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- Originally, Warcraft 3 was meant to be more of an RPG. After numerous delays and gameplay overhauls, the final game ended up being closer to the classic Warcraft gameplay than originally envisioned.
- Warcraft 3 is the last iteration in the real-time strategy genre. World of Warcraft and its expansions are role playing games.
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This page is a complete game guide for 2002's Reign of Chaos, developed by Blizzard for the PC and Mac. It contains tips, strategies, and secrets to get through every campaign.
Warcraft 3 is a real-time strategy game developed by Blizzard Entertainment. It has been wildly popular since release and still remains a top online game. There has been one expansion to the game: Warcraft 3: The Frozen Throne. It has also had a handful of popular user mods including the competitive Defense of the Ancients game.
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Guide written by [http://greenhouse.mahalo.com/Special:Mahaloprofile?uid=6178&returnto= Stuart Zinke]
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Chapter 1: Chasing Visions
- Watch the opening cutscene.
- Main Quest: Find the Prophet
- The prologue missions will acquaint you with the basic controls of the game.
- Follow the path by walking into each circle of power.
- To move, use the mouse to left-click Thrall. Then right-click where you want him to move.
- Move Thrall North along the path. Eventually you will reach an orc encampment.
- TIP: Use the mouse to move the screen. You can also use the directional buttons on your keyboard.
- At the orc camp some grunts will join you.
- TIP: Hold down the left mouse key to drag a large cursor box. You can highlight many units at once.
- Now you can control the whole group. Have them move East into the next circle of power.
- There is a single gnoll on the path. This type of enemy is called a "creep". He is a neutral enemy that doesn't belong to another army.
- TIP: Killing creeps gives you some gold. This is useful later.
- Kill the gnoll by right-clicking him with your mouse after your army is highlighted.
- Travel South on the path to find 3 more gnolls. Kill them too.
- Thrall leveled up! Now his base stats have improved to make him stronger. You can also get a new spell. Right-click "hero abilities" at the bottom right of the screen. Then choose the spell chain lightning.
- Keep going South to find a group of murlocs. One of them drops a potion of mana. Highlight Thrall and Right-click on the potion to pick it up. Then keep traveling North-East along the path to find the next circle of power.
- Head South and then South-West to find a hidden health potion.
- Backtrack a tiny bit and then go South-East along the main path.
- Run East passed the ogre on the path. Creeps sleep during the night and only wake up if you attack them directly.
- Slightly East the path will split.
- Take the South-East path to find some golems. The second one drops a ring of protection. Grab it and head North.
- When the path splits again, go East. This leads to a group of trolls. Kill them and pick up the manual of health they drop.
- TIP: The manual of health is a tome. Unlike other items, tomes don't sit in your inventory. Instead they permanently increase your stats.
- Finally go North to find the last circle of power. Step into it to complete the chapter.
Chapter 2: Departures
- Main Quest: Establish a Base
- It's time to learn how to build a base.
- TIP: Unit commands are in a box at the bottom right of the screen. Heroes and certain combat units have special spells. Worker units have the ability to build structures.
- Click on your great hall. This is the main orc structure. Buildings have a command tool bar just like structures. The great hall can train more peons, but you'll need some gold first!
- Next highlight your peon. Right-click the gold mine to send him inside. Gold is the basic currency of Warcraft.
- After a little bit you will automatically get 3 more peons for free.
- Have those 3 peons gather gold as well.
- When you have 90 gold, train a fifth peon at your great hall. Have him gather gold as well. Now you have 5 peons gathering gold. This is the most efficient number of workers per gold mine.
- TIP: You can cue units to build. Since a building can only train 1 unit at a time, it will set up a list of the units you want trained in the order you clicked them.
- TIP: All buildings have a "rally point" command. Highlight a building and then right-click where you want to set the rally point. This allows you to set the place where units will go once the building is done training them. You can even set the rally point on resources or your hero.
- Gather gold for a while. Build 5 more peons when you get enough gold.
- Have these 5 peons gather wood. Highlight them and then right-click on the nearby trees.
- Click your peon. Choose build structure on the tool bar to the right. Then click build burrow. Place the burrow where you want it on the map.
- Once the burrow is done building, have the peon build a war mill.
- TIP: You can upgrade weapons and armor at the war mill.
- Finally, have another peon build a barracks.
- Click on your barracks. Here you can train grunts. Grunts are the basic attack unit of the orcs. Train 5 grunts to complete the current quest.
- Watch the cutscene. Some humans are attacking nearby orc structures.
- Travel South-East along the path to find where the humans are. You can't make it to them before they are killed by your towers.
- Main Quest: Rescue Grom
- TIP: Your towers are damaged. Repair them by highlighting a peon and then right-clicking on the tower. You can also set a peon to automatically repair nearby buildings by right-clicking the repair skill on his command tool bar.
- Grom is another orc hero. It's time to rescue him. From your watch towers, travel South-West over the bridge.
- You're in human territory now. Travel West to find a gate. Destroy it by attacking it like a regular enemy.
- Go through the gate into the human village. Kill the footmen to the North to rescue another grunt. Add him to your army and then exit South-West out of the village.
- Keep traveling along the path and you'll find a single footmen. Kill him to rescue an orc shaman. The shaman is a spell casting unit that supports your army with his magic.
- Travel North-West to fight a small group of humans.
- Continue along the path to find 2 footmen guarding some cages. Kill them to rescue 2 more grunts and a shaman.
- Just North is the gate leading to Grom. It's guarded by two knights. These guys are strong, but your army is big enough to take them.
- When the knights are dead, attack the gate to open it.
- To rescue Grom you must destroy the towers guarding him.
- Just attack them one at a time. When all three are gone, have Thrall step into the circle of power to complete the prologue.
Human Campaign: The Scourge of Lordaeron
- YouTube: Warcraft 3 Reign of Chaos Human campaign cinematics 1/4 (Time: 10:59)
Chapter 1: The Defense of Straunbrad
- Watch the cutscene.
- Main Quest: Travel to Straunbrad
- Don't forget you can hold down the left mouse key to drag a large cursor box and highlight your entire army.
- VERY IMPORTANT TIP: You can create "control groups". With your army highlighted, press the CTRL key and the 1 key at the same time. This will bind that army to the 1 key on the keyboard. Every time you press 1 it will automatically highlight all of the units specified. This is essential to playing the game. You can bind units to any number key. Have your army bound to number keys always. This should be the first thing you do at the start of a chapter.
- Destroy the nearby crates for a potion of healing and a scroll of protection.
- Start heading South. There are no enemies to fight yet.
- At the Southern edge of the map you will encounter a woman.
- Optional Quest: Save Timmy
- Head directly East along the path to find some gnolls. One of them drops a healing potion.
- TIP: With your army highlighted, left-click attack on the command menu. Instead of clicking on an enemy, click on the ground next to them. Your army will move to that spot and automatically attack units they come across.
- TIP: Use Arthus' holy light spell to heal your units.
- Destroy the nearby cage to set Timmy free. As a reward you receive a ring of protection.
- Backtrack along the path and then travel North-East. You will reach a bridge with some villagers.
- Optional Quest: Bandit Lord
- Kill the bandit lord as he runs away. You have to chase him South-East a little bit, but you'll eventually have him cornered.
- Grab the fallen ledger and return it to the villager. You get a tome as a reward.
- TIP: As you level you get more spell points. It is recommended that you put points into holy light and divine shield first. Eventually you will earn enough spell points to upgrade every spell.
- Head North to enter the town.
- To finish the mission you must kill the Slave Master. He is located in the North-West part of the town.
- Defeat the regular grunts around him first, then attack him with your footmen.
Chapter 2: Blackrock and Roll
- Main Quest: Establish a base
- It's time to learn how to build a human base. It's actually fairly similar to the orc base you created in the prologue.
- Click on the town hall. This is where you build peasants. These units can be used to gather resources.
- TIP: Remember that the most efficient number of peasants per gold mine is 5. This is true for every race in the game.
- TIP: Don't forget you can set a building's rally point by highlighting it and then right-clicking where you want the rally point to be.
- Continue building peasants. Send the first 3 you train into the gold mine.
- Build 3 more and have them gather wood. You should now have 10 total peasants.
- TIP: Farms raise your total food. You can only have as many units as you have food. Build more farms to increase the size of your army. You can check your food total at the top of the screen.
- NOTE: The food cap is 90. After that, farms cease to give you more food.
- Once the peasant has finished building the farm, have him build another one.
- You now have two farms.
- Click the peasant again and this time have him build a barracks.
- TIP: The barracks is where you train basic combat units.
- EXTREMELY IMPORTANT TIP: Set the rally point of your barracks on Arthas. You should always have the rally point of your barracks (and other buildings that make attack units) set on your hero. This way they automatically join the rest of your army once they've been trained.
- Once your barracks is complete you can build footmen.
- TIP: Footmen are the basic fighting unit for humans. They have a melee attack, but die somewhat quickly. They are a good all-around unit.
- Train 6 footmen to complete the quest.
- Now that you have a small army, some orcs attack your base.
- Main Quest: Defeat the Blademaster
- The blademaster is in the North-Eastern part of the map.
- First right-click on your scout towers. You can upgrade them to guard towers for some extra gold and wood. This is highly recommended, as they become a great defensive structure.
- Use guard towers to defend your base while your army is away. If you need more towers, have peasants build scout towers and then upgrade them.
- Take your army East to meet some dwarfs.
- Optional Quest: Searinox
- NEW UNIT: Rifleman
- Riflemen are ranged units. Only range units can attack airborne enemies. They are more powerful than footmen, but have less defense.
- Head South-East along the path. Defeat the dragons along the way with your riflemen. Heal them with holy light if their health gets low.
- At the end of the path is Searinox. Attack him with your riflemen, healing when necessary. Once defeated, take his heart back to dwarf to get an orb of fire.
- TIP: The blacksmith behind the dwarf can be used to upgrade your unit's weapons. You can also build this building with your peasants.
- Your barracks can produce riflemen now. You must always have a blacksmith in order to train them.
- TIP: Range units tend to be more powerful, but have less defensive capabilities. Build several melee units to stand in front and take damage, while your range units attack safely from behind.
- Head to the North-East, it's time to kill the blademaster.
- NOTE: Directly North is an orc encampment with a lot of enemies. You do not need to go there. Skip it.
- As you travel the path North-East you will fight several groups of orcs. They shouldn't be much trouble.
- At the end of the path is the blademaster. He can create illusions of himself and has critical strike (extra damage).
- He doesn't have any army, so attack him with all of your units. You win the chapter when he dies.
Interlude: Jaina's Meeting
- This isn't a level, but a story sequence. Watch it to get to the next chapter.
Chapter 3: Ravages of the Plague
- Main Quest: Explore the Village
- You have a new hero: Jaina.
- TIP: Jaina is an archmage. She can summon water elementals and call forth ice storms.
- TIP: As Jaina levels, put spell points into water elementals and brilliance aura first.
- Head North along the path. Eventually you will find a broken bridge. You'll need to find another way across, so head East.
- Kill the bandits along the way. Remember to use Jaina's water elementals. They can "tank" damage while providing your army with an extra attacker. Use them as shields so your regular units don't get hurt.
- NOTE: The "Captain" is a special unit. He can't be built at any building, but is only available in special circumstances. He is the same as a footman, but with better stats.
- You receive a potion of greater healing for killing the bandits. This restores more health than a normal potion.
- TIP: Your heroes can only carry 6 items each. Don't hesitate to use your potions when a battle gets tough.
- Head North. Some villagers will give you a new quest.
- Optional Quest: Fountain of Health
- The fountain is in the North-Western corner of the map. You'll make your way there normally, so head North.
- Continue North to reach a murloc camp. They are easily defeated.
- Go West to reach the other side of the river. When the path splits, go South. North leads to a dead end and some bandits.
- As you enter the other side of the river, you will find a group of footmen fighting skeleton archers. Help them defeat the archers.
- TIP: Your footmen can now use the defend skill. It is available from the command tool bar when highlighting a footman. Defend reduces ranged damage, but causes the footman's move speed to drastically drop.
- Head North-West. Pick up the mana potion in the middle of the road. A group of skeletons will attack you.
- TIP: Arthus' holy light can also be used to attack undead units. It is best used for healing though, since mana is limited.
- Continue North-West to reach the fountain.
- TIP: When near the fountain of health, your units regenerate HP quickly. Look for these in upcoming levels. There are also mana fountains.
- Head South. Defeat the group of undead near the granary. Kill the necromancer first, he can transform the bodies of dead units into skeletons.
- Continue heading South to meet some priests. They will join your army.
- NEW UNIT: Priests
- Priests are healing units. They automatically heal any damaged unit as long as they have mana left. They can also attack, but it's recommended that you use them to heal your main force.
- Head West along the path and you'll find a mortar team and some skeletons.
- NEW UNIT: Mortar Team
- This unit is a siege unit. He attacks from a very long range and can easily destroy buildings. Be careful not to let enemies get close to him, as he dies extremely easily.
- Head North along the path.
- Main Quest: Grain Warehouse
- You need to destroy the grain warehouse to the North. Just follow the path, you can't miss it.
- At the warehouse you fight a group of skeletons, ghouls, and an abomination.
- The abomination is a high-level undead unit, so be careful.
- Summon Jaina's water elementals to tank damage and make sure to use Arthus' healing light on dying units.
- Defeat the skeletons first, then the abomination, and finally the ghouls. They shouldn't be too much trouble.
- When all of the enemies are dead, destroy the warehouse to finish the level.
Chapter 4: The Cult of the Damned
- Main Quest: Explore Anderhol
- There are no optional quests in this chapter, so concentrate on the main objective.
- Before exploring the nearby area, set up a functional base.
- Build 3 peasants and send 2 of them to the gold mine.
- Have the third peasant build a farm. When he's finished, have him build another farm.
- Build another 3 peasants and send them gather wood.
- You already start with a barracks, so build 2 footmen when you get enough gold.
- Next take a peasant and have him build a blacksmith.
- When the blacksmith is built, have a peasant build two more farms.
- At your barracks, start building riflemen. Build 4 of them as you get money.
- To the East is another goldmine. If you want, you can build another town hall there. But it's not necessary for this mission.
- TIP: Expanding your empire is important. If you find another gold mine, build a town hall near it to start a new base.
- Click on your town hall. There is an option to upgrade it to a Keep. Do so as soon as you get the money.
- TIP: The units and buildings of Warcraft 3 are setup in "tiers". A tier refers to how far you've upgraded your main base. For humans, upgrading to a keep allows you to build tier 2 units and buildings. Every race has three tiers of building options.
- Wait until your keep is finished. When it's done, highlight a peasant.
- You'll notice that there are some new building options. This is because your base is now "tier 2". You need to upgrade your keep to a castle in order to build tier 3 buildings, but that option won't be available for several more missions.
- Take a peasant and have him build a workshop. This building produces mortar teams.
- When the workshop is done, build 2 mortar teams. You should now have three, since you started with one. These units are essential for destroying buildings.
- Now that you have a good army, it's time to explore. Go to the North.
- EXTREMELY IMPORTANT TIP: Remember how earlier you learned that you can bind a group of units by pressing CTRL and 1 at the same time? Well you can also bind buildings to a specific key. Just press ctrl and any number key 1-9.
- TIP: You want to keep building attack units as your army is exploring. This is easiest if you bind your barracks (or any building you want) to a number key. Press CTRL and 3. Now all you have to do is press 3 and you'll instantly have the command menu for your barracks anywhere on the map.
- You will soon find an undead base just North of you. Fortunately, it doesn't have very many units protecting it.
- Attack the necromancer first and then the ghouls. This base has almost no defense, so it should be easy for your army to destroy.
- After the units are dead, attack the necropolis. This is the main undead structure.
- Once the necropolis is dead, start destroying the other buildings. Your mortar teams should make short work of them.
- With the undead base destroyed, head North-East out of the base. This will trigger a cutscene and a new mission objective.
- Main Quest: Confront Kel'Thuzad
- Your army might be a little weaker than before, so don't forget to build more units.
- Make sure you have at least 5-7 footmen and 6-7 riflemen.
- TIP: Your army is getting big and there is only so much room in a control group. Split your army into two sections and bind one group to 1 and the other group to 2. This way you can manage them easier.
