**********************************************************************
*                  WARCRAFT III: THE FROZEN THRONE                   *
*                         STRATEGY GUIDE                             *
*                    CREATED BY: despairfaction	                     *
*                          VERSION: 0.99b                             *
*                        February 2, 2004                            *
*            Copyright 2003-2004, despairfaction (Alex A.)           *
**********************************************************************





                  ***Table of Contents***


1.0 - GENERAL
        1.1 - Introduction
        1.2 - Version History/Expected 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
                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
                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
                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
                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 - MISC
        4.1 - Synopsis of Warcraft III - The Frozen Throne
        4.2 - Codes/Secrets
        4.3 - Online Strategies
                4.31 - My Strategies
                4.32 - Contributed Strategies
	4.4 - Credits
        4.5 - Closing Comments


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



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*--------------------------------------------------------------------*
*                          1.0 - GENERAL                             *
*--------------------------------------------------------------------*
**********************************************************************



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

Welcome to Warcraft III - The Frozen Throne. Continuing where
Warcraft III - Reign Of Chaos left off, this expansion pack
contains almost enough goodness to be worthy of a seperate game
at full price. Containing 26 campaign missions, as well as five
new tilesets, new heroes, new units and new structures, the
expansion vastly improves on the original in every respect.

Snag this one for a mere $34.99 (CA) or $24.99 (US) at virtually
any store - I got mine at Walmart.



**********************************************************************
* 1.2 - Version History/Expected Updates


Version 0.10 - July 3, 2003
----------------------------------------------------------------------
    - Created the layout of this FAQ and wrote the walkthrough for the
      first human chapter.
    - Night Elf campaign will be here shortly.


Version 0.11 - July 4, 2003
----------------------------------------------------------------------
    - Finished the walkthrough up to the first human mission.
    - Expect the Human Campaign to be completed later in the day (it's
      2AM on July 4, I want to have the human campaign beat and the
      guide finished by the end of the day).


Version 0.12 - July 4, 2003
----------------------------------------------------------------------
    - Changed my email address.
    - Progressing steadily on the Human campaign, it'll be up soon.


Version 0.20 - July 5, 2003
----------------------------------------------------------------------
    - Human campaign is now half completed.
    - Expect the rest shortly.


Version 0.30 - July 5, 2003
----------------------------------------------------------------------
    - Only a couple human levels left.
    - Added a credits section, because I forgot the blasted thing.
    - Made minor updates to the layout and titles.
    - I'm gone for the next day and night, so expect the human
      campaign completed on Monday, and hopefully the Undead campaign
      at least started.


Version 0.35 - July 7, 2003
----------------------------------------------------------------------
    - Two human levels left.
    - Updated the credits.
    - I'll finish the human campaign soon.


Version 0.40 - July 7, 2003
----------------------------------------------------------------------
    - Finished the human campaign.
    - Made minor touchups here and there.
    - Expect the Undead all in one update hopefully tomorrow.
    - I also want to run it through a spell checker in a little while.


Version 0.45 - July 8, 2003
----------------------------------------------------------------------
    - Made minor updates.
    - Added the first Undead mission.
    - Rest of the Undead coming soon.


Version 0.50 - July 12, 2003
----------------------------------------------------------------------
    - More little updates and added in stuff.
    - Haven't played the Undead campaign much, but I'll beat it
      hopefully tonight. Sorry for the lack of updates, I've been
      working full time.


Version 0.51 - September 17, 2003
----------------------------------------------------------------------
    - I've been outrageously busy lately, so this is just a spell
      check and verification to make sure all of my information is
      correct.
    - I'll be completing this walkthrough by the end of the month!


Version 0.65 - October 5, 2003
----------------------------------------------------------------------
    - Completed most of the Scourge campaign... finally.
    - Will finish the Orc and Scourge campain in a few days, and then
      it's a matter of adding extras.


Version 0.80 - October 6, 2003
----------------------------------------------------------------------
    - Zippin' right along here, the Undead section is finished, and
      I'm working on the Orc campaign.
    - After the waklthrough is done, I probably won't add to terribly
      much, except for perhaps my online strategies (because really,
      do you absolutely need me to retype the manual or list all of
      the stats for every creature? Probably not, it's a game, not a
      way of life).


Version 0.81 - October 7, 2003
----------------------------------------------------------------------
    - Made some minor updates to various sections, modified my email
      to my website email, other little additions. Nothing too
      terribly important.
    - Orc Campaign coming probably tomorrow.


Version 0.85 - October 8, 2003
----------------------------------------------------------------------
    - Started on the Orc campaign - Act 1 only (of course).
    - Cleaned up the guide.
    - Will finish the Orc campaign shortly.


Version 0.90 - October 10, 2003
----------------------------------------------------------------------
    - Finished the Orc Campaign, it was pretty good actually. More fun
      than I anticipated.
    - Started work on the plot summary.
    - Hopefully that will be done in a day or so, and then I'll get to
      work on online strategies - probably only focussed towards new
      players; everyone who's played for a while has their own
      strategies.


Version 0.91 - October 21, 2003
----------------------------------------------------------------------
    - Miscellaneous little updates, plus a few more contributions.
    - I'll get around to a plot summary in a day or five, and then
      maybe an online strat for all you 'newbs' :)


Version 0.92 - October 24, 2003
----------------------------------------------------------------------
    - More misc stuff, and yet more procrastinating on the (few)
      incomplete sections.


Version 0.95 - December 17, 2003
----------------------------------------------------------------------
    - I've begun work on the Orc campaign, Act II and Act III.
    - Minor tidying up/updating all around the guide.
    - For the final version (1.0), I'm planning a bit of a layout
      update, something a bit more easy on the eyes. At that time,
      expect the Orc campaign walkthroughs to be complete as well.


Version 0.98 - December 18, 2003
----------------------------------------------------------------------
    - Act II is almost done, I hear Act III is short so that'll be up
      soon.
    - Gonna upload the new layout as well.


Version 0.99 - December 18, 2003
----------------------------------------------------------------------
   - The Orc campaign is 100% complete.
   - The rest of the guide will be here in a couple of days!

Version 0.99a - January 26, 2004
----------------------------------------------------------------------
   - This is just an interim update to remind you all that I've not
     given up on this FAQ. I've received plenty of emails and I'm
     working to incorporate everything into the final version, as well
     as actually complete the thing. It's looking pretty good, and
     the final version will be the biggest yet - look for every single
     mission to be overhauled completely for clarity and so forth.
     Look for it soon.
   - Also note a bunch of random updates so far.

Version 0.99b - February 2, 2004
----------------------------------------------------------------------
   - Another interim update, I wanted to make sure that all the reader
     submission were put online. Look for version 1.00 in a couple of
     days.






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

I'm not a fan of lawyers or anything to do with the perverted legal
system that currently exists in the States, so I'll keep this brief.
I wrote this puppy and that means it's mine. Feel free to print it,
pass it around to friends, all of that. Don't feel free to take it
and change it, pass it off as your own, or put it on your website
without emailing me first. The current list of allowed websites are:
 - GameFAQs
 - IGN FAQs
 - CheatCC
 - Adrenline Vault


Got a problem with any of this, email me at:
  alex [at] void-games [dot] com




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

Contact me at:
  alex [at] void-games [dot] com.

Guidelines:
  The message MUST include 'Frozen Throne FAQ' somewhere in the
  subject line, or it WILL be ignored. Thanks :)

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

  - I write for The Void - http://www.void-games.com/, and the FAQ
    posted on the website is indeed mine, but thanks for the emails
    regarding copyright theft, it's much appreciated to know that
    people care!

  - I make mistakes, and at times my writing will sound like that of a
    five year old. When I wrote those parts, it will have been at 3AM
    after a six hour marathon, and I've got no brains left. If you
    notice any of these, please email me and let me know!














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*--------------------------------------------------------------------*
*                           2.0 - PLOT                               *
*--------------------------------------------------------------------*
**********************************************************************



**********************************************************************
* 2.1 - Synopsis of Warcraft III - Reign Of Chaos

Warcraft III - Reign Of Chaos (hereafter referred to as W3) took place
in a period of peace following the events that occured in Warcraft II
(that is, the invasion of the Orcs from their homeland of Draenor).
The Alliance was fragile and crumbling, but the orcs were subdued in
internment camps and overall it was a time of peace and prosperity.
Except, however, for a mysterious society that sprung up in Lordaeron.
At the same time, King Terenas' son, Prince Arthas, was determined to
get to the bottom of a recent plague welling up in the Northern
villages of his future kingdom. He discovered that the mysterious
society and the plague were related. He pursued the leader of the
society far into the North, where he was led to believe that a sword
called Frostmourne would give him the power to kill the leader and end
the madness. Instead it enslaved Arthas, and he became a tool of those
he sought to destroy. He returned to Lordaeron as a souless wretch,
where he slew his father and assumed leadership over the kingdom.
Arthas used his kingship to transform his country into a land for the
Undead, which arose as a result of the plague. He was commanded by his
new master, the Lich King, to open a portal and allow the demon
Archimonde passage into the world of Azeroth. After his arrival,
Archimonde began to wreak havoc across the nation, laying waste to
great cities like Dalaran.

Meanwhile, the Orcs freed themselves from their prison camps. Led by
the young warchief Thrall, they were advised by a mysterious prophet
to sail across the sea to the distant lands of Kalimdor. The Humans
were similarily warned, however, King Terenas refused to abandon his
country for no apparent cause. Thrall decided to place his trust in
this stranger, and so he rallied his forces and set sail. During the
voyage, his people were seperated, and Thrall landed with only a
portion of his troops. Upon his arrival, Thrall encountered a species
of strange, pig-like sentient beings, known as Tauren. After helping
some of them to safety, Thrall enlisted them in his army as powerful
allies. He then used his newfound allies to rescue Grom Hellscream and
the remainder of his troops from the grasp of an army of Humans, who
also travelled to Kalimdor. He assigned Grom the task of building a
new base camp for the horde in it's entirety, but he managed to offend
the Night Elves who live in the woods. After a brutal assault by the
Elves, Grom ran across Mannoroth, the Pit Lord who infused the Orcs
with the bloodlust so many years ago. Despite knowing that the
bloodlust was the downfall of his people and ultimately caused them to
become the tools of the demons, he accepted the pact once more.
Although this gave Grom and his forces the power to defeat the Elves
and Cenarius, their leader, it also turned Grom and his soldiers into
savage monsters. After the battle, Thrall learned about the renewal of
the ancient pact and was furious. He led an assault on Grom and his
forces, beat Grom into submission and then carried his body away to be
awoken from the bloodlust. When awoken, the pair travelled to the lair
of Mannoroth and engaged in single combat. Thrall was quickly knocked
out cold, but Grom fought the beast to the death. Although Grom died,
he managed to kill Mannoroth, thus breaking 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 an assault on
the Elven lands in Kalimdor. After initial mistrust and fighting
between the Humans, Elves and Orcs, they finally realized that the
only way to victory was in arms as allies. In the final hour of doom,
as Lord Archimonde approaches the great World Tree (with the intent to
corrupt it forever and morph the world of Azeroth into a demonic
land), the three forces arrayed themselves against the Burning Legion.
They hoped to buy enough time for Furion Stormrage, a powerful Elven
leader, to place thousands of wisps around the tree. Though Archimonde
broke through the defences, Furion's plan succeeded. Archimonde was
slain in his moment of triumph, and the World Tree was destroyed, and
with it, the immortality of the Elves.






**********************************************************************
* 2.2 - Introduction to The Frozen Throne

In the end of Warcraft III, we suppose that Prince Arthas has survived
and is still in Lordaeron. We learned that Illidan is a power-crazed
demon hunter (and even part demon himself). He was freed 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 a powerful demon artifact. Last we saw,
Illidan fled into the forest after being banished from Elvish lands
for all time, by his brother. The Frozen Throne opens with his former
jailor, Maiev Shadowsong, hot in pursuit of Illidan.













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*--------------------------------------------------------------------*
*                       3.0 - WALKTHROUGH                            *
*--------------------------------------------------------------------*
**********************************************************************

NOTE:
  - I use two seperate ways for direction, oftentimes interchangeably.
    Left, Right, Up, Down, or North, South, East, West. For clarity,
    use the following chart to make sure you know where I'm talking
    about.
            (North, Up)
                 |
  (West, Left) -   - (East, Right)
                 |
           (South, Down)


**********************************************************************
* 3.1 - The Sentinel Campaign



        3.11 - Chapter 1 (The Rise of the Naga)
        
        This is actually a fairly tough mission, considering it's the
first in the expansion. It's actually rather reminiscent of the first
Star Wars: Brood War mission as well. You begin with a small force led
by Maiev in the bottom right-hand corner; simply follow the obvious
path around the bottom, slaying minor amounts of creep here and there.
When you arrive at the bottom left corner of the map, you'll run into
some Elves who had fought an insane monster, and give you an OPTIONAL
QUEST to put it down with them. I advise completing this quest, as it
lies along the path you must follow and it takes a short amount of
time to complete. As you walk North from where you met the Elves, the
beast should come into view. He'll wander East into his lair; simply
follow it in and slay it and it's minions. Return West to the main
path, and go North. You'll encounter the remains of a poorly-razed
town containing some more creep. Lay the metal to them, and continue
North. When you reach the top-left corner, you'll be assigned a second
OPTIONAL QUEST - free some Night Elves from a nearby prison. I
*highly* recommend you do this, because the following portion of the
level needs quite a fair bit of firepower to pull it off. Bash in the
gates and free the Elves. Assemble your troops next to the gate that
is just East of your position, and save. Bust open the gate, watch the
cut scene, and brace yourself.
        Now, this next bit can be tricky, but I've devised a nearly
foolproof method. Select all your troops, and then have them 'attack
all' just behind the enemy. Blink Maiev past the initial cluster and
have her use her whirling blades on the first group of enemies
attacking the ships. By this time the initial cluster should be
slaughtered, at which point you should have your archers destroy the
three flying creatures, while the rest of your troops rush down the
beach. The majority of the monsters will go for Maiev, so keep her
safe by focussing your micromanagement skills mostly on her. Using
this technique I managed to save four of the boats; you only need a
minimum of two.

----------------------------------------------------------------------
    Sent in by David Lim (aberrant80@yahoo.com)
      I think you should mention that there are 3 power-ups on this
      map, 2 accessible only with Maiev's blink. One's on an island
      IIRC. And there's at least 2 items that can only be reached
      through blinking.

    Sent in by 'Zareth' (zareth@rogers.com)
      Ring of Protection +1: This one you need to hop (blink more then
       once) a few times. After finding the first razed village, you
       go to the pier at the top of the village and blink to the
       island there. Follow the path down till you see the rune of
       mana on a little island and blink over there. Now blink once
       more to the island below that and attack the crate.  This will
       bring in some murlocs to attack you. One of them will drop the
       ring.
      Jade Ring: This one is rather easy. Just destroy the crates
       behind the statue of Centarius after the Furbolg cutscene.
      Claws of Attack +3: Once you reach the fountain of health, you
       might spot an area a little south of it that has a small spider
       on it. Blink up there and kill the spiders there to get the
       claws.
      Spider Ring: This was the one I believe David Lim missed. From
       where you picked up the Claws of Attack, go to the left tip
       until you see a Rune of Mana.  Blink to it and then walk along
       the top of the waterfall and you'll be attacked my some spiders
       (I almost missed these myself). They will drop the Spider Ring.
      Healing Wards: This was another one I had missed the first time
       around. This is near the place where you get the Search and
       Rescue optional quest. If you go over to the right, you'll
       manage to reveal enough land for the Warden to blink to. After
       blinking there, go as right as you can again and blink over to
       where the deer is. There, you'll fight a Furbolg Hermit who
       drops the Healing Wards.
      Scroll of Protection: This one was the hardest to find for me.
       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 go up to it, it'll reveal some area where you can blink to
       behind the rocks. There you'll find some crates. One is on
       land and has a Rune of Mana and the other is in the water which
       is where the Scroll of Protection is located. Goes to show
       that sometimes, stopping to smell the flowers has it's
       rewards. :)



        3.12 - Chapter 2 (The Broken Isles)
        
        This is possibly my favourite Night Elf mission - it's the
only one that requires you to establish a base (for shame!).
Essentially, there are two seperate Naga bases, one due West of your
camp and the other due North. Spend the first few minutes fortifying
your camp. I like to use buildings, so I simply placed three towers at
the West, North and East entrances to my base (Not the Southern
opening; the Naga do not attack there). This defenceis more than
adequate to hold anything the Naga will throw at you. Now begin to
comprise your combat force. I suggest two groups, one composed of six
Archers, Maiev, and three Huntresses and the second comprised of
four Huntresses and six Dryads. Note that this suggestion is only ten
troops per group - this allows us to have one group per transport,
making our job easier. Move your army out on foot Westward, and then
turn North. You'll run into an old Shaman who assigns you an OPTIONAL
QUEST.
        In order to complete this, continue North to the Goblin
Shipyard and hire two transports. Head NorthEast, and land on the
middle-right of the map (look for a stone bit). After landing, you'll
spot a bunch of undead Orcs randomly fighting. They will not attack
you whatsoever unless you go near them or attack them. With this in
mind, take out the three huts that the Orcs spawn from, making sure
to retrieve the chest from the last hut. Return to the Shaman 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
second is the Naga base directly West of the main camp. Settle the
Northern base first. Load up six Archers and a few wisps and set sail.
When you land, create your base but be sure to add in at least three
Ancient Protectors as well. Also, make sure to leave your six archers
behind as a garrison. They'll stop the occasional raid. Now load up
your army (comprised with the same units and quantity as before) and
set sail for the Naga base to the West of the main camp. It's quite
useful to destroy this base, because once it's gone you are entirely
free of raids, for good. Destroy it with utmost ease, and then if you
feel like it, settle there as well. No need to worry much about
defenses, because you're soon done here.
        Time to finish the mission. There are two ways to do this:
firstly, you can load up your twenty troops and sail North until you
reach a swampish area (where you can unload), or scout out the three
Goblin Shipyards in the area and purchase a fleet of nine Frigates.
Either way will work, but try to keep a few units alive when the base
is destroyed. After the last building falls, a cutscene will play out.
When it is over, smash through the gate and slay all those inside.



