GetDotted Domains

Retro Game Walkthroughs For
"Warcraft 3"
(PC Games)

This game is also available on PS2.

Retro Game Walkthroughs for Warcraft 3 (PC Games)
Submitted By: Freeola

The Human Campaign

Chapter 1: The Defence of Strahnbrad:
--------------------------------------------------

"Recent Orc uprisings in south Lordaeron has forced the
Alliance
to take
decisive measure to contain the Orcish threat. King Terenas
has
sent two
of the realm's greatest Paladins - his son, Prince Arthas, and
the legendary
Uther the Lightbringer to deal with the Orcs once and for all.

Mission Objectives:

Defend Strahnbrad
- Travel to Strahnbrad
- Arthas must survive

Kill Slavemaster
- Kill Slavemaster

Optional Quests:

Bandit Lord:
- Slay Menad the Bandit Lord
- Return ledger to Gerard

Save Timmy
- Slay the Gnolls who have kidnapped Timmy

Follow the path to the highlighted area to the northeast. You
will encounter
some bandits attacking some villagers. Gerard will tell you
about his
situation. To help him, travel near the south east edge of the
map and slay
the bandit there. In return he will give you a Tome of
Strength.

To the direct south of the map, (middle of bottom) you will
find
a woman
whose son has been kidnapped. Head to the clearing in the
forest to the west
and slay the Gnolls to rescue Timmy. She will offer you a ring
of Protection
as a reward.

At the direct west of the map, there are two villagers that
will
take up
arms to help you as footmen. When done, return to the gates of
Strahnbrad
and enter.

The town is under attack from Slavemaster. He will be too fast
to follow,
so you will have to search for him. Head up to the northwest
corner of the
map and slay him. The rest of the villagers will plead to
Arthas to save
the rest, in which he vows to do so.

With that, a knight from Uther's battalion summons Arthas to
Uther's camp.


Chapter 2: Blackrock n Roll:
-------------------------------------

"Twenty Minutes later, at Uther's Encampment near the Blackrock
clan
village..."

Mission Objectives:

Establish a Base:
- Construct a Barracks
- Construct 2 Farms
- Train 6 footmen

Blademaster
- Defeat Blademaster

Optional Quests:

Dragon Hunters:
- Slay Searinox, the Black Dragon.
- Bring Heart of Searinox to Feanor Steeltoe


To start off, Uther will be partolling around. Gather more
resources and
upgrade the scout towers to guard towers. Send Arthas to the
northeast
entrance, as the Orcs will attack there first. The next attack
will come
from the right.

Construct what is needed and Blademaster will confront Uther.
Uther will
try to attack it but it is revealed to be a mirror image. Send
the units
you have north and you will encounter some Dwarves.

Feanor Steeltoe will mention Searinox, the black Dragon. Kill
Searinox and
return to him for the optional reward. You will also have some
Dwarven
riflemen available.

To the North west, pond there is a group of Murlocks, with a
level 2 hero.
To find Searinx, head to the south east and follow the paths,
using the riflemen
to kill the Dragon whelps. Searinox will be at Level 8 and is
pretty powerful,
so watch out. When you kill him bring his heart back to
Steeltoe and imbue
Arthas's weapon with fire damage (does splash damage too.)

Sid Oak sent in a tip for that area. Refer to the addendum.

Head north when you are done. To the left, there is an
encampment. I
destroyed it first, so I suppose you would have to sooner or
later, but it
could be optional. To the right, in a small path, is
Blademaster, slaying
the captured townsfolk. He is at level 2, but he shouldn't be
too much
trouble.


Uther and Arthas discuss what Blademaster was up to. The
arcane
structure
and artefacts lead them to believe that the Orcs were trying to
summon Demons
with their sacrifices, but Uther disregards them as
anachronistic nonsense.


Intermission: Jaina's Meeting:
--------------------------------------

"Two weeks later, in the violet gardens of Dalaran."

The Prophet is seen pleading to Antonidas, lord of Dalaran.
Like all others,
he rejects the prophet and sends him off.

Jaina and Antonidas discuss the plague wreaking havoc in the
northlands.
Antonidas mentions that a special envoy will be awaiting Jaina,
of whom is
sent to investigate...


Chapter 3: Ravages of the Plague:
-----------------------------------------------

"Three days later in Alterac, Artha and his men wait near a
crossroad along
Kings road"

Mission Objectives:

Investigate Villages:
- Explore the Countryside.
- Arthas must survive
- Jaina must survive

Grain Warehouse:
- Destroy Grain warehouse.


Arthias and his men are waiting for Jaina, in which Arthas
reminds his men
of Jaina's tardiness. Jaina arrives but is followed by Two
ogres. Yet, with
a summoned Water Elemental, she defeats them with ease.

Follow the path around until you reach a village close by. You
will eventually
reach the site of a bridge, which as been broken from the other
side. The
villagers mention another path, but it is dangerous now.

Follow the minimap ping, and slay the bandits harassing the
villagers. They
mention a Fountain of life, which is located in the north west.

The only
purpose though is to heal faster, so only head there if you
need
it.

Along the river crossing, you will run across some Murlocks,
but
they should
pose no problem at all. You will enter a village and spot some
footmen
defending against a barrage of arrows. Send in your units to
help them.

It appears that the undead have been terrorizing the village.
The ground
itself appears rotten. Follow the path and slay the undead
warriors that
you come across. You will see a granary that appears to be
infected. Jaina
concludes from the crates that the grain is being used as the
vector for
the plague.

Continue along the path south. You will run across a priest,
who talks about
a grain warehouse nearby. As such they must destroy the grain
warehouse
nearby. Follow the path and slay the undead. Arthas's Holy
Light against
them for an easy fight.

The heros then spot a robed figure, Kel'Thuzad, who talks about
"a plan."
He hastily leave, but send an abdomination as well as undead
warriors at
you. Slay them and the warehouse to finish the Mission.


Arthas and Jaina discuss the undead presence. They feel that
there is more
to this that it seems...


Chapter 4: Cult of the Damned:
----------------------------------------

"The next day, on the outskirts of Andorhal."

Mission Objectives:

Investigate Andorhal
- Explore Andorhal

Confront Kel'Thuzad
- Find Kel'Thuzad


Arthas and Jaina spot some Acolytes near a mine. Soon after
the
mine becomes
warped the heros chase after the Acolytes, of whom they get
away.

There is a Goblin merchant at the middle of the map, but
Murlocks are guarding
the way. There is another one at the top left corner of the
map.

Head northwest along the path. You will come across an Undead
town. There
is a necromancer as well as some ghouls, but nothing you cannot
handle. Raze
the town and follow the path into another partially ruined
human
town.

You will run into Kel'Thuzd again, who leaves once again,
leaving some ghouls
for you to fight. Fight your way out and knock down the cage.
Timmy will
come out, but not do anything. When finished, head north and
follow the path
into another clearing.

There are four or five Abominations guarding the entrance.
Slay
them and
confront Kel'thuzad. Cast holy light and summon the Water
Elemental for the
best results. Kill him to finish the Mission.

Note: Timmy can be killed for a reward. Thanks to "Chrisdude"
for this tip.
Refer to Addendum .




Chapter 5: March of the Scourge
--------------------------------------------

"Early the next morning, Arthas and Jaina approached the
village
of
Hearthglen"

Mission Objectives:

Defend Hearthglen
- Survive for thirty minutes.

Optional Quests:

The Grain Caravan
- Destroy the Grain Caravan before it gets to the last village

At the start of the mission, Arthas and Jaina find some troops
training at
the village. Upon inquiring, the townsfolk reveal that they
were under attack
the previous night, and are now preparing for an incoming
onslaught. Arthas
asks about the grain, but it is too late... the townsfolk have
already eaten...

Help out the villagers immediately. You can build sorceresses
now, but before
you do, put down some farms and churn out riflemen and footmen.

When your
economy is stable enough, build an Arcane Sanctum and build a
few sorceresses.

There is little reason to leave the village. There is an
optional quest at
about 20 minutes left, but there is little point.

To the bottom left, is the teal undead encampment. The other
undead base
is at the direct center. Venimiceblade (level 6 Lich) is at
the
center of
the map and Calis Wraithson (what kinda name is that? Level 10
Lich) is at
the other encampment.

The general concept is to let the towers distract the enemy,
then rush in
fast and kill the attackers. Watch out for the Meat wagons
though, since
your towers cannot reach the.

