tells of Kil'jaeden.
Kil'jaeden is a great Demon lord of the Burning
Legion. He had offered Illidan the chance to
get anything his heart desired. Illidan agreed.
Kil'jaeden told Illidan of his creation's, the
Lich, betrayal. The Lich's soul was trapped in
The Frozen Throne. Kil'jaeden wanted Illidan
to destroy the throne, thus eliminating the
Lich once and for all. Illidan agreed.
However, the melting spell he was conjuring was
interfered by the Night Elves. Illidan had to
run over to here to escape Kil'jaeden's wrath.
He has to make sure non of Kil'jaeden's minions
are in the desolate area.

5)Gates of the Abyss

Illidan tells Kael and Vashj of Magtheridon.
Magtheridon is a vile Pit Lord that rallied the
Orcs and used them to take control of the
Orc homeland. He gets his power from the 4
portals Ner'zhul created in his attempt to
escape. Close them to weaken Magtheridon.

Dimensional Gates Draenie Village
(Close all 4 gate) (Destroy the
(To do so bring Illidan Orange Fel
to the 4 Dimensional Nexuses Orcs)
for 3 minutes)

This mission starts with Illidan at the first
gate(which is right next to your bases). He
must live for 3 minutes. You have 4 footmen,
2 priests, 2 archers, Kael, and Lady Vashj.
Illidan is also available, but he must do the
spells. All the monsters will either go for
your troops or your 2 guard towers. Use spells
to keep them at bay. Fel Stalkers go right for
Illidan to mana burn him, then they attack a tower.
Build a peasant to repair your towers. After 3
minutes, all the demons die. In this mission, you
control a Blood Elf base and a Naga base. They are
side by side. Build up some sorcerers, archers,
and Myrmidon. Some Turtles and Naga Witches are
nice too. If you just want to try out all the Naga
units, build some of everything.=) Anyway, have all
the Naga and Lady Vashj be team 1. Kael and the
elves(should be mostly casters) should be team 2.
Illidan should be team 3. A bit after the 1st or
second attack on you base(or after you explore a
bit. I'm not 100% sure yet), you should get a
cut scene of Draenie villagers fighting some Orcs.
It's now your job to save them(if you're feeling
sadistic leave them be).=) Send a phoenix in to
their base to help them a bit. Make a group of
Myrmidon and archers and priests to keep at your
base as you go around killing things. Build farms
around you towers, and build additional towers
(either Naga or Blood Elf). For Blood Elf towers
focus on Guard Towers, with a few Arcane Towers,
and no more than 1 Cannon Tower at each entrance.
Now go down to the Draenie. After an attack by
the Orcs launch your own. Have the turtles
devour. Illidan should Metamorphis and Kael
should flamestrike. Vashj should Forked
Lightning. Destroy the barracks and beastiary
first. Once the initial army is dead, ignore
the small forces and kill those two buildings.
Flamestrike(they are rather close together, get
them both in the radius). Once that is done, kill
the remainder. They take the Spirit Lodge out.
The Orcs are basically dead. The team you left
at your base(4, the one you made to protect your
base), should be handling the enemy well. Finish
the Orcs off and, build an expansion(have 1-2
towers just in case). You should get plenty of
gold. Once the optional quest is done, a cut scene
will ensue. The Draenei sage, Akama, will thank
you and offer his aid. From now on, the Draenei
will launch constant attacks on the Burning
Legion's base. Rebuild your forces. Build
sorcerers and priests for Kael, and Myrmidon and
turtles for Vashj. Right next to the 1st closed
Demon Gate there is another gold mine(if you ever
need cash). When the Draenei start to use
Destroyers, you should have your troops ready.
Send teams 1-3 with the Draenei. Near the enemy
base, there are some cages. Destroy them for
Draenei units(So now you control Blood Elf, Naga,
and Draenie forces). Do as you did with orange.
The attacks on your base should subside greatly.
Also there are crates and barrels scattered around
the map. Destroy them for helpful items. Attack
the 2nd gate. Note: For all the Demon Gates, keep
Illidan until the already there demons are dead,
then send him to the Nexus. Rinse and Repeat with
Gates 3 and 4. 4 is a harder, but there is a
handy mercenary camp. Use it. Note: During this
time Draenei forces should be keeping Magtheron's
Orcs busy. Use healing wave as needed. Soon you
should WIN.

Kael tells Illidan that Magtheron can't summon
reinforcements anymore now that the Gates are
closed. Illidan tell him that is true, but
Magtheron's standing forces are still strong.
Attacking his Black Citadel won't be easy.

6)Lord of Outland
Magtheron is warned of Illidan's plans. He
prepares for battle.
Illidan tells Kael that though they are
outnumbered, they are cunning and full of
will. As he is saying this, spellbreakers
rush toward the enemy. However the defenses
kill them all. Lady Vashj comes to tell Illidan
of new arrivals. The Draenie have come to kill
the vile orcs. They rush through the defenses
(They are always invisible unless they attack)
and take out the power crystal, thus shutting
down the enemies defenses.

Shadow Keys Siege Bastion
Slay the Master of Pain Slay the Demolisher's
Slay the Mistress of Torment guards

Slay Magtheridon Disable Power
Slay the Mighty Pit Lord Destroy the 4 Power
Generators


First off, put Kael and the Blood Elves as Team 2.
Vashj and the Naga will be Team 1. Illidan is
Team 3. Akama and the Draenie are 4. Now with
the Naga go out and kill the Hydra at the side and
the ships. Destroy the shipyard. Heal up and go
in and destroy the few Fel Orc troops and the
watchtower around the Fountain of Health. Heal up
and go left to destroy more ships. The Royal Guard
are VERY useful so DON'T let them die. The same
goes for the Draenie. Anyway, use the Royal Guard
spells to weaken the ships(the stun spell is good).
Behind them are 3 gold coins worth 250 a piece and
a Robe of Magi +6. Also if you go back to your
base, starting from just in front of the entrance,
and going left from there, you should see more Hydra.
Go down for coins, then up to battle 2 level 6 Hydra
and 1 level 10 Hydra. The level 10 will drop a Claw
of Attack +15.

The Fel Orcs will occasionally attack your Blood Elf
base. Use Illidan and the Spellbreakers as melee.
There attacks usually consist of Grunts, Raiders,
and the occasional Warlock.

Now take the Draenie and kill the 3 patrol guards.
Feral Spirit is great as a meat shield. The Draenie
Elite Assassins have Howl, so use it. The 2 other
Dreanie have Healing Wave. Akama has Chain Lightning
(level 3), Feral Spirit(level 2),Shadowstrike(level
1), and Reincarnation(ultimate). The Draenie are
invisible except when they attack so keep your
finger on the i button(hot key hide). The enemy
defenses consist of 2 Infernal Juggernauts and 2 Doom
Towers. It is extremely difficult to get past that.
If you want to have a chance at beating this mission
you will have to destroy the crystals. Since the
Draenie are the only ones that can do this, they are
very valuable. The 1st crystal is behind the Orc
base up ahead. As you head toward it there are gold
coins around the area. Scour the area for these
because that is the only source of income you will
get. The 1st crystal is unguarded.

Note: If you go left and destroy the gate there is
a fountain. Head left a bit more to find The
Butcher(for all Diablo Fans). He is a beefed up
(3300 life) Abomination. Kill him and pick up
the items. The items are Wirt's Other Leg(as
far as I see this is just for show)(Wirt is a
kid in Diablo that lost his leg to the Butcher),
a Stone Token, and 2 Tome of Strength +2. The
Butcher leaves a Tome of Greater Resurrection,
so you shouldn't really lose anything.


Note: South of the Fountain there are some cages
with Draenie Elite Assassins. Break them.

The next is guarded by monsters. The 3rd is also
guarded. The 4th is unguarded. Anyway, after the
1st crystal go forward. There are 2 doors and 2
Infernal Contraptions behind 1 door while 2 Doom
Guards are in front of the other. In each gap
there is an Infernal. Slowly kill each one. Behind
the Doom Guard door there is a Rune of Shielding
(blocks 1 spell). That door is, for now, unbreakable.
The other door(use Feral Spirits to break it) has
some coins(and the Contraptions). Left of that
there is another door. Kill the 2 guards
(a real cheap way is to Shadow Strike one,
then hide, SS the other, hide, rinse and repeat)
Go into the area for a coin, and destroy the
crates for a Periapt of Vitality.

Go back to the Naga. Take them to the Fountain.
Now attack the watchtower ahead. Destroy it and
retreat to the fountain(battles are easier here).
Use Vashj to destroy the pesky Destroyers. Now
head in again and destroy the Alter. Retreat.
This time just go in and destroy troops. Retreat.
Now attack everything(they should be weak).
Behind the Lumber Mill there are some barrels of
explosives. Attack them to make a hole in the
trees(or in this case, mushrooms). Head left
and destroy the fleet of ships. Go left and
destroy the monsters around the Fountain of Mana
(I'll call this FoM). Pick up the Claw of Attack
+12. Head back to FoH.

Move the Draenie forward toward the Fel Orc base.
Now move them > to reach the 2nd crystal. Destroy
the defenders and the crystal. Now that the 2
crystals guarding the Master of Pain are dead,
build up some Swordsmen and Sorcerars. Have the
Swordsmen and Spellbreakers form a group of 12
with Illidan(3), and have the Sorcerers and Priests
form a group of 12 with Kael(2). With teams 2,3,4
attack Green. Raze the base and rebuild your loses.

Note: To activate the optional quest Siege Bastion,
destroy the gate near this base(left side). Now
kill the guardians, and free the 4 Demolishers.
They will be useful in all the base destroying.

Now go raze Turquoise.

Note: Later when you connect your forces bring Vashj
here. Now go left. Swim along the path. Get the
Manual of Health. Now go up a bit and kill the
enemies. Pick up the 2 Tomes of Agilities, the Helm
of Valor, the Rune of Speed, and the 2 coins.

