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******************************************************************************* * WARCRAFT III: THE FROZEN THRONE * * STRATEGY GUIDE * * CREATED BY: Alex Austman (badnewsbeers, despairfaction) * * VERSION: 1.00 (Final) * * February 25, 2009 * * COPYRIGHT 2003-2009, Alex Austman * ******************************************************************************* ******************************************************************************* *** Table of Contents *** ******************************************************************************* 1.0 - GENERAL 1.1 - Introduction 1.2 - Updates 1.3 - Legal 1.4 - About 2.0 - PLOT 2.1 - Synopsis of Warcraft III: Reign Of Chaos 2.2 - Introduction to The Frozen Throne 3.0 - WALKTHROUGH 3.1 - The Sentinel Campaign: Terror of the Tides 3.11 - Chapter 1 (The Rise of the Naga) 3.12 - Chapter 2 (The Broken Isles) 3.13 - Chapter 3 (The Tome of Sargeras) 3.14 - Chapter 4 (Wrath of the Betrayer) 3.15 - Chapter 5 (Balancing of the Scales) 3.16 - Chapter 6 (Shards of the Alliance) 3.17 - Chapter 7 (The Ruins of Dalaran) 3.18 - Chapter 8 (The Brothers Stormrage) 3.2 - The Alliance Campaign: Curse of the Blood Elves 3.21 - Chapter 1 (Misconceptions) 3.22 - Chapter 2 (A Dark Covenant) 3.23 - Chapter 3 (The Dungeons of Dalaran) 3.24 - Secret Level (The Crossing) 3.25 - Chapter 4 (The Search for Illidan) 3.26 - Chapter 5 (Gates of the Abyss) 3.27 - Chapter 6 (Lord of Outland) 3.3 - The Scourge Campaign: Legacy of the Damned 3.31 - Chapter 1 (King Arthas) 3.32 - Chapter 2 (The Flight From Lordaeron) 3.33 - Chapter 3 (The Dark Lady) 3.34 - Chapter 4 (The Return To Northrend) 3.35 - Chapter 5 (Dreadlord's Fall) 3.36 - Chapter 6 (A New Power in Lordaeron) 3.37 - Chapter 7 (Into The Shadow Web Caverns) 3.38 - Chapter 8 (A Symphony Of Frost And Flame) 3.4 - The Bonus Orc Campaign: The Founding of Durotar 3.41 - Introduction 3.42 - Act 1: To Tame A Land 3.43 - Act 2: Old Hatreds 3.44 - Act 3: A Blaze Of Glory 3.45 - Contributed Strategies 4.0 - CONCLUSION 4.1 - Synopsis of Warcraft III: The Frozen Throne 4.2 - Codes 4.3 - Closing Comments 4.4 - Credits

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  • ********************************************************************************WARCRAFT III: THE FROZEN THRONE ** STRATEGY GUIDE ** CREATED BY:Alex Austman (badnewsbeers, despairfaction) ** VERSION: 1.00(Final) ** February 25, 2009 ** COPYRIGHT 2003-2009, Alex Austman********************************************************************************

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

    1.0 - GENERAL 1.1 - Introduction 1.2 - Updates 1.3 - Legal 1.4 -About

    2.0 - PLOT 2.1 - Synopsis of Warcraft III: Reign Of Chaos 2.2 -Introduction to The Frozen Throne

    3.0 - WALKTHROUGH 3.1 - The Sentinel Campaign: Terror of theTides 3.11 - Chapter 1 (The Rise of the Naga) 3.12 - Chapter 2 (TheBroken Isles) 3.13 - Chapter 3 (The Tome of Sargeras) 3.14 -Chapter 4 (Wrath of the Betrayer) 3.15 - Chapter 5 (Balancing ofthe Scales) 3.16 - Chapter 6 (Shards of the Alliance) 3.17 -Chapter 7 (The Ruins of Dalaran) 3.18 - Chapter 8 (The BrothersStormrage) 3.2 - The Alliance Campaign: Curse of the Blood Elves3.21 - Chapter 1 (Misconceptions) 3.22 - Chapter 2 (A DarkCovenant) 3.23 - Chapter 3 (The Dungeons of Dalaran) 3.24 - SecretLevel (The Crossing) 3.25 - Chapter 4 (The Search for Illidan) 3.26- Chapter 5 (Gates of the Abyss) 3.27 - Chapter 6 (Lord of Outland)3.3 - The Scourge Campaign: Legacy of the Damned 3.31 - Chapter 1(King Arthas) 3.32 - Chapter 2 (The Flight From Lordaeron) 3.33 -Chapter 3 (The Dark Lady) 3.34 - Chapter 4 (The Return ToNorthrend) 3.35 - Chapter 5 (Dreadlord's Fall) 3.36 - Chapter 6 (ANew Power in Lordaeron) 3.37 - Chapter 7 (Into The Shadow WebCaverns) 3.38 - Chapter 8 (A Symphony Of Frost And Flame) 3.4 - TheBonus Orc Campaign: The Founding of Durotar 3.41 - Introduction3.42 - Act 1: To Tame A Land 3.43 - Act 2: Old Hatreds 3.44 - Act3: A Blaze Of Glory 3.45 - Contributed Strategies

    4.0 - CONCLUSION 4.1 - Synopsis of Warcraft III: The FrozenThrone 4.2 - Codes 4.3 - Closing Comments 4.4 - Credits

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

    **********************************************************************************1.0 GENERAL**********************************************************************************

    **********************************************************************************1.1 -Introduction'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''

    Welcome to Warcraft III: The Frozen Throne. Continuing whereWarcraft III: Reign of Chaos left off, the single player componentadds three new traditionalcampaigns (a total of 26 new missions) tofurther advance the epic plot. In addition, players are gifted withan interesting new campaign not yet seen in aBlizzard real timestrategy game: an RPG-style featuring the Orcs, where the player isin control of a single hero and is capable of levelling, itemcollecting, and questing.

    A number of new heroes are also added to the mix, as well asfive new tilesets,units and structures; this expansion packs morecontent than many full games.

    **********************************************************************************1.2 -Updates'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''

    -------------------------------------------------------------------------------Version0.10 - July 3, 2003

    - Created the layout of this FAQ and wrote the walkthrough forthe first human chapter. - Night Elf campaign will be hereshortly.

    -------------------------------------------------------------------------------Version1.00 - February 25, 2009

    - Edited the entire text, reformatted the guide and finished alloutstanding sections. - Removed most of the update log (it wasexceedingly long) and took out the online strategies. Most peoplestill playing have long since developed their own strategies, andthe single player guide will prepare a person fairly well foronline combat. - Final update of this FAQ; it is now consideredcomplete. - If you can find it, check out page 75 of PCGamer'sDecember 2004 Gaming Tips magazine, where a portion of this guidehas been published. Thanks to Lee Hall, editor.

    **********************************************************************************1.3 -Legal'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''

    This FAQ is copyright 2003-2009 Alex Austman, excluding markedcontents. Permission is not granted to reproduce without permissionexcept for personal use. In other words, feel free to print thisout and use it for yourself or share it amongst friends, but pleaseensure credit is given where due.

  • The only websites authorized to host this guide are: - GameFAQs- IGN FAQs - CheatCC - PCGamer UK's Gaming Tips issue, December2005

    **********************************************************************************1.4 -About'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''

    Contact me at: badnewsbeers [at] hotmail [dot] com

    Guideline: The message MUST include 'Frozen Throne FAQ'somewhere in the subject line, or it WILL be ignored. Too much spamreaches me daily. Thanks :)

    My name is Alex, and I've been a fan of the Warcraft series fornearly as long as I can remember. I was introduced to the series inthe mid 90's by an old friend, and the rest is history. When I'mnot playing Blizzard games, I can be found ratting out on the Xbox,playing drums, playing hockey, snowboarding, golf and the odd gameof football. I'm an avid outdoors person, and I love to travel. Ialso do a lot of reading and writing. This is my first game FAQ,and I hope it can be of some service to you.

    Notes: - Any and all content that's deemed either useful orinteresting will be included as-is in the FAQ (apart from minorformatting). I won't be writing you back to ask, I'll just toss itin and give you complete credit.

    - I've since been published in the PCGamer UK's Gaming Tipsmagazine, page 75. Thanks to Lee Hall, editor!

    **********************************************************************************2.0 PLOT**********************************************************************************

    **********************************************************************************2.1 - Synopsis of Warcraft III: Reign OfChaos'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''

    Warcraft III - Reign Of Chaos (hereafter referred to as W3) tookplace in a period of peace following the events that occured inWarcraft II (that is, the invasion of the Orcs from their homelandof Draenor). The Alliance was fragile and crumbling, but the orcswere subdued in internment camps and overall it wasa time of peaceand prosperity. Except, however, for a mysterious society thatsprung up in Lordaeron.

    At the same time, King Terenas' son, Prince Arthas, wasdetermined to get to the bottom of a recent plague welling up inthe Northern villages of his futurekingdom. He discovered that themysterious society and the plague were related.He pursued theleader of the society far into the North, where he was led tobelieve that a sword called Frostmourne would give him the power tokill the leader and end the madness. Instead it enslaved Arthas,and he became a tool ofthose he sought to destroy. He returned toLordaeron as a souless wretch, wherehe slew his father and assumedleadership over the kingdom.