Basically, this is a map based on patience. Towards the end,
the enemies
will swarm in, although you do not need to fully defend against
it.
Nonetheless, it still means you should prevent them from doing
too much
damage.

The mission finishes when the time ends.


The villagers are overwhelmed but Uther comes just in time to
save them.
Arthas' pride seems to be bruised at this encounter, and
resolves to go after
Mal'Ganis on his own, much to the chagrin of the others.


Interlude: The Prince and the Prophet.
---------------------------------------------------

"Later that Afternoon, on the road to Stratholme..."

Arthas meets the Prophet, and like all other humans, shuns and
ignores the
prophecy. He insists that he will never leave his homeland.


Chapter 6: The Culling
-------------------------------

"Early in the Morning, on the outskirts of Stratholme..."

Mission Objectives:

The Culling:
- Destroy Plagued Villager houses
- Kill 100 Zombies
- Stop Mal'ganis from claiming 100 zombies.

Upon arriving, the heroes realize that the town has already
been
infected,
thus, they must be purged...

However, Uther and Jaina are flabbergasted at the mere thought
of this idea.
Yet Arthas stands adamant behind his resolve. Uther refuses
once more and
is released from his duties, returning to Lordaeron to report
to
King Terenas
about Arthas' insanity.

With Arthas, you start at the top right corner of the map.
Your
aim is to
head to the south west, razing any house you come across and
slaying all
the inhabitants. Although this may sound like a simple take
Mal'Ganis is
near the south west area of the map, also doing the same task.

Take your peons and immediately start training footmen or
riflemen. Take
the two knights and have them follow Arthas in his task. Have
the remaining
footmen search and destroy the other houses.

Mal'Ganis has his own escort of units, but he can be killed
(level 7 Dreadlord.)
Every time you kill him there will be a counter displaying how
long until
he is revived. Usually this is around two and a half minutes.

You could try to destroy the undead base, but that is a waste
of
time. The
altar is darkness is invulnerable, so you cannot prevent
Mal'Ganis from
resurrecting.

The map is pretty straight forward and simple. The only
difficulty is
focusing at the task at hand.

When you have slain 100 of the villagers, the mission is
complete.


Uther and Jaina return, shocked at the massacre at has taken
place. To them,
Arthas is no longer sane...


Interlude: Divergent Courses:
--------------------------------------

"Three days later, amongst the ruins of Stratholme..."

Jaina is approached by the Prophet. She too does not listen to
the prophet.


Chapter 7: The Shores of Northrend
------------------------------------------------

"One month later, along the icy coast of Daggercap Bay."

Mission Objectives:

Establish Base Camp:
- Find a Gold mine
- Arthas must survive

Mal'Ganis
- Destroy Mal'Ganis'Base.

Optional Quest

Rescue Muradin's Base
- Rescue Dwarves Base

Arthas has finally arrived at Northrend, and is setting up
camp.
He searches
for a gold mine.

Head to the East, following the path. Along the way you will
meet frost wolves.
Towards the middle there will be a Dire Frost wolf (level 7)
and
Giant Frost
Wolf (level 4.) Killing them yields the 'Scroll of the Beast.'

There are
also Ice trolls lurking around.

Following the path east and north will lead to a gold mine.
Upon further
inspection though, it seems that the village is under attack by
the undead.
There is Muradin Bronzebeard, old friend of Arthas.

Muradin speaks of his comrades trapped, directly to the north.
The Undead
encampment is mostly guarded by Crypt fiends and Abominations,
with the
occasional Gargoyle. Rescuing the Dwarves will give you some
riflemen, steam
tank, and two gyrocopters. Train some more riflemen and
gyrocopters (with
gyrobomb) and the occasional steam tanks and head to the west
when you are
ready. Calis Wraithson (level 6) will be there. After the
base
is razed,
the mission is finished.

Much to Arthas' chagrin, Mal'Ganis is nowhere to be found.
Arthas orders
a encampment to be built over the old undead base.


Chapter 8: Dissension:
-----------------------------

"Early the next morning at Artha' new base camp..."

Mission Objectives:

Burn the Boats
- Destroy the 5 Ships before time runs out.
- Arthas must survive.
- Muradin must survive.

A Goblin Zepplin flies past the base and unloads an envoy from
Lordareon.
The Envoy tells the captain that King Terenas has ordered
Arthas
and his
men back, for their mission is now finished.

The Captain informs Arthas of this, enraging Arthas. As such,
he plans to
burn the boats down so stop his men from leaving...

At the start you have little units. Fortunately, there are
several mercenary
camps around. One of them is directly to your left, so hire a
few trolls.
You will need a ranged attacker to bring down the boats. Head
south and
destroy the boat you reach. To the east, there is a Goblin
Laboratory and
mercenary camp. Take what you need, then destroy the trees
blocking the boat
with either a goblin sapper from the camp or bombard with the
Dwarf cannon.

To the south there is an undead encampment, mostly made of
Spirit towers
guarded by Crypt Fiends. Use the Mortars to blast the towers,
then take care
of the boats. To reach the last boat on the eastern side you
have to take
a detour around the southern tip of the base.

There is adequate time, so try not to rush or make any hasty
mistakes. Some
units have a tendency to get stuck, so watch for that.

After all 5 boats are destroyed, the stage is over.


Arthas' men arrive, shocked to see their boats destroyed.
Arthas turns the
blame onto the hired mercenaries and slays them...

Chapter 9: Frostmourne
---------------------------------

"The Next day, at Arthas' base camp."

Mission Objectives:

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

Mal'Ganis
- Destroy Mal'Ganis's base.

Arthas' base is under severe enemy attack. Arthas has no
choice
other than
to retrieve Frostmourne and unleash its power.

The path is actually linear, so you cannot get lost. Along the
way, you will
encounter Frost wolves. There is a mana fountain but I ignored
it.
Eventually you will reach the blade, but it is guarded by The
Guardian (level
10.) Use Muradin to nail him from afar, whilst Arthas
distracts
him. When
you win, he warns Arthas of the blade.

Arthas goes and claims the blade, but Muradin discovers that it
is indeed
cursed. Yet, Arthas ignores his warning and takes hold of the
blade; the
resultant blast in energy kills Muradin, but Arthas hardly
seems
remorseful.

Arthas then seeks Mal'Ganis. Head to the east and raze the
base. It shouldn't
be too much trouble with the Frostmourne. Most of the forces
within area
are abominations and the occasional Crypt feinds. You can kill
Mal'Ganis
in the process, but the mission won't end until the base is
totally razed.
Once that happens, you win.


Arthas faces off against Mal'Ganis. Mal'Ganis reveals that the
Dark lord
speaks to Arthas through the blade, slowly consuming his
sanity.
Yet, as
Arthas move to kill Mal'Ganis, he realizes the true intentions
of the Dark
Lord, moments before his soul is claimed by the Frostmourne.




"After taking his venegence upon Mal'Ganis, Prince Artas
wandered off into
the frozen wastelands of Northrend.

Tormented by Frostmorne's maddening voice, Arthas has lost the
last vestiges
of his sanity.

Now, driven by the sword's dark will, Arthas plans to return
home to Lordaeron
and claim his just reward"

Arthas enters the royal throne room. He then lunges towards the
king and
stabs him with the Frostmorne. Lordaeron has fallen.



The Undead Campaign

Chapter 1: Trudging through the Ashes
----------------------------------------------------

"The Lich King's plague of undeath has spread through the
capital city and
into the outskirts of Lordaeron City. Shocked and disheartened
by the loss
of their beloved king, the forces of Lordaeron were scattered
by
the ravenous
undead warriors. Now, Lordaeron is but a shadow of its former
glory - and
Prince Arthas has yet to be seen..."

Mission Objectives:

Rescue Acolytes
- Rescue 20 Acolytes
- Arthas must survive.

Optional Quests:

Find the Graveyard:
- Bring Arthas to the graveyard.
- Arthas must survive.


The scene starts with a pale looking warrior entering the
screen, greeted
by a Dreadlord. Upon closer inspection, the new Death Knight
is
none other
than Prince Arthas, now part of the Undead scourge. Thinking
that it is
Mal'Ganis,, the Dreadlord Tichardrius informs Arthas of his new
quest.

You start of near the south east of the map. The mission
itself
is pretty
simple, you just need to look closely at the hidden spots.

Head south, following the path and enter the town that is close
by. The Acolytes
are pretty easy to spot, since they are in red. The most
important thing
is to use Arthas to approach the Acolytes or else they won't
count.
Furthermore if the normal villagers (in blue) spot you they
will
run off,
calling forth Horsemen and knights. Oddly enough your units
won't kill the
running villager. Go Figure.