Destroy the gate and kill The Master of Pain.
Destroy the huge crates for Blood fiends. Step
on the outlined box so a bridge will form.
Cross the bridge and destroy the crates for a
Ring of Protection +5 and a Potion of Greater
Healing. Okay move all your troops here over to
the area between the 2 razed bases. Raise the
bridge(the box). Move Vashj over to the other side
(remember the explosive barrels). Raise the other
bridge. Join your forces and build 4 Naga Myrmidon.
Prepare to assault. Note: Just behind the bridges
there is a gate(in the water). Destroy it and get
the Manual of Health.

Back to crystal destroying. Take the Draenie
forward, then right, then forward. Kill the guardians
and destroy the crystal. The 4th crystal is for now
invulnerable. Don't worry though, all the defenses
that matter are out.

Use your troops to attack the Orc base(Polymorph at
will)=). Destroy it. Note: You can take your
Naga around their base(to in front of the 3rd
crystal). Attack with your normal troops, then use
the Naga to attack. Now attack the Mistress of
Torment. Kill her. Once she is dead the doors
hiding the Rune of Shield will open. The new mission
will be available. Destroy the big Crates for Fel
Orc Warlocks(They have Fireball, Unholy Frenzy, and
Cripple). Also pick up the Mask of Death(Gives
wearer the ability to gain life with attacks)Now
move everyone to the doors that opened(It is around
the center of the map). Take the rune so that
everyone gets it. Now send the Draenie forward.
Keep going, then make a left to reach the crystal.
This crystal is unguarded. Destroy it to complete
the optional quest.

Now all that remains is to go forward and kill the
outer guards. Enter Magtheridon's chamber and
kill the minions first. Get rid of the Infernal
Juggernaut first. Then kill the Blademaster.
Then finish the rest. Then kill him. He has a
LOT of life(4600 to be exact). Once he is dead
(Use spells to kill him quicker), you WIN.

Magtheridon asks Illidan if the Burning Legion
sent him to test Magtheridon. Magtheridon also
tells Illidan his power is vast. Illidan laughs
and tells Magtheridon he is finished and that
Illidan will now rule the Outlands. Illidan goes
and tells all the Fel Orcs that he is their leader
now.

Finale

Illidan, Kael, and Lady Vashj watch as a storm of
fire and chaos draws near. Vashj tells Kael to
duck. The storm is Kil'jaeden. He is angered at
Illidan for failing in his quest to destroy the
Frozen Throne. Illidan tells him he was
bolstering his forces. Kil'jaeden looks at Kael
and Vashj and accepts Illidan's story. He gives
Illidan one last chance to destroy the Frozen
Throne. He departs. Illidan asks Kael and Vashj
if they will help him. They answer yes.

The end of the Human Alliance campaign.

Undead Scourge-Legacy of the Damned

Arthas-Level 10, but loses levels slowly until he
level 2(I suggest keeping Death Coil up high when
you can add points). In the final mission, though
he can get points(there is one other mission
where he got a point, but I can't remember
which). Go like this:
Arthas has Death Coil and Unholy Aura at level 2/
coil/aura/coil/Animate/aura/pact/pact/pact
(It might be wise to get pact instead of aura if
you're hero is being Focus Fired on a lot.

Sylvanas-Here is what I did
She starts with Dark Arrows and Life Drain/DA/LD/DA/Charm/
LD/Silence/Silence/Silence
If you hate casters replace the LA's with Silence

Anub'arak
Here is what I did:
He starts with a point in Impale, Carrion Beetle, and
Spiked Carapace/Beetle/Carapace/Swarm/Impale/Impale/
Beetle
Note: The second point in Beetle is so you can burrow and
scout.

Varimathras
He starts with 2 levels of sleep and Vampiric Aura. He
has 1 level of Rain of Fire/Doom/Aura/RoF/RoF/sleep

Garithos
He starts with 3 levels of Holy Light, 2 levels of
Devotion Aura and Shockwave and his ultimate, Avatar/
Aura/Shockwave

1)King Arthas
Balnazzar, Detheroc, and Valimathras are speaking to
each other about Archimondes disappearance(The Dreadlords
don't know of his demise yet). They wonder what has
happened. Kel'thuzal and Slyvanas Windrunner watch.
Suddenly, Arthas rushes through the bolted doors. He
tells the Dreadlords what they have been dreading(yeah
it's a bad pun). He tells them that the Burning Legion
is through and that once they are dead, all will be under
Arthas's command. The Dreadlords teleport away. Now,
Slyvanas Windrunner and Kel'thuzal speak to Arthas.
Arthas tells them they can address him as King Arthas.
He tells them he must now destroy all the Humans in the
area. Kel'thuzal tells him the Humans are fleeing to the
mountains. They must kill all the Humans before they
flee.

Main Quest Optional Quest
Human Refuges
Destroy the Human Refuges
Destroy the 9 Human Refuges
No more than 20 humans can escape

Slay the Paladins
Destroy the 3 Alters

Well, you have 3 bases. Each has a Voodoo lounge and a
ziggurat. Each has an Alter. Arthas is at the lower
left hand corner. Sylvanas is at the lower right hand
corner. Kel'thuzal is at the upper right hand corner.
There is a portal behind each where the humans can
escape. Every group starts with 2 shades. Everything
is upgraded. Use the Shades to scout and put them out
to keep an eye out for the periodic attempts by humans
to escape(they fight back). Max out food for all the
bases at 1 time(they have separate caps). Have Arthas
as team 1, Slyvanas as 2, and Kel'thuzal as 3. After a
few talks with the Paladin you get the 2nd main quest.
Here is a breakthrough on each person:

Kel'thuzal
He is a level 10 Lich. He starts with 2 Necromancers, 2
Shades, and 2 ghouls. He has a Temple of the Damned that
can only build Necros and a Barrack that can only build
Ghouls. Build Necros and Ghouls. Kel'thuzal has Frost
Nova for escapees. The idea here is to mass skeletons.
This is the one I started with first. Leave behind some
Necros and Ghouls for defense(only take 1 group). Move
up and destroy that base. There is a Paladin there. Now
heal up and return to your base. Now head over to the
one right of the base you razed. There are some Knights
along the way. This base has 2 Guard Tower. There is
the same Paladin here(they teleport around). Raze it.
Head back and heal. Now there is one last refugee for you
to destroy with this group. Move your forces up to the
left base farther to the side(closer to the borders).
This base has 3 Arcane Towers and there are 3 Water
Elementals(1 of each level). This is a caster base and
there is a Town Hall here. Prepare for another assault
on the Blue Middle Base. Attack it and Cripple strong
things. Use your forces to distract the units while you
Death and Decay the Alter(what engineer came up with that
design). If anything is alive, retreat them. Now move
on to Arthas.

Arthas
He starts as a level 10 Death Knight. He starts with 2
Abominations, 2 Shades and 2 Ghouls. He has a Barrack
that can only build ghouls and a Slaughterhouse that
can only build Abominations. Build up a ton of
Abominations and a few ghouls. His Death Coil is good
for killing those pesky "escaped from the wrath of the
Scourge" Humans. The strategy here is attack with brute
force and heal up. Take only 12 troops. Leave the rest
to fend off enemies. Go up and destroy that base.
Beware the knights and Paladins. Attack the farthest
left base. There is a tower. There is a Paladin and a
Commander. Use Death Coil to finish things off because
the enemy Holy Lights or Healing Waves troops. Raze the
base. If needed retreat and rebuild, then attack again.
Be quick. Now go to the farther away bases(there are 2
on the left side). Destroy the closer one. This has 2
Cannon Towers near the entrance and 1 Arcane Tower in
the middle. This base is guarded by an Arch Mage and
casters. Raze it. That's about it for Arthas.

Note: After the 6th base is razed, Arthas will feel pain,
and he will lose a level. A picture of the Lich King in
the Frozen Throne is shown, and the Lich says he is
weakening. Kel'thuzal comes and asks Arthas if he is ok,
and if they should retreat.

Sylvanas:
She has 4 Banshees, 2 Shades, and 2 ghouls. She has a
barrack with ghouls only and 2 Temple of the Damned with
only Banshees. Sylvanas is a level 2 Dark Ranger. Build
up Banshees with a few ghouls. Remember, try to kill as
much as you can with Dark Arrows to get Minions. The
idea here is Possession with the Ghouls as Meat Shields.
Now go straight up to the 1st base. There are 2 Guard Towers
and a Cannon Tower. There is also a Paladin. Raze the
base. Just Possess everything that comes up. Head back
and rebuild. Now head right for the next base. This base
is really weak. There are only Mortar Teams. Now go up
and destroy the last base. There is only a Guard Tower and
some Footmen here. You WIN.

Arthas meets up with Sylvanas and Kel'thuzal. He tells them
the Alliance is through. Suddenly he feels more pain. The
Lich King feels danger approaching the Frozen Throne. He
tells Arthas to go and protect him. Kel'thazal asks Arthas
if he is Ok(again). Arthas tells him they must head over to
the capital.

Interlude

Sylvanas is running to an area. The area turns out to be
the place where the Dreadlords are. The Dreadlords
acknowledge her arrival. She asks why the Lich King seems
to be weakening. She says that she can "control" herself.
The Dreadlords tell her as the Lich King weakens, he loses
the ability to command the Undead. They also tell her that
Arthas gets weaker as the Lich King weakens. Then, Sylvanas
asks them if they want her help in "getting rid of" Arthas.
They tell her they want that measly human out of the picture.
They tell her that the Lich, Kel'thuzal is too loyal to his
master(Arthas), but that she isn't. She agrees to take part
in their plan to assassinate Arthas. She, however, has her
own reasons. She wants to destroy Arthas for what he did to
her and her people(In Warcraft III, Arthas razed the Night Elf
base of Sylvanas and turned her and the few survivors into
Banshees). She runs off. One of the Dreadlords is in doubt of
her loyalty. However, the others beat down that doubt.

