Undead Campaign FAQ/Walkthrough
By Ocissordei
3/08/02
Version 1.0
Contents:
I. Updates
II. Intro
III. Background Info
IV. Campaign Walkthrough
V. Credits/legal info
I. Updates
Version 1.0: Added intro, background info, conclusion and completed the
campaign walkthrough.
II. Intro
While browsing through Gamefaqs one day I found that there was an undead
scourge guide, but alas no guide dedicated for the Scourge campaign. This
FAQ/walkthrough is here for the purpose of getting you through the Undead
Campaign. Although difficult at times, the "Path of the Damned" is pretty
easily completed.
III. Background Info/Unit Background
The shaman, Ner'Zhul: Origin of the Lich King
The orcish clans, bound by a noble, shamanistic culture for thousands of
years on the world of Draenor knew nothing of corruption or spiritual decay.
But the sinister agents of the burning legion sought to forge them into a
voracious, unstoppable army. The cunning demon, Kil'jaeden, second in
command of the legion, saw that the savage warriors had vast potential for
murder and bloodshed-and set out to corrupt their tranquil society from
within.
Kil'jaeden appeared to the orcs' most respected leader, the elder shaman
Ner'zhul, and told him that he would bestow upon the orcs great power and
make them the undisputed rulers of their world. He even offered the old
shaman untold mystical knowledge if he agreed to bind himself and his people
to the Legion's will. Calculating and power hungry by nature, Ner'zhul
accepted Kil'Jaeden's offer and made a blood pact with the demon. By doing
so Ner'zhul had sealed the orcs' fate and damned them to become the unwitting
slaves of the burning legion
As time passed, Kil'Jaeden recognized that Ner'zhul did not have the will or
the brazen Audacity to follow through with his plan of forging the orcs into
a bloodthirsty horde. Ner'zhul realizing that his pact with Kil'Jaeden would
only lead to his race's annihilation refused to help the demon any further.
Enraged by the shaman's defiance, Kil'jaeden swore to take vengeance upon
Ner'zhul, and corrupt the orcs despite him. Kil'jaeden found a new, eager
apprentice to lead the orcs on the path to oblivion-Ner'zhul's own nefarious
protege, Gul'Dan
With Kil'jaeden's help, Gul'dan succeeded where his teacher had faltered...
The evil, power hungry orc not only abolished the ancient practice of
shamanism-which he replaced with the study off demonic warlock magic-but
united the orc clans into the volatile horde that Kil'jaeden had envisioned.
Ner'zhul powerless to stop his former apprentice, could only watch as Gul'dan
masterfully transformed the orcs into mindless agents of destruction
Years passed as Ner'zhul brooded silently upon the red world of Draenor. He
watched as his people staged the first invasion of Azeroth. He heard the
tales of the orcs' second war against the alliance of Lordaeron. He bore
witness to the treachery and corruption that seemed to be destroying his
people from within. Despite Gul'dan's masterminding the horde's dark
destiny, Ner'zhul knew that he himself was responsible for setting it all in
motion.
Shortly after the end of the second war the news of the horde's defeat
reached the orcs who had remained in Draenor. Ner'zhul, knowing that the
horde had failed its mission to conquer Azeroth, feared that Kil'jaeden and
the Legion would take dire action against the remaining orcs. To escape
Kil'jaeden's imminent wrath, Ner'zhul opened a number of mystical portals
that lead to new, unspoiled worlds. The old shaman rallied the remaining orc
clans and planned to lead them through one of the portals into a new directed
destiny.
Before he could execute his plan, Ner'zhul was forced to deal with an
Alliance expeditionary force sent to Draenor to destroy the orcs forever.