    Arthas used his kingship to transform his country into a landfor the Undead, which arose as a result of the plague. He wascommanded by his new master, the

  • Lich King, to open a portal and allow the demon Archimondepassage into the world of Azeroth. After his arrival, Archimondebegan to wreak havoc across thenation, laying waste to great citieslike Dalaran.

    Meanwhile, the Orcs freed themselves from their prison camps.Led by the young warchief Thrall, they were advised by a mysteriousprophet to sail across the sea to the distant lands of Kalimdor.The Humans were similarily warned; however, King Terenas refused toabandon his country for no apparent cause.

    Thrall decided to place his trust in this stranger, and so herallied his forces and set sail. During the voyage, his people wereseperated, and Thrall landed with only a portion of his troops.Upon his arrival, Thrall encountered a species of strange, pig-likesentient beings, known as Tauren. After helping some of them tosafety, Thrall enlisted many of them in his army as powerfulallies. He then used his newfound allies to rescue Grom Hellscreamand the remainder of his troops from the grasp of an army ofHumans, led by Jaina Proudmoore, who chose to follow the prophet insecret (defying King Terenas) and had travelled to Kalimdor. Heassigned Grom the task of building a new basecamp for the horde,but he managed to offend the Night Elves who live in the woods.After a devasting assault by the Elves, resulting in numerous Orccasualties and a large setback, Grom came across Mannoroth, the PitLord who infused the Orcs with the bloodlust so many years ago.Despite knowledge that the bloodlust was the downfall of his peopleand ultimately caused them to become the tools of the demons, hechose to re-accept the pact.

    Although this gave Grom and his forces the power to defeat theElves and their leader Cenarius, it also turned Grom and hissoldiers back into the savage monsters. After the battle, Thralllearned about the renewal of the ancient pact and was furious. Heled an assault on Grom and his forces, beat Grom into submissionand then carried his body away to be awoken from the bloodlust.Whenawoken, the pair travelled to the lair of Mannoroth and engagedin combat. Thrall was quickly knocked out cold but a mighty blow,but Grom fought the demon to its death, sacrificing his life in theprocess. Although Grom died, hemanaged to kill Mannoroth, thusbreaking the demonic hold over the Orcs forever.

    After Arthas opened the portal for Archimonde and his legions,the Burning Legion (as the demonic forces were known) began anassault on the Elven lands in Kalimdor. After initial mistrust andfighting between the Humans, Elves and Orcs, they finally realizedthat the only way to victory was in arms as allies.In the finalhour of doom, as Lord Archimonde approached the great World Tree(with the intention of corrupting it forever and morphing the worldof Azeroth into a demonic land), the three forces arrayedthemselves against the Burning Legion.

    They hoped to buy enough time for Furion Stormrage, a powerfulElven leader, toplace thousands of wisps around the tree. ThoughArchimonde broke through the defences, Furion's plan succeeded.Archimonde was slain in his moment of victory. The World Tree wasdestroyed and with it, the immortality of the Elves.

    **********************************************************************************2.2 - Introduction to The FrozenThrone'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''

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

  • Illidan....

    **********************************************************************************3.0 WALKTHROUGH**********************************************************************************

    NOTE: In the walkthrough, I tend to refer to directions usingtwo different methods. While self-explanatory, I've included thisASCII drawing to ensure there is no confusion.

    (North, Up) | (West, Left) - - (East, Right) | (South, Down)

    **********************************************************************************3.1 - The Sentinel Campaign: Terror of theTides'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''.---------------------------------------. |3.11 - Chapter 1 (TheRise of the Naga)| '---------------------------------------' Thisis actually a fairly tough mission, considering it's the first inthe expansion. It's actually rather reminiscent of the first StarWars: Brood War mission as well. You begin with a small force ledby Maiev in the bottom right-hand corner; simply follow the obviouspath around the bottom, slaying minor amounts of creep here andthere. When you arrive at the bottom left corner of the map, you'llrun into some Elves who had fought an insane monster,and give youan OPTIONAL QUEST to put it down with them. I advise completingthis quest, as it lies along the path you must follow and it takesa short amount of time to complete. As you walk North from whereyou met the Elves, thebeast should come into view. He'll wanderEast into his lair; simply follow it in and slay it and it'sminions. Return West to the main path, and go North. You'llencounter the remains of a poorly-razed town containing some morecreep.Lay the metal to them, and continue North. When you reach thetop-left corner, you'll be assigned a second OPTIONAL QUEST - freesome Night Elves from a nearby prison. I *highly* recommend you dothis, because the following portion of the level needs quite a fairbit of firepower to pull it off. Bash in the gates and free theElves. Assemble your troops next to the gate that is just East ofyour position, and save. Bust open the gate, watch the cut scene,and brace yourself.

    This next part can be tricky, but I've devised a nearlyfoolproof method. Select all your troops, and then have them'attack all' just behind theenemy. Blink Maiev past the initialcluster and have her use her whirling blades on the first group ofenemies attacking the ships. By this time the initial clustershould be slaughtered, at which point you should have your archersdestroy the three flying creatures, while the rest of your troopsrush down the beach. The majority of the monsters will go forMaiev, so keep her safe by focusing your micromanagement skillsmostly on her. Using this technique I managed to save four of theboats; you only need a minimum of two.

    -------------------------------------------------------------------------------Sent in by David Lim ([emailprotected]) I think you shouldmention that there are 3 power-ups on this map, 2 accessible onlywith Maiev's blink. One's on an island IIRC. And there's at least 2items that can only be reached through blinking. Sent in by'Zareth' ([emailprotected]) Ring of Protection +1: This one youneed to hop (blink more then once) a few times. After

  • finding the first razed village, you go to the pier at the topof the village and blink to the island there. Follow the path downtill you see the rune of mana on a little island and blink overthere. Now blink once more to the island below that and attack thecrate. This will bring in some murlocs to attack you. One of themwill drop the ring. Jade Ring: This one is rather easy. Justdestroy the crates behind the statue of Centarius after the Furbolgcutscene. Claws of Attack +3: Once you reach the fountain ofhealth, you might spot an area a little south of it that has asmall spider on it. Blink up there and kill the spiders there toget the claws. Spider Ring: This was the one I believe David Limmissed. From where you picked up the Claws of Attack, go to theleft tip until you see a Rune of Mana. Blink to it and then walkalong the top of the waterfall and you'll be attacked my somespiders (I almost missed these myself). They will drop the SpiderRing. Healing Wards: This was another one I had missed the firsttime around. This is near the place where you get the Search andRescue optional quest. If you go over to the right, you'll manageto reveal enough land for the Warden to blink to. After blinkingthere, go as right as you can again and blink over to where thedeer is. There, you'll fight a Furbolg Hermit who drops the HealingWards. Scroll of Protection: This one was the hardest to find forme. It's located a little to the east from the Fountain of Health.If you look, you'll see some blue flowers near the rocks. If you goup to it, it'll reveal some area where you can blink to behind therocks. There you'll find some crates. One is on land and has a Runeof Mana and the other is in the water which is where the Scroll ofProtection is located. Goes to show that sometimes, stopping tosmell the flowers has it's rewards. :)-------------------------------------------------------------------------------

    .-----------------------------------. |3.12 - Chapter 2 (TheBroken Isles)| '-----------------------------------' This ispossibly my favourite Night Elf mission - it's the only one thatrequires you to establish a base (for shame!). Essentially, thereare two seperate Naga bases, one due West of your camp and theother due North. Spend the first few minutes fortifying your camp.I like to use buildings, so I simply placed three towers at theWest, North and East entrances to my base (Not the Southernopening; the Naga do not attack there). This defenceis more thanadequate to hold anything the Naga will throw at you. Now begin tocomprise your combat force. I suggest two groups, one composed ofsix Archers, Maiev, and three Huntresses and the second comprisedof four Huntresses and sixDryads. Note that this suggestion is onlyten troops per group - this allows usto have one group pertransport, making our job easier. Move your army out on footWestward, and then turn North. You'll run into an old Shaman whoassigns you an OPTIONAL QUEST.

    In order to complete this, continue North to the Goblin Shipyardand hire two transports. Head NorthEast, and land on themiddle-right of the map (look for a stone bit). After landing,you'll spot a bunch of undead Orcs randomly fighting. They will notattack you whatsoever unless you go near them or attack them. Withthis in mind, take out the three huts that the Orcs spawn from,making sure to retrieve the chest from the last hut. Return to theShaman

  • to end the quest.

    It's time to expand the base. There are two options to do this:a gold mine directly North of the undead Orc area, and the secondis the Naga base directly West of the main camp. Settle theNorthern base first. Load up six Archers and a few wisps and setsail. When you land, create your base but be sure to add in atleast three Ancient Protectors as well. Also, make sure to leaveyour six archers behind as a garrison. They'll stop the occasionalraid. Now load up your army (comprised with the same units andquantity as before) and set sail for the Naga base to the West ofthe main camp. It's quite useful to destroy this base, because onceit's gone you are entirely free of raids, for good. Destroy it withutmost ease, and then if you feel like it, settle there as well. Noneed to worry much about defenses, because you're soon donehere.