2)The Flight from Lordaeron
Arthas, Kel'thuzal, and some Necromancers walk through a
passage. Arthas tells Kel'thuzal that the Lich King is in a
dire situation, and that if they don't reach him soon, all will
be lost. They start to walk to the Lich King's aid. However,
Arthas goes ahead a tiny bit, and as he passes through a door,
it bolts shut. The Dreadlords have regained control of most of
the Undead army. They release ghouls upon Arthas. Kel'thuzal
(who is on the other side of the gate) tells Arthas it's an
ambush(wow, it didn't take a genius to figure that out). Arthas
fights and kills all most of the ghouls when Kel'thuzal tells
him there are too many of them(It's a bit late for that. There
are only 3 ghouls left alive). Kel'thuzal tells Arthas to escape
to the city. He tells Arthas he will make it on his own. Arthas
agrees.

The King's Exit Meat Wagon Surprise
Bring Arthas to the City exit Kill the armory guards
Arthas must survive Rescue the Meat Wagons

Note: Every few minutes a few enemy Undead come to attack you.

You are a level 8 Arthas. Kill the last 3 ghouls(they have very
little life left). Break the gate and go forward. You get 2
Necromancers and a ghoul. The Necromancers raise dead. They now
have the Skeletal Mage upgrade, so you have 2 warriors and 2 mages.
Send the Skeletons right. The iron doors will open and release 2
Abominations. Let the skeletons die. If you pass now, the
Abominations will ignore you. Before you pass, destroy the gate
ahead and kill the enemies. Destroy the hovering books for a
Tome of Intelligence and a Tome of Agility. Go down, and now head
right. Destroy the crates and go up to get a Shade. Some skeletons
will attack from below, while some Crypt Fiends attack from above.
Kill them. To the left there is a Fountain of Mana if you are low on
mana. Now head down and right again. Kill the zombies and continue.
You will get an Abomination. Now go up and kill the enemy forces.
Break the doors for 2 Crypt Fiends. Head back to the Fountain of Mana.

Note: If you choose to continue up then go back, you can kill the
enemies, then pick up the Claw of Attack +3. There is also a Rune of
Healing in a crate.

Go up then left. Destroy the gate and step on the box to raise a
platform. Kill the Fiends then go left some more to get 2 ghouls.
Go up to get the optional quest. Go up and kill the enemies to
destroy the guards. Go left to get another Abomination. Destroy
the gates that are below you for some Meat Wagons. Quest complete.
Now go up. Use the wagons to destroy the Nerubian Towers. The
Meat Wagons also have the Exhume Corpse upgrade, so you can have as
many skeletons as you want. Also, you can heal your ghouls and
Abominations by cannibalizing the corpses. Ok, head back to the
path and kill the skeletons guarding the gate. Go through the gate
and destroy the Spirit Towers and the troops. Destroy the towers
with the wagons from outside the room. Then enter and kill the
Fiends. Step on the box to open the wall. Go forward and destroy
the 2 more Fiends. Go up. Get the Orb of Poison. Go and right.
Kill the undead. Soon you should reach a mass of corpses. Use
Raise Dead to make an army whenever you need one. Go left and
kill the Undead. Pick up the Rune of the Revenant for a Ice Revenant.
Don't forget the Circuit of Nobility. Go up for a Fountain of Health.
Now head back to the area ahead of the razed towers. Head left and
kill the Golems. Follow the path and kill the Nerubian Towers with
the wagons. Head right and fight the Undead. Destroy the cages for
some Ghouls. Now head left. Kill the Undead and destroy the crates
for a Tome of Strength and a Tome of the Revenant. Now head back to
the middle. Destroy the gate and help out the Necromancer and
Abomination. They become yours. Now destroy the City Gates. Go up
and destroy the enemies near the Corpse area. Now choose a way.
Both paths bring you to some Fel Beast and a Doom Guard. Then, once
you go up, you will see some ghouls, 2 Meat Wagons, and a barrack.
Raze all of the enemies. Destroy the City Gates. Now head over and
kill the Abominations and Fiends, the Dreadlord, and Bloodfest
(a huge Abomination that has 3k HP, 600 mana, and does a lot of
damage). Bloodfest murmurs a bunch of stuff then a battle will
ensue. Kill them all(save Bloodfest for last and kill the
Dreadlord first). To be safe, use Animate Dead to raise some
invulnerable corpses, and use them to kill the Dreadlord(no more
Vampiric Aura). Now, destroy the gate and WIN.

Some Abominations stand in the way of Arthas. Some banshees come
and possess 2 of the Abominations. They will fight and your
Abominations will prevail. Arthas thanks the Banshees and asks
where Sylvanas is. They tell him they were sent by her to escort
him into the Wilderness so he will be safer. He agrees.

Interlude
The Banshees realize they have reached the place, and they tell
Arthas to stop and rest. Suddenly, Arthas suffers another seizure.
The Lich King tells him he has been deceived, and that Arthas should
rush to his aid. The Banshees kill Arthas's guards. Sylvanas
shoots a special arrow that has a paralyzing effect at Arthas.
Arthas is trapped. Sylvanas tells him it is time to feel the pain
he has caused her. She says, "Go to hell, you son of a *****."(wow
this game is not for little kids). Suddenly, Kel'thuzal comes with
some Necromancers and wipes out the Banshees. Sylvanas flees.
Kel'thuzal(that's a friend I want, loyal and has Nova) takes Arthas
to the ships prepared to sail to the Lich King. Kel'thuzal tells
Arthas that the poison will wear off. Arthas calls Kel'thuzal a
friend and asks him to rule the land in his place as he journeys.
Kel'thuzal agrees.

3)The Dark Lady
Sylvanas tells her sisters that even though they are free, they are
still Undead. She is depressed. A portal opens(Is it Illidan? It
could be, it could be, it isn't. ) The Dreadlord, Varimathras comes
through the portal to offer Sylvanas a part in their new leadership
over the Undead. Sylvanas tells him all she wanted was a dead Arthas
and that they wouldn't sacrifice their freedom to rule. Varimathras
tells her to reconsider. She refuses. Varimathras leaves.


Varimathras Ogre Warlord
Destroy the Red Undead base Possess the Warlord Ogre, Mug'thal

Bandit Lord
Possess Blackthorn the Bandit Lord

You are Sylvanas. You have some banshees and an Obsidian Statue.
You can only build Obsidian Statues, Banshees, Ghouls, and Meat
Wagons. You already have 2 Nerubian Towers, so build the last
Ziggurat into a Spirit Tower. Now build 2 more towers here and
3 at the other entrance. Upgrade like this:

S S|S=Spirit
N N |N=Nerubian
Now build up a ton of Banshees. If any of Varimathras's forces
come by, possess those you lack(get all the Abominations, but
don't get too many Necromancers or Crypt Fiends). Group one
will be Sylvanas and the things you possess. 2 will be Sylvanas
and Banshees. 3 will be 4 Obsidian Statues(2 on Mana and 2 on
Heal). 5 will be Sylvanas. Now take Sylvanas diagonally left
to find some Ogres. Retreat back to your base and possess
some/all of them. You now get the Optional Quest Ogre Warlord.
I suggest doing it to get some Melee units. Build some more
Banshees(Sylvanas should have 11 with her in group 2). Leave
them behind with some Abominations and 2 Obsidian Statues.
Take the other 2 with Sylvanas. Anything remaining in 1, 2,
and half of 3 will go on the 2nd optional quest. Go diagonal
left again and head upward toward the Mercenary Camp and Ogres.
Follow the path and rush toward the rock chunks. Destroy the
chunks and possess Mug'thal. Before you do he will say, "Me
am Mug'thal. Me destroy you." After you possess him, a scene
will come where Sylvanas asks him what he wants to do now. He
says, "Me serve pretty ghost now."(I'm sorry I just had to say
those, he says it so humorously). All the Ogres are yours now.
Put them all in group 1 and put Undead with 4. Retreat back now.
Go diagonal left again and go down. Kill or possess the creeps
and build an expansion at the gold mine. Destroy the
cages/crates for a Manual of Health and a Healing Salve. Head
back to protect your base(initial). Go diagonal right now.
Possess/kill the 3 bandits near the Cannon Towers. You'll get
the optional quest Bandit Lord. Rush over to Blackthorn and
possess him. You get a lot of Bandits. First he says he will
never submit. Then a scene will come, where he tells the
Bandits that Lady Sylvanas is their leader. Retreat back and
base protect. Build some Meat Wagons and attack Red. Destroy
all the unit producing buildings to WIN.

Varimathras begs Sylvanas to let him live. He tells her that
he has information. Sylvanas tells him she is listening. He
tells her he knows his brethrens locations and such. He pledges
alliance to her. Sylvanas, still suspicious, accepts.

4)The Return to Northrend
Arthas has reached Northrend. A Necromancer tells him they must
build a base, but the area lacks resources. Suddenly some Blood
Elf Dragon Hawks appear. Arthas talks to them, then orders them
to be killed. Suddenly Anub'arak(a Crypt Lord) and some Crypt
Fiends come and web the Elves. They kill them. Arthas thanks
them and asks who they are. Anub'arak tells him the Lich King
sent him and that he was king of Azol-Nerub. Arthas tells them
that they must hurry to the Icecrown to save the Lich King.