        3.13 - Chapter 3 (The Tome of Sargeras)
        
        This is more of a dungeon crawl level, with no base building
in sight. When you begin, head East a short ways. If you want, you can
break open the 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
he drops and then you can begin an OPTIONAL QUEST. Blink over the
right wall here and defeat the level 3 creep. Just below him is a
shadow orb; if you pick it up you will discover that it's part of an
artifact and you are tasked with collecting all ten pieces. So that's
(1) of 10 collected. Blink back, and continue West, defeating the
Overlord at the door and passing through. Break through the door to
your immediate left and move South in this room. You'll see a stone
structure in the lower middle, this has the second piece of the Shadow
Orb on it. Blink to it 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 the bottom blink up to the next level. From here, go
to the bottom right corner of this first ledge and blink to your right
across the stone wall. Get the third piece (3/10) and return to your
troops. Head East from here, staying along the bottom of the two
parallel paths. You'll come to some rocks and be given a second
OPTIONAL QUEST - to break open three rock barriers and gain more
units. Do so and you'll receive two Druids of the Claw. But don't
leave yet, bring Maiev down and walk through the narrow gap between
the wall and the rock on the left-hand side. Carry on this way to the
left and then down and get the fourth piece of the Orb (4/10). The
way back is blocked, so you'll need to blink. Head North and cue
another cutscene. When it is over, you can blink over the wall to your
left for a Gauntlet of Ogre Strength +3, or just keep heading North.
You'll soon reach a swampy water area.
        Continue West, and when you come to an Elder Hyrda and a
Hatchling, Blink to the ledge just above you for the fifth Orb piece
(5/10). The other two in this swamp area are impossible to find
without the Huntresses Sentinel skill. At the left side of this 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 a ledge to the left
of this tree. Blink up there and destroy the barrels and boxes for the
sixth piece (6/10). As you round the left side and go up, start
looking out for trees. You'll find one about a quarter of the way from
the left side (not the one by the little rock island, but against a
longish wall). Use the Sentinel skill, and then blink over the wall
and defeat the turtle for the seventh piece (7/10). Continue right
until you come to an impassible river - blink across and hit the
switch. Continue East and you'll trigger a cutscene; when it's over,
kill the Naga and cross the ramp back onto solid ground.
        Head directly East and destroy the final rock barrier to
complete the quest. Now head North and blink into the water. Next,
blink up onto the platform on the right-hand side, and break open the
boxes to get the eighth piece (8/10). Return and then head South. Kill
the six Naga here, and then move West. Just past the Greater 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'll trigger another
cutscene. Enter the door to the right and immediately go South on the
narrow path here. Blink with Maiev down and to the right and you'll
be in a channel with a rune. Walk right to get the final piece of the
Shadow Orb (10/10). Return North to the main path and head East. Kill
the Naga, break down the door and end the quest.
        You've got three minutes to get out. Retrace the same path
you took to get in, and use blink to skip over groups of enemies. I
made it out in 1:23 using this method. Good luck!

----------------------------------------------------------------------
    Sent in by Craig Kramer (lord_of_black_chaos@yahoo.com)
      The second optional 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 is very helpful this early in the game, as is
      gives +10 attack and +3 armor when completed. However, only
      Miaev can reach the orb fragments with her Blink abality.
      Although i don't know ehrer all of them are exactly, i do know
      that 8 of them are in the open (as pen as they can be) while two
      are hidden in creats.

    Sent in by David Lim (aberrant80@yahoo.com)
      It's difficult to give the exact location of all the orb pieces
      for the optional mission without replaying but here are some
      hints. We can divide the map to 3 areas: Before-Water area,
      Water area, After-Waterarea. The number of pieces in each area
      are: 4, 3, 3. 8 of the pieces either in areas that can be seen
      or reached by careful observation. 2 of the pieces in the Water
      area can only be seen through use of the huntress' sentinel
      (hint hint!) ability.

    Sent in by mike baker (xxzephyrxx@hotmail.com)
      Hi about the shadow orb the first 8 fragments are fairly easy to
      obtain (just blink like crazy). i was tearing my hair out
      looking for the last two (im a perfectionist when it comes to
      games and couldnet leave em behind) but you may notice some
      "odd" looking walls when you lose your troops and are running
      these collapse and the orbs are behind them (i think) i am
      pretty shure that you WILL need shadow strike as there is a
      bigass hydra in water (heals faster than FOK cools down) some
      general advice get as high up as possible as you can only blink
      to places you have seen if you see a rune there is a good chance
      there is an orb nearby if you are lazy blink can go ANNYWHERE you
      can see that the warden can stand so you can blink through walls
      and stuff. if you go to a rune and there is no fragment it may be
      because you are high up and can now se a ledge to blink to i cant
      remeber where they all are but one is over some doodads in the
      first reinforcement tunnel. one is near the stone door opend by
      a plate one is near the top left of the map (all i can remember)



        3.14 - Chapter 4 (Wrath of the Betrayer)
        
        This level is rather a hybrid of the RPG style and the base
management style, which provides for a rather unique mission. First
off, focus on building up your base - a handful of towers at each of
the two entrances (perhaps four or five), and then create two seperate
(full) groups of twelve troops. In this level, try for a fair amount
of Druids of the Claw (in bear form), as well as another third being
Archers/Huntresses. Then just throw in whatever troops you feel most
comfortable using. After you've completed these two tasks, your base
is now more or less impervious to anything the enemy can throw at you.
        Now you can begin on the RPG half of the mission. Start by
leading 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 Naga
Myrmidon there - that'll trigger an OPTIONAL QUEST, which asks that
you kill the four Naga Excavators. There's one down (1/4). Head
Westward and soon you'll come across a stone bridge leading South.
Take it, and at the end is the second Naga Excavator (2/4). Exit from
this area the same way you came and head North, via the only path
available. Just above the small fountain you see on the right is the
third Excavator. He's a little ways off the path, so just head East
to find and kill him (3/4). Continue following the path as it loops
up and around and then back down South. You'll soon reach your
destination - the transports. Load up all of your troops onto them
(except for the Hippogryphs of course), and sail South.
        The path will circle around to the West after you head South
for a while. You'll spot a little jut of land, and South of it is
the main path for the boats. Unload on the bit of land and head North
to find the fourth and final Naga Excavator (4/4). Return to your
boats and continue along the path. Land your soldiers on the next bit
of land that you come across and kill the creep you find. Bash open
the door and sail your transports through it. Move your land troops
North and repeat the procedure on this next batch of uglies. After the
second door is open, make a mad dash with your two boats for the exit;
neither should be hurt very much. After they reach the seal, the
mission is finally over.

----------------------------------------------------------------------
    Sent in by David Lim (aberrant80@yahoo.com)
      There appears to be 3 different 'easter egg' areas I think, if
      you could call it that. If you 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 a gate leading tosome gold;
      in the lower middle, another gate that leads to a short scene
      and then a fight with an Infernal; and finally in the extreme
      lower-left is a Brewmaster neutral hero who gives you an item
      (crap). A 'secret discovered' message pops up if u get to the
      Brewmaster or the gold behind a gate. You have to use blink to
      get to those areas.

    Sent in by (Thatweirdo1313@aol.com)
      In The sentinel campaign chapter 4 there is a secret area you
      can get to by sailing down as far as possible and then to the
      right when you get the boats.  you can destroy a door and an
      infernal spawns, which drops Runed Bracers when killed.



        3.15 - Chapter 5 (Balancing of the Scales)
        
        At the outset of this mission, things look pretty bleak. You
have a base in the bottom right area of the map, but it does not have
a gold mine. You've got an assortment of troops (plus Tyrande and
Furion) in the lower left corner. You'll need to try to focus on them
both at the same time for the first portion of the mission. Start out
by pumping out Archers and Huntresses at the base - don't spend any
gold on any buildings or anything like that, because you'll need all
the troops you can get. Move to the group in the bottom left, and have
them begin to follow the path. Try to follow some of the offshoots as
well, for the experience and the gold coins. They all rejoin with the
main path anyway. In the top left corner of the map, you'll run across
a burning ship. As you approach, this will trigger an OPTIONAL QUEST
- to find the three other ships that contained Furion's 'special
allies'. So head East from this location, circling up and around and
through the shallow water. When you reach the Eastern coastline, head
directly South, all the way to the Southern coastline, and you'll find
the first Elvish ship (1/3). With your new troops, head North a touch
and then head East when you spot the golems. This leads to a mini
Naga base, which you can destroy. Have Furion and his troops attack
from the left while all of the troops you created at your base attack
from the right. This will crush the Naga in a vice and they'll break
in a short amount of time. Head North from here to find the second
ship (2/3). When the Naga base does fall, you'll complete the first
MAIN QUEST.
        Now is the time to move your base up into this region,
because it's relatively more secure and it has a gold mine. While you
are setting 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 is the
third and final Elvish ship (3/3). Return to your base with these new
units.
        It is time to marshal your forces for an attack on Illidan's
base. When you're creating your troops, keep in mind that your goal
should be two full groups, preferably of Archers/Huntresses, along
with a couple of Mountain Giants and four Glaive Throwers. Of course,
having completed the OPTIONAL QUEST you should have ample troops for
the task. Keep at least six Archers home (as defense) and then move
out. Illidan's base has two components - the Southern component is
our first target. To defeat it, all you need to do is assault it from
the West, using your four Glaive Throwers and using your troops
primarily as body guards for them. This base is almost a joke to
defeat, you'll have it down in maybe five minutes, with minimal
casualties. Replace any fallen troops, and then head North to reach
the second base. This one is slightly tougher. Repeat the same
strategy as before, but be on the lookout for Illidan. Alternatievly,
you can wait until Illidan leads a raid on your base, kill him, and
then destroy the base while he is being revived at the Alter. If you
desire, send Tyrande into the middle of this base and use Starfall -
just to speed up the slaughter. When this base falls, victory is
yours.



        3.16 - Chapter 6 (Shards of the Alliance)
        
        This mission is the first which involves the Human Alliance.
You'll start out in the top left corner of the map, and you're tasked
with escorting a Blood Elf caravan. This mission is in fact shamefully
easy. All you need to do is follow the path, so start heading South.
Along the way you'll encounter minor groups of Undead, so take them
out. After the third group of Undead (the group with the Meat Wagon),
head West along this branch of the path. At the end is an Undead
structure, and a seal just beyond it. Step on the seal and snag the
gold to trigger an OPTIONAL QUEST. This is the first of the three
stashes (1/3). Return to the main path and continue South. As you
round the bend at the bottom of the map, look out behind you - there's
a group of Undead that surprises the caravan from behind. Once they're
dealt with, continue East. Soon you'll reach a bend that curves back
around to the West, with a Mercenary Camp located near it. Directly
East from the camp is another Undead mini-base. Destroy it and step
on the seal to obtain the second stash (2/3). Return to the main
path and follow it as it winds around. Soon enough, you'll come across
a fork in the road. Take the right-hand passage (for now) and head
South. You'll encounter a farmhouse guarded by some Undead. Take them
out and then step on the final seal (3/3) to complete the OPTIONAL
QUEST. Now, the reason for the fork in the road is the differences
between the two paths. If you take the right-hand passage, it's
much shorter but you'll have to fight you way through a smallish
Undead base. If you take the left path, it loops way up and around,
but all you'll face are minor pockets of Undead and a fairly small
outpost. The choice is yours, but my advice is to go through the base.
   RIGHT PATH:
On the way, feel free to stop at the Mercenary Camp and obtain some
more troops - the more the better, and you've got plenty of gold.
It's entirely possible to destroy the base without losing any troops.
Rush in and have your Mountain Giants use Taunt (to force the Undead
to attack them). Meanwhile, have the rest of your force engage the
troops as well, and using this method they'll break in a very short
time. After they're gone, focus on destroying the buildings. Overall
this is a super short battle. After it is over, simply head North.
   LEFT PATH:
Simply head North-West until you encounter a sizeable band of Undead.
Put them down and continue. At the North-West bend, there's a small
outpost. It's got a spirit Tower for defence. Take this out, as well
as the few troops, and move Eastward. After a time you'll spot a path
leading North; this leads to a Goblin Merchant surrounded by creep.
Feel free to kill and buy. Then just continue South-East until you
reach the 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 the caravan to arrive as well. Once they do, a steady stream of
Undead arrive and attack (not NEARLY as overwhelming as the Zerg rush
in dying minutes of the 'survive for thirty minutes mission' in the
Terran campaign of Starcraft). All you really need to 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 (The Ruins of Dalaran)
        
        This mission is arguably the toughest in the Night Elf
campaign. If you can recall back to Reign of Chaos, the final Undead
mission had you protecting Kel'thuzad as he summoned Archimonde into
the world. This mission is a mirror image of that, and you must
prevent Illidan from completing his spell that will tear the world
apart. He has four summoners undertaking this spell, and you must kill
them all within the 30 minute timeframe. Thankfully, you can totally
ignore the defence of your base; your Human allies will cover that
for you.
        So to start off, group your initial force together (excluding
the Faerie Dragons, because you'll want to save those for a special
task 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 to get
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 only OPTIONAL
QUEST in this mission. I chose to take Maiev alone, so what I did
was Blink past the first group of three, head North and the West and
North once more, and Blink past the sizeable Naga force OVER the gate.
This freed the Paladin and broke open the doors, and using these two
units I fought my way out with ease. If you want to take all of your
units, it's much the same except you need to kill the Naga as you come
across them. Either way, this quest will take maybe three minutes to
complete, and the rewards are certainly worth it.
        Right, so after you've freed the Paladin you'll need to focus
on your main army. Here is the composition required (actually, fairly
overkill, but what the hell, go for the gusto). Create eight Fairie
Dragons in total (you already have two), six Glaive Throwers, three
or more extra Chimeras (plus the one you start with), and then toss
in everything 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 the
siege to begin destroying the buildings. The enemy will NOT engage
you until they have line of sight, so it's quite possible to take out
the majority of this base before they come to attack. When they do,
fend them off with your troops and continue taking out the base bit
by bit. Now, after this hall is cleared, you'll arrive at the main
base of the level. Send in your siege and take out any troop-producing
buildings you see, and have your combat troops fight the enemy troops.
Don't send in the Faerie Dragons until the coast is fairly clear; be
sure to take out at least two of the four Tidal Guardians surrounding
the Summoners. When you feel confident, Have your Faerie Dragons rush
in and hover over the Summoners. Use Mana Flare to destroy them. Don't
worry if the Faerie Dragons are killed, you should have plenty of time
left to replenish your numbers (and the same goes for any troops you
might lose). Mana Flare will do the job in a matter of seconds, what
with your eight Dragons, and the mission will be over.

----------------------------------------------------------------------
    Sent in by David Lim (aberrant80@yahoo.com)
      I finished it yesterday. Yep, your army was overkill. I only had
      1 and a half unit with all 3 heroes. I justtook out the
      outer-lying buildings, built up 8 faerie dragons. Then attack
      some buildings outside the summoning area to lure Illidan,
      retreat a bit, then kill all enemy units. Heal as quickly as
      possible, charge back in and get those guarding the summoners to
      attack. Right after that, get the faerie dragons(hovering
      nearby) to charge to right above thesummoners and hit mana
      flare. And try not to let your heroes die.



        3.18 - Chapter 8 (The Brothers Stormrage)
        
        The final mission of the campaign is at hand. At first it can
be a bit daunting, what with managing twin bases, but after you get
the hang of it it becomes quite simple. Begin with Illidan's base; you
need to create two full groups, and then a third as full as you can.
There are only four troop-types to pick from, but the best are the
Myrmidons and the Turtles. You basically want a majority of the
Myrmidons and a Minority of the Turtles, 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, and possibly throw in a couple of
Mountain Giants as well, they're always a great asset and help with
drawing the Ghouls attacks away from your Archers.
        So essentially the goal of the level for Furion is to just
mass troops. Don't worry about it too much however, because the
Elf base isn't attacked that frequently, and when it is, the Undead
usually field a weak force. They'll come from the top and the bottom,
so try to cover both ends with a group, or some similar arrangement.
Throw in a couple of Ancient Protectors for good measure and that'll
be enough to completely secure the Elf base.
        Now, hopefully by this time Illidan's forces are nearly ready
to go. Venture South, and at the same time try to build a handful of
Tidal Guardians back at the base, just as a precaution against raids.
Now, earlier on you will have been given an OPTIONAL QUEST, which
involves you defeating some Trolls and breaking 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 from here, and
follow this path as it curves around back South. All you need to do
is kill all of the Trolls, including their leader. Once they've all
been killed, the dam will collapse of it's own accord and passage
will be granted. Return to the area where the dams were and head
South. You'll come across a Fountain of Health; head West from here
and destroy the smaller Undead camp. There are no air units or heroes
to worry about in this base, so simply raze it to the ground. Now,
the red base, which is directly above this one, has some air units.
If you didn't create some air troops before, do so now and bring as
many of them down to this area as possible. Now, this base has two
entrances, so place a group at each one. Have each group attack the
same location on the ground in the base, and then manually guide the
air group in and take out the enemy air units. A good spot to pick
is the middle of the Northern side of the base. Let them at it, and
when the air units are destroyed, take control of your heroes
manually and micromanage them for the remainder of the assault. When
the base is destroyed, the mission is over. Congratulations on the
end of the Sentinel campaign!






**********************************************************************
* 3.2 - The Alliance Campaign
	

        3.21 - Chapter 1 (Misconceptions)
        
        This is a nice and simple mission, not many complexities and
it's a nice break from anything remotely involving thinking :). You
begin with a small contingent of troops in the North East corner of
the map. Basically the first
6 minutes is a typical dungeon crawl, as we're all used to, except that
this one is quite simple. Remember at the start to fully repair the tower
to your left! And don't forget the peasant afterwards. Some tips: take
advantage of the hero's flame spell, it doesn't affect your troops and
is fantastic when four or more creatures attack your three footmen. Also,
be SURE you do the optional quest, you get three 'buildings in a bag', as
well as muchas gold and wood, both of which are valuable. Now, at this
point you will view a cutscene, whereafter you're provided with boats.
Load all your remaining troops (I had all of my inital guys except for
two of the three footmen). Traverse the tiny expanse of sea and land
on the island. Take out the few creep and then, using your 'buildings
in a bag', construct a base. Now, the next bit depends on how long you
want to spend on this mission. I spent 50 minutes, and here is what I
did: Firstly I got a mixed group of troops, six footmen, 2 healers,
my hero, and three riflemen. I sent to peasants to repair the tower,
and created a bunch more to build my base (don't hold back because of
a lack of gold - there's plenty more ;) ). After clearing the island
the tower was repaired, and I could see an undead base on the attached
island to the southwest. I took my unit of men (same composition) and
added in four mortar teams. I took my troops in from the upper land
bridge, and when the undead units were all engaged I used my siege to
go in the bottom and blast their buldings. I then set up a base there.
After a minute I created a new unit of ten troops, six rifles, my hero,
one healer and two militia, and boarded a transport and then attacked the
lower left corner, for the optional quest. All you face is creep, so there's
really no need to be cautious. Hint: Use the flame spell on the guy at the
end, and then make sure you get the rune, because it will reawaken him on
YOUR side, and he's one POWERFUL bugger. After this, I loaded up my transport
with the same unit, plus my Ogre, and moved to the North-West. Again it was
mostly just creep, so I polished 'em off, greatly assisted by the ogre,
and then moved in with four peasants. Note that my main base had not beed
touched after the elimination of the undead base. Rebuild the tower and
you're good to go!