    Time to finish the mission. There are two ways to do this:firstly, youcan load up your twenty troops and sail North until youreach a swampish area (where you can unload), or scout out thethree Goblin Shipyards in the area andpurchase a fleet of nineFrigates. Either way will work, but try to keep a few units alivewhen the base is destroyed. After the last building falls, acutscene will play out. When it is over, smash through the gate andslay all those inside.

    .---------------------------------------. |3.13 - Chapter 3 (TheTomb of Sargeras)| '---------------------------------------' Thisis of a dungeon crawl level, with no base building in sight. Whenyou begin, head East a short ways. If you want, you can break openthe door above you and clear out the room (there's a level 6 creep,and it drops a Potion of Mana). Head back South and then go East.Head South again and defeat the Overlordn here. Pick up the item hedrops and then you can begin an OPTIONAL QUEST.

    Blink over the right wall here and defeat the level 3 creep.Just belowhim is a shadow orb; if you pick it up you will discoverthat it's part of an artifact and you are tasked with collectingall ten pieces. So that's (1) of 10collected. Blink back, andcontinue West, defeating the Overlord at the door and passingthrough. Break through the door to your immediate left and moveSouth in this room. You'll see a stone structure in the lowermiddle, this has the second piece of the Shadow Orb on it. Blink toit and get it (2/10). Blink back (no need to fight the Pit Lord)and retrace your steps out of this room. Head South, and at thebottom blink up to the next level. From here, go to the bottomright corner of this first ledge and blink to your right across thestone wall. Get the third piece (3/10) and return to your troops.Head East from here, staying along the bottom of the two parallelpaths. You'll come to some rocks and be given a second OPTIONALQUEST - to break open three rock barriers and gain more units.

    Do so and you'll receive two Druids of the Claw. But don't leaveyet, bring Maiev down and walk through the narrow gap between thewall and the rock on the left-hand side. Carry on this way to theleft and then down and get the fourth piece of the Orb (4/10). Theway back is blocked, so you'll need to blink. Head North and cueanother cutscene. When it is over, you can Blink overthe wall toyour left for a Gauntlet of Ogre Strength +3, or just keep headingNorth. You'll soon reach a swampy water area.

    Continue West, and when you come to an Elder Hyrda and aHatchling, Blink to the ledge just above you for the fifth Orbpiece (5/10). The other twoin this swamp area are impossible tofind without the Huntresses Sentinel skill. At the left side ofthis water area is a second rock wall with some elves beghind it.Just above this part is a tree, use the sentinel ability to see aledge to the left of this tree. Blink up there and destroy thebarrels and boxes for the sixth piece (6/10). As you round the leftside and go up,

  • start looking out for trees. You'll find one about a quarter ofthe way from the left side (not the one by the little rock island,but against a longish wall). Use the Sentinel skill, and then blinkover the wall and defeat the turtle for the seventh piece (7/10).Continue right until you come to an impassible river - blink acrossand hit the switch. Continue East and you'll trigger a cutscene;when it's over, kill the Naga and cross the ramp back onto solidground.

    Head directly East and destroy the final rock barrier tocomplete the quest. Now head North and blink into the water. Next,blink up onto the platform on the right-hand side, and break openthe boxes to get the eighth piece (8/10). Return and then headSouth. Kill the six Naga here, and then moveWest. Just past theGreater Mana run is a group of Naga, and above them is a room.Blink to it, and get the ninth piece (9/10). Head South and you'lltrigger another cutscene. Enter the door to the right andimmediately go South on the narrow path here. Blink with Maiev downand to the right and you'll be in a channel with a rune. Walk rightto get the final piece of the Shadow Orb (10/10). Return North tothe main path and head East. Kill the Naga, break downthe door andend the quest.

    You've got three minutes to get out. Retrace the same path youtook to get in, and use blink to skip over groups of enemies. Imade it out in 1:23 using this method. Good luck!

    -------------------------------------------------------------------------------Sent in by Craig Kramer ([emailprotected]) The secondOPTIONAL QUEST is the night elves mission 3: the tomb of sargeras,is to find teh 10 fragments of Gul'Dan's Shadow Orb. This item isvery helpful this early in the game, as is gives +10 attack and +3armor when completed. However, only Miaev can reach the orbfragments with her Blink abality. Although i don't know ehrer allof them are exactly, i do know that 8 of them are in the open (aspen as they can be) while two are hidden in creats. Sent in byDavid Lim ([emailprotected]) It's difficult to give the exactlocation of all the orb pieces for the optional mission withoutreplaying but here are some hints. We can divide the map to 3areas: Before-Water area, Water area, After-Waterarea. The numberof pieces in each area are: 4, 3, 3. 8 of the pieces either inareas that can be seen or reached by careful observation. 2 of thepieces in the Water area can only be seen through use of thehuntress' sentinel (hint hint!) ability. Sent in by mike baker([emailprotected]) Hi about the shadow orb the first 8fragments are fairly easy to obtain just blink like crazy). i wastearing my hair out looking for the last two (im a perfectionistwhen it comes to games and couldnet leave em behind) but you maynotice some "odd" looking walls when you lose your troops and arerunning these collapse and the orbs are behind them (i think) i ampretty shure that you WILL need shadow strike as there is a bigasshydra in water (heals faster than FOK cools down) some generaladvice get as high up as possible as you can only blink to placesyou have seen if you see a rune there is a good chance there is anorb nearby if you are lazy blink can go ANNYWHERE you can see thatthe warden can stand so you can blink through walls and stuff. ifyou go to a rune and there is no fragment it may be because you arehigh up and can now se a ledge to blink to i cant remeber wherethey all are but one is over some doodads in the firstreinforcement tunnel. one is near the stone door opend by a plateone is near the top left of the map (all i canremember)-------------------------------------------------------------------------------

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

  • '----------------------------------------' This level is rathera hybrid of the RPG style and the base management style, whichprovides for a rather unique mission. First off, focus onbuildingup your base - a handful of towers at each of the twoentrances (perhaps four or five), and then create two seperate(full) groups of twelve troops. In this level, try for a fairamount of Druids of the Claw (in bear form), as well as anotherthird being Archers/Huntresses. Then just throw in whatever troopsyou feel most comfortable using. After you've completed these twotasks, your base is now more or less impervious to anything theenemy can throw at you.

    Now you can begin on the RPG half of the mission. Start byleading Maiev and your troops out of your base and on to the path.Head straight down, and before the turn to West, take out the NagaMyrmidon there - that'll triggeran OPTIONAL QUEST, which asks thatyou kill the four Naga Excavators. There's one down (1/4). HeadWestward and soon you'll come across a stone bridge leading South.Take it, and at the end is the second Naga Excavator (2/4).Exitfrom this area the same way you came and head North, via theonly path a vailable. Just above the small fountain you see on theright is the third Excavator. He's a little ways off the path, sojust head East to find and kill him (3/4). Continue following thepath as it loops up and around and then back down South. You'llsoon reach your destination - the transports. Load up all ofyourtroops onto them (except for the Hippogryphs of course), and sailSouth.

    The path will circle around to the West after you head South fora while. You'll spot a little jut of land, and South of it is themain path for the boats. Unload on the bit of land and head Northto find the fourth and final Naga Excavator (4/4). Return to yourboats and continue along the path. Land your soldiers on the nextbit of land that you come across and kill the creep you find. Bashopen the door and sail your transports through it. Move your landtroops North and repeat the procedure on this next batch of uglies.After the second door is open, make a mad dash with your two boatsfor the exit; neither should be hurt very much. After they reachthe seal, the mission is finally over.

    -------------------------------------------------------------------------------Sent in by David Lim ([emailprotected]) There appears to be 3different 'easter egg' areas I think, if you could call it that. Ifyou take the gryphons on a scouting run, there are 4 things:apower-up and runes in hidden areas near the lower-right naga base(you need to go through the base); near that base again, there's agate leading tosome gold;in the lower middle, another gate thatleads to a short scene and then a fight with an Infernal; andfinally in the extreme lower-left is a Brewmaster neutralhero whogives you an item (crap). A 'secret discovered' message pops up ifu get to the Brewmaster or the gold behind a gate. You have to useblink to get to those areas.

    Sent in by ([emailprotected]) In The sentinel campaignchapter 4 there is a secret area you can get to by sailing down asfar as possible and then to the right when you get the boats. youcan destroy a door and an infernal spawns, which drops RunedBracers whenkilled.-------------------------------------------------------------------------------

    .------------------------------------------. |3.15 - Chapter 5(Balancing of the Scales)|'------------------------------------------' At the outset of thismission, things look pretty bleak. You have a base in the bottomright area of the map, but it does not have a gold mine. You've gotan assortment of troops (plus Tyrande and Furion) in the lower leftcorner. You'll need to try to focus on them both at the same timefor the first portion of the mission. Start out by pumping outArchers and Huntresses at the base - don't spend any gold on anybuildings or anything like that, because you'll need all the troopsyou can get. Move to the group in the

  • bottom left, and have them begin to follow the path. Try tofollow some of the offshoots as well, for the experience and thegold coins. They all rejoin with the main path anyway.