The Landing Dragon Hoard
Destroy the Blood Elves Island Slay the Dragon Sapphiron
Stronghold

Breakthrough
Slay the guardians

You get Arthas, some Necromancers, some ghouls, some Crypt Fiends,
and Anub'arak. In the ocean you get 2 transports, 2 Frigates, and
a Battle Ship. Explore and kill the Creeps on the Island. Now
summon Beetles(they suck but they help at early stages). Use these
to distract the Island Stronghold while your Battle Ship destroys the
towers. Use the Frigates to sink enemy ships/air. Once all the
shoreline towers are destroyed, take your troops there with the
Transports. Move in and web the air units. Use the Meat Wagons to
destroy towers. When all is gone a scene will ensue. Arthas wonders
why it was so easy to destroy the Elves. Kael comes and tells him
that Illidan is behind the Lich Kings destruction. Arthas weakens
again and the Lich King tells him danger lies near. Anub'arak tells
Arthas that a shorter path lies. They must destroy the guardians.
You know have a base. Anub'arak will soon tell you of the optional
quest. Build some towers around all the holes(including those near
water, NAGA). Also, destroy the debris for items and resources.
Soon the Naga will attack a bit. Fight them off and go north. Kill
all the Dragons and keep going. Kill and pick up Sobi Mask. Follow
the path and kill some more dragons. Now retreat to build forces.
The Blood Elves will occasionally fly forces in. Build 2 Obsidian
Statues for Heal and Mana. Build and upgrade all your forces. Build
a few more Necromancers. Build some more Fiends too. Build
Abominations too. Now go and kill the Dragons that are left(should
be 2 level 10 and a level 15). A scene will come up where Arthas
turns Sapphiron into a Frost Wyrm(he has Frost Nova and Breath).
Pick up all the items/resources. There is a Horn of the Cloud(hero
can cast Cloud), a Claw of Attack +9, a Tome of Intelligence, a Tome
of Agility, a Tome of Strength, some gold, and some lumber. Move
your fleet of ships over to the side of your base to destroy a wall.
Kill the enemy ships. Drop a beetle over there to burrow. When you
are ready transport your units over and destroy that base and the
small one above it. This frees 2 gold mines. Build an expansion.
Rebuild your forces. Go around and kill all the spiders and their
Nerubian homes. Retreat and heal up.

Note: The evil Scorpions are strong so you better be prepared.

Note: If you want a Ring of Protection +4, go straight down with
1 or 2 heroes(Preferably Arthas) from the Fountain of Health.
Kill the Polar Bears and continue until you hit the corner. Turn
right and go to the Icy Gate. It will open and you will see a
scene where the Penguin King will dance and he will give you the
Ring. He doesn't attack you.

Prepare to destroy. Build up an attack force and attack the
guardians (should be accessible by going left at the last
spider outing). There are some Blue Drakes and some Blue
Dragonspawn Sorcerers(level 10). There is one Blue
Dragonspawn Lord(level 15).

Arthas will ask Anub'arak if he is certain that the path will
go to the glacier. Anub'arak says nothing is certain, but the
risk is worth it. Arthas says ok and they go on through the
path.

5)Dreadlord's Fall
Sylvanas and Varimathras watch the Dreadlord, Detheroc's base.
Sylvanas notices some Humans. Varimathras tells her that
Detheroc has taken control over some Human idiot's resistance
force(remember Garithos). Varithathras tells her that
attacking the defenses of Detheroc. Sylvanas tells him that
her Banshees will take over some humans and open the gates.
The Banshees take over the bodies of 2 footmen scouts. The
scouts return to their base. The guards open the gates and
Sylvanas launches her attack.

Sneak Attack
Destroy the sleeping enemy forces

Detheroc
Destroy Detheroc's base(green)
Destroy Garithos's base(turquoise)

You start with Varimathras, Sylvanas, a few banshees and a
few Fiends/Abominations. You also have 2 footmen.
Note: Varimathras has 2 Dreadlord
skills and 2 Pit Lord skills(he has Rain of Fire and Doom
from the Pit Lord and Vampiric Aura and Sleep from
Dreadlord.)

Put all Banshees with Sylvanas as 2 and all others with
Varimathras. You have about 8 minutes to kill as many
units as you can before the enemy starts to attack. All
enemies are asleep and if you attack some will awaken.
At your tiny base, never stop building Banshees. Now choose
which forces you don't like as much. Go to that base.
Possess/Charm/kill all the enemies(take all the strong units
and human caster). Destroy all the unit producing buildings.
Right now, none of the towers are towers(ziggurats are not
upgraded and scout towers aren't either). Head down and
destroy that base too. You should be running short on time.
Head over to the other base and destroy as much as you can
before time runs out. Whichever base lives will launch a
massive assault against your base. Town Portal back to your
base and charm/possess/kill the enemies. Choose a group(I
choose 1). When the enemy attacks either Doom or Charm an
enemy unit, then kill them all. Use the other group(2) to
destroy the bases. Possess the enemies. Charm is really
useful as is Dark Arrow(higher levels have no cool down so
you can mass skeletons a lot easier). There is another gold
mine to the left of your base if you need one. If you took
out a lot of enemies during the Sneak Attack, then this will
be very easy. Destroy the bases to win.

Note: For a bit more fun, possess a few Human workers.

Lord Garithos tells his kin that they are free at last.
Sylvanas comes and tells him that she comes in peace. She
tells him they have a common enemy, the last Dreadlord,
Balnazzar. She tells him that even though she is Undead,
she only seeks vengeance. She tells him that Balnazzar's
base lies in his homelands. She tells him that she will
get his lands back. He agrees and goes to rally his
people. Varimathras tells Sylvanas he knows that she
won't give his land back, and Sylvanas tells him an ally
will aid there cause.

6) A New Power in Lordaeron
Garithos and Varimathras start to argue. Sylvanas tells
them to shut up and tells them that Varimathras and her
will attack the front, while Garithos attacks from behind.

Balnazzar Ironforge Dwarves
Destroy Balnazzar's Purple Locate the Missing
Undead Base Dwarves

You have a Human Base. Make everyone there Group 1. You
also have an Undead Base(Casters+Sylvanas=2, Warriors+
Varimathras=3). Build up a good amount of towers at both
bases.

From the start you should be doing this. Mass Crypt
Fiends for Sylvanas. Mass Abominations for Varimathras.
Mass Knights for Garithos. Keep going until you have
reached max levels.

Soon, you will see a scene where Garithos is told
by a scout that the Dwarves are lost and that he can go
get them. Garithos is furious and continues to be the
racist he is against all, but the Humans. Anyway, I
highly suggest getting the Dwarves. They are the only
Anti Air you can get(you can't build any until you get
these). Go up and destroy all the creeps you come by.
They are mostly Kobolds, but there are a few Golems.
Destroy the crates near the Gold mine for a Runed
Bracer(reduces Magic Damage).

Note: Build an expansion here.

Destroy the cages for free riflemen. Free the Dwarves
by destroying the rock chunks. There will be a short
cutscene where Garithos tells the Dwarves there is a
battle and he calls them idiots. The Dwarves agree,
but they mutter under their breaths, "We don't get
paid enough to put up with this asshole." Generally
there will be 3 different types of attacks.

1. Balnazzar will come himself and summon some Infernos
(this is a tough wave because he summons them real fast
and he is a level 9 Dreadlord)
2. He will send Destroyers, Gargoyles, and Frost Wyrms at
your base. This is hard for Garithos until he finds the
Dwarves.
3. He will send Abominations, ghouls, and Crypt
Fiends. This is rather easy to counter.

Note: Meat Wagons and a Lich may come along at higher
levels.

Abuse your Heroes Ultimates(mostly Sylvanas and
Varimathras). Build a versatale force at each base. At
you Undead base, build a good number of Destroyers.
Attack the Orange Undead base below you. (Orange has
2 parts). Build an expansion here for gold. Build up
your forces. Mass Crypt Fiends for Sylvanas(you will
need 11). Mass Abominations for Varimathras(8-9 should
do). Mass Knights for Garithos(17 should do). Now take
all these groups along with the Dwarves you got and
launch an all or nothing strike(it should be all). Keep
all your buildings producing units and have them rally
at the enemies base(reinforcements). Forget any attacks
on your base(they actually lower the enemies your
fighting)=). Raze Purple to win. You must do this
quickly, or your forces will wear thin from defending(the
best defense is a good offense). All you need to destroy
are the unit producing buildings(generally anything besides
towers, farms, and such).

Sylvanas has captured Balnazzar. She tells Varimathras to
kill him. He tells her it is forbidden for him to kill a
Dreadlord. She tells him it is a test of his loyalty. He
stabs Balnazzar. Lord Garithos tells Sylvanas to get her
troops out of the capital. Sylvanas tells Varimathros to
kill him too. This time Varimathros gladly does the duty.
He does Rain of Fire on Garithos, who dies(Wow, my opinion
on the Undead Scourge just rose to 9 out of 10)=). Ghouls
come to munch on his corpse. Sylvanas tells Varimathros
that the Capital is theirs, and that they are no longer part
of the Scourge. They are known as the Forsaken now.

7 Part 1)Into the Shadow Web Caverns
Arthas and Anub'arak walk through the passage. Arthas says
the King is unprotected, but Anub'arak tells him he left tons
of troops behind to protect the Lich King. Arthas wonders
why there are no Nerubians(Undead or otherwise) around to aid
them. They are at a gate. Some Riflemen come out and tell
them they killed all the Nerubians. They are Murodin's old
men(Murodin is a Mountain King who was Arthas's best friend
when he was Human. However, Arthas killed him accidently
when he acquired Froustmourne). They tell Arthas they
wandered around until Baelgun, their new leader, let them into
his castle. They start shooting at Arthas. Arthas calls in
Sapphiron to destroy them. He comes, but the Riflemen flee.
One is stuck outside the gates, and Sapphiron attacks. He
destroys the Rifleman and the gates. Arthas then tells
Sapphiron that the castle is no place for him and that he
should leave. Sapphiron leaves.