        3.22 - Chapter 2 (A Dark Covenent)
        
        At first glance this mission appears to be brutal, but it's
actually quite simple. You start out with five bases, two on the top, two
on the bottom, and then your main base on an island in the middle. There's
and Undead base on the left middle. You lose both your upper and your lower
bases to different colours of Undead, which is scripted, and the mission
really begins with you in the 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 former base. You will easily wipe this base
out. Make sure you leave your dragonriders back home to stop the air raids.
Now, once this base has been cleared, build a town hall. You can also wreck
the boxes to the left of the mine, you'll get some gold and a mini town
hall which I suggest you save. Now, in this location build two barracks.
Start pumping out archers and footmen, and your goal is to have one unit
filled with your original troops (mostly Naga) led by Kael-Thas, and a
second with about eight archers, three footmen and led by the Naga hero.
So when your ready, save and then advance West and take out the second
Undead encampment. Kael-Thas' flame spell comes in handy against the ground
troops. You shouldn't lose many troops, I lost three total, and that was
being sloppy. This is where you should use your mini town hall, so build
it up and then set your previous barracks waypoint to this new location,
and pump out more troops for defence and to replenish your numbers. Be
wary at this time, because back on the island in a few moments you'll be
on the receiving end of a fairly brutal assault led by a Level 7 hero. So
it is advisable to get about six footment and a bunch of towers ready.
After your numbers are back to full, it is time to assault the green base.
This is a fairly ugly battle, and I lost precisely half of my 24 troops.
If you are a cautious type then I would go in with as many troops as you are
allowed and be assured an easy victory. Either way, kill everything and the
mission ends.

   Sent in by Alijohn Ghassabeh (ag255@cornell.edu)
     At the beginning of the chapter before your bases are overrun, if you
     move all your units to the right edge (on the top and bottom) and they
     survive by the time of the cut scene, they appear at your base.  The
     total is 16 units - 8 peasants, 2 sorcerers, 2 archers, and 4 priests.

   Sent in by Vladik Aranov (earnol@mail.ru)
     1. There are a level 10 Ancient Hydra in lower left corner of the map.
        You can find it if you use your arcane towers to scout the area. It
        drops tome of ARAIR Tome Int+2, regeneration ring and mana stone. All
        things are good to grab. You have to flame strike forest to reavh it at
        least twice.
     2. In the right top corner there is a cave. If you flamestrike forest
        and enter into the area near cave the thunder lizard will appear. Note
        it have devour ability and killed my naga royal guard in no time. On
        kill it drop pendant of mana.
     3. Ring of superiority can be obtained on killing gnollish band in the
        left top corner.
     4. On this map there are two tiny castles. Use them both in this
        mission. if you left some in your inventory they will dissapper by the
        end of third mission.



        3.23 - Chapter 3 (The Dungeons of Dalaran)
        
        Yet ANOTHER dungeon crawl! Start off by freeing the Lieutenant who
is directly to your left. Next, free the three elves below you and continue
to the right and then down, where you will face two humans. Concentrate all
your attacks on the human going for the lever, and then finish off his partner.
Then head back up and across the stream, kill the golem and smash the box.
Return to the gate and go through. You'll be treated to a small cutscene;
after which, snag the book and then have both heros stand on both green runes,
which will open that locked door to one of the mages. Kick his arse and snag the
treasure. Carry on downwards. When you get over the rise you'll see a battle
going on; order your men to stand position until both sides are nearly dead,
and then engage. Break down both gates, and have both heroes stand on the
purple runes again to unlock the second ghost mage. Head to the left, kill
the Undead forces, break open the cells and take the treasure hidden in the
egg sacks. Then return to the right, wave goodbye to the left side of this map
and cross the bridge. Get up close to the gate, but DON'T break it open. Rather,
use flame strike to destroy the switch on the other side, releasing the monsers
on the human guard. Now you can break open the gate, but hang back until all
the humans are dead. Now, the monsters you free are tough buggers, so what I
suggest is you send your hero in, run up a bit and snag the treasure from
between the two robots, and then run towards the monsters. The robots and
the monsters will battle, but the monsters prove to be stronger. So I also
suggest casting flame strike on the two monsters, being careful to not let it
touch the robots. That should even things out and you're free to mop up,
and don't forget the two runes, earning you a prize. Smash the boxes to
your left for a chest. Then carry on up and to the left and you'll find a
gate with two guards and a lever. Banish the guard running for the lever,
kill the other guard and then finish off the original. Blast the gate. Ok,
no laughing now, this bit actually took me a bit to figure out. When you go
in, kill all the guards (once again, gotta love flame strike). Then stand one
guy on the purple rune, and send Lady Vaschj down the ramp into the water and
on to the other one. Kill the the third mage.

    Sent in by Jeffrey Bay (jefbaysg@hotmail.com)
      The corresponding red rune is at the northwest of the original red
      rune, on elevated ground which can only be accessible thru a teleport tunnel.
      This tunnel is located just outside and directly opposite the BAH RAM
      YOU sheep room and is blocked by some mushrooms(you need Kael to
      flame strike those mushrooms).
      It will open the door to the last level 9 archmage.
      The corresponding blue rune is also surrounded by mushrooms that need to be
      flame struck. It is situated in the room east of the teleport tunnel
      outside the sheep room. You will see a clump of mushrooms surrounding a
      restoration rune I think. The restoration rune is at the exact same spot as the
      blue rune. It will open the door to a Level 11 Arcanite Golem. Breaking the
      crates there will give you some cool orc stuff ;)

Anyways, carry on through the door to the right, kill the humans, and then go
down and free the third Lieutenant. Watch the battle, mop up, carry down. Go left
here and meet three sheep. You have to stand on the three blocks in the order to
make them say Bah-Ram-You, and it will open a gate to the north which unlocks
a secret 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 bottom right, and if you move the cursor down there fast enough
you'll see a message saying "Even Elves get tired of waiting". Save the elf and
head back left into the unlocked door, near the final lieutenant. Head up and
for the next bit it's just a constant battle. Focus on micromanaging your heroes
and slay all of the enemy. Free your troops and prepare yourself. There are three
cells, break them all open and then go left to fight the final battle. Hold
nothing back. Lead your troops into the top right afterwards and the mission
is over.

    Sent in by Crimson Cavalier  (HiFeiv@aol.com)
      I dunno if you know this and forgot to mention this but other then freeing your
      liutenants (they are spellbreakers) you can get more troops in the alliance
      chapter three, dungeons of dalaran. Every so often you will come by a cell
      who is housing what appear to be high elf/blood elf civillians. (they look kinda
      like the engineers in the tower defense level) If you break the door to the cell,
      the blood elf "civillians" inside will run directly to an armor/weapons rack. If
      you wait around they will come back a few seconds later as swordsmen. I think a
      few times the blood elv "civillians" are in a cell with a creep or two so be sure
      when you get there to slay the creep first. I may be wrong about that part though,
      im just pretty sure I remember getting to a cell with a few spiders in it, and
      after killing them i noticed the elf inside.

    Sent in by Mitch Mayfield (Score631@msn.com)
      In the ruins of daleron you can purchase items from your ally's arcane valt.


        3.24 - Secret Level (The Crossing)
        
        Quite a fun little level, there isn't much tutorial needed. You have
to defend the portal from waves of assault using specialized towers - these
types of games were often in the original online custom games, the tower games.
Anyways, so you start off weak but get stronger towers. There are five types
in total, and after you get all five ONLY build Death Towers and Cold Towers
(the cold will slow them down leaving more opportunity for death). And build
BUILD BUILD! Good luck. Also, Nick Saunders points something out to me - if you
complete the secret mission, you get a bonus hero for the next level!

    Sent in by Nick Saunders (Nick11@hotmail.com)
      After completing the Secret level in the human campaign, in the next level
      (chapter 4 - The seatch for Illidan) i was then rewarded with the Neutral
      hero listed in the manual - Panderan Brewmaster. He starts off lvl 5 and
      lvls like the other Heroes, he has some very useful skills for this lvl
      which lower movement and attack of enemy units

        3.25 - Chapter 4 (The Search for Illidan)
        
        Another rather fun mission. It's similar to a tug of war, and Illidan
is the rope. All you have control as are your three heroes, but thankfully
they can all die and you won't lose, and they respawn in five seconds. Anyways,
leave the fighting to your allies and just concentrate on killing Maiev as well
as keeping the cage under your control. I beat it in 15 minutes, I trust you
won't have a problem either. But remember, RELY ON YOUR SPELLS!

    Sent in by James Helms (jhelms@surfree.com)
      on the search for Illidan mission, there is a convenient mercanary camp
      just off the main path near the bottom of the map.  They quite a few good
      mercs with some nice spells that when grouped with your heroes makes this
      mission cake.  When i beat it, none of my heroes died and it was over in
      about 10 minutes.

        3.26 - Chapter 5 (Gates of the Abyss)
        
	When this mission begins you are thrown immediately into a demonic
assault. Basically all you need to do is keep Illidan alive. I made the
mistake of not building any troops until the last minute, but I still managed
to survive. What you should do is more or less consistently pump out footmen
and such from your barracks and other buildings to act as cannon fodder.
It doesn't matter how many die or if your heroes die, just as long as Illidan
does not. And the moment the three minutes are up every demon vanishes, so
no worries. Anyways, protect Illidan for the first three minutes, then start
to upgrade your troops and explore. If you head down you'll be given an
optional quest, that is, to save a Draenei village. Before you make the
assault, I advise you to get at least three turtles and a good deal of
myrmidons, because those orange orcs are TOUGH. Once they are vanquished,
be sure to build a base there, the gold is invaluable. Also, green will
make random attacks here and there, which may help to stave off raids on
your base, but I'm not positive on that. Anyhow, begin preparing for the
second portal. What I did was I had one unit of twelve (mostly myrmidons)
back at my main base to guard against raids (use the web to get the dragons),
and I had another unit of 12 containing all three heros, a turtle, and the
rest myrmidons that I used to attack. Allright, so wait until the Draenei make
another suicide run, and when they do, follow them in. However, instead of
going for the base head south to the portal. Defending this portal was
somehow much easier than the first, and all it took was the one unit
constantly casting web and destroying the (mostly airborne) demons. Be
wary of your main base, however, because there will be a fairly strong
assault on it during this operation. When the second portal is destroyed
begin to prepare for another assault. This time, on the teal orcs' base.
I used the exact same force composition that I had for the second portal,
but what I did was follow the Draenei into the base. So they went first,
took out most of their units, and I came in ten seconds after them and
went to work on their buildings. Firstly, I used flame strike on their
peons that were mining gold, and I took out both barracks in this time.
I then took out the other buildings in turn. Having completed this, you
can breathe a sigh of relief because the entire bottom half of the map is
completely secure. I also built a base there because my first mine was
collapsing. So having assembled this base, it's time to rebuild your
strike force. Having done that, head back to your new base, and then venture
upwards. You'll run across three demons, kill them and free the captured
troop. Carry on up and you'll reach the third gate, which again you must
defend. Also very simple. when this gate is destroyed, head back to the
main base and rebuild your force. All that's left in the map is a purple
base (which you will have seen by now, thanks to green's suicide runs),
and the fourth portal to the upper left. It's possible to reach the fourth
without going through purple, so if you just want to end it, make a beeline
for it.

    Sent in by James Helms (jhelms@surfree.com)
      Have a tip for the Alliance Campaign Gates of the Abyss mission.
      When i went to each to portal, i crowded my troops around the portal.
      Basically they were practically on top of it, anyways every time a guy
      came out my guys simply tore into him.  Once i implored this technique
      i hardly had anyone die once they got close to the portal. Oh, and i
      probably had somewhere around 12-20 units i think, a mix of primarily
      heavy units and units that have the ability to either web or fire on air units.

    Sent in by S C (wraithcommander@hotmail.com)
      Human level 5 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 the naga units. Thus,
      I would like to introduce you to the Coautl (check spelling.), the Naga flyer.
      This sucker has to be the most unbalanced unit in the game hands down. Its about
      as powerful as the old wyverns used to be, minus the poison damage. They can abolish,
      and they cost 2 FOOD. In short, just mass up a whole pile of these things, and
      there's not a lot the comp can do about it. 2 full control groups and a few turtles
      for faster base destruction easily tore through all 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 couatls over the portals. They basically instantly kill whatever
      comes out. Only 1 portal this doesn't work at, the 3rd one, which produces a mass
      of infernals at the end. Btw, if people are having trouble trying to keep Illidan
      alive at the first portal, its entirely possible to lose all your fighting units
      and heroes and still have the computer not attack Illidan to an extent. Example:
      Lost all fighting units and heroes except for a golem with 20 seconds left on the
      clock. Used workmen to repair and run around, the computer ended up chasing after
      them instead. Also, if you can draw them in range of the towers supposedly guarding
      the bottom of your base, the AI will go after those too, leaving Illidan alone.
      Don't take my word for it. Try it.

    Sent in by (TOUSSAINTAC@aol.com)
      What I did was send 24 units over to the gate(including my heroes). Then I would
      set the Rally Point of all the buildings that produced units to the gate so if the
      units defending Illidan were dying there'd be more coming at the same time. I only
      had to use this method for the 2 northern gates.


        3.27 - Chapter 6 (Lord of Outland)
        
        This mission realy wasn't a lot of fun for me, but you might enjoy
it. I chose to complete all quests. So to start, clear out all the orc forces
in the first little area (of the human side; there is the human side and
then the naga side, focus on the human side until I say). After you've secured
the first little block, send in your Draenei (nothing can detect them, so just
run them through) and take out the next generator. After doing that, level the
base. You'll be given a side quest to get some siege, just go left through the
gate by the base, kill the enemy and take the siege. Should be fairly simple
up to this point, replace any troops you lost (using the gold coins strewn about
the level in barrels and such). Send your Draenei to the next generator, kill the
guards (no one else will intervene, the location is too remote), and destroy
the generatory. Move your force upwards and to the left of the 'T' intersection,
following the path of the Draenei. Kill the little groups of enemy and eventually
you'll reach the first of the two main demons. Kill him. Now, go to the naga base,
and build on what you have (focus again on Myrmidons, they're outrageously strong
and tough). Head up and 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
those barrels of explosives to blow a gap, but I don't recommend it. Instead, take
your naga to the left, down the ramp, and circle around and up (taking out the boats).
Go back to your humans and move along the right side of the 'T', and take out the
enemy you see. You'll reach a channel with a switch, stand on it. Now, using Lady
Vaschj, activate Mana shield and then run to the switch, hit it, and run across to
the safety of the humans. Send that whole force across to kill the enemy, and then
regroup with the naga. Rebuild both forces, and while you're doing that, send your
Draenei up in the last orc base, and then head to the final generator. Kill the guards
and take it out. Now send your replenished forces into the base and wipe it out with
ease. Having done this, head up and kill the second of the two guardian demons,
completing the quest. This will unlock the gate to the final generator and the pitlord.
Rebuild both units, heal up, and then send your Draenei in again to take out the final
generator. Once it's knocked out, keep your troops there, and send in your two units.
Advance upwards very slowly. Take out the first group and snag the gold. There is a
bridge, don't rush across it until you're ready. When you've moved across
head up very slowly, and try to draw out as many of Magtheridon's forces
as you can before you face him. When he does enter the fray, assign EVERY
one of your troops to attack him, and use all the spells you can on him.
He's a tough bugger, but if you focus and keep using spells he falls rather
easily. Expect to lose a lot of troops though. Good luck! I beat it in
about one hour. Congratulations on the end of the Alliance campaign!

    Sent in by Lasse Pedersen (lassepe@ofir.dk)
      3.27 - Chapter 6 (Lord of Outland)
      In this level I found a way to kill Matheridon without having to
      deal with the guard. You do as You say, that is "activate" him
      and the guard. After this, you run your army south as fast as you
      can, ignoring all the attackers. You run your army all the way to about
      where the rune of shielding is. I did this because I wanted to protect
      my army with the 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.

    Sent in by (Thatweirdo1313@aol.com)
      Also, in the last chapter of the human campaign, one enemy drops an item
      called 'wyrt's other leg' or some such.  it may have some use, but i haven't
      found it






  3.2 - The Scourge Campaign

	
        3.31 - Chapter 1 (King Arthas)
        
        Initially this mission is difficult, but when you get the hang of
the patterns, it's fairly simple. You are guarding the three corners of the
map, all of which have are a different army and have (more or less) infinite
resources. 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, starting with the bottom left, proceed to take out all three villages
in its 'sector'. They get progressively harder as you move further away from
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). So having completed this with the bottom left army, position your full
unit by it's side of the teal base, just out of range. Now repeat the above
with green (top right). Again position your full unit just outside of teal's
base on it's side. Preferably this unit will be made up of at least eight
necromancers. Arthas' should be made up of half and half ghouls and abominations.
If you feel confident in your abilites, rush in. Attack nothing except for the
three alters; once they're gone, take out everything else. The reason for this
is because the three heroes revive almost instantly when killed, so they're
unstoppable otherwise. So that's one of the two objectives complete. Using all
three armies, take out the last three yellow villages with ease and you're good
to go.

    Sent in by Joe (TirisfalGuardian@aol.com)
      Max out your troops like you said, then go with arthas and destroy the guys
      in his sector, Use lots of abominations, then assault the middle paladin
      base with arthas and lots of abominations. You probably won't be able to
      kill everybody so just focus on killing the altars. The first run will usually
      be suicide but try to take out at least one altar. Keep attacking until you
      kill all three altars. Now run arthas and your abominations through the base
      to either Sylvanas's or Tichondrius's base. Don't worry about your units
      they're strong enough that the remants of the paladins won't do too much
      damage. Once in the next base, heal any units and bolster your forces if you
      have room with spellcasters, banshees or necs depending on which base. Now just
      take one hero and a group units out and destroy the towns, remember to take
      abominations, they really help against buildings. The good thing about this is
      that you can keep one hero and units to make sure no one escapes. After you
      beat the next sector take both heroes and two groups of units and destroy
      the remnants of the blue base. Now you can take any units you want from each
      sector with out worrying about the weaker ones dying. Gather a good selection of
      forces, go to the last sector, and clean house.

        *NOTE* This easter egg is a throwback to the first human mission in the
               Reign of Chaos. If you recall, Arthas (as a paladin) rescues Little
               Timmy by a gang of bandits. It seems Little Timmy has returned the
               favour...
    Sent in by Sam (samseaver@hotmail.com)
      When using Arthas, after you've cleaned out the third village in his section
      in the north of the map, directly to the WEST of the circle of trees within
      which that 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 can see, there seems to be a space in
      the trees so you can walk through the trees and you find yourself in this
      narrow path heading west from the village. At the end of the path is Little
      Timmy.  He's invulnerable, but he will sell you two 'Shard of Revenant's
      which will summon an ice revenant when called.  His supply is not limited
      too, though there is the long cooldown once you've bought the first two.