Ner'zhul's loyal clans managed to hold the alliance forces at bay while the
old shaman opened the raging magical portals. To his horror Ner'zhul
realized that the portals' tremendous energies were beginning to rip the very
fabric of Draenor apart. As the alliance forces pushed the orcs further back
into the hellish world, Draenor began to buckle in on itself. Realizing that
the battling clans would never reach the portals in time, Ner'zhul selfishly
abandoned them and escaped with his elite followers in tow. The evil group
of orcs crossed through their chosen portal just as Draenor blew apart in an
apocalyptic explosion. The old shaman believed he'd been lucky to escape
death...Ironically he would live to regret his naivete
Kil'jaeden and the new deal:
Just as Ner'zhul and his followers entered the Twisting Nether- The ethereal
plane that connects all of the worlds scattered throughout the Great Dark
Beyond-they were ambushed by Kil'jaeden and his demonic minions. Kil'jaeden,
who had sworn to take vengeance on Ner'zhul for his prideful defiance,
tortured the old shaman mercilessly by slowly tearing his body apart piece by
piece. Kil'Jaeden kept the shaman's spirit alive and intact leaving Ner'zhul
painfully aware of his body's gross dismemberment. Though Ner'zhul pleaded
with the demon to release his spirit and grant him death, the demon grimly
replied that the blood pact they had made long ago was still binding-and that
he would make use of his wayward pawn once again.
The orcs' failure to conquer Azeroth as the Legion intended forced Kil'jaeden
to create a new army to sew chaos throughout the kingdoms of the Alliance.
This new army could not be allowed to fall prey to the same petty rivalries
and infighting that had plagued the horde. It would have to be dogged,
merciless, and single-minded in its mission. This time Kil'jaeden could not
afford to fail. Holding Ner'zhul's tortured, helpless spirit in stasis,
Kil'jaeden gave him one last chance to serve the legion or suffer eternal
torment. Once again, Ner'zhul recklessly agreed to the demon's pact.
Ner'zhul's spirit was placed within a specially crafted block of diamond-hard
ice gathered from the far reaches of the Twisting Nether. Encased within the
frozen cask, Ner'zhul felt his consciousness expand ten thousand fold.
Warped by the demon's chaotic powers, Ner'zhul became a spectral being of
unfathomable power. At that moment, the orc known as Ner'zhul was shattered
forever, and the Lich King was born.
Ner'zhul's loyal death knights and warlock followed were also transformed by
the demon's chaotic energies. The wicked spell casters were ripped apart and
remade as skeletal Liches. The demons had ensured that even in death,
Ner'zhul's followers would serve him unquestioningly.
When the time was right, Kil'jaeden patiently explained the mission for which
he had created the Lich king: Ner'zhul was to spread a plague of death and
terror across Azeroth that would snuff out human civilization forever. All
those who died from the dreaded plague would arise as the undead...and their
spirits would be bound to Ner'zhul's iron will forever. Kil'jaeden promised
that if Ner'zhul accomplished his dark mission of scouring humanity from the
world, he would be freed from his curse and granted a new, healthy body to
inhabit.
Though Ner'zhul was agreeable ands seemingly anxious to play his part,
Kil'jaeden remained skeptical of his pawn's loyalties. Keeping the Lich king
bodiless and trapped within the crystal cask assured his good conduct for the
short term, but the demon knew that he would need to keep a watchful eye on
the Lich King. To this end, Kil'jaeden called upon his elite demon guard,
the vampiric Dreadlords, to police Ner'zhul and ensure that he accomplished
his dread task. Tichondrius, the most powerful and cunning pf the
dreadlords, warmed to the challenge, fascinated by the plague's severity and
the Lich King's unbridled potential for genocide.
Ice Crown and the Frozen Throne:
Kil'jaeden cast Ner'zhul's icy cask back into the world of Azeroth. The
hardened crystal streaked across the night sky and smashed into the desolate,
arctic continent off Northrend, burying itself in the deep, shadowed hallows
of the Icecrown glacier. The frozen crystal, warped and scarred by its
violent descent, came to resemble a throne, and Ner'zhul's vengeful spirit
stirred within it.
From the confines of the Frozen Throne, Ner'zhul began to reach out his vast
consciousness and touch the minds of Northrend's native inhabitants. With
surprising ease, he enslaved the minds of many indigenous creatures, such as
ice trolls and the fierce wendigo-and drew their evil brethren into his
growing shadow. He found that his psychic powers were almost limitless, and
used them to create a small army that he housed within Icecrown' twisting
Labyrinths. As the Lich King mastered his growing powers under the
dreadlord's persistent vigil, he discovered a remote human settlement on the
fringe of the vast dragonblight. Ner'zhul decided to test his powers and his
dread plague on the unsuspecting humans.