    In the top left corner of the map, you'll run across a burningship. As you approach, this will trigger an OPTIONAL QUEST - tofind the three other ships that contained Furion's 'specialallies'. So head East from this location, circling up and aroundand through the shallow water. When you reach the Easterncoastline, head directly South, all the way to the Southerncoastline, and you'll find the first Elvish ship (1/3). With yournew troops, head North a touch and then head East when you spot thegolems. This leads to a mini Naga base, which you can destroy. HaveFurion and his troops attack from the left while all of the troopsyou created at your base attack from the right. This will crush theNaga in a vice and they'll break in a short amount of time. HeadNorth from here to find the second ship (2/3). When the Naga basedoes fall, you'll complete the first MAIN QUEST.

    Now is the time to move your base up into this region, becauseit's relatively more secure and it has a gold mine. While you aresetting up this new base, send a handful of troops directly East,starting from the gold mine. You'll encounter a Fountain of Mana,guarded by a few weak creep. Just South-East of this Fountain isthe third and final Elvish ship (3/3). Return to your base withthese new units.

    It is time to marshal your forces for an attack on Illidan'sbase. When you are creating your troops, keep in mind that yourgoal should be two full groups, preferably of Archers/Huntresses,along with a couple of Mountain Giants and four Glaive Throwers. Ofcourse, having completed the OPTIONAL QUEST you should have ampletroops for the task. Keep at least six Archers home (as defense)and then move out.

    Illidan's base has two components - the Southern component isour first target. To defeat it, all you need to do is assault itfrom the West, using your four Glaive Throwers and using yourtroops primarily as body guards for them. This base is almost ajoke to defeat, you'll have it down in maybe five minutes, withminimal casualties. Replace any fallen troops, and then head Northto reach the second base. This one is slightly tougher. Repeat thesame strategy as before, but be on the lookout for Illidan.Alternatievly, you can wait until Illidan leads a raid on yourbase, kill him, and then destroy the base while he is being revivedat the Alter. If you desire, send Tyrande into the middle of thisbase and use Starfall - just to speed up the slaughter. When thisbase falls, victory is yours.

    .-----------------------------------------. |3.16 - Chapter 6(Shards of the Alliance)|'-----------------------------------------' This mission is thefirst which involves the Human Alliance. You'll start out in thetop left corner of the map, and you're tasked with escorting aBlood Elf caravan. This mission is in fact shamefully easy. All youneed to do is follow the path, so start heading South.

    Along the way you'll encounter minor groups of Undead, so takethem out. After the third group of Undead (the group with the MeatWagon), head West along this branch of the path. At the end is anUndead structure, and a seal just beyond it. Step on the seal andsnag the gold to trigger an OPTIONAL QUEST. This is the first ofthe three stashes (1/3). Return to the main path and continueSouth. As you round the bend at the bottom of the map, look outbehind you - there's a group of Undead that surprises the caravanfrom behind. Once they're dealt with, continue East. Soon you'llreach a bend that curves back around to the West, with a MercenaryCamp located near it. Directly East from the camp is another Undeadmini-base. Destroy it and step on the seal to obtain the secondstash (2/3). Return to the main path and follow it as it windsaround. Soon enough, you'll come across a fork in the road. Takethe

  • right-hand passage (for now) and head South. You'll encounter afarmhouse guarded by some Undead. Take them out and then step onthe final seal (3/3) to complete the OPTIONAL QUEST.

    Now, the reason for the fork in the road is the differencesbetween thetwo paths. If you take the right-hand passage, it's muchshorter but you'll have to fight you way through a smallish Undeadbase. If you take the left path, it loops way up and around, butall you'll face are minor pockets of Undead and a fairly smalloutpost. The choice is yours, but my advice is to go through thebase (right path). Pick one and continue.

    RIGHT PATH: On the way, feel free to stop at the Mercenary Campand obtain some more troops - the more the better, and you've gotplenty of gold. It's entirely possible to destroy the base withoutlosing any troops. Rush in and have your Mountain Giants use Taunt(to force the Undead to attack them). Meanwhile, have the rest ofyour force engage the troops as well, and using this method they'llbreak in a very short time. After they're gone, focus on destroyingthe buildings. Overall this is a super short battle. After it isover, simply head North. LEFT PATH: Simply head North-West untilyou encounter a sizeable band of Undead. Put them down andcontinue. At the North-West bend, there's a small outpost. It's gota spirit Tower for defence. Take this out, as well as the fewtroops, and move Eastward. After a time you'll spot a path leadingNorth; this leads to a Goblin Merchant surrounded by creep. Feelfree to kill and buy. Then just continue South-East until you reachthe fork in the road, at which time you'll want to head North.After you've made it into the village, you'll need to wait for thecaravan to arrive as well. Once they do, a steady stream of Undeadarrive and attack (not NEARLY as overwhelming as the massive Zergrush in the final minutes of the 'survive for thirty minutes'mission in the Terran campaign of Starcraft). All you really needto do is move Tyrande into the middle of the caravan, hit Starfall,and wait. After the wave is over, so is the mission.

    .---------------------------------------. |3.17 - Chapter 7 (TheRuins of Dalaran)| '---------------------------------------' Thismission is arguably the toughest in the Night Elf campaign. Ifyoucan recall back to Reign of Chaos, the final Undead mission hadyou protecting Kel'thuzad as he summoned Archimonde into the world.This mission is a mirror image of that, and you must preventIllidan from completing his spell that willtear the world apart. Hehas four summoners undertaking this spell, and you must kill themall within the 30 minute timeframe. Thankfully, you can totallyignore the defence of your base; your Human allies will cover thatfor you.

    So to start off, group your initial force together (excludingthe Faerie Dragons, because you'll want to save those for a specialtask later), and begin to fight your way to the North-East corner.Or, if you so desire, simply take Maiev and use her Blink spell toget past the two groups of Naga. Your goal is the top right corner,which is where a Paladin is being held captive. This is the onlyOPTIONAL QUEST in this mission. I chose to take Maievalone, so whatI did was Blink past the first group of three, head North and theWest and North once more, and Blink past the sizeable Naga forceOVER the gate. This freed the Paladin and broke open the doors, andusing these two units I fought my way out with ease. If you want totake all of your units, it's much the same except you need to killthe Naga as you come across them. Either way, this quest will takemaybe three minutes to complete, and the rewards are certainlyworth it.

    After you've freed the Paladin you'll need to focus on your mainarmy.

  • Here is the composition required (actually, fairly overkill, butwhat the hell,go for the gusto). Create eight Fairie Dragons intotal (you already have two),six Glaive Throwers, three or moreextra Chimeras (plus the one you start with), and then toss ineverything you have left after the OPTIONAL QUEST.

    To begin the assault, take your forces and head directly West.Keep your forces at the Southern end of this 'hall' and send up thesiege to begin destroying the buildings. The enemy will NOT engageyou until they have line ofsight, so it's quite possible to takeout the majority of this base before theycome to attack. When theydo, fend them off with your troops and continue taking out the basebit by bit. Now, after this hall is cleared, you'll arrive at themain base of the level. Send in your siege and take out anytroop-producing buildings you see, and have your combat troopsfight the enemy troops. Don't send in the Faerie Dragons until thecoast is fairly clear; be sure to take out at least two of the fourTidal Guardians surrounding the Summoners. When you feel confident,Have your Faerie Dragons rush in and hover over the Summoners. UseMana Flare to destroy them. Don't worry if the Faerie Dragons arekilled, you should have plenty of time left to replenish yournumbers (and the same goes for any troops you might lose). ManaFlare will do the job in a matter of seconds, what with your eightDragons, and the mission will be over.

    -------------------------------------------------------------------------------Sent in by David Lim ([emailprotected]) I finished ityesterday. Yep, your army was overkill. I only had 1 and a halfunit with all 3 heroes. I justtook out the outer-lying buildings,built up 8 faerie dragons. Then attack some buildings outside thesummoning area to lure Illidan, retreat a bit, then kill all enemyunits. Heal as quickly as possible, charge back in and get thoseguarding the summoners to attack. Right after that, get the faeriedragons(hovering nearby) to charge to right above thesummoners andhit mana flare. And try not to let your heroesdie.-------------------------------------------------------------------------------

    .-----------------------------------------. |3.18 - Chapter 8(The Brothers Stormrage)|'-----------------------------------------' The final mission ofthe campaign is at hand. At first it can be a bit daunting, whatwith managing twin bases, but after you get the hang of how itplays out, it becomes quite simple.

    Begin with Illidan's base; you need to create two full groups,and thena third as full as you can. There are only four troop-typesto pick from, but the best are the Myrmidons and the Turtles. Youbasically want a majority of the Myrmidons and a Minority of theTurtles, with perhaps some anti-air thrown in for good measure.Once this setup is underway, turn your attention to Furion's base.Try to mass about two full units of Archers/Huntresses combined,andpossibly throw in a couple of Mountain Giants as well, they'realways a great asset and help with drawing the Ghouls attacks awayfrom your Archers.

    So essentially, the goal of the level for Furion is to just masstroops. Don't worry about it too much however, because the Elf baseisn't attacked that frequently, and when it is, the Undead usuallyfield a weak force. They'll come from the top and the bottom, sotry to cover both ends witha group, or some similar arrangement.Throw in a couple of Ancient Protectors for good measure andthat'll be enough to completely secure the Elf base.