- TIP: When splitting your army into control groups, split them by type. For instance, make your hero and melee units into group 1. Them make range units or magic casters into group 2. You can make groups in any variety you want, but it's easiest if you stick similar units together.
- Don't forget to summon Jaina's water elementals. They are awesome for tanking damage, while your real army is attacking.
- Follow the path North-East to reach Kel'Thuzad. He is guarded by abominations, so summon your water elementals and prepare for a fight!
- Your army should be large enough to defeat the abominations. When they're dead, kill Kel'Thuzad to finish the chapter.
Chapter 5: March of the Scourge
- Main Quest: Defend Hearthglen
- As soon as you begin you'll find yourself in a battle. Highlight your footmen and riflemen and make bind them to 1.
- Jaina has left your party. Any items that she carried will be located next to your keep.
- On this chapter you must survive for 30 (real-world) minutes. At various points, the undead attack you, so build defenses!
- Since this is a defense mission, you will not need to destroy the undead bases to the West. Don't attempt it, it's a waste of resources.
- First build 10 peasants. Set the first 3 on gold and the other 7 on lumber.
- At the top of your base is a lumber mill. Peasants gathering wood can return resources there instead of going back to the town hall.
- TIP: Use your lumber mill to upgrade defenses. Highlight the mill and then choose "improved masonry" from the command bar.
- TIP: At the lumber mill you can upgrade your peasants ability to gather wood. It only costs 100 gold, so do this right away!
- You'll notice that there are three ways into your base. Two entrances on the West side and one to the North-East.
- To beat this mission you're going to tower yourself inside the base. That means building lots of towers at all three entrances.
- A small undead group attack from the North-West entrance. They should be easy to take down. This is the first of many waves, which get progressively bigger.
- Build 2 more peasants. These two will be used for constructing towers.
- Take both peasant and have them start building a line of scout towers across the North-West opening. It's okay to block the opening completely.
- TIP: Don't forget that human towers need to be upgraded a second time. Click on a finished scout tower and then click "upgrade to guard tower" on the command bar
- Keep building towers in the North-West opening. It should take 7-8 towers to block off the entrance completely. Remember to upgrade them to guard towers!
- Next take your army to the North-East entrance. Leave them there to guard.
- Click on the lumber mill and upgrade masonry. This gives your towers more armor.
- At this point, your North-West entrance should be able to guard itself. Take the two peasants and bring them to the South-West opening.
- Build a line of towers at the South-West entrance just like you did at the North-West one. It should take 6-7 towers to block the entrance.
- Make sure you're upgrading all of your scout towers into guard towers.
- Once the South-West entrance is blocked with guard towers, take your two peasants to the North-East opening.
- Since there is an optional quest outside of your base, you don't want to completely block off this entrance.
- Build a line of towers across the North-East entrance, but leave a small gap in the middle so that your units can enter and exit the base. Build 7-8 towers.
- You've built a lot of towers, but now your base should be able to defend itself.
- Take one peasant and have him build a workshop. Train several mortar teams.
- These mortar teams are to be left at the base. Do not take them with your army. Your towers can't defend against the undead's meat wagons, since the meat wagons out-range them.
- Stick 1-2 mortar teams at each entrance. They can fire over the towers to help protect them.
- Take a peasant and have him build an arcane sanctum. You can now train a sorceress.
- NEW UNIT: Sorceress
- The sorceress has the ability to cast slow on your enemies (she will do this automatically). This is very helpful.
- Train a sorceress or two to add to your army. Train 2 more priests as well.
- Next train a few more riflemen. You're army should already be fairly large since you started the mission with units.
- Around 10 minutes into the mission, the optional quest triggers automatically.
- Optional Quest: Grain Caravan
- To complete this quest you'll need to stop an undead force that's heading to the North-East corner of the map.
- The towers at your base should be enough to defend your town by themselves. Take your army directly North and then head West along the path.
- NOTE: It's important that you go North first. This is to avoid both of the undead bases.
- Although it seems like you have a lot of towers, you really can never have too many. So it's time to build more.
- Take the two peasants you used for building and have them continue to build towers. First fortify the North-West corner with another row of 6 towers. Then do this for both the South-West and North-East entrances as well.
- While you're waiting for the undead caravan, take your army to the North-West corner of the map to kill some ogres. The large one drops a gauntlet of ogre strength. Not a great item.
- The undead caravan will start moving when their is approximately 19 minutes left on the clock. If you're army isn't in the North-West corner, get them there!
- Position your army just South of where you fought the ogres (this is just south of the North-West corner). The caravan will run into you.
- Kill the necromancers first. Then attack the meat wagons directly. You only need to destroy the meat wagons to win. When you kill the last one, it will drop a medallion of courage as your reward.
- TIP: It's okay if your army dies, as long as you kill all of the meat wagons. Remember that Arthas can use divine shield to make himself invulnerable for 30 seconds. If you army dies, use the shield and continue attacking the wagons.
- With the optional quest done, take what remains of your army back to your base.
- Build riflemen, sorceresses, and mortar teams to help defend your towers. All of these units can attack over them.
- Make sure to replace towers as they get destroyed.
- TIP: Peasants can also repair damaged buildings. Select repair on their command bar.
- Keep building towers and mortar teams. Have at least 5-6 mortar teams, otherwise the meat wagons will simply destroy your towers.
- Surviving should be fairly easy. The size of the waves will get a little bit bigger once there is only 10 minutes left.
- At 30 seconds left a huge army of undead attacks from the West. Don't worry, as long as 1 building survives you'll win. With 30 seconds left, they should barely make it into your base.
Interlude: The Prince and the Prophet
- Watch story sequence to access the next mission.
Chapter 6: The Culling
- Main Quest: The Culling
- In this chapter you're racing against Mal'Ganis to kill 100 townspeople/zombies.
- There are no optional quests, so focus on the main objective.
- New Unit: Knights
- Knights are a tier 3 unit and the most powerful melee unit the humans can get.
- You start with 2 knights. To build more you must first upgrade your town hall twice. To train knights you need a castle, a lumber mill, and a blacksmith. Once you have all three buildings, knights can be trained from the barracks.
- You already have 5 peasants in the gold mine, so build 4 more and put them on wood gathering.
- Highlight your barracks and build 2-3 more footmen.
- Once you have your footmen built, highlight your attack units and make them into control group 1.
- Move your army to slightly West and then take the path directly South. You'll end up in the middle of the map.
- Do not destroy the houses yet! Mal'Ganis won't start attacking until you kill your first villager or too much time has passed.
- It's better to upgrade your base while waiting for him to attack first..
- Once your peasants are done training, upgrade your town hall into a keep.
- Build 3 more footmen and leave them at your base. Undead units will attack you now and then, so it's good to have some defense.
- While the keep is upgrading, have a peasant build a blacksmith.
- Keep gathering resources while your keep upgrades. As soon as it's finished, upgrade your main structure again into a castle.
- Take a peasant and have him build another barracks.
- Once that barracks is finished, have that peasant build 3 more farms.
- TIP: Sometimes it's wise to have multiple versions of the same structure. Having 2 barracks allows you to train 2 attack units at once. This doubles the speed at which you can raise an army!
- Before you reach knights, Mal'Ganis will begin attacking. That's okay, this is why you brought your army to the middle earlier.
- When Mal'Ganis appears, one of the houses will automatically be destroyed. Quickly kill the townspeople before Mal'Ganis claims them.
- NOTE: Mal'Ganis doesn't have to kill the townspeople. They simply have to be outside for a few seconds before he gets them automatically. Make sure you kill any exposed townspeople as soon as you see them.
- Next, kill both of the ghouls next to Mal'Ganis.
- TIP: Mal'Ganis is a dreadlord. He can cast the annoying sleep spell. If a unit of yours is put to sleep, quickly attack your own unit to wake him up. Just make sure to stop attacking your own units once they're awake!
- Most of your army will probably die, but Arthas is easily powerful enough to take down Mal'Ganis by himself.
- Back at your base, remember to upgrade your keep into a castle. Once the castle is finished, it's time to start training an army of knights.
- Once you've defeated Mal'Ganis, start killing villagers as quickly as possible. Mal'Ganis will re-spawn after a three minutes, so be quick!
- Your first priority should be destroying houses and killing villagers. Be upgrading your base in the meantime, but make sure you kill as many as possible before Mal'Ganis is revived.
- Within the 3 minutes before Mal'Ganis returns, you should be able to destroy most of the middle section of town (25-30 villagers).
- Begin training footmen as fast as you can. Send them to the middle to join your army immediately. Try and get 6-8 footmen if you can.
- Start upgrading your weapons at the blacksmith. You only need to upgrade the melee weapons and armor. This will drastically improve the stats of your knights and footmen.
- Once the castle is complete, switch from training footmen to training knights. You should have a lot of gold by now, so go crazy. You can't build too many knights in this mission.
- Don't forget to bring the footmen and knights you build to the rest of your army. They won't do you any good sitting at your base.
- Your base is going to need more defense. Build 2 towers at each entrance to your base (4 total). There aren't too many units that will attack your base, but you don't want to be defenseless while your army is away.
- When Mal'Ganis revives, attack his army before he can get any other buildings. He has 3 ghouls and an abomination with him.
- Your army is still going to be weak, but not for long. Don't worry if most of your units die in this battle. Even if they do, use Arthas' divine shield to make him invulnerable. He should be able to defeat Mal'Ganis by himself.
- There is another 3 minutes before Mal'Ganis returns. Finish destroying the rest of the houses in the middle section of town.
- At this point you should be producing knights. Build a constant stream of knights and send them to Arthas. An army of knights is an extremely strong army.
- When all of the buildings in the center of town are destroyed, head South-West find another block of houses. Continue destroying the town and killing villagers.
- TIP: Research animal war training at your barracks to give an HP boost to your knights. It's best to wait until you have 6 or more knights to do this.
- Build 2 more towers at the entrances to your base (4 total). This is to keep pesky ghouls and abominations from wandering in and killing your workers.
- Mal'Ganis will soon return with a small group of ghouls and 2 abominations. But you have an army of knights now! Destroy his little army before he can claim any villagers.
- The attacks on your base get much more serious now. If you don't have 4-6 towers at each entrance, then you need to build them. It's even better if you have more.
- Keep attacking villagers. Destroy each house moving South and then gradually West.
- When Mal'Ganis returns, look around the map to see where he is. He can appear near anywhere, but you do have vision of all the houses. Once you've spotted him, quickly take your army and fight him.
- Mal'Ganis should be no match for your army of knights. Just try and kill him before he steals villagers.
- Your army should easily be able to kill 100 villagers before Mal'Ganis does. Just make sure to kill him every time he revives.
- Once you gotten enough villagers, the chapter ends.
Interlude: Divergent Courses
- Watch the cutscene. The next chapter starts automatically after it.
Chapter 7: The Shores of Northrend
- Main Quest: Establish Base Camp
- Main Quest: Mal'Ganis
- In this chapter you must defeat Mal'Ganis, but first you have to locate a gold mine and build a base.
- Travel West and the North to find the gold mine. Along the way defeat both wolves and the pack of ice trolls.
- When you reach the gold mine the first quest will complete. You'll automatically receive a few peasants and a town hall.
- Optional Quest: Rescue Muradin's Men
- The dwarfs in the top-right corner of the map need rescuing. But first, establish a base and build an army.
- Build 9 peasants. Send 2 of them to the gold mine and have the other 7 gather lumber.
- NEW UNIT: Gyrocopters
- Gyrocopters are aerial scouts. They don't have strong attack or defense, but are useful for spying on opponents. Build them at the workshop.
- NEW HERO: Muradin
- Muradin is a mountain king. These heroes are very powerful. Put your spell points into storm bolt and bash. Storm bolt does massive damage to an enemy unit and bash is a passive skill that sometimes stuns enemies that you attack.
- Build some farms. You'll need 3-4 more right away.
- When you get the resources, upgrade your town hall into a keep.
- The undead can build gargoyles now. You'll need riflemen to hit them, since they are air units.
- Build another barracks and a blacksmith.
- Once the blacksmith is complete, start training riflemen. Make sure you have 6+ riflemen. You'll need them to fight gargoyles.
- Before you can upgrade your keep into a castle, you'll need an altar of kings (in previous missions this building was provided for you). The altar of kings also allows you to revive fallen heroes for several hundred gold.
- Once you have a keep, build a workshop. You'll want 3-4 mortar teams in your army.
- Also, once your keep finishes immediately go to the lumber mill and upgrade your peasants lumber gathering.
- Defend your base until you have a castle and can build knights.
- Train 6 or more knights. Simply defend until you have enough.
- Before you set out to conquer Mal'Ganis, make sure your base is properly defended.
- Build 6-8 guard towers in the North-West section of your base. This is to safeguard you from the green undead army while you complete the optional quest.
- Once you have some towers, it's time to take out your enemies head on.
- You should have 6+ knights, 6+ riflemen, and 4 mortar teams. Along with Arthas and Muradin, this is a very strong force.
- Remember to keep building knights and riflemen. You can never have too many. You really only need 4 mortar teams, but build more to replace any that die in combat.
- Make 2 control groups for your units. Bind your heroes and melee units to 1. Then bind your riflemen and mortar teams to 2.
- The undead have two bases. Directly North is the purple base and to the North-West is the green base.
- Take out the purple base first, it's fairly weak.
- Go North to reach the base. Attack the undead units with your knights while your riflemen and mortar teams attack from behind. The mortar teams will make quick work of the buildings while your knights take care of the units.
- The base should fall easily. Touch the dwarf base to the North-east to complete the optional quest.
- For completing the optional quest you'll get a second base. Build a few peasants and set them to gather gold. With two bases you can now get gold twice as fast!
- NEW UNIT: Steam Tank
- The steam tank is a siege unit. Unlike the Mortar teams, it can ONLY ATTACK BUILDINGS. It has high defense as well, making it great when it's backed up with a whole army.
- You'll get one steam tank for free, but honestly, mortar teams are better. They're cheaper and they can attack regular units as well.
- Along with your new base you'll also get some free units. You're army should already be large, so this is icing on the cake.
- Bring your army West to reach the green base. It's actually fairly weak. You're army should decimate it with ease.
- Just make sure you still have around 4-5 knights, 6+ riflemen, and 4 mortar teams. With that army, green will fall.
- Green does have a several gargoyles, so make sure you target them with your riflemen. They are the only unit who can hit them.
- TIP: Arthas and Muradin can also hit gargoyles with their spells. Arthas can use holy light and Muradin can use storm bolt to do heavy damage to a single gargoyle.
- Fully destroy the base to complete the quest.
Chapter 8: Dissension
- Main Quest: Burn the Boats
- You have 25 minutes to destroy all five ships. The time limit really shouldn't be a problem though. There are no optional quests in this chapter.
- Take your small army and head West along the path. Defeat the group of ghouls.
- TIP: Let Arthas and Muradin tank all of the damage. They won't die easily. You can't build units, so keep your mortar teams (and any other units you find) safely attacking from behind.
- Remember to use Arthas' holy light spell. It's essential for healing your units.
- TIP: It is extremely important that you keep your mortar teams alive. You need them for later in the mission.
- Keep on the path. You'll run into some undead. Defeat the necromancer first.
- Just past the group of undead is a mercenary camp, it's time to buy some new units.
- Buy everything in the camp. That's 3 ogres, 3 ice trolls, and 2 ice troll priests.
- You may want to bind your priests to 2. Since you want them healing and not attacking, it's best to make them their own group.
- When the path splits, go South into an undead camp. The North path leads to few skeletons, but they don't drop good items.
- Destroy the small undead base. Next to it is the first ship, use a ranged attacker to destroy it.
- When you blow up the base, you'll also receive a "ring of regeneration". This is a very good item, so pick it up.
- Head directly South to reach an encampment of spiders.
- When you kill the big spider, make sure to pick up the item he drops. The claws of attack will significantly increase your damage.
- The next boat is at this spider camp, so use a ranged unit to destroy it.
- Head East to find another mercenary camp. Buy it out. You'll get 2 ogre magi and 2 troll berserkers.
- Continue East and fight the group of murlocs. The big one drops a mana stone. Make sure to pick it up.
- Go North across the bridge. You'll find that the way here is blocked by trees. Luckily, there is a goblin laboratory nearby.
- At the goblin Laboratory, buy all 3 goblin sappers. Goblin Sappers are kamikaze units. They have 1 skill on the command bar, which is explode.