        3.32 - Chapter 2 (The Flight From Lordaeron)
        
        I didn't much like the look of this mission at first, but it turned
out to be extremely easy. Basically, the map is divided into three quadrants,
from top to bottom (roughly thirds). The lower most quadrant is simply a
rectangle. What you should do at first is head up through the door, gain
some troops, and then go right. Your initial goal should be to clear the area
below the single door leading up. Along the way you'll gather many troops and
items. Nothing to difficult at all, you shoud be able to breeze through it in
five minuets or so.
        Right, so having assembled your forces (about a unit's worth - 12),
open the door heading up and carry onwards. I suggest going around to the right,
up, left, pausing at the fountain, carrying on left, breaking the boxes and
going up. Again, this is full of minor skirmishes, but nothing that should kill
any of your troops (save for the spawned skeletons, etc). Take out these big
guys, and continue going up the left side. You'll be given an optional quest at
this point - slay the armory guards to gain some meatwagons. Naturally this is
a bonus, so definitely go for it. It's really not that hard, raise some skeletons
from the previous battle and just mass rush in the door - you'll face a level 5
minor dreadlord, as well as a couple of other troops, nothing major. DON'T carry
on up just yet. Once these troops are dead, the doors to the left open and you'll
get some wagons. Now move up, using the wagons to destroy the towers while your
troops cover them. Simple.
        So far so good, you should still have most of your initial troops. Head
right and through the doors, using the wagons to kill the towers and your troops
as cover once again. Take Arthas to the raised platform to lower the wall, and
move up. In this new section, you can go right or left, but in the end you'll
be going left anyways - only go right if you want to raise some skeletons on a
huge corpse pile (and do some combat). Generally I just headed directly left and
up. Break open the gate, and haul arse to the scene of the battles - you can
make good use of the undead fighting in your name (mainly the abominations).
At this point I'd save, and then go either left or right (they're indentical). I
chose left. You fight a battle against a doomguard with miscellaneous troops,
nothing you can't handle. Take out the barracks and guards, and then raise as
much dead as you can. Bust through the gate to the right and rush in, setting
your troops to 'Attack Ground' behind the enemy. Use Arthas on Bloodfeast, and
use Death Coil to heal your troops as needed. After this relatively easy battle
is over, bust open the doors to the North and step on to the circle.


        3.33 - Chapter 3 (The Dark Lady)
        
        Finally a good base building mission. I really enjoyed this mission,
it gave a nice spin on the traditional mass-troops-rush strategy. Basically,
all you've got is banshees and ghouls. Or do you? The Banshees can actually
possess enemy units! So, to start you want to sort of explore the immediate
vicinity, and pump out banshees (as well, punch out an Obsidian Statue and
set it to regenerate mana and park it next to your banshees - this allows
them to gain the amount of mana required to possess quicker. Also, typically
you should always be producing banshees when possible.
        After you've got about 8 banshees, send your units to the up-left area,
and wipe out the enemy (or possess a couple, but save most of your banshees).
After they're gone, send all your other units back to your base as guards, while
you move your banshees across the pond and up/around (you'll be given an optiional
quest to possess a creep - this is what we're doing). One by one, possess the
ogres that you come across (stick with the bigger ones and let them kill 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 then make a mad rush to possess Mug'thol. After that,
all of his warriors will be yours.
        Return to base, where you should have another mad amount of banshees
waiting. Take them up the middle (crossing the bridge) and you'll get another quest.
Similar to the last, this involves possessing humans. Start with the two guards
and then break down the wall behind them. Possess these troops, and the few
immediately to the left of them. Now, group all of these guys and send them to
the left to attack while you sneak a banshee in and possess their leader. Piece
of cake.
        If you're a completionist (like me) you'll be wanting to eradicate the
undead base in the bottom right corner. You should have at least three full
units by now (both the creep plus various undead raiding parties). Crush the
base and take the mine and be pleased that you won't need to fear any more
raids on your right flank.
        If you want, make a couple of meatwagons, and then gather all your
forces in the upper right, just before the bridge leading to the red base.
When you're ready, have them all attack various spots in the base and watch
your easy victory.


        3.34 - Chapter 4 (The Return To Northrend)
        
        This was quite a long mission, by comparison to the rest. You start
off in the bottom right corner; load all of your troops onto transports,
bring your navy around to the top of the island and engage. While the towers
are distracted, unload your army. After their towers fall, the rest of the
battle is merely a mop up. Alright, easy part done with. :)
        Next, I suggest building up a full unit of 12 troops (6 Abominations,
4 spiders and your two heroes). Naturally, you will need all the usual buildings
for this, so make them and defend from casual attacks. Also, destroy all of
the nearby barrels for a lot of gold 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. My
retinue was six battleships and four frigates. Head upwards, and clear out the
Naga units/buildings, as well as the elven ships. At the top of the map there's
a tiny elven outpost, which you can take out mostly from the sea. By this time
you should have your land army, and now is the time we take that north as well.
Go straight up from the top of your base and into the valley. Kill all the
dragons you come across, naturally, and at the end of the Z-shaped crevice
you'll find two level 10 dragons and a level 15. Wow. Thankfully they go
down pretty easily. Focus all your troops on the level 15 at first, and heal
with Arthas' Death Coil. After they're dead, plunder the treasure both to
the left and left over from the level 15, and then take your army plus the
new dragon unit back to your base.
        Now it's time to focus on beating this cursed mission. Load your
ground army onto both of the transports, as well as a few Acolytes. Make sure
to leave the dragon behind for defence! Follow the path of your navy, and land
on the island with the Elven outpost. Mop up and then take over the mine.
Add a few more ships to your fleet, so in total maybe six battleships and six
frigates. Head down from the elven outpost and engage the Naga base (and wipe
the bastards out finally). You should notice a gate leading left just below the
Naga mine, that's the target. Bring the transports down, unload, and rush in.
Follow the path as it curves around, and you'll be presented with a choice of up
or down. Send the majority of your army up and keep fighting, but lead Arthas
down. Don't fight the three Polar Bears, rush by them and into the trees. Your
destination 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 a bunch of creep, you'll come to a door
just before the target. Prepare yourself and rush in, attacking the ground.
Use Arthas to heal and this battle is a piece of cake. After all the enemies
are dead, the mission is over.


        3.35 - Chapter 5 (Dreadlord's Fall)
        
        I'm embarassed by this mission. This is the first Warcraft III campaign
mission that I have ever lost outright. It's shameful. However, my second try
through proved my dominance, and I bequeath the knowledge to you. Alright, you
start off with a base in the top right corner and a full unit of troops. Send
that unit down into greens first base. You'll come across a group of humans,
possess one of the dwarven demolition teams. Now head down into the first green
base and take out ONLY the buildings that produce troops (to save time). While
you're doing this, add a few more (perhaps four) towers around your base, and
make two obsidian statues (one for mana, one for health), at least 3
abominations, and then maybe eight banshees. So back with your attacking unit,
after the upper base has been gutted, head down to the lower base, again
possessing only abominations and/or spiders. Gut this base as well, and take
out all of the attacking troops. By this time the counter should be up, so
warp your troops back to base.
        This is really the only hard part of the mission (and I lost here because
on my initial play, I didn't notice I had a base until it was half destroyed by
the attack - lol). Anyhow, you'll face a human assualt, and what you want to do
is possess all the knights and some of the rifles, and kill the rest. That way
you've got a cheap, kick-arse army. Can't go wrong. Now the rest of this is
just mop-up. Take your two (full) units, plus at least 3 wagons, down
into the upper teal base, and lay the smack down. Should be a breeze
(particularily with the dreadlord's super spell - where he turns a creature
into a demon, and Sylvana's super spell - possess any unit). After this
base is gone, regroup and take out the second and 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 is pretty straight forward, although quite difficult. Start
out by fortifying both bases with mad towers/units (with the humans just mass
knights, with the undead get abominations and spiders). Using your undead
starting force, take out the orange base directly below you (scout it out first
with one of your scouts). Next you'll want to secure this little square of land.
Now, build up about two full units of undead, with the mix I described before,
as well as some meat wagons, and cross the bridge to the south. Destroy this
rather large orange base, and that's the end of their irritating raids. It
is fairly simple, although you'll need some good micro-management skills to
handle the spells and so forth. Now return to base and recover, and mass troops
once more (Get a couple of Obsidian Statues as well).
        Now, with the humans, you will have been attacked several times be now,
but nothing to major. You'll want to get a full unit of knights, and take them
to the upper left, and then directly up to free them. It's nothing but creep in
the way, and as such they fall easily. After we have the dwarfs, it's merely two
bases left to destroy.
        I had something like 20 knights at this point, plus Garithos, plus all
of the dwarfs I rescued, bringing my total food to 116. I took this entire force
out of the bottom of my base, and to the left. You'll come across the green base.
Use your siege to attack buildings and have the knights/rifles cover them and take
out buildings as well. You shouldn't lose to many troops, particularily if you
use Garithos' heal spell. Simple enough. Feel free to expand to any of the
gold mines on the map, they won't be assaulted.
        Time for the final rush. Your goal is to max out your troops
for both armies. I had two full undead units (of roughly half
abominations and half spiders plus my heroes), and on top of that,
three meat wagons. For the humans, I had one entire unit of knights,
led by Garithos, and then my other group had the two siege tanks, plus
my mortars, and the rest were rifles. Mass your troops at both
entrances to the middle base. Timing is crucial. Starting with the
undead, move your wagons across the bridge (don't block it!) and attack
that tower. When the units come, switch to humans and have both groups
'attack ground' in the middle of the base. Switch to undead and bring
down both those units and have them attack ground. From here on out
it's a gruelling affair. What you want is for the enemy dreadlord and
his retinue to attack the humans, leaving your undead army safe to
destroy them, so don't worry to much if your humans get raped. Do try
to take out as many buildings with that siege as you can, as well as
units. Meanwhile, use the three wagons to take out whatever building
is either attacking or making troops, as fast as possible. There is
VERY little room for error here. After the defensive troops are gone,
the enemy's back is broken and it's all about the mop-up. Also, don't
worry if they attack your base during this - they won't have time to
do any damage. Congratulations, this is the hardest mission so far!


        3.37 - Chapter 7 (Into The Shadow Web Caverns)
        
    PART 1:
        Another dungeon crawl folks. This one's simple, which is a shame for so
late in the game. Oh well. You start in the bottom left corner. Use your meat
wagon to hit the barrel of TNT, throwing the switch, raising the platform and
allowing you to kill the two remaining dwarves. Make a note of this, every time
you see a barrel of TNT in this level, strive at ALL COSTS to blow it up, either
with your wagon or (in my case, where I lost the wagon) your spiders. Anyways,
hit the switch here and proceed into another cutscene.
        So the bridge is out. No biggie. First, head to the upper left corner
of this room and take out the two barrels to get a gold icon - that's one of
four. Now head right (blowing up the TNT barrels to get through. Carry on
to the right, killing all of the creep, taking out the egg sacs, etc. Very
easy. In fact, after the initial battle at the bridge, you should lose very
few troops in the rest of the mission. At the waterfall, there is a second
gold icon, snag it.
        Hit the switch to move up, and enter the room. First, go at hit the
lever above the little enclosure on the right-hand side, THEN go step on that
switch to get the item. Return to the lever and destroy the barrels above it for
the third gold piece. Go and hit the other lever in this room, kill the dwarves
and spiders that appear, and then take out the vault to the north for another
item. Now head out the left hand side.
        Don't even bother fighting, just pick a spider and blow up all of the
TNT in the area, it'll kill all the dwarves and blow all three doors. Head
out through the bottom, go left, and again don't even engage, just blow the
TNT. Mop up, hit the lever, and then carry on. Blow the TNT below you, and
then go to that area to get the fourth gold piece.
        Leave here and travel the upwards path. Don't engage the enemy here,
just pass by on the right-hand side. Heal at the well if required, snag the
final gold piece in the waterfall, and then follow the path to the end. You
have to fight the dwarven hero, and he's level 10. Have everyone attack him,
heal, and then take out the 3 rifles. Pick up the key, stand on the switch and
victory is yours.

    PART 2:
        A nice small map, at least. Start off by heading up, but don't cross
the bridge. Instead, go break the rocks to the left and hit that lever. Then
head right and pick up the first gold piece, and go up, kill the spiders, and
hit the second switch. Now proceed across the bridge and open the gate.
        There's four spiders in this cavern, take 'em all out. Note the boxes
in the upper left, break them open and take the second gold piece. Also, rescue
the spider and you'll be given the second quest - free more spiders! Head up.
Walk on to the platform and it'll sink. Kill the crabbie (no pun intended)
enemy, and then head left. I'd advice taking this item, but be warned that it
raises up several baddies who would love nothing more than to whup you. So
brace yourself. After the battle is over, break open the iron gate in the
bottom right corner of the room to get to a healing fountain. Also, have a
hero smash the egg sacs for the third gold piece.
        Alright, head through the iron gate in the upper right, and go kill
the Nerubian queen in the middle of the room. However, take a hero and go
smash all four levers - that stops the little 'uns from respawning constantly
and saves you a lot of trouble. After the battle, smash the egg sacs to find the
fourth gold coin. Head right through the door here, down, and engage again. This
can be a tough battle if you're weak, but generally not to difficult. After it's
over, smash the boxes on the right hand side for the final gold coin.
        Let's polish off the other optional quest. Return to the fountain of health,
and break open the rolling gate. There they are, free them and return to the
location of the final gold coin. Alright, go through the only gate here and
kill the tentacle things. As far as I know, they respawn, so what you want to
do is work your way around and down to the bottom of the this room, free
the spiders and slay the enemy units, and then they should stop respawning
(feel free to correct me on this). Anyways, heal up and break open the gate
to the right for the final battle.
        Basically it's a Zerg Cerebrate from Starcraft. Have all your units
attack it, use Arthas to heal and it's over.

    PART 3:
        I HATE this part. Terribly. It's the most aggravating strategy game
level I've ever seen. You start off as Arthas, alone. Break the boxes, get
the health potion (you'll need it!) and go down. Wait until the third ice
trap has fired, and then run through. Head left and get the first gold coin.
Go right, hit the lever, and go in. You need to hit all the switches here,
and there's a gold coin above the top middle one. Some of the flames you can run
through, some you can't, it seems rather varied. Time it right, and run through
the flame to the first switch. Again, watch the pattern and go to the second
switch at the bottom. Time it right again, go to the top one (and then go up
and get the second gold coin). Lastly, make a break for the fourth switch and
they'll all turn off, letting you access to the door, which will open.
        Right, second hardest part over with. In this room, wait by the fountain
until you're fully healed, and then go up. I found it to be easiest to kill all
of the bad guys you see, so they don't come back to haunt you, but be quick about
it. Go left, kill the enemy, break the power source, go up and repeat, go right
and repeat, and then finally go onto the raised platform and kill that cursed
mage. Break that power source and a bridge will appear. Cross it. There's really
no way to avoid being ensnared, but no worries, fight until you're free then
haul arse right and get on to the moving platforms (The two switches there lower
the treasure down, but who needs it?). It's basically all about timing, and you
want to get from right to left. Kill the guys as you come to it, and don't get
impatient. This is the hardest/most irritating part of this level.
        Once you're across your allies reappear. I had about 4 minutes
left, and I beat it with 2 to spare, so don't worry. Head down, left,
and down. If you spot the boxes in the bottom left of this room, go
break 'em to get the final gold coin. Now it's a matter of running
right and killing the creep. They really aren't that difficult, and
should take only a minute to kill. After that, go through the door and
this level is OVER.

        3.38 - Chapter 8 (A Symphony Of Frost And Flame)
        
        As is fitting for the end of the game, this mission is bloody
complicated, difficult, and in general a pain in the ass. No where
near as fun as the end of Reign of Chaos. You start in the bottom
left corner. In the bottom right there's a teal Naga base, in the top
left a red Blood Elf and in the top right a Blue Naga base. In the
middle is the Frozen Throne, with 4 obelisks surrounding it. Each
obelisk has a mine, there's two on either side of the map, and each
of the corners has a mine. Be sure to use your scout to your advantage
- none of the armies can see you, so scout the whole damn map, ASAP.
        Whew. Start out by taking the base directly below you - this
will become your main base. For the first little while, focus purely
on building up your base (at least 3 towers at both entrances, as well
as a full unit of abominations and spiders led by both heroes to guard
it). Overall, your goal is to divide the map into two, diagonally,
with you on one side and blue on the other. So to start, after we have
this unit built, start on a second (I suggest 5 abominations, 4
spiders, both heroes, and an obelisk). As well, build as many
meatwagons as you can. Our first goal is to clear the bottom of the
map, and prevent cursed Lady Vaschj from attacking.
        So gather your troops outside the left side of the Teal Naga
base. Then rush in, using your wagons to take out troops-producing
buildings. This base falls quickly, and immediately after send in
several Acolytes to take over the mine. This mine will never again be
attack, so don't fear. At this time, I highly suggest upgrading your
troops to the max, it will be very handy.
        You will have been attacked several times by the Blood Elves,
probably, and Illidan will have perhaps three of the obelisks under
his control. Time to change that. Send your unit, led by both heroes,
to the West obelisk. Destroy the guards, take it over, and send an
Acolyte up there. Haunt the mine, build a Necropolis and MANY towers.
Illidan will attack with a retinue every so often, so towers plus
Halls of the Dead or greater is a fantastic defense.
        This is where the mission takes a turn for the harder. You now
have to control vast quantites of land, with hardly enough to troops
to cover it all. Solution? Destroy those bastard elves, so that your
main base is 100% secure. Do so, using a unit led by both heroes, as
well as at least 3 meat wagons. Be ready to haul ass back to the West
obelisk at a moments notice when Illidan attacks, to defend. This base
is rather a bitch to take out, you'll need to be 100% aware of
micro-management. Heal your troops all the time, and use your wagons
to take out first the towers, then the troop-making buildings.
Patience is the key, and most of all - do NOT ignore the rest of the
battle!
        Right, so all of your bases are protected, save for the the
obelisk one. You can move all your troops up to it, and now we're
going to take the South Obelisk. Rush down with a unit and wagons and
the Naga encampment around it will fall quickly. Take over the obelisk,
and again haunt the mine and build a Necropolis and towers. We're
nearly done here. Regroup, and leave a unit in between the two
obelisks, and use another plus wagons to go take the Eastern base.
This, too, should fall fairly easily. I suggest building a
Necropolis/towers, but we're only about 5 minutes away from the end
so you *might* be able to do without.
        Now, mass all of your troops to the left side of the top
obelisk. This battle really isn't hard, but you want it to be over
quick so that Illidan doesn't take one of the obelisks while you're
gone. Rush in, and after the enemy's units are dead, take out the
three towers by the final obelisk. Have the rest of your army guard
Arthas as he takes it over, and the moment he does - victory.
        Congratulations on beating a damn good expansion pack, and
watch the cool but arguably unfulfilling ending.






