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*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
A Guide/Walkthrough for : WARCRAFT III: REIGN OF CHAOS on the PC
Written by Ryan "SkYLiNE" Kavanagh
Updated on July 28, 2003
Version: Complete
*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Table of Contents

1. Introduction
1.1 - Updates and Revisions
1.2 - About the game
2. Game Overview
2.1 - Game Basics
2.2 - Human
2.3 - Undead
2.4 - Orc
2.5 - Night Elves
3. Walkthrough
3.1 - Exodus of the Horde (Prelude)
3.2 - The Scourge of Lordearon (Human)
3.3 - Path of the Damned (Undead)
3.4 - The Invasion of Kalimdor (Orc)
3.5 - Eternity's End (Night Elves)
4. Indices
4.1 - Heros
4.2 - Cheats
5. Multiplayer
5.1 - Battle.net
5.2 - Types of Games
5.4 - Human Strategies
5.5 - Undead Strategies
5.6 - Orc Strategies
5.7 - Night Elves Strategies
6. Last Words
6.1 - Frequently Asked Questions
6.2 - Contact Info
6.3 - Credits/Thanks
6.4 - Copyright Info
*Note - To find what you're looking for faster, press control+f to bring up a
search box. Then, type in the number of the section you want (ie 1.2)
*Note - If you have any multiplayer strategies that you would like to
contribute, please send them to brutalican '@' hotmail.com and make
sure you put "WarCraft III Strategy" in the subject line. Thanks.
___________________________________________________________________________

|+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+|
||
|
1. Introduction
|
|___________________________________________________________________________|
|+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+|

___

___
\_________________________________________________________________/ \
| 1.1
Updates and Revisions
1.1 |
\___/\___/
/

July 6, 2002
---------------------------------------------------------------------------->
Decided that WarCraft III would be my next Guide project
Got to work on the Introduction section
Started the Game Overview; got finished the Game Basics
Finished the Human section of the Game Basics section
July 7, 2002
---------------------------------------------------------------------------->
Finished the Undead section in the Game Overview
Started the Orcs Game Overview
July 9, 2002
---------------------------------------------------------------------------->
Finished the Orcs Overview
Got halfway done the Night Elves Overview
Finished the Prologue Walkthrough
Started the Human Campaign Walkthrough. Finished three chapters.
Finished the Human Campaign. I may start on the Undead later, but it's
doubtful.
July 10, 2002
---------------------------------------------------------------------------->
Started the Undead campaign. Got up to chapter 3
July 14, 2002
---------------------------------------------------------------------------->
Finished the Undead campaign
Added some multiplayer strategies from readers.
Started playing through the Orc campaign
July 15, 2002
---------------------------------------------------------------------------->
Finished typing up the first two Orc chapters
Did chapter three
Did some fixing-up on the formatting
July 20, 2002
---------------------------------------------------------------------------->
After lack of updates, I've decided to start writing again. Played some of
the Orc campaign
Typed up a few chapter walkthroughs for the Orcs
Finished the Orc campaign; finished typing up the walkthroughs, onto the
Night Elves
August 2, 2002

---------------------------------------------------------------------------->
After a fairly long period of procrastination, I finished up the Night
Elves campaign, which means the walkthrough is now complete!
Started work on the Heros section
August 12, 2002
---------------------------------------------------------------------------->
Been on vacation for a week, so that's my reasoning behind the lack of
updates to the guide
Finished the Human part of the Hero section
Finished the undead part of the Hero section
October 20, 2002
---------------------------------------------------------------------------->
There's not a whole lot of work done on the guide. Just letting you know
I'm still alive and kicking. I finished a couple more hero descriptions in
the hero section, but thats about it. I just dont have the time to finish
the guide right now, but I will come back to it.
___

___
\_________________________________________________________________/ \
| 1.2
About the game
1.2 |
\___/\___/
/

WarCraft III. Fans of the WarCraft series have been waiting for this game
since 1996; the release of WarCraft II. It was an amazing game for it's time.
Now, too newcomers, it may not seem like much, but the veterans know that
that is where it all started....WarCraft II picks up after the second war
between the humans and orcs. There are still feuds between the races, but an
all out war hasn't broken out since the tides of darkness. What is happening
however, is that an enemy, far greater than any of the races has ever known,
is coming, striaght for them.
The Burning Legion will wipe any and all lifeforms off the face of the
earth. The story revolves around each races journey to stop the Burning
Legion. Except in the case of the undead, where as they WANT the burning
legion to come and destroy everything. The story really draws you in, and
makes you want to keep playing, which is saying alot compared to most of the
games released today. The gameplay is typical Blizzard style real time
strategy. It's the first completely 3D game blizzard's made, and it works
wonders.
___________________________________________________________________________
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|
2. Game Overview
|
|___________________________________________________________________________|
|+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+|

___

___
\_________________________________________________________________/ \
| 2.1
Game Basics
2.1 |
\___/\___/
/

/\
<

> Moving around the screen


\/

Well, it may seem really obvious to veteran players of the game, but maybe
not quite as crystal clear to players new to Blizzard games, or even
Real-time strategy games for that matter. To start with, you must have a
mouse. No ifs ands, or buts about it. It's mandatory! Then, you simply move
the mouse around, when you think it's going to go off screen, it simply
moves the screen in that direction. It's that simple! At first, you may have
trouble with it because the speed will be set too high, and you'll overshoot
your desired location. To fix this, go to menu, then options, and set the
mouse speed back a little. There you go. Have fun!
/\
<

> Grunt Work


\/

Now, for each of the four species, there is a unit that does all the "hard
work" like constructing buildings, or retrieving gold/lumber. Each worker
has ups, and downs.
The humans have peasants. They go back and forth from the gold mine to carry
gold to your town hall. When you're constructing a building, you can assign
more than one peasent to the building to make it build faster. The Humans are
the only race with this ability, so use it to your advantage.
The Undead, have Alcolaytes. They are cult guys and they pray to a ahunted
goldmine to get gold. The good part is that they never leave the gold mine.
They just stand around it and pray. You can only have 5 of them praying to a
single goldmine. Thye bad thing is that they can only collect gold and
construct buildings. Get your basic melee fighter, a Ghoul to get lumber for
you.
Now, onto the Orcs. They use Peons, which act just like the Human's
peasants, except you can't assign multiples of them to one building.
For the night elves, they have wisps, which are like blue balls of floating
gas. Like the Undead, they stand around a gold mine, and get gold, without
ever having to move. Great, eh?

/\
<

> Attack
\/

Well, the idea of the game is to conquer your opponents' army with one of
your own. To do that, you have to first build a suitable type of unit that is
able to attack efficiently. Each of the races has a unit that is good at
ground attacks, and air attacks. Well, once you have an army that suits your
tastes, send them to the enemy. Highlight the unit(s) you want to attack with
and either right click on an enemy building/unit or hit the attack command,
then elect what you want to attack. It s as easy as that! Or, if an enemy
unit walks into your units field of view, you will automatically engage in
combat.
/\

<

> Commands
\/

When a unit or building is selected, you can look at the bottom right hand
corner of the screen to find a little grid system of commands. Commands can
do lots of things. They can allow you to create units, they can help you to
upgrade a unit/building, you can choose to attack an enemy unit, harvest
resources, etc. Some commands, like the building and unit commands, you'll
have to use. Others, like resource collecting, it's a lot easier and less
tedious, to simply highlight the unit and right click on the resource you
want to harvest, right click on the unit to attack, right click to where you
want to move your unit, etc.
/\
<

> Gold
\/

Gold is the main currency of WarCraft. It is very important, and important


that you never run out. Ever hear the saying "the Best things in life are
free" Well forget that. You need money in this game, and lots of it. You can
find these gold mines in lots of places. Look for a Look for a mine that has
what looks like gold pouring out of it, and there ya go, a goldmine. They
appear as yellow circles on the minimap . To mine the gold, get your handy
man and right click on the minerals. He'll go over, grab up some of the
gold and bring them back to the base. It's that simple!
/\
<

> Lumber
\/

Lumber comes from trees, duh. You need lumber to build most of your
buildings, and to give proper weapons and armor to your trained units. It's
fairly easy to find, as trees will grow all over the map. You chop them down
using the labour worker of each race. Usually, it's the same unit that
collects gold. Except for the Undead, in which case, a Ghoul must harvest
lumber. That's about all I have to say. Good luck and happy tree hunting.
/\
<

> Fog of War


\/

This stuff was annoying as hell in the Warcraft series, so why on earth did
they bring it back?! Oh well, I guess it boosts the difficulty of the game,
somewhat. When you go to an area on the map that you haven't previously been
to, then it will start uncovering the map. You can see everything around you,
but if you look a little further back, you'll notice a "fog" has settled in,
and won't let you see what's back there without retracing your steps. As
long as you have a unit there, however, the fog won't close in on you. It's
just sort of a block from letting you see the entire map at all times.
/\
<

> Rally points


\/

Rally points can be very useful, if used properly. To start one up, click on
a building that can produce any type of unit. Now, choose the "Select Rally

Point" command. Now, move the mouse around until you've found where you want
it to be, and left click when you've decided. Now, all the units that come
out of that building, won't just hang around outside of the building,
they'll head straight to the rally point.
___

___
\_________________________________________________________________/ \
| 2.2
Human
2.2 |
\___/\___/
/

===============================
B U I L D I N G S
===============================
Town Hall
---------Gold:
Lumber:
Hit Points:
Armor:

450
150
1500
5

|
|
|
|

The town hall is your basic building. dont leave home


without it! You can upgrade it twice. The first time, it
turns into a Keep, the second time, into a castle. When it
reaches Castle status you will be able to produce anything

<>-------------------------------------------------------------------<>
Barracks
--------Gold:
Lumber:
Hit Points:
Armor:

240
80
1800
5

|
|
|
|

The Barracks produces your battle ready units. The Humans


have three units that come from a barracks; Footmen,
Knights, and Riflemen. Having 2 Barracks' is handy because
that means you can produce two units simultaneously

<>-------------------------------------------------------------------<>
Lumber Mill
-----------Gold:
Lumber:
Hit Points:
Armor:

170
0
900
5

|
|
|
|

When
will
ever
your

you build a lumber mill, any workers gathering lumber


head to eith the toen hall, or the lumber mill; which
is closer. You can use the mill to upgrade how well
peasants gather lumber; carrying more lumber.

<>-------------------------------------------------------------------<>
BlackSmith
----------Gold:
Lumber:
Hit Points:
Armor:

240
50
1200
5

|
|
|
|

The Blacksmith helps you get the latest weaponry, in a


matter of minutes. You don't train units here though, it's
strictly for upgrading your units. You can increase their
defense, attack rating, range, etc.

<>-------------------------------------------------------------------<>
Farm
----Gold:

80

| The Farm is a mandatory building. It provides food for

Lumber:
20 | your units. You cannot create more units, if you don't
Hit Points: 700 | have the food for them to eat. Each farm will provide six
Armor:
5
| food, and the maximum is 90. Try to group them together.
<>-------------------------------------------------------------------<>
Arcane Sanctum
--------------Gold:
Lumber:
Hit Points:
Armor:

210
70
1050
5

|
|
|
|

Do you want magic units in your army? If you do, then this
is a building that you should be looking at. You can make
priests and Sorceresses, as well as upgrades for each unit
class. Use their abilities well.

<>-------------------------------------------------------------------<>
Altar of Kings
--------------Gold:
Lumber:
Hit Points:
Armor:

300
100
900
5

|
|
|
|

The stats of this building are nothing to write home about


but what it does is incredible. It lets you summon Heros!
Your first Hero is free of cost, but it will take 5 food
to keep him there. The altar can also revive dead Heros.

<>-------------------------------------------------------------------<>
Workshop
--------Gold:
Lumber:
Hit Points:
Armor:

240
50
1200
5

|
|
|
|

The Workshop allows you to build Gyrocopters, Mortar Teams


and Steam Tanks. Some pretty powerful units. The workshop
also contains upgrades for the gyrocopter to attack the
the ground, and lets the mortar teams see more of the map.

<>-------------------------------------------------------------------<>
Scout Tower
-----------Gold:
Lumber:
Hit Points:
Armor:

80
20
500
5

|
|
|
|

The Scout Tower is just that, a tower that


doesn't do any attacks...yet. You ahve two
upgrading it. A guard tower, which is good
or a Cannon Tower, which is good for large

scouts. it
options for
for close range
groups of ememy

<>-------------------------------------------------------------------<>
Gryphon Aviary
--------------Gold:
Lumber:
Hit Points
Armor:

250
120
1200
5

|
|
|
|

The aviary lets you train gryphon riders. They are dwarves
that ride ont he backs of gryphons throwing large hammers
at the enemy. You can get an upgrade here that allows the
hammer to travel through one enemy, and hit another.

===============================
U N I T S
===============================

Peasant
-------Gold:
Lumber:
Hit Points:
Armor:

90
0
220
0

|
|
|
|

The peasant is your grunt worker. He will collect gold


from the mines, or collect lumber from the trees, whatever
you want him to do. If he needs to, he will also join the
militia, which gives him a sword, making him able to fight

<>-------------------------------------------------------------------<>
Footman
-------Gold:
Lumber:
Hit Points:
Armor:

160
0
420
2

|
|
|
|

The footman is your


trusty sword by his
a footman can be of
footmen late in the

basic
side.
help,
game,

melee unit. He fights with a


When accompanied by other units
but if you just mass produce
your just setting yourself up.

<>-------------------------------------------------------------------<>
Rifleman
--------Gold:
Lumber:
Hit Points:
Armor:

240
30
520
0

|
|
|
|

The Rifleman is a good unit overall. He is equipped with a


large rifle, which is where his name originated from. He
is a ranged fighter, meaning he can attack an enemy from
a distance. WHich is a great advantage for you.

<>-------------------------------------------------------------------<>
Knight
------Gold:
Lumber:
Hit Points:
Armor:

290
60
800
0

|
|
|
|

Your horse mounted melee fighter. A Knight is quite a bit


stornger than a footman, and add to the case that he's
faster, due to being mounted on a horse, he is without a
doubt, the best melee fighter the Human's have to offer.

<>-------------------------------------------------------------------<>
Priest
------Gold:
Lumber:
Hit Points:
Armor:

160
60
220
0

|
|
|
|

The Priest is a healer, not a fighter, although if things


get rough, he'll step in and try his hardest. Not only can
he heal, but he has other spells too, both offensive, and
defensive. Things like rasing defence, and rasing strength

<>-------------------------------------------------------------------<>
Sorceress
---------Gold:
Lumber:
Hit Points:
Armor:

180
20
250
0

|
|
|
|

A magic casting unit, the sorceress can play an important


role in the battelfield. She can decrease or even stop the
speed of enemy soldiers, leaving them pretty much
defenseless. She can also cloak one of your units.

<>-------------------------------------------------------------------<>

Mortar Team
-----------Gold:
Lumber:
Hit Points:
Armor:

210
70
380
0

| The mortar team is great. A long distance attack that has


| splash damage as well. You can also use the team to
|destroy trees. Use this to your advantage, and try to
| get rid of the enemies trees, which means no more lumber.