- Have them explode on the trees blocking the path. It will take all 3 to clear the way.
- Beyond the trees is another boat. Blow it up and head North.
- Here is the last mercenary camp. Your money should be low, but you can still afford an ogre mauler.
- Keep going North and East. You'll find a long path filled with towers.
- The easiest way to deal with them is with your mortar teams. They out-range towers. Leave the rest of your army behind while the mortar teams clear a path.
- At the end of the row of towers is another boat. Destroy it and bring down the rest of your army.
- The last part of the level is an undead base with two sections.
- Section 1 all necromancers. They have piles of dead bodies by them that they can raise into skeletons.
- Ignore any skeletons and completely focus on killing the necromancers. You can kill the skeletons after they are dead.
- TIP: Use holy light and storm bolt to kill the necromancers even quicker.
- There is one last group of undead. When you approach them, kill the units in this order: necromancers, ghouls, crypt fiends, and abominations.
- TIP: When confronted with a group, it's usually best to kill spell casters first. Then kill units from weakest to strongest. Never attack the strongest units first.
- Once you've killed this group, destroy the last ship to finish the quest.
Chapter 9: Frostmourne
- Main Quest: Frostmourne
- In this mission you will need to multi task. Arthas and his group are separate from your main base.
- NEW UNIT: Gryphon Rider
- Gryphon's are your basic air unit. They are weaker than knights, but can fly. They can attack both air and ground units. A decent all-around unit.
- Before starting the main quest, concentrate on building some defense for your base.
- Train 7 peasants. Send the first two into the goldmine. Have the other five harvest wood.
- Click on your lumber mill. Upgrade lumber harvesting and masonry.
- While your peasants train, go back to Arthas.
- Move Arthas' group North. Defeat the wolves and pick up the ring.
- Back to your base. It's time to build some towers.
- There are four openings to your base. YOU DO NOT NEED TO DEFEND THE SOUTH-WEST OPENING.
- Start building towers at the other 3 entrances. Try and get 6 towers at each entrance.
- Also, try to build up the towers evenly at each entrance. It won't do you any good to barricade one entrance but leave the others open.
- It takes a while to build towers, so finish Arthas' quest while they are building.
- Go back to Arthas' group. Continue North along the path killing the windigos and wolves. The enemies shouldn't give you much trouble.
- At the end of the path you will encounter the Guardian. Kill him. Your army will probably die, just make sure that Muradin doesn't. Arthas should be fine since he has divine shield.
- After cutscene, Arthas will get the sword frostmourne. Muradin dies, but you won't need him. With frostmourne, Arthas is as powerful as a full army by himself.
- Main Quest: Mal'Ganis
- To win you must destroy the green undead base. There is a purple undead base to the East, but you can ignore it.
- Start building knights and riflemen. You'll need about 6 riflemen, but you can never have too many knights. So have at least 6 or more knights.
- At your workshop build 4 mortar teams. You need them for siege.
- Once you have all 4 mortar teams and some knights/riflemen, it's time to attack. It shouldn't take long since you start the mission with many units.
- Head North to destroy a few of the green undead structures. This isn't their main base though.
- Next go East until you reach their main base.
- Your towers should be able to defend you from purple's weak attacks. Likewise, Arthas is so powerful now that you can storm Mal'Ganis' base head-on.
- Mal'Ganis and his base should fall very easily to your army. Arthas does nearly 90 damage and could probably level the base himself. His damage is also a special damage type: chaos. Chaos damage ignores any defense or armor that an opponent has.
- Once the base is gone, enjoy the ending cutscene.
Undead Campaign: Path of the Damned
- YouTube: Warcraft 3 Reign of Chaos Undead campaign cinematics 1/3 (Time: 10:45)
Chapter 1: Trudging Through the Ashes
- Main Quest: Rescue Acolytes
- Arthas is still your main character, but he is a Death Knight now. Death Knights have a completely different set of spells.
- Death coil is good for attacking and healing your units, it's similar to holy light. Put your secondary skill points into unholy aura. It passively increases your speed and regeneration.
- NEW UNIT: Ghoul
- The ghoul is the basic attack unit of the undead. They are also used to harvest lumber. Be careful, ghouls are weaker than footmen.
- You won't build a base in this mission. Go along the path, rescuing the acolytes as you go.
- Acolytes in hiding are colored brown. Regular townsfolk are blue. Use this to tell which ones to approach.
- Head West to rescue your first acolyte. Then travel North-West to rescue another two more.
- Keep away from the regular townsfolk and footmen. If they see you, they will run to alert the guards. If you do accidentally alert someone, kill them quickly. But try to be stealthy!
- Also, remember that Arthas is not strong enough to take on most enemies in this mission. Avoid combat when possible.
- Optional Quest: Find the Graveyard
- Simply bring Arthas to the graveyard to complete this quest. You'll get there later.
- NEW UNIT: Shades
- Shades can't attack. What makes them useful is that they have permanent invisibility. Only special units can see them. This makes them the best spy unit in the game.
- Use your shade to scope out the path. Then have him follow the patrolling guard.
- Head South-West across the bridge. There is a group of footmen on patrol here. Avoid them at all costs. There is also an acolyte in a small gap of tree as you pass over the bridge.
- Wait for the patrol to pass and rescue the acolyte directly South.
- Head South-West to rescue one last acolyte in this area. You should have 6 now.
- Go North. There is a heavily guarded gate. Ignore it and go slightly West. There is a path through the trees that leads around the gate. You don't want to start a fight.
- TIP: Don't forget that death coil can be used to heal your ghouls.
- In the new town, travel around clockwise. You will rescue two more acolytes here. Exit the town on the East side. There is one more acolyte as you exit. Be careful not to alert the guards.
- Just out of town is the graveyard. Enter it to complete the optional quest and get some extra ghouls.
- Head North to reach a gate. Don't destroy it yet, instead head West.
- Kill the bandits here. There are three more acolytes to rescue.
- Once you've rescued all three acolytes, head back to the gate. Attack it to make it open. Your total acolyte count should be 13.
- When you open the gate, an acolyte will run through. He's being chased by two guards. Kill the guards and then rescue the acolyte.
- This is the last town. First have your shade scout ahead so you know the layout.
- Go directly South to rescue an acolyte. Then go back to the entrance.
- To the East should be some gated sheep. There is another acolyte hidden among them.
- Continue East being very careful not to alert the guard. There is one more Acolyte there.
- Go back to the West and then travel South through the center of the town.
- TIP: There are 23 total acolytes. You only need 20 though. When you have 16, you can go to the far East of the last town to rescue the last 4.
- At the bottom of the town, circle counter-clockwise to rescue a few more acolytes.
- There is just one last group of acolytes. All four are being guarded by footmen. You have the rest of them, so quickly run in to rescue them.
- The mission ends as soon as you get the last acolyte.
Chapter 2: Digging up the Dead
- Main Quest: Recover Remains
- This chapter has no optional missions, but three main quests.
- NEW UNIT: Meat Wagon
- Meat Wagons are the undead's siege unit. They can also carry corpses, which necromancers can use to raise skeletons.
- Take Arthas and your army East along the path. Eventually, you will reach the orange human camp.
- This base is very weak. Kill the humans as you head East. When you reach the Paladin, kill him and enter the circle of power.
- TIP: Use the scroll of healing that the Paladin drops to heal every unit around Arthas.
- Main Quest: Establish a base
- Main Quest: Recover the Urn
- First you'll learn how to construct an undead base.
- Use an acolyte to haunt a gold mine. You must do this before you can harvest gold.
- TIP: Acolytes don't need to build their structures. Once they summon a building, they can move about and do other things while the building is being summoned.
- Next have an acolyte create a necropolis. This is the undead equivalent of a town hall.
- TIP: In order to create any other building, you must build upon blight. Blight automatically extends from any existing undead building. There are two exceptions to this: the necropolis and the haunted gold mine.
- Once you're necropolis is finished, you'll have some blight.
- Unlike human peasants, acolytes can't gather wood. Instead, ghouls have this ability. Click on your three new ghouls and have them harvest wood.
- Send all 5 acolytes to the mine. This is the maximum you can have per mine.
- Use your new acolyte to summon some ziggurats. These provide your army with food. Build 5.
- Train one more acolyte to use for creating buildings.
- Next summon a crypt. This is your basic undead barracks. Use it to train units for battle.
- Now summon a graveyard. A graveyard functions as both a lumber mill and a blacksmith. It also allows you to train crypt fiends (but they aren't available in this mission).
- Start training some ghouls. You'll only need 3 for lumber harvesting. All other ghouls should be used for your army.
- Train ghouls until you have at least 15-20. Now it's time to go claim that urn.
- Ghouls are very weak. Try and heal them with death coil when you can, but don't expect them to last very long in a battle.
- Click on your graveyard. Here you can upgrade the attack and defense of your ghouls. Upgrade both.
- Head North-West to reach the first group of human. Attack them. You'll lose most of your ghouls, but it shouldn't be too hard of a fight.
- TIP: If a paladin uses divine shield, simply run away until it wears off. While shielded he can't be hurt by anything.
- Rebuild your army. Make sure you have 20 ghouls and then follow the path South-West.
- Soon you will run into the blue human encampment. The paladin is right at the front, so kill him.
- Continue through the blue base. Use the meat wagons from the start of the level to help take them down.
- Make sure to replace dying ghouls. You'll want at least 15-20 at all times.
- Finally travel South-West to reach the last paladin. He's by himself, but don't let that fool you. His level is 10, so he's very strong.
- Mob him with your ghouls.
- Once he dies, grab the urn to finish the level.
Interlude: The Dreadlord's Convene
- Simply watch the cutscene to proceed to the next mission.
Chapter 3: Into the Realm Eternal
- Main Quest: The Elfgate
- Destroy the elf base as the mission starts. They won't fight back.
- Take an acolyte and summon a necropolis. Then haunt the nearby gold mine.
- NEW UNIT: Necromancers
- You should be familiar with fighting against these guys. They can summon skeletons from corpses. A very useful spell caster.
- The elven ranger Sylvanas will attack you from the South. Use Arthas and your ghouls to defeat her.
- Your necropolis should be finished building now. Build a 4 ziggurats, a crypt, and a graveyard.
- Send your 5 acolytes into the mine.
- When you crypt is finished building, train some ghouls. You want 3 ghouls set on lumber harvesting.
- Your meat wagons can gather loose corpses to use later. Right-click this skill on the command bar and they will do it automatically when corpses are near by.
- TIP: Graveyards produce corpses every few second. Send your meat wagons near it to gather some.
- Upgrade your necropolis into a halls of the dead. This lets you build tier 2 units.
- Take an acolyte and summon a temple of the damned. This is where you can build necromancers.
- Build 11 ghouls for your army. Make sure to upgrade their attack and defense at your graveyard.
- Next train necromancers until you have 6 of them. Upgrade them at the temple of the damned. This will give them a bigger mana pool and the ability to cast unholy frenzy.
- It's time to complete the mission. Your army should include 11 ghouls, 6 necromancers, and 3 meat wagons.
- Head to the North-East. Use your meat wagons to attack the trees. Click the attack ground skill from their command bar and then target the trees.
- Continue East to find an elf town. Easily kill the few soldiers there.
- Use your necromancers to raise skeletons. Then use the skeletons to tank damage.
- TIP: You can right click the necromancer's "raise skeleton" skill. This will cause them to automatically cast the spell on any nearby corpse. Be careful though, this will use up their mana quickly.
- Head South-West over the bridge. Kill the three archers there.
- If any of your ghouls die, quickly build more to replace them. Remember to set the crypt's rally point on Arthas.
- Go South-East to reach the next small town. Attack it.
- Your ghouls will start dying, but the skeletons that your necromancers create will decimate the town. It should fall easily.
- Again, make sure to replace ghouls that die. Skeletons have a timed life, so they won't last forever.
- Once the town is destroyed, head West.
- At the bridge the path splits. Go North-West and destroy the trees to find a fountain of health. Use it to heal weak units.
- Next travel South-West over the bridge. Kill the archers and the ballista on the other side.
- Continue South-West to reach another small town. Send in your ghouls and then raise skeletons to decimate it.
- Go straight South to find a fountain of mana. It's guarded by some golems, so easily kill them. Use the fountain to refill the mana of your necromancers.
- From the fountain, head East. Destroy the green elf tower.
- There is just one town left. Go North-East over the river.
- Make sure you have 10+ ghouls still. If not, build some before attacking.
- This town is harder. Before you start fighting, have your meat wagons drop their corpses. Then have the necromancers raise skeletons from them.
- With your full army of skeletons and ghouls, start the assault on the base.
- With a full skeleton army this town will fall easily. Send your skeletons in to keep the elves busy. Have the necromancers follow them to continue raising skeletons as the elves die.
- To win all you must destroy the whole base by the elf gate. Kill the archers first and then the buildings. With all your ghouls and skeletons it should fall.
Chapter 4: Key of the Three Moons
- Main Quest: Three Moons
- First establish a base. There is a gold mine close to you. Go South-East to reach it.
- NEW UNIT: Crypt Fiend
- The crypt fiend is a ranged attacker. Despite being tier 1, it's easily one of the best undead units. It can also use web, which will pull airborne enemies to the ground.
- The goldmine is guarded by two dragonhawks. Use the crypt fiend's web to pull them to the ground and then defeat them.
- Summon a necropolis and haunt the gold mine.
- Once both buildings are finished, have an acolyte summon 3 ziggurats. Put these ziggurats at the Northern end of the base.
- TIP: Ziggurats are the undead's farms and defensive towers. Upgrade them into spirit towers. Spirit towers have more armor and the ability to attack.
- When you build more ziggurats later, build them at the North end of your base with the other ones. Make sure to upgrade them to spirit towers. The elves occasionally attack you, so you need good defense!
- Put your 4 acolytes on the goldmine. When the ziggurats are done building, build another acolyte. Send him to the acolyte.
- As you get money build a crypt, a graveyard, and 2-3 more ziggurats.
- Set your ghouls on wood gathering. Now that you have crypt fiends, they're a better choice for your army. They do a lot more damage than ghouls.
- TIP: A common undead strategy is to build an army full of crypt fiends. Let Arthas tank the damage while the crypt fiends attack. You may want to supplement 1-3 ghouls to help tank damage though.
- Head East to find a goblin laboratory. You will receive some goblin zeppelins They are used to transport units through the air.
- This level has a lot of cliffs. You can't run to any of the places you need to destroy, so use the zeppelins to travel around.
- Build 11 crypt fiends. Make them and Arthas into a group. Take your 2 necromancers and meat wagon and use them as a secondary group.
- Click on your graveyard. Upgrades for attack and defense are different for melee and ranged units. Don't bother upgrading melee units. Buy both the attack and defense upgrades for the ranged units though. This improves your fiends.
- Use the zeppelins to fly your army East over the cliff. Land them down where the ground is glowing.
- VERY IMPORTANT TIP: Since your army consists of all ranged units, it's time to use a technique called "focus fire". Bind Arthas and all of your fiends to the 1 key. When you encounter enemies, right-click an enemy unit. The entire group will attack that unit only (until it's dead). Since all of your units are ranged, they won't bump into each other trying to get to the same enemy. Use this wisely to pick-off enemy units extremely quickly.
- Focus fire is a very helpful strategy. You didn't need it very much with the human missions, but for the undead it's essential. It works best with ranged units.
- Use your army to decimate the town. Kill the archers first and then the footmen. Next destroy the barracks and arcane sanctum to keep reinforcements from arriving.
- The altar is in the South-East end of base. Destroy it and pick up the moon crystal.
- Replace any lost fiends. You'll have to fly them over to Arthas with the zeppelins Make sure you have at least 11 at all times.
- Upgrade your necropolis to a halls of the dead.
- When the upgrade is complete, train meat wagons. Make sure you have at least 4.
- The halls of the dead also allows you to further upgrade your units. Click on the graveyard and upgrade the damage and defense of your ranged units.
- Head north to find a way gate. Destroy the towers around it. Highlight your army and right-click the way gate. This will teleport your army into the next town.
- The way gate will bring you to a new stretch of land directly North of your base. Kill the elves on the other side and destroy the arcane sanctum.
- Continue West. Destroy the towers around the red way gate.