Ner'zhul sent eh plague of undeath, which had originated from deep within the
Frozen throne, out into the arctic wasteland. Controlling the plague with
his will alone, he drove it straight into the human village. Within three
days, ever y human soul in the settlement was dead. Yet in surprisingly short
amount of time the dead villagers began to rise as zombified corpses.
Ner'zhul could feel their individual spirits and thoughts as if they were his
own. The raging cacophony In his mind caused Ner'zhul to grow even more
powerful-as if their spirits provided hi with much needed nourishment. He
found it was child's play to control the zombies' actions and steer them to
do whatever end he wished.
Over the following months, Ner'zhul continued to experiment with his plague
of undead by subjugating every human inhabitant of Northrend. With his army
of undead growing daily, he knew that the time for his true test was nearing.
War of the spider:
For ten long years, Ner'zhul built up his power base in Northrend. A great
citadel was erected above Icecrown and manned by growing legions of the
undead. Yet as the Lich king extended his influence over the land, a lone,
shadowy empire stood against his power. The ancient subterranean kingdom of
azjol-nerub, which had been founded by a race of sinister humanoid spiders,
sent their elite warrior guard to attack Icecrown and end the Lich King's mad
bid for dominance. Much to his frustration, Ner'zhul found that the vile
Nerubians were immune to not only the plague, but to his telepathic
domination as well
The Nerubian spider lords commanded vast forces and had an underground
network that stretched nearly half the breadth of Northrend. Their hit and
run tactics on the Lich King's stronghold stymied his efforts to root them
out time after time. Ultimately, Ner'zhul's war against the Nerubians was
won by attrition. With the aid of the furious dreadlords and his innumerable
undead warriors, the lich king invaded azjol-nerub and brought its
subterranean temples crashing down upon the spider lords' heads. The
Nerubians were immune to his plague, Ner'zhul's growing necromantic powers
allowed him to raise the spider warrior's' corpses and bend them to his will.
As a testament to their tenacity and fearlessness, Ner'zhul adopted the
Nerubians distinctive architectural style for his own fortresses and
structures. Left to rule hi kingdom unopposed the Lich king began preparing
for his true mission in the world. Reaching out into the human lands with
his vast consciousness, the Lich king called out to any dark soul that would
listen...
Ke'Thuzd and the cult of the damned
There were a handful of powerful individuals, scattered across the world, who
heard the Lich king's mental summons. Most notable of them was the Archmage,
Kel'Thuzad, of the magical nation of Dalaran. Kel'Thuzad, one of senior
members of the Kirin tor-Dalaran's ruling council-had been considered a
maverick for years due to his insistence on studying the forbidden arts of
necromancy. Driven to learn all he could of the magical world and its
shadowy wonders, he was frustrated by what he saw as his peer's outmoded and
unimaginative precepts. Upon hearing the powerful summons from Northrend,
the archmage bent all of his considerable will to communing with the
mysterious voice. Convinced that the Kirin Tor was too squeamish to seize
the power and knowledge inherent in the dark arts, he vowed to learn what he
could from the immensely powerful Lich King.
Forsaking his fortune and prestigious political standing, kel'thuzad
abandoned the ways of the Kirin Tor and left Dalaran forever. Prodded by the
lich king's persistent voice in his mind he sold his vast holdings and stored
away his fortunes. Traveling alone over many leagues of both land and sea he
finally reached the frozen shore of Northrend. Intent, on reaching Icecrown
and offering his services to the Lich King, the archmage passed through the
ravaged, war-torn ruins of Azjol-nerub. Kel'Thuzad saw firsthand the scope
and ferocity of Ner'zhul's power. He began to believe that allying himself
with the mysterious Lich King would not only be wise, but potentially
fruitful.
After long months of trekking through the harsh artic wastelands, Kel'Thuzad
finally reached the dark glacier of Icecrown. He boldly approached
Ner'zhul's dark citadel and was shocked when the silent undead guardsmen let
him pass as though he was expected. Kel'Thuzad descended deep into the cold
earth and found his way down to the bottom of the glacier. There in the
endless cavern of ice and shadows he prostrated himself before the frozen
throne and offered his soul to the dark lord of the dead.