Right in the middle of the path is an Acolyte (1), with an
exclamation mark
about its head. The next one is in the middle of town, next to
the guy chopping
word (2) so use a death coil on him from afar. Follow the path
west and south
through the town. There will be another Acolyte (3) near the
houses with
an exclamation mark above its head telling you of the
graveyard.

Follow south across the river. When you reach a crossroads,
head up into
a clearing by the forest. There will be an Acolyte near the
shore fishing
(4.) Head back south into a house in the middle of the woods,
with some
villagers chopping trees. There will be another Acolyte (5)
there. Watch
out for the guard post there in the middle. Head up over the
fenced Keep
then travel back down to the bottom left hand corner of the
small outpost.
There will be two villagers there, so death coil both and find
the last Acolyte
(6) there. When you are done head north through the gates. Be
warned that
there are four guards there, so use the Dead coil, as usual.

Head into town. To your left, there is an Acolyte (7.) You
can
just walk
up to him since you can probably kill the villager near him
before he gets
away. Head up and look to your left in the group of houses,
where there is
a lone Acolyte (8.) Head over to the right, over the bar and
fighting
villagers. There will be another Acolyte (9) hiding between
the
houses and
trees. Directly above you is the Grave yard, where you can get
some extra
ghouls.

Head up and you will spot a gate; don't enter it yet. Head to
the path on
the left, following the fenced area. There will be another
keep
there. Some
bandits will enter, so wait till they are done before mopping
up
the rest.
There is an Acolyte (10) in the bottom left corner. Return to
the center
and head left. You will come across two paths; the bottom one
has another
Acolyte (11) and the top one leads to another Acolyte (12) bur
be warned;
an Assassin will ambush you when you rescue it. Head back to
the center of
Town and up into the fields. There is another Acolyte (13)
near
the houses.

Barge through the gate. Immediately under the gate near the
bottom houses
is an Acolyte (14.) Kill the two villagers, since the Acolyte
is somewhat
hidden. Head up to the top of the town, where there is a small
fenced area
with some sheep. No, I don't know what the hell he is doing
with those sheep
wither, but walk near him (15.)

To the far right near some houses is another Acolyte (16) but
the town is
heavily guarded. Go back down to the bottom of the town, where
there is
another Acolyte (17.) There will be some Acolytes at the far
right of the
town, but they are being guarded by a Captain and several
footmen, with some
knights in the area. Under it is another small clearing with a
hidden Acolytes
(18.) You will have to storm the heavily guarded area, so try
to make it
fast. Use Death coil whilst the Ghouls distract them. There
will be 4
Acolytes to save.

Once you have saved 20 Acolytes the Mission will finish.


Tichondrius appears and notes that there are now enough
Cultists. Kel'Thuzar
is all that is needed, and they need to travel to Andorhal to
gather his
remains.


Chapter 2: Digging up the Dead
------------------------------------------

"the next morning, on the outskirts of Andorhal."

Mission Objectives:

Recover Remains:
- Kill the Paladins guarding the graveyard.
- Bring Arthas to Kel'thuzad's tomb
- Arthas must survive

Claim the Urn:
- Kill the Paladins
- Recover the Urn

Establish a Base:
- Summon a Haunted goldmine
- Build a Necropolis
- Build a crypt
- Build a graveyard
- Build 3 Ziggurats


Arthas enters Andorhal and inquire about the Meat Wagons. You
must first
defeat a Paladin guarding a graveyard.

The first task is simple enough. Head directly East with your
meat wagons.
Use them to take out the Guard towers, then send in Arthas to
take care of
the rest. The grave is guarded by Gavinrad the Dire, level 2.
Nothing a
death coil won't take care of.

When you are done, Tichondrius informs you that Kel'Thuzad's
corpse is too
decomposed to 'survive' the trip to Quel'thalas. As such they
will need a
particular urn, guarded by more Paladins. Your next mission
will
be to
establish a base. Head south, where you will meet an
encampment. Once again,
take out the towers with the meat wagons, and send in the
troops
to take
care of the rest. When it is clear, establish your base and
muster up some
more units.

Head to the north west, where you will encounter Ballor Bright,
Paladin level
4. He has an encampment, but nothing serious.

To the south there are two Paladin camps. The southwestern one
has the Urn
you need, but he is at level 10. Paladin Sage Truthbearer is
to
the direct
south.

Head to the south-west area of the map with as many units as
you
can muster.
Uther the Lightbearer will be waiting for you, but he is no
cakewalk. Chances
are Level 2 or 3 Arthas will need all the help he can get
against Uther.

Tip from Sacco: In the chapter 2 of Undead, below where Uther
is, there are
4 sheeps. Kill them all will leave an item : Goblin Night
Scope.

Uther will reveal that the urn holds King Terenas' ashes.
Arthas care not
and takes it to transport Kel'thuzar.

Once With that cutscene over, the mission is completed.

Special note: there is a secret area in this game. Refer to
Addendum 2 for
more info. Thanks to Aaron Hainley for this tip.


Kel'thuzar's specter appears and warns Arthas to be wary of the
Dreadlords.
They have more in mind than Arthas thinks.


Interlude: the Dreadlords Convene:
----------------------------------------------

"Meanwhile, at the Dreadlord's citadel, somewhere in the
twisting nether.

The Dreadlord triumvirate gather and discuss their progress.
They mention
Achimonde and his plan; and worry about potential failure.
They
discuss
Arthas' performance.


Chapter 3: Into Realm Eternal
---------------------------------------

"Six days later, near the forested Netherlands of Quel'thalas"

Mission Objectives:

The Elf Gate:
- Destroy the High Elf base (blue) guarding the Elf gate.


Arthas overlooks Quel'thalas, reminiscing back to his youth
when
he first
and last came. They burst through the gates with their meat
wagons and raze
the nearby outpost, setting up base.

This is a relatively straightforward map. There isn't much
variation in which
path to take, but there is quite a lot of opposition. You will
also need
to use the meat wagons often to clear the trees in you way.

You start at the Northwestern corner of the map, so your
general
direction
will be southeasterly. There is an elf base directly to the
east of you (North
East corner) but they are non-related to the flow of the
mission. There is
another one at 3 o'clock position. There is a fountain in the
middle of the
map, guarded by several Elven archers. The other two outposts
to the east
have nothing in particular worth destroying. Sylvanas
Windrunner (level 4)
will attack your base constantly, so watch out for her. At the
start of the
mission she will attack in a minute or so, so watch for her.

Head south and you will see a tip about clearing trees. Use
the
Meat wagon
and tell it to 'Attack ground' at the trees. Be sure to clear
a
path wide
enough and to stop attacking when you move your units through.
Continue down
southwards until you see an encampment near the bottom right of
the map (teal.)
Send in your reinforcements and raze the base. The only
trouble
should be
from the high elves and their guard towers. Guard your Meat
Wagons though,
since they have ballistae. Flank those and let the melee units
take care
of them.

There is a goblin merchant directly to the north east of the
bottom left
base, and a fountain of mana to the bottom. They are both
guarded by Gnolls
though.

Head to the east when you are done razing the base to reach the
mission
objectives. There a lot of towers around, so send for some new
Meat wagons
as well as the new Necromancers to back Arthas up. Keep your
units in
formation and protect the meat wagons. Blue should fall soon
and lead you
to the inner sanctum of Quel'thalas.


Arthas gives chases to Sylvanas. They exchange fighting words,
and Sylvanas
teleports away to Silvermoon.


Chapter 4: Key of the Three Moons:
------------------------------------------------

"Moments later, just beyond the shattered Elf gate..."

Mission Objectives:

Three Moons:
- Destroy the three high elf altars
- Collect all 3 Mooncrystals


Arthas and his troops burst through the gate and slay the
defenders behind.
Svlvanas gives the order to fall back, and destroys the bridge
crossing the
river. She mentions a 'special key'...

As you have noticed, you will need to find a way across the
river. Take your
crypt fiends and head to the right. Take care of the two
dragon
hawks lurking
about and raze the buildings. Note that now you can build
crypt
fiends, but
you will also be under attack from the flying Dragon Hawks.
Establish a base
and train some crypt fiends (important) and whatever units you
feel
comfortable with using. Word of warning though, Sylvanas
Windrunner (level
5) will be hanging around so keep your guard up.