- Before going in, travel West and clear the whole strip of land of enemies. There are a few loose troops around, so kill them. At the end the path is another way gate. Ignore it for now and go back to the red one.
- There is another goldmine here. Train 5 more acolytes. Then have a zeppelin carry them over to the new goldmine.
- Haunt the goldmine. This will double the speed at which you get gold.
- Make sure you have 11 fiends still, if not, train more. Use the zeppelins to carry the meat wagons over to your army.
- Take your army through the red way gate. You will end up further North inside the teal elf base.
- Attack the enemy units with your fiends while the meat wagons destroy the buildings. The meat wagons are essential, since the buildings create reinforcements very quickly.
- Once the town is leveled, destroy the altar there. Collect the moonstone and go back through the red way gate.
- You're back at the previous base you destroyed. Head West to the other way gate. Destroy the towers around it.
- Make sure you still have 15-16 fiends and 4 meat wagons. That means build more fiends. It'll take a bigger army to destroy the next base.
- When you have your army built, go through the way gate.
- You'll end up in the elf base to the West. This base is the same size, but it has a hero in it. Sylvanas will make the battle much harder. You're fiends should be too much for her though.
- TIP: Remember to use the "focus fire" strategy. Have all your fiends attack the same unit at once. This is much easier if you pick-off units one at a time.
- TIP: Also, don't forget about Arthas' death coil spell. It's good for both healing and for focus fire.
- Have all of your units focus fire on Sylvanas. Meanwhile, have Arthas death coil her. She will die very quickly. Then focus fire the remaining troops while your meat wagons destroy the base.
- Sylvanas will respawn after a short time. When she does, focus fire her again with your troops.
- Once the base falls, destroy the altar. Claim the last moon crystal to complete the quest.
- Main Quest: Gates of Silvermoon
- Take your army back through the way gate. They should now be in the middle portion of the map.
- The gate you must bring Arthas to is in the top-right of the map.
- Gather your zeppelins and fly your army to the North-East island.
- Be careful of the towers there. Unload your troops quickly, before the towers destroy the zeppelins
- You do not have to fight the elves anymore. Simply run Arthas into the circle of power to win.
Chapter 5: The Fall of Silvermoon
- Main Quest: The Sunwell
- Right away Sylvanas attacks you from the North. Use Arthas and your crypt fiends to defeat her.
- Build 1 more ghoul and set him on wood.
- You already have some resources and buildings, so immediately upgrade your necropolis into a halls of the dead.
- Optional Quest: Sylvanas Windrunner
- The optional quest is to defeat the blue elf base to the West. This makes the mission much easier, so make this quest the first priority.
- Optional Quest: Sylvermoon runners
- You will also have to stop the "runners" from reaching Silvermoon. Don't worry, the game gives you notice when a runner departs.
- TIP: There is counter in the top-right of the screen. This lets you know when the next runner will appear.
- Research the web skill at your crypt. It's essential for your fiends.
- NEW UNIT: Gargoyles
- Gargoyles are a fairly weak air unit. Their attack against ground is very low, but their attack against other air units is high. They aren't the best fighters, but you'll need them for this mission.
- Take an acolyte and build 2 more ziggurats at every entrance to your base (so 6 total). Make sure you upgrade them to spirit towers. You'll need these for defense.
- Start upgrading the attack and defense of your fiends at the graveyard.
- To complete this mission use the same strategy as the previous one. Building lots of fiends and meat wagons.
- When your halls of the dead finishes, have an acolyte summon a slaughterhouse.
- Keep building fiends while defending your base. Arthas will soon reach level 6. Get your ultimate spell, re-animate dead. It works very similar to his ultimate in the human campaign.
- Defend in your base until you have 11 crypt fiends and 4 meat wagons. Remember to upgrade your fiends.
- When the next runner appears you'll notice that the game gives you vision of him. Quickly fly your gargoyles over to where he is and kill him.
- Once you have enough fiends and meat wagons, it's time to attack.
- Take your army North and then West to reach Sylvanas' base.
- TIP: Wait to attack this base until just after you've killed a runner. That way, you won't have to worry about missing one when you're attacking.
- TIP: The base is much easier to take down if Sylvanas is dead. She will periodically attack your base until you kill her. Once dead, it takes several minutes for her to re-spawn. Attack her base after she attacks yours and dies.
- Sylvanas' base shouldn't be too much of a problem. Remember to focus fire on units. Once you destroy it, both optional quests are complete.
- Grab the hood of cunning that Sylvanas drops. She becomes a banshee. You can use her, but she won't be very much help in this chapter.
- NEW UNIT: Banshees
- Banshees can cast curse, which causes enemies to miss attacks. Their best spell is possession. This lets them take over enemy units and make them your own. Too bad that spell isn't available until later. They won't be helpful in this mission.
- Silvermoon is directly South. They won't attack you as long as you didn't let a runner through.
- Head back to your base. Make sure you have 13 fiends and 4 meat wagons. Then head South to enter the base.
- If you didn't finish upgrading your fiends, do so now.
- Silvermoon is huge. Luckily, you won't have to destroy the whole thing. Just a section of it.
- Cross over the bridge into Silvermoon. Make sure you get all of your units over the bridge before you start attacking.
- You should have enough units to defeat the East section of Silvermoon. Keep building fiends to replace the ones that die.
- Watch out for the archmage. He has the same spells as Jaina. Focus fire him and he dies very quickly.
- With the East section of Silvermoon gone, it's time to ignore the rest of the city and finish the quest.
- Head West to find the 4 guardians (they are large rock golems).
- Reinforce yourself. Don't fight them unless you have at least 11 fiends and 4 meat wagons.
- TIP: The meat wagons do a ton of damage to the guardians because of their attack type. Make sure they attack the guardians and not the towers!
- Once the guardians are dead, bring Arthas into the circle of power to win.
Interlude: The Revelation
- Watch the cutscene and you'll automatically enter the next chapter.
Chapter 6: Blackrock and Roll, Too!
- Main Quest: Demon Gate
- Before you do anything, upgrade the two ziggurats on the East side of your base into spirit towers. You'll be attacked by orcs very soon and this makes defense easier.
- You must reach the demon gate. This gate is the in North-East corner of the map.
- The gate is also guarded by an orc base. There are actually 4 other orc bases, one on every side of you.
- NEW UNIT: Frost Wyrms
- Frost Wyrms are an extremely powerful flying unit. They are arguably the best unit in the game. You'll have to tech to tier 3 to build them though.
- For this chapter, you're going to build up a huge army of frost wyrms. They easily decimate the orcs, since the orcs are weakest against air units.
- NEW HERO: Kel'Thuzad
- Kel'Thuzad is a lich. He is a spell casting hero. His attack and defense are weak, but his frost nova spell is extremely strong!
- Immediately upgrade your necropolis to a halls of the dead.
- Have that same acolyte build an altar of darkness.
- Train 2 more ghouls and set him on would (so you have 4 total gathering wood).
- A group of orcs attack from the East entrance. Your spirit towers should be finished by now, making the defense much easier. Kill them with your army.
- Grab the tome the blademaster drops. It permanently increases your max HP.
- Optional Quest: Orc Heroes
- Defeating the orc heroes means a lot more work, but it'll be easy once you get frost wyrms.
- Upgrade the other two ziggurats into spirit towers.
- Next summon 6 more ziggurats. Two at the East entrance. Two at the South entrance. And two at the North-West of your base. Since the West and North entrances are so close, the towers can strategically protect both openings at once!
- Make sure you upgrade your ziggurats into spirit towers once they finish.
- When your halls of the dead upgrade is complete, upgrade it to a black citadel.
- Just keep defending your base until your black citadel is done.
- When it finishes summoning, take an acolyte and summon 2 boneyards.
- Now you can make frost wyrms. They are very expensive, so defend your base while you get gold.
- Start building frost wyrms as soon as you can. Stay in your base until you have 7 of them.
- Frost wyrms also take up a lot of food. You will hit the unit cap at around 7 or 8 of them (depending on how many of your units die defending the base).
- Before you go anywhere, get the freezing breath upgrade for your wyrms. Research it as the boneyard. With this skill, your wyrms will freeze any building they attack. Good for destroying towers.
- With your frost wyrms, you're basically unstoppable. The spirit towers will be able to defend your base. Also, leave your other units behind to defend. You only need your heroes and the wyrms.
- Take your army North to defeat some dragons. They drop a claws of attack item.
- Next head South-West to the blue orc base.
- Your wyrms will absolutely destroy everything in sight. Attack the first orc tower until the blademaster runs out. Kill him and grab the tome he drops.
- There is no need to blow up the rest of the blue base, but you can if you want. In fact, the only base you have to destroy is the red one (in North-East corner). You just need to kill each base's hero.
- TIP: Your heroes are actually weaker than the wyrms. Be careful that neither of them die. If they do, summon them back at your altar.
- Take your army North to the orange base. This is a little tougher, but still fairly easy. Just make sure to keep Arthas from running in and killing himself.
- The orange hero is a farseer. Once he dies, pick up the tome and exit the base to the West. Return South to your base.
- You'll probably have lost a few frost wyrms, but that's okay. Train more until you have a full army of 7 again.
- Exit out of the East entrance to your base. Follow the path and go South when it splits. You'll reach the brown orc base.
- The brown base is weaker than the previous two. Kill the blademaster there and take the tome he drops.
- Go back North up the path you came from. Eventually you'll run into some dragons. Kill them to get a periapt of vitality.
- From there head East to reach the next orc base. It's colored light blue.
- Destroy this entire base. The hero here is a farseer, kill him and take his tome.
- The last hero is in the red base. You'll have to destroy that whole base too. Make sure you have a full army of 7 frost wyrms and then head North.
- The red base shouldn't be too much of a problem for your frost wyrms. Remember to train more if one dies. Focus fire on the dragons first, they are very tough.
- Kill the blademaster to finish the optional quest. Make sure to pick up his tome. All of those tomes significantly improved your stats.
- TIP: If your heroes are getting close to death, simply run them out of the battle. Even without a hero, the orcs are no match for your wyrms.
- The mission ends when you finish destroying the base.
Chapter 7: The Siege of Dalaran
- Main Quest: Archmagi
- In this chapter you must kill the archmagi. This involves bringing your army into holy auras. When inside a holy aura, your life drains slowly.
- Upgrade your halls of the dead into a black citadel. You start the mission with a full tier 2 base.
- NEW UNIT: Abomination
- The abomination is the undead equivalent of knights. They are slightly weaker than knights though. Unless the opponent has lots of anti-air, the frost wyrms are a better tier 3 choice.
- Start upgrading the attack and armor of your ranged units at the graveyard.
- Use the same strategy in this chapter as you did in chapter 6. Build lots of frost wyrms.
- Have your meat wagons destroy the two towers just North of your base.
- The first archmage is pretty easy to kill. Take your heroes, the two abominations, and the fiends across the Northern bridge and into the aura.
- The archmage is just across the bridge. Focus fire and kill him. Use both your death coil and ice nova spells on him right away. When he dies, the aura will lift from this part of the map.
- TIP: Abominations have a lot of health, but they aren't invulnerable. Don't forget to heal them with your death coil.
- Back at your base summon a sacrificial pit. Then summon 3 more ziggurats at the North end of your base. You need a fully summoned sacrificial pit in order to build a boneyard.
- When your ziggurats finish building, start upgrading them to spirit towers. Your base will get attacked, but 5 or so spirit towers is an adequate defense.
- Click on your graveyard. Upgrade the attack and defense of your ranged units. Both can be upgraded up to three times.
- Build 2 boneyards. Once they are finished, start training an army of frost wyrms. It takes a while to build up the gold for a wyrm army, so be patient.
- Add the frost wyrms into your existing army. You should have 6-7 of them, depending on how many units died killing the first archmage.
- Travel North back to where you fought the archmage.
- Before you attack, research the frozen breath upgrade for your wyrms.
- From here, travel slightly West and then North. There are cages being guarded by some footmen. Kill the footmen and attack the cages. They release 2 rock golems that join your army.
- Go slightly South and then West along the path to reach a human base. It's weak, decimate it with your frost wyrms.
- Once the town is destroyed, travel North until you reach the next aura. Destroy the two towers at the edge of the aura.
- Select your frost wyrms, but not the rest of your army. Make sure you have at least 6 of them. The second archmage is on a little indent surrounded with water.
- Fly your wyrms over the water and focus fire on the archmage. A group of gyrocopters will come to defend him.
- The gyrocopters have good anti-air. They will kill your wyrms fairly quickly. That's okay. Focus on killing the archmage. As soon as he dies, retreat your wyrms.
- The aura will lift from this part of the map. Train more frost wyrms to replace any you might have lost. Just keep training them until you reach the food cap.
- Travel East to find a fountain of health. Use it to heal your troops.
- Next travel North-West to where the second archmage was. Pick up the boots of elvenkind that are sitting on the ground.
- There is another cage by the item. Destroy it to get an ogre magi.
- Go back to the fountain and health and travel East. Kill the small group guarding the vault. Inside are some good items.
- Keep going East to find another town. Destroy it with your wyrms. There is an archmage here, but he's not the one you need to kill.
- So far everything should be easy pickings for your wyrms. Travel slightly North of the town to reach the last aura.
- This is it. Make sure you have your full army, because it's time to make a final attack.
- Go into the aura and kill the humans directly to the north. Ignore the cages.
- Travel West. Kill everything along the way, but be quick. There is a fountain of health here. It will regenerate your HP quicker than the aura drains it.
- If for some reason your units die, leave the aura and train more. The enemies you killed won't re-spawn.
- The last archmage is at the center of the map, just North of the second fountain of health.
- Ignore the towers and focus fire him. Hit him with your death coil and frost nova spells.
- The chapter is complete as soon as he dies.
Chapter 8: Under the Burning Sky
- Main Quest: Archimonde
- This is another defense mission. You must protect Kel'Thuzad for 30 minutes.
- There are three openings to Kel'Thuzad. East, North, and West. You will be tower blocking all of the entrances.
- To the West is your base. Take the four ghouls there and have them harvest wood.
- A small army will attack Kel'Thuzad from the East. Protect him with Arthas and the crypt fiends.
- Optional Quest: Goblin Land Mines
- The land mines are to the North-West of your base. They are hidden in some boxes. Simply pick one up to complete the quest. Start laying the mines down outside of your base.
- Start upgrading your halls of the dead into a black citadel.
- The attacks on Kel'Thuzad are unrelenting, so keep your army nearby. There is no reason to wander out into the map. So don't.
- There should be plenty of extra acolytes. Make sure you have 1 at every entrance to Kel'Thuzad. Right-click their repair skill on their command tool bar. They will now automatically repair any nearby tower that's been damaged.
- Build 2 more ziggurats at every entrance. When you lay them down, build them in a straight line. For the West entrance, build the ziggurats at the North end of your base.
- The best defense is to simply build towers. Move your army around to whatever tower group is currently being attacked.
- When your black citadel finishes build a boneyard.
- Slowly start getting frost wyrms as an extra defense, but remember that making towers should be your first priority.
- Only build 3 frost wyrms. Combined with the fiends you start with, it should be enough for a full army. Wyrms cost too to build any more. You won't have time to accumulate gold on this mission.
- Your crypt fiends don't start with web, research it at the crypt.
- Build 2 more ziggurats at every entrance. Bringing the total to 5 at each one.
- Remember to upgrade your ziggurats to spirit towers.
- Build 1 boneyard. When it finishes, slowly start building frost wyrms as you get money.
- At this point you will start running low on gold. That's okay. Keep building more towers and frost wyrms slowly. This is the strategy for the rest of the level.
- At 25 minutes left, you'll start getting some free units. Hell hounds appear around Kel'Thuzad. You can use them if you want, but it's recommended that you just leave them alone. They'll function as a good defense for the lich if a human does get through.
- At each entrance you should have a line of 5 towers (except for the West). When you build towers now, don't add to the line. Instead start building towers in rows behind these five. This is the most efficient way. You want the towers clustered so enemies get hit by all of them at once.
- Eventually, the humans start sending siege tanks in their waves. Kill them very quickly to prevent damage to your towers.
- The waves get slightly tougher as timer gets lower, but there isn't anything too special.
- Continue building towers and wyrms as you get money. Replace any towers that get destroyed. You don't need very many wyrms, so just get a few.