<>-------------------------------------------------------------------<>
Gyrocopter
----------Gold:
Lumber:
Hit Points:
Armor:

220
60
350
2

|
|
|
|

These copters are like scouts. They are very fast, so you
can fly them around the map to locate the enemies base.
It can learn true sight, which lets it see cloacked
enemies. It can also upgrade to be able to attack ground.

<>-------------------------------------------------------------------<>
Steam Tank
----------Gold:
Lumber:
Hit Points
Armor:

230
60
700
2

|
|
|
|

This unit is a mixed bag of feelings, that's for sure. It


can attack enemy buildings for large amounts of damage,
but it wont attack enemy units. Just make sure you've
already sent the infantry in, to clear up the enmies units

<>-------------------------------------------------------------------<>
Gryphon Rider
-------------Gold:
Lumber:
Hit Points:
Armor:

330
70
650
0

|
|
|
|

This is the heavy hitter


throw hammers at people.
amazing, but i guess the
it does a fair amount of

for the Humans. The Rider can


Well, that might not sound so
hammer picks up velocity, because
damage.

___

___
\_________________________________________________________________/ \
| 2.2
Undead
2.2 |
\___/\___/
/

===============================
B U I L D I N G S
===============================
Necropolis
----------Gold:
Lumber:
Hit Points:
Armor:

350
0
1500
5

|
|
|
|

This building acts as the center of your base. Without it,


the construction of other buildings is impossible. It has
two upgrade options: The Halls of the Dead, and a Black
Citadel. Those upgrades improve hit points.

<>-------------------------------------------------------------------<>

Crypt
-----Gold:
Lumber:
Hit Points:
Armor:

280
50
1300
5

|
|
|
|

The crypt acts as the training center for some of your


attacking units. You get the Ghoul, the Crypt Fiend, and
the Gargoyle. The Ghoul is needed to harvest lumber, the
Fiend is a ranged fighter, and the gargoyle is an air unit

<>-------------------------------------------------------------------<>
Haunted Gold Mine
-----------------Gold:
Lumber:
Hit Points:
Armor:

300
170
1300
5

|
|
|
|

Before you are able to collect gold from a mine, you must
haunt it. You can only build a haunted gold mine overtop
of an existing gold mine. It has five slots on it, each of
them dedicated to a single Acolayte that will get you gold

<>-------------------------------------------------------------------<>
Graveyard
---------Gold:
Lumber:
Hit Points:
Armor:

250
0
900
5

|
|
|
|

Here, you can upgrade your unit's armor and attack


damages. It also serves as a drop point for any ghouls
that are currently harvesting lumber. This building is a
prerequsite for a lot of units, so make sure you have one.

<>-------------------------------------------------------------------<>
Ziggurat
--------Gold:
Lumber:
Hit Points:
Armor:

150
50
550
5

|
|
|
|

This is your basic building that supplies food to your


undead forces. It's very important that you have these
somewhere in your base. They can be upgraded into
defensive towers that shower the enemy with energy.

<>-------------------------------------------------------------------<>
Sluaghterhouse
--------------Gold:
Lumber:
Hit Points:
Armor:

240
80
1200
5

|
|
|
|

A slaughterhouse will create the ultimate melee fighter,


an abomination. This a huge undead sewn together...thing
that wreaks havoc on the enemies. The house also creates
meat wagons, which are ranged catapults.

<>-------------------------------------------------------------------<>
Altar of Darkness
-----------------Gold:
Lumber:
Hit Points:
Armor:

300
100
900
5

|
|
|
|

The stats of this building are nothing to write home about


but what it does is incredible. It lets you summon Heros!
Your first Hero is free of cost, but it will take 5 food
to keep him there. The altar can also revive dead Heros.

<>-------------------------------------------------------------------<>

Temple of the Damned


--------------------Gold:
Lumber:
Hit Points:
Armor:

225
80
1100
5

|
|
|
|

This is your spellcaster production building. It allows


you to create banshees and Necromancers. It also has
various upgrades available for each unit class. Using the
Necromancer, you can summon skeletons to fight for you.

<>-------------------------------------------------------------------<>
Bone Yard
---------Gold:
Lumber:
Hit Points:
Armor:

350
125
1500
5

|
|
|
|

The Bone Yard allows you to create Frost Wyrms. An entire


building just to construct one unit. It had better be a
powerful unit then, and it is. The Frost Wyrm is a great
arial attacker that can stop enemy unit production.

<>-------------------------------------------------------------------<>
Sacrificial Pit
---------------Gold:
Lumber:
Hit Points:
Armor:

200
80
900
5

|
|
|
|

There isn't much to say about this building. As the name


implies, you sacrifice units. In this case, Acolytes.
They get turned into a new unit called a shade. A shade
is an invisible unit.

===============================
U N I T S
===============================
Alcolyte
--------Gold:
Lumber:
Hit Points:
Armor:

90
0
180
0

|
|
|
|

This is your worker unit. An Acolyte will pray to a


haunted gold mine in order to get you money. They also
construct buildings. When you summon a building, you don't
have to wait for it to finish, just send your unit away.

<>-------------------------------------------------------------------<>
Ghoul
-----Gold:
Lumber:
Hit Points:
Armor:

140
0
330
0

|
|
|
|

The Ghoul is your basic melee unit. It's the first one
that you can build. Although not great, it can serve you
well in the early game. A Ghoul is also used to harvest
lumber. It can heal itself by eating friendly corpses.

<>-------------------------------------------------------------------<>
Crypt Fiend
-----------Gold:

250 | This unit is a ranged fighter, meaning it attacks from a

Lumber:
40 | distance using an energy beam of sorts. At first, it only
Hit Points: 550 | attacks ground troops, but after getting the web upgrade,
Armor:
0
| it can bring a flying unit down to the ground for 20 secs
<>-------------------------------------------------------------------<>
Gargoyle
--------Gold:
Lumber:
Hit Points:
Armor:

220
30
400
5

|
|
|
|

A gargoyle
land units
your army.
turns your

is an arial combat unit. It can attack both


and air units, making it a worthy companion for
It can learn the Stone Form ability which just
gargoyle into stone, increasing its defense.

<>-------------------------------------------------------------------<>
Meat Wagon
----------Gold:
Lumber:
Hit Points:
Armor:

270
65
450
2

|
|
|
|

This is a long distance catapult. It gets its name from


the type of ammo it flings. Meat pulled from enemy
corpses. It does alot of damage, but if it gets assaulted
by a melee unit, it's doomed. Always have backup nearby.

<>-------------------------------------------------------------------<>
Abomination
-----------Gold:
Lumber:
Hit Points:
Armor:

280
70
1080
2

|
|
|
|

An Abomination is the King of undead melee units. It's a


very large monster sewn together with thread. It can take
on anything one on one, exceot for a hero, which makes it
a very worthy choice for your army.

<>-------------------------------------------------------------------<>
Necromancer
-----------Gold:
Lumber:
Hit Points:
Armor:

170
20
230
0

|
|
|
|

This is one of your main spellcasters. A Necromancer can


learn the ability Raise Dead, which does exactly what it
says; you summon skeletons from the ground to fight for
you. There are other spells that he can learn too.

<>-------------------------------------------------------------------<>
Banshee
-------Gold:
Lumber:
Hit Points:
Armor:

180
30
210
0

|
|
|
|

This is your other main spelcaster. The flying banshee


can autocast a spell called Curse, which makes a 25%
chance that the enemy unit you select will miss with its
attack. She can also learn magic defense skills.

<>-------------------------------------------------------------------<>
Frost Wyrm
----------Gold:

450 | This is like a huge flying tank. The Wyrm is almost like a

Lumber:
120 | larger version of the gargoyle. It can deal alot of
Hit Points: 1100 | damage, and it has alot of health. The disadvantage? It's
Armor:
0
| a pretty slow unit. It's best to have backup units around.
___

___
\_________________________________________________________________/ \
| 2.3
Orcs
2.3 |
\___/\___/
/

===============================
B U I L D I N G S
===============================
Great Hall
----------Gold:
Lumber:
Hit Points:
Armor:

450
150
1400
5

|
|
|
|

This is your most crucial building in the base. It is like


the center of the universe; without it, everyhting would
fall apart. It can be upgraded to a Stronghold, and then
to a Fortress. It can create Peons.

<>-------------------------------------------------------------------<>
Barracks
--------Gold:
Lumber:
Hit Points:
Armor:

260
70
1200
5

|
|
|
|

This is the building that you train your horde in. At


first, you can only make grunts, but once you construct
new buildings, you'll also be able to train Headhunters
and catapults. You can get some Headhunter upgrades too.

<>-------------------------------------------------------------------<>
War Mill
--------Gold:
Lumber:
Hit Points:
Armor:

240
0
1000
5

|
|
|
|

This acts as a drop off for harvested lumber. It also acts


as a gateway to the world of upgrades for your battalion.
If you build lots of these, you can have your units
upgraded in no time.

<>-------------------------------------------------------------------<>
Burrow
------Gold:
Lumber:
Hit Points:
Armor:

170
50
600
5

|
|
|
|

This is the building that supplies food for your army.


Each Burrow will provide you with 10 more food. The
Burrow can also be used as a bunker, whereas Peons will
come running, and hide int hem and poke the enemy.

<>-------------------------------------------------------------------<>
Spirit Lodge
------------Gold:
Lumber:

225 | From the Spirit Lodge,you are able to create spell casters
90 | to, well, cast spells. You can train Shamans, or Witch

Hit Points: 800 | Doctors. Each have different spells, and specialties. The
Armor:
5
| also has upgrades for both units at your disposal.
<>-------------------------------------------------------------------<>
Altar of Storms
---------------Gold:
Lumber:
Hit Points:
Armor:

300
100
900
5

|
|
|
|

So you want to summon a hero, and you dont know how? Well,
just use this building to summon one of three heros. That
is, providing you have enough food stock to even support
a hero. Some heros also have prerequsites.

<>-------------------------------------------------------------------<>
Beastiary
---------Gold:
Lumber:
Hit Points:
Armor:

230
70
1100
5

|
|
|
|

This is where you create some of your heavy hitters. You


can make Raiders, Kodo Beasts, and Wyverns. There are
also an assortment of upgrades for each. Are you
overwhelmed yet? Didn't think so...

<>-------------------------------------------------------------------<>
Watch Tower
-----------Gold:
Lumber:
Hit Points:
Armor:

180
80
500
3

|
|
|
|

A watch Tower is a tower that will fire arrows at both


enemy air and ground troops. Unlike the Human's scout
tower, the watch tower doesnt have to be upgraded at all
to attack the enemy.

<>-------------------------------------------------------------------<>
Tauren Totem
------------Gold:
Lumber:
Hit Points:
Armor:

180
30
1200
5

|
|
|
|

This building does nothing other than create Taurens. They


are one of the Orcs mosr powerful units. It flies, and it
dishes out a ton of damage. The Totem also has an ability
for your taurens, Pulverize.

===============================
U N I T S
===============================
Peon
----Gold:
Lumber:
Hit Points:
Armor:

90
0
250
0

|
|
|
|

This is your labour worker. A peon will mine your god from
the mines, and harvest lumber from the trees. What more do
you want from a unit? When under extreme conditions, you
can also herd peons into Burrows to defend your base.

<>-------------------------------------------------------------------<>

Grunt
-----Gold:
Lumber:
Hit Points:
Armor:

235
0
680
1

|
|
|
|

A Grunt is your basic melee fighter. He fights with his


sword, and hands if nessicary. He id fairly powerful, in
comparison to the other races basic fighter. You may want
to have a few of them in your army, but not too many.

<>-------------------------------------------------------------------<>
Troll Headhunter
----------------Gold:
Lumber:
Hit Points:
Armor:

160
20
280
0

|
|
|
|

A trollheadhunter is a spear thrower. A ranged spear


thrower. He has very little hit points, so you don't
exactly want to send a group of these guys in to battle.
Send them behind your melee units if anything.

<>-------------------------------------------------------------------<>
Catapult
--------Gold:
Lumber:
Hit Points:
Armor:

260
70
500
2

|
|
|
|

The Catapult is a long ranged seige weapon. It's very


effective against buildings, groups of enemies, or an
enemy standing still. An enemy melee unit can rip it apart
so you should use these behind your main forces.

<>-------------------------------------------------------------------<>
Shaman
------Gold:
Lumber:
Hit Points:
Armor:

150
20
260
0

|
|
|
|

A shamaan is the Orcs primary spell caster. He can do


things like lightning shield, which makes a shield of
lightning around an ally, or Bloodlust. Bloodlust triggers
something inside the Orcs, and their rage takes over.

<>-------------------------------------------------------------------<>
Troll Witch Doctor
------------------Gold:
Lumber:
Hit Points:
Armor:

170
25
240
0

|
|
|
|

This is the 'other' spellcaster. He can summon an


invisible scout for you. This is useful if you dont know
where the enemy is, or if you want to see whats going on
in another's base. He can be upgraded at Temple of Damned.

<>-------------------------------------------------------------------<>
Raider
------Gold:
Lumber:
Hit Points:
Armor:

210
40
610
0

|
|
|
|

A Raider is a wolf rider. He rides on the back of a fairly


big wolf. He's a melee unit, and he does decent amounts of
damage. He is also very fast, so it's easier to retreat a
group of them. A Raider has the ensnare ability.

<>-------------------------------------------------------------------<>

Wyvern
------Gold:
Lumber:
Hit Points:
Armor:

310
40
500
0

|
|
|
|

This is the flying unit of the Orcs. It is powerful, and


does alot of damage, but it doesn't have alot of hit
points. These are your best bets towards enemy air units,
backed up by troll headhunters.

<>-------------------------------------------------------------------<>
Kodo Beast
----------Gold:
Lumber:
Hit Points:
Armor:

300
60
790
1

|
|
|
|

The Kodo is a huge lumbering melee fighter. His attack


rating isn't very good, but his abilities are very good.
He can create an aura that increases the strength of any
nearby units. He can also devour an enemy unit.

<>-------------------------------------------------------------------<>
Tauren
------Gold:
Lumber:
Hit Points:
Armor:

325
80
1300
3

|
|
|
|

Tauren's are like bulls, sort of. They are big and
powerful, and they have a very bad temper. Taurens are
most powerful regular units you can train. Coupled with
alot of hit points, and agood ability, things gets better.

___

___
\_________________________________________________________________/ \
| 2.5
Night Elves
2.3 |
\___/\___/
/

===============================
B U I L D I N G S
===============================

Tree of Life
------------Gold:
Lumber:
Hit Points:
Armor:

400
150
1000
2

|
|
|
|

The Tree of Life is also the center of your base. A


primary structure if you will. It can be upgraded into a
Tree of Eternity, or a Tree of Ages. It produces your
worker unit; a wisp. You can uproot the tree and move it.

<>-------------------------------------------------------------------<>
Ancient of War
--------------Gold:
230 | This is your primary attack unit building. You can train
Lumber:
70 | most of what you will need from this building. You can
Hit Points: 800 | also upgrade most of abilities of the units, from here as

Armor:

| well. Archers, Huntresses, and Ballistas are to be picked.