**********************************************************************
* 3.4 - The Bonus Orc Campaign

	
        3.41 - Introduction
        
        If anyone remembers way back when Blizzard initially announced
Warcraft III, it was supposed to be an RPG/strategy mixed - picture a
three dimensional Diablo II with strategic elements. However, as time
went on and Blizzard refined the idea, it became more of what we play
today: an excellent strategy game with a few RPG elements (which
aligns neatly with my personal preference). However, it's safe to
assume that some people at Blizzard preferred the original idea, and I
would venture a guess that this campaign is a throwback to that idea.
Allegedly, the development team could not work the Orcs into the main
story of the game without buggering up the plotline and creating
fallacies and such things, so they created a parallel story that works
in tangent to the main plotline, and ultimately establishes a lot of
the back history for the ne land of Kalimdor and it's new occupants.
The campaign is comprised of three Acts - Part One shipped with the
game, and parts Two and Three were released mid-December, 2003 via the
infamous V1.13 patch.

        Essentially this campaign plays out like a 3D, Warcraft-ized
version of Diablo. It's an RPG, through and through; similar to the
custom games sprouting on Battle.Net. Each Act is composed of a
variety of quests (usually a number of main quests and then a handful
of optional ones). Each Act spans several maps, and you can revisit
them (picture each map as being a different catacomb level in Diablo
I, but with loading times). They're all interconnected. Also like
Diablo, you talk to the townsfolk to get the quests. All told, this is
a unique spin on the game and certainly adds a lot more depth to the
title. Following is a quest-by-quest guide for all three Acts. Rather
than break down each Act into lists (ie: Quests, Optional Quests,
Secrets etc) I've written them as I progressed through the campaign.
This is, in my opinion, the optimal way to beat them (based on a
couple runs through). If you need help with a specific quest, they're
all labelled and titled, so just skim through until you spot the name
of the quest you're currently stuck on.

    FREQUENTLY ASKED QUESTIONS:
       1.   How do I unlock the second and third parts of the Orc
            campaign?
         ANSWER: Download patch V1.13 or newer and they come bundled
                 with it - then either beat the first part and carry
                 on or just load it up by clicking on the Orc
                 campaign and then the part of your choice.

    GENERAL STRATEGIES:
        Play this as you would an RPG. This means take the time to
level up against the respawning creep, collect all gold coins as you
find them, and spend the cash to purchase better items. Focus mainly
on your heroes leveling up, this is vital. However, be aware that
at certain points you will be unable to level up further - this is
intentional on the part of Blizzard, both to insure that you do not
become too powerful that the campaign is too easy and thus boring,
and to also discourage any type of marathon levelling (which has,
sadly, become so common in many RPGs of late).
        Also, try to always have a Misha summoned, as the levels
increase, they become valuable companions in battle.

    NOTES:
        I *really* recommend updating to version 1.14 or newer if you
plan on playing this campaign. Among other bugs, the patch fixes a
rather nasty bugger that caused the attack rate on all characters
imported from the first Act to have a super slow attack rate.




        3.42 - Act 1: To Tame A Land
        

    QUEST 1: Deliver Mogrin's Report to Thrall
----------------------------------------------------------------------
        You start in the bottom left, and Thrall is just a bit to the
North of you. Merely walk West, around and up, fighting the random
creep along the way. Activate the hero shrine (which allows the hero
to resurrect at that location when slain). Walk into the camp and over
to Thrall to complete this quest.


    QUEST 2: Collect Six Shimmerweed Herbs for Drek'thal
----------------------------------------------------------------------
         To activate this quest, go talk to Drek'thal in the upper
left corner of the Orc camp. He explains that he needs 6 herbs to
create a potion for the Orc army, and he will reveal a tunnel in the
top left corner of the map. It's more or less a straight line to the
tunnel, but filled with lizards and centaurs. Tread carefully, and
heal often using spells. If you want, about midway up the left hand
side of the map there's a little creep encampment. Feel free to
eliminate it, you'll earn yourself a Shaman, who was held captive in
one of the cages.
         After reaching the tunnel (and enduring the load time),
you'll arrive at the ridge. There are two shimmerweeds in the bottom
right, another two in the mid-right, another one laying on the ground
in open sight just to the lower right of the mana fountain in the
middle of the map, and above the mana fountain there's two paths, take
the left one to get the final shimmerweed.
         So to start, head up and right, and then just straight across
the map, killing all of the creep you encounter (mostly those blasted
lizards). Snag the two weeds (2/6) in plain sight, and proceed up
through the obvious trail. There's a fountain of mana here, as well as
another weed (3/6), so pick it up and recharge. Then head right, get
the fourth weed and fifth weed (5/6), and if you want some items, go
down and across the land bridge. Kill the two level 9 lizards and get
both (good) items. Return to the fountain, go up and around, and snag
the last weed. Retrace your steps to get back to the main map, and
then return to Drek'thal.
NOTE: There are more than 6 weeds, so it's entirely possible to take
a different path than what I suggest and still complete the quest.


    QUEST 3: Harpy Threat
----------------------------------------------------------------------
         Nazgrel gives you this quest once you go speak to him. He
requires you to take out a nest of harpies that have been raiding
Orcish caravans and in general being a pain in the arse. I suggest
purchasing at least one troll headhunter to bolster your forces
against the harpies. Leave via the exit just to the right of Nazgrel,
and go up/right, into the bridge of bone. This is a windy path leading
to the harpy queen. Kill the harpies as you come across them (they
won't respawn) and take out their buildings for various treasures,
like a Tome of Experience. The queen herself is fairly easy, and you
shouldn't lose many troops at all on this one.
         When the queen is dead, return to Nazgrel for your reward -
your choice of three magic items.


    QUEST 4: Seal The Tunnels
----------------------------------------------------------------------
         When you visit Gazlowe the engineer, he explains that he
attempted to locate a reliable source of water underground for Orcish
use. Regrettably, he opened a nest of creep and decides that you need
to go seal it. Start by heading towards the entrance to the tunnels.
You'll actually encounter a camp of relatively high level centaurs
just before it, and on one occasion lost my Shaman here (curses). Once
you pass this portion, you'll be at the tunnels.
         You start off on the mid-left side of this faux map (it's
outrageously small). Group the four sappers together and have them
follow your combat units at all times (but not too close, we don't
want 'em dead!). Head down and take out the creep. Move right, and
work your way to the bottom right corner. Use a sapper on the support.
Now head diagonally up to the top left corner of the map, again
fighting a few small skirmishes against low level creep. Again, use a
sapper to blow the second support. Work your way to the top right
corner (basically a straight line) and blow the final support. Return
to Gazlowe to complete this easy quest and receive two more items.


    QUEST 5: Return to Thrall
----------------------------------------------------------------------
         Simply go talk to Thrall to complete this quest. He gives you
a new one: go see his lieutenant regarding the humans. However, let's
do some optional quests before we leave.


    OPTIONAL QUEST 1: Warlock Coven
----------------------------------------------------------------------
         To the right of the entrance to the harpy den, there's a
little encampment with a lone Shaman. As it happens, his party was
ambushed by Orcs still in league with the Burning Legion. He tasks you
with recovering his artifact that was stolen. This is a nice, short
little quest. Go up and join the path that leads towards the artifact,
it's pretty obvious which one. Follow it, killing the creep and
crossing the little pond. Up here, kill the four creep and then rush
into the circle. Engage the Level 9 hero first, and he goes down
fairly easily. His mates will all bite the dust soon after, with ease.
Recover the artifact and return to the Shaman to obtain three items.


    OPTIONAL QUEST 2: Pandaran Brewmaster
----------------------------------------------------------------------
        This chap is located up-right of the late harpy queen's home.
Pay him a visit. He wants you to get him three special ingredients,
and then he'll 'let you sample' his latest brew. What he doesn't tell
you is that he'll join your party as the third hero! Naturally this is
a good thing. Let's go fetch the Thunder Phoenix Egg first. To get
there, have your units 'attack ground' in the middle of the phoenix
base (the path finding is really this good). Follow your units and
simply make sure they're alright. You'll note that they head up/left,
circle around and THEN head right. Let them battle their way throguh,
but be a bit careful at the end - this is sort of a tough fight, and
you'll need to be quick at micromanaging to survive it. After it's
over, the Thunder Phoenix Egg is yours (1/3).
        Let's get the Thunderbloom Bulb in the top left. Beginning at
the entrance to the path leading to the Thunder Pheonix nest, go
up/left and it takes you directly to the bulb. Kill the creep along
the way of course, get the bulb (2/3), and let's go get the final
ingredient.
        Take your forces down the right side of the harpy nest, and
back to the camp with the Shaman from the previous quest. From there,
head out the bottom, around to the right, and up into the small orc
base. If you're lucky, you can avoid fighing all of those creep, but
generally you must. Purchase the keg for 1000 gold, and then return
the way you came to the brewmaster. Quest complete, and we get a new
hero!


    QUEST 5 (Part 1/2): Thrall's Lieutenant
----------------------------------------------------------------------
        Take your troops to the Orcish outpost that Thrall identified
earlier on the minimap. Talk to Gar'Thok, and he'll give you an
optional quest to kill the Quillboars.


    OPTIONAL QUEST 3: Clear the Beast Den
----------------------------------------------------------------------
        Head right and over to the entrance to the Beast Den. There
are 50 quillboars in total that we need to kill, so keep track and be
sure to check all the nooks and crannies. The reward for this Quest is
an additional skill point, so we want it! Anyway, after this area is
clear exit through the top right. (This quest is a nice throw back to
the first Quest of Diablo II)


    QUEST 5 (Part 2/2): Thrall's Lieutenant
----------------------------------------------------------------------
You're back on the main map, so just walk up to the observatory and
watch the cutscene. After it's over, rather than going back through
the den, walk directly left. Return to Thrall and this Quest is
complete.


    OPTIONAL QUEST 4: Thunder Ridge
----------------------------------------------------------------------
        I strongly advise completing the following two quests at this
point in the game. Take your three heroes (plus Nazgrel) up to the
Thunder Ridge to meet Drek'thal. Nazgrel can't go with you to Thunder
Ridge, but he'll be waiting when you get back. Watch the cutscene, and
obtain the twin quests.
        The first objective is to reach the top right corner of the
map. There is practically no lizards in the way, so just run up there.
You'll encounter a cutscene, and be tasked with 'putting down' the
raging lizards, so as to prevent war with the damnable humans. Note
the counter in the top right corner; simply slaughter the lizards as
you explore the map. This quest is not particularily difficult, and in
fact you can complete both quests at the same time.
        While you are slaying these beasts, be sure to pick up the
eggs along the way. There is one egg located in the top-left corner
of the map, sitting on a nest of leaves; snag it (1/). A second egg is
at the mid-right side of the map, also on a nest of leaves (2/3). The
final egg is directly below the second; fight your way across the land
bridge, kill the level 9 lizard and take it (3/3). You'll get
Drek'Thar's spell book, and never need scrolls of town portal again!
Quest complete.


     QUEST 7: Guard the Border
----------------------------------------------------------------------
        Thrall tasks you with guarding the borders of Durotar, so
return to the observatory outpost and watch the cutscene. Head out the
top of the outpost and cross the land bridge. Head left and you'll
come across some bodies, triggering a cutscene. Afterwards, slaughter
the humans and head up. Kill the creep and circle around, and then
head down to the human campfire. Take out the two footmen as well as
the tower, and then head up/right. This is the beach where you were
spying, take out the tower and the few guards. Head up left, turn
right, and this is the human encampment. It's basically just a bunch
of tents with a few troops, kill everything and use your book to
return to base.


    QUEST 8: Warn the Trolls
----------------------------------------------------------------------
        Thrall instructs you to take a Zepplin to the Troll islands to
meet up with a Troll leader, and try to convince them to come to the
mainland for safety and support. You'll need to walk over to the
bottom right corner of the map, because Thrall's pilot was too damn
lazy to fly *that* much further to the camp. Fight your way there,
it's not too difficult. When you land, you're on the left side of the
map, and Vol'jin is on the other, clearly a problem (again, that
bloody lazy pilot. Work your way to the right side, and kill as many
creep as possible for the experience. I personally chose to go up, and
along the way I came up against a level 10 revenant. When he fell, he
dropped a helm that, quite literally, kicks ass. You want this. After
you reach the encampment, the quest is complete.


    QUEST 9: Sink the Fleet
----------------------------------------------------------------------
        Vol'jin declares that in order for his people to flee to the
mainland, at least 5 human Battleships must be destroyed. In order to
do this, he turns you into some sort of spectral bird and gives you
six Troll Batriders.
        Group your forces together and head immediately up from the
village. Here you'll find both the first battleship, 4 Soldiers, 2
Gryphon Riders and a few Frigates. Destroy them all; you probably
won't lose any units if you heal properly (1/5). Head left from here
and you'll find the second Battleship, send it and the forces around
to the bottom of the sea (2/5). Continue left to find a Gryphon Rider,
4 Frigates and the third Battleship, leave no one alive (3/5). From
here go up left, and take out the 2 Frigates and the 4th Battleship
(4/5). Head down and you'll find the last Battleship with a retinue,
do the same as before (5/5) and return to Vol'jin. This quest is
finished.


    QUEST 10: Light the Braziers
----------------------------------------------------------------------
        Vol'jin requires you to light all 5 signal braziers, so that
the villages can be warned and then evacuated. You are warped to the
bottom left corner of the map. Grab the Ancestral Staff and move
forward to gain the two Berserkers. I also suggest summoning two more
with the staff (it regenerates over time, so don't worry about using
it up). Move up to and to the right to reach the first brazier, kill
the creep and walk over it to light it (1/5). Clear this area, and go
back down and carry on to the right to reach the second brazier. Light
this one as well (2/5). Move up and around to the right to reach the
third brazier (3/5). Now head down and to the right to reach a
fountain of mana. Directly up is the fourth brazier (4/5). To the
right of the fourth one, there's a throne surrounded by creep, rush
in there and take them out. Be wary, there's a level 11 creep here,
and he's a tough bugger. When he falls, you get an axe that does +20
to damage for the hero who equips it! Head down for the final brazier
(5/5), and then return to the zepplin in the bottom left corner. When
you arrive back in Vol'jin's village, retrace your steps back to the
initial landing point, and return to the main map. Once you arrive,
return to Thrall by either warping with the book, or by walking to
complete the quest.


    QUEST 11: Summit
----------------------------------------------------------------------
        Thrall tells you that he is required to meet with a human
emissary, but Rexxar naturally decides to go in his place. Lead your
units over to Razor Hill, at the midpoint of the bottom edge of the
map. You'll face creep along the way, as usual, but nothing
devastating. When you get there, you'll watch a cutscene, and then
have to battle for your life. Defeat the assassins, and return to
Thrall to end Act 1.





        3.43 - Act 2: Old Hatreds
        

    QUEST 1 (Part 1/2): Infiltrate Theramore
----------------------------------------------------------------------
        This is the first quest you will be assigned, upon arriving at
the troll village in the second Act. Boy, it sure is nice to return to
the campaign after all these months of waiting, no? Anyway, head North
and out of the village. Take the immediate right. There's several
centaurs here, as well as a level 8 leader, so be
ready. Take them out, and destroy the barrels for some healing runes
and mana runes. Then just head to the right and cross over into
another map.
        A Blademaster offers to place an 'unstable concoction' in five
places around the map. Fair enough. You begin in control of him, and
are assigned the following quest.


OPTIONAL QUEST 1: Bloodbeak's Rage
----------------------------------------------------------------------
        This is a fairly easy quest, considering how badly Samuro
sucks at fighting alone. Again, I chose the long and easy route. I
wind walked up to the top right, took my power slash at him, and then
used whirlwind. This got him to about half health, and then when I
rewoke I repeated it. The second time took him down to very little
health, and all of his close minions were dead. The third time I
returned and used wind walk on him once (the special attack you use
after coming out of it) and he died. He drops a Talisman of Evasion,
something that is very handy with those towers. Search the boxes and
barrels for some chests too. After this, return to the main quest.


    QUEST 1 (Part 2/2): Infiltrate Theramore
----------------------------------------------------------------------
        Head up and smash the barrels around the stone to get a ring
of regeneration, which is very useful. Now, this next section can be
tricky. You need to sneak around a bunch of human troops without being
spotted. The natural course is to use wind walk. However, to make
it difficult, there are arcane towers in spots about the city, which
can, of course, see you. They are surrouned by explosives, however,
so all you need to do is hit one of the barrels and the tower is gone.
Don't try to fight the troops, there are way too many. Basically,
what I did was sneak in, run over to as many circles as I could, and
then when I died I just repeated my actions, minus the towers I had
taken out. All in all, fairly short and simple. When it is over, you'll
see a cutscene of the buildings blowing up, and then Rexxar will talk
with Jaina.


    QUEST 2: Human Survivors
----------------------------------------------------------------------
        Upon arrival at the beach, Rexxar and Jaina find the human
encampment in ruins, sacked by the Naga. You are tasked with finding
the Naga base, and hopefully some Human survivors, so that Jaina can
identify them. Fight your way through the city to the same entrance
that you used before. From there, head down to the right diagonally,
and cross the land bridge. This is the entrance to the Naga base, and
you now have to find survivors. As you pass down by the bottom right
of the map, take the time to clear out the corner. You'll find four
barrels, one of which contains a gold experience tome. You WANT this.
Now head left across the map. Be careful as you round the point, in
the bottom right, there's a Naga camp just below it, and they'll give
you a good thrashing if you don't handle it right. I advise sending
a unit in to lure some troops out, and after maybe three rounds of
this charge in and finish them off in their weakened state. However,
it is possible to handle the whole camp rushing in, but you'll rely
heavily on your healing wave and other items. You can sneak by the
camp, but where's the fun in that? Take it out, and when the two
towers are gone, destroy the barrels to obtain two tomes.
        Now, if you desire a madly huge battle, feel free to attack
the Fountain nearby. It takes supreme micromanagement skills, but it
can be done. I lost Jaina foolishly on one occasion as I assaulted
it, but with a bit more care no one needs to die. Take it out and then
feel free to wait a bit, recovering health. After the battle, the
entire lower right corner is clear. Cross the marsh into the final
section of the map. Head up and into the center (your only path) and
clear it, both easy battles. Head North through the trees and take out
the lone Naga Royal Guard, and then go South for another battle royal.
This one is less difficult then the Fountain battle, but keep your
wits up, it's still quite tricky. Thankfully, after the battle there
is a couple of barrels to the left on the path, with health, mana and
shielding. Carry on to the left, but keep down to the bottom of the
map; there's a big battle up ahead and you don't want to trigger just
yet. Clear out the little 'U' bend at the bottom and brace yourself.
When you're ready, head up North and take out the troops. After
they're dead, prepare yourself for the biggest battle yet. Bust open
the gates but don't enter, let them come out. Try to take them on one
at a time as they come out, and then that way it's a bit less strain.
There's a level 10 Naga in here as well, and she's as tough as they
come. Try focussing on her solely until she's dead, and then it's
much easier. When all of the troops are dead, watch the cutscene,
and then return to the Orc boat at the top of the map to complete the
quest.