    Now, hopefully by this time Illidan's forces are nearly ready togo. Venture South, and at the same time try to build a handful ofTidal Guardians back at the base, just as a precaution againstraids. Now, earlier on you will have been given an OPTIONAL QUEST,which involves you defeating some Trolls andbreaking apart a dam.Now is the time to complete that quest, because it helps out a lot.So continue South, and you'll reach the dam. Head East fromhere,

  • and follow this path as it curves around back South. All youneed to do is killall of the Trolls, including their leader. Oncethey've all been killed, the dam will collapse of its own accordand passage will be granted.

    Return to the area where the dams were and head South. You'llcome across a Fountain of Health; head West from here and destroythe smaller Undeadcamp. There are no air units or heroes to worryabout in this base, so simply raze it to the ground. Now, the redbase, which is directly above this one, hassome air units. If youdidn't create some air troops before, do so now and bring as manyof them down to this area as possible. This base has two entrances,so place a group at each one. Have each group attack the samelocation on the ground in the base, and then manually guide the airgroup in and take out the enemy air units. A good spot to pick isthe middle of the Northern side of the base. Let them at it, andwhen the air units are destroyed, take control of your heroesmanually and micromanage them for the remainder of the assault.When the base is destroyed, the mission is over. Congratulations onthe end of the Sentinel campaign!

    **********************************************************************************3.2 - The Alliance Campaign: Curse of the BloodElves'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''.---------------------------------. |3.21 - Chapter 1(Misconceptions)| '---------------------------------' This is anice and simple mission, not many complexities and it's a breakfrom anything remotely involving thinking :). You begin with asmall contingent of troops in the North East corner of the map.Basically the first 6minutes is a typical dungeon crawl, as we'reall used to, except that this one is quite simple.

    Remember at the start to fully repair the tower to your left!And don'tforget the peasant afterwards. Some tips: take advantageof the hero's flame spell, it doesn't affect your troops and isfantastic when four or more creatures attack your three footmen.Also, be SURE you do the OPTIONAL QUEST, you get three 'buildingsin a bag', as well as muchas gold and wood, both of which arevaluable. You will view a cutscene, whereafter you're provided withboats.

    Load all your remaining troops (I had all of my inital guysexcept for two of the three footmen). Traverse the tiny expanse ofsea and land on the island. Take out the few creep and then, usingyour 'buildings in a bag', construct a base. Now, the next bitdepends on how long you want to spend on this mission. I spent 50minutes, and here is what I did: Firstly I got a mixedgroup oftroops, six footmen, 2 healers, my hero, and three riflemen. I senttopeasants to repair the tower, and created a bunch more to buildmy base (don't hold back because of a lack of gold - there's plentymore ;) ).

    After clearing the island the tower was repaired, and I couldsee an undead base on the attached island to the southwest. I tookmy unit of men (same composition) and added in four mortar teams. Itook my troops in from theupper land bridge, and when the undeadunits were all engaged I used my siege to go in the bottom andblast their buldings. I then set up a base there. Aftera minute Icreated a new unit of ten troops, six rifles, my hero, one healerand two militia, and boarded a transport and then attacked thelower left corner, for the OPTIONAL QUEST. All you face is creep,so there's really no need to be cautious. Hint: Use the flame spellon the guy at the end, and then make sure you get the rune, becauseit will reawaken him on YOUR side, and he'sone POWERFUL bugger.After this, I loaded up my transport with the same unit, plus myOgre, and moved to the North-West. Again it was mostly just creep,so Ipolished 'em off, greatly assisted by the ogre, and then movedin with four peasants. Note that my main base had not been touchedafter the elimination of the undead base. Rebuild the tower andyou're good to go!

  • .----------------------------------. |3.22 - Chapter 2 (A DarkCovenent)| '----------------------------------' At first glancethis mission appears to be brutal, but it's actually quite simple.You start out with five bases, two on the top, two on thebottom,and then your main base on an island in the middle. There'san Undead base on the left middle. You lose both your upper andyour lower bases to different colours of Undead, which is scripted,and the mission really begins with you inthe center with no mine.So basically, take all of your ground troops (you've got 14), load'em into your two transports and take them to your top right formerbase. You will easily wipe this base out. Make sure you leave yourdragonriders back home to stop the air raids.

    Once this base has been cleared, build a town hall. You can alsowreck the boxes to the left of the mine, you'll get some gold and amini town hall which I suggest you save. Now, in this locationbuild two barracks. Start pumping out archers and footmen, and yourgoal is to have one unit filled with your original troops (mostlyNaga) led by Kael-Thas, and a second with about eight archers,three footmen and led by the Naga hero.

    When you're ready, save and then advance West and take out thesecond Undead encampment. Kael-Thas' flame spell comes in handyagainst the ground troops. You shouldn't lose many troops, I lostthree total, and that was being sloppy. This is where you shoulduse your mini town hall, so build it up and then set your previousbarracks waypoint to this new location, and pump out more troopsfor defence and to replenish your numbers. Be wary at this time,because back on the island in a few moments you'll be on thereceiving end of afairly brutal assault led by a Level 7 hero. Itis advisable to get about six footment and a bunch of towersready.

    After your numbers are topped up again, it is time to assaultthe greenbase. This is a fairly ugly battle, and I lost preciselyhalf of my 24 troops. If you are a cautious type then I would go inwith as many troops as you are allowed and be assured an easyvictory. Either way, kill everything and the mission ends.

    -------------------------------------------------------------------------------Sent in by Alijohn Ghassabeh ([emailprotected]) At the beginningof the chapter before your bases are overrun, if you move all yourunits to the right edge (on the top and bottom) and they survive bythe time of the cut scene, they appear at your base. The total is16 units - 8 peasants, 2 sorcerers, 2 archers, and 4 priests. Sentin by Vladik Aranov ([emailprotected]) 1. There are a level 10Ancient Hydra in lower left corner of the map. You can find it ifyou use your arcane towers to scout the area. It drops tome ofARAIR Tome Int+2, regeneration ring and mana stone. All things aregood to grab. You have to flame strike forest to reavh it at leasttwice. 2. In the right top corner there is a cave. If youflamestrike forest and enter into the area near cave the thunderlizard will appear. Note it have devour ability and killed my nagaroyal guard in no time. On kill it drop pendant of mana. 3. Ring ofsuperiority can be obtained on killing gnollish band in the lefttop corner. 4. On this map there are two tiny castles. Use themboth in this mission. if you left some in your inventory they willdissapper by the end of thirdmission.-------------------------------------------------------------------------------

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

  • |3.23 - Chapter 3 (The Dungeons of Dalaran)|'------------------------------------------' Yet ANOTHER dungeoncrawl! Start off by freeing the Lieutenant who is directly to yourleft. Next, free the three elves below you and continue to therightand then down, where you will face two humans. Concentrate all yourattacks on the human going for the lever, and then finish off hispartner.

    Head back up and across the stream, kill the golem and smash thebox. Return to the gate and go through. You'll be treated to asmall cutscene; afterwhich, snag the book and then have both herosstand on both green runes, which will open that locked door to oneof the mages. Kick his arse and snag the treasure.

    Carry on downwards. When you get over the rise you'll see abattle going on; order your men to stand position until both sidesare nearly dead, and then engage. Break down both gates, and haveboth heroes stand on the purple runes again to unlock the secondghost mage. Head to the left, kill the Undead forces, break openthe cells and take the treasure hidden in the egg sacks. Thenreturn to the right, wave goodbye to the left side of this map andcross the bridge. Get up close to the gate, but DON'T break itopen. Rather, use flame strike to destroy the switch on the otherside, releasing the monsters on the human guard. Now you can breakopen the gate, but hang back until all the humans are dead.

    The monsters you free are tough buggers, so what I suggest isyou send your hero in, run up a bit and snag the treasure frombetween the two robots, and then run towards the monsters. Therobots and the monsters will battle, butthe monsters prove to bestronger. So I also suggest casting flame strike on the twomonsters, being careful to not let it touch the robots. That shouldeven things out and you're free to mop up, and don't forget the tworunes, earning you a prize. Smash the boxes to your left for achest.

    Carry on up and to the left and you'll find a gate with twoguards and a lever. Banish the guard running for the lever, killthe other guard and then finish off the original. Blast the gate.Ok, no laughing now, this bit actuallytook me a bit to figure out.When you go in, kill all the guards (once again, gotta love flamestrike). Then stand one guy on the purple rune, and send LadyVaschj down the ramp into the water and on to the other one. Killthe the thirdmage.

    -------------------------------------------------------------------------------Sent in by Jeffrey Bay ([emailprotected]) The corresponding redrune is at the northwest of the original red rune, on elevatedground which can only be accessible thru a teleport tunnel. Thistunnel is located just outside and directly opposite the BAH RAMYOU sheep room and is blocked by some mushrooms(you need Kael toflame strike those mushrooms). It will open the door to the lastlevel 9 archmage. The corresponding blue rune is also surrounded bymushrooms that need to be flame struck. It is situated in the roomeast of the teleport tunnel outside the sheep room. You will see aclump of mushrooms surrounding a restoration rune I think. Therestoration rune is at the exact same spot as the blue rune. Itwill open the door to a Level 11 Arcanite Golem. Breaking thecrates there will give you some cool orc stuff;)-------------------------------------------------------------------------------

    Carry on through the door to the right, kill the humans, andthen go down and free the third Lieutenant. Watch the battle, mopup, carry down. Go left here and meet three sheep. You have tostand on the three blocks in the order to make them sayBah-Ram-You, and it will open a gate to the north which unlocks asecret level after you've completed this one. Anyways, head right,kill the guys, and then fight off the three monsters. Easy as pie.Rush up, kill the two humans. Head left, free the final lieutenant,and then head back right. There's a lone prisoner in the bottomright, and if you move the cursor down there fast enough you'll seea message saying "Even Elves get tired of waiting". Save the elfand head back left into the unlocked door, near the

  • final lieutenant.