<>-------------------------------------------------------------------<>
Hunter's Hall
-------------Gold:
Lumber:
Hit Points:
Armor:

245
100
1100
2

|
|
|
|

This is your main upgrade facility. You can do almost


anything here..well, as far as upgrading your units goes.
You can imrprove their speed, their defense, their attack,
and allow them to see further at night.

<>-------------------------------------------------------------------<>
Ancient Of Lore
---------------Gold:
Lumber:
Hit Points:
Armor:

240
80
750
2

|
|
|
|

This is your spellcaster building. You can create Dryads,


and Druids of the Claw. There are also training upgrades
for each of those units. The Acient of Lore is capable of
uprooting itself to swith locations, or even to fight.

<>-------------------------------------------------------------------<>
Moon Well
---------Gold:
Lumber:
Hit Points:
Armor:

175
40
750
2

|
|
|
|

This is your food providing building. Each well provides


10 pieces of food for your army. It also has the abilty to
heal your units. To switch autocasting of this feature on,
simply right click the icon in the command manager.

<>-------------------------------------------------------------------<>
Ancient of Wind
---------------Gold:
Lumber:
Hit Points:
Armor:

220
80
750
2

|
|
|
|

This Ancient is a building capable of training the Night


Elves flying unit, a Hippogryph. You can also create a
Druid of the Talon. There are upgrades to go along with
each unit, as usual.

<>-------------------------------------------------------------------<>
Altar of Elders
-----------------Gold:
Lumber:
Hit Points:
Armor:

300
100
900
2

|
|
|
|

The altar lets you summon


of charge, other than the
keep him there. Your next
gold. The altar also lets

a hero. Your first hero is free


fact that it takes 5 food to
hero however, will take 500
you revive dead heros.

<>-------------------------------------------------------------------<>
Acient Protector
----------------Gold:
240 | This acient is a defender. It doesn't have any units to
Lumber:
100 | create or anything, it just defends your base. When its
Hit Points: 550 | rooted in the ground, it throws boulders at both land and

Armor:

| air troops. When it's uprooted, it becomes a melee fighter

<>-------------------------------------------------------------------<>
Chimaera Roost
--------------Gold:
Lumber:
Hit Points:
Armor:

280
100
1200
2

|
|
|
|

The Roost trains Chimaeras. It also has a corrosive


breath upgrade for the Chimaera too. This building cannot
be uprooted and moved, because it is not an acient, so
when you choose to build the roost, choose a good place.

===============================
U N I T S
===============================

Wisp
----Gold:
Lumber:
Hit Points:
Armor:

70
0
120
0

|
|
|
|

This is your worker unit. It collects gold and lumber.


Like the Undead's Acolaytes, it can stand at a gold mine
and get gold from it. It can also stay at a tree in the
forest and collect lumber, without returning to the base.

<>-------------------------------------------------------------------<>
Archer
------Gold:
Lumber:
Hit Points:
Armor:

150
10
260
0

|
|
|
|

This is the first unit you can make from the Ancient of
War. It's not all that great by itself, but when
accompanied by other units, it holds its own. The Archer
fires arrows at its enemies, in case you didnt guess...

<>-------------------------------------------------------------------<>
Huntress
--------Gold:
Lumber:
Hit Points:
Armor:

225
20
550
1

|
|
|
|

This melee figher is a night elve on top of what appears


to be a panther of sorts. The Huntress can attack two
enemies per hit, and once she's upgraded, she can hit
three per turn. Very helpful when dealing with big forces.

<>-------------------------------------------------------------------<>
Dryad
-----Gold:
Lumber:
Hit Points:
Armor:

170
60
380
0

|
|
|
|

This unit can learn a few anti-magic abilties, so I guess


its not really fair to call her a spellcaster. She has the
ability to get rid of all bad magic effects on your units,
and get rid of all the good effects on enemy units.

<>-------------------------------------------------------------------<>

Ballista
--------Gold:
Lumber:
Hit Points:
Armor:

245
85
450
2

|
|
|
|

This is the long ranged siege weapon of the allies. Very


effective against buildings, not so good against units.
Never just send in a group of Ballistas, because they will
get slaughtered. Send them in behind your main forces.

<>-------------------------------------------------------------------<>
Druid of the Claw
-----------------Gold:
Lumber:
Hit Points:
Armor:

300
80
430
1

|
|
|
|

This is the melee spellcaster for the Night Elves. He has


a few good spells, including one where he can turn himself
into a bear. His hit points double, as does his attack
damage. You can make him a Night Elf again at any time.

<>-------------------------------------------------------------------<>
Druid of the Talon
------------------Gold:
Lumber:
Hit Points:
Armor:

160
20
225
0

|
|
|
|

This is the secondary spellcaster. He, like the Druid of


the Claw, has some pretty good abilities. He can turn
himself into a storm crow, so that he can fly, he can also
lower the enemies armor rating which should help in battle

<>-------------------------------------------------------------------<>
Hippogryph
----------Gold:
Lumber:
Hit Points:
Armor:

190
20
500
0

|
|
|
|

This is the flying unit. At first, it can only attack air.


But once you tame it via an upgrade, you can put an archer
on its back, to attack ground forces. Overall, it's a
pretty good unit.

<>-------------------------------------------------------------------<>
Chimaera
--------Gold:
Lumber:
Hit Points:
Armor:

390
70
900
2

|
|
|
|

This is the flying heavy hitter for the Night Elves. A


Chimaera can only attack ground units, but it's very good
at what it does. It can learn the Corrosive Breath ability
which does extra damage to buildings.

___________________________________________________________________________
|+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+|
||
|
3. Walkthrough
|
|___________________________________________________________________________|
|+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+|

___

___
\_________________________________________________________________/ \
| 3.1
Exodus of the Horde
3.1 |
\___/\___/
/

=============================
Chapter 1 - Chasing Visions
=============================
Main Quest:
-----------------Find the Prophet

This campaign is known as a tutorial. If you're familiar with real time


strategy games, then it's fine if you skip the whole campiagn, that is, if
you dont mind missing a few story elements. Anyways, when you get control of
Thrall, right click on the beacon that you see. Thrall will move over to it.
Now, do the same for the next beacon. The third beacon is located north
west. Right click on it, and Thrall will move through the fog of War to get
to it. Now, click on the fourth beacon and you will be sent up to a town.
There are a few grunts here. Click, and hold the button, now drag it over
Thrall and the grunts. Now, they're all in the same party. When you have
them all highlighted, you can move them all at once.
Anyways, head towards the next beacon. You'll come across an enemy. A gnoll.
Send your troops to kill it by right clicking on it. Great, now,
head towards the next beacon. You'll come across another group of gnolls.
Make sure you hav all your units attacking one enemy at a time, that way,
you take the enemy out faster, you might reduce your casualty rate. Now,
just keep following the path and beacons until you come to a one with a
familiar raven floating above...
_____________________________________________________________________________
=======================
Chapter 2 - Departure
=======================
Main Quest:
-----------------Build a Burrow
Build a War Mill
Build a Barracks
Train 5 Grunts

Main Quest:
----------Find Grom

This is a fairly easy mission. You start off with a single Peon, so send him
into the gold mine to get gold. When you have enough gold, build another
peon. The game will give you another three Peons. Send two of them to get
gold, and one of them to get lumber. When you're other Peon finishes its
training, send it to the woods as well. Now, when you have enough money and
lumber, build a barracks, by selecting a Peon and going to the build option
in the bottom right corner. You also need to build a burrow, and a war mill.
You construct them the same as the barracks. Now, with all the buildings out
of the way, you need to train five grunts. Just select the Barracks, and
build one whenever you have the chance. When you get your five, a cut scene
will trigger. Afterwards, your onto the second main quest.

You have to Rescue Grom. I suggest building about four more grunts before
you continue, but the choic eis up to you. Either way, select your party,
and send them south, to the bridge. A couple of human footmen will coem and
attack the towers, but you dont need to do anything, the towers will fend
for themselves. Anyways, head across the bridge with your party. on the
other side of the bridge is a scout tower. Destroy it if you like, but
continue downt he path. You'll eventually reach a high castle gate, right
click on it to make your party attack it. Head north, into the town. There
are two footmen, so take them out of action. A grunt will be freed from the
cage here, so you can add him to your party.
Now, go south west, down the path. A footman will come running out. Kill him
to release a Shaman from the cage. Add him to your party, and continue down
the path. You'll come across another footman and two riflemen. Wreak havok
on them, and continue up the path. You'll come across even more footmen.
Take them out and 2 grunts and another Shaman will be released from their
cage. Add them to your party and keep going. You'll come across two knights
and another gate. This is where hellscream is being kept. Take down the gate
and go after the southern guard tower. Then, work counter clockwise and take
out all the guard towers. When they're all crumbled to the ground, it's
mission complete.
_____________________________________________________________________________

___

___
\_________________________________________________________________/ \
| 3.2
The Scourge of Lordaeron
3.2 |
\___/\___/
/

=======================================
Chapter 1 - The Defense of Strahnbrad
=======================================
Main Quest:

Optional Quest:

Optional Quest:

Defend Strahnbrad
------------------------Travel to Strahnbrad
Defeat the Slave Master
Arthas must survive

Timmy
----------------------Rescue Timmy
Slay Gnoll Kidnappers
Arthas must survive

BanditLord
---------------------Slay The Bandit Lord
Arthas must survive

Defend Strahnbrad
For the main quest, all you have to do is defend Strahnbrad from the Orcs.
It's fairly simple to do. Just head down the path south east. They already
show you where Strahnbrad is, so you just need to follow the path to get
there. When you reach the gates of the town, a few Orc units will slaughter
villagers. Quickly take care of the orcs. Then, head up into the town. The
Slave Master is in the northwest part of the city. You'll know you're there
when a cut scene takes over. Now, you have to defeat the Slavemaster and his
guards. I suggest going after the guards first, because they're easier to
kill. When they're dead, you can concentrate on the SlaveMaster. When he's
dead, the main quest is complete.

Timmy
So, you want to save poor little Timmy, huh? Well, when the chapter begins,
head south, through the town. At the bottom is a villager with an
exclamation mark over his head. Go near him, and he'll run inside and get
his armor and weapons. You now have two new footmen. Now, head right a
little, and you will see a woman willager with an exclmation mark over her
head. It seems the Gnolls have come and kidnapped her little Timmy. It's
your job to get him back. Head northeast, along the forest path. You'll come
to a Gnoll Camp with three level 1 gnolls. Kill them, and click on Timmy's
cage. His mom will come running and give you a reward; a ring of protection.
Banditlord
To slay the Bandit, head along the path that you would normally follow, as
if you were going to Strahnbrad. When you get near the bridge, you'll see a
couple monsters attacking a few villagers. Help them out. The monsters will
runa way. They seem to have stolen the villagers ledger, and without it, his
farm will surely die. Head southeast, down the path to find the BandidtLord.
Kill him, get the ledger, and bring it back to the villager. You get a Tome
of Strength as a reward.
_____________________________________________________________________________
==============================
Chapter 2 - Blackrock & Roll
==============================
Main Quest:

Main Quest:

Optional Quest:

Establish Base
---------------------Construct a Barracks
Construct two farms
Train six footmen

Blademaster
-----------------------Defeat the Blademaster
Arthas Must Survive

Searinox
--------------------Bring heart of
Searinox to Feranor
Slay Searinox

Establish Base
The first main quest is fairly simple. You dont start off with much, so
train a peasant to construct your buildings. Make a Barracks first thing, as
you will need some defense. The enemy will almost always attack you through
the east side of the base, so have most of your defense go into that area.
AFter the Barracks is done, construct your farms. Then, just keep training
footmen. You can build a blacksmith to train riflemen if you want.
Blademaster
Anyways, make sure you have a pretty big force, and that you're ready to do
this. Now, head out of your base and go to the right to find a blacksmith.
The owner will offer you an optional quest, and he will give you a couple of
riflemen. That should help you with the Blademaster. There are two ways you
can go after the Blademaster. Either go northeast, right up the pathway to
him, or head north, and take out the Orc base first, then move your troops
to the right and take him out. It doesn't really matter which way you decide
to go, as they both have their advantages.
Searinox

To get the Seainox quest, head out of your base to the right to find a
couple elves, with a blacksmith. They will offer you the quest, and give you
a couple riflemen. You also get to use their blacksmith now, so I suggest
building more riflemen before you go after Searinox. Searinox is in the
bottom right hand corner of the map. You'll have to go through a few other
dragons to get to him. he's level 8, so he's fairly powerful too. ANyways,
attack him with everything you have, but remember, he's an air unit, so you
can't use footmen against him. When he's dead, bring his heart back tot he
eleves to get your reward; an orb of fire.
_____________________________________________________________________________

===================================
Chapter 3 - Ravages of the Plague
===================================
Main Quest:

Main Quest:

Optional Quest:

Investigation
--------------------Explore Countryside
Arthas must survive
Jaina must survive

Grain
------------------------Destroy Grain Warehouse

Fountain of Health
------------------------Find Fountain of Health

Investigation
You start out the chapter with Arthas, Jaina, and a few footmen. Head north
up the path and talk to the villager with the exclamation mark. She will
tell you something is happening to the bridge of ahead. Head up the bridge
and the workers will tell you that the bridge has been destroyed. Head
northeast, along the trail. Head past the farm to find some bandits
slaughtering the villagers. Killt he bandits, then talk to the villager with
the exclamation mark. You will be given a potion of greater healing, and an
optional quest. Anyways, cross the river by following the pathway underwater.
This place is full of murlocs, so destroy any that you come across.
When you reach dry land, you'll see a battle raging between human, and
undead, join in and help. Whent eh battle's over, select all remaining
troops, and be on your way, keep following the path up towards the top left
corner. The path curves and starts heading south. Follow it. You'll be
ambushed by some undead guards, destroy them. A cut scene will trigger.
Afterwards, destroy the infected granary, and continue down the path. Once
again, you'll be ambushed, so be careful,a nd take out the undead. When you
reach the town, you will aqquire two priests, they can heal your units, so
they're fairly valuable. Keep goin left.
Grain
Keep heading left to find a couple skeleton archers. Kill them, and keep
going along the path. You'll come across a mortar team firing at a group of
skeletons. Help them defeat the skeletons and othe rundeads that come out of
nowhere, and you get to keep the mortar team in your party. Now, head north.
When you reach the grain factory, a cut scene will trigger. Afterwards, you
must defeat the remaining undead, and destroy the factory. There is an
abomination here, so be careful, and take it out as quickly as possible.
Then, go for the factory, and it's mission complete.