- You should always be bringing your army towards any attackers. They are very necessary in supplementing your defense.
- If there is a mortar team in an enemy wave, you will have to use your army to kill him. Since he out ranges the towers.
- When there are ten minutes left, some infernals fall from the sky. These rock monsters are very powerful. Use them to supplement your army.
- Your gold mine will run out very soon, but it won't matter. There is only a little bit of time left anyways.
- In the last 7 minutes the attacks get much more intense. You should be fine though. With your towers and army you'll have all the defense you need.
- Units in your army will probably start dying now. Add the demons Kel'Thuzad summoned into your group to replace them.
- At 2 minutes left, the attacks get extremely intense. Expect that most of your defenses will get destroyed. Remember that you must protect Kel'Thuzad, so send your army to him. Simply fend the enemy of long enough to run out the clock.
- When the timer hits zero, you win. Your base is probably broken and shattered, but it doesn't matter. The Undead campaign is complete.
Orc Campaign: The Invasion of Kalimdor
- YouTube: Warcraft 3 Reign of Chaos Orc campaign cinematics 1/6 (Time: 10:38)
Chapter 1: Landfall
- Main Quest: Rally the Horde
- The orcs play much more similar to the humans than the undead. You should already have a basic idea of their play style from the prologue.
- NEW UNIT: Headhunter
- Headhunters are your basic ranged unit. They are decent, but the orcs are blessed with the best melee units in the game. It's usually a better idea to stick with grunts and then upgrade to better melee attackers once you have them.
- Destroy the nearby crates to get a potion of mana.
- Go North and kill the group of murlocs.
- TIP: Thrall can use chain lightning to hurt large groups of enemies. He is a farseer, an intelligence hero that excels at casting spells.
- When the path splits, go North-West to find another group of murlocs. The large one drops the healing wards item.
- TIP: Healing wards function like portable fountains of health. Very useful. Later you can train witch doctors that can summon these wards with a spell.
- Travel East and destroy the crates to get a scroll of protection.
- Go North to find some centaurs battling a tauren. Kill the centaurs.
- Head South-East. You'll run into a group of quillboars. The large one drops more healing wards.
- From there, go directly South to reach a quillboar camp. Destroy the town and all of the boars there. Rescue the two headhunter prisoners to increase your army.
- Exit the camp and head East. Kill the centaurs. Just East of the centaurs are some reinforcements.
- Go North. When the path splits, take the East path to reach some harpies. Kill them to get a scroll of the beast.
- Next travel North-West and kill the quillboars. Keep heading North.
- TIP: Don't forget to use your healing wards. They can heal your entire army!
- Eventually, the path will automatically bend to the East. Follow it to find a fountain of health guarded by some quillboars.
- Follow the path South-East until you reach a clearing. Kill the murlocs in the small village North of it. The large murloc drops a tome of health.
- Head South through the clearing. You'll rescue a few more units and finish the quest.
- Watch the cutscene. Thrall befriends the taurens. Taurens are the best melee units in the game. You'll eventually get to train them manually.
- Main Quest: Protect Cairne
- Simply follow Cairne down the path. Kill enemies as you see them, this shouldn't be too tough.
- TIP: When Thrall levels up, put your spell point into feral spirit. This lets you summon wolves. Very helpful.
- When you reach the North end of the map, you'll fight several waves of centaurs.
- The centaur waves aren't very hard. Have Thrall summon wolves and use chain lightning to support your troops.
- The last wave has a centaur champion. He's tough, but your army is tougher.
- You may lose some units in this battle, but ultimately it's fairly easy. The chapter ends when you finish the last wave of centaurs.
Chapter 2: The Long March
- Main Quest: Three Oases
- This mission is very similar to the previous one. You'll need to protect the tauren caravan as you escort it down the path.
- TIP: Most of the time you'll want to be in front of the caravan. It follows you automatically.
- Go East with the caravan to find some centaurs. Summon Thrall's wolves and kill them.
- TIP: Thrall's wolves can be used to tank damage. This is just like with Jaina's water elementals during the human campaign.
- Main Quest: The Caravan
- This isn't it's own quest. It's just more rules for the original quest. Protect the caravan and you'll complete both.
- When the path bends, go North. Soon you'll find a fork in the road. Go East to reach the first oasis. There is a small group of centaurs on the path, kill them.
- Heal your troops at the first oasis (it's a fountain of health). You'll get some reinforcements here. Next head North.
- Watch out for centaurs that attack the caravan from behind. They come in waves and re-spawn infinitely, so don't stay in one place too long.
- Travel slightly North and then follow the path West. You end up on the far West side of the map.
- Now head North. The path bends back to the East. Follow it to reach a merchant shop. You won't need to purchase anything for this mission.
- At the shop, some raiders join your party.
- NEW UNIT: Raider
- Raiders look like a melee unit, but they are actually made for siege. Their attacks do a ton of damage against buildings. Also, they have a special ability "ensnare".
- TIP: Ensnare is a useful spell. It lets you trap an enemy unit in a net. The only problem is that this spell requires some good micromanagement of your troops.
- From the merchant, go North. When the path bends, go East. Follow the Eastern path until you find some harpies.
- Here is where you'll get to use ensnare. Select your raiders and then left-click the skill on the command tool bar. Next left-click on a harpy to trap it. This works just like the crypt fiend's web skill. But unlike web, ensnare can be used on both land and air units.
- Fight the harpies. Use ensnare to bring them to the ground and kill them. The large one carries a totem, pick it up and then head North.
- Just North of the harpy lair is the next oasis. Use it to heal your troops. You will also get a few catapults here.
- NEW UNIT: Catapult
- Catapults work just like meat wagons (except that they can't carry corpses). Their damage is a little higher though. Very useful for sieging cities.
- TIP: Make your catapults into their own group. You'll want them to destroy towers without the rest of your army accidentally running into the tower's arrows.
- Head slightly West and then North. There are some towers here, so use your catapults to destroy them. Use your army to take out the centaurs once the towers are gone.
- Just past the tower the path splits. First go to the East. There is a centaur camp there. To make sure your troops don't die, use the scroll of protection item that you got earlier. The large centaur has the "resurrection" spell. That means you'll have to kill him twice. It's worth it though, he drops a pendant of mana.
- Go back West along the path and this time take the other fork in the road.
- There are more towers along the path, so use your catapults to destroy them. At the end of this path is the last oasis. The chapter ends when the kodos (not Thrall) reach the oasis.
Interlude: The Wreckage of Lordearon
- Watch the cutscene and the next chapter will start automatically.
Chapter 3: Cry of the Warsong
- Main Quest: Establish a Base
- Help the other group of orcs kill the human base.
- Once it's destroyed, start building your own.
- Take a peon and have him build a great hall near the goldmine.
- Have 2 of the other peons build burrows. These are the orc equivalents of farms. They provide your troops with food.
- TIP: Burrows can also be used for defense. If your base is being attacked, you can hide peons in them. Not only will this keep peons safe, but they can shoot arrows from the burrow. Very useful.
- Have the last peon build a barracks. It works exactly the same as the human barracks.
- NEW UNIT: Kodo Beast
- The kodo beast is a support unit. He has an aura that passively increases the damage of all nearby troops. You really only need one in an army. The auras from multiple kodos DO NOT STACK.
- When your peons are done building, send them into the gold mine.
- From your great hall, train 6 more peons. Send the first one that finishes training into the gold mine. Have the other 5 harvest wood.
- Main Quest: Secure Zeppelins
- You'll need to get to the goblin laboratory. It's in the North-West corner of the map, just past the blue human base. But first, build some extra attack units.
- Optional Quest: Pacify Humans
- Looks like you'll be getting to fight after all.
- Start training some grunts. Grunts are going to be your primary attack unit.
- The humans will start sending attackers at your base. You'll build some towers soon, but for now just defend with your army.
- Build another 2 burrows. You'll need the food. Orcs are very strong, but they require more food per unit than the other races.
- Build a lumber mill down by the trees. This is the orc equivalent of a blacksmith. It also allows you to create watch towers.
- Once the mill is complete, build 6 watch towers at the North-West end of you base. Unlike human towers, orc towers can attack without being upgraded. This is very useful.
- Your towers should be an excellent defense.
- Next upgrade your great hall so that it becomes a stronghold.
- Click on your lumber mill and research the building upgrade. This puts spikes on your buildings (including towers).
- Don't forget to upgrade your units. Research the attack and defense upgrade for melee units. This drastically improves your grunts.
- Build another peon and have him harvest wood.
- Now it's time to get an army. Start making a lot of grunts. Train grunts until you have 8.
- Next build 3 catapults. Make them into their own group.
- Your army should now consist of 8 grunts, 3 catapults, 2 raiders, and a kodo beast (you started the mission with the raiders and kodo).
- If your kodo beast died during an attack on your base, then build a beastiary. You can train another one there. You only need 1 kodo for the entire army.
- You can also get raiders at the beastiary.
- Take your army and lead them North-West until you find a path leading West. This leads to the light blue human base. Time to destroy it.
- TIP: Grom's base is right next to yours. You don't have any control over him though. Periodically, he will take his own army out and attack the humans. If you want to make this mission even easier, then go with him. His extra support will make the humans very easy. The downside is that you can't choose which base he attacks.
- Go West on the path to reach the human base. Have your catapults attack the towers from a distance.
- Before you attack, research the pillage upgrade at your stronghold. This makes it so that you gain resources whenever your grunts or raiders attack a building. You'll actually make money for blowing stuff up!
- Destroy light blue's town. It won't offer much resistance to your army.
- Replace any units that may have died.
- Go back to the main path. There is another road going East. It has 2 lizards guarding it. Kill the lizards. Take this East path to reach the grey human base.
- This base is a little harder, but you can take it. First siege the towers with your catapults.
- The grey army attacks you right away, so send in your army even if the towers aren't gone.
- Use Thrall's spells. His wolves can tank damage and chain lightning is great against groups of enemies.
- Focus fire on the mountain king hero. He's very strong, so take him out quickly.
- Once the army is gone, the rest of the base is fairly defenseless. Destroy it.
- You definitely should have lost some units in the previous battle, so train more grunts to replace the ones you lost.
- Next head back to the main path. Follow it North-West to reach the blue human base.
- Don't go in. In front of the base is a path leading East. Take it instead.
- This path leads to the green human base. Along the way is a small hill leading North. Climb it to find some creeps. The large one drops a claws of attack.
- The towers at the front of green's base are placed strangely. Fortunately, you can fire your catapults over the ridge and hit them.
- Once the towers are down, green has little defense. Kill the few soldiers there. Green has more sorceresses than normal, but their slow won't be able to stop you.
- There is just one base left. Take the path back West to Blue's base. Make sure to replace any grunts that died before attacking.
- The blue human base is pretty weak. Siege it with your towers and kill the army there. Then destroy the base.
- The goblin lab is just beyond this base. Take the North-West exit out of blue's base.
- Follow the path and defeat both sets of centaurs. They shouldn't be too hard.
- When you find the goblin laboratory, you'll see it's guarded by harpies. With your current army you can't get there yet.
- Train some raiders back at your base. 2-3 is enough. Bring them across the map to your army.
- Now you can pull the harpies down with ensnare. Ensnare them one at a time and have your grunts kill them.
- With the harpies dead, the lab is now active. Buy 2 goblin zeppelins and then bring them back to your base.
- The quest is complete once both zeppelins are close enough to your stronghold.
Chapter 4: The Spirits of Ashenvale
- Main Quest: Slash and Burn
- To complete the main quest you'll have to get over 15,000 lumber.
- NEW UNIT: Shaman
- The shaman is a spell caster. His initial spells are fairly weak, but his final spell is extremely valuable. At tier 3, you can research bloodlust. Shamans cast this automatically to double the attack speed of your army.
- Go around your base and kill the wisps. They are the blue lights circling around the trees. These are actually the night elf equivalent of a peon. Don't worry, they can't attack.
- After a little while, some night elves attack from the North-West of your base. Your army should kill them easily.
- You'll notice that you don't have a goldmine. Take your army and a peon and go North-West to find one.
- As you approach the mine you'll notice that elves appear out of nowhere! Actually, the night elves can cloak themselves when standing still (but only at night). Be careful about this.
- Start building a great hall near the mine. It's time to get some gold.
- Another group of elves will attack you soon. This time the archers are on hippogryphs. Use ensnare to pull them to the ground.
- Take your army East of your new gold mine to find some goblins. They give you a new quest.
- Optional Quest: Furbolg Chieftain
- Take 4 of your peons. When the great hall finishes building, bring them up to the mine and have them get gold.
- Time to start getting an army. Unlike before, you'll be building a mixed army of grunts and raiders. Raiders do very well against elves, but you'll still need grunts.
- Build 4 watch towers to the North-West of your new great hall (the one by the gold mine). Elves are weak to piercing arrows, so this is a great defense.
- TIP: When the elves attack you, it will at the gold mine you just claimed. Don't bother adding defenses to your starting base. Just defend the gold mine.
- Click on your gold mine. It doesn't have a lot of gold inside and that's going to be a problem. Mine it for now so that you can build some troops. You'll be taking another one soon.
- Don't worry about the fact that you aren't getting much wood now. Once you complete the optional quests, the shredders will get you a ton of wood. So just concentrate on getting gold.
- Research pillage at your great hall. The upgrade will be useful soon.
- Build 2 more grunts and add them to your army.
- From your goldmine, take your army slightly West and then directly South. You should be on the other side of the trees just outside your base.
- To the South is a very small night elf base. It has almost no units guarding it, so destroy it. You'll get gold and wood from the buildings because of the pillage upgrade.
- The great tree also gives you an extra 3000 lumber.
- Optional Quest: Destroy Trees of Life
- This is the only Tree of Life you'll find unguarded. These trees are actually the main structure of a night elf base.
- There are some boots of speed to the South-West of the base you just destroyed. They are guarded by some spirits (which stay invisible until you get close). Defeat them and claim the boots.
- Build 2 more towers at your gold mine.
- You should have some surplus gold now because of pillage. Get more grunts and raiders. You should have at least 3 raiders and 6 grunts.
- Click on the lumber mill and start upgrading the weapons and armor of your melee units.
- TIP: You have two lumber mills in this mission. Have each research a different upgrade. This way you'll upgrade your units twice as fast!
- When your units are upgraded fully it's time to attack.
- Make sure you have 3 raiders and 6 grunts at full health. You should also hopefully have both shamans from the start of the mission. If they died, replace them with grunts.
- Go back to the blue base you destroyed. Head West to find some trolls and another mine. Kill the trolls. Once they're dead, destroy their buildings.
- When your gold mine runs out of gold, this is where you'll make a new town. Not yet though.
- Replace any units that died in your army. Then take them slightly North and then West to find another night elf base. Attack it.
- Focus fire the towers first. Your raiders do siege damage, so they'll destroy them fast.
- Grunts counter archers and raiders counter huntresses. Basically, you're army is the perfect counter to elves.
- You'll probably lose a lot of units, but the battle will be yours. Remember to focus fire the towers first. Then go for archers and finally huntresses.
- TIP: In this battle your blademaster should hit lvl 6. You can now get the bladestorm spell. This causes him to spin around and do massive damage. Use it whenever there are large clusters of enemies.
- When the night elves have no towers and few units, start attacking their ancient of war and ancient of lore. These are their buildings for producing attack units.
- You'll get another 3000 wood for destroying this base.
- You should be very rich now due to pillage. Build 3 burrows.
- Time to split up your army into groups.
- Train grunts and raiders. Make sure you have 11 grunts, 6 raiders, and 1 kodo beast.
- Go North of the base you destroyed to find the furbolg den.
- Your army is huge, so slaughter them. The furblogs are tough, but your army is so huge that it should be an easy battle.
- Optional quest complete. The furbolg chieftan drops an extremely useful health stone. Pick it up. Return to the goblin to get your reward.
- You'll get two goblin shredders. These guys are almost too efficient at getting wood. You may want to hold off on using them if you want to complete the other optional quest. Otherwise, have them start harvesting wood.
- Take a peon and have him build a great hall at the elf base you destroyed. Your taking their gold mine since yours will soon run out.
- When your old gold mine explodes (this happens when there is no more gold), take the peons that were there and bring them to your new mine.
- Train grunts and raiders to replace any you lost in the furbolg battle.
- Once your army is complete again, go North of the where you got the goblin shredders. You'll find the light blue base.