To the top right corner of the map, you will see a Goblin
Laboratory. Bring
Arthas to it and take the Goblin Zeppelins. Each Zeppelin can
carry eight
units, so ferry units if you need to.

The first zeppelin load should have a mixture of crypt fiends,
Meat wagons,
and melee attackers. Land your forces to clear the area then
send in the
remainder of your attack force. Your first destination will be
immediately
to the East. Land and wipe out the units there. The forces
there mainly
consist of Dragon Hawks, Fury towers priests and assorted
archers. The target
altar is immediately to the right of your landing zone, so just
zoom in there
can destroy it.

Next, head up and clear the base. Notice the teleportation
gate. Send your
units into it. You will now be at the middle island of the
map.
There are
Three teleporters here; from Right to left, Light blue, Red,
and
blue at
the far left. The area will be guarded by Dragon Hawks and
numerous towers.
The target teleporter is the blue one at the far left. Go
through it.

You will now appear at the far left island. The bulk of the
forces here are
archers, with the occasional footman, and a couple of Dragon
Hawks. The altar
is right next to the teleporter to the left, so if you are
daring, you could
make a rush for it as opposed to trying to raze the island
base.

Back in the middle island, head through the middle red
teleporter. You will
now appear at the northern most island. You will be
immediately
greeted by
several Dragon hawks as well as high elven units, so go
prepared. The Altar
you are looking for is right next to the trees near the
teleportation gate.
Raze it and return to the light blue gate.

You will start back at the Eastern most island. Send a few
meat
wagons to
the northern most tip of the island and blast the Fury tower
there. Send
in the landing force and clear the Dragon Hawks that lurk
there.
Send Arthas
to the circle of power to finish the mission.




Chapter 5: The Fall of Silvermoon:
---------------------------------------------

"Moments later, on the outskirts of the elves capital of
Silvermoon..."

Mission Objectives:

The Sunwell:
- Defeat Sunwell's Guardians

Optional Quests:

Sylvanas Windrunner:
- Destroy Sylvanas base

Silvermoon Runners
- Destroy every runner she sends
- Do not alert Silvermoon to your presence


Arthas has established an encampment near the outskirts of
Silvermoon.
Tichondrius appears to congratulate Arthas on his progress, but
is still
cautious of him. Kel'Thuzar appears and says the Dreadlords do
suspect
something...

Immediately at the start of your mission, Sylvanas Windrunner
(level 7) will
attack your base. This will trigger the two optional quests,
which maybe
difficult but recommended. The runners are dressed in yellow
and appear when
ever the timer says. They disappear when Sylvanas' base is
razed. Do not
attack Silvermoon (teal) until Sylvanas' base (blue) is
destroyed.

Build up your defenses and level up to a crypt. The gargoyles
are good for
completing the final objective. Send a few meat wagons and an
army to the
west. Guard the bridge and have the meat wagons destroy the
nearby towers.
By now Sylvanas will be running at you, pretty miffed. Death
coil her when
your melee units are keeping her busy.

Syvlanas will officially be "defeated" when her base is razed.
A cut scene
will takeover. Arthas somehow hits her with his horse and she
gets
'defeated.' Arthas then turns her into a banshee, damned to
serve the Scourge
forever.

The only thing left to do is take out the Sunwell guardians.
The city itself
is too big to destroy, so you will need to cut a path in and
take them out
in a quick but hard strike.

The best way to do this would be to hit them from afar with
hard-hitting
units whilst occupying them up close. First, have four to six
meat wagons.
Cover them with gargoyles and Crypt fiends. Build as many
Abominations and
Ghouls as you can. Necromancers should be there to raise the
corpses of the
dead.

Head west and follow the path south. Use the wagons to take
out
the nearby
towers from the bridge. Use the other attack units to hit the
archers. Be
warned that they can net your Gargoyles and the Golems (level
9)
that you
need to kill can hit air. Slowly make your way to the center.
When you near
the center, have the wagons first aim at the towers. Use your
melee units
to nail the golems, with Arthas helping. The trick is to lure
them to you,
since there are three other towers in the area. By the time
the
towers are
destroyed, The ghouls and abominations will be slaughtered by
the dozens,
so use your necromancers to raise them as fodder. Aim your
wagons at the
Golems. Have a constant flow of reinforcements ready.

When the four granite golems fall, the mission ends.


Arthas walks up to the Sunwell and resurrects Kel"Thuzad.
Arthas has kept
his end of the dea. Now it is Kel'Thuzad's turn...


Interlude: The Revelation:
----------------------------------

"Three Days later, somewhere in the wintry peaks of the Alterac
Mountains..."

Kel'Thuzad and Arthas walk up a slope, with hordes of undead
assembling around
the encampment. Kel'Thuzad speaks of the Legion under the Dark
Lords control,
and how Arthas as a bigger role than anyone thinks, all
courtesy
of the Lich
King. The Dreadlords in control of Lich King are only there to
ensure the
plan to summon the demonic lord Archimode goes as planned. The
scourge was
engineered to wipe out any resistance to the Legions...


Chapter 6: Blackrock & Roll, Too!:
--------------------------------------------

"The next morning, on the outskirts of the Blackrock clan
village."

Mission Objectives:

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

Optional Quests:

Kill Orc Heroes:
- Throk'Feroth
- Mazrigos
- Khanzo
- Genjuros
- Jubei'thos
(all named after Samurais, probably from Samurai Spirits)


Kel'Thuzad tells Arthas that it is time for the second phase of
the plan;
to communicate with the Demon lord for instructions. There is
a
Demonic Gate
nearby, but there is also an encampment of Orcs...

You start right at the center of the map. There are
encampments
all around
you, but the one you need to complete the mission is on the top
right corner.
You have access to Frost Wyrms though. Directly above you,
following the
two paths, will lead you to two Level 10 Red Dragons (!) To the
top left
conrer is a Goblin Merchant, but it is guarded by several ice
trolls (level
5, 2 level 3's, 2 level 2's)

Right when you start, there will be an attack force aimed right
at you. There
will be an Orc blademaster named Haohmarush (let's not be
obvious here...)
at level 5. Send in all you got, which isn't a lot to spare.
After the
blademaster dies, he will drop a Manual of Health as well as
trigger the
optional sidequest. Each of the target are in their own
encampment;

Throk'Feroth- Level 6 Far Seer at 12'o clock position
Mazrigos- Level 6 Far Seer at 3'o clock position
Khanzo- Level 4 Blademaster at 7'o clock position
Genjuros- Level 4 Blademaster at 5'o clock position
Jubei'thos- Level 8 Blademaster at 1'o clock position (Red
base.)

They each drop some pretty nifty stuff though, so it is up to
you. I will
cover the optional quests, but if you wish to skip these, jump
right to the
last bit.

Firstly you will need a combination of Crypt fiends, Meat
wagons, Abominations
and Frost Wyrms. Follow the path north and you will run into
the roost of
Red Dragons. Tangle them down to earth and give it all you
got.
Head to
the right and repeat. Head back to base and regroup your
forces. When you
are done, Head north into Orange's encampment. The best way to
enter is from
the bottom left. Take out the watchtower, but they have a
catapult to so
head from the air; they can take down your air units, so you
need to lure
the catapult away from the Raiders. The base isn't really well
defenders,
so brute force is the way to go here. Throk'Feroth is pretty
strong, so mix
up your Frost Wyrms with your Meat Wagons and Abominations.
Head back to
base and regroup when he is dead.

Your next target will be blue, at the bottom right corner.
Head
down can
wait at the bridge. There is a single watchtower, so that is
easy to take
care of. Two grunts are nearby, with a catapult as well.
Chances are by
now Khanzo will be rushing forth, so you could try an air
attack
on him.
His base does not need to be destroyed, but feel free to
destroy
it for
experience. There are one or two guard towers inside, but
nothing serious.

If you follow the river down south, there will be an Ice Troll
warlord (level
6.) Killing him will yield the Sobi Mask, which increase Mana
regeneration
rate. It is particularly useful for Kek'thuzad.

The next target is brown, at 5'o clock position. The entrance
is virtually
unguarded, so head in with a meat wagon and bring down the
tower. The main
threat is from the five or so Ogre-Magi (level 5) and the
catapult. Aside
from that, there is nothing of note aside from Genjuros
himself.
He drops
a tome of strength, which is useful. Another strategy is to
approach from
the bottom of the map and just fly in to kill him. The downside
is that you
will miss the reward, which is particularly valuable.