Fountain of Health
The Fountain of Life quest is really easy. From the broken bridge, follow
the path until you see a villager with an exclmation mark over his head,
talk to him to recieve the quest. A little light flashes on your minimap,
and it tells you exactly where the fountain is, you just have to get there.
Go along the chapter as you normally would. Then, steer off the path when
you see it, to be taken to the fountain of health. It heals all your guys,
so you should go to it, if your battalion is suffering.
_____________________________________________________________________________
================================
Chapter 4 - Cult of the Damned
================================
Main Quest:

Main Quest:

Investigate Andorhal
-------------------Explore Andorhal

Kel'Thuzad
----------------Find Kel'Thuzad

Investigate Andorhol
When you start the chapter, your base will be building. When your three main
buildings are done, select your barracks, and get some footmen. When you
feel you have a pretty good force, start heading north. You'll encounter
some undead almost immediately. Keep going. You'll see a villager women get
slaughtered by an undead, kill him. Now, start heading northward. You'll
encounter an undead base, but dont worry, it's basically unguarded. Take out
the units first, then start attacking the buildings. Be careful of the
spirit tower in the top right, as well as the necropolis, that shoots
energy beams at you. Once you are done with the base, head north again, into
the city to trigger a cut scene.
Kel'Thuzad
Now, you must track down Kel'Thuzad. You'll find him if you follow the north
path, but i suggest getting more units first, because he has some pretty
good body guards. Anyways, take down the abominations, and run into the
clearing where Kel'Thuzad is. Cut him down like meatloaf, and you will be
rewarded with another cut scene. Mission: Complete.
_____________________________________________________________________________
==================================
Chapter 5 - March of the Scourge
==================================
Main Quest:

Optional Quest:

Defend Hearthglen
---------------------------Survive for thirty minutes

Grain Caravan
------------Destroy Grain Caravan

Defend Hearthglen
This mission is pretty easy, as long as you build a decent defense. The

enemy will usually attack through the north gates, so make sure you have a
lot of defense up there. The second most attacked is the west gate. The east
gate doesn't get attacked until the last minute or so, so you don't really
need to spend time worrying about it. The best form of defense are towers.
Build a wall of scout towers at each gateway, and upgrade them into guard
towers. Then, build another wall of scout towers behind the first, upgrading
them into cannon towers. That will stop most forces, but ti helps to have
extra firepower. Build a bunch of mortar teams, and position them at each
gate. Riflemen don't exactly hurt either. That's about all the defensive
strategies I have for this level. Good luck, and happy survival...
Grain Caravan
To destroy the grain caravan, get an army together and go to the town in
front of the last place is was visiting. Either wait for it there, or head
down the path and meet it halfway. It's composed of some heavy duty
equipment, so be careful. You're going to want to keep an eye on the
ever advancing undead coming to your base as well. When you defeat the
caravan, you will get a medallion of courage, and a scroll of town portal as
rewards.
_____________________________________________________________________________
=========================
Chapter 6 - The Culling
=========================
Main Quest:
Culling of Straholme
-----------------------------------------Destroy Plagued Villagers Houses
Kill 100 zombies
Stop Mal'Ganis from claiming 100 zombies

Culling of Stratholme
This mission can be easy or hard, depending on how you play it. Basically,
the idea is that you kill 100 zombi villagers, before Mal'Ganis claims them
for his army. Try to quickly build a decent army, and send them to the first
town you see. Start destroying the houses, to let the villagers out. It's
best to kill them before they turn into the undead, because it's faster. Just
press "A" and select the villager you want to attack. I also suggest to keep
on building reinforcements. If your score is higher than Mal'Ganis' then
he's probably going to bring his elite guards and come find you. If this
happens, you're forced to fight. Take out Mal Ganis last, because he
regenerates in about 2 minutes after his death. The undead will also attack
your base, so make sure you have some spare troops lying around. You may
also have to use call to arms to turn your peasants into the militia. It
isn't too hard to beat this. If you have mortar teams, it's faster to blow
up the houses so that you can kill the villagers.
_____________________________________________________________________________
====================================
Chapter 7 - The Shores of Nothrend
====================================

Main Quest:

Main Quest:

Optional Quest:

Establish Base
--------------------Locate a Gold Mine
Arthas Must Survive

Mal'Ganis
------------------------Destroy Mal'Ganis' Base

Rescue Team
------------------------Rescue the Dwarven Base

Establish Base
Now, head southeast, and you will almost immediately be attacked by a pack
of wolves. Kill them, and continue along the path. You'll see another pack
of wolves at a fork in the path. Kill them. Now, you can go north,a nd fight
some creeps to get experience, or you can go east, towards the gold mine you
need to locate. The choice is yours. Just make sure that in the end, you
head towards the gold mine. You'll see another fork in the road, and the
same rules apply. Go north to fight creeps, or east towards the gold mine.
When the path curves northward, just keep following it until a cut scene is
triggered.
Mal'Ganis
Well, now you have a base, you just need an attack force to go after
Mal'Ganis. So, get to work. Develop an army capable of hitting hard, and
fast. You'll need quite a few riflemen, because undead gargoyles are going
to be coming after you alot. You're also going to want at least three mortar
teams. Melee ground units are a must too. Don't build too many footmen, try
to concentrate more on the knights. Upgrade all the units you plan to attack
with as well. When you think you're ready, start heading up the northwest
path. Mal'Ganis has quite a few spirt towers, so that's where the mortar
teams will come in handy. So, basically, you just storm in there and kick the
crap out of the base. It's fairly easy, as it's not a big base. Good Luck.
Rescue Team
The optional quest in this chapter, is to recue muradins base. It is trapped
in the upper right hand corner of the map. The undead have built a base
right in front of it! It's small base though. Consisting of three spirit
towers, a graveyard and a necropolis. You should be able to take it out with
a few mortar teams, and your heroes. When the base is degeated, you will
gain control of mUradins old base, giving you all the units along with it.
Great!
_____________________________________________________________________________
========================
Chapter 8 - Dissension
========================
Main Quests:
Burn the Boats
--------------------------------------------Destroy the five ships before time runs out

Burn the Boats


This chapter, once again, is fairly easy. You have to destroy five boats in
25 minutes. Grab your heroes and mortar teams, and follow the trail to the

northwest of base camp. Follow the path until you come across some undead.
Kil them, and continue downt he path. When you reach the spirit tower, get
your mortar teams to rip it to shreds. A little further down the road is a
mercenary camp. Get a hero to go up to it and buy some mercenaries. Then,
highlight your new party, and head south, then west. Use the mortars to take
out the spirit towers here, then run in with your melee fighters and take
out enemy units. Dont worry about buildings, there's no time. Destroy your
ship at the southern end of the base. Then, cross the bridge and head south
until you reach the next boat, destroy it too. Then, head across the river,
and start going north.
Buy some goblin sappers from the lbratory to blow an opening in tress. Then,
put your men through, and destroy the boat. Now, head north, and go around
the bend. There is a pathway here with spirit towers on either side. You can
use your mortars to take them out if you want, but I did it the old fasioned
way; I ran right down the center. Anyways, however you decide to do it, get
to the other side. There is a ship right there, so destroy it, and continue
down the path. You're in for a pretty big battle right here, so I hope you
have a lot of mercenaries. Either defeat all the abominations and other
undead, or just run through them and get to the last ship. The choice is
yours, just make sure you have someone who has a ranged attack.
_____________________________________________________________________________
=========================
Chapter 9 - Frostmourne
=========================
Main Quest:

Main Quest:

Frostmourne
---------------------Locate Frostmourne
Arthas must survive
Muradin must survive

Mal'Ganis
------------------------Destroy Mal'Ganis' Base

Frostmourne
Frostmourne huh? Well, if it'll help defeat Mal'Ganis...When you start, grab
all your units, and move them north to encounter a pack of white wolves.
Destroy them and continue. You'll come across a couple more wolves, but kill
them, and just keep on going. When you get to the graveyard, you will be
ambushed by skeletons, so be prepared. When you get to the end of the path,
a level 10 guardian will start talking to you. While he's talking, activate
Muridins avatar ability. When he's done talking, sick all your troops on the
guardian. Forget about the other guys. When he's defeated, the other's
disappear, and a cut scene is triggered.
Mal'Ganis
Destroy Mal'Ganis' base? That sounds familiar...Anyways, his base is a
little bigger than before, but don't fret, because you can now build steam
tanks and gryphons. To take his base, i suggest having two teams, one with
three steam tanks, three gyrphons, four mortar teams and two gyrocopters
with the ground bomb. The other Team should be Arthas, the captain, five
knights, and five riflemen. You don;t have to use that team, it's just that
I find things easier. Well, when you have an army, head north, straight up.
Destroy Mal'Ganis' expansion here. Then, head east to find his real base.
There are two entrances. A northern one, and a southern one. I reccomend

going through the soughtern one. Anyways, the idea is to use the steam tanks
and mortars to take out buildings, the gryphons, and riflemen to take out
the enemies arial support, and everything else to just kill enemy ground
units. When his base is destroyed, a cut scene persists, and then, it's the
end of the Human campaign.

___

___
\_________________________________________________________________/ \
| 3.3
Path of the Damned
2.3 |
\___/\___/
/

========================================
Chapter 1 - Trudging through the Ashes
========================================
Main Quest:

Optional Quest:

Rescue the Alcolytes


-----------------------Rescue twenty Acolytes
Arthas must survive

Graveyard
--------------------Find the Graveyard
Arthas must survive

Rescue the Alcolytes


Now, grab Arthas and your ghouls, and start heading down the southwestern
path. You'll come to a red villager. When you near it, it will turn into an
acolyte. It warns you that if the villagers see you, they'll alert the
guards. Anyways, head up into the village. To the north, you can see another
red villager, with a blue one beside it. Kill the blue one as quickly as
possible, then go to the red one. When the acolyte warps back to the
beginning, you can be on your way. Head northwest again to find another
acolyte in hiding. He will give you an optional quest as well. Head across
the river to recieve a shade; it's an invisible scouting unit. Don't move
though, because three footmen come running out. They don't see you though,
so wait before they're gone. Scout the area witht he shade. The acolye in
this area is founf in the bottom left corner.
Try to avoid any fights that you can, and rescue him. Now, watch out for the
patroling guard, and head north. The gate is well guarded, so sneak in
through the left path. There are three acolytes in this part of the city, so
find them all, and go up the northeastern path. To the right is the
graveyard from the optional quest, go in if you want reinforcements. When
you reach a gate, go west. A group of bandits will assault the human base,
keep goign west until you find an assassin. Kill him and his guards to free
the acolyte inprisoned beneath a spider web. Now, go back and destroy the
gate; go through it. An acolyte will come running at you, mostly because
he's being chased. Kill his pursuerers. Now, this village is the last of the
acolytes. They're scattered around,s o find them. Four of them are being
held hostage in the upper right corner of the map.
Graveyard
Now, I explained how to reach the graveyard in the main quest walkthough,
but maybe you missed that. To recieve the quest, you have to talk to an
acolyte. He's near the beginning, and you have to get him anyways, so I wont
give an exact location. When you get to the second gate; the one you have to

break open, there's a path over to the right. Head down it. Arthas will
summon three skeleton fighters from the freshly dug graves. Add these
fighters to your party, and be on your way.
_____________________________________________________________________________
=================================
Chapter 2 - Digging up the Dead
=================================
Main Quest:

Main Quest:

Main Quest:

Recover Remains
--------------------Kill Paladin
Bring Arthas to Kel
Thuzads tomb
Arthas must survive

Establish Base
Get the Urn
---------------------- ------------------Build a Necropolis
Kill the Paladins
Haunt a gold mine
Recover the urn
Build a crypt
Build three ziggurats
Build a graveyard

Recover Remains
To start off with, select all of your units, and start going east. You'll
come across a few footmen, so take him out of commission. You'll find a hero
here. Kill the Paladin hero that is guarding Kel'Thuzads tomb. Then, head
further east to find the actual tomb. A cut scene will trigger when you get
close to it.
Establish Base
Now, establishing a base isn't difficult. You first need to build a
necropolis, and haunt a gold mine, because those are the structures you
really need. Use an acolyte to do this. When they're both done, train some
more acolytes to collect from the mine, but make sure you don't train more
than six total. Then, construct a crypt and three ziggurats, as you have the
resources to do.
Get the Urn
The first paladin you must kill, is to the northwest of your base. Follow
the path into the city to find him. He's a level four, so he's strong, but
not too strong. He starts a speech, and you can't kill him until he's done,
so just kill his guards to kill some time. When he's defeated, head south.
The next paladin is going to be here, in the town. He's even harder than the
last paladin, because he's a higher level, and he has a lot more backup.
When he's defeated, head west. Here, you willf ind the final paladin, Uther
the Lightbringer. A cut scene will trigger. When it's over, put all your
troops towards Uther. When he's dead, pick up the urn he drops, to complete
the chapter.
_____________________________________________________________________________
====================================
Chapter 3 - Into the Realm Eternal
====================================
Main Quest:
Elf Gate
-------------------------------------------------

Destroy the high elf base guarding the elf gate

Elf Gate
When the cut scene is over and you're in control of your troops again, start
eliminating the elven buildings. Take out the town hall first, and build a
necropolis. Then, as soon as you have some creep to build on, build a crypt,
and a graveyard. Well, you know the drill. Establish a base pretty much. An
elven hero will come and warn you. Just kill her. You can build meat wagons
in this chapter, so put that ability to good use. Build at least onemore, so
you have a total of four. Now, when you have upgraded ghouls, and
necromancers, advance towards the east. Use the meat wagons to clear a hole
in the trees. Rush in with your infantry and destroy the elf base. Now,
bring in an acolyte and haunt the mine here. When it finishes, put 5
alcolytes collecting on it. This will double the income coming in. Now, if
you head south further, you'll find a bridge. Cross it and sestroy the elf
base that is here. Now, just keep going down the path, destroying whatever
you come into contact with. When you reach the elevn gate, you shouldn't have
any problem taking out blue. As long as you've been sending reinforcements
all along. It's best with around 6 meat wagons,s o that you can eliminate
the buildings as quickly as possible. Necomancers are also very good, for
you can raise a small skeleton army in a amtter of seconds. When the base is
destroyed, a cut scene is triggered, and it's mission complete.
_____________________________________________________________________________
====================================
Chapter 4 - Key of the Three Moons
====================================
Main Quest:

Main Quest:

The Three Moons

Gates of Silvermoon

Destroy the three high elf altars


Collect all three moon crystals

Bring Arthas to the Elf Gate

The Three Moons


When you start, you'll recieve three crypt fiends. They are fairly powerful,
and nice, because they can bring air units down to the ground, using a web.
Anyways, send all your troops excluding the acolytes south. Destroy the
elven base here, use the crypt fiends against the gyrphons. When it's all
said and done, bring down your acolytes and establish a base. Build a
necropolis and haunt the goldmine to start off with, and from there, just go
about building your base, and army. When you have a decent sized army, go to
the east with arthas. Find the goblin laboratory, and get the two free
zeppelins, to fly your troops across the river. You can purchase more if you
want. Anyways, fly them to the east, and destroy the elf base, including the
altar. Make sure to pick up the moon stone with Arthas. Now, find the
waygate, and send your troops through it. There's another bas here, so
destor yit. Now, ther eis a waypoint on either sid eof the one you came in
on. Go to the left one to reach the altar int he top left corner, and take
the right waypoint to reach the altar beside it. I highly suggest that you
get reinforcements each time you're going after another altar, because
they're pretty heavily guarded. Just make sure that Arthas picks up each
moon stone, as you destroy the altars.