The Old Kingdom Find the Gold Stashes
Locate the entrance to the Old Recover the 5 Gold Stashes
Kingdom
Kill Baelgun
Bring the Blood Key to the Old
Kingdom lock
Your heroes mustn't die
(like all sleath missions)

You start with a level 5 Arthas, 2 Ghouls, 2 Fiends, 1 Meat
Wagon, and Anub'arak. Empty some corpses(the Wagon has Exhume
Corpses) and create Carrion Beetles. Move left and some
Riflemen will lower the floor so you can't cross. To activate
the lever, you will need to use your Meat Wagon to destroy the
Barrel of Explosives. This will kill one Rifleman and raise
the platform. Kill the rest of the Riflemen. Step on the box
to open the gates and go through for a scene. The Riflemen
will light some explosives and blow the bridge up. Access to
Baelgun has been cut. There are other ways though. Go left
and kill the weird Siege Engine(it can attack ground like the
Flame Towers in the Secret Level could). Also kill the
Riflemen. Go up and right a bit. Destroy the barrels for
a gold coin and the optional quest. Go left and destroy the
lone Rock Chunk for a lever. Activate is to get the Ring of
Regeneration. Destroy the explosives to destroy the chunks
of rocks. Move on and kill the Nerubians(spiders) that attack
you. Arthas asks why and Anub'arak tells him some Nerubian
try to free themselves from the Scourge. The webbed Riflemen
will turn into spiders. Destroy the lever up ahead to move
part of the wall. Get the gold coin. Go through the hole.
Follow the path and destroy the crates for a Tome of
Intelligence. Destroy the Rock Chunks and activate the
lever to continue. Destroy the barrels in this room to
get another coin(this is up ahead a bit). Get the Spiked
Collar by destroying the lever on the left(above the collar
gate). This will deactivate the Spike Traps. Now break the
gate and go onto the Spiked Trap box. It will now lower the
collar so you can get it. Destroy the other lever, kill the
Nerubians, and destroy the vault to get an Orb of Frost.
This will also open force some Riflemen to open a hole in
the wall and attack. Kill them and proceed through the hole.
Retreat and use the Meat Wagon to attack the explosives. This
will destroy all the other explosives and the gates. The
Riflemen on the other side won't live. Destroy the barrels
for some Healing Salve. Follow the path and kill the
Riflemen and the Siege Engine. Continue on and destroy the
explosives to get rid of the threats. Destroy the lever
to raise a platform. Continue and destroy another to raise
another platform. Continue(kill all the Humans you come
across). You will see a battle between Riflemen and
Nerubians. Wait and kill the survivors. Destroy the barrels
for a coin. Activate the lever to open the gates. Go
through and heal up near the Fountain of Restoration(heals
and restores mana). Behind the Waterfall(on the far left)
there is a coin. Destroy the gates and continue. A scene
will come where Baelgun will tell you that in the gates there
are evil beasts. Arthas tells him he will take the risk.
Now go and kill Baelgun's troops first. Then kill Baelgun.
Pick up the Blood Key and continue onto the circle to WIN.

They enter and Arthas tells Anub'arak that something smells
awful and that he feels as if something is wrong. Anub'arak
tells him that the Dwarf's story may have been true. He
tells Arthas that the stairway leads into the heart of the
Nerubian lands. He tells Arthas to be careful. Arthas
tells Anub'arak to go first(what a smart gentleman) =).

7 Part 2)The Forgotten Ones
The 2 heroes enter the Old Kingdom. Anub'arak tells Arthas
that the monster the Dwarves feared still lurks about.

The Old Kingdom Find the Gold Stashes
Locate the exit of the Locate the 5 Gold
Old Kingdom Stashes
Your heroes must live

The Forsaken One Find and Rescue the
Destroy the Forsaken One Crypt Fiends
Your heroes must live Locate the Crypt Fiends
that were captured

You start with a level 4 Arthas, Anub'arak, 2 Ghouls, and 2
Crypt Fiends. Head forward to see a pathway. Along each
side, there are Nerubian Towers. Destroy the Rock Chunks to
the left of you to find one. Activate it. Go right then up
to find the other. Kill the creeps and activate it. Now
you can go through the pass. First, though, there is a gold
coin south of the 2nd lever. Get it to activate the 1st
optional quest. Continue forward and destroy the Icy Gate.
Kill the Nerubians and free the Crypt Fiend to get the 2nd
optional quest. Destroy the crates near the Fiends location
for another coin. Continue through the pass and go near the
gate. The platform will lower. Kill the crabs to open the
gate. Continue through. If you want get the Belt of
Strength +6. I suggest getting it. It will activate the
Guardians, though. Some mutated scorpians will appear. Kill
them all. Now, if you want to rescue some Fiends, go south.
If not go right. For either of these break the gates.
Since both paths end up at the same place(One goes there
instantly and the other goes around a room. For the Fiends
go down, then kill all the enemies. Free the Fiends. Go up
and break the gates to reach the continued path. Heal up at
the Fountain of Health. Destroy the egg sacs for a gold
coin. Break the gate and continue. Kill all the enemies.
Raze the sacs for a coin and a Manual of Health. Break the
gate to the right and continue. Kill the enemies, and
destroy the crates to the right for the last coin. Continue
through the gate. Destroy the Faceless Ones and Tentacle
Wards. Rescue the few Fiends in there. Break the gate on
the right. Enter the room to get the next main quest. The
Forsaken One has 4k life and 1k mana. However there are
like 10 runes of Greater Healing and Mana, along with a Rune
of Dispel and some Rune of Shielding. Kill him to win. He
can summon Tentacle Wards. He can use Flamestrike too. He
can fire Fireballs as his normal attack. Kill him and use
the runes when you need it. At regular intervals, Faceless
Ones enter.
VICTORY.

The Faceless One swarm Arthas and Anub'arak. Arthas and
his mates fall back and run away.

7 Part 3)Ascent to the Upper Kingdom
(Sheesh, how many parts will they make for 1 chapter)
Arthas asks how much more distance is left. Anub'arak says
they will soon be there. He tells Arthas they are in the
Upper Kingdom and that there are traps. Suddenly, the area
collapses and Anub'arak and Arthas are separated. Arthas
must escape.

Escape from the Caverns Find the Gold Stashes
Escape before 10 minutes Find the 3 Gold Stashes
Arthas must survive

Note:Arthas is now level 3

Destroy the crates for a Greater Potion of Healing. Don't
get close through the jets. Step on the box to stop them.
Head down to get the first coin and to activate the optional
quest. Destroy the lever and watch the jets. Time it so
you can reach each box safely. Each box deactivates some of
the jets. After the 3rd box, destroy the lever. This will
open the Rolling Gate and kill the Guardian. Get the coin
and the Claw of Attack +15. The last box deactivates all the
jets and open the gate. Head through and heal up. Go forward
and destroy the Rolling Gate(Arthas will mention something
that sounds like an earthquake, but it is only a Blizzard).
Watch the waves, and time it so it doesn't hit you. Follow
the path and kill the shield generators to destroy the
shields. After the first shield, Coil the Faceless One on
the Platform above you a few times to stop the Blizzards.
Continue to kill all the enemies and generators. The last
generator will form a bridge. While you are there, get the
Tome of Intelligence +2. Cross it. Activate one of the 2
boxes to while an enemy is on the other to get the Hood of
Cunning. Continue right to the maze. The platforms will
rise up and down so just work your way through it(it's not
too hard). You will meet up with Anub'arak and 5 Fiends
now. Continue along on the path and go up, then down.
Destroy the crates for the last coin. Continue along
and kill the enemies. This will open the gates. Pick
up the items(they are rather good), then go through it to
WIN.

They rush to the exit. They make it, and Arthas is glad
to see the sun.

Interlude

The heroes have made it. Their forces are assembled and
prepared to defend the Frozen Throne. Arthas gets
another seizure. The Lich King tells Arthas a crack in
the Throne that is allowing his energies to escape.
The Lich King explains to Arthas that he pushed the
sword, Frostmourne, so that Arthas would get it. From
then on, their powers were joined. Arthas must get to
the Throne before Illidan does.

8) A Symphony of Frost and Flame
Arthas is prepared to get the 4 Obelisks they need to
open the Frozen Throne. They prepare to get the
Obelisks. Illidan is also preparing(He has 2 bases
near the 2 Obelisks. He tells Arthas it is over.
Arthas tells his troops it is time to end Illidan's
reign. The mission starts.

The Frozen Throne
Capture all 4 Obelisks
Stop Illidan from capturing
all 4 Obelisks

Note: Arthas starts at level 2, but can gain
levels now that the Lich King is giving you
power.

Note: Taking over an Obelisk takes a long time.
It takes a good 30 seconds as shown on the
timer.

Note: Arthas and the Fiends should be 2 while
Anub'arak and anything else should be 1

Note: In a pinch, Locust Swarm or Death Pact a
Carrion Beetle(level 3 on a level 2 beetle will
get most of Arthas's life back at level 10)