The next target will be light blue, at 3'o clock. There are
two
guard towers
at both entrances, as well as quite a large army of Grunts and
Trolls. There
is an Ogre-magi or two as well. The easiest but more
complicated method would
be to split your forces in two; one at the top entrance that
will distract
the defenders. And the other at the bottom, which will run in
and take out
Mazrigos.
You will need to have meat wagons for both teams. For the top
team, bring
in several Meat wagons, Frost Wyrms and lots of Ghouls. Their
job will be
to take care of virtually every unit in the base that will rush
at them.
The other team will have meat wagons to take out the towers,
weaken Mazrigos
and potential defenders. Meanwhile, Gargoyles and Arthas will
attack
Mazrigos as well. He drops the tome of intelligence. Take
note
of the path
at the top that leads to red's base.

Red's main base is pretty well fortified. There are three (or
more) Level
10 red dragons that are a pain in the ass to take out, as well
as numerous
defenders and catapults. Your best bet would be to use the
Meat
wagons to
take out the towers, then enter from both sides with everything
you got.
Jubei'thos himself is no cake walk, so be forewarned. He has
the ability
to mirror himself and confuse your units. The Orc warlocks
will
also cast
slow on your units.

Killing Juebi'thos will grant you the Tome of Knowledge, which
raises your
Strength, Agility, and Intelligence. Raze the Base to finish
the scenario.


Kel'Thuzad summons forth Archimonde, who orders the retrieval
of
the last
book of Medivh, only tome powerful enough to bring him into
this
world...


Chapter 7: The Siege of Dalaran.
--------------------------------------------

"The next morning, at the gates of Dalaran..."

Arthas and his minions have reached the gates of Dalaran city.
Antonidas
greets Arthas and warns that their "erected auras" will destroy
all undead
that pass through. Kel'thuad notes that by destroying the
three
magi, they
can stop the barrier.

Mission Objectives:

Three Archmagi:
- Slay First Magi
- Slay Second Magi
- Slay Antonidas

This level is probably the hardest yet. You have to rush in
through the
barrier, which saps health from your units rather quickly. As
the tip said,
you will have to rush in to slay them, and the distance is
rather far. There
is a Goblin Merchant to your right, so buy some town portal
scrolls. To the
left there is a lone level 6 Archmage, Dalar Dawnweaver.
Killing him will
yield a Health stone.

The magi are position in a triangle. Midway through the map is
a moat;
slightly to the north there are two magi on both sides. Peril
spellbinder
(archmage level 7) is on the right, where as Shal lightbringer
(archmage
level 3) is on the left. Antonidas is the top of the triangle.

The easiest way (but also the costliest) would be to go all
air.
Mass up
on Frost wyrms and gargoyles. Head left until you see a
burning
town hall;
that will be your first alignment point. From there, travel
directly north
(in a straight line.) 3/5ths of the way up you should see a
crystal and an
archmage. That is the first one. With his death, the aura
falls. Return
back to base to regroup.

The next landmark is the goblin merchant. Directly to the
north
will be the
second arch mage you need to kill, at roughly the same
distance.
Be warned
that he has a base with towers, two sorceresses, and two
knights. Pair that
with the aura and the level 5 archmage and you get difficulty.

The last target will be Antonidas. He is directly to the north
of the entrance,
in a straight line. Travel to the cleared areas then try to
align it so you
reach to him. He is near the very top, and has several towers,
sorceresses,
priests, and gyrocopters protecting him. Send in a mass swarm,
and eventually
you should win. Send in Arthas to claim the book of Medivh
(watch out for
the defenders though) and the mission is over.

Addendum: after asking for tips and strategies for this map,
many people
gave some very, very good strategies to beat this map. Refer
to
addendum
3 for a full list of user submitted tips.


With a single strike, Antonidas is dead. With the book of
Medivh in their
possession, the only thing left is to summon Archimonde
forward...


Chapter 8: Under the Burning Sky:
---------------------------------------------

"An hour later, a hill overlooking Dalaran..."

Mission Objectives:

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

Optional Quests:
- Recover Goblin land mines.

Basically this is a defense map type scenario. Firstly develop
the already
existing areas with more Spirit towers as well as units. Aside
from that
there is little you can do. About five or six minutes in game,
you will be
given 3 felhounds. Every interval you will be given more
Burning Legion units.
The last ones will be Infernals

There are some mines, so break the crates to get a hold of
them.
Save them
for the final rush though. Try to focus on defense, upgrading
your units
as far as possible. Upgrading the Ziggurat towers is
important.
Meat Wagons
around them are a must though to counter the siege weapons.
Aside from that,
upgrade the shields AND attack, as well as any other abilities
that might
be useful. Have Acolytes repair the towers often as well.

There are three enemies on this map, each with their own hero.
Shal
Lightbringer (level 3) is in top left, Dalar Dawnweaver is at
3'o clock,
Fondred Alan is at top right corner.

There is an optional fight with Manath Magesrge, level 8 at the
middle top
of the map, but that is hardly worth the trouble. There is a
magical vault
at the top right corner of the map, which yields a Medallion of
Intelligence.
Chances are though, if you managed to get that item, you might
as well raze
the other bases. The map can also be completed by razing all
opposing bases.

Note that near the end, there will be a massive rush. Have all
your Legion
units around Kel'thuzad and the rest supporting the towers.
The
Death coil
will heal Kel'thuzad, so it is a good way to heal him.



Archimonde is summoned into the world. As a gesture of his
power, he razes
Dalaran into the ground with ease. What will become of Arthas?



The Orc Campaign

Chapter 1: Landfall:
----------------------------

"Following the mysterious prophet's instructions, Thrall led
the
Horde across
the Great Sea. Now, after weeks of traversing the raging seas,
the Orcish
Horde has landed upon the savage shores of Kalimdor. With
their
stolen ships
broken and drowned, the Orcs cautiously venture inland, wary of
the unseen
dangers lurking within the crags of the desolate land."

Mission Objectives:

Rally the Horde:
- Discover where the other ships landed.
- Thrall must survive.

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


After landing on the new land, broken and tired, Grom and the
others are
missing. Thrall therefore must search for his brother and the
rest of the
horde.

After two full campaigns with that Moron Arthas, it is
refreshing to have
a change in character. Immediately to the left of where you
start, there
is a Mana Potion hidden in the crates after you attack it.
Head
north
following the path. There will be some Murlocs; two level 1
tiderunners and
1 level 3 flesheaster. Zap them with a chain lighning and
continue until
you see a cutscene about the boats. To the left, there is
another trio of
Murlocs that will drop a Healing ward. Continue right until
you
see a raided
village.

Head up then turn left; you will see a tauren getting killed;
return back
to the village and go south east. You will see a campfire with
three
quillboars and a qullboar hero. Kill them to get a healing
ward. Check out
the shipwreck on the shores directly south. Head south-east
and
kill the
other Quillboards. Rescue the two stranded orcs. Voila, two
new trolls to
your party.

Go back to the main path and turn right at the only turn. You
will see some
centaurs killing more Taurens. Continue east to find more
stranded orcs.
To the south-east near the shore, You will come across a
burning
ship wreck
as well as 4 Murlocs (2X level 1, 2X level 2.)

Head north. The right path leads to Harpy Scout (level 1 X2)
and Harpy
Windblower (level 3) that drops Scroll of the beast. The left
path splits;
far left path gives another Tauren dying. There are Quillboar
(level 1 X2)
and Razormane Medicine man (level 5, Quillboar) Middle left
path
gives
Thunderlizard (level 6 X2) that gives potion of mana.

Continue on the path. You will spot an army of Centaurs
running
off to war.
Follow the path. There is a Fountain of Health just past the
curve guarded
by Quillboar (level 1 X2,) Razormane Scout (level 2) and
Razormane Medicine
Man (level 5.).

There will be an intersection; heading up will bring Harpy
(level 1) which
is out of melee range with no reward. Head south to continue,
until you reach
the shore. To the left, there is a small hidden path leading
to
a small hill
with Quillboar (level 1) and Razorman Brute (level 3;) note
that
they cannot
see you going up the hill.


Head a few steps to the right: there will be a three way
intersection; the
up path leads to Murloc tiderunner (level 1 X 3) and Murloc
flesheater (level
3) that drops a manual of health, so it is recommended. The
other two lead
to the south to meet up with three more orcs.

Immediately three Centaurs charge at you; kill them and the
cutscene will
take over. Carine Bloodhoof will enter, speaking of an Oracle
to the north.
Thrall mentions the horsemen are also heading north, where
Cairne realizes
his village is in danger. Thus you must escort and follow him.