Gates of Silvermoon
This is fairly easy, you just need Arthas to stand int he circle of power in
the top right corner. The only way in is through zeppelin. There are
lightning towers all around, so the zepplin won't last long. Just make the
drop, and run Arthas to the circle. Or, you can bring in more troops and
take out the elven forces that are guarding the gate, but why would you want
to do things the hard way?
_____________________________________________________________________________
====================================
Chapter 5 - The Fall of Silvermoon
====================================
Main Quest:

Optional Quest:

Optional Quest:

The Sunwell
---------------------Defeat the Sunwell's
guardians

Sylvannas Windrunners
-----------------------Destroy Sylvannas Base

Silvermoon's runners
-------------------Eliminate every runner
Sylvannas sends
Don't alert Silvermoon
to your presence

The Sunwell
This mission is both easy and hard. When you start, brng Arthas and the
crypt fiends to the top of your base. Kill Sylvanas when she comes. Now, try
to build an army mainly composed of gargoyles, crypt fiends, and meat wagons.
In order to build gargoyles, you're going to to have to first upgrade your
halls of the dead into a black citadel. Now, there are two paths to get to
where you need to go. If all you want to do is beat the main quest, then
bring your gargoyles over that were guarding the path, and add them to your
army. Now, start heading south. When you reach the bridge, you'll know that
Silvermoon is close. Use your meat wagons to make rubble out of the high
elven guard towers (the electric things) Then, send in your ground troops,
accompanied by your air force. The idea, is to go to the well, and defeat
the four elven guardians here. They are huge golems. Attack one at a time,
and if you have alot of meat wagons, you should be able to make quick of
them in no time. Anyways, when they're dead, bring Arthas into the circle of
power.
Sylvannas' Windrunners
This quest is fairly easy. When you first get your gargoyles, let them kill
the first runner. Now, you have about thre eminutes before the next starts
coming. Move three of the gargoyles between the two paths. This way, it
doesn't matter what way the runner comes, you'll be able to cut him off.
Send the fourth gargoyle back to your base, because you don't need them all
going after a runner ever three minutes. To complete the quest, either
destroy Sylvannas' base, or just dont let a runner through until the main
quest is complete.
Silvermoon's Runners
For this mission, you have to destroy Sylvannas' base. It's a pretty big
base, so send your entire army. Use meat wagons on any guard towers you
encounter. When the base is leveled, a cut scene will be triggered. I won't

tell you what happens, because it's sort of a spoiler. But you DO get a new
type of unit; a Banshee available for production. The Banshee is another
spellcaster.
_____________________________________________________________________________
===================================
Chapter 6 - Blackrock & Roll, Too
===================================
Main Quest:

Optional Quest:

Demon Gate
--------------------------------Destroy the Orc base protecting
the Demon Gate

Kill Orc Heroes


----------------------------Throk'Furoth
Genjuros
Mazrigos
Jubei'Thos
Khanzo

Demon Gate
You get a new unit after the mission begins; a frost wyrm. It is a giant
flying tank. Anyways, you get attacked in a few minutes, so put all youir
forces towards the east sid eof your base. A blademaster attacks you, and he
uses his ability that makes duplicates. Try to keep an eye on which is the
real one, and destroy it. Anyway, this is another build your army up and
crush the competition type levels. So, sit there and build up an army, and
unstoppable army, an army of the undead. You should have one party with
three frost wyrms, and nine gargoyles. You don't have to, but I think it
helps greatly. Make sure that the gargoyles and frost wyrm are fully
upgraded too. Once you have an army, and are happy with it, head up to the
top right corner of the map. This is where red's base is. Destroy it to
complete the chapter. There are a couple level ten red dragons, use your
gargoyle/frost wyrm combo to rip them apart very quickly. When all of red's
buildings are destroyed, it's main quest accomplished; you win.
Kill Orc Heroes
This is a pretty simple quest to understand, but to take on, it's a little
more difficult. Anyways, you have to go around the map, and destroy each Orc
Hero. Each different coloured base has a different hero within it. You don't
need to destroy all the buildings. Just kill some of the ground forces
attacking you, killt her hero, and move onto the next base. Whatever you do
though, do not destroy red entirely until all the heroes are dead. For each
hero you kill, you get a tome to read, and make either Arthas or Kel'Thuzad
stronger.
_____________________________________________________________________________
==================================
Chapter 7 - The Siege of Delaron
==================================
Main Quest:
Three Archmagi
-------------------------Slay the first Archmage
Slay the Second Archmage
Slay Antonidas


Three Archmagi
This mission's pretty difficult. If you step beyond the aura, then your
units hit points will slowly go down. That's why you ahve to rush the
archmage as fast as you can, and kill him, to make the aura disappear. After
you've taken down the second one, the third is really hard to get, because
there's a base to get by first. Use meat wagons to level the unit making
buildings, and enemy units, then go after the final archmage. This mission
has no optional quests, so the only thing you CAn do is defeat the final
mage. Then, it's mission complete. I suggest using alot of abominations for
this level too. They do quite a bit of damage when they're fully upgraded,
and although they look pretty damn slow, they're actually speed demons.
Well, maybe not as fast as other units, but you get the idea...
_____________________________________________________________________________
===================================
Chapter 8 - Under the Burning Sky
===================================
Main Quest:

Optional Quest:

Archimonde
---------------------------------------Kel'Thuzad must survive for 30 minutes

Goblin Land Mines


--------------------------Acquire Goblin Land Mines

Archimonde
This mission is pretty difficult. It's one of those survive for thirty
minute type things. Anyways, you basically have three areas to defend, one
one each side of Kel'Thuzad. Build walls of spirit towers here, for the best
defense. Make sure you also have units though. Try not to go over 41 units
though, so that ou don't have an upkeep and therefore get more gold coming
in. There is an expansion in the bottom right corner, so use it. Every once
in a while, the Burning Legion will hand you over some units. These guys are
fairly powerful, but shouldn't be used by themselves. Whenever a tower gets
damaged, or destroyed, amke sure you repair/replace it with an acolyte. In
the last minute and a half, the humans will launch an all out assault. They
use quite a few steam tanks, and gryphons, so if you're defenses aren't at
maximum, then they'll probaly break through. It's okay if they break in
withint he last 10-15 second sor so though. They won't have enough time to
defeat Kel'Thuzad, and the summoning will be complete. Good Luck.
Goblin Land Mines
In the northwestern area of your base, your scouts have found some goblin
land mines, that could prove useful. Send Arthas up tot he crates, and
destroy them. Pick up the mines left over. Now, place them whereever you
want. I suggest placing them around Kel'Thuzad though, just in case the
humans break through towards the end. DOn't place them out in the middle of
the map either, because gyrocopters can come and blow them up from the air,
wasting a perfectly good mine.
___
/

___
\_________________________________________________________________/

| 3.4
The Invasion of Kalimdor
3.4 |
\___/\___/
======================
Chapter 1 - Landfall
======================
Main Quest:

Main Quest:

Rally the Horde


-------------------------------Discover where the other ships
have landed
Thrall must survive

Protect Cairne
------------------------------------Follow Cairne to the Tauren village
Protect Cairne from his enemies
Cairne Bloodhoof must survive
Thrall must survive

Rally the Horde


Now, the idea of this quest, of course, is to rally of your horde. It's been
scattered along the beaches of Kalimdor. Well, grab Thrall, your grunts and
troll headhunter, and start following the path. When you see any creeps,
kill them, to get experience for Thrall. Keep following the path. The Orcs
will join up with you, as you find them. You will also see a few bull-like
creatures. Don't bother thinking that if you move fast enough, you can save
them, because that just won't happen. They are supposed to die. Eventually,
you will see a herd of deer people running northward, past you. Looks like
they're preparing for war...Anyways, keep heading along the path, rallying
the members of your horded, until you reach an area of trees where a cut
scene triggers.
Protect Cairne
Now, after the cut scene, you'll be on your second main quest. Follow Cairne
as he travels north, up into the top right corner of the map. It seems those
horse people were preparing for war, war on Cairne's village! When you get
there, you'll be just in time. The first wave of horse people is coming. You
shouldn't have nay trouble here. The Taurens can handle the bottom entrance
tot he village, you really only need to worry about the top entrance. In the
third wave of enemies, they will send a champion. Well, I don't know where
he got his name from, because he's pretty easy to defeat. Anyways, after
about four or five waves, the horse people will stop coming. A cut scene
triggers, because it's the end of the mission.
_____________________________________________________________________________
============================
Chapter 2 - The Long March
============================
Main Quest:

Main Quest:

Three Oasis'
--------------------------------Lead Caravan to first Oasis
Lead Caravan to second Oasis
Lead Caravan to third Oasis
Thrall must survive
Cairne and caravan must survive

The Caravan
---------------------------------Protect the Caravans
At least two Kodo's must survive
Cairne must survive


Three Oasis'
This quest is fairly simple. You have to lead Cairne's caravan around the
map to three different fountains of health. There's a fixed path here, so I
don't think you need a walkthough, just general tips. Always stay in front
of the caravan. If enemies attack from behind, then Cairne and his boys will
take care of it. Not you. Your job is to scout ahead and get rid of any
enemies before the caravan comes through. When Thrall levels up, it's best
to put his ability point towards summoning wolves. This gives you two extra
units for a minute. Very helpful when you're getting mauled by horsemen.
When you reach each fountain of health, it may be a good idea if you let
your guys stop and get their health replenished. When you reach the final
fountain, the chapter is complete. Congratulations.
The Caravan
This sin't really a quest all on its own, it's mroe of an expansion to the
first quest. Anyways, you just can't let more than two of the Kodo Beasts
die. You have to amke it to the third fountain of health with at least two
living ones. They have a decent amount of health though, so as long as you
don't help the horsemen kill the caravan, you should be fine. Just remember
to scout ahead a little and defeat anything that poses as a threat to
Cairne's Kodos.
_____________________________________________________________________________
================================
Chapter 3 - Cry of the Warsong
================================
Main Quest:

Main Quest:

Optional Quest:

Establish a Base
--------------------Build a great Hall
Thrall must survive

Secure Zeppelins
-----------------------Destroy all Hostile
units at laboratory
Return two zepplins to
your base

Pacify Humans
------------------------Destroy the Human bases

Establish a Base
Well, in text, all you have to do to complete this quest, is to build a
great hall. Select a Peon, and tell it to build one. In reality however,
you're going to need a lot more than that. Build some burrows, an altar of
storms, a barracks,a nd when you get more money, a warmill. From there,
build your base however you want to build it.
Secure Zepplelins
This objective is easy and hard. You need to destroy the blue human base.
It's located north from your base, right in front of the goblin laboratory.
You should have an army composed of all units, as they all have strengths
and weaknesses. You should research ensnare for the Raiders too, as it will
prove useful. The easiset method of taking out the human guard and cannon
towers, is to use catapults. Anyways, do it by whatever method you want.
Then, continue northward. You will coem across some very powerful creeps, so
be careful when you attack them. Now, when you reach the laboratory, there

will be a bunch of flying creeps. Use troll headhunters, and the Raiders
ensnare to attack them. When they are dead, buy two zeppelins, and return
them to your base.
Pacify Humans
To accomplish this quest, you must wipe out all four of the human bases. You
don't even need to go out scouting for them, because Grom will do that for
you. He attacks each of the bases once, then starts the process over again.
He gets slaughtered every time, unless you're there to help him. Build up
your army, and try to attack in sync with Grom Hellscream's army. This is
the best way to do it. You don't really get anywhere by doing this, but
sometimes, a treasure chest will be dropped. Pick it up if you want it.
_____________________________________________________________________________
======================================
Chapter 4 - The Spirits of Ashenvale
======================================
Main Quest:

Optional Quest:

Optional Quest:

Slash and Burn


--------------------Amass 15 000 lumber

Trees of Life
----------------------Destroy Trees of Life

Furlong Chieftain
-----------------Defeat the Furlong
Chieftain

Slash and Burn


This isn't an easy quest, by any means. When you start off, you only have
1 000 gold, and no gold mine. Build a few units, but make sure you have at
least 450 gold left. Now, when your peons cut through the woods on the west
side of your base, Send your attack units through. You'll encounter a few
archers and huntresses. Defeat them and head north a little more, to find a
gold mine with 9 200 gold in it. It's sort of pathetic, but right now, you
need all the gold you can get. Send a peon in to build a great hall. When
you have gold coming in steadily, build alot of anti-air units, as they will
help all throughout the quest. To the left of your base is a small night
elf base. Invad eit, and destroy everything. You get an optional quest, and
a bonus 3 000 lumber for killing the tree of life.
Head west a little more to find an encampment of trolls. Kill all of them.
Now, you have another gold mine, this one, with 40 000 gold! That should
last you for a while, so expand down there as soon as possible. Now, it's
just a matter of getting your 15 000 lumber. There are a few ways to do it.
Invade all of the night elf bases, and destroy the tree of life, complete
the other optional quest, and defeat the Furloong to get a few shredders, or
you can do things the olf fashioned way, and use your peons to amass 15 000
lumber, which may take a long time. Add to the fact that you get constantly
attacked by night elves, you're in for a fun time.
Trees of Life
To complete this quest, you must destroy all the trees of lif eon the map.
They are scattered all around the map. You'll see them wherever there's a
base. Destroying one will bring in 3 000 lumber, so it's one of the best
ways to complete the main quest. As long as you have Raiders, you can rip
through buildings really easily. The other night elf base's may send
reinforcements once you attack though, so be ready for an onslaught of

archers, and huntresses. Good Luck.