- This base has 2 trees of life (one is just South by itself). Destroy the base with your army. It should easily overwhelm the elves.
- Ironically, you'll almost have too much lumber.
- There is just 1 more trees of life, so you'll hit 15,000 lumber when you destroy it. Make sure you don't harvest anymore lumber. You don't want to hit 15,000 before you complete the optional quest.
- Go West to find the teal elf base. There isn't much defense here, so destroy it.
- Blow up the tree of life to complete the optional mission.
- The chapter ends when you reach 15,000 wood regardless of what you actually destroyed. You should easily have more than 15,000 by destroying the tree. If you don't, just harvest wood until you have enough.
Interlude: The Blood of Mannoroth
- Watch the cutscene and the next chapter begins automatically.
Chapter 5: The Hunter of Shadows
- The chapter starts with a huge group of elves attacking. Your main base is in the bottom right-corner, but there are several other bases around the map.
- You cannot save the bases from the attacking elves. Don't try, you'll only lose units. This is part of the story. The elves will eventually attack your base though, so start building towers there.
- There are already groups of watch towers at strategic points in your base. Take a peon and build 2-3 more towers in each group.
- Research ensnare at your beastiary. You'll need it to drag down the elves' air units.
- After the elves destroy all of the other orc bases, a cutscene will play. Now the elves begin to attack your main base.
- Defend with your towers and units. Once all of the attackers are dead, you'll get the first quest.
- Main Quest: The Chaos Well
- Build two more peons and set them on gold. You won't need many harvesting wood, since you start the chapter with a ton.
- New Unit: Witch Doctor
- The witch doctor is a spell caster. He can summon wards with various effects. Initially he starts with observer wards, which let you spy on an area. At the spirit lodge you can upgrade their spells to allow stasis wards and healing wards.
- Start rebuilding your towers. The elves periodically attack in waves. Have 5-6 towers at every entrance to your base.
- Rebuild your army. Have at least 5 grunts, 3 raiders, a catapult, and a kodo beast.
- Take your army North and kill the wolves.
- Continue North until you find some trees blocking your way. Use your catapult's attack ground command to destroy them. Kill the furbolgs on the other side. The large furbolg will drop a claws of attack.
- Head West and kill the satyrs. They are guarding a warp gate. Step inside.
- On the other side of the warp gate, go South. You'll encounter a few more satyrs.
- Go around the bend and head North. The path is linear, so kill the satyrs along the way.
- Kill the pyro satyr to get an orb of fire. This gives your hero splash damage.
- At the end of the path is the chaos well. It is guarded by a big group of satyrs.
- Heal yourself at the fountain before attacking. Make sure to replace any lost units in your army.
- Attack. Use Grom's bladestorm spell to do massive damage to them. Once they are defeated, watch the cutscene.
- Your units have all been massively upgraded. They have stat boosts and do chaos damage.
- Bring your army back to your base.
- New Quest: Cenarius
- To win you have to kill Cenarius, he is waiting for you on the West side of the map.
- Rebuild your army so that you have 10 grunts, 10 raiders, a kodo beast.
- There are many elf bases, but you'll only need to fight through the green one to reach Cenarius.
- Send your army up the North-West path from the top of your base. Keep heading West and North to reach the green elf base.
- Your army is very powerful due to your unit upgrades, you should easily be able to destroy the elf base.
- As you destroy the base, Cenarius will come down and attack you.
- Be careful of his tranquility spell, it heals every unit around him.
- Focus fire on Cenarius until he dies. He can be very hard to kill, so keep building reinforcements.
- Once Cenarius dies, the chapter is complete.
Chapter 6: Where Wyverns Dare
- Main Quest: Stonetalon Peak
- Start training peons until you have 5 mining gold and 6 harvesting wood.
- New Unit: Tauren
- Taurens are the best melee unit in the game. They are extremely strong, so replace grunts with them once you reach tier 3.
- Optional Quest: Wyverns
- A small group of humans will attack your base. Use your army to easily defeat them.
- More waves of humans attack every few minutes, so first build some towers as defense.
- Build 6 watch towers at the North West of your base. This will serve as a good defense against the humans.
- Next build an altar of storms. As soon as it completes, start upgrading your main building into a fortress.
- Click on your lumber mill and research spiked barricades. This gives your towers additional defense.
- Build 3 more burrows while your base upgrades.
- Once the fortress is finished building, take two peons and have both of them build tauren totems.
- Taurens take a lot of food to train, so don't hesitate to build more burrows.
- The humans may have mortar teams when they attack your base. They out-range your towers. Build 2 catapults. These are to be left at your base as defense.
- If any of your watch towers get destroyed by attackers, make sure to repair and replace them.
- Build a beastiary. You'll need it for raiders and kodo beasts.
- Build 2 more burrows.
- Train units until your army has at least 6 tauren, 6 raiders, and a kodo beast. Any other units you started the mission with can be used to supplement your army.
- Before going anywhere, make sure you've researched the ensnare skill for your raiders. This will be your crucial anti-air tactic.
- With your army, kill the thunder lizards to the West. They are guarding a corrupted fountain of health.
- Optional Quest: Defiled Fountain
- You'll need to kill the centaur Kahn in order to restore the fountain of health. First though, concentrate on rescuing the wyverns.
- The path leading to the wyverns is slightly North and then West of your base. Take your army to the path's entrance to fight some harpies.
- Start upgrading the weapons and armor of your units. Upgrade armor first.
- Tauren have the pulverize upgrade available at the tauren totem. Make sure to upgrade it. With it, all tauren have a small chance of dealing their damage to all enemy units around them. This is extremely helpful!
- Continue along the Western path with your army. The path bends North after a little bit. Fight through several groups of quillboars and harpies. The quillboars shouldn't pose much threat to your tauren. Against the harpies, use ensnare to bring them to the ground. They'll die very easily.
- The enemies along the path drop some decent items, including a health stone and a periapt of vitality. Have Cairne pick them up. Make sure you also pick up the scroll of protection that the harpies drop.
- At the end of the path is a big group of harpies. Use the scroll of protection you found to temporarily increase your armor. Kill the harpies by ensnaring them and using your tauren to attack.
- When the last harpy is defeated, you'll save the wyverns. You'll be rewarded with 6 wyverns for free, but you can build more at the beastiary.
- New Unit: Wyvern
- The wyvern is the orcs only aerial attacker. They are relatively weak, but can be useful if you have a large group.
- Bring your army back to your base. Replace any lost units if you can. The wyverns will probably take your army to the maximum food limit.
- Once you've got a full army again, take your units North of your base. Defeat the group of centaurs there.
- Continue North and the path will split. Take the East path to find the centaur leader.
- Your army will utterly slaughter the centaurs. Pick up the glyph of fortification that the centaur khan drops.
- Return to your base. Bring the glyph to the defiled fountain of health. The fountain is now active, so use it to heal your army.
- It's time to attack the humans. Make sure your army takes up the full food limit of 90. You'll want a good mix of tauren and wyverns. Depending on what died fighting the centaurs, you may have lost some of either unit. Try to keep at least 5 of each. But you'll want as many as you can fit in the food limit.
- Take your army North to where the path split. This time go West. This will lead to the grey human base.
- It's going to take your full army to take down this base. Kill the attack units first. Then concentrate on their structures in this order: towers, barracks, arcane sanctum.
- Most likely you lost most of your army. That's fine. Start building wyverns in mass. The other human base is over a ridge, so don't bother with any other unit.
- Make sure you have 10 or more wyverns. Send them over the ridge at the North-Eastern part of the map.
- The blue human base has mediocre anti-air. Use focus fire to kill things quickly. Attack the gryphon riders first that circle around the outside of the base. But DO NOT ATTACK THE BASE ITSELF.
- Grab the goblin zeppelin from the start of the mission. Use it to bring your heroes and any surviving tauren into the human base when you attack. They are essential, since your wyverns will die very quickly without support.
- TIP: If your zeppelin was destroyed, you can buy more at the goblin lab. It's halfway between your base and the humans on the East side of the map.
- Your land support should consist of both heroes and at least 3-4 tauren.
- Use the zeppelin to drop your army off on the South tip of the human base. It's time to attack.
- First, make sure you abuse your heroes spells. Have Thrall use spirit wolves and chain lighting, while Cairne stomps.
- Use your wyverns to focus fire on any air units. Meanwhile, have your tauren decimate everything on the ground.
- Kill units first. Then concentrate on destroying the barracks.
- With the barracks gone, destroy the nearby towers. The humans should be weak now. So destroy any stray units and then attack the buildings.
- The chapter ends when the whole base is destroyed.
Chapter 7: The Oracle
- There are no optional quests in this chapter. Instead there are 3 main quests.
- Main Quest: The Oracle
- This is an escort mission, so you won't be building units or a base.
- Destroy the the gate to your left. It leads to a path.
- TIP: Units are limited in this mission. Always use Thrall's spirit wolves to bolster your army. They can tank damage so your normal units don't die as fast.
- Follow the path. You'll encounter 3 distinct groups of ancient dead. The path loops South and continues East.
- After the third group the path turns South. There is a gate to the North that you can destroy. It leads to some skeletons guarding a mantle of intelligence. It's not a great item, but you can grab it if you want. It might be better to skip it, since you risk possibly losing a unit in this extra battle.
- Continue South to fight another group of ancient dead. There is a secret gate at the Southern end of this room. Destroy it to find a small path.
- Take Thrall onto the small path. Leave your army where it is. The path leads to the West. At the end are some sludge monsters. Summon wolves and defeat them. The large monster drops a ring of regeneration. Pick it up and then return to your army.
- Take your army East until the path splits. There are some nearby crates. Destroy them to find a banshee and a scroll of healing. Kill the banshee and use the scroll to restore the health of your army.
- At the split path, destroy the gate blocking the South-East path. This leads to a dead end with a single weak enemy. Break the boxes and you'll find a scroll of animate dead. Pick it up. You can use it to summon some skeletons if there are nearby corpses.
- TIP: The skeletons have a timed life, so use them quickly.
- Go back to the split and take the North path to fight some more ancient dead. The large one drops an orb of fire.
- Continue East across the bridge to fight another large ancient dead.
- The next battle is tough. Directly East is the throne room. Fight the large skeleton there. Use spirit wolves to tank the damage while Thrall attacks. Your army is probably getting pretty small by now, but just keep at it.
- With the skeleton king dead, take Thrall West of the throne room. There is a gate to the South. Have Thrall destroy it and fight the enemy there. Pick up the bloody key and take it North to the locked door. You'll be rewarded with a crown of kings.
- There is a warp gate to the East of the throne. When you're ready, take your army into it.
- You're now in the Northern part of the map. Head East to find a split path.
- You can't do anything on the Southern path right now, so destroy the gate leading to the North path.
- On the other side are some peasants. Kill them quickly as they transform into footmen if you wait to long.
- Go East. There are some prison cells here. Destroy the middle one to rescue some trolls. The last cell has a lizard that drops a sobi mask. Fight for it if you want, but make sure that you don't lose any units getting it.
- Continue East. There are some crates in the middle of the path containing healing scrolls. Use them to restore your army's mana and life.
- Past the crates are some sheep. Kill them quickly, they are secretly humans. Wait too long and they'll turn into footmen. After you defeat them, kill the two sorceresses to the North.
- Go slightly North. There is a secret gate on the Western wall of the path. Destroy it to find an area with two captive trolls. Kill the ancient dead guarding them to bolster your army.
- Follow the path North to find a dragon fighting some harpies. Kill them all.
- Main Quest: Heart of Aszune
- The dragon drops the heart of aszune. You'll need this item to progress in the story, so pick it up. Head into the way gate and you'll be transported back to where the path split North and South.
- This time take the Southern path. You'll find a statue there. Return the heart to the statue.
- You can't progress further as Thrall. Cairne and some tauren will appear in the North-Western part of the map.
- Main Quest: Enchanted Gemstone
- Cairne's group is separate from Thralls. They will meet up eventually, but for now you're just in charge of the tauren.
- Take your new army North-East. Destroy the loose rocks to find a golem. Defeat him and you'll get a stone token.
- TIP: The stone token lets you summon a golem. It has a timed life, so use it wisely.
- Continue East. You'll see some humans fall into a booby trap of spikes. Don't follow them in. Instead go South.
- You'll run into another group of humans. Kill them. Some enemies break through the Eastern wall. Defeat them and then continue East until the path splits.
- TIP: The Southern path leads to a joke. The lizard there is called the "hungry hungry lizard". If you want, you can wait for him to slowly eat through the trees. It takes a while, but there is a lion horn item on the other side. The item is very good, so it's worth the wait.
- Go back to the split path and this time head North-East. The lizard will keep eating trees while you do other things, so come back later.
- Keep heading North-East to find a small room swarming with ancient dead. In this room is the gemstone you need. You can't enter the room yet, so continue North-East to find a circle of power. Step into the circle and spikes will destroy all of the enemies.
- Next travel North-West to find some more ancient dead. Defeat them and step into the circle of power. This opens the way to the room containing the gem.
- Bring Cairne back to where the hungry hungry lizard was. He should have eaten through the trees by now, so pick up the horn item.
- Return to the gem room and claim the item. Head South to find a fountain of health.
- After you've healed yourself. Go East. Defeat the ancient dead to get a claws of attack.
- Go slightly North of the fountain and then travel East. Defeat the lizard. Take the path leading South.
- Follow the path to find a large golem. Defeat it to get the ghost key. This key opens the gate to the North. Open it and you'll meet up with Thrall.
- Your armies are now combined. Head East over the newly formed bridge to complete the chapter.
Chapter 8: By Demons be Driven
- Main Quest: Hellscream
- There is only one quest in this chapter. You'll be aided by the humans, but you don't have direct control over them.
- Grom is located in the North-Eastern corner of the map.
- The enemies here are chaos orcs, so they do extra damage.
- TIP: The other orcs have no air units, so you won't be needing anti-air.
- Train 4 peons and send them on lumber. You'll need a lot to build taurens.
- Upgrade your main base into a fortress.
- Time to build some defense. There are three entrances to your base. Each entrance already has 2 towers, but build 4 more at each one. This way you'll have 6 towers at every opening of your base.
- Build 2 tauren totems.
- After a little while a cutscene automatically triggers. The chaos orcs are now aided by infernals. These demons are lethal. After the cutscene, two will start in your base. Defeat them quickly.
- Repair and replace any lost towers. Never leave your base defenseless.
- Click on your spirit lodge. Start upgrading your shaman's training. You'll need to upgrade it twice to get bloodlust. This spell is essential for fighting the chaos orcs.
- Time to build an army to fight Grom.
- Build a beastiary.
- Train 6 Tauren, 5 shamans, and a kodo beast. Add any extra units that may have survived from previous battles.
- Make sure to upgrade your tauren to have pulverize.
- As you get extra gold and wood, try and upgrade the weapons and armor of your units at the lumber mill.
- Periodically, more infernals attack your base. Your towers should be able to defend against them. Just make sure to repair them after each battle.
- Take your army outside of the Eastern entrance of your base. Follow the path slightly North and then East to find a gold mine. Defeat the orc and the tower guarding it. An infernal will fall and attack you, defeat it.
- Head slightly South to find a goblin alchemist. It is also guarded by some chaos orcs, so defeat them to get access to the lab. Here you can buy a goblin shredder. This will greatly help with your wood harvesting.
- Next travel North-West to find a small group of chaos orcs around a tower. Defeat them.
- There is a fountain of health to the North-East of where you are. Defeat the centaurs guarding it and heal your units. If any of your units died, make sure to replace them.
- Travel directly North to find a small orc base. Destroy it completely.
- TIP: Your shamans have bloodlust set to auto cast after they train. Make sure all of your taurens get blood lusted, they'll do a lot more damage.
- Once the base is destroyed, take the North path outside of the base. This leads to a second orc base. Heal at the fountain of health and then attack the second base.
- Your army should be strong enough to take on the second orc base, but it will be tough. Attack the enemy units first and then the towers. Finally attack their barracks.
- TIP: Don't forget to use your spells. They are essential and do tons of damage.
- When the second base is destroyed, take what units you have left and heal them at the fountain.
- Time to rebuild your army. Train units until you have 8 tauren, 6 shamans, and a kodo beast.
- After your army is functional again, bring it back to where the second orc base was.