    Head up and for the next bit it's just a constant battle. Focuson micromanaging your heroes and slay all of the enemy. Free yourtroops and prepare yourself. There are three cells, break them allopen and then go left to fight the final battle. Hold nothing back.Lead your troops into the top right afterwards and the mission isover.

    -------------------------------------------------------------------------------Sent in by Crimson Cavalier ([emailprotected]) I dunno if you knowthis and forgot to mention this but other then freeing yourliutenants (they are spellbreakers) you can get more troops in thealliance chapter three, dungeons of dalaran. Every so often youwill come by a cell who is housing what appear to be high elf/bloodelf civillians. (they look kinda like the engineers in the towerdefense level) If you break the door to the cell, the blood elf"civillians" inside will run directly to an armor/weapons rack. Ifyou wait around they will come back a few seconds later asswordsmen. I think a few times the blood elv "civillians" are in acell with a creep or two so be sure when you get there to slay thecreep first. I may be wrong about that part though, im just prettysure I remember getting to a cell with a few spiders in it, andafter killing them i noticed the elf inside. Sent in by MitchMayfield ([emailprotected]) In the ruins of daleron you canpurchase items from your ally's arcanevalt.-------------------------------------------------------------------------------

    .------------------------------------------. |3.24 - SecretLevel (The Crossing)| '------------------------------------------'Quite a fun little level, there isn't much tutorial needed. Youhave todefend the portal from waves of assault using specializedtowers - these types of games were often in the original onlinecustom games, the tower games.

    You begin with weak towers, but as the mission progresses youobtain stronger versions. There are five types in total, and afteryou get all five ONLY build Death Towers and Cold Towers (the coldwill slow them down leaving more opportunity for death). And buildBUILD BUILD! Good luck. Also, Nick Saunders points something out tome - if you complete the secret mission, you get a bonus hero forthe next level!

    -------------------------------------------------------------------------------Sent in by Nick Saunders ([emailprotected]) After completing theSecret level in the human campaign, in the next level (chapter 4 -The seatch for Illidan) i was then rewarded with the Neutralherolisted in the manual - Panderan Brewmaster. He starts off lvl 5 andlvls movement and attack of enemyunits-------------------------------------------------------------------------------

    .-----------------------------------------. |3.25 - Chapter 4(The Search for Illidan)|'-----------------------------------------' Another rather funmission. It's similar to a tug of war, and Illidan is the rope. Allyou have control as are your three heroes, but thankfully theycanall die and you won't lose, and they respawn in five seconds.Anyway, leavethe fighting to your allies and just concentrate onkilling Maiev as well as keeping the cage under your control. Ibeat it in 15 minutes, I trust you won'thave a problem either. Butremember, RELY ON YOUR SPELLS!

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

  • Sent in by James Helms ([emailprotected]) on the search forIllidan mission, there is a convenient mercanary camp just off themain path near the bottom of the map. They quite a few good mercswith some nice spells that when grouped with your heroes makes thismission cake. When i beat it, none of my heroes died and it wasover in about 10minutes.-------------------------------------------------------------------------------

    .-------------------------------------. |3.26 - Chapter 5 (Gatesof the Abyss)| '-------------------------------------' When thismission begins you are thrown immediately into a demonic assault.Basically all you need to do is keep Illidan alive. I made themistakeof not building any troops until the last minute, but Istill managed to survive. What you should do is more or lessconsistently pump out footmen and such from your barracks and otherbuildings to act as cannon fodder.

    It doesn't matter how many die or if your heroes die, just aslong as Illidan does not. And the moment the three minutes are up,every demon vanishes, so no worries. Anyway, protect Illidan forthe first three minutes, then start to upgrade your troops andexplore. If you head down you'll be givenan OPTIONAL QUEST, thatis, to save a Draenei village. Before you make the assault, Iadvise you to get at least three turtles and a good deal ofmyrmidons, because those orange orcs are TOUGH. Once they arevanquished, be sure to build a base there, the gold is invaluable.Also, green will make random attacks here and there, which may helpto stave off raids on your base, but I'm not positive on that.

    Begin preparing for the second portal. I had one unit of twelve(mostlymyrmidons) back at my main base to guard against raids (usethe web to get the dragons), and I had another unit of 12containing all three heros, a turtle, and the rest myrmidons that Iused to attack. Wait until the Draenei make another suicide run,and when they do, follow them in. However, instead of going for thebase, head south to the portal. Defending this portal wassomehowmuch easier than the first, and all it took was the one unitconstantly castingweb and destroying the (mostly airborne)demons.

    Be wary of your main base, however, because there will be afairly strong assault on it during this operation. When the secondportal is destroyedbegin to prepare for another assault. This time,on the teal orcs' base.

    I used the exact same force composition that I had for thesecond portal, but again I followed the Draenei into the base. Sothey went first, took out most of the enemy units, and I came inten seconds after them and wentto work on enemy buildings. First, Iused flame strike on their peons that weremining gold, and I tookout both barracks in this time. I then took out the other buildingsin turn.

    Having completed this, you can breathe a sigh of relief becausethe entire bottom half of the map is completely secure. I alsobuilt a base there because my first mine was collapsing. So havingassembled this base, it's time to rebuild your strike force. Havingdone that, head back to your new base, andthen venture upwards.You'll run across three demons, kill them and free the capturedtroop. Carry on up and you'll reach the third gate, which again youmust defend. When this gate is destroyed, head back to the mainbase and rebuild your force.

    All that's left in the map is a purple base (which you will haveseen by now, thanks to green's suicide runs), and the fourth portalto the upper left. It's possible to reach the fourth without goingthrough purple, so if youjust want to end it, make a beeline forit.

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

  • Sent in by James Helms ([emailprotected]) Have a tip for theAlliance Campaign Gates of the Abyss mission. When i went to eachto portal, i crowded my troops around the portal. Basically theywere practically on top of it, anyways every time a guy came out myanyone die once they got close to the portal. Oh, and i probablyhad somewhere around 12-20 units i think, a mix of primarily heavyunits and Sent in by S C ([emailprotected]) Human level5 is in fact one of the easiest missions you'll ever get to play,even on hard mode. This is one of the few times (perhaps the only,haven't played through UD campaign yet) that you get to use ALL thenaga units. Thus, I would like to introduce you to the Coautl, theNaga flyer. This sucker has to be the most unbalanced unit in thegame hands down. Its about as powerful as the old wyverns used tobe, minus the poison damage. They can abolish, and they cost 2FOOD. In short, just mass up a whole pile of these things, andthere's not a lot the comp can do about it. 2 full control groupsand a few turtles for faster base destruction easily tore throughall the orc bases on hard. Try going for a 100 supply of coualts,and be amazed at the overkill. Also, you can park all your couatlsover the portals. They basically instantly kill whatever comes out.Only 1 portal this doesn't work at, the 3rd one, which produces amass of infernals at the end. Btw, if people are having troubletrying to keep Illidan alive at the first portal, its entirelypossible to lose all your fighting units and heroes and still havethe computer not attack Illidan to an extent. Example: Lost allfighting units and heroes except for a golem with 20 seconds lefton the clock. Used workmen to repair and run around, the computerended up chasing after them instead. Also, if you can draw them inrange of the towers supposedly guarding the bottom of your base,the AI will go after those too, leaving Illidan alone. Don't takemy word for it. Try it. Sent in by ([emailprotected]) What I didwas send 24 units over to the gate(including my heroes). Then Iwould set the Rally Point of all the buildings that produced unitsto the gate so if the units defending Illidan were dying there'd bemore coming at the same time. I only had to use this method for the2 northerngates.-------------------------------------------------------------------------------

    .----------------------------------. |3.27 - Chapter 6 (Lord ofOutland)| '----------------------------------' This mission reallywasn't a lot of fun for me, but you might enjoy it.I chose tocomplete all quests. So to start, clear out all the orc forces inthe first little area (of the human side; there is the human sideand then the naga side, focus on the human side until I say).

    After you've secured the first little block, send in yourDraenei (nothing can detect them, so just run them through) andtake out the next generator. After doing that, level the base.You'll be given an OPTIONAL QUEST to get some siege; just go leftthrough the gate by the base, kill the enemy and take the siege.Should be fairly simple up to this point, replace any troops youlost (using the gold coins strewn about the level in barrels andsuch).

    Send your Draenei to the next generator, kill the guards (no oneelse will intervene, the location is too remote), and destroy thegeneratory. Move your force upwards and to the left of the 'T'intersection, following the path of the Draenei. Kill the littlegroups of enemy and eventually you'll reach thefirst of the twomain demons. Kill him.