Furlong Chieftain
This quest is very simple. To recieve it, head east from your first
expansion, to find a goblin laboratory. The owner of the lab is being
terrorized by bear-like things called furlongs. If you help him kill the
furlong chieftain, he'll let you use some shredders. Shredders are big
machines that mow down trees with ease, and bring back 200 lumber each time.
The chieftain is located above the night elf base in the bottom left hand
corner of the map. He's level 8, and he's surrounded by his goons, so you'll
want a big chunk of your army going in there, just to make sure you don't
lose any units. When he's dead, return to the goblin lab to claim your
shredders.
_____________________________________________________________________________
===================================
Chapter 5 - The Hunter of Shadows
===================================
Main Quest:

Main Quest:

The Chaos Well


-----------------------------Discover the source of power

Cenarius
--------------Slay Cenarius

When the chapter begins, you won't have a quest. You won't have one for a
few minutes actually. Ignore your bases on the right side of the river.
Start building guys at your other base though. The night elves will soon
begin tearing through your other bases, then they'll start coming after your
main base. Defend it. use Grom's ultimate ability to rip apart archers. Just
defend your base. When the attackers are dead, your quest will be given to
you.
The Chaos Well
This quest is simple enough. Make sure you make at least six shamans,
upgraded to master rank. When you head into a big battle, set bloodlust to
autocast. You should put alot of towers and burrows in front of the river to
the north. You can build an expansion here too, which I highly suggest you
do. Anyways, gather a fairly big army of grunts, headhunters, and raiders,
and start heading north. Kill the wolves here. Now, you're going to have to
use catapults to knock down the wall of trees here. Then, go through and
defeat all the furlongs. Keep going along the patht o find a waypoint. Go
through it. Just keep following the path, destroying any enemy you come into
contact with. When you get to the Well of Chaos, make sure you have
bloodlust on autocast, then kill everybody in the area. Quest complete.
Cenarius
Cool, now you can build chaos units. Gather an army of chaos spellcasters,
grunts, and even some headhunters for arial support. Now, head across the
river, and start destroying the elf base here. When it's destroyed, Cenarius
will coem up from below you. He'll start a speech, but don't give him a
chance to finish it. Concentrate all of your fire on him. Use Grom's
ultimate ability if you want to. When he's dead, it's main quest complete,
which also means chapter complete.
_____________________________________________________________________________

================================
Chapter 6 - Where Wyvrens Dare
================================
Main Quest:

Optional Quest:

Optional Quest:

Stone Talon Peak


-----------------------Destory the Human Base
guarding the peak

Wyvrens
-----------------Find the Wyvrens

Defiled Fountain
----------------------------Kill the Cenataur Khan
Restore the glyph of
purification to restore the
fountain

Stone Talon Peak


This mission is a tough one. You have to destory blue's base. Well, blue's
castle to be exact. Anyways, you can now build Taurens, so use them to your
advantage, because they are very powerful. The enemy will drop groups of
units in the back of your base, by the gold mine alot, so make sure you have
enough defense around the area. Try to build up a very powerful army, with
alot of anti-air units. Then, buy a couple of zeppelins from the goblin
laboratory to the north. Drop all of your troops up on the cliff where
blue's base is, then wreak havok. If you need it, there is a gold mine
across from the lab, so you can expand if you desire. As soon as the castle
is destoryed, it's main quest complete. Don't nessicarily concentrate all
fire on it though, or else you'll lose alot of units.
Wyverns
If you want to be able to use the flying cousin of dragons, then you'll need
to do this optional quest. It's fairly easy. Send a couple groups of units,
with shamans capable of blood lust north a little bit. You'll see a group of
harpies. Kill them. Now, follow the path here northward. You'll encounter
alot of enemies on the way, but they shouldn't do much damage. When you
reach the end, you'll find a herd of harpies. Kill them all to complete the
quest. You'll get six wyverns for free, and you'll now be able to build them
from the beastiary.
Defiled Fountain
To recieve this quest, simply approach the defiled fountain to the left of
your base with a hero. It's guarded by lightning dino things, so you might
want to bring some back up. Once you've recieved the quest, all you need to
do is find and kill Centaur Khan. SOunds easy, doesn't it? Well, it's not.
When you have an army, amke your way northward, past the gold mine, and
goblin lab. There is a ramp going off to the right here. Climb it with your
men to envcounter the Centaur. He reincarnates, so he's going to be a tough
battle indeed. Finish him off to recieve the glyph of purification. now,
return it to the defiled fountain to transform it into a fountain of health.
Great! Use it on injured guys.
_____________________________________________________________________________
========================
Chapter 7 - The Oracle
========================

Main Quest:

Main Quest:

Main Quest:

The Oracle
--------------------Seek out the Oracle
Thrall must survive

Heart of Aszune
--------------------Find Aszune's Heart

Enchanted Gemstone
----------------------------Find the enchanted Gemstone
Bring the gemstone to the
spectral bridge
Cairne must survive

The Oracle
Now, when you start, assign all your units to a hot key. Then, attack the
gate to the left to open it. Head through and defeat the skeletons. Now,
head south to find more enemies. Keep following the path, and you can't
really go wrong. The closed gates have items behind them, so only pick them
up if you have room, or if you just really want one. You'll eventually reach
a skeleton King. Kill him, then send all your units through the waypoint to
the right of his throne. The quest isn't complete yet, but you dont really
have anything else to do.
Heart of Aszune
When you get off the waypoint, head south, to recieve the quest. There is a
ghost that has a spell cast on the path you need to take, so in order to
break the spell, you have to find the ghost's heart. Now, head north and
break down the door. Kill the peasants here, or they will bring out armor
and become footmen. When they're defeated, hit east. Follow the path,
killing enemies until an enemy jumps out of a prison cell at you. Kill him,
then open the cell beside himt o recive three headhunters. Now, continue
down the path. When you reach a broken gate, turn left, break downt he gates
to recieve two more headhunters. Now, go back and go through the broken gate.
There are harpies terrorizing a level 10 red dragon. Let them finish it off
for the most part, and then attack the harpies. The dragon will drop the
heart of Aszuna. Head north and go through the waygate. Head south from
there, and return the heart to Aszuna. Now, head through the passage that
was recently revealed.
Enchanted Gemstone
Now, you get to control Cairne again. Lead him and his taurens northeast,
along the trail. Follow the path around to see a bunch of humans get
slaughtered. Head south and defend yourself from the humans here. Continue
along, killing enemies. When you reach a fork int he trail, take the one
that leads upwards. Cairne will notice the enchanted gemstone in a pit to
your right, but there are a ton of beasts in there. Head north, and stand on
the circle of power. This will cause spikes to raise from the floor and kill
all the monsters in the pit. Now, backtrack a little, and go through the
other path that heads north. Use the circle of power to open a agte below
you. So, head south, downt he other trail, and go through it. North of you
location, you can get the enchanted gemstone. Grab it, and head south to the
fountain of health. Make sure all your taurens are full health, and take the
trail beside the spike path. There are some monsters in the river. Kill them,
and head up the stairs on the opposite shore. Statues will come to life and
attack you. Kill them all to get a ghost key. Use it to open the door
further along the path, and meet up with Thrall. Send a hero across the
spector bridge.
_____________________________________________________________________________

=================================
Chapter 8 - By Demons be Driven
=================================
Main Quest:
Hellscream
------------------------------------Capture Grom in the soul jem
Bring Grom to Jaina's ritual circle

Hellscream
The final chapter in the Orc campaign. Are you nervous? Well, you should be.
The chapter's hard at times, but not too hard. Anyways, you need to find
Grom and put him in the spirit jem. Well, he's up in the top right hand
corner, so that's one half down, now you just need to put him in that jem.
Start building up an army. A strong army. Accomplish this by upgrading all
of the units you will use to their maximum. Build alot of piercing units as
well (ranged units) as this will help against the Infernals that will be
called from the sky in a matter of minutes. Anyways, when you have a large
army, and are happy with it, head east. But before you do, build a burrow in
your allies base. That way, if Infernals attack your base, and you can't
defend, you can still live through that burrow. Anyways, head east, then
follow the path upwards. You'll encounter a fountain of halth. Kill all the
enemies around it, and let your units rest if nessicary. Now, continue up
into an orc base. Destroy it, then kepp on following the path until the
earth turns red. There are going to be alot of chaos grunts, and doom guards.
Kill them as quickly as possible. Now, head up to Grom and use the spirit
jem in Throll's inventory. Once Grom is captured, return to your base the
way you came, and head over to the circle of power beneath your allies base.
___

___
\_________________________________________________________________/ \
| 3.5
Eternity's End
3.5 |
\___/\___/
/

==================================
Chapter 1 - Enemies at the Gates
==================================
Main Quest:

Main Quest:

Optional Quest:

Night Elf Base


----------------------------Entangle a Gold mine
Construct a moon well
Construct an Ancient of War
Train 5 archers

Invaders
-----------------Slay the Paladin

Furbolg Village
------------------Locate 10 missing
Furbolgs

Night Elf Base


There isn't much to this quest. Simply root your tree of life into the
ground near the gold mine. When it's done entangling the mine, send your
wisps to get gold. Now, keep building wisps until you have six total. Send

five of them to the gold mine, and use the other one to build a moon well.
Build a few more wisps to build everything else. You'll also want a few of
them harvesting lumber as well. When your base is built, and you have
trained five archers, the quest is complete.
Invaders
This quest isn't very difficult. I suggest having at minimum, 12 archers
before you attempt it though. Any more, is even better. Now, strat heading
southwest, towards the human/orc base. Cross the river and approach the base
from the north. This is where the level 10 paladin should be. Focus all of
your fire on him. When he's close to being dead, he will use divine shield.
Back your forces off until it goes away, then finish him off. Quest complete.
Furbolg Village
To recieve this quest, head south from your base. Talk to the Furbolg
chieftain. The ten furbolgs you need are scattered all over the place. Just
scout the entire map. They're usually in groups of two or three. I can't
give you all the locations though, because that ruins the fun of the quest,
doesn't it? ;) Well, I guess if I get any requests, I'll add in the
locations, but not until I get at least one request!
_____________________________________________________________________________
===================================
Chapter 2 - Daughters of the Moon
===================================
Main Quest:
Escape into Shadow
-------------------------------------Bring Tyrande to the Night Elf town
Hide from the patrolling Doom Guards
Tyrande must survive

Escape into Shadow


Now, for this quest, it's best to keep one hand on the "I" key. It's the
hotkey for Tyrande's Hide command. It lets her shadowmeld and become
invisible, at night. Anyways, when you start, go north. Cross the river.
Avoid the guard be using hide, and then run past him when he's not looking.
There is a guard guarding two items up here. One is a claws of attack, the
other are slippers of agility. Grab them, then head down the southern path.
Keep going until you reach a cage thing. From here, you have to go east.
Follow the path around the ben, all the while, avoiding Doom Guards. Head
south until you reach a bridge. Cross it to see some archers slaughter a
footman. Destroy the crates in front of them, this lets you get by. All of
the arcgers will be joined into your party. Now, cross the river. A human
camp will be attacked my ghouls. Let them kill each other, then finish up
whatever's left. Move a little further, and you'll see the undead attack an
Orc encampment.
Let them kill each other off, finish whats left, and grab the mantle of
intelligence. Now, head through the way gate beside the Orc base. You will
recieve a few huntresses here. Break open the gate and go through. Kill any
shades you find. Now, head north. A human camp will be attacked by doom
guards on your right. Ignore it and head straight up, to the fountain of

health. You'll recieve more archers and huntresses. Keep headig east, and
you'll find a few ballistas. Use them to destroy all the spirit towers to
the south. When everything is out of the way, rush down and break open the
gate to the Night Elf Base, go through to complete the chapter.
_____________________________________________________________________________
========================================
Chapter 3 - The Awakening of Stormrage
========================================
Main Quest:
Furion Stormrage
-----------------------------------------Reach Moonglade Isle behind the Orc Base
Slay the Primal Guardians
Bring Tyrande to the Horn of Cenarius
Slumbering Furion Stormrage must survive

Furion Stormrage
Now, this quest is easy, if done correctly. You should upgrade your
huntresses and archers, and then mass produce them. Make about twelve of
each. The Orcs will come at you from the east, so make sure you're ready for
them. When you feel you're ready, move east, across the river. Go up the
ramp and into the Orc base. Kill the towers as soon as possible, because
they do alot of damage after a while. Then, concentrate on the burrows,
because that's where the peons hide inside of and fire at you. Anyways, when
the bas eis in shambles, head north. Just past the fountain of mana, you
will find the primal defenders. These guys are pretty tough. If you don't
kill them here, then they will go all the way back to your base and try to
destroy it. Don't let that happen. Concentrate on one defender at a time and
eliminate them all. Then, send tyrande up to Cenarius' horn. Chapter
complete.
_____________________________________________________________________________
==============================
Chapter 4 - The Druids Arise
==============================
Main Quest:

Optional Quest:

Optional Quest:

Awaken Druids
----------------------Reach the Barrow Dens
Destroy the Corrupted
Night Elf Base
Bring Furion to the
Barrows

Crazed Furbolgs
-------------------------Kill the Furbolg Warlord

Cursed Glade
--------------------Kill the Death
revenant to restore
the forest

Awaken Druids
This quest isn't really that difficult, even though it may seem otherwise.
Move your tree of life north and root it beside the old mine. When the mine
is entangled, send 5 wisps to mine from it. It only has 2 000 gold in it
though. Try to make an army based of mostly huntresses. Have a ballista or

two as well, for taking down offensive structures. When you have an army your
happy with, and you think will do some damage, headnorth, until you see the
blue human base off to the right. Break down the gate, and destroy the human
base. Now, bring your tree of life in here and plant it near the goldmine.
Send your 5 wisps over to it and don't really do anything until you've mined
all the gold. Break open the gate to the south. It leds into a corrupted
forest. It curves around and starts going north. Bring your tree of life
along with your units, but make sure you provide protection for it, as there
are many enemies waiting to ambush you. When you come out of the corruption,
plant your tree by the gold mine and start mining. To the left of your
location, is a corrupted night elf base, and it's guarding the entrance to
the Barrow Dens. Destroy it, and head north. Bring Furion to the circle of
power.
Crazed Furbolgs
If you head north from your first settlement, you'll run into the Furbolgs
that escaped Ashenvale earlier. They may have escaped Ashenvale, but not
corruption. They will start attacking you. Kill them. To complete the quest,
you have to defeat their warlord. He can be found to the north, guarded by a
ton of other Furbolgs. Kill all the normal ones, then go for the warlord.
Cursed Glade
Once you've reached the corrupted forest, you can complete this quest. The
death revenant is in the southeast corner of the map, guarded by wolves and
wraiths. He himself has vampuric aura, so that poses as a little bit of a
problem. Just make sure you hit him with alot of units, and you'll be fine,
the forest will be brought back to normal. Quest: Complete.
_____________________________________________________________________________
===============================
Chapter 5 - Brothers in Blood
===============================
Main Quest:

Main Quest:

Optional Quest:

Awaken Druids
-------------------------Discover the Location of
the Barrow Deeps
Tyrande must survive
Furion must survive

Free Illidan
------------------------Locate Illidan's Prison
Tyrande must survive

Bear Necessities
-------------------Get water from the
fountain of life
Return Vial to the
Furbolgs

Awaken Druids
Now, be forewarned. I'm not going to explain this quest in great, great
detail, because to be honest, I don't remember the level that well. Anyways,
start by selecting your party at the beginning. Strat heading south. That's
more or less all you have to do. There are paths constantly going off to the
left and right, and you can use them if you want more items, or if you want
to fight creeps to level up. Anyways, keep heading down the southern path
until you reach a strange prison. Tyrande will run through the gates,
leaving you. Anyways, start heading east from here. A short cut scene will
take over. When it's done, you will have another Druid of the Talon in your
party. Now, you have to get past all the Druids of the Claw, but you can't
kill any of them. Use Furions entangling roots, or a Druid of the Talon's
cyclone to keep the Claw Druid at bay. Keep making it north, doing this

until you reach a circle of power. Stand on it to complete the quest.