- Travel outside the West exit of the second orc base. There are some demons here. Defeat them.
- Grom is just North-East of here, but he's guarded by a lot of demons.
- Fight through the demons and remember to use your spells. Make sure your tauren are all blood lusted.
- When you reach Grom, use the gem in Thrall's inventory to trap him. Left-click on the gem and then target Grom. You can capture him even at full health.
- Return to your base. The chapter is complete when Thrall steps into the ritual circle located between your base and the humans.
- That's the end of the orc campaign. Watch the ending cutscene. There is only one campaign left.
Night Elf Campaign: Eternity's End
- YouTube: Warcraft 3 Reign of Chaos Night Elf campaign cinematics 1/6 (Time: 10:29)
Chapter 1: Enemies at the Gate
- Main Quest: Night Elf Base
- It's time to build a base.
- Highlight the tree of life. This is your main structure. Unlike the other races, most elf buildings can be uprooted and moved. You'll notice that it's currently uprooted already. Right-click the gold mine and your tree will automatically claim it.
- NEW UNIT: Wisps
- The wisp the the basic worker of the night elves. It can gather gold and lumber. Unlike other workers, it does not destroy trees when harvesting lumber.
- When your tree is done entangling the gold mine, send all 4 wisps into it. Your wisps are protected when gathering gold.
- Build another wisp and send it into the gold mine. Then build 5 more wisps and have them harvest wood.
- NEW UNIT: Archer
- The archer is the basic night elf attacker. Unlike the other races, the night elves initially build range units. You have to upgrade in order to get melee units.
- Once you have some gold and wood, build a moon well. These are the night elf equivalent of a farm.
- TIP: Moon wells have a special property. They can restore the health and mana of any nearby units. Each well has its own mana pool that it uses to heal surrounding units. The well's mana restores slowly over time.
- Build an ancient of war. This is your basic barracks. Use it to train archers, huntresses, and ballistas.
- Take a wisp and build another moon well.
- Train 5 archers at your ancient of war to complete your initial quest.
- Main Quest: Invaders
- To complete this quest you must kill the paladin. He is in the South-Western corner of the map.
- Travel North outside your base to find 3 loose archers. They will join your army.
- TIP: Archers die very quickly, but they can do a lot of damage. You'll need to focus fire with your army to get the most out of them.
- Go back to your base. Some humans will attack it.
- Start training more archers. They are cheap, so build a lot. Get at least 18 archers.
- Take your army slightly South to find some distressed furbolgs.
- Optional Quest: Furbolg Village
- It's time to rescue the missing furbolgs.
- Head West to find a fountain of health. Slightly North are some orcs defeat them.
- Continue heading North-West. You'll run into a group of humans. Defeat them as well, they have almost no defense.
- When your hero levels up, put your spell point into trueshot aura. This passively improves the damage of all nearby range units.
- Go North to find an orc encampment. There are some captured furbolgs here, so kill the orcs to rescue them.
- Train 5 more archers and leave them at your base for defense. Highlight the moon wells and right=click their replenish skill. They will now automatically heal units.
- Have your army travel West. There is another orc group. Kill them and then travel slightly North to rescue two more furbolgs.
- Travel slightly South to rescue another furbolg. You just need 4 more.
- Go East back to the fountain of health. Heal any units that are damaged and then head South to find two more furbolgs.
- TIP: At night your units can use the shadow meld ability to cloak themselves. They can't move while cloaked though. This is good for hiding units that are about to die or avoiding unnecessary combat.
- Travel West and defeat the single human soldier. The last two furbolgs are slightly to the West in an alcove.
- Return to the furbolg village to get your reward. You'll get 3 furblog warriors for your army. They aren't regular elf units, so you can't build more. All three will be necessary since you can't build melee units yourself.
- Take your army West to the human base. It's time to attack.
- You just have to kill the paladin, not the full base. So focus fire on him.
- When he uses divine shield, attack the other units. As soon as the shield wears off, go back to focus firing on the paladin.
- The chapter is complete once he's dead.
Chapter 2: Daughters of the Moon
- Main Quest: Escape into Shadow
- There is no building in this mission, you must simply bring Tyrande back to the elf base.
- TIP: Use the shadow meld ability to hide from enemies. You can only use this ability at night. You can also press I on the keyboard to use shadow meld.
- Tyrande isn't strong enough to fight, so make sure to be stealthy.
- Travel North-West to find a doom guard and some items. Grab the items quickly and escape.
- Go along the path. Hide to get passed the doom guard.
- Keep going South until the path bends. Destroy the boxes to find a scroll of healing. Go East and then South. Shadow Meld to get passed the doom guard. There is another box with a druid pouch.
- Head South-West across the bridge to find a human encampment.
- Some archers will appear suddenly and attack the humans. Destroy the boxes barricading the encampment and help them. There is a hidden potion in a box at the center of the camp.
- Continue East to find some humans being attacked by ghouls. Destroy the nearby boxes to get a ring of superiority. Ignore the battle and run past them.
- To the East is another battle between the undead and the orcs. Run past this battle as well and into the way gate. There is a mantle of intelligence to the North end of the orc base. If you want it, run Tyrande in and pick it up quickly. Don't bring your full army though or else you'll lose a lot of units.
- On the other side of the way gate are some reinforcements and a fountain of health. Heal your units.
- NEW UNIT: Huntress
- The huntress is the basic melee unit of the night elves. Actually, they are range units but serve the function of a melee attacker. This is important because they will get the benefit of Tyrande's trueshot aura. The glaive attacks of the huntresses will bounce and hit multiple targets, making them an excellent tier 1 unit.
- TIP: Huntresses can cast the sentinel spell. This lets them put an spy owl in a nearby tree. These owls can see invisible units, including shades.
- Destroy the gate to the North and go past it.
- Careful, if there is a shade nearby than the doom guards can attack you while you're invisible. Make sure to kill shades as soon as you see them.
- Take Tyrande North without your army. There is a shade there, but ignore him for now. Grab the gloves of haste and quickly run back South. Several gargoyles come alive and attack you.
- As soon as you run get away from where the shade is, shadow meld. The gargoyles will fly back to where they were perched.
- Take your army West. There is a ring of protection in a circle of spikes. They can't hurt you, so grab it.
- Go North and kill the shade. Use shadow meld to get passed the doom guard.
- The path splits. Take the Western path. Kill the shade and travel North up to the gate. The East path leads to the same place, but there are some humans on it.
- Destroy the gate. On the other side is a fountain of health and some reinforcements. Heal and then head East to find an undead tower. Destroy it.
- You'll have to fight through an undead base to reach the other elves.
- Leave your army and take Tyrande directly South to get a tome and a mana stone. Grab both items and then head back North to your army.
- Take your army East to find the undead base. Some ballistas will join you.
- NEW UNIT: Ballista
- The ballista is the night elf siege unit. They work exactly the same as catapults, but are slightly weaker.
- TIP: This is good time to save. The next battle is hard and you can't build more units. If you mess up, you can simply reload instead of replaying the full mission.
- Attack the nearby ghouls. DO NOT FIGHT IN THE RANGE OF THE TOWERS.
- When you kill the ghouls, more will come. Your huntresses should kill them extremely easily.
- Next have your ballistas attack the towers.
- When the meat wagons and necromancers show up, kill the necromancers first so that they don't start summoning skeletons. Then attack the meat wagons. It's very important that your ballistas don't get destroyed.
- The undead won't replace their lost units, so continue sieging the base slowly.
- At the back of the base is a gate. Destroy it to reach the rest of the elves and complete the chapter.
Chapter 3: The Awakening of Stormrage
- Main Quest: Furion Stormrage
- You have to save Stormrage before all of the trees protecting him are gone. You won't have infinite time, so be diligent with your building.
- First train 6 wisps and have them harvest lumber.
- Several dryads will enter your base from the East and join your army.
- NEW UNIT: Dryad
- Dryads are your tier 2 archers. They are extremely useful, as their attacks cause slow and poison on any enemy they hit. At the ancient of lore, you can also upgrade them to have the dispel magic spell.
- Next upgrade your main base into a tree of ages.
- Train 2 more wisps and send them onto wood.
- Take a wisp and build an ancient of lore.
- Then take a second wisp and have it build 2 more moon wells.
- Train 3 more dryads so that you have 6. You should have the two huntresses and the archer from the chapter's start as well.
- Click on your ancient of war and build 3 ballistas.
- The orcs will send small groups to attack your base. They shouldn't be a problem. Besides, you can't build any defensive structures yet.
- Build 2 more huntresses.
- Your army should now consist of 6 dryads, 4 huntresses, an archer, and 3 ballistas.
- Take your army West and then North to reach the orc base.
- Siege the base with your ballistas. When the orc units attack, make sure you're outside of the range of their towers.
- Be careful of the raiders, they can ensnare your units. If a ballista gets ensnared, protect it with the rest of your army.
- You'll lose some units destroying the orc base, but your army should easily be big enough.
- Return South to heal at the fountain of health. Replace any lost units so that you have a full army again. You'll want 6 dryads and 4-5 huntresses. You don't really need ballistas anymore, but any surviving ones can tag along.
- Take your army North. To claim the horn you'll first need to kill the three guardians. The first guardian is along this Northern path.
- Have your entire army attack the guardian. He summons some extra enemies when he sees you. Focus on the guardian first and then the units he summons. You will kill them all pretty easily.
- Follow the path West to find the second guardian. This fight is exactly the same as the first. It should be very easy.
- Continue West to fight the last guardian. This fight can be very hard. Focus fire on the guardian first and then on the army he summons.
- It's possible that your army might lose. That's fine, the damage done to the guardian is beneficial either way. If that happens, simply train more units and come back. Because of the damage done to the guardian in the first battle, you'll easily win the second time.
- Once all of the guardians are dead, claim the horn of Cenarius. It is just North of the third guardian. As soon as Tyrande reaches the horn, the chapter is complete.
Chapter 4: The Druids Arise
- Main Quest: Awaken Druids
- First you'll need to establish a base. You have all of your buildings already, but they are uprooted. Take your buildings and units North-East to a gold mine. There entangle the mine and set up your base.
- Once your gold mine is entangled, send your five wisps into it.
- Have your tree of ages train 8 wisps and have them harvest wood.
- You'll see that you're main base is already upgraded, so it's time to start making an army.
- TIP: You can now build ancient protectors. These are the night elves towers. Remember that you can uproot them and move them if you want. But they can only throw rocks when they are planted into the ground.
- Gold is limited in this mission. Your mine only has 2000 gold available.
- Build a moon well.
- Train 6 dryads and 3 huntresses. You should barely have enough money.
- You'll notice that some orc units are flying over your base. It seems you're stuck in between several hostile bases. Defeat any units that pass over. Your ancient protectors will be useful while your army is away.
- Take your army North to find some trolls. They are guarding a fountain of health. Kill them and make sure you don't lose any units. Pick up the ring that the large troll drops. There is a also a hidden tome in one of the nearby crates. Heal your units and head South-East.
- TIP: Furion is a keeper of the grove. Use his entangle spell to trap units and his treant spell to create some additional units. Treants are useful for tanking damage.
- As you go farther on the path a cutscene will automatically trigger. It seems the furbolgs from earlier have gone feral.
- Optional Quest: Crazed Furbolgs
- Go slightly South-West to find some more trolls. Kill them and pick up the ironwood branch.
- TIP: Killing creeps gets you money. This is essential in this mission since gold is so limited.
- There is another gold mine here. Uproot your trees and move them to this gold mine. Entangle it and start mining gold as soon as you can.
- Travel North-East until you reach the defiled fountain. From there, go North to find the furbolgs.
- Kill the first group of furbolgs. They should fall very easily. Then use Furion's treant spell and attack the group of furbolgs directly to the East.
- Next travel North and kill the third group of furbolgs.
- The furbolg warlord is directly West. Heal your units if you need to, you don't want to lose any. When your ready, summon some treants and initiate the fight.
- The warlord shouldn't be too much of a problem. His group will try to heal themselves, but your dryads can dispel this magic. Once he dies, pick up the claws of attack.
- Now is a good time to heal your units at the fountain and replace any lost units.
- Make sure your army still consists of at least 6 dryads and 4-5 huntresses. Killing all those furbolgs should have netted you the extra gold to train them.
- Go East and several huntresses will join your army. Here you'll find a gate. After a moment, some humans break through it and attack you.
- On the other side of the gate is a human base. It's pretty weak, so destroy it. Fight the units first and then destroy the barracks. There are a few towers at the bottom of the base. You should be fine as long as you kill their units before attacking the towers.
- Once the human base is decimated, break the gate to the South-West. Several huntresses and dryads will join your army.
- Optional Quest: Cursed Glade
- Take your trees and move them to where the human base was. It's your base now. Entangle the gold mine and start harvesting resources.
- TIP: In the next section there are ghosts. While they are weak, they can posses your units. This lets them permanently steal them. To combat this use only your heroes to defeat ghosts.
- Leave your army at the base. Take Tyrande and Furion South into the forest. Travel South until you reach 2 ghosts. Defeat the easily.
- There are more skeletons and other beasts in the forest that will attack as you pass them. They aren't too tough, so your heroes should be able to easily dispatch them.
- Continue South-East to find two more ghosts. Kill them.
- Keep going South-East and you'll run into another ghost. After that go straight East to find 3 more. Your heroes will easily kill all of them.
- The next part is tricky. The revenant is directly East of here, but he's guarded by a small group of wolves and ghosts. You'll need to lure the enemies out one at a time and kill them.
- Use Furion's treants spell on the nearby trees and then attack the wolf directly East. You should be able to defeat him without alerting the rest of the group.
- Next travel South around the group and fight the other two wolves. One of the ghosts will be alerted, but the revenant won't attack.
- Use Furion to summon more treants. Travel slightly North to alert a single wraith. Once it starts attacking you, back up so that you don't alert the whole group.
- Repeat this strategy to kill a second wraith.
- The revenant now only has two more enemies guarding him. Summon more treants and attack the ghost. It's tricky, but you can also get just close enough to alert the last wraith without calling attention to the revenant.
- You've killed the revenant's army, now it's time to kill him.
- Summon a final set of treants and start attacking. The revenant won't put up much resistance without his army. When you kill him, all remaining undead in the forest disappear.
- Travel North to trigger a cutscene. It seems the local night elves have become corrupted, you'll have to defeat their base to complete the mission.
- Build 3 ballistas back at your base. You'll need them to siege.
- Have an army that consists of at least 6 dryads, 5 huntresses, and 3 ballistas.
- When your army is complete, bring them East to where your heroes are.
- Travel North-East to fight a small group of corrupted. They are very weak.
- Next go East and then North up a little ridge. There are some towers here, so siege them with your ballistas.
- Once you start attacking the towers, satyrs will flood out of the base. Use your huntresses and dryads to kill them.
- Now siege the base itself. Have your ballistas attack the towers while the rest of your army defends them.
- The base should fall fairly easily. Your units are a good counter to the corrupted satyrs.
- Once you've destroyed all of the structures, bring Furion slightly North to the barrow den to complete the chapter.
Chapter 5: Brothers in Blood
- Main Quest: Awaken Druids
- This is an escort mission, so you won't have to manage a base.
- Take your army South-East to reach a fork in the road.
- At the fork, go North-East to find some windigos. The large one drops a healing scroll.
- NEW UNIT: Druid of the Talon
- Druids of the talon are your basic spell caster. They can cast fairie fire to lower enemy armor, trap units in cyclones, and turn themselves into crows.
- Follow the path South-West. There are some spiders along the way. They aren't too tough, just make sure you don't lose any units.
- Keep following the path South to find another group of spiders.
- Go directly south of the spiders to find a group of mushrooms. Hidden in the mushroom is a baby seal. Use Furion's treant spell to clear the trees and then kill the seal. He will drop a tome of health.
- Head South-East until you reach a defiled fountain. Kill the spiders there and go South along the path. You'll meet some friendly furbolgs.
- Optional Quest: Bear Necessities
- TIP: To save the furbolg you must fill a special vial with water. If your inventory is full, the item will appear on the ground next to you. Drop something and pick the vial up.
- Head North and then slightly West. This is the path leading to the fountain.
- There are some lizards guarding the fountain. They are easily killed. The vial will fill with water automatically when your hero gets close to the fountain.