The lich king was pleased with his latest conscript. He promised Kel'Thuzad
immortality and great power in exchange for his loyalty and obedience.
Kel'Thuzad, eager for dark knowledge and power, accepted his first great
mission-to go into he world of men and found a new religion that would
worship the Lich king as a god.
To help the Archmage accomplish his mission, Ner'zhul left Kel'thuzad's
humanity intact. The aged, yet still charismatic wizard was charged with
using his powers of illusion and persuasion to lull the downtrodden,
disenfranchised masses of lordaeron into a confidence. Once he had their
attention, he would offer them a new vision of what society could be- and a
new figurehead to call their king...
Kel'thuzad returned to Lordaeron in disguise, and over the span of three
years he used his fortune and intellect to gather a clandestine brotherhood
of like-minded men and women. The brotherhood, which he called the cult of
the damned, promised its acolytes social equality and eternal life on Azeroth
in exchange of r their service and obedience to Ner'zhul. As the months
passed, Kel'Thuzad found many eager volunteer s for his new cult amongst the
tired, overburdened laborers of lordaeron. Surprisingly Kel'thuzad's goal to
pervert the citizens faith in the holy light towards belief in Ner'zhul's
dark shadow was easily attained. As the Cult of the Damned grew in size and
influence, kel'thuzad made sure to keep its working secret from the
authorities of Lordaeron at every turn.
The Forming of the Scourge:
With Kel'Thuzad's success in Loraderon, the Lich king made the final
preparations for his assault against human civilization. Placing his plague
energies into a number of portable artifacts called plague cauldrons,
Ner'zhul ordered Kel'thuzad to transport the cauldrons to Lordaeorn where
they would be hidden within various cult-controlled villages. The cauldrons,
protected by the loyal cultists, would then act as plague generators, sending
the plague seeping out across the unsuspecting farmlands and cities of
northern lordaeron
The lich king's plan worked perfectly. Many of Lordaeron's northern villages
were contaminated almost immediately. Just as in Northrend, the citizens who
contracted the plague died and arose as the Lich King's willing slaves. The
cultists under Kel'thuzad were eager to die and be raised again in their dark
lord's service. They exulted in the prospect to immorality through undeath.
As the plague spread, more and more feral zombies arose in the northlands.
Kel'thuad looked upon the Lich king's growing army and named it the Scourge-
for soon it would march upon the gates of lordaeron...and scour humanity from
the face of the world.
An Heir Apparent:
Though the Dreadlords were pleased that Ner'zhul's true mission had finally
begun, the Lich King himself brooded within the tight, shadowy confines of
the Frozen Throne. Despite his vast psychic powers and his complete dominion
over the undead, he longed to be free of his ice prison. He knew that
Kil'jaeden would never release him from his curse. And, due to his great
power, he knew the demons would destroy him as soon as his mission was
completed.
Still he had one chance for freedom-one chance to escape his terrible curse.
If he could find a suitable host-some hapless dupe who was torn between
darkness and light-he could possess that body and escape the confines of the
Frozen throne forever.
Thus, the Lich King sent his vast consciousness once again and sought out the
perfect host
IV.
Mission 1: Trudging Through The ashes
"The lich king's plague of undead has spread through the capital city and
into the outskirts of Loradaeron. Shocked and disheartened by the loss of
their beloved king, the forces of Loraderon were scattered by the ravenous
undead warriors. Now lordaeron is but a shadow of its former glory-and
Prince Arthas has yet to be seen...."
Start off the mission by leading Arthas down the path to the west. You'll
meet up with what seems like a regular human being that is red. This is how
all the acolytes in the mission will look, red human beings. Go near the
red human and he'll talk to you. Continue up the path to find another red
human being guarded by a footman. Run up so that the red human begins to
take shape into an acolyte and run from the footman. Continue west to find
another acolyte in hiding next to a normal human. Trigger the acolyte and
kill the human (coil works). Head south down the path and you'll get a
shade. Move him around in the south to find when the footmen are patrolling
the area. While he is moving there head slightly west and north to find
another acolyte. When the footmen aren't around head out and get the acolyte
in hiding there with your Death Knight. Then send the shade to the bottom
left corner to find yet another acolyte. Send an acolyte north, directly
north, but slightly to the east. You'll find a shallow area of water.