You start with 4 Fiends, 4 Ghouls, Anub'arak, 2
Meat Wagons and Arthas. Go down and capture the
base there. Get the 2 Sacrificial skulls and
use them. Build a Necropolis and 2-3, ziggurats,
then a Mine. Upgrade all very quickly. Soon
Illidan will get an Obelisk. He will build 3
towers and leave some troops behind. Build up a
good amount of troops. The Naga will attack from
the south, while the Blood Elves attack from
above. Illidan will soon get another Obelisk. If
you have a lot of forces(at least 11 Fiends and
some ghouls for protection), get an Obelisk.
If not, then just go for an already taken Obelisk
(before Illidan gets them all). Once you get one
build a lot of towers(I suggest expanding on a
Gold Mine very early to get gold faster). You
might want to buy a Sacrificial Skull, so you can
tower up faster. Build a Necropolis or 2(upgrade
asap). Build a Barrack(or whatever you need) so
you can pump out reinforcements quickly. I
personally massed Crypt Fiends, but that is up to
you. Mass Fiends can basically counter most
things(except casters, but if you kill them
quickly...). They require a bit of Micro
(burrowing and such). Basically, go for the
Obelisk above(a bit to the right) first. Get it
while Illidan is trying to get it, or when he
isn't there to avoid him for a bit. The enemy
has Illidan, Lady Vashj, and Kael, so you will
face consistent attacks from the Blood Elves,
Illidan, and the Naga(Illidan brings Naga too,
but they attack in different waves). Your
heroes will be level 10 in a VERY short time
(early on Arthas gained 2 levels everytime an
enemy hero died). Pump up Impale and Coil to max
very fast. Get the Crypt Lord's armor fast too.
Whenever Arthas died and my base seemed screwed I
brought in my Crypt Lord. Use Locust Swarm and
Impale whenever possible(Locust Swarm has saved
me about 8 times. I had only Anub'arak and he can
hold his ground for a while with that and his
armor thing). Have at least 2-3 Barracks pumping
Fiends at all times(or the buildings you need to
pump what you are pumping). Whenever you aren't
being attacked, launch attacks at the Obelisk you
are targetting. For the first wave, take out the
troops and as many buildings as you can(go for
towers first; this is because the units build
slow and the towers are weak). The stupid workers
will try to rebuild and they will stop as soon as
the buildings are attack. They will try again.
Kill them asap, or else they will annoy you to
insanity.=) Anyway, once you get the 2nd Obelisk
(you should have the 2 closest to you), you're
main base shouldn't be in too much danger.
Illidan will attack from the water passages. Keep
a close eye on these so you can position you Crypt
Lord in the front lines. Heal him with Coil, but
also use it as a nuke. Nuke Illidan. Vashj will
attack from the right so you have to shuffle your
forces there. Kael will attack from the left.
Beware the deadly Flamestrike it will kill your
Fiends if you don't move them(You have at least
1-2 seconds to move them from when you hear that
funny sound and you see the yellow circle). As
long as you use Shades to keep eyes on the enemy
movements you will do fine. Oddly enough, after
I went on a huge strike(I destroyed base 3 and
conquered Obelisk 3), I went for Illidan's #4
(yeah, It was very risky, but I had backup at my
bases). Illidan and Kael were attacking my bases
when Illidan returned and took 3 right when I
took 4. So I returned to 3 and Arthas died. I
retreat. Illidan attacks, but when he dies I see
no sign of him for a very long while. I may
have gotten really lucky(yay). Needless to say,
it was hard at the start, but when Illidan was
gone, it wasn't too hard (no pressure). This is
a very hard mission and the time I tried it while
writing this was a very close game at some points
(course I came through).

Arthas is glad that he has opened the Frozen
Throne. Illidan stands in his way, though.
Arthas tells him to move, but Illidan doesn't do
so. Arthas tells him to leave to another world
and never return*cough LION KING cough*. He
tells Illidan he will be waiting if he does.
Illidan tell Arthas he swore to destroy the
throne.

Finale
Now a fight begins. Arthas charges at
Illidan, but Illidan blocks it with one of the
blades on his hands. He then counterattacks
by charging and slashing at Arthas. Arthas,
however, blocks with Frostmourne. Arthas gains
power(Momentum=Mass*Velocity) and uses the
momentum the sword gains to slash Illidan(well
I assume he slashes because you don't actually
see that part. It sorta cuts out as the sword
connects). Illidan is shown on the ground,
dead(again I assume. Why the hell aren't there
any marks)(I guess Blizzard thought having them
fight back and forth continually would be boring
so they only showed it twice).
(That was a nice finish, huh, though it reminds
me of Brood War. I was hoping Illidan would
win, but during the battle I wasn't really
cheering him on after the long battle with him
in the last Undead).

Cinematic
Arthas travels up the spiral staircase of the
Frozen Throne. Along the way, he hears the
voices of all he cared about and all he killed
(or mutated i.e. Sylvanas). "What's happened
to you Arthas?, and "Ye lied to yer troops,
and ye killed the innocent." are things he
hears. Arthas continues until he reaches the
throne, where he hears the Lich King
congratulate him. He then bashes the Throne
to pieces(How is that NOT destroying it?).
He picks up the crown and puts it on. The Lich
King, speaking through Arthas, says"We rule
together."(something like that). Arthas/Lich
King now sit on the Frozen Throne and watch over
the lands.

The end of the Undead Scourge Campaign

Credits
A scene of Arthas playing the guitar comes up. Then you see a
Blademaster fighting Skeletons. He does Bladestorm, and a Far Seer
comes to his aid. The Far Seer does Chain Lightning. Then you see
a Troll Batrider dropping nuclear sheep(yeah, sheep) onto boats.
Then a battle between the Human and the Orc commences. Then it
repeats(it does this quite a few times). The main difference this
time around is that the Blademaster and Far Seer get a Shadow Hunter
and they fight more advanced Undead. The final message is "No Sheep
were harmed in the making of this game...Really." My fears have
diminished.
The end of the Campaign

Bonus ORC Campaign-The Founding of Durotar

Act 1-To Tame a Land

Note: When you go through portals, only the heroes go through. Units
remain on the other side.

You are Rexxar. Rexxar is a powerful beastmaster. He sees a Mogrin
fighting some creeps. Since the grunt is outnumbered Rexxar helps him.
Mogrin is killed. However, as a last request, he asks Rexxar to
deliver a report to Thrall for him. Rexxar agrees.

Main Quest
Note: Unless written assume the quest is main)

Dying Wish-Deliver Morgrin's report to Thrall

Rexxar=Group 1 Rokhan(when you get him)=2 All troops(Misha, Rexxar,
Rokhan)=3. Just follow the path(it's short) and kill creeps, as they
are you're only source of gold. Get to Thrall.

He reaches Thrall, and Thrall questions him. Thrall learns of Mogrin's fall.
After discovering he is part Orc, Thrall asks him to stay for free. Rexxar
wishes to help out anyway. Thrall agrees and tells him to search around.
Thrall also asks a Rokhan, Thrall's best scout and a Shadow Hunter, to aid
Rexxar.

Earn Your Keep
Solve Gazlowe's(a Sapper) Problem
Complete Drek'Thar's(a Far Seer) Task
Complete Nazgrel's(a Raider) Task
Return to Thrall

Go to each civilian

Note: As you go for Drek'thar's or Nezgrel's task,
go NW of the Harpy Leader to find a Panderian
BrewMaster. He tells you to get him some items.
It's optional. Thanks to Bob Blakey(I put the e-mail
after the walkthrough)

Drek'thar's Task
Thunder Weed
He needs 6 bushels of Shimmerweed to make his potion.
Get it for him. He also tells Thrall the Creeps are
more aggressive(but more on that later).

Go up to Thunder Ridge. As you are going there, keep an eye
out for some cages. Break one to find a shaman. Go through
the warp. Search the area for Shimmerweed.

Here is a guide to finding them

1) Go up from the start. Next to the arc there is a bushel.

2) Go through the arc and follow the path. At the fork go up.
There lies the bushel, next to the creeps.

3) From there go up and a bit left. It is next to the level 9
Storm Wyrm.

4) From there go right for a few seconds. There should be
an area surrounded by trees. The bushel is there.

5) Go down to the Fountain of Mana. A bit to the side, there
is a bushel

6) For the last one, go down from the fountain and take a left
at the fork. Another area surrounded by trees(near the Strom Wyrm)
should be there. Get the last one.

Return to Drek'thar. He will give you 5 charges of his special
potion. It recharges 200 life and 75 mana over time. He also
tells you someone(or thing) is annoying the lizards. He tells
you he will investigate.

Gazlowe's Task
Seal the Tunnel
Kobolds are disrupting the tunnel building at Ogrimmar.
Destroy the Support Columns to finish them off.

Go left to the tunnel. Pick up the coins near the entrance.
Go through the portal. The sappers will tell you there
plan. It is simple. They plan to blow up the supports to
bring the tunnel down on the rats(Who could of thought of
that? It's so complex) You get about 4 sappers+a
replacements as the others die. Use the sappers to kill
groups of creeps. Near each corner, there is a support
columns. Use a sapper on each. Note: Send them in one at
a time because their explosion will kill any around them.
Kill the Kobolds as you meet up with them. At the start,
pick up the rusty mining pick(+1 attack and chance to stun)
and buy an Assassin's Blade. After each destroyed
column you see a scene of it crumbling and the tunnel
shaking. Return to Gazlowe for an Arcane Scroll(Restores
150 HP and 100 mana to nearby units and gives +2 armor for
a while) and ruined gauntlets(gives +3 strength and +3 armor
to wearer).

Nezgrel's Task
Harpy Threat
The Harpies have been bugging caravans. Kill the Harpy Leader,
Bloodfeather, to stop this.

Go diagnol(>^) to reach the fork to the Harpy Leader. Pick up
the item that Ensnares a flying creature. Save 1 of the 4 charges
for the leader, but use the rest. Go through the path. The
Harpies will get stronger, but with spells you should be able
to handle it. Ensnare the Leader and attack him quickly. He
should fall quickly. Pick up the heart(+10 agility) and head
back to Nezgrel. He thanks you and tells you to go to the
armory for a choice of a reward.

Choices are:

Firehand Gauntlet:+5 armor and 20% faster attack rate
Arcanite Shield:+5 armor and reduces damage from ranged attacks by 70%
Bladebane Armor:+7 armor and +1 to all units in radius(so it's +* armor
to wearer)

I got Bladebane armor, but it's up to you

Optional Quest
Panderan ale quest
Get 3 ingredients for the Brewmaster's ale
Keg of Thunderwater(You can buy this at the market shown)
Thunderbloom Bulb
Thunder Phoenix Egg

Ok, Go left then up from the Brewmaster to reach the Thunderbloom Bulb.
Only amphibious creeps will challenge you, and they are all low leveled.
Wards and Healing Wave should be enough to kill them all. Get the
Bulb and now head right until you reach an arc. Go through it and
fight the Wildkin. As you go on in, you'll meet Enraged Wildkin and
Berserk Wildkin. Follow the path, but heal up after each battle.
Soon you should start to meet phoenixes. Misha is useless(the phoenixes
target attackers), but quilbeast and ward are really useful here.
Kill the Greater Thunder Phoenix for the Thunder Phoenix egg. As you
go back all the enemies you killed have respawned, so you have to kill
them again, but you should be stronger now. Now just go down and right
to reach the market. There are some centaurs and Quilbeasts(when you get
closer), but they shouldn't pose too much of a challenge. The Keg costs
1000 gold, but I had 4000+, so it shouldn't be too much. While you are
there buy an orb of lightning. Now return to the Brewmaster. He gives
some ale to Rexxar, who asks him what was in it? The Brewmaster tells
him he should work on it, and joins Rexxar on his quest. He comes with
Shimmerglaze roast(6 charges)(heals 50 HP to wearer/charge), a Town
Portal, and a Keg of Ale(gives increased mana and HP regeneration).
Give him the Orb of Lightning so he can attack air.