But don't
worry too much (but still a bit) since Cairne is a strong guy
with
armour..

If you continue south from there and turn right, you will run
across a MASSIVE
Murloc encampment: Murlock Tiderunner (Level 1 X 20,) Murloc
Huntsman (level
2 X 8) and Murloc Nightcrawler (level 3 X 2.) Killing them will
yield a Periapt
of Vitality and Mana Potion. To be frank I had to send
everyone
I had to
accomplish this one.

Follow the path to their village; floods of Centaurs will rush
in. Protect
Cairne at all costs; the waves will end with the death of the
Centaur champion.
With this, the mission ends.


Cairne talks of the Tauren Migration to Mulgore to the north.
They fear that
they will be attacked by the Centaurs though. Thrall
volunteers
to escort
them in exchange for bringing them to the Oracle.


Chapter 2: The Long March:
-------------------------------------

"Two days later, upon the desolate plains of the Barrens."

Mission Objectives:

Three Oases:
- Lead the Caravan to the first Oasis.
- Lead the Caravan to the second Oasis.
- Lead the Caravan to the third Oasis.
- Thrall, Cairne, and the caravan must survive.

The Caravan:
- Protect the Caravans
- At least two Kodo beasts must survive.
- Cairne must survive.


To start off with, you must protect Cairne and the units
following him; note
that you cannot control Cairne. He will just follow your lead.

To start
off with, three Centaurs will rush at you. Follow the path.
At
the T
intersection, the path left leads to several Centaurs with the
reward of
the scroll of healing. Continue along the path, killing any
marauders. Word
of warning though; some maruders will pop out from nowhere, so
send only
one unit to scout ahead. A good tactic to use would be to have
Thrall take
the lead, and right click the Taurens with the other units;
that
way they
will escort them step by step.

One problem though is that you must help the majority of your
units ahead,
or else the caravan will sit there like idiots. What I did was
stick three
or four grunts with Thrall ahead, and the rest escorting the
caravan. I had
another one or two escorting the Taurens themselves, since they
would head
off and fight on their own, stopping the whole caravan.
Another
note is that
the caravan will only move if the Kodos are in single file.
Sometimes I
wonder...

There will be a fountain of healing, which is the first
checkpoint and
objective. When you reach it, you will meet up with three more
Grunts. Use
them to escort the very last unit of the caravan. Right when
you leave, some
marauders will come from behind. Continue along the path,
taking care of
the marauders that come your way.

When you reach the arches, head to the right. There will be a
Goblin merchant
as well as three Orc Raiders to support you. The area past the
arches leads
to a group of centaurs. Continue on the path. And you will
reach the second
oasis. Some catapults will join you, so stick them near the
middle of the
caravan. But for now, bring them ahead; there are several
watch
towers ahead.

Up ahead, there will be a path to the right that leads to a
small Centaur
Camp. There are Centaur Archer (Level 2,) Centaur Impaler
(level 4,) Centaur
Sorceror (level 5) and Centaur Khan (level 8.) Centaur Khan
will revive
though, so watch out. He drops the pendant of energy. The
best
strategy
would be to hit him with ranged attacks.

Head back to the left to the final oasis when you are done
there. With that
the mission is Finished.



Interlude: The Wreckage of Lordaeron:
---------------------------------------------------

"Meanwhile, back in Lordaeron, the Burning Legion commences its
invasion..."

Tichondrius appears to oversee the attack on Lordaeron. A
giant..thing
(Mannoroth) is wreaking havoc. Tichondrius comments that the
Scourge has
done well in removing any resistance, unlike the Orcs.
Mannoroth vows he
will punish the Orcs.


Chapter 3: Cry of the Warsong:
-----------------------------------------

"Five Days later, near the foothills of the Stonetalon
Mountains..."

Mission Objectives:

Establish Base:
- Build a Great Hall.
- Thrall must survive.

Secure Zepplins
- Destroy all hostile units at Lab.
- Return two Goblin Zepplins to your Base.

Optional Quest:

Pacify Humans
- Destroy the human bases (ed. some pacifism!)

The Orcs have been wandering for a long time. A scout reports
that the Warsong
clan is battling the humans. Grom is indeed there, and he
mentions a woman
by the name of "Proudmoore..."

To start off you have to build a base. Grom and his forces are
right next
to yours, so they will defend you for the time being. There
are
four human
bases; White at 3 o' clock, Light Blue at 8, Blue at 10, and
Green at 12.
The Zepplin is blocked by Blue, meaning you will have to raze
the base.
Furthermore, there is a large group of Harpies guarding the
Lab:
Harpy Scout
(level 1 X2,) Harpy Windwitch (level 3,) Harpy Rogue (level 3
X2,) Harpy
Storm-Hag (level 5) and Harpy Queen (level 6.) Not an easy
force to deal
with.

It is best to go for the main objective, but the bases aren't
that well defended
so it is your choice. At the start, Purple will decide to
attack; ignore
them for now.

Go for white first, at 3 'o clock position. There are Lighting
lizards (level
2 x 2) near the entrance, and a cannon tower in the middle of
the base with
two guard towers at the entrance. The main force in the base
are the riflemen,
and a hero (Aggronnar the Mighty, Level 4 Mountain King.) Just
send in a
catapult or two, some grunts and raiders and it should be easy.

Having the
Kodo around also helps, but it is optional. The most important
part is to
coincide your attack with Purples, since they will attack white
for their
second raid. Try to destroy the base in that go.

The next target will be light blue. They are virtually
undefended, aside
from Buzan the Fearless (level 3 Paladin.) Once again, stick
with purple.
There were less than 5 units defending when I attacked.

Blue is the next target. Since it is the main objective, it is
better defended.
Try entering through the arches in the south of the base.
There
are four
towers to watch for, as well as riflemen and sorceresses.
Kelen
the Seeker,
Level 2 archmage, is also there, but chance are he is probably
dead from
his latest attack on your base.

Green will be the last target. There is only one entrance,
guarded by two
towers. By now taking care of towers should be second nature
to
you. There
is one more in the middle of the base. Aside from that, expect
a couple of
footmen, priests and sorceress (I saw a pair of each.) Nothing
major here.
The last base will be destroyed, but I didn't seem to get a
reward.
Nonetheless, return to base and gather up some troll
headhunters
as well
as raider. It is Harpy time. (not herpes.)

Note that you will have to pass through a lot of centaurs
including the level
8 resurrecting Centaur Khan (drops Gauntlets of Ogre Strength.)

Aside from
that, the Raiders should net the harpies to the ground for your
troops to
slaughter. Be warned that they have some pretty nasty spells,
including a
sleep spell and a tornado spell that occupies your units for a
while, out
of your control. Killing the harpies will give you the circlet
of nobility,
as well as mission objective. Hire two Zeppelins (costs 280
gold, 60 lumber)
and send them back to base for the victory.


Thrall rails Grom for his actions. Is it just me or do they
sound way too
sophisticated and intelligent? Grom will construct a base up
north whilst
Thrall goes to Stonetalon with his new zeppelins.


Chapter 4: The Spirits of Ashenvale:
------------------------------------------------

"Two days later, along the borderlands of Ashenvale forest."

Mission Objectives:

Slash and Burn:
- Amass 15,000 Lumber

Optional Quests:

Furbolg chieftain
- Slay the Furbolg Cheiftain.


To start off, Grom is already build a base. You will need to
gather 15,000
lumber. However, they notice that the forest is a bit strange.

A group of
Nightelves with attack, but they are easy to defeat.

Start chopping right away; but a word of warning. The Peons
cutting lumber
at the bottom left will eventually clear a path to a Nightelf
base, so move
them away if you wish to avoid confrontation. Note that there
are wisps lying
about everywhere, including your base, so kill those if you
can.

Basically there are three bases: blue at the bottom right, teal
at top left,
and light blue at top right. Blue has a small outpost right
next to your
bases as well as units scattered along the map. Right above
your base there
is a Goblin Laboratory; send Grom in and it will trigger the
optional quest.
It is up to you though, since the target is at the 9 o' clock
position, right
across the map. There are Furblog (level 4 X4,) Furbolg Elder
Shaman (level
7) and the Furbolg Chieftain (level 8.) However, if you do
decide to go,
it is a pretty clear cut path. Mid way, there is an
indentation
to the top
where you can pick up a tome of agility. Killing him will
yield
a lot of
experience as well as a Health stone. Return to Necloc for
your
reward, the
Shredders, which literally tear trees down in secnds. You can
also hire two
more from the lab for 450 gold, 100 lumber and 4 food. The
downside is that
they use a lot of food, so it is up to you.