    QUEST 3: Escape Theramore
----------------------------------------------------------------------
        Well well well, the return of Admiral Proudmoore. Jaina and
company return to Theramore, but they are too late - her father has
landed on the islang, accompanied by a host of men. Of course, naive
as the crusty old bugger he is, he orders that Rexxar and Rek'han be
imprisoned. Of course, we're not gonna stand for that. Haul ass to the
top right to leave this area. Head to the top right corner of the map,
kill the two Captains and then releasing the eagles. Use one or two of
them to fully scout the map. Note Little Timmy in the top left corner,
he gets around, eh? Move back and continue down, killing the
resistance in the way. You'll soon arrive at the ships, but Rexxar
will say that you need to destroy the gates before you can escape, so
don't board them yet. Wreck the nearby boxes for some gold before
heading down. Take out this little band of Humans, and then hit the
switch. Return up to your boat and board it. Go up and to the right,
and at the end of this little path there's a flaming cloak item that
surrounds the wearer in flames causing 10 damage a second - VERY
handy. Go fetch! Then exit this area via the newly opened gates.
        Alright, so head down and around to the left. Ignore the Human
armada; it won't attack you while you're safely hidden onboard the
Transports. At the gates, head down again and unboard. When you land,
go right and up. Take out the camp here and recharge mana, and then
summon the Golem from the dropped item. Use it to take out the towers,
and then head left, through the baricade and the troops. Head up and
to the left, and in this area you want to focus on the two towers. I
used Rohkan's ultimate spell, and that took care of the troops while
I removed the towers. Simple. Then head right and up, and take out
this small camp and flick the switch. Return to the crossroads and go
right this time. This large room has six level 6 Golems, but they go
down easily. Mind the Wizards and you're good to go. Hit the switch in
the bottom left corner. Now head to the bottom right, under the little
cell type room and take out these two towers, as well as the three
Knights. Our work here is done for now, return to your boat. Head to
the left, through the opened gates, and down to the bottom left
corner. Unload, and head down. Take out the three Riflemen, and then
proceed down to the bottom of the map. Kill the troops to the left,
and then head right for a fairly sizeable battle. Fight and slaughter
this force, and then bust open the gate for access to the switch. Hit
it, and return to the boat and follow this new path to the right.
        Before you follow this path, I recommend head over to the West
side of the map (on foot). Fight your way to the West path, and then
begin heading North. You'll encounter a bunch of creep, mostly
Bandits, but also a couple of Gryphon Riders. Nothing that can't be
easily dispatched, to be sure. I have not yet found a way to reach
Little Timmy without codes, if anyone can find a way, feel free to
email me!
        Follow this path; because you cleared the upper area, it's
typically much easier to beat this part. Head to the right until you
come across a place to land. Do so, and engage the enemy. This battle
SUCKS, because there's six healers and every time you damage one of
their units he's immediately healed by all six, voiding the attack. My
advice: use magic and focus all of your attacks on the healers, one at
a time. With the power you possess, you can eventually destroy one,
and once he's gone they all start to go. After you've won, head up
through the gate and defeat the three relatively easy Golems. Head up
again and into the portal. After you warp, kill the few Rifles and hit
the switch, then backtrack to your boat again. Board it, and head up
through the newly opened path. Land on the landing, and head up,
killing the troops. Head right, and bust open the gate to get some
healing scrolls, etc. Be aware; this final battle is BLOODY HARD.
You'll face a level 14 Mountain King, a level 12 Paladin and a level
12 Archmage. You can either engage them, or distract them while you
send one of the heroes around them to the switch. If you want to fight
them, here's an optimal strategy. Throw you party against them, making
sure to summon as many creatures or whathaveyou that you possibly can.
In your first rush, kill all of the healers. In your second, kill the
Archmage (both times), and then in the third, fourth and fifth kill
the Paladin, the Knights and then lastly the Mountain King. After the
healers and Mage are dead, thebattle becomes much simpler. The outcome
of the battle is a lot of experience, but usually not very useful
items.
        So after you're ready, board your Transport and sail over to
the right-hand side of the map, and exit via the long tunnel. Once
you're returned home, walk South to meet up with Vol'jin and end this
quest.


    QUEST 4 (Part 1/2): Enlist the Tauren
----------------------------------------------------------------------
        You are tasked with rousing the Horde's allies, in preparation
for a fight against these Humans. Head West from the Troll village;
there are no enemies in the way so just bomb it straight over there.
Walk through the mystical rainbow lights to board the Zepplin, and
load the next map. Upon arriving, head East to reach Cairne. Before he
is able to join up with the Horde, he asks you to complete a quest for
him. When you leave the village, you are given another Optional Quest
as well, which I recommend you complete first.


    OPTIONAL QUEST 2: The Kodo Poachers
----------------------------------------------------------------------
        As you are leaving the village, seek out Tagar; he will assign
you this quest  He asks that you slaughter the Harpies that are
poaching the Kodo creatures. This quest is ridiculously easy, and has
no place this late in the game, but whatever, can't go wrong with free
items. Anyway, the entire left half of the map is covered in Harpies;
all you gotta do is kill 'em. They're in groups of three to four,
except at the end where it's a group of maybe seven with a level 9
Queen. Nothing difficult about any of it, and it'll take five minute
tops. Go do it, then return to Tagar for a reward - a spell breaker
item. Sexy!


    QUEST 5: Rescue Cairne's Son
----------------------------------------------------------------------
        Right, so now you're ready to complete Cairne's quest, and
this map. Exit the Tauren camp via the top right. Head directly North,
fighting your way through patches of creep here and there. No big
deal. This is where you meet up with Cairne's men, and you'll endure a
brief cutscene. They'll join up with you, and now you need to fight
your way through a buttload of Centaurs to see if they have his son
(yeah, I'm sure they won't). This part is not really all that fun.
Alright, head East from the area you're currently in, and then head
South via the winding path. As a general tip, try to take a breather
now and then and revive some Tauren to help with the fighting. Pause
just outside the main Centaur camp in the lower right corner, and
heal/raise some Tauren. When you're ready, rush in and kill everything
that moves - it's not that difficult. However, this is when the really
boring, irritating part starts. Essentially, you need to retrace your
steps back up to the top of the map, breaking the occasional rock
barrier and dodging scores (infinite, actually) of centaurs. Sound
fun? Hardly. Try to keep Baine in the middle of the pack and just haul
as much rear as possible. When you're at the top, you're pretty much
safe. Return to Cairne to finish the quest.


    QUEST 4 (Part 2/2): Enlist the Tauren
----------------------------------------------------------------------
        After talking with Cairne, retrace your steps back to Vol'jin
to complete this quest.


    QUEST 6 (Part 1/2): Enlist the Ogres
----------------------------------------------------------------------
        Vol'jin asks that you go and seek out the Ogres and meet their
new leader, with the hopes of enlisting them as well. Head down to the
lower left of the map; you'll encounter random creep on the way. You
might also run into a Human landing party; feel free to engage, but be
wary of the level 15 Grand Wizard. He's unlike any other that we've
seen up to this point, and causes insane amounts of damage. Kill him
quickly. After you've taken the Zepplin to Ogre land, it's a lovely
romp to the ogre base. Work your away around the path, fighting cursed
Harpies and easy Murlocs alike. Eventually you will reach an entrance
with four Ogres, and they tell you that if you want to pass, you have
to fight them. So slaughter the fools and go talk to Kor'gall. He says
you must pass some tests, and first up we've got the Trial of
Strength.

----------------------------------------------------------------------
    Sent in by: Fishman (mfishman@acsu.buffalo.edu)
      In "Old Hatreds," you mentioned that Rexxar and pals may run
      into a human landing party when heading to the Ogre village.
      Besides the powerful Level 15 Grand Wizard, there is also a unit
      named Captain Thornby. Thornby has been in Warcraft before. He
      was a villager in the first Human mission, and volunteered to
      help Arthas.  You know the line, right?  "We'll fight for
      Lordaeron!  Grab your swords!" He then turns into a footman and
      joins you. I guess he's been promoted to captain since then.
      Cool, right?


    QUEST 7: Trial of Strength
----------------------------------------------------------------------
       You have to go and "Run the Gauntlet" to prove you're quality.
So head out the right exit of the base. Fight your way East, through
the creep until you reach the resurrection stone. This is the
beginning of the Gauntlet. Go up, and basically just follow this path,
fighting harder and harder enemies. It's actually quite simple until
the end, so have no fear. The final creature you'll face is a level 15
big-ass monster. He's actually pretty simple, just focus on him and.
Take the ring he drops and return to Kor'gall.


    QUEST 8: Trial of Blood
----------------------------------------------------------------------
       I love this quest, it's simply a lot of fun. You have to fight
Kor'gall in single combat with no magic items. And let me tell you,
he's one tough bugger. The strategy that works best is simply to
summon a Misha as often as I had mana and send it in to do battle, and
when one was already summoned and fighting, throw hammers at the
bastard. The runes surrounding the combat area respawn, so feel free
to use them when needed. Now, for the first couple of minutes he uses
healing items, but then after that he seems to run out because he no
longer heals. Keep hitting him, and don't get discouraged when his
health goes fully up again. After about six minutes of persistance,
you'll have kicked his arse, and Rexxar is now the leader of the
Stonemaul clan! Outrageous.


    QUEST 6 (Part 2/2): Enlist the Ogres
----------------------------------------------------------------------
       Again, retrace your steps to the Zepplin and then return to
vol'jin at his village to complete this quest.


    QUEST 9 (Part 1/2: First Blood
----------------------------------------------------------------------
       Vol'jin requires that you meet Thrall at his headquarters, so
head down to the lower right corner of the map.


    OPTIONAL QUEST 3 (Part 1): Standard of Durotar
----------------------------------------------------------------------
       Thrall requires you to gather three items so that he can make a
spell for the new Standard of Durotar. Let's go get the items then!
         -Storm Lord Eye: Simply go up from Thrall's camp and then
head right, killing the creep that you see. When the level 12 is dead,
he drops the required item.
         -Wildkin Claw: Head left from the fountain of mana in the
middle of the map. Circle up and around it, and then run up the
backside and take out the handful of Wildkins. Also, while you're in
the area, engage the level 15 Archmage that's just a touch South of
the entrance to the Wildkin nest.
         -Bronze Dragon Scale: This one's in the top left corner of
the map. Make your way up there, and just march right to the corner.
This is the easiest battle of all time. By this point in time your
characters should be level 10 or higher, and not even the level 16
Master Dragon should be able to hurt them. Talk about a piece of cake.
After you've cleared this area out, take the last item but don't
return to Thrall just yet; we've got a handful on things to finish up.


    OPTIONAL QUEST 4: Khan Gragtor
----------------------------------------------------------------------
       Starting from the Troll camp, head North and circle around
until you've triggered a cutscene (you'll be in a burning village
directly above the Troll camp). You will then be assigned the task of
investigating the Centaur camp. Head up from the village and you'll
encounter a level 8 Centaur that does outrageous damage. Kill him and
head up to find the captives. They'll tell you that you need to kill
the guard in order to retrieve the key that will open the cages. Head
to the right and you're in the Centaur camp. Khan Gragtor is the
guard, so slay him. He's pretty tough, but there's only one of him
with three weak little guards, and a whole lotta you. Watch out for
his reincarnation though. When he's dead, get the Tomes and the quest
is complete.


    OPTIONAL DUNGEON 1: Magistrate's Temple
----------------------------------------------------------------------
       The last thing we need to take care of before we leave this map
and complete Act II are the Optional Dungeons, which are simply little
maps that offer experience, money and items. The first is the
Magistrate's Temple, which is the little structure just above where
you got the Wildkin claw, just left of the center of the map. Enter it
by walking into the center. All you need to do is wander around and
explore the whole map. There are random encounters with tougher
creatures, and I'll note them here. First up is the Hyrda boss, in the
lower-mid right side of the map. When you kill him, he turns into
three smaller Hyrdas, and they in turn morph into three others. It's a
long battle, but not that difficult. Next, if you walk up from the
Hydra, you'll reach a level 10 Makura Tidal Lord, surrounded by
minions. Again, brace yourself and then kill them all. This is a
tougher battle, simply becauase the Makura cause huge amounts of
damage, and there are so many of the buggers. After they're gone,
check the waterfall for a gold coin and then head up. From here to the
top you fight Skeletal Orcs and Shamans and so forth, but nothing all
that hard. At the top right of the map is a level 10 Skeletal Orc
Champion, go to town on him. Now head left into the top-middle of the
map, but cautiously - this is the main battle of the map. It's a level
15 Revenant with a bodyguard of a few level 12s and lower. Actually,
they're pretty weak, just rely on healing wave a lot. Pick up the
uber-good necklace at the end of the battle, and finish clearing out
this area. Now head out the left hand and clear the left side of the
map. This is pretty easy, there's no really big enemies. After you're
done, go up the center and take out the Infernals and Doom Guards and
this map is clear. If you want, go back to where you took out the
Hydra camp on the LEFT side of the map (it's the bottom left corner,
or as far down as you can go). Move right slightly, until you can see
two rocks sticking up. Send a hero down in past them through the
forest and you'll find a nest of gold coins and three tomes. Now, go
back to the middle of the map and cross to the right, taking the
second path from the bottom. Part way across you'll find some rocks
that can be broken; break them and you'll find the 'black market'.
After that, this map is done, so return to the surface.


    OPTIONAL DUNGEON 2: Outland Arena
----------------------------------------------------------------------
       Referencing from the middle of the map, head left (past the
Magistrate's Temple), and up past the fountain to reach the entrance
to this map (the shimmering portal). We've arrived on a nifty piece of
Draenor! This is essentially a big battle ring, and you can fight
countless duels. You must challenge one of three monsters to fight,
but each time you defeat them they increase in difficulty. After each
defeat, they drop increasing numbers of Tomes. Naturally, this is a
good thing. However, the Tome dropping lasts only for the first 10
kills (of each monster), and of course this takes a looooot of time.
Each monster will take perhaps 45 minutes to get from level 0 to 10,
so set aside a lot of time. After the 10th kill, your reward is mere
gold (to clarify, when the little meter in the top right says 'Level
10', you can stop - after that you just get 400 gold as a reward).
After you've gotten all 30 kills, you can (finally) exit this area.
      NOTE: After you have beaten all three heroes 10 times each, you
will likely be at level 12. This is the level cap for this stage of
the campaign, so unless you simply want to explore, obtain items or
minimal amounts of gold, the rest of the optional dungeons are pretty
pointless.


    OPTIONAL DUNGEON 3: Tomb of the Ancients
----------------------------------------------------------------------
       This one can be found up and to the right of Outland Arena.
It's a big structure that appears inaccessible, but in fact the trees
surrounding it are sparse enough that you can walk through them. Do
so, and enter the door. When you're in, head to the left, get the
Tome, and when you come to a fork take the lower path. This leads to a
room filled with Golems, and in the barrels in this room are a Tome
and a Rune. After it's cleared, the bottom left is done with. Head up
and stay to the left, and go up into this room and clear it of
Salamanders. I love this small map, eh? Cross over to the right and go
right up to the top and kill the Maidens to get another tome. Then
head down a bit and go left; all that's left is the upper left corner
now. Head into the middle and go up and around the top of the middle
square. Take the first left you see up back onto the walkway, and
circle down around, fighting as you go. Go back down into the flooded
area at the end and fight the two Golems. Activate the resurrection
stone. Heal, summon, and otherwise prepare for this next, tough,
battle. You'll face Lord Talendar (a level 16 Skeleton who has 10000
HP and causes 301-307 damage) in this middle square - along with his
sizeable retinue. Focus on Talendar first, and when he's dead
slaughter his minions. After his passing, you'll get his (decent)
crown. Use the waygate on the platform to warp back to the beginning
and exit. Once back on the main map, it's best to go snag some gold
(while we're in the area). Note the Zepplin that is Westward from
your current position. Just above it is a natural corridor of sorts,
guarded by some Kobolds. Venture down it, and at the end is a huge
stash of gold.


    OPTIONAL DUNGEON 4: Den of the Lost
----------------------------------------------------------------------
       Travel to the bottom left hand-corner of the map for the final
Optional Dungeon. Just before the Orc camp is a land bridge that was
(formerly) covered in creep. Kill them (if you hadn't already before)
and then go North from this bridge (onto the swamp) and the entrance
is along the wall to your left. This is probably the smallest map in
all of Act II; as such, you can complete it in a super-short amount
of time. Go up from the start, and stay on the right hand path. You'll
encounter some Wendigos, kill them. Carry on up and take the first
path North. Kill the turtles, circle around the top and kill the level
10 Turtle. He'll drop a Tome for ya. Move back on to the main path and
carry on left. You'll come across some Mur'guls, and then the path
will swing back around to the right. Just before you carry on, have a
look at the bottom left corner of the Mur'gul territory - there's
some stones that can be destroyed. Break 'em and move down there. At
the bottom left, there are twin Sludge Monstrosities. These bastards
are like the Hydras - they split into smaller versions of themselves
when they die. This is like the bloody never ending battle! They have
a more-than-generous amount of HP, so it takes an annoyingly long time
to kill them all. When they're finally dead, carry on up the left
side. At the top is a Wendigo camp. It's pretty simple, except for
their leader. He's a level 15 that causes a ridiculous amount of
damage - and he reincarnates after his first 'death'. This time I
advise killing his minions first and then focussing everything you
have on him. Don't worry about losing heroes, because it's a 5 second
romp back to battle from the stone. After he's dead, take the tome he
drops and leave the dungeon. Finally, those optional dungeons are
finished!
      NOTE: Once you're back on the main map, there's only one
remaining challenge. Go to the bottom right area of the map. Just
above the exit to the next map is a level 20 Undead Revenant named
Eldritch Deathlord. To get to him, go back to where you got the Storm
Lord Eye from Optional Quest 3 (The Standard of Durotar) and walk
through the sparse trees. This is a tougher battle; he's got 10000 HP
and a 301 - 308 damage. Focus on him first to be sure. When he is
dead, you get a SWEET item, and we are done finished this map 100%.
This map is now 100% complete, and we can leave it forever. Exit via
the bottom right corner.


    OPTIONAL QUEST 3 (Part 2): Standard of Durotar
----------------------------------------------------------------------
       When you arrive at the new map, simply walk up to Thrall to
complete this quest. Thrall offers you the honour of carrying the
standard into battle, and names you as the Champion of the Horde.