Free Illidan
Now, when you head west, you will encounter a few enemies, defeat them. Now,
the path slits into 2 directions, north and south. There is a locked gate to
the west. Head up the north path and kill the enemies you see. Stand on the
circle of power to activate it. Now, backtrack and go down the south path.
Kill the enemies and activate the circle of power. Now, the gate is open.
Head through it. If you wish, you can head south to free some more units for
you to use. Anyways, start going north now and head through the way gate.
You'll be in what seems to be a court yart, and a bunch of Treants will come
running at you. Defeat them and head north to find Illidan.
Bear Necessities
This is definately one of the easier optional quests in the game. As you are
going down the path, on your main quest, you'll encounter a couple of
Furbolgs. It will trigger a short cut scene too. Their Shaman is sick, and
if you don't help it, it will die. They give you a vial. Now, you just need
to fill it up with water at a fountain of life. Head up the north western
path. This is where the fountain is, but beware, there are wraiths
surrounding it. Kill them, then send Tyrande over to the fountain. FIll up
the vial, and bring it back to the Furbolgs. For your efforts, they will give
you a Talisman of the Wild, which lets you summon 3 Furbolgs to fight for
you.
_____________________________________________________________________________
===========================================
Chapter 6 - A Destiny of Flame and Sorrow
===========================================
Main Quest:

Main Quest:

Skull of Gul'Dan
--------------------------------Destroy the Demon Gate guarding
the skull
Bring Illidan to the skull

Destroy Tichondrius
--------------------Destroy Tichondrius

Skull of Gul'Dan
This isn't a difficult quest. Just make sure you have powerful guys. I
suggest getting fully upgraded Druids of the Claw from the Ancient of Lore.
When they transform into Bear form, they are a force to be reckoned with.
Anyways, build some of those and huntresses. Then, start your treck towards
the upper left corner of the map. There are a few corrupted night elf bases
around here. You can choose to attack them or leave them alone. Either way,
make it up to the demon gate. Kill the Doom Guards and Infernals, and then
focus fire on the gate, so no more enemies will come through. Now, Bring
Illian to the Skull. A cut scene will take over. When you're in control
again, bring your units back to your base, as it will be getting attacked
soon.
Destroy Tichondrius
This quest is a little bit tougher. Build up your army again, so that it's
really powerful. Wait for the skeletons to attack your base, kill them, then

work your way up to around the doom gate. Start heading down the eastward
path. When you reach Tichondrius, Take out his Doom Guards. It helps to have
a Druid of the Claw not in bear form use roar on all your units nearby. You
can also use rejuvenation if Illidan gets low on life. Anways, when
Tichondrius is the only one left, focus fire on him. When he's dead, the
chapter will be complete.

_____________________________________________________________________________
==================================
Chapter 7 - Twilight of the Gods
==================================
Main Quest:
Delay Archimonde
-----------------------------------------Delay Archimonde for 45 minutes
Archimonde must not reach the world tree

Delay Archimonde
This is a pretty tough chapter, but it's also the last, so don't fret. I'm
basically going to give you strategies for delaying Archimonde. It's hard to
give a walkthrough in a chapter like this. Anyways, you want to delay him as
long as possible. Which means you're going to have to provide the human base
with lots of support, because it's the first base to get attacked by the
Scourge. Use both of your heros down here. They will level up very quickly.
By the end of the chapter, they are both going to be level 10, unless
they're dead and you didn't revive them. Anyways, Starfall is GREAT to use
when there are lots of enemies. Tranquility is also pretty good if your
attack force is starting to get slaughtered. Once again, upgraded Druids of
the Claw are very helpful. And you can use Druids of the Talon to cyclone
some of the more powerful units you encounter. The choices are almost
endless. Eventually, no matter what you do, the human base will be destoyed,
and Archimonde will build a new settlement. Now, you have to protect the
Orcs. I suggest buying goblin land mines from the merchant. They are great
against all of the undeads land units. You'll want anti-air too though for
dealing with those damn Frost Wyrms. Anyways, before the Orc Base gets over
run, make sure you stock up on land mines for your own base. Now, you should
have a very good defense force. Acient Protectors may or may not do you any
good. It depends on where you place them. That's pretty much all the advice
I have....Good Luck

___________________________________________________________________________
|+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+|
||
|
4. Indices
|
|___________________________________________________________________________|
|+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+|

___

___
\_________________________________________________________________/ \
| 4.1
Heroes
4.1 |
\___/\___/
/

=============
H U M A N S
=============
____
[

] Archmage

Gold:
500
Lumber:
100
Food:
5
PA: Intelligence

|
|
|
|

The Archmage is a very powerful spell-caster. He can


summon a water elemental, cause a blizzard of mass
destruction, and even mass teleport nearby units to a
different location on the map!

Level | Armor | Strength | Agility | Intelligence | Hit Points | Mana

1
| 3
| 14
| 17
| 19
| 450
| 285
2
| 3
| 15
| 18
| 22
| 475
| 330
3
| 4
| 17
| 19
| 25
| 525
| 375
4
| 4
| 19
| 20
| 28
| 575
| 420
5
| 4
| 21
| 21
| 31
| 625
| 465
6
| 5
| 23
| 22
| 35
| 675
| 525
7
| 5
| 24
| 23
| 38
| 700
| 570
8
| 5
| 26
| 24
| 41
| 750
| 615
9
| 6
| 28
| 25
| 44
| 800
| 660
10
| 6
| 30
| 26
| 47
| 850
| 705
Blizzard
--------This is one of the Arch Mage's skills. Basically, he calls down waves of ice
from the sky. Each wave deals a different amount of damage depending on what
level it's at. The Archmage cannot move while casting this spell, or else it
will be canceled. It's good at dealing damage to buildings when it's up to
the higher spell levels. It's not the greatest spell to use on enemy units
though, because they can simply move out of the blast radius, only
recieveing minimal damage. It also hurts your own units if it hits them.
Level 1 - 6 waves of ice, each dealing 30 damage.
Level 2 - 8 waves of ice, each dealing 40 damage.
Level 3 - 10 waves of ice, each dealing 50 damage.
Water Elemental
---------------This is my favorite spell from the Archmage. You summon a big thing made
entirely out of water. It fights with you. At first, it may not be the
strongest unit you've ever seen, but later on, it's quite a force to be
reckoned with, and the Archmage will usually be able to have 3-4 of them
fighting at one time. The Water Elemental is a tank. It has splash damage,
so it deals direct damage to one unit, then hurts the units around it a
little too.
Level 1 - 450 Hit Points, and a small amount of damage.
Level 2 - 675 Hit Points, and a medium amount of damage.
Level 3 - 900 Hit Points, and a large amount of damage.

Brilliance Aura
---------------This is one of the better auras in the game. It makes all units around it
gain their mana back faster than normal. When the aura gets to level 3, you
pretty much never have to worry about not having enough mana, because when
you cast something, the mana will be back in a couple of seconds. It's very
helpful when you plan on using alot of spellcasters like priests and
sorceresses, because they'll never run out of mana to cast their spells.
Level 1 - Adds 100% mana regeneration
Level 2 - Adds 200% mana regeneration
Level 3 - Adds 300% mana regeneration
Mass Teleport
-------------This is the Arch Mages ultimate spell, meaning it only has skill level, and
that it's his most powerful spell. It's also one of the best spells in the
entire game. You can teleport your archmage, and up to 25 of your units to
another friendly unit on the map. This make sit really easy to prtect
expansions, because you just need to teleport over there. It also eliminates
the need to buy scrolls of Town Portal. There are many little tricks you can
do with this, like using a sorceress to cast invisibility on a unit, send it
to the back of an enemy base, and then mass teleport to it.
____
[

] Mountain King

Gold:
500
Lumber:
100
Food:
5
PA:
Strength

|
|
|
|

The Mountain King is also known as the "Hero Killer" His


Primary Attribute is Strength, which means he's going to
be very strong. He can stun enemies with his hammer. He
can also turn into a giant, and get his stats boosted.

Level | Armor | Strength | Agility | Intelligence | Hit Points | Mana

1
| 2
| 24
| 11
| 15
| 700
| 225
2
| 3
| 27
| 12
| 16
| 775
| 240
3
| 3
| 30
| 14
| 18
| 850
| 270
4
| 4
| 33
| 15
| 19
| 925
| 285
5
| 4
| 36
| 17
| 21
| 1000
| 315
6
| 4
| 39
| 18
| 22
| 1075
| 330
7
| 5
| 42
| 20
| 24
| 1150
| 360
8
| 5
| 45
| 21
| 25
| 1225
| 375
9
| 6
| 48
| 23
| 27
| 1300
| 405
10
| 6
| 51
| 24
| 28
| 1375
| 420

____
[

] Paladin

Gold:
500
Lumber:
100
Food:
5
PA:
Strength

|
|
|
|

The Paladin is a mighty warrior. He can learn the divine


shield, which prevents all magic and damage from doing
anything to him. He can also heal his fellow units as well
as ressurect dead units from the ground!

Level | Armor | Strength | Agility | Intelligence | Hit Points | Mana

1
| 4
| 22
| 13
| 17
| 650
| 255
2
| 4
| 24
| 14
| 18
| 700
| 270
3
| 5
| 27
| 16
| 20
| 775
| 300
4
| 5
| 30
| 17
| 22
| 850
| 330
5
| 6
| 32
| 19
| 24
| 900
| 360
6
| 6
| 35
| 20
| 26
| 975
| 390
7
| 7
| 38
| 22
| 27
| 1050
| 405
8
| 7
| 40
| 23
| 29
| 1100
| 435
9
| 8
| 43
| 25
| 31
| 1175
| 465
10
| 8
| 46
| 26
| 33
| 1250
| 495

=============
U N D E A D
=============
____
[

] Death Knight

Gold:
500
Lumber:
100
Food:
5
PA:
Strength

|
|
|
|

This guy is one bad dude. He is mounted on a horse, which


is probbaly dead too, and he swings a mighty sword. Just
not on behalf of the good guys. His primary attribute is
strength, which means he is fairly strong.

Level | Armor | Strength | Agility | Intelligence | Hit Points | Mana

1
| 4
| 23
| 12
| 17
| 675
| 255
2
| 4
| 25
| 13
| 18
| 725
| 270
3
| 5
| 28
| 15
| 20
| 800
| 300
4
| 5
| 31
| 16
| 22
| 875
| 330
5
| 5
| 33
| 18
| 24
| 925
| 360
6
| 6
| 36
| 19
| 26
| 1000
| 390
7
| 6
| 39
| 21
| 27
| 1075
| 405
8
| 7
| 41
| 22
| 29
| 1125
| 435
9
| 7
| 44
| 24
| 31
| 1200
| 465
10
| 8
| 47
| 25
| 33
| 1275
| 495
____
[

] Dreadlord

Gold:
500
Lumber:
100
Food:
5
PA:
Strength

|
|
|
|

This is my favorite Undead Hero. He is a strange looking


demon with wings. He's also a melee fighter. He has the
Vampiric Aura ability which makes all melee units around
him gain hit points back when they attack. Very Useful.

Level | Armor | Strength | Agility | Intelligence | Hit Points | Mana

1
| 3
| 20
| 16
| 18
| 600
| 270
2
| 3
| 22
| 17
| 20
| 650
| 300

3
4
5
6
7
8
9
10

|
|
|
|
|
|
|
|

3
4
4
4
5
5
5
6

|
|
|
|
|
|
|
|

25
27
30
32
35
37
40
42

|
|
|
|
|
|
|
|

18
19
20
21
22
23
24
25

|
|
|
|
|
|
|
|

23
25
28
30
33
35
38
40

|
|
|
|
|
|
|
|

725
775
850
900
975
1025
1100
1150

|
|
|
|
|
|
|
|

345
375
420
450
495
525
570
600

____
[

] Lich

Gold:
500
Lumber:
100
Food:
5
PA: Intelligence

|
|
|
|

This is the spell-casting Hero for the Undead. Most of his


spells have to dow ith cold. Like frost nova, or frost
shield. His ultimate is Death and Decay. It is excellent
at destroying groups of defensive towers.

Level | Armor | Strength | Agility | Intelligence | Hit Points | Mana

1
| 2
| 13
| 14
| 20
| 425
| 300
2
| 3
| 14
| 15
| 23
| 450
| 345
3
| 3
| 16
| 16
| 26
| 500
| 390
4
| 3
| 17
| 17
| 30
| 525
| 450
5
| 3
| 19
| 18
| 33
| 575
| 495
6
| 4
| 21
| 19
| 37
| 625
| 555
7
| 4
| 22
| 20
| 40
| 650
| 600
8
| 4
| 24
| 21
| 43
| 700
| 645
9
| 5
| 25
| 22
| 47
| 725
| 705
10
| 5
| 27
| 23
| 50
| 775
| 750

___

___
\_________________________________________________________________/ \
| 4.2
Cheats
4.2 |
\___/\___/
/

One Hit Kills...................................................whosyourdaddy


Reveal Map.....................................................iseedeadpeople
Instant Win..........................................allyourbasearebelongtous
Instant Loss...........................................somebodysetusupthebomb
Extended Play................................................strengthandhonor
No Spell Cool-Down..............................................thedudeabides
Disable Victory Conditions..........................................itvexesme
More Gold.........................................keysersoze [amount of Gold]
More Lumber.....................................leafittome [Amount of Lumber]
More Gold & Lumber.......................................greedisgood [number]
Quick Build...........................................................warpten
Quick Death.....................................................iocainepowder
No Food Limit......................................................pointbreak
Quick Research..................................................whoisjohngalt
Get Upgrades....................................................sharpandshiny
No Tech Tree Prerequsites.............................................synergy
Dawn.............................................................riseandshine
Dusk................................................................lightsout

Set Time...............................................daylightsavings [1-24]


Toggle Time Changing..........................................daylightsavings
Unlimited Mana.................................................thereisnospoon
Level Select........................................motherland [race] [level]
___

___
\_________________________________________________________________/ \
| 4.3
Item Listing
4.3 |
\___/\___/
/

___________________________________________________________________________
|+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+|
||
|
5. Multiplayer
|
|___________________________________________________________________________|
|+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+|

___

___
\_________________________________________________________________/ \
| 5.1
Battle.net
5.1 |
\___/\___/
/

Battle.net Connection
--------------------This is one of the most popular muliplayer options for Warcraft II. it
connects you to an online service where you can join or create your own games
and compete with up to 8 of your friends or complete starngers that don't
speak english for that matter. To connect, simply go to the battle.net option.
It will turn to a new screen. If it needs to dial up to the internet, it will
minimize and start dialing. You might even have to connect manually before
you start to connect to b.net. Once in, select your user name and type in
your pass word. If you don't have an account, then go to "Create New Account"
Direct Connect
-------------Well, if you have two computers in your house that are connected together
with a LAN, then you can play head to head, well, you also have to have
another copy of the game, so if you can, just burn one. After that, you
compete like it's a battle.net game. This type of game only supports two
people, so if you need more, go to battle.net.
Modem
----In this type of connection, two people can connect up their modems for a head
to head, or with computer opponents match up. To connect, one player must set
their option as "Call" and the other person set it as "answer" The person that
has there's set as "Call" pushes connect. This will send a phone call to the
person set up as "answer" When the phone rings in that person's house, they
must push Connect. Then he will be dialed into the other persons modem. You
will be brought to a menu where you can choose your map, number of computers,
etc.
Clans
----A "Clan" is a group of people on Battle.net. Almost like a club. They
usually have initials in front of their user name, example: {GF}BondsLegacy.
The initails could mean a lot of things, but in this case, they mean GameFAQs
. Usually, the clan will hold tryouts where other members of the B.net
community will join the game and test their skills to see if they're good
enough to join the clan. Most clans will have their own channels. You know,
the chat room things. A lot of them even have something called a "bot" this
is a program that boots up and looks like a person inside of the channel,
except beside their name, it will say "Chat" Bots can do lots of things.
They can ban people from the channel, they can make it so that only the clan
members can enter the channel, etc. They are found all over the net for
downloads.
___