It may seem like an easy objective, but 15,000 lumber is a lot.

Your base
will provide less and 5000 lumber, so you will need to
eventually cover the
map and take over bases to do so.

The best first target would be blue, since they are the
closest.
The outpost
is relatively weak, with a few archers and a ballista.
Knocking
down the
Tree of life will give you 3000 lumber as well as an optional
quest. To the
left, there is a troll encampment, with Dark Troll (level 2
x2,)
Dark Troll
Shadow Priest (level 2 X2) and a Dark Troll warlord (level 6.)
Killing them
will bring a Greater Healing potion as well as a gold mine with
40,000 Gold.
Note that at nighttime, the Nightelves will start attacking
with
Hippogryphs
as well as Shadowmeld, so keep an eye out.

You should be close to the target with the area you cleared
just
now, but
if you wish to complete the optional quests, read on.
Otherwise, skip the
next sections. One difficulty with this quest is that since it
gives you
3000 each you would have hit the quota (usually) before you
finish the mission.
If you want, try spending your lumber.

The bases are actually pretty well defended with units. The
Ancient of
Protector serves as guard towers, so you know how to deal with
those. There
are about 5 or 6 of Archers, Huntresses and Dryads. Watch out
for the
Ballistae too. The best way to deal with the bases is to have
mostly Grunts
and Raiders, with a couple of catapults and Kodos. If you are
fast enough
with the keys and mouse, use the Shamans as in battle support
for good support.

Teal at the north-west has Hippogryphs in the mix. Since you
will have raiders
anyways, it hardly makes a difference. There are less
huntresses, but more
dryads and archers in proportion. Basically, with raiders
knocking the air
units down, it is much easier.

Light Blue has several ballistae, but without the air units.
It
also has
little static defense, so the main threat is from the
Shadowmelded units
hiding around.

When you have gathered 15,000 lumber, the Mission is
accomplished.




Interlude: The blood of Mannoroth:
----------------------------------------------

"Later that Evening, near the Moonglades of Cenarius."

A group of big ugly things gather around a Fountain of Health.
Tichondrius
appears with Mannoroth and slay them off. They discuss
Cenarius, and how
he must be killed before Archimonde can start his invasion of
Kalimdor.

Tichondrius suggests that they use the Orcs. Since Mannoroth
had a blood
pact with the orcs, all he needs to do is spill some blood to
recharge the
Orcish bloodlust....


Chapter 5: The Hunter of Shadows:
-----------------------------------------------

:"The next morning, in the shadowed woods of Ashendale..."

Mission Objectives:

The Chaos Well:
- Discover the Source of Power

Cenarius:
- Slay Cenarius


To start of with, you have a pretty big base but it is divided
by a river.
Cenarius appears and turns trees against the orcs. Right at
the
start you
have to defend against a massive onslaught. The base across
the
river being
attacked from the start cannot be saved; instead focus on
building up your
defenses as fast as possible. This means researching ensnare
and other
abilities including Beserker, since they have both Hippogryphs
as well as
Chimeras in the mix. Since you start with the previous lumber
(at 15,000)
you will only need gold for now. Stick Catapults around your
base and near
your watch towers, and have raiders and Grunts defending.
Research the war
drums as quickly as possible and have a Kodo or two at each
entrance, beating
the drums. Grom may die, but since you have an Altar, it
should
be okay.

A troll witch doctor will detect a source of power; thus, you
must find it.
There is only one path north, so head north with Grom; send in
a
catapult
or two as well as some strong units, since there are some very
strong creep
ahead. Notice the cave; some Wolves will come out and attack,
Timber wolf
(level 2 x 2,) Giant Wolf (level 4 x 2) and Dire Frost Wolf
(level 6.)

When you reach some glowing orbs in a cross formation, mow the
trees down
with your catapult. Head up, where there will be a Merchant;
but there are
also Furbolg (level 4 X4,) Furbolg Shaman (level 4 X 2,)
Furbolg
Tracker
(level 6 x2,) Furbolg Elder Shaman (level 7) and Furbolg Ursa
(level 8.)
Note that you can kill three of them with the catapult before
you knock down
the trees. Use a witch doctor to scout head of the trees, when
move the
catapult next to the rocks. Kill the first one then knock down
the middle
section of the trees. When done, there should be a gap where
you knocked
down the trees. Move in the catapult and kill the other two.
Continue north
and kill them all. It will drop the Claws of Attack, which
adds
+9 to attack.
Before you progress, remember to stock up on healing and
defensive items

Continue to the left and you will see some Satyrs (level 1 X2,)
Satyr
Shadowdancer (level 3 X2) and Satyr Soulstealer (level 5 X2.)
Be
warned that
they can cast 'Curse' on you, so watch your units and dispel if
necessary.
Head through the way gate.

You are now slightly to the south of the way gate. There are
two Satyr
tricksters (level 1 X 2) and two Shadow dancers hidden. They
drop a potion
of Greater healing. Head north across the river and through
the
arches. The
next fight is pretty difficult, so I suggest you heal up and
get
more potions
and healing items if necessary.

There will be a Satyr Pyromancer (level 9) with invulnerable
amour at 1200
Hp. Supporting him are Fire Archers (Level 3 X 4.) Killing
them will yield
an Orb of fire.

Continue up north and there should be a few skeleton warriors
and archers,
but they are nothing compared to what you just fought. Head to
the right
for a much needed fountain of health. The end of the path
leads
to your
objective, but it is guarded by Satyr Tricksters (level 1 X2,)
Satyr
Shadowdancer (level 3 X2) Satyr Soulstealer (level 5 X 2,) and
Satyr
Hellcaller (level 8.) Thus, bring as much there as you can.
When you reach
it, Grom will drink it and turn into Christmas Grom. Actually
he turns bright
red. You will now build Chaos units, so stock up on those.
Don't forget
the warlocs. There is a ring to pick up too.

Now, you have to slay Cenarius. Yipee.

There are three encampments: Light blue at the bottom, with
mostly huntresses
and ballistae, Blue at top with mostly Dyrads and huntresses,
and Green in
the middle with the air units. When you destroy a base,
Cenarius will come
down and attack you. Blue is the easiest target, in my
opinion.

Cenarius, as you can see, is hard. Use your Warlock and Kodo
drums to even
it up a bit, and rush in with as many units as you can. You
deal full damage
against his armor, but he still has an ass-load of HP and does
lots of damage.

When he dies, the mission is over.


Grom sees Mannoroth, who comments on their now renewed Orcish
bloodlust.
Grom is angry at the demonic influence, saying that he will
pave
his own
way.


Chapter 6: Where Wyverns Dare:
-------------------------------------------

"At that same moment, near the base of Stonetalon peak..."

Mission Objectives:

Stone Talon Peak:
- Destroy the Human base that guards the peak.


Optional Quests

Wyverns:
- Find the Wyverns

Defiled Fountain:
- Kill Centaur Khan
- Return the Glyph of Purification to restore the Fountain.

To start, a Zeppelin flies around and is attacked by Griffins.
Luckily, it
crash lands at Thralls encampment. It brings news of Humans
guarding the
mountain all the way to the summit. Some Cairne and some
Taurens then appear,
ready to help.

To start off, train some Raiders as well as what other units
you
are comfortable
with, mainly grunts. Leave some units behind that can attack
air and ground,
since blue will attack with Zeppelins carrying troops or with
Griffins. Head
to the left, where you will find the first Optional quest.
There are Lightning
Lizard (Level 2 X 3) and Thunder Lizards (Level 6 X 2.) Find
the defiled
fountain.

Head back to base. You should see a path leading up that
splits
into two.
The left path leads to the Wyverns, where as the right hand
path
leads to
Centaur Khan. I suggest that you go for Khan first, since it
is
easier.
However, the Wyverns can make Khan killing easier, but you
won't
have the
fountain to heal with.

Head up and you will find that the Harpies have captured the
Wyverns. Four
Harpies (Level 2 X2, Level 4x2) will attack you, but with your
raiders and
two heroes, they are nothing. Continue upwards until you come
across a dozen
or so level 4 Centaurs. Kill them and visit the Laboratory.
If
you are daring
you could use the zeppelins to fly directly to the wyverns, but
there are
a lot of harpies around there so I wouldn't recommend it.
Continue and head
right, following the path until you reach a small area with
Khan
and some
centaurs (level 4 X4, level 5 X2.) Khan is still at level 8,
but still has
his resurrecting ability. Just smack him as hard as you can,
and claim the
glyph. Remember this intersection when you return back to the
fountain.