Note: Continue on the path next to Chen to battle dragons. After a
the Fountain of Health, there is a Bronze Dragon with a Sobi Mask
(50% more mana regeneration)and a tome of Knowledge(+1 to all stats).
To the right of the Fountain there is Healing Salve(3 charges)

Note: Make Chen Team 3 and all your troops 4 now.

Return to Thrall now.
Thrall thanks you for the help you have given. Nazgrel comes to Thrall
and tells him he is suspicious of some humans. He tells Rexxar to go
to survey the border.

Survey the Border
Speak with Gar'thok at the watch post
Follow the tunnel through the Beast Den
Reach to the Observatory
Speak to Thrall
(Look below after the 2 optional quests for this)

Note: If you speak to Thrall(right click on him so your heroes go to
him) he will tell you Drek'thar is at Thunder Ridge.

Go to Thunder Ridge again (through the portal).

You will meet Drek'thar at the entrance.
He will tell you the Lizard's are migrating for some reason. He also
asks you to find 3 Thunder Lizard Eggs.

Note: For the next 2 quests you get Drek'thar, a Far Seer

Optional Quest
Collect Lizard Eggs
Find 3 Thunder Lizard Eggs for Drek'thar's study

Here is a guide:

1) Go through the arc next to the entrance. Go up at all the forks.
Eventually you will reach an end(near the corner). There is an egg.

2) Go to the Fountain of Mana. Go left up the bump. Keep going until
the path swerves downward. Stop and there is an area surrounded by trees.
There is an egg.

3) Now, go downward. There should be some lizards. Kill them and go
left. More lizards. The Storm Wyrm leaves Slippers of Agility(+3
agility). The final egg is there.

After getting all three, Drek'thar thanks you and tells you that he
will study them. He gives you Drek'thar's Spell book[+75 mana, reduces
magic damage taken by 33%, and can teleport nearby units to a friendly
Town Hall(or equivalent)]. Good job.

Optional Quest
Thunder Lizard
Discover the cause of the Lizard migration

Go to the Fountain of Mana. Go up through the area where trees have
been cut. A cut scene comes up.
They learn that the humans have been cutting down trees. He, however,
is warned not to destroy the Lumber Mill because of a pact between
Jaina and Thrall. They are forced to murder the creeps instead.

Update
Thunder Lizard
Kill all 42 of the rampaging beasts
Return to Thrall

You should to kill the 42 berserk Lizards. Here's a guy:

1-Go up from the start, then go left
2-Go south of the Lumber Mill
3-6-Go left of the Mill. Pick up the Orb of Lightning that is dropped
7-10-Head to the Fountain of Mana(this will be said a lot more). Go
left up the bump. Continue left until you reach the swerve down.
Once you reach that, head back to the Fountain.
11-14-Go down through the thin path until you come to a fork.
15-18-Go right and kill the 4 Enraged Lizards
19-Go left to the market. Kill him
20-25-Go past the arc and go up. Kill the 6 beasts.
26-29-Go up a bit
30-32-Go to the Fountain. Go up and kill the 2.
33-Follow the path until you reach a fork. Go down and kill the loner.
34-38-Go up and kill the 5 beasts.
39-42-Just follow the path to kill the final 4.

Pick up the Thunderlizard diamond the last beast drops. It allows the
hero to cast Chain Lightning. Go back to Thrall.

Thrall tells you that Jaina isn't like that, and that he will look into
the matter.

Survey the Border
Speak with Gar'thok at the watch post
Follow the tunnel through the Beast Den
Reach to the Observatory
Speak to Thrall

Back to this. Follow the path to the Post. There are some creeps, but
they are weak. Once there, talk to the grunt. He will tell you the
Quillboar are bugging the Orcs there. This activates the optional quest
below. Anyway go right. There are only 4 or so creeps in your way.
Go through the portal into the Beast Den. The second portal is located
on the right wall about halfway up. Go through it. Once out just go up
to reach the observatory. Rexxar will see a Human base. The Humans seem
to be preparing an assault. Rexxar goes to warn Thrall. Now just use
Drek'thar's Spell book to teleport to Thrall's Great Hall.

Optional Quest
Slay the Quillboars
Locate the Beast Den
Kill all 50 of the Quillboar

The reward is very useful and since you have to go through the Beast Den
you should do it. I strongly urge you to complete it. Here is a guide:

1-3-Go up to the Resurrection Stone
4-6-Follow the path(it goes up)
7-11-Go down
Note: Go right to fight some Satyrs. Go down to find some more and some
Moon Wells. Kill them and go right to kill more Satyrs. Now continue
right to fight even more Satyrs and an Ancient Protector. Pick up the
Orb of Venom.
13-18-Return to dry land. Go Left and kill the 6 Boars that seem to be
holding a ceremony(or at least that's what Rexxar says). Pick up the
Healing Wards.
19-22-Go up through the arc
23-26-Go slightly right
27-Go past the next arc. He is to the north. Kill him and pick up the
Rune of Rebirth to reborn the Quillboar Chieftain. He is now yours. He
has Hurl Boulder(does 100 damage and 2 sec. stun) and Thorns aura
(Reflects 10% of damage done to nearby units onto melee attackers)
28-Go down a bit
29-34-Go down a bit more
35-38-Go right a bit
39-Go up a bit
40-42-Go left
43-44-Go to the arc above
45-46-Go up
47-50-Go up some more

For completing this, all heroes get 1 bonus point(you can choose a
skill boast, i.e.. get a higher level misha) Note: They don't get
an extra level.

Thrall is appalled. He gives permission to Rexxar and the others
to slaughter any hostile humans. Thrall also tells Rexxar and
Rokhan to go back to the outpost near the observatory. He sends
a Nazgrel, a raider, out with them.

Protect the Border
Return to the Watch Post

Note: To the left of the market where you bought stuff for
Chen, there is a Shaman named Morg Wolfsong. Speak to him
to learn of an attack by Orc Warlocks still loyal to the
Burning Legion. They took a sacred Relic. He asks you to
avenge him and his murdered kin. He is dying.

Optional Quest
Warlock Coven
Slay the Warlock Coven
Recover the Sacred Relic
Return to Morg Wolfsong

Go up through the logged area. Basically follow the path. The
coven is slightly right of the path. Slay the Warlocks and
recover the relic. Go back to Morg. He will give you the Relic
(increases movement and attack rates), Shaman Claws(+12 attack
and chance of purge for 15 sec), a tome of intelligence, a potion
of mana, and +50 gold.

Now go to the post.
Rexxar and the others reach the post, only to find that everyone
was slaughtered by the humans. You must find and raze the human
base that destroyed the Orc post.

Update
Protect the Border
Track the Human's back to their base
Slaughter all the human's there
Return to Thrall

Go up, then right. Kill the creeps. Get the Belt of Strength +6.
Go left to find some dead Orc soldiers. A scene of them talking
will come up. Then, Rexxar will ask if anyone has ever seen the
weird anchor on the Human shields. Suddenly, Humans notice them.
The Humans attack. Kill the Humans. Follow the path. Soon, you
will reach more humans. Use your Raider to destroy the Guard Tower
while the rest of your troops fight the Humans. Keep going to find
the Human fleet you saw at the observatory(as Rexxar kindly points
out). Destroy them(you don't need to kill the ships). Keep going.
You should reach the Human base. Use your Raider to destroy the
Cannon Tower and the rest of the buildings. Kill the troops.
Now use the Spell book to return to Thrall.

Thrall congratulates you for keeping Durotar safe. He tells you the anchor
sign seems familiar, but he doesn't know why. Rokhan tells Thrall that if
the Humans are coming from the sea, his tribe could be in danger. Thrall
tells him not to worry. Now Thrall tells them to go and warn Vol'jin, leader of
Rokhan's tribe(aka the Darkspear Tribe). They agree. He also tells them to try
and get the Darkspear tribe to head to the Mainland for protection.

Reach the Trolls
Take the zeppelin to Echo Isles
Meet up with Vol'jin

Head over to the right. Keep moving until you reach the zeppelin. It is a
portal
to the Echo Isles. While going there, keep your eyes peeled for a Tome of
Knowledge. Now a cut scene of them arriving will come up. Also, Rexxar warns
the others to beware the strong (what's he on) creeps. Now go straight up,
killing
the creeps along the way. Once you've reached some amphibious creeps(as up as
you
can go), kill them all for a Scepter of the Sea(+2 to all stats, summons 2
Murlocs,
5 charges). I keep it for a while because it is consumable, and as pretty
useful.
Go down then right until you find an arc. Follow the path until you see some
Deathlords and Death Revenants. Kill them. The Deathlord leaves a Crown of the
Deathlords(could of seen that coming). It gives +150 HP and +100 Mana. It also
grants the wearer to send a bolt of pain to an enemy. It does 250 damage. Keep
going along the path. Soon you should see an opportunity to go left. Go and
right there, there should be some creeps. Kill them for a Tome of Experience
and
a Mantle of Intelligence. Head back to the normal path and continue. When you
see Hydras, you are getting close. Kill the level 10 Hydra for Runed Bracers
(reduces magic damage to wearer by 33%). Keep going along the path and soon you
will reach Vol'jin. Rexxar warns him. However, he is under attack. Before he
can
join Thrall, they must destroy 5 bombarding human battleships(finally a chance
to
use the Troll Batriders). He then transforms our two heroes into Dragons, I
think
(he is a witchdoctor, you know). After all what can land beasts do to sea
fleets.