    QUEST 9 (Part 2/2): First Blood
----------------------------------------------------------------------
       You are now tasked with destroying Proudmoore's base. The first
thing you must do is assemble your forces - you've got 11 in total,
including heroes. You can also build more units for free, but you've
got a food cap of 40. I built another Ogre and then set out with my
forces from the middle exit. Take out the Centaur outpost, and then
circle around to the left and up and right and take out the Human
outpost in the middle. Exit via the left side and head over to the
left side of the map. There's a Human base here too, and you're gonna
raze it to the ground. Assemble your troops and charge in. Be sure to
micromanage your heroes, and you'll do fine. Now, as it happens, this
is also the entrance into Proudmoore's base. For the strategy that I
will describe, this is the route we will take. At this point you can
use up whatever remaining troops you have; you won't be needing them
any longer; so make a mad rush up and take out as many buildings as
you can before you die.
       Now, since your heroes respawn infinitely, this is a
super-simple task to carry out. All you need to do is guide your
heroes up the left side and around and then attack the castle. You
should be able to make it (if you run there without stopping) with
most of your health. Once there, spawn a bear and have all four of
your units attack the castle, and use Rohkan to heal when necessary.
After they're all dead, the castle doesn't repair itself, so just
repeat this tactic. After about four or five such rushes (for a total
of perhaps 15 minutes), the castle is done, and so is Act II!





        3.44 - Act 3: A Blaze Of Glory
        
    QUEST 1: Seas of Blood
----------------------------------------------------------------------
       You are tasked with finding a goblin shipyard, and hiring ships
to destroy the six Battleship guard around the island. Begin by
heading East; you'll encounter a large Human base that's fairly poorly
defended. The trick is to take your time, never rush ahead too much
and always take out the towers and unit producing buildings behind
you. After every building (except farms) are destroyed, the shipyard
will crap out a bunch of ships for you. Load your heroes onto the
transport, and sail straight up. Drop them off on the island here and
let them fight their way on it and then up - they should never be in
much danger. Meanwhile, send your fleet over to the nearest battleship
(on the right) and take it out. If you lose your fleet no worries,
they respawn in seconds. Contine in this way, taking out the ships one
by one. After the one above you is gone, take out the one on the right.
Around this time your heroes should have cleared out that middle isle,
so take them and dump them on the one in the top left corner and clear
it too. From there on it's pretty simple, just have your heroes clear
any islands that seem threatening, and use your ships to take out the
blockade. There are also no secret areas or anything on this map,
which is rather disappointing. When the sixth ship is sunk, the quest
is complete.

----------------------------------------------------------------------
    Sent in by Netvision (gonny_m@netvision.net.il)
      I wanted to point out a mistake you had in "Act 3: A Blaze of
      Glory", Quest 1. You said that there were no secrets or anything
      on the map, however, there is something there. There are a few
      pirate's chests which contain gold. One is located way down at
      the bottom of the map (south-west), near were Thrall's forces
      are. Another is located on the island located north-west on the
      map. And there is another one on the middle-east island. I think
      that there are only 3. Another nice thing is (I played it once,
      so I hope it appears everytime) an artifact that reveals the
      entire map, makes this map much easier. it's on the main island
      (the one you land upon). It's in one of the barrels on the other
      side of the island (just go straight to the other side, and then
      up, above the goblin shipyard).


    QUEST 2: The Last Admiral
----------------------------------------------------------------------
       This is a fantastically fun mission, because all you have to
worry about are your heroes - the computer controls the horde. Perhaps
the biggest draw is that you feel like you're actually part of a team
- you've got real allies that fight with you. You're not just some
random facet of the Horde, you're working as part of a huge battle
group. Such a feeling of camradery. Now, the easiest way to do this
is to take out all of the enemy - there are three patches of light
blue which you cannot attack, but they still pump out enemies.
However, with everything else gone those bases don't matter in the
least. So, begin working up the left hand side. Ignore all the troops,
and just focus on taking out ALL the buildings. At the top, swing to
the right and then down through the middle - ignore the location of
the admiral at this time. Just go right by it, even leave the 4 towers
alone. Take out everything below it, and basically ensure that EVERY
building is gone. Now you can take out the four towers surrounding the
admiral, with the help of the horde (who is now able to get through to
the admiral, thanks to you clearing out the buildings). After they're
gone, rush in and fight. Focus on the champion footmen first, and then
kill the archmage. After that, alternate between the admiral and the
paladin. Once they're both dead, the quest, act and campaign are
finished. Well done!





        3.45 - Contributed Strategies
        

    Submitted by: Tim Berton (timber271@yahoo.com)
----------------------------------------------------------------------

Durotar Acts II and III Strategies

My goal when playing is not to let my heroes die, even though they
revive instantly for free at the resurrection stones. With that in
mind here are somegeneral strategies and some for specific quests.
These strategies have been used in normal mode only so far.

Ignore this if you have version 1.14. A bug in version 1.13 makes
heroes base attack rate Very Slow. The Endurance Aura from the
Ancestral Staff  increases the attack rate to Slow. To overcome the
slow attack rate, equip heroes with Gloves of Haste in the early
stages. They can be bought at the Voodoo Lounge in the troll village.
Rexxar should have the Firehand Gauntlets from Act I so Rexxar's
attack rate is Fast. Chen and Rokhan are both Slow with no Gloves but
are Average with one Gloves of Haste. Chen and Rokhar have a Fast
attack rate with two Gloves of Haste. Once Cairn joins the group,
his level 4 Endurance aura raises the heroes attack rate to Fast
without Gloves of Haste.

General strategies

1. Start Act II with your heroes at level 8, which is
the maximum level from Act I. If not, you might want
to play Act I again. The maximum hero level in Act II
is 12 and Act III is 15.

2. Playing with the Iseedeadpeople cheatcode prevents
respawning of creeps and minimizes experience and
gold. Play with Fog of War on. You can't level your
heroes to level 8 in Act I if you play without Fog of
War.

3. Stash at least 5 items in Rexxar's stash that you
can sell for 300 gold or more. Then sell them at the
start of Act II where you start with 1500 gold. That
will give you enough gold to immediately buy a
Necklace of Spell Immunity (3000 gold) for one of your
heroes.

4. On all the early Act II maps, sell all the extra
items for a few thousand gold per map and buy
Necklaces of Spell Immunity at 3000 gold each for the
four heroes. The Necklaces are sold at the Voodoo
Lounge in the troll village. The Necklaces makes them
immune to spells from Harpies, Sludge Minions,
Sorceresses, Hydromancers, etc and the numerous human
wave towers with magic damage. They are well worth the
cost especially against the Slow Spell, which is
devastating to your heroes.

5. Before the first quest, try to clear the main map
of creeps for experience, gold and items. The mighty
Shield of the Deathlord is dropped by the Eldritch
Deathlord (10,000 hit points in normal mode) in the
lower right of the map. The revenants are very tough
but the shield is possibly the best drop in the
campaign because it acts as a Cloak of Flames plus
adds 10 armor, 150 HP and 100 mana.

6. Misha, 2 Quillbeasts, 2 Troll Berserkers and Chen's
Earth Panda and Fire Panda are a good way to take out
a couple of units from an enemy group and lose nothing
before sending the real heroes in.

7. Have Rokhan cast spells almost continously during
battles - his Hex, Healing Wave, Serpent Wards and
Voodoo Spirits plus item spells- lightning bolts from
the Thunderlizard Diamond, bolts of pain from the
Crown of the Deathlord and two Troll Berserkers from
the Ancestral Staff. Those three items all came from
Act I. Serpent Wards often attract all fire from
ranged units so are a good distraction. Voodoo Spirits
is good to use when in a tough battle.

8. Before Act II ends, buy Masks of Death for at least
two of the melee heroes. The hero with Killmaim has a
life stealing attack so should not need a Mask of
Death. They cost 3500 gold each at the Black Market in
the Magistrate's Temple level or the shop in the
Tauren level. The Masks of Death really help keep up
their health in Act III. The Mask of Death must be in
the top left slot in the hero inventory otherwise it
may not work.

9. Rexxar's ultimate, Stampede, seems pretty useless
in this campaign. He becomes so powerful that he can
cause more damage himself and with other spells than
by standing still casting his ultimate. It probably
pays to put skill points into his ultimate last.

10. Rexxar doesn't need an orb to attack air units but
Cairn and Chen do. The Orb of Lightning from Act I is
a good item but dispells Rokhan's Hex and Chen's
Drunken Haze spells so is questionable item to use.
Chen should have an Orb of Poison from Act I. You also
come across an Orb of Fire in Act II before you meet
Cairn or can buy other Orbs at several shops.

11. Cairn's movement speed is slower than the other
three heroes so he lags behind. It may be worth
getting him Boots of Speed or else place him ahead of
the group so he gets into the attack first where he
can use his Warstomp and act as a tank with his
Reincarnation ability.

12. Save some or all of the optional dungeons in Act
II until after you wipe out Proudmore's castle. You
can repeatly travel between the main map in Act II to
other maps except for Escape Theramore Island. Den of
the Lost is tough without Necklaces of Spell Immunity
because the Sludge Minions use the slow spell.

13. If you have any extra gold at the end of Act II
after buying Masks of Death and Necklaces of Spell
Immunity, buy some tomes of Strength in the shop on
the level where you met Jaina and fought the Naga.

14. The last thing to do in Act II should be the
optional Outland Arena, where you can defeat powerful
champions for tomes of Strength, Agility or
Intelligence. It helps to slow the game speed when
fighting the champions and their many minions so you
can continually cast spells.

15. Once a hero obtains the maximum level for the Act,
he still leeches experience from other heroes even
though his experience score does not increase. For
example, if Rexxar and Rokhan kill an enemy worth
16 experience points, they each get 8 points if they
have not reached the max experience level for that
Act. If Rexxar has reached the max level, then Rokhan
gets 8 points and Rexxar gets 0. If he was by himself,
Rokhan would have gotten 16 points. Thus, if a hero
has maxed out his experience, it may be a good idea to
leave him behind so the other heroes gain experience
faster. In the first half of Act III, the experience
level max is 14.

QUEST 1: Infiltrate Theramore

1. Don't have Sumaro waste time killing anyone
including Bloodbeak. Clear the map of creeps later
with Rexxar and company to give them the experience.

2. Have Sumaro break open all the barrels and crates
in the human camp and grab the good permanent items:
Khagdar's Gem of Health, Belt of Giant Strength, Hood
of Cunning and Claws of Attack +6. They help Sumaro
and Rexxar's group. Have him recast Windwalk after he
reveals himself by smashing open crates or barrels and
he takes minimal damage.

3. Sumaro's items appear on the beach where Rexxar and
company land so they can have them from the start. If
you can, have Sumaro grab an item right after he
places the last unstable concoction and frees up that
slot. That way six items will appear on the beach and
not five. You can also have Sumaro drop good items on
the beach so they are there when Rexxar arrives.

QUEST 2: Human Survivors

1. Leave Level 8 Jaina behind after landing and tackle
the map with Rexxar, Rokhan, Chen and their summoned
creatures to give them more experience.

2. The only item Sumaro collected item I use is
Khagdar's Gemo of health which I give to Chen. The
other items I have Jaina sell at the shop.

3. Scout with a Quillbeast or Troll Berserker to
prevent Misha getting netted by Murlocs or cycloned by
Naga Sirens.

4. Target the Naga Sirens first or they will cyclone
Misha or others. They have 518 HP so a level 3
Stormbolt (300 damage) and Bolt of Pain (250 damage)
will kill them. Level 4 Stormbolt (450 damage) and
Lightning Bolt (100 damage) will also kill a siren.

5. The last group of Naga are the toughest. First send
in three illusions of your highest hit point hero plus
the summoned units to soften up the enemy. The
illusions are made with the Wand of Illusion from
Bloodbeak's camp. Use Rokhan's ultimate, Chen's
Drunken Haze, Rokhan's spells and Rexxar's Stormbolt.

6. At the end, you can have Jaina teleport your heroes
to the ship to save time.

QUEST 3: Escape Theramore

1. The last battle against the three human heroes is
possibly the toughest of the campaign. When you land
just before the final battle, stay far left, otherwise
the enemy heroes may see you and rush to engage you.

2. First defeat the troops above the mana fountain by
targeting their two healers first. Stormbolt one,
which should kill it if Stormbolt is level four. Hex
the other followed by another Stormbolt. Without their
healers, the troops die fairly easily with Chen's and
Rokhan's ultimates and all your spells.

3. After defeating the first group of troops, recharge
mana at the fountain and explore the chamber at the
top part of the map behind the destroyable gate.
Acquire the healing wards can be key to victory
without losing any heroes. One strategy is to make
your stand in and just in front of the chamber by
drawing the enemies to you and healing your troops
with healing wards and healing wave.

a. Cast Rokhan's ultimate right before you draw the
enemies to you by using a spell, such as Bolt of Pain,
on the nearest enemy unit.

b. Immediately cast a healing ward in the chamber.

c. Take out the two healers first with Stormbolt, Hex
and by targeting them.

d. Go after the Archmage or Paladin next so they can't
cast Water Elementals, Blizzard and Holy Light
Sometimes the Archmage is not drawn to you so you only
have the Paladin and Mountain King to deal with at
first.

e. Finish off the other troops followed by the other
two heroes. Drop more healing wards and use healing
wave as needed along with all your other spells such
as Stormbolt, Quillbeasts, Hex, Drunken Haze, etc.

4. Another approach to the three heroes is to
Stormbolt one of the heroes from near the landing
point and draw them to you. Use one of your hawks to
scout for you. The hero you stun will not come to
engage you so you only have to deal with two heroes.

QUEST 5: Rescue Cairne's Son

1. Your heroes should be strong enough that they don't
even need the Tauren's help, but you can use the
Tauren anyway. If any Tauren die, resurrect them with
the spiritwalker's Ancestral Spirit spell. You can
hire an extra spiritwalker for free in their camp.

2. Once you rescue Cairn's son, leave him behind until
you destroy all the Centaurs on the return path. That
way there is no chance he will be killed, and he won't
leech any experience from your heroes. At least in
normal mode, the Centaurs don't attack from the rear.

3. OPTIONAL QUEST: The Kodo Poachers This is one place
where Necklaces of Spell Immunity come in handy. The
harpies can't cast Sleep, Faerie Fire, Curse or
Cyclone on a hero with spell immunity.

QUEST 8: Trial of Blood

1. Have Rexxar grab the Rune of Speed and then run to
each cage and free the four Thunderlizards. Keep
running away from them and they will eventually engage
Kor'gall. While Kor'gall fights the thunderlizards,
have Rexxar, Misha and Quillbeasts attack Kor'gall. He
will be quickly killed if you destroy his healing
wards as soon as he throws them and keep stunning him
with Rexxar's Stormbolt.

Act 3: A Blaze Of Glory

QUEST 1: Seas of Blood

1. Secrets: There are three Pirate Booty items
scattered around the outlying areas of the map worth
600 gold each.

2. The Necklaces of Spell Immunity are invaluable in
Act III because it makes the heroes are immune from
the Wave Towers magic damage. The wave towers can
attack summoned creatures such as Misha however.

3. The heroes want to attack the farms but it is not
necessary to destroy the farms to win. Destroy the
troop producing buildings and the castle to satisfy
the first objective of capturing the Goblin shipyard.

4. Your heroes should start off at level 12 if you
maxed them out in Act II. It almost pays you to toy
with the human defenders for a while to get your
experience level up to 13 before completing the Goblin
shipyard quest. To do that target the troops and
towers first and let the buildings continue to pump
out troops. Withdraw occasionally to the starting
point and let the enemy troops regenerate. The maximum
level for this quest seems to be 14.

5.  For a challenge, use the heroes alone to take out
the six battleships. Cairn's Shockwave can damage
ships from shore. He should be strong enough by now
(give him armor and hit point items such as Khagdar's
Gem of Health) that he can take out the ships
single-handedly if backed by healing wave.  He can
stand on shore and take a pounding while waiting for
his Shockwave to recharge. Cairn can also shockwave
ships and run inland, which attracts the ships to
shore where ranged units such as Rokhan, Quillbeasts
and Troll Berzerkers can finish them off. Rokhan's
Voodoo Spirits can also damage ships. Chen's breath of
fire damages ships and towers. The ships can sometimes
be drawn close enough to shore that even the melee
units can attack them.



QUEST 2: The Last Admiral

1. Secrets: The Bling Ring rests on an island in this
level but it is not needed for victory. You need to
buy a daggar at the center shop if you want to reach
the island.

2. An easy way to achieve victory is to immediately
run the four heroes in and destroy Admiral Proudmore's
six barracks and three arcane sanctums. The heroes
each need a Necklace of Spell Immunity for this
tactic. The Necklaces make the heroes immune to the
Wave Towers attack. Enemy troops will follow your
heroes as they run in. Engage them once you reach the
first barracks. Then use summoned units to distract
the spawning troops while the heroes quickly take out
the barracks. Only destroy barracks with a red circle.
Those with a yellow circle are Jaina's buildings, You
will lose if you destroy any of Jaina's buildings.

Once the barracks and arcane sanctums are destroyed,
the only enemy troops come from Jaina's three pairs of
barracks. Thrall's troops can easily handle them.

Use your heroes to take out the towers, especially
wave towers, then assist Thrall's troops in killing
the elite guards and three heroes.
Cairns shockwave, Chen's Breath of Fire and Rokhan's
Serpent Ward's all speed destruction of Wave Towers.

Use Hex and Stormbolt spells to interupt the Admiral's
deadly lightning storm spell. Hex is also good to
neutralize the elite guards. Also make heavy use of
bolts of lightning from the Thunderlizard Diamond,
bolts of pain from the Crown of the Deathlord and
Rokhan's Voodoo Spirits.

3. The northern shop in this level sells a tome that
adds +3 to each stat and Titan's Stone Necklace that
adds 400 mana and 400 health. They are good buys for
Rokhan.

4. If you have your heroes help Thrall's troops
destroy the towers before destroying Admiral
Proudmore's barracks, then bring along Drek'Thar's
Spellbook from Act I so you can portal back to prevent
Thrall's bases from being destroyed. The human troops
are quite capable of taking out one or more of
Thrall's bases if your heroes aren't defending them.

5. There are no flying units in this battle so you
could exchange the orbs Cairn and Chen carry for an
item with more damage, such as a Claws of Attack +15.
You can save such items in Rexxar's stash.