Submitted By: Dadio500
< > Moving around the screen

\/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

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

\/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

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

\/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

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

\/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

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

\/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

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

\/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

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

\/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

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

\/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

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 |

\___/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\___/



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

Town Hall
----------

Gold: 450 | The town hall is your basic building. dont leave home
Lumber: 150 | without it! You can upgrade it twice. The first time, it
Hit Points: 1500 | turns into a Keep, the second time, into a castle. When it
Armor: 5 | reaches Castle status you will be able to produce anything


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

Barracks
---------

Gold: 240 | The Barracks produces your battle ready units. The Humans
Lumber: 80 | have three units that come from a barracks; Footmen,
Hit Points: 1800 | Knights, and Riflemen. Having 2 Barracks' is handy because
Armor: 5 | that means you can produce two units simultaneously


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


Lumber Mill
------------

Gold: 170 | When you build a lumber mill, any workers gathering lumber
Lumber: 0 | will head to eith the toen hall, or the lumber mill; which
Hit Points: 900 | ever is closer. You can use the mill to upgrade how well
Armor: 5 | your peasants gather lumber; carrying more lumber.


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


BlackSmith
-----------

Gold: 240 | The Blacksmith helps you get the latest weaponry, in a
Lumber: 50 | matter of minutes. You don't train units here though, it's
Hit Points: 1200 | strictly for upgrading your units. You can increase their
Armor: 5 | 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: 210 | Do you want magic units in your army? If you do, then this
Lumber: 70 | is a building that you should be looking at. You can make
Hit Points: 1050 | priests and Sorceresses, as well as upgrades for each unit
Armor: 5 | class. Use their abilities well.

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


Altar of Kings
---------------

Gold: 300 | The stats of this building are nothing to write home about
Lumber: 100 | but what it does is incredible. It lets you summon Heros!
Hit Points: 900 | Your first Hero is free of cost, but it will take 5 food
Armor: 5 | to keep him there. The altar can also revive dead Heros.


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


Workshop
---------

Gold: 240 | The Workshop allows you to build Gyrocopters, Mortar Teams
Lumber: 50 | and Steam Tanks. Some pretty powerful units. The workshop
Hit Points: 1200 | also contains upgrades for the gyrocopter to attack the
Armor: 5 | the ground, and lets the mortar teams see more of the map.


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


Scout Tower
------------

Gold: 80 | The Scout Tower is just that, a tower that scouts. it
Lumber: 20 | doesn't do any attacks...yet. You ahve two options for
Hit Points: 500 | upgrading it. A guard tower, which is good for close range
Armor: 5 | or a Cannon Tower, which is good for large groups of ememy


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


Gryphon Aviary
---------------

Gold: 250 | The aviary lets you train gryphon riders. They are dwarves
Lumber: 120 | that ride ont he backs of gryphons throwing large hammers
Hit Points 1200 | at the enemy. You can get an upgrade here that allows the
Armor: 5 | hammer to travel through one enemy, and hit another.



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

Peasant
--------

Gold: 90 | The peasant is your grunt worker. He will collect gold
Lumber: 0 | from the mines, or collect lumber from the trees, whatever
Hit Points: 220 | you want him to do. If he needs to, he will also join the
Armor: 0 | militia, which gives him a sword, making him able to fight


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


Footman
--------

Gold: 160 | The footman is your basic melee unit. He fights with a
Lumber: 0 | trusty sword by his side. When accompanied by other units
Hit Points: 420 | a footman can be of help, but if you just mass produce
Armor: 2 | footmen late in the game, your just setting yourself up.


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


Rifleman
---------

Gold: 240 | The Rifleman is a good unit overall. He is equipped with a
Lumber: 30 | large rifle, which is where his name originated from. He
Hit Points: 520 | is a ranged fighter, meaning he can attack an enemy from
Armor: 0 | a distance. WHich is a great advantage for you.


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


Knight
-------

Gold: 290 | Your horse mounted melee fighter. A Knight is quite a bit
Lumber: 60 | stornger than a footman, and add to the case that he's
Hit Points: 800 | faster, due to being mounted on a horse, he is without a
Armor: 0 | doubt, the best melee fighter the Human's have to offer.


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


Priest
-------

Gold: 160 | The Priest is a healer, not a fighter, although if things
Lumber: 60 | get rough, he'll step in and try his hardest. Not only can
Hit Points: 220 | he heal, but he has other spells too, both offensive, and
Armor: 0 | defensive. Things like rasing defence, and rasing strength


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


Sorceress
----------

Gold: 180 | A magic casting unit, the sorceress can play an important
Lumber: 20 | role in the battelfield. She can decrease or even stop the
Hit Points: 250 | speed of enemy soldiers, leaving them pretty much
Armor: 0 | defenseless. She can also cloak one of your units.


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


Mortar Team
------------

Gold: 210 | The mortar team is great. A long distance attack that has
Lumber: 70 | splash damage as well. You can also use the team to
Hit Points: 380 |destroy trees. Use this to your advantage, and try to
Armor: 0 | get rid of the enemies trees, which means no more lumber.


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


Gyrocopter
-----------

Gold: 220 | These copters are like scouts. They are very fast, so you
Lumber: 60 | can fly them around the map to locate the enemies base.
Hit Points: 350 | It can learn true sight, which lets it see cloacked
Armor: 2 | enemies. It can also upgrade to be able to attack ground.


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


Steam Tank
-----------

Gold: 230 | This unit is a mixed bag of feelings, that's for sure. It
Lumber: 60 | can attack enemy buildings for large amounts of damage,
Hit Points 700 | but it wont attack enemy units. Just make sure you've
Armor: 2 | already sent the infantry in, to clear up the enmies units


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


Gryphon Rider
--------------

Gold: 330 | This is the heavy hitter for the Humans. The Rider can
Lumber: 70 | throw hammers at people. Well, that might not sound so
Hit Points: 650 | amazing, but i guess the hammer picks up velocity, because
Armor: 0 | it does a fair amount of damage.


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

\___/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\___/




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

Necropolis
-----------

Gold: 350 | This building acts as the center of your base. Without it,
Lumber: 0 | the construction of other buildings is impossible. It has
Hit Points: 1500 | two upgrade options: The Halls of the Dead, and a Black
Armor: 5 | Citadel. Those upgrades improve hit points.

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Crypt
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Gold: 280 | The crypt acts as the training center for some of your
Lumber: 50 | attacking units. You get the Ghoul, the Crypt Fiend, and
Hit Points: 1300 | the Gargoyle. The Ghoul is needed to harvest lumber, the
Armor: 5 | Fiend is a ranged fighter, and the gargoyle is an air unit


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Haunted Gold Mine
------------------

Gold: 300 | Before you are able to collect gold from a mine, you must
Lumber: 170 | haunt it. You can only build a haunted gold mine overtop
Hit Points: 1300 | of an existing gold mine. It has five slots on it, each of
Armor: 5 | them dedicated to a single Acolayte that will get you gold


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Graveyard
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Gold: 250 | Here, you can upgrade your unit's armor and attack
Lumber: 0 | damages. It also serves as a drop point for any ghouls
Hit Points: 900 | that are currently harvesting lumber. This building is a
Armor: 5 | prerequsite for a lot of units, so make sure you have one.


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Ziggurat
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Gold: 150 | This is your basic building that supplies food to your
Lumber: 50 | undead forces. It's very important that you have these
Hit Points: 550 | somewhere in your base. They can be upgraded into
Armor: 5 | defensive towers that shower the enemy with energy.


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Sluaghterhouse
---------------

Gold: 240 | A slaughterhouse will create the ultimate melee fighter,
Lumber: 80 | an abomination. This a huge undead sewn together...thing
Hit Points: 1200 | that wreaks havoc on the enemies. The house also creates
Armor: 5 | meat wagons, which are ranged catapults.

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Altar of Darkness
------------------

Gold: 300 | The stats of this building are nothing to write home about
Lumber: 100 | but what it does is incredible. It lets you summon Heros!
Hit Points: 900 | Your first Hero is free of cost, but it will take 5 food
Armor: 5 | to keep him there. The altar can also revive dead Heros.


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