- Return to the furbolgs to get a talisman of the wild. This item can be used to summon a furbolg for a limited time.
- Travel back to where the fountain was and then head South.
- You will pass by a gate and trigger a cutscene. Tyrande leaves your party, but the quest isn't done yet.
- Follow the path East. There are several groups of enemies, but none of them are very strong. At the end of the path is a circle of power.
- Step into the circle of power and a bridge forms over the water. There is a hidden wand of negation to the North, but it's guarded by some geomancers. It's not really worth the effort.
- Go across the bridge and kill the watchers on the other side. The large one drops a claw of attack.
- Travel South to find a fountain of mana. Kill the creatures guarding it.
- Next head North along the path. There are some dragon whelps, but they aren't very strong. At the end of the path you'll trigger a cutscene.
- Now you must get passed the druids of the claw without hurting them.
- TIP: Use the druid of the talon's cyclone spell to disable the bears. Then run passed them while they are cycloned.
- Head East into the ditch and then travel North.
- Run passed everything here. There are some spiders, but it's not worth fighting them. Just keep running your army North until you reach a gate.
- Destroy the gate and continue North.
- Two sleeping bears block the path forward. Cast cyclone on them and run past. Keep heading East along the path.
- Eventually the path bends North. Follow it North and then West.
- You'll reach a second gate that's guarded by some monsters.
- Ignore the monsters and attack the gate directly. Your army will die, but it's okay. The circle of power is just on the other side.
- As soon as the gate is destroyed, run Furion into the circle of power to complete the quest.
- Main Quest: Free Illidan
- The second part of the chapter follows Tyrande.
- Immediately some watchers attack you. Kill them.
- There is a large gate to the West, but you can't get through. First you need to activate two circles of power.
- Next head North. The path bends West and leads to another group of watchers. Kill them and step into the ring of power.
- Return to where you started. This time, head down the Southern path.
- After a bit the path bends to the West. Before going West, destroy the nearby gate and go East. This leads to the library. Defeat the enemies there. In the North-West corner of the room is a secret gate. Destroy it and go North. On the other side is a watcher and a book. Kill the watcher and destroy the book. You'll be rewarded with a tome. Head back to the main path.
- Take the Western path to find two watchers.
- Defeat the watchers and step into the circle of power. The main gate should be opened now.
- Break the gate directly South of you to free some archers and a huntress. They will join your army.
- Return to where you started and go through the main gate.
- Go South down the path to find a room with 3 sleeping watchers. Kill them.
- Break the gate to your left and go into the small storage room. Your huntresses now have upgraded glaives. On other missions, you can research this upgrade at your ancient of war.
- Exit the room and go back to the path. Travel slightly West and then enter the prison to the North.
- Defeat the large watcher guarding the prisoners.
- Three archers are in the first cell to the right. After you kill the watcher they are attacked by a giant spider. Have them shadow meld while the rest of your army saves them. Destroy the prison bars and add them to your army.
- The first prison cell on the left has a ring of regeneration. Some skeletons will attack you when you take it. So grab the item and defeat them.
- Continue through the prison. There are more captives in the next prison cell. Defeat the watcher and rescue them.
- Next travel North. Some treants attack you as you go through the trees. Defeat them and then go through the way gate to reach another part of the level.
- Use the fountain of health just South of the way gate to heal your army.
- Head West and you'll find a fork in the row. The Southern path leads to some goblin land mines. You don't really need them, so skip this path and go West.
- The path ends and goes North. There are some watchers patrolling in a circle. Defeat them one at a time as they pass you.
- Go back to the fountain and heal any hurt units. Then return and follow the path that the watchers were patrolling.
- Keep going North to find another group of watchers. Defeat them and continue on the path.
- You've reached Illidan's cell, but he's guarded by more watchers.
- Have your full army attack. The enemy boss is a keeper of the grove, so he has the same spells as Furion. They shouldn't give you too much trouble.
- TIP: Use Tyrande's starfall. This rains down waves of homing projectiles on every enemy around her. Cast the spell after the keeper of the grove uses his entangle spell. Starfall requires Tyrande to channel the spell, so she can be interrupted by any spell that stuns or disables her.
- Once the keeper of the grove is dead, the chapter is complete.
Chapter 6: A Destiny of Flame and Sorrow
- Main Quest: The Skull of Gul'dan
- There are no optional quests, so concentrate on the main objectives.
- The skull is located in the North-West corner of the map.
- There are two corrupted elf bases, one to the West and another to the East.
- NEW UNIT: Druid of the Claw
- Druids are both spell casters and melee units. You can start training them at tier 2, where they can learn rejuvenation and roar. At tier 3, you can research bear form. This turns them into extremely strong melee units. An essential part of the elf army.
- Train 14 more wisps and have them harvest wood. You'll need a lot of wood, plus you can use some of these wisps later to create ancient protectors.
- Take a wisp and have it build an altar of elders.
- Next upgrade your main tree into a tree of eternity. This is the highest night elf upgrade.
- Have a wisp build another ancient of lore. Your army should consist of bears and dryads.
- Left-Click on one of your ancient of lores and start upgrading the training for your druids of the claw. Upgrade them twice so that you can turn into bears.
- Next research the abolish magic upgrade for your dryads.
- Take a wisp and have it build another moon well.
- Have four of the wisps go to the South-Eastern entrance to your base and become ancient protectors.
- Then have the other four wisps become ancient protectors at the North-Western part of your base.
- Now that your base is secure from attackers, it's time to train an army.
- Build 3 more moon wells.
- Train bears and dryads. Your army should consist of 6 bears, 6 dryads, and the tier 1 units from the chapter's start.
- Have Illidan and your bears be a control group. Bind them to the 1 key. Then have your dryads as their own group on the 2 key.
- Make sure that your druids of the claw are in bear form.
- TIP: Don't use focus fire with this army. The bears will tank all of the damage while the dryads attack from behind. The dryad's attack causes slow and poison. They will automatically attack any enemy unit that isn't being effected by their poison unless you're giving them a specific command.
- Take your army directly North outside of the Western part of your base.
- Defeat the group of corrupted guarding the gold mine. Pick up the claws of attack they drop. This gold mine can be used later for an expansion if you run out of gold.
- TIP: Bears can heal other units. Have a bear transform back into human form and then cast rejuvenation on a friendly unit. This slowly heals them over time.
- Travel North-West. You'll fight a felhound and some poison treants. A large group of corrupted satyrs run from the nearby Western base. Defeat them too. Make sure your bears are on the front lines, as dryads die very quickly if attacked directly.
- When all of the enemies are dead turn your bears back into human form. Cast rejuvenation on any unit that is dying.
- Transform your druids of the claw back into bears and continue North.
- There is a large group of demons here. Defeat them. You'll lose a good chunk of your army, but it's progress.
- Depending on how many units you lost, you may want to back off and train more bears. Try and have at least 5 of them at full health. Use rejuvenation to heal any hurt units.
- When you have a functional army again, travel North-West to find the skull of gul'dan. It's guarded by two infernals.
- To claim the skull you have to destroy the nearby demon gate. It has a lot of health, so clear out the enemies first. Also, be careful because demons periodically come out of the gate.
- Once the gate is destroyed, bring Illidan to the skull to complete the quest. There is a short cutscene.
- Illidan has turned into a demon, which comes with a nice stat boost.
- To finish the chapter you must defeat Tichondrius. He is located in the North-East corner of the map.
- Return to your base. Before attacking the demons it's time to rebuild your army.
- You should have enough gold for all of this. If your units are dying and you need more, create a tree of life at the second gold mine just North of your base. Make sure you build 4 ancient protectors around it for defense.
- When you have 6 bears and 6 dryads, it's time to attack Tichondrius.
- Travel North outside of your base to the second gold mine.
- Go slightly East and then follow the path North. You will reach a group of demons that includes two infernals.
- Defeat them and heal your army. Make sure to replace any units that die. You'll need a full army at all times.
- Tichondrius is directly North-East of here. Travel North and then East to see two gates. Go through the gates to find him. He is guarded by two doom guards.
- As soon as the battle starts, Tichondrius summons 3 infernals. To complete the chapter you just have to kill Tichondrius, not his allies. So focus fire on him.
- When he dies the chapter is complete.
Interlude: The Last Guardian
- Watch the cutscene to progress with the story. The elves, humans, and orcs finally form a pact to defeat the demons.
Chapter 7: Twilight of the Gods
- This is it, the final mission of the game.
- Main Quest: Delay Archimonde
- You must survive for 45 minutes without Archimonde reaching the North-East corner of the map. This is tougher than it sounds.
- TIP: It's a good idea to save often on this chapter. Also, keep multiple save files in case you make a mistake. This chapter is very hard.
- You don't have directly control over your allies. The best you can do is provide support.
- The first thing you want to do is expand to the other gold mines. You'll need the maximum gold and wood you can get to survive. Don't worry, there aren't any creeps around the map. So you won't need to defend your expansions.
- TIP: This chapter can be very hard if you make mistakes. The longer you can hold the human base in the first half, the easier the chapter is. If you lose the base right away, it's extremely difficult. Reset the level if you need to, but you'll want to keep the human base defended until around the 25 minute mark. This makes the rest of the chapter significantly easier.
- Immediately train 6 wisps and send them to the gold mine South-East of your main base. Build a tree of life there and have the other 5 wisps harvest gold.
- Train another 6 wisps and send them to the gold mine West of your base. Establish a base there as well and have the wisps mine gold.
- Very soon the undead begin attacking the human base. At the start of the mission Tyrande and some huntresses are already there, so assist the humans in defense.
- TIP: Defending the humans is the hardest part of the chapter. Save often so that you can reload your game if an undead wave overtakes you. Have multiple save files and SAVE AFTER EVERY UNDEAD WAVE.
- At your main base, start training more wisps. Make as many as you can and have them harvest wood. You want to constantly be training wisps so that you can turn them into towers.
- The way this chapter works, the undead slowly creep up the side of the mountain. Each wave against a base gets slightly bigger. It's a war of attrition, so hold out as long as you can.
- Note that Archimonde is practically un-killable. Even if you could kill him, he resurrects automatically. The best you can do is to delay his ascent.
- The best way to do this is to build a ton of ancient protectors. Then supplement their defense with bears and dryads.
- Send 5 wisps down to the human base. When they arrive, turn them into ancient protectors. Position them a little bit behind the human defenses. This is meant as a second line of defense. Remember that if an protector is too far away, you can always move it. Just don't build them outside of the human base or the undead will destroy them before they finish building.
- NEW UNIT: Hippogryphs
- Hippogryphs are anti-air units. They have a powerful attack, but can only hit other air units. If you have archers, you can mount them on hippogryphs. The hippogryph loses it's anti-air attack and functions as a flying archer with double hit points.
- Keep sending wisps down to the human base. Have them transform into ancient protectors as soon as possible.
- Upgrade your druids of the claw so that they have bear form.
- Train a few huntresses to supplement your army. They will be useful as your bears are upgrading. You won't need archers since dryads are better. Once the bears are done upgrading, stop making huntresses.
- Bring Furion and the rest of your army down to the human base. Keep training more dryads and bears to help with defense.
- TIP: Use Tyrande's starfall to deal with huge armies. Also, Furion can use tranquility to heal all of your units. Both spells are channeling, so remember that you can't move either hero once the spell starts.
- TIP: In an earlier chapter you picked up a mana stone. Put it on Furion. It will increase his mana regeneration enough so that you can use tranquility during every wave of undead. This makes the chapter much easier.
- Build 2 more ancient of lores at your elf base. This is so that you can mass produce bears and dryads.
- Research abolish magic for your dryads.
- Note: If you're defenses aren't holding, you may want to restart the mission. You'll need to defend each base long enough, otherwise you'll lose at the end when Archimonde himself shows up. To do this you must be very fast. Since the chapter is long, it's better to restart if things go poorly at the beginning. Otherwise you may find yourself in a position where you can't win towards the end of the chapter.
- Start upgrading the armor and attack of your units. Click on the huntress hall to find these upgrades. You start with this building in the North-East section of the elf base. You want to upgrade the second set of attack/defense. This effects the stats of dryads and bears. The first set is only for archers, huntresses, and ballistas.
- Eventually the undead start sending heroes with their waves of attackers. Just keep your defenses tight. Remember to use cast starfall and tranquility.
- Your towers won't hold very long because the undead always attack them first. After a while you won't be able to keep any up for a significant amount of time. At this point just keep training bears and dryads in mass.
- Back at the elf base, keep making wisps. Send them down to the orc base. The undead will overtake the humans soon, so it's good to prepare your next line of defense.
- TIP: Abuse Tyrande's starfall and Furion's tranquility as much as possible. If your defenses start to fail, use these spells to stop the current wave. The cool down on the spells isn't very long, but watch your mana reserves. You can't use them if you run out of mana. This shouldn't be as big of a problem for Furion.
- If you've been building wisps consistently, soon you'll hit the food limit for your army. Start taking wisps and turning them into ancient protectors in front of the orc base. Make the towers in a defensive line directly outside of the goblin land mines.
- Keep defending the human base. As long as you're constantly training bears and dryads you'll be fine. Just use starfall and tranquility to keep the waves of undead at bay.
- At the orc base continue to build towers. Try to get 15+ ancient protectors built there while defending the humans. This will make defending the orc base much easier later in the chapter.
- At around 25 minutes left the undead waves get harder. There are usually 2 heroes with each wave, so be careful. Your army should be strong enough to take them as long as you abuse tranquility and starfall.
- TIP: Remember to save often. If you make a mistake and lose the human base, you can always reload and try again.
- After a while you won't be able to hold back the undead attackers any longer. This should be when there is approximately 22-23 minutes left. At that point they will send a massive wave. Try and hold them back as long as possible, but retreat when you're certain the base is lost.
- Try to keep Tyrande and Furion from dying. If they do, immediately summon them back again at your altar of elders.
- Note: If you couldn't hold the human base until around the 23 minute mark, consider loading from an earlier save. You don't want to play far into the chapter only to realize you didn't hold the undead off long enough in the first half.
- The human base is gone now and the undead have constructed their own defenses where it used to be. It's time to start defending the orcs.
- Start training bears and dryads to rebuild your army. Bring them to the orc base.
- Hopefully, you got between 12-15 ancient protectors built there already. This will greatly help your defense.
- You should already have enough towers to defend the orcs. Between them and your army you will be able to last a while.
- Train more wisps and start building towers at the edge of the night elf base. You lose the chapter if Archimonde reaches the circle of power at the North-East corner of the elf base.
- You should be able to defend the orc base and finish the chapter that way. But it's important to build extra ancient protectors in the elf base just in case.
- Build as many ancient protectors as you can. Start at the South-West edge of your base and build out. You can't have too many. Eventually the orc base will fall and these towers will serve as the last line of defense.
- Note: Do not try and attack the undead base. Archimonde is there and he will kill your army almost instantly. This ruins your chances of winning the chapter. Don't do it.
- The undead waves have gotten easier. Don't let this fool you too much, they'll get hard very quickly.
- Unfortunately, all of those towers are very vulnerable. The undead send lots of meat wagons and frost wyrms. Make sure you have your army fighting the whole time or your towers will die extremely fast.
- The waves get pretty hard. Stick close to your towers to keep your army alive.
- At 8 minutes left things go from being tough to extremely hard. This wave has a pit lord that does a ton of damage. Don't be surprised if all of your towers get demolished here.
- Just keep training bears and dryads. The goblin land mines around the orc base will help you a bit once your towers fall.
- Your main gold mine will run out of resources. Don't worry, the chapter is almost over and you still have your other mines.
- The clock should be getting pretty low now, but don't think your home free. At the 3 minute mark the undead send a huge wave to the orc base. It has a lot of units and two heroes. Abuse starfall and tranquility to keep them at bay. It's possible to defend this wave if your using both spells and have a full army.
- Since you successfully defended the orc base until the 1 minute mark, you'll win the chapter.
- At 45 seconds in, Archimonde himself attacks. He cannot be killed, only delayed. However, he doesn't have enough time to make it to the circle of power if he has to go through the orc base.
- If for some reason the orc base falls with only a few minutes left, you can still win. The ancient protectors you've been building at the elf base can keep Archimonde busy.
- Once the clock hits zero the chapter is complete. Congratulations, you just completed Warcraft 3. Enjoy the ending cinematic.