**********************************************************************
*--------------------------------------------------------------------*
*                           4.0 - MISC                               *
*--------------------------------------------------------------------*
**********************************************************************



**********************************************************************
* 4.1 - Synopsis of  Warcraft III - The Frozen Throne

    SENTINEL CAMPAIGN: Terror of the Tides
        Illidan has travelled to the sea and risen up an army of his
own - the Naga. Maiev Shadowsong, Illidan's former warden while he was
imprisoned, has vowed to hunt him down at all costs and return him to
justice. Maiev pursues Illidan to the sea, but his Naga forces are
blocking the way to her ships. She decides to fight her way to the
coast. After a hard fought battle, she manages to get ger troops on
board several transports, and sets out after Illidan.
        Maiev and her forces chase Illidan to the Broken Isles, the
islands located around the Maelstrom. Illidan has entered the ancient
Tomb of the great demon Sargeras. Maiev battles his forces which are
guarding the entrance, and then takes a small entourage down into the
tomb herself. In the first room of the labyrinth, Maiev encounters
runes that were written by the traitorous Orc Gul'dan, chronicalling
his forage into the Tomb. He speaks of a mysterious Eye that he is
searching for. After navigating through a portion of the maze, Maiev
encounters another set of runes. At this point in Gul'dan's quest, it
appears that he has lost his followers and is now alone. He pushes
onwards, again mentioning the Eye of Sargeras. Soon after,
Maiev encounters a group of Naga. She learns there that the Naga
were once Night Elves; they were Azshara's high-borne inner circle,
and they were sent far below the ocean when the world was torn
apart by the Great Sundering, all those millenia ago. Maiev continues
following the path until she reaches a final set of runes; these
were written by Gul'dan while he was in the throes of death. He
claims that this is not the end, and that Gul'dan cannot be defeated
this easily. The runes trail off at this point. Fearing for what
lies in the antechamber of the Tomb, Maiev and her faithful soldiers
press on. Upon entering the final room, Maiev confonts Illidan. It
seems that he has taken the power of the Eye of Sargeras in order to
rid the world of his enemies. He begins by bringing down the tomb
on top of Maiev and her followers. Only Maiev manages to escape in
time, and she wearily makes her way back to her base camp.
        Maiev decides that the only way to stop Illidan is to leave
the Isles and return to Kalimdor and warn Shan'do Stormrage (Furion)
of the impending disaster. Unfortunately, Illidan's forces have taken
up camp and are besieging Maiev. She decides that she must send a
runner back to the mainland to warn Stormrage. Maiev escorts the
runner personally, and prays that Stormrage responds in time.
        The runner finally arrives at Kalimdor, and demands to see
Furion. She requsts immediate assistance, and both Tyrande and
Furion decide to heed the call. They set sail for the Isles
immediately. Upon their arrival, they fight their way to Maiev's
base and plan an attack on Illidan's forces. After readying their
troops, they assault Illidan's twin bases. Unfortunately, Illidan
manages to escape, after warning his brother that he serves a new
master now.
        Maiev, Tyrande and Furion pursue Illidan to the lands of
Lordaeron. When the arrive, Furion leaves them to go to the heart of
the woods to talk with them. Tyrande and Maiev run across a band of
Humans, who they offer to help if, in return, the Humans help them
find and kill Illidan. Prince Kael'thas, the leader of the band of
Humans, agrees to this deal. After escorting the Human caravan to a
nearby village, Tyrande decides to remain behind on the bridge and
buy the Alliance some more time. After slaughtering many Undead, the
bridge collapses and Tyrande falls into the river, and is swept
downstream, straight into the heart of the Undead camps. Maiev does
not attempt to rescue her, but instead demands that Kael'thas keeps
his end of the deal.
        Meanwhile, Furion has reached the interior of the woods, where
he observes that the land has suffered just as much pain as Ashenvale.
After tapping into the forces of nature, he suffers much pain. He
calls upon the ancient spirits of the woods to come and tell him what
is causing this distress. They show him a vision of Northrend, the
roof of the earth, and also Illidan. Furion deduces that Illidan's
powerful magic, fueled by the Eye of Sargeras, is tearing the world
apart. He rushes back to Maiev and Tyande to share this news, but is
shattered when Maiev lies and tells him that Tyrande was torn apart
by the Undead. Maiev manipulates Furion in this fashion, and convinces
him that Illidan deserves to be slaughtered. Prince Kael'thas arrives
and states that Illidan has taken up camp in the ruins of Dalaran.
Maiev wonders why Illian's spell is targeted at the North, but Furion
dismisses her thoughts. He declares that Illidan must be killed at all
costs.
        Furion leads the assault on Illidan's camp. After slaying as
many Naga as possible, he uses Faerie Dragons to channel the magic
power of the Summoners back upon themselves, causing their demise.
When it is over, Furion corners Illidan. Maiev sentences him to death,
and declares that she will carry out the punishment. Before she does,
Illidan states that the purpose of the spell was to destroy the Lich
King and therefore the Undead. Furion ignores this, and yells that
because of Illidan, Tyrande is dead! Illidan makes plain his
confusion, and Prince Kale'thas, ignorant of Maiev's prior lies,
informs Furion that Tyrande could very well be alive. Furion turns
his rage on Maiev, but decides to go and try to rescue Tyrande before
dealing with her. Illidan offers his assistance, and they leave.
        They arrive hours later on the shores of the River Arevass,
and pick up Tyrande's trail. Furion asks Illidan to remain behind and
guard Tyrande's base, but Illidan insists that his Naga will find her
faster. Furion places his trust in Illidan one last time, and they
part ways to do their duties. Illidan successfully destroyed the
Undead base, and rescues Tyrande. When they return to Furion, Illidan
tells Tyrande that wherever he is in the world, he will always look
out for her. Furion arrives and is appropriately grateful to Illidan.
Illidan offers a peace between the two brothers. Furion states that
he has committed too much evil to ever be forgiven, but because he
helped save Tyrande, he may be set free. Illidan atones for his crimes
and then opens a portal. He says that their paths will probably never
cross again, and then enters the portal. Maiev appears and leads her
troops through the portal in pursuit of Illidan. Furion says that she
has become vengeance itself, forever bound to the hunt, and then tells
Tyrande that they have earned their rest.



    ALLIANCE CAMPAIGN: Curse of the Blood Elves




    SCOURGE CAMPAIGN: Legacy of the Damned



    ORC CAMPAIGN: The Founding of Durotar
     -ACT 1: To Tame A Land
        Rexxar is a beastmaster, one of the few remaining of his kind
(half Orc, half Ogre), who travelled to Azeroth when his homeworld of
Draenor was destroyed. He spent the years as a wandering warrior,
until he happens across an Orc messenger who is dying. The Orc's last
wish is for his report to be given to Warchief Thrall, thereby
preserving his honor. Rexxar agrees, and travels to the capital of
Durotar, the city of Ogrimmar. In return for the report, Thrall offers
Rexxar a place to stay in the city, as well as all the hospitality the
Orcs can afford. Rexxar agrees, but only if he is able to earn his
keep. Thrall points him in the direction of several Orcs who are
looking for assistance, and tells him to report back when he completes
the tasks. Rexxar spends the next while traversing the lands, gaining
experience in battle, and receiving various magical artifacts from
both slain monsters and quest rewards alike. However, in due time he
reports back to Thrall, having obtained the company and services of
both a Pandaran Brewmaster, and a Troll Shadow Hunter.
        Thrall orders Rexxar and his company to travel to a remote
outpost, near the ocean. He has heard reports that Humans have landed
on the coasts of Durotar, and although the Orcs and Humans are at
peace, Thrall still feels unnerved. Rexxar reports to Gar'Thok, the
commander of the outpost, and is pointed in the direction of the
observatory. Through the telescope, Rexxar can see that many human
ships have landed and created a Human encampment. When he passes the
information along to Thrall, he is greatly confused. Thrall orders
Rexxar and his company back to the border to guard it, but first,
Rexxar must go and find the Far Seer Drek'Thal in Thunder Ridge.
Drek'Thal needs assistance in discovering why the Thunder Lizards are
being driven mad, and subsequently fleeing their homeland. As they
wander through the great forests, they happen across a few Humans. The
Humans had cut down great swathes of the forests! However, due to the
non-aggression pact the Orcs had signed with the Humans, Rexxar is
unable to assault the Humans and put an end to this blatant rape of
the woods. Instead, they are sadly forced to put down the rampant
creatures, a terrible and gruelling business.
        With this brutal task complete, Rexxar and his companions
return to Ogrimmar and begin the long trek to the Orcish outpost. But
upon their arrival, all they discover is burning buildings and
corpses; the Humans had routed the camp! In retaliation, Rexxar takes
his men down onto the beach and slaughters every Human he can find.
During the battle, he makes note of the Anchor emblem on the shields,
which suggests that these Humans are not part of Jaina Proudmoore's
forces (which are the Humans that the Orcs are at peace with).
        Rexxar returns to Thrall with this news, and after some
deliberation it is decided that the Trolls on the nearby island could
be in grave danger. Thrall asks that Rexxar go and warn the Trolls
and try to convince them to flee to the mainland for safety and
support. They arrive just in time; the Troll Chieftain Vol'jin and his
troops are under heavy bombardment from the Human fleet. Utilizing his
vast magical power, Vol'jin transforms the heroes into spectral
dragons, tasking them with destroying the Human Battleships. After a
gruelling battle, the three heroes return to Vol'jin, who has one
final task for them: the signal fires must be lit, so that the Trolls
in the village begin the evacuation. Rexxar and his companions fight
hard, and in a short amount of time, the signal braziers are lit. The
Trolls flee the island, and Rexxar's company returns to Thrall.
        Upon their arrival, Thrall tells Rexxar that he is slated to
meet with a Human emissary on Razor Peak at midnight. Rexxar is
convinced that it is a trap, and so he forces Thrall to allow him to
go in his stead. Reluctantly Thrall agrees, and Rexxar and his fellows
leave for the peak. Sure enough, assassins spring out and attack, and
Rexxar and his men begin to fight for their lives. After victory is
assured, the dying emissay leaves a grim message: something is coming
for the Orcs, something terrible, and it cannot be stopped. Rexxar
leaves him to die from his painful wounds, and returns to Thrall.
During Rexxar's abscence, Thrall scribed a letter to Jaina, demanding
to know the meaning of this attack. He asks Rexxar to deliver it
personally. Thrall procures a Zepplin, and uses it to fly Rexxar and
his companions South to the new Troll village, where he is to receive
the assistance needed to infiltrate the Human island.


     -ACT 2: Old Hatreds
        Rexxar and Rokhan arrive safely at the newly created Troll
village, which neighbours the Tauren village of Mulgore. Vol'jin
greets the two heroes as they arrive, and directs them to the
shipyard, in order that they might find assistance to reaching the
island. On the beach they find a Blademaster named Samuro, who offers
to create a distraction by placing explosives at various points around
a nearby human encampment. Rexxar utilizes the distraction and sneaks
across the waters and meets Jaina Proudmoore on the island of
Theramore. She claims to have never heard of these humans that are
raiding the Orcish shorelines, and therefore she did not order them to
do so. She requests that Rexxar take her to these humans, and so they
return across the sea. Upon arrival back at the human encampment, they
discover that it has been sacked by the Naga. After fighting through
the city, they began to search for any surivors. After breaching the
Naga base and fighting their way through it, they stumble across a
lone survivor, who delivers a cryptic message - the admiral will be
pleased that they found Jaina. Curiosity piqued, Jaina declares that
they must return to Theramore.
        Upon their arrival, Jaina informs Rexxar that the man leading
the humans is dangerous, and to go warn Thrall to leave this place.
Before she can get any further, he arrives - Admiral Proudmoore, in
the flesh. He is overjoyed to find his daughter, but orders her
companions locked up and probably murdered. Jaina won't stand for this
and tries to argue with her father, but to no avail. She opens the way
for Rexxar to escape, and then teleports. After a long ardurous battle
through the city, the party finally manages to open the gates to
safety. After defeating a group of extremely powerful Human heroes,
they escape out to sea, and back to the troll village. There, Vol'jin
assigns them the duty of gathering the Horde's alliances, in
preparation for the upcoming attack by Grand Admiral Proudmoore. They
travel West, to the Tauren lands of Mulgore. They find chief Cairne
Bloodhoof deep in misery; his only son has been taken by the centaur.
After saving the village from the ravages of a hostile group of
Harpies, the party sets out in search of information pertaining to
Cairne's son Baine. They rendevous with the group out in the wild,
and they are given information regarding Baine. They decide to attack
the centaur camp, and see if he is perhaps still alive. After a long
and bloody battle, they arrive at the main centaur camp, and they free
Baine. Cairne is overjoyed, and agrees to enlist. For now, however,
Cairne will travel with Rexxar.

        Back at the Troll village, Vol'jin informs Rexxar that an ogre
has arrived, badly wounded. Vol'jin says that the ogres would be a
valuable ally in the upcoming war. Rexxar must travel to the ogre
lands and discuss the matter with the chief. Upon arrival, Rexxar
finds he must enlist with the clan in order to be able to discuss the
matter. After a trial of strength, in which he is forced to slaughter
many enemies, he is accepted into the clan. However, Kor'gall, the
leader, refuses to help the orcs. Rexxar challenges him for
leadership, and bests him in single combat. Rexxar becomes the new
leader of the Stonemaul clan, and decides that they will go to war to
help the orcs.
        When they return to the Troll village, Vol'jin mentions that
Thrall has arrived and set up a camp. He asks Rexxar to go and visit
Thrall. Thrall mentions that he needs a few items to make a spell for
his new standard of Durotar, and he asks that Rexxar find them for
him. Afterwards, he is ordered to meet Thrall at Tidefury Cove, where
they will begin planning the attack against the humans. Upon Rexxar's
arrival at the Tidefury base, Thrall names him the champion of the
horde, and offers him the honour of carrying the standard into battle.
Rexxar accepts, and leads the strike against Proudmoore's base.
        As they stand in the rubble of Proudmoore's outpost, Thrall
says that they must pursue Proudmoore to the isle of Theramore, in
order to finish him off forever; otherwise, he will continue to hound
the Orcs. He expresses sadness for Jaina, who had no way of avoiding
the situation. The Orcs pack up and sail to the island.


     -ACT 3: A Blaze Of Glory
        The Orc force arrives on the shores, but they discover that
the island is guarded by a fleet of battleships. While Thrall
despairs, Jaina teleports in to meet them. She asks for their
forgiveness, and says she had no part in what her father did. She
offers advice on defeating the Human ships, and then asks that the
Orcs spare as many of her men as they can. Rexxar leads the assault on
the Human stronghold, and from the ashes he commandeers several
warships. Using these, he crushes the Human blockade, allowing the
horde access to the isle of Theramore.
        They land on the isle and set up a camp. The admiral is hidden
deep in the city, and the horde will assault while Rexxar and his
party go for the admiral. As the city lays burning around them,
Rexxar, Cairne and Rokhan square off against the admiral, with two of
his heroes. After a long and ardurous battle, Rexxar emerges
victorious, but only just.
        With the admiral dead and his armies defeated, the horde has
secured their future. Jaina is saddened by the loss of her father, but
understands that it had to be done. Despite the offer of a home in
Ogrimmar, Rexxar decides to continue his wandering ways, probably
forevermore.



**********************************************************************
* 4.2 - Codes/Secrets

To enter the following codes, tap [enter] during gameplay, type
the cheat exactly as it appears, and hit [enter] again.

Instant Win:                       allyourbasearebelongtous
Instant Loss:                      somebodysetusupthebomb
View entire map:                   iseedeadpeople
Play after dying in campaign mode: strengthandhonor
Units need no farms:               pointbreak
Instant spell performance:         thedudeabides
Turn off Tech-Tree:                synergy
Turn off Victory:                  itvexesme
Invulnerability                    whosyourdaddy
Lumber:                            leafittome (value)
Lumber and Gold:                   greedisgood (value)
Gold:                              keysersoze (value)
Level select:                      motherland (race) (level number)
Instant doom:                      iocainepowder
Quick research:                    whoisjohngalt
Research all upgrades:             sharpandshiny
Morning:                           riseandshine
Infinite mana:                     thereisnospoon
Night:                             lightsout
Increase build speed               warpten





**********************************************************************
* 4.3 - Online Strategies


     4.31 - MY STRATEGIES:
----------------------------------------------------------------------
     *Coming Soon*


     4.32 - CONTRIBUTED STRATEGIES:
----------------------------------------------------------------------
       Michael Rapelye-Thompson (supergenius313@voyager.net) writes:
         I have discoverd the perfect undead army.  You have two
         armys.  The first one has a hero, two necromacers, three
         cript feinds, three gouls, two destroiers, and one obsidian
         statue. the second army has four frost wurms, three
         gargoylys, and five abomanations. This ary has worked every
         time i have ben the undead.




**********************************************************************
* 4.4 - Credits

trohan7@hotmail.com
    - Scammed the codes from this guy and forgot the credits section,
      so here it is. Much thanks!

jhelms@surfree.com
    - Offered a suggestion about campaign titles that made a lot more
      sense than my current headers, and provided insight for two of
      the Alliance missions

jefbaysg@hotmail.com, slayer7@linuxmail.org, driesfield@hotmail.com,
mwalton@zoominternet.net, wacfteiner@msn.com,
thomasstarling@hotmail.com, bollae@topclan.ch,
dgroulx@odin.ac.hmc.edu, tomcom87@yahoo.com, dynastyhan@earthlink.net,
Wootzie007 (at) yahoo dotcom, and many,
many more!
     - Provided insight into the red and blue runes in the third
       Scourge Mission

manual6@msn.com
     - Provided the 'warpten' code

lord_of_black_chaos@yahoo.com
     - Helped with the 10 orbs quest

ag255@cornell.edu
     - Gave some interesting info in Alliance  Chapter 2

wraithcommander@hotmail.com
     - Strategy for the 5th Alliance level

lassepe@ofir.dk
     - Strategy for Alliance Chapter 6

Nick11@hotmail.com
     - Pointed out the bonus hero after the Alliance secret mission

aberrant80@yahoo.com
     - Various strategies for the Night Elves

earnol@mail.ru
     - Tips for Alliance Chapter 2

Thatweirdo1313@aol.com
     - Several tips

HiFeiv@aol.co
     - Tip for a Sentinel level

AmrcnRedneck0@aol.com
     - Pointed out a geographical mistake, thanks!

TirisfalGuardian@aol.com
     - Strategy for the first Undead mission

xxzephyrxx@hotmail.com
     - Tomb of Sargeras tip

TOUSSAINTAC@aol.com
     - Gates of the Abyss tip

Score631@msn.com
     - Misc tips

zareth@rogers.com
     - Tips for the finding items on the first NE level

samseaver@hotmail.com
     - Pointed out the interesting 'Timmy' easter egg

supergenius313@voyager.net
     - Gave a tip on his idea of the perfect Undead army.

gonny_m@netvision.net.il
     - Gave some tips and advice on the 3rd Orc Act.

timber271@yahoo.com
     - Excellent strategies for tackling the Orc bonus campaign, I
       highly recommend you read his work.

mfishman@acsu.buffalo.edu
     - Linked the Captain from the first Human mission in Original to
       the landing party in Old Hatreds.




**********************************************************************
* 4.5 - Closing Comments

       Warcraft III is the game that redefined strategy games. The
genre had arguably grown stale and boring, and there was little
innovation. In fact, I'm of the opinion that after Starcraft debuted,
the only good real time strategy game that followed was Homeworld.
Thankfully, Blizzard burst back on to the scene in 2002 with the
original Warcraft III: Reign of Chaos, and followed up a year later to
the day (nearly) with the expansion: Warcraft III: The Frozen Throne.
Both were, are, and will be excellent titles for any gamer's lilbrary,
and like Starcraft I fully expect them to be played for many years to
come.





Copyright 2003-2004, despairfaction (Alex A.)