    Now, go to the naga base, and build on what you have (focusagain on Myrmidons, they're outrageously strong and tough). Head upand destroy the

  • boats, and then pause at the fountain of healing to recover.When you're ready,head up and take out the base. You can hit thosebarrels of explosives to blow a gap, but I don't recommend it.Instead, take your naga to the left, down the ramp, and circlearound and up (taking out the boats). Go back to your humans andmove along the right side of the 'T', and take out the enemy yousee. You'll reach a channel with a switch, stand on it. Now, usingLady Vaschj, activate Mana shield and then run to the switch, hitit, and run across to the safety of the humans. Send that wholeforce across to kill the enemy, and then regroup with the naga.

    Rebuild both forces, and while you're doing that, send yourDraenei up inthe last orc base, and then head to the finalgenerator. Kill the guards and take it out. Now send yourreplenished forces into the base and wipe it out with ease. Havingdone this, head up and kill the second of the two guardian demons,completing the quest. This will unlock the gate to the finalgenerator and the pitlord.

    Rebuild both units, heal up, and then send your Draenei in againto take out the final generator. Once it's knocked out, keep yourtroops there, and send in your two units. Advance upwards veryslowly. Take out the first group and snag the gold. There is abridge, don't rush across it until you're ready.

    When you've moved across head up very slowly, and try to drawout as manyof Magtheridon's forces as you can before you face him.When he does enter the fray, assign EVERY one of your troops toattack him, and use all the spells youcan on him.

    He's a tough bugger, but if you focus and keep using spells hefalls rather easily. Expect to lose a lot of troops though. Goodluck! I beat it in about an hour. Congratulations on the end of theAlliance campaign!

    -------------------------------------------------------------------------------Sent in by Lasse Pedersen ([emailprotected]) In this level I found away to kill Matheridon without having to deal with the guard. Youdo as You say, that is "activate" him and the guard. After this,you run your army south as fast as you can, ignoring all theattackers. You run your army all the way to about where the rune ofshielding is. I did this because I wanted to protect my army withthe rune, but the only one who pursued all the way was Magtheridon.Now that he's on his own, you can kill him with relative ease. Sentin by ([emailprotected]) Also, in the last chapter of thehuman campaign, one enemy drops an item called 'wyrt's other leg'or some such. it may have some use, but i haven't foundit-------------------------------------------------------------------------------

    **********************************************************************************3.3 - The Scourge Campaign: Legacy of theDamned'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''.------------------------------. |3.31 - Chapter 1 (King Arthas)|'------------------------------' Initially this mission isdifficult, but when you get the hang of the patterns, it's fairlysimple. You are guarding the three corners of the map, all of whichhave are a different army and have (more or less) infiniteresources. You're are tasked with takign out nine small villages(yellow) and three Alters in the middle (teal).

    So to start, max out all three armies (to 40). Now, startingwith the bottom left, proceed to take out all three villages in its'sector'. They get progressively harder as you move further awayfrom home. As well, be sure to take out ONLY one unit at a time,and leave as many possible troops (preferably

  • ghouls because they attack fast and are cheap food-wise). Sohaving completed this with the bottom left army, position your fullunit by it's side of the teal base, just out of range. Now repeatthe above with green (top right). Again position your full unitjust outside of teal's base on it's side. Preferably this unit willbe made up of at least eight necromancers.

    Arthas' should be made up of half and half ghouls andabominations. If you feel confident in your abilites, rush in.Attack nothing except for the three alters; once they're gone, takeout everything else. The reason for this is because the threeheroes revive almost instantly when killed, so they're unstoppableotherwise. So that's one of the two objectives complete. Using allthree armies, take out the last three yellow villages with ease andyou're goodto go.

    -------------------------------------------------------------------------------Sent in by Joe ([emailprotected]) Max out your troops likeyou said, then go with arthas and destroy the guys in his sector,Use lots of abominations, then assault the middle paladin base witharthas and lots of abominations. You probably won't be able to killeverybody so just focus on killing the altars. The first run willusually be suicide but try to take out at least one altar. Keepattacking until you kill all three altars. Now run arthas and yourabominations through the base to either Sylvanas's or Tichondrius'sbase. Don't worry about your units, they're strong enough that theremants of the paladins won't do too much damage. Once in the nextbase, heal any units and bolster your forces if you have room withspellcasters, banshees or necs depending on which base. Now justtake one hero and a group units out and destroy the towns, rememberto take abominations, they really help against buildings. The goodthing about this is that you can keep one hero and units to makesure no one escapes. After you beat the next sector take bothheroes and two groups of units and destroy the remnants of the bluebase. Now you can take any units you want from each sector with outworrying about the weaker ones dying. Gather a good selection offorces, go to the last sector, and clean house.

    *NOTE* This easter egg is a throwback to the first human missionin the Reign of Chaos. If you recall, Arthas (as a paladin) rescuesLittle Timmy by a gang of bandits. It seems Little Timmy hasreturned the favour...

    Sent in by Sam ([emailprotected]) When using Arthas, afteryou've cleaned out the third village in his section in the north ofthe map, directly to the WEST of the circle of trees within whichthat villages lies (laid) if you look around a little, you'll 'see'beyond the trees a little.If you actually WALK to the area you cansee, there seems to be a space in the trees so you can walk throughthe trees and you find yourself in this narrow path heading westfrom the village. At the end of the path is Little Timmy. He'sinvulnerable, but he will sell you two 'Shard of Revenant's whichwill summon an ice revenant when called. His supply is not limitedtoo, though there is the long cooldown once you've bought the firsttwo.-------------------------------------------------------------------------------

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

  • Having assembled your forces (about a unit's worth - 12), openthe doorheading up and carry onwards. I suggest going around to theright, up, left, pausing at the fountain, carrying on left,breaking the boxes and going up. Again, this is full of minorskirmishes, but nothing that should kill any of your troops (savefor the spawned skeletons, etc). Take out these big guys,andcontinue going up the left side. You'll be given an OPTIONALQUEST at this point - slay the armory guards to gain somemeatwagons. It's really not that hard, raise some skeletons fromthe previous battle and just mass rush in the door - you'll face alevel 5 minor dreadlord, as well as a couple of other troops,nothing major. DON'T carry on up just yet. Once these troops aredead, the doors to the left open and you'll get some wagons. Nowmove up, using the wagons to destroy the towers while your troopscover them. Simple. So far so good, you should still have most ofyour initial troops. Headright and through the doors, using thewagons to kill the towers and your troops as cover once again. TakeArthas to the raised platform to lower the wall, and move up. Inthis new section, you can go right or left, but in the end you'llbe going left anyways - only go right if you want to raise someskeletons on a huge corpse pile (and do some combat). Generally Ijust headed directly left and up. Break open the gate, and haularse to the scene of the battles - you can make good use of theundead fighting in your name (mainly theabominations). At thispoint I'd save, and then go either left or right (they'reindentical). I chose left. You fight a battle against a doomguardwithmiscellaneous troops, nothing you can't handle. Take out thebarracks and guards, and then raise as much dead as you can. Bustthrough the gate to the right and rush in, setting your troops to'Attack Ground' behind the enemy. UseArthas on Bloodfeast, and useDeath Coil to heal your troops as needed. After this relativelyeasy battle is over, bust open the doors to the North and step onto the circle.

    .--------------------------------. |3.33 - Chapter 3 (The DarkLady)| '--------------------------------' Finally a good basebuilding mission. I really enjoyed this mission, itgave a nice spinon the traditional mass-troops-rush strategy. Basically, all you'vegot is banshees and ghouls. Or do you? The Banshees can actuallypossessenemy units! So, to start you want to sort of explore theimmediate vicinity, and pump out banshees (as well, punch out anObsidian Statue and set it to regenerate mana and park it next toyour banshees - this allows them to gain the amount of manarequired to possess quicker. Also, typically you should always beproducing banshees when possible.

    After you've got about 8 banshees, send your units to theup-left area,and wipe out the enemy (or possess a couple, but savemost of your banshees). After they're gone, send all your otherunits back to your base as guards, while you move your bansheesacross the pond and up/around (you'll be given an OPTIONAL QUEST topossess a creep - this is what we're doing). One by one, possessthe ogres that you come across (stick with the bigger ones and letthemkill the little ones, but try not to let too many of them die).After a little bit you'll reach a rock wall, break it down and thenmake a mad rush to possessMug'thol. After that, all of his warriorswill be yours.

    Return to base, where you should have another mad amount ofbanshees waiting. Take them up the middle (crossing the bridge) andyou'll get another OPTIONAL QUEST. Similar to the last, thisinvolves possessing humans. Start with the two guards and thenbreak down the wall behind them. Possess these troops, and the fewimmediately to the left of them. Now, group all of these guys andsend them to the left to attack while you sneak a banshee in andpossess their leader. Piece of cake.

    If you're a completionist (like me) you'll be wanting toeradicate the undead base in the bottom right corner. You shouldhave at least three full

  • units by now (both the creep plus various undead raidingparties). Crush the base and take the mine and be pleased that youwon't need to fear any more raids on your right flank.

    If you want, make a couple of meatwagons before gathering all ofyour forces in the upper right corner (just before the bridgeleading to the red base). When you're ready, have them all attackvarious spots in the base and sit back to watch an easyvictory.