___
\_________________________________________________________________/ \
| 5.2
Types of Games
5.2 |
\___/\___/
/

Melee
----This is the most common type of game that you will find. You can have
computer players and human players in this game. The humans have the option
to "ally up" against other people or computers. That basically means that
there are teams.
Free For All
-----------The name should speak for itself. In this Type of game, you are pitted
against other human players. There are no computers and no option to ally up.
Fight for your life. You can have up to 8 people, which can get quite insane
when you don't know if somebody's being eliminated as you speak.
One on One
---------Just like it sounds. This mode only supports 2 people. Those 2 people go head
to head against each other. There is no computers and no allying option.
Top versus Bottom
----------------This is a type of team battle game. One team is the Home Team (top) and the
others, the Away team (bottom) The game creator can move people from one team
to the other. Whoever is on your side is automatically allied when the game
begins.
Use Map Settings
---------------This type of game is meant for games that you or somebody else has created in
the scenario editor. It lets you play the game with all of the preset settings
that were put into it. (ie. Start the game with 50 peons each)
Ladder
-----This is the competitive part of battle.net. It's almost like a contest. After
you have 10 wins off of normal games, you can enter ladder games. These games
can only be played on maps approved by blizzard. If you win, it is recorded
onto your record. If your record is good enough, you will be put on the top
100 list!
___

___
\_________________________________________________________________/ \
| 5.4
Human Strategies
5.4 |
\___/\___/
/

Strategy submitted by: Mano444

Arch-Mage Rush.
Build altar
Build Farm
Send rest of peasents to gold.
Que 2 peasents.
First on wood
Second on gold
Que 2 more peasents.
Third on wood.
Fourth to go scout.
Altar and farm should be done.
Altar peasent to go build lumber mill.
Farm peasent to build another farm.
Build Arch-Mage.
Found enemy by now.
Build barracks.
Build smith.
Send Arch-Mage to enemy base with Water Elemental skill.
Harass enemy untill you have more troops then he does.
KoTG, PoTM, 15-20 Archers, 5 huntresses, 1 DoTC, 2 Ballistas.
KoTG has FoN to add treants to the meat shield, Druid casts roar, PoTM
should have true shot auroa.
Strategy submitted by: Tomatt

Start
3 peasants to gold
One to rax
One to farm
Que 4 Set rally point near barracks
First peasant help rax
SEt rally Point to gold
WHen lumber gets down to 94 send peasant helping fast build to barracks to
gather lumber
Farm finishes Send to lumber
Rax Finishes Train 1 footman
Lumber gets dropped back, enough for temple, Build temple
you should have 1 peon almost done training, when he pops out have him help
fastbuild altar until you have a 0 at the end of your wood (YOu should have
a 5) when you have 20 wood have one of your peons build a farm.
Now Keep pumping out footmen and get your hero, when you have your hero you
should have 5-6 footman. (Keep building farms too)
You should have
5 footman + Hero + 5 on gold + 3 on lumber + 1 building farm.
Reasearch Defend IF your playing against NE. Start creeping, and go from
there what you want to do. This should help you in the beggining, and you
can fast expand out of it.

___
/

___
\_________________________________________________________________/

| 5.5
Undead Strategies
5.5 |
\___/\___/

Strategy submitted by: Lyle Waldman

Train 3 Acolyes at the beginning and mine with the 3 you have and the Ghoul
you have. Send 2 of your new Acolytes to mine gold and the third to build a
Crypt. First build a Crypt and while the Crypt is summoning, build a lot,
and I mean A LOT of Ziggurats. As in WAY, WAY, WAY more than you will ever
need. Build them around the border of your Blight. After you're done that,
build a Graveyard. Your Crypt should just be finishing as the Graveyard
finishes. After the Graveyard's done, upgrade your Ziggurats to Spirit
Towers if you have the resources and build 3 more Ghouls. If you want to do
an opening rush, build 5 ghouls to rush with. You either won't have the
time or money to build more. If you're not doing a rush build 3 and send
them to chop wood. Upgrade your Necropolis to a Halls of the Dead whatever
you do, but first build an Altar of Darkness and train a Death Knight. Don't
build a Temp of the Damned. I find it useless. Build a Sacrificial Pit and
sac 1 Acolyte. Be sure to replace it. As your base loses space, build more
Spirit Towers to increase the borders. I wouldn't reccommend destroying the
other ones but you can if you want. Next build a Slaughterhouse. (You can
do the last 5 steps in any order you want. In fact I would reccommend
building the Slaughterhouse first). After the Sacrificial Pit is up and
running, upgrade your Halls to a Citadel. Research Web, Freezing Breath,
Disease Cloud (if you want), and upgrade your units to the max at your
Graveyard. Reccomended army and group numbers (This is what I use):
1-4X Abomination
2-4X Crypt Fiend with Web on Autocast
3-3X Meat Wagon
4-4X Gargoyle
5-4X Frost Wyrm with Freezing Breath
F1-Death Knight
Once you have this, go on an all-out attack immediately. This army uses up
over 70 food and you'll have high upkeep for a little while so get rid of
some of your units ASAP. Once your army dies or even while it's fighting,
replenish it exactly as it is here. Be sure to co-ordinate an attack with
an ally so you don't get beaten.
Recommended Death Knight abilities and levels:
1 (Starting): Death Coil lvl1
2: Undead Aura (or whatever it's called) lvl1
3: Death Coil lvl2 or (Second spell) lvl1
4: Whatever you didn't do at lvl3
5: Undead Aura lvl2 or Death Coil lvl3
6: Animate Dead
7: Whatever you didn't do at lvl5
8: Second Spell lvl2 or Undead aura lvl3
9: whatever you didn't do at lvl9
10: Max out the remaining skill

___

___
\_________________________________________________________________/ \
| 5.6
Orc Strategies
5.6 |
\___/\___/
/

Strategy submitted by: Defy Unbanned

Heres the strategy and build order to accompany this strategy, you can use
it if you like:
Beginning 5 Peons are sent to mine gold while you queue 5 more peons at the
great hall. The first peon that comes out goes and builds a burrow. The
second builds a barracks and the next three through five go to gather wood.
Once the peon building the burrow is done, use the same one to build an altar
. Once the peon building the barracks, he should build an additional burrow
while building grunts. Once the altar is completed, that peon should build
a war mill. Once the additional burrow is completed, go gather wood with
that peon while training a farseer. Continue pumping out grunts till you
have 4 and by this time, your hero should be ready. Start your creeping by
first clearing your expansion. While creeping and microing your units, you
have a choice here. Either upgrade to a stronghold and soon to fortress to
start making Bloodlust shamans or you can expand and hold off the bloodlust
shamans.
Heres a quick summary:
Starting 5 Peons : Mine gold
Queue 5 Peons at Great Hall.
1st Peon : Build Burrow
2nd Peon : Build Barracks
3rd-5th Peon : Gather Wood
1st Peon after building Burrow : Build Altar
2nd Peon after building Barracks : Build Burrow
*Note - as soon as your Barracks is completed, start pumping out grunts
[So far you should have 5 on Gold, 3 on Wood, 2 Burrows, 1 Altar, 1 Barracks]
1st Peon after building Altar : Gather Wood
2nd Peon after building Burrow : Build War Mill
(note: once your burrow is completed, continue pumping out grunts and train
your hero, which for this strategy I would prefer using a Farseer)
Once your Farseer is done, you should have around 4 Grunts ready. Start
creeping with first clearing out your expansion. Continue creeping after.
While creeping, build another burrow and continue pumping our grunts while
upgrading your Great Hall to a Stronghold. Once your Stronghold is
completed, build 2 Spirit Lodges. 1 will build shamans while the other
upgrades. By this time, it would be a great idea to have an expansion while
upgrading to a Fortress. Once your Fortress is completed, upgrade the
Shamans in your Spirit Lodge while continuing to build grunts and Shamans.
Once you have around 4 Shamans and grunts along with a high leveled hero,
it's time to attack. The quicker you tech to bloodlust, the higher the
chance to clear them in 1 good sweep. While I have listed most of the
required steps, Expanding earlier might mean acquiring Bloodlust a little
later but if you prefer that, go right ahead.
first clearing out your expansion. Continue creeping after. While
creeping, build another burrow and continue pumping our grunts while
upgrading your Great Hall to a Stronghold. Once your Stronghold is
completed, build 2 Spirit Lodges. 1 will build shamans while the other
upgrades. By this time, it would be a great idea to have an expansion while
upgrading to a Fortress. Once your Fortress is completed, upgrade the
Shamans in your Spirit Lodge while continuing to build grunts and Shamans.
Once you have around 4 Shamans and grunts along with a high leveled hero,

it's time to attack. The quicker you tech to bloodlust, the higher the
chance to clear them in 1 good sweep. While I have listed most of the
required steps, Expanding earlier might mean acquiring Bloodlust a little
later but if you prefer that, go right ahead.

___

___
\_________________________________________________________________/ \
| 5.7
Night Elves Strategies
5.7 |
\___/\___/
/

U N D E R C O N S T R U C T I O N
___________________________________________________________________________
|+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+|
||
|
6. Last Words
|
|___________________________________________________________________________|
|+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+|

___

___
\_________________________________________________________________/ \
| 6.1
Frequently Asked Questions
6.1 |
\___/\___/
/

Question: May I use this FAQ on my site?


Answer: No. This FAQ is for exclusive use on GameFAQs and Neoseeker
----------------------------------------------------------------------------Question: Why did you write all this?
Answer: Because I have a lot of spare time. </sarcasm>
----------------------------------------------------------------------------Question: I need to ask you about something not included in the FAQ, what do
I do?
Answer: Check the Contact Info section. Contact me by one of the methods
mentioned there
----------------------------------------------------------------------------Question: I found an error in your FAQ, what do I do?
Answer: Check the Contact Info section. Contact me by one of the methods
mentioned there
----------------------------------------------------------------------------Question: How do I creat more Heroes?
Answer: In single player, you cant. In multiplayer, you can create a
maximum of 3, using an altar
----------------------------------------------------------------------------Question: How come I get so much lag in multiplayer games?
Answer: It can be a lot fo things. Maybe youre connection is too slow
(rarely the case) or your computers too slow. Try decreasing the
resolution.
-----------------------------------------------------------------------------

Question: How do I get to the map editor?


Answer: The world editor is located in the WarCraft III folder, look in the
start menu
----------------------------------------------------------------------------Question: I saw different WarCraft III box arts, does the game change in each
one?
Answer: No. It's just a different box.
----------------------------------------------------------------------------Question: What's the Collectors Edition?
Answer: A limited edition set of WarCraft III stuff. You get posters,
signed instruction book, a DVD, and the sound track.
----------------------------------------------------------------------------Question: When are you going to finish the FAQ?
Answer: I work on it one day at a time. Depends on if I'm working or not
though.
----------------------------------------------------------------------------Question: What video card do i need to run WarCraft III?
Answer: Anything above a GeForce 2 MX, should be fine.
----------------------------------------------------------------------------Question: I can't beat the Orc campaign!
Answer: Well, keep trying!
----------------------------------------------------------------------------Question: Do you like to talk about WarCraft III in instant messengers?
Answer: If I'm in the right mood, and if you aren't asking questions that
can be answered in this guide.
___

___
\_________________________________________________________________/ \
| 6.2
Contact Info
6.2 |
\___/\___/
/

You REALLY want to contact me? Well, there are a few ground rules that I
go by, so look below.
1 - If you ask me a question and the answer is located in this FAQ, I will
not bother replying to you by email. I may perhaps tell you if it's an
IM and I'm in a good mood however.
2 - No psychos! I deal with enough of those in real life. I don't need to
deal with them in my 'other' life.
3 - Webmasters. Don't even bother asking for permission to use this on your
website. It's for strict use off GameFAQs, and sometimes Neoseeker.
4 - If you have tips on a section of the game, send them to an author who
doesn't have their guide marked "Final Version" - This applies only if my

guide is currently a final version.


5 - Don't use me as somethign to come crying to right away, use me as a
back-up
plan. Think through the game yourself, I did..
6 - DO NOT ADD ME TO YOUR LIST, AND THEN ASK ME WHO I AM. YOU WILL BE
INSTANTLY BLOCKED AND DELETED.
Well, that's all for now. More things to come as people annoy me. Now, for
my actual contact info:
Email - celicafan86 '@' hotmail '.' com
AOL Instant Messenger - OA Punisher
___

___
\_________________________________________________________________/ \
| 6.3
Credits/Thanks
6.3 |
\___/\___/
/

This FAQ would not have been possible/as good as it is, if it weren't for
the following people:
~ CJayC - Webmaster of www.gamefaqs.com. He hosts a lot of the videogame
FAQs I make and I'm grateful for that.
~ Blizzard - They've been teasing us with screen shots, etc of this game
for about a year now, the game is finally here and it really
does live up to the hype.
~ You - For taking the time to read my guide.
~ My friends - For making me go out and buy this game
___

___
\_________________________________________________________________/ \
| 6.4
Copyright Info
6.4 |
\___/\___/
/

Copyright:
Copyright 2002 Ryan Kavanagh (Bonds Legacy). This FAQ and everything
included within this file cannot be reproduced in any way, shape or form
(physical, electronically, or otherwise) aside from being placed on a freely
accessible, non-commercial web page in it's original, unedited and unaltered
format. This FAQ cannot be used for profitable purposes (even if no money
would be made from selling it) or promotional purposes. It cannot be used in
any sort of commercial transaction. It cannot be given away as some sort of
bonus, gift, etc., with a purchase as this creates incentive to buy and is
therefore prohibited.
Furthermore, this FAQ cannot be used by the publishers, editors, employees
or associates, etc. of any company, group, business, or association, etc.
nor can it be used by game sites and the like. It cannot be used in magazines
guides, books, etc. or in any other form of printed or electronic media
(including mediums not specifically mentioned) in ANY way, shape, or form
(including reprinting, reference or inclusion), without the express written
permission of the author, myself. This FAQ was created and is owned by me,

Ryan Kavanagh. All copyrights and trademarks are acknowledged and respected
that are not specifically mentioned in this FAQ.
This FAQ was written for GameFAQs (www.gamefaqs.com) only. I don't want it
to be put up on any other web site and am not above explaining this to your
ad banner guys or whoever else I can get a hold of if you decide to violate
this disclaimer.
To continue, this FAQ and everything included herein is protected by the
Berne Copyright Convention of 1976, not to mention International Copyright
Law. Remember that plagiarism is a crime, and that this is a copyrighted
work--stealing from this guide is putting yourself at risk, plain and simple,
because the law is on my side. If you would like to contribute to this FAQ
(you will be credited,) please e-mail me, as well as any questions, comments,
or corrections, to the address above.
*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
~ End of File, Copyright 2002 (c) Ryan Kavanagh ~

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