Sink the Fleet
Destroy 5 Human Battleships
Return to Vol'jin

Rexxar has Roar and Frenzy(auto cast). Rokhan has Healing Wave and Aerial
Shackles.
Chen has Fireball, Breath of Fire, and Evasion. You get 6 Troll Batriders.
Note: You get replacements as you lose them.

Here is a guide to find all the ships:

1) Go up to find some soldiers kill them and go right a little to find the first
Battleship. Along the way there will be smaller ships and Gryphon Riders to
bug you(they will be guarding all the ships).

2) Go left and up a bit to reach the 2nd.

3) Go left from there and then go up a very small bit. The 3rd is there.

4) Go down and left a bit to find the 4th

5) Go left until you see some riflemen. Kill them. Continue left until you
see the last one. Kill it and return to Vol'jin(His accent is really cool).

Vol'jin thanks them and returns them to their natural forms. He tells
them that the tribesmen are awaiting departure. However, they need to
see the 5 signal braziers be lighted first. The group goes off to
light 5 signal braziers.

The Signal Pyres
Light the 5 signal braziers
Return to Thrall

You start near a Voodoo Lounge. Note: You can sell unwanted items here.
Buy an Orb of Slow. Get rid of the Runed Bracers if you need room. Move
a little forward to get 2 Berserkers. Use the Greater Mana potion after
you summon Misha and a Quilbeast. Pick up the Ancestral Staff(Summons 2
Berserkers and gives increased attack and movement rates). Also pawn the
Sacred Relic because the staff does the same. Note: To light Braziers,
just go near them with a hero. Here is a guide to finding the braziers:

1) Go forward and up a bit. Kill the Sea Giants. Light the brazier. Go
up a bit more. Kill the giants so you can pick up the Boots of
Quel'Thalas(+6 agility).

2) Go down to the shop. Go right. Kill the turtles. Continue right.
Kill the giants. Continue right. Kill more giants(this is getting
repetitive). Light the brazier(next to the 2nd wave of giants).

3) Go up. Kill the Sea Turtles. Go left. Kill the Giants around the
brazier. One leaves a Rune of Rebirth. Pick it up for a Sea Giant
Hunter with Pulverize and Ensnare. There is a brazier right there
too.

4) Head down for 3 more Berserkers and if you destroy the crates you
can find a Scroll of Regeneration. Head right to the Fountain of
Mana. Kill the giants for access. Go up. Kill the giants around
the Brazier and light it.

5) Head right and battle the Sea Giant King(level 11) and his minions.
Around the area there is a Tome of Strength, a Tome of Intelligence,
and a Tome of Agility. The King drops Killmaim(+20 Damage and each
attack wearer does steals life). Sell the Orb of Venom. Give
the Assassins Blade to Chen. Give the Orb of Slow to Rokhan. Give
Killmaim to Rexxar. Go down and kill the giants. The last brazier
is next to them.

Now head back to the teleport next to the Voodoo Lounge. It will take
you back to Vol'jin. Return to the zeppelin you started from(the area
where you entered Echo Isle. Kill the creeps along the way. Once you
are back to Durotar, use the Spell book to teleport to Thrall.

Thrall tells them of a meeting with an the Humans at midnight at Razor
Hill. He also thanks them for allowing the Darkspear tribe to make it
to the Mainland safely. Rexxar assumes it is a trap. Thrall doesn't
think Jaina would do so, but allows Rexxar and Rokhan to go there for
him.

The Summit
Travel to Razor Hill

I strongly suggest that you take only your heroes. Leave all other
troops behind. Go right to the Hill. Kill the creeps that attack
you(they used to be easy, now easy is giving them too much credit).
Once you reach there a cut scene will ensue.

Rexxar and his friends have reached the hill(I wonder why the hell
their is light. It is supposed to be Midnight) =). The Humans come.
The emissary asks why the War chief isn't there. Rexxar asks why
Jaina isn't there. The emissary starts to ask why Jaina would be
there, then says he was hoping for the War chief, but Rexxar would
have to do. He calls forth the assassins. Rexxar says, "So it was
a trap."

Update
The Summit
Kill the Human assassins
Return to Thrall with the news of the treachery.

The assassins are pretty weak, but there is strength in numbers.
However, it is quality not quantity. Ok, I'll stop boring you
with sayings, but just use your ultimates, and the battle will
be over before you can say...uh, before you can say...Anything.

A scene will come where Rexxar questions the dying emissary.
Rexxar asks where Jaina is. The emissary laughs, and says,
(like all villains)"This is just the beginning."

Now just use the Spell book to teleport to Thrall.

Thrall will tell you that you were right(a bit late now).
He decides to take a more direct approach. He tells Rexxar
to deliver a letter he wrote asking Jaina about the incidents
to Jaina at Theramore Isle. Rexxar says he might need help
bypassing the Human defenses. Thrall tells him that he has
gotten a zeppelin for them. It will take them to the
Darkspear tribe's new home. Vol'jin will help him bypass the
defenses. Thrall now sends them off in the zeppelin. He
watches as they go.

End of Act One.

E-mail sent in by Bob Blakey

Hello, just thought I'd give you something to add to
your faq. With regards to the Orc single player
campaign, there is an optional quest 3/4 of the way up
the map. He's NW of the harpy queen. It is the
Pandaran Brewmaster; he gives you a list of items to
get, and if you get them for him, he gives you an item
and joins you as a third hero. He becomes pretty
powerful, and is a nice way of using 6 more items (at
the least).

Act 2-Old Hatreds

Act 3-A Blaze of Glory

Parts 2-3 have yet to be released so expect more later.

Here are some Tips and Tricks for this section.

-Drunken Haze is very useful. Use it on groups or strong
creeps to make them useless for 12 sec.
-Misha is a permanent summon so use her as your meat shield.
-Kill creeps for to level up quickly
-Do all the optional quests
-For Rexxar's skills upgrade Misha and Quilbeast ASAP.
Get the ultimate at level 6 and 12. Ignore Storm Bolt. Get
point when you can't get Misha or Quilbeast.
Note: The ultimate is pretty funny to watch(haha rampaging lizards
that explode). Quilbeasts is cheap(for Rexxar anyway). Attribute
points are always useful. Storm bolt is a great killer, but in this
mode there aren't many high life beasts you need to kill fast.
-For the Rokhan, concentrate on getting ward to level 4 fast
Get 4 levels of wave early. Get the ultimate at level 6 and 12.
Then either get points or Hex.
-For Chen(the Brewmaster) get Breath of Fire and Haze up fast.
Brawler should be gotten afterward. Points are just a bonus.
His ultimate should be gotten and upgraded ASAP.
-Notice that you can reach level 18(4 levels of Misha, Quilbeast,
storm bolt, 4 +3 points to each category, and 2 levels of ultimate)
-Also note that you can only reach level 8 in this part.
-Rokhan now has locust swarm for his ultimate(I guess they couldn't
find a point to getting 2 levels of BBV)
-If you don't need an item/found a better one, but think it might be
needed later, put it in the box at Thrall's base for safe keeping.
-Resurrection points are where your hero is reborn if he dies
-(Anyone know what the hell that squeaking penguin does)

If anyone has something to add, you get to be in the credits(and I'll
post your name above what you contributed, so that's 2 mentions)
Thanks =)
--------------------------------
VIII-Strategies For Each Race
--------------------------------
8.1-Night Elves
-put wisps in trees not only near your base. This can be used to warn you of
attacks.
8.2-Humans
-Use call to arms on 1 peasant to scout faster
8.3-Undead
8.4-Orcs
--------------------------------
IX-Multi Player
--------------------------------
-Take out the Altar and Castle(or their equivalents) first
-Don't mass anything
-Build more than one barrack, if you don't plan to tech.
-Keep your Hero(es) alive while you try to kill their hero(es)
-Stop any channeling spells ASAP
-Scout early(if needed do call to arms, or send a peon/wisp to scout)
-Build farms(or equivalents) around your towers
-If you can't pick up an item, destroy it so no one else can get it
-Losing is ok, if you learn
-Play for fun
Please contribute
--------------------------------
X-Codes
--------------------------------
Note: To disable it just do as you would enable.

From an e-mail sent by Tro77Tro.

In single-player games press [Enter] on your keyboard. Type the code
(the word or words on the right of the column and then press enter.
Words in the parenthesis are to be entered without the parenthesis.
After the code is typed press [Enter] again and it should say
{Cheat Enabled!} across the screen assuming you did it correctly.

Example: [Enter] greedisgood 100000 [Enter] Cheat Enabled!

Instant Win: allyourbasearebelongtous
Instant Loss: somebodysetusupthebomb
View entire map: iseedeadpeople
Play after dying in campaign mode: strengthandhonor
Units need no farms: pointbreak
Instant spell performance: thedudeabides
Turn off Tech-Tree: synergy
Turn off Victory: itvexesme
Invulnerability whosyourdaddy
Lumber: leafittome (value)
Lumber and Gold: greedisgood (value)
Gold: keysersoze (value)
Level select: motherland (race) (level number)
Instant doom: iocainepowder
Quick research: whoisjohngalt
Research all upgrades: sharpandshiny
Morning: riseandshine
Infinite mana: thereisnospoon
Night: lightsout
--------------------------------
XI-Final Words
--------------------------------
Thanks for reading this FAQs. Be sure to check the credits because it's them
that made this guide what it is.

Thanks to Blizzard for making this+WCIII:ROC

Thanks to my friends, Jonathan, Josh, and Eugene, for all the fun we had on
our projects

Thanks to me for writing this

Thanks to all the contributors for, well, contributing
--------------------------------
XII-Credits
--------------------------------
Thank you all

Killerdragon(me) for writing this(duh)

Tro77Tro for letting me using the codes he sent me

Bob Blakey for telling me how to get a third hero in the Orc Campaign

Muddman9690@aol.com for sending me codes(even though Tro77Tro already sent them,
he tried to help, so I'm giving him a bit of credit).
Need more

Vulchur for telling me about the History of the Baa-Ram-Yu stuff for the Secret
Mission