    .------------------------------------------. |3.34 - Chapter 4(The Return to Northrend)|'------------------------------------------' This was quite a longmission, by comparison to the rest. You start offin the bottomright corner; load all of your troops onto transports, bringyournavy around to the top of the island and engage. While thetowers are distracted, unload your army. After their towers fall,the rest of the battle is merely a mop up. Alright, easy part donewith. :)

    Next, I suggest building up a full unit of 12 troops (6Abominations, 4spiders and your two heroes). Naturally, you willneed all the usual buildings for this, so make them and defend fromcasual attacks. Also, destroy all of thenearby barrels for a lot ofgold and wood, very handy. While you're preparing your land army,swing around the bottom of the island and then up, with your navy.Engage the lone ship, and then at the shipyard, buy a few ships. Myretinue was six battleships and four frigates. Head upwards, andclear out the Naga units/buildings, as well as the elven ships. Atthe top of the map there'sa tiny elven outpost, which you can takeout mostly from the sea. By this time you should have your landarmy, and now is the time we take that north as well.Go straight upfrom the top of your base and into the valley. Kill all the dragonsyou come across, naturally, and at the end of the Z-shaped creviceyou'll find two level 10 dragons and a level 15. Wow. Thankfullythey go down pretty easily. Focus all your troops on the level 15at first, and heal with Arthas' Death Coil. After they're dead,plunder the treasure both to the left and left over from the level15, and then take your army plus the new dragon unit back to yourbase.

    Now it's time to focus on beating this cursed mission. Load yourgroundarmy onto both of the transports, as well as a few Acolytes.Make sure to leavethe dragon behind for defence! Follow the path ofyour navy, and land on the island with the Elven outpost. Mop upand then take over the mine. Add a few more ships to your fleet, soin total maybe six battleships and six frigates. Head down from theelven outpost and engage the Naga base (and wipe the bastards outfinally). You should notice a gate leading left just below the Nagamine, that's the target. Bring the transports down, unload, andrush in. Follow the path as it curves around, and you'll bepresented with a choice of up or down. Send the majority of yourarmy up and keep fighting, but lead Arthas down. Don't fight thethree Polar Bears, rush by them and into the trees. Yourdestination is the bottom right corner of this tree filled area,where a weird pengiun will hook you up with a +4 to defence ring!Rejoin your army and carry on following the path. After facing abunch of creep, you'll come to a door just before the target.Prepare yourself and rush in, attacking the ground. Use Arthas toheal and this battle is a piece of cake. After all the enemies aredead, the mission is over.

    -------------------------------------------------------------------------------Sent in by: Random Person ([emailprotected]) If you possessall the penguins you find and return them to the Penguin king,you'll reveal asecret.-------------------------------------------------------------------------------

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

  • |3.35 - Chapter 5 (Dreadlord's Fall)|'-----------------------------------' I'm embarassed by thismission. This is the first Warcraft III campaignmission that I haveever lost outright. It's shameful. However, my second try throughproved my dominance, and I bequeath the knowledge to you. Alright,you start off with a base in the top right corner and a full unitof troops. Send that unit down into greens first base. You'll comeacross a group of humans, possess one of the dwarven demolitionteams. Now head down into the first greenbase and take out ONLY thebuildings that produce troops (to save time). While you're doingthis, add a few more (perhaps four) towers around your base, andmake two obsidian statues (one for mana, one for health), at least3 abominations, and then maybe eight banshees. So back with yourattacking unit, after the upper base has been gutted, head down tothe lower base, again possessing only abominations and/or spiders.Gut this base as well, and take out all of the attacking troops. Bythis time the counter should be up, so warpyour troops back tobase.

    This is really the only hard part of the mission (and I losthere because on my initial play, I didn't notice I had a base untilit was half destroyed by the attack - lol). Anyhow, you'll face ahuman assualt, and what you want to do is possess all the knightsand some of the rifles, and kill the rest. That way you've got acheap, kick-arse army. Can't go wrong. Now the restof this is justmop-up. Take your two (full) units, plus at least 3 wagons, downinto the upper teal base, and lay the smack down. Should be abreeze (particularily with the dreadlord's super spell - where heturns a creature into a demon, and Sylvana's super spell - possessany unit). After this base isgone, regroup and take out the secondand you're good to go. Wasn't so bad after all, eh?

    .-------------------------------------------. |3.36 - Chapter 6(A New Power in Lordaeron)|'-------------------------------------------' Another base mission,but this time you control TWO bases! Whee! Actually, this one ispretty straight forward, although quite difficult. Start out byfortifying both bases with mad towers/units (with the humans justmass knights, with the undead get abominations and spiders). Usingyour undead starting force, take out the orange base directly belowyou (scout it out firstwith one of your scouts). Next you'll wantto secure this little square of land. Now, build up about two fullunits of undead, with the mix I described before, as well as somemeat wagons, and cross the bridge to the south. Destroythis ratherlarge orange base, and that's the end of their irritating raids.Itis fairly simple, although you'll need s


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FAQs

How long to beat The Frozen Throne? ›

When focusing on the main objectives, Warcraft III: The Frozen Throne is about 18 Hours in length. If you're a gamer that strives to see all aspects of the game, you are likely to spend around 37 Hours to obtain 100% completion.

Can you still play Frozen Throne? ›

The Frozen Throne was an expansion and it is now included for free in the base game: Reign of Chaos. To play Warcraft III you must have either a Reign of Chaos key or you must purchase Warcraft III: Reforged. If you have a Reign of Chaos key, you must redeem your CD key in your Battle.net account.

Does Warcraft Reforged include Frozen Throne? ›

Warcraft III: Reforged is a remastered edition of the 2002 real-time strategy video game Warcraft III: Reign of Chaos and its expansion The Frozen Throne. Released on January 28, 2020, it adds revamped graphics, new campaign gameplay settings as well as modern online Battle.net features.

How to buy Warcraft III: Reforged? ›

You can purchase a Standard Edition or a Spoils of War Edition of Warcraft III: Reforged digitally now from the Blizzard Shop. Save 50% off* and Purchase now! Learn more about Warcraft III: Reforged on the official site. *Offer valid through September 17, 2023.

Is Frozen Throne a DLC? ›

Warcraft III: The Frozen Throne is an expansion pack of Warcraft III: Reign of Chaos developed for Microsoft Windows, Mac OS and Mac OS X by Blizzard Entertainment.

How many years pass between the end of the Frozen Throne and the first year of World of Warcraft? ›

Set in the Warcraft fantasy universe, World of Warcraft takes place within the world of Azeroth, approximately four years after the events of the previous game in the series, Warcraft III: The Frozen Throne.

Is Warcraft 3 and Frozen Throne the same? ›

Warcraft III: The Frozen Throne is the expansion pack for Warcraft III: Reign of Chaos, a real-time strategy video game by Blizzard Entertainment. It was released worldwide on July 1, 2003, for Microsoft Windows and Mac OS X.

What happened to Frozen Throne? ›

Illidan Stormrage was charged by Kil'jaeden with destroying it, and to this end recovered the Eye of Sargeras and brought it to Dalaran. Illidan and his Summoners used the Eye, combined with Dalaran's natural magical energies, to send devastating earthquakes to destroy Icecrown and the Frozen Throne.

How do you get to window mode in frozen throne? ›

Next to the Command text box, click Browse... Go to the end of the text in the Command text box. Click Save Command to Program Menu and then Run. From now on, if you launch Frozen Throne from your Programs menu, it should launch it in windowed mode.

What is upkeep in Warcraft 3 frozen throne? ›

Upkeep System takes the form of a tax on player's Gold mining that is automatically deducted from all Gold players get. The upper limit of this system is increased. Low Upkeep becomes 50 from 40. High Upkeep becomes 80 from 70.

Is it possible to play Warcraft 3 without Reforged? ›

You must own either Warcraft III: Reforged or a Classic Reign of Chaos CD key. If you own a Classic Reign of Chaos CD key, you must redeem your CD key on your Battle.net Account before you log in to the Battle.net app. To install Warcraft III: Reign of Chaos and Warcraft III: The Frozen Throne, use the links below.

How much is WoW monthly? ›

The $15 subscription fee is all you need to experience every version of the MMO that started it all, including every successful or controversial feature Blizzard has put into it over the last 20 years.

Can you still play Warcraft III: Frozen Throne? ›

The Frozen Throne was an expansion and it is now included for free in the base game: Reign of Chaos. To play Warcraft III you must have either a Reign of Chaos key or you must purchase Warcraft III: Reforged. If you have a Reign of Chaos key, you must redeem your CD key in your Battle.net account.

Can I still refund Warcraft 3: Reforged? ›

UPDATE: Blizzard is now offering automatic refunds for Warcraft 3: Reforged, regardless of time played.

Should I play Warcraft 3: Reforged or original? ›

It's worth it if you haven't previously experienced warcraft III. If you already own Warcraft 3 from buying it before Reforged, then it's not especially worth it, as you don't need to buy it to play anything in the game. Reforged just gets you different graphics, some hero skins and more screen visibility.

How long to beat King's Quest 5? ›

Updated:
Single-PlayerPolledMedian
Main Story102h 32m
Main + Extras53h 4m
Completionist22h 18m
All PlayStyles172h 37m

How many hours to beat kh1? ›

When focusing on the main objectives, Kingdom Hearts is about 28½ Hours in length.

How long to beat Kingdom Hearts Story so far? ›

142 Hours - 159 Hours
Single-PlayerPolledMedian
Main Story9140h
Main + Extras5150h
All PlayStyles14140h

How long to beat the Amber Throne? ›

12-15 hour-long story with optional content and exploration.

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