Cross it with your shade and continue north until you find an acolyte. Bring
your death knight up there and make sure he doesn't go north through the
towers and knights (in other words make sure he goes through the shallow
pathway, just click on the acolyte will send him through enemies). North of
that acolyte there is another. Bring your shade up to find it and then your
death knight. Southeast from here there is an acolyte, but there is a Knight
patrolling the area. Time it right with your shade in place and you should
be able to scoot across quick enough to not be caught by the knight. Then
head north and go into the graveyard to your left to get some more troops.
North from here there is another gate, take a left here (with your shade) and
you will find a human encampment. In the southwest corner of this there is
another acolyte. Bring your death Knight to him. Bandits will attack right
when you enter. Use this to avoid the militia. Go in the direction in which
the bandits came. There will be a fork. Take the southern route first and
get the acolyte there. In the northern path there are a bunch of bandits and
an enforcer here. Just hit and run so that the Acolyte appears and then
leave. Now head to the gate where you took a left. Break it open and an aco
and two footmen will come out. Run back to the graveyard to avoid them after
you get the aco. You should have 13 aco's right now and probably are at
level 2. I suggest putting your next point into Unholy Aura, as it will make
your DK faster, which is good for this mission, although death pact would be
useful in other missions. Bring your shade through the gate and walk around.
You'll see the locations of 7 acos. 4 are far to the east, one is south from
that, another north, and another is near the southwestern part of the entire
area. Just look at your mini map. I suggest doing this all in one run.
Just take your death knight and go to the one to north of the place where
there is a bunch of acos. Then go south to the 4 acos, then south to the aco
that is hard to see because he is hidden by some houses and then to the west
of that. Once you've gotten all of these acolytes your mission will be
complete
Mission 2: Digging Up the Dead
"The next morning on the outskirts of Andorhal"
At the start of this mission make two control groups, one for the meat wagons
and one for Arthas and the ghouls. Head right and destroy the tower, and
kill the two footmen. I suggest keeping the wagons out of the battle, as
their splash damage will damage your units as well. Continue right and there
will be a tower, some footmen and a Paladin. Take out the tower (and all
other buildings) with your wagons and the paladin with your ghouls and hero.
Once they are dead, pick up the item and head into the graveyard.
After the cut scene summon a necropolis and a haunted gold mine and start
summoning buildings once blight is created. Put all your ghouls on wood and
your acos on gold. Once you've summoned 3 ziggs, a crypt, a graveyard, a
necropolis and a Gold Mine, this part of the mission will be completed. You
probably will want your ziggs in front for towers, and your graveyard near
where your ghouls are harvesting wood.
Now it's time to kill the paladins. Get about 11 ghouls (put them with the
control group w/ your DK and don't forget to upgrade them from the graveyard)
and bring your meat wagons. Go attack the paladin top the northwest of you.
It's not that difficult just focus fire on him until he goes down to low
health and divine shields. Then focus fire on the militia and footmen until
the spell wears off. Kill them all and the barracks near him to ensure the
humans don't get more units then they should. Make sure you are towered up
in your base so that they don't ransack your base because its not defended.
Go back with some more ghouls (if you lost any build more so that you have at
least 11 ghouls), your hero, and your meat wagons. It's always a good idea
to get more ghouls, because then u can swarm their units even better. Go
southwest
From the first paladins base to find another paladin. Kill the tower with
your meat wagons and the units with your death knight and ghouls. Make sure
you are coiling low health ghouls and you will win this easily. Head south
again, with around 11 ghouls and your meat wagons. Focus fire meat wagons
on the horses to the right (the AI is stupid enough to heal them, and it will
waste the paladins mana.) and focus fire on Uther with all of your melee
units. He should go down pretty easily, but like all paladins, he has that
annoying divine shield. When he dies, Pick up the urn and you'll finish the
mission.
BTW This mission goes really fast if you are constantly building ghouls and
rallying them to your hero.
Mission 3: Into the Realm Eternal
"Six days later, near the forested border lands of Quel'Thelas"
Let your units raise hell on the site and summon your goldmine and
necropolis. Sylvanas will come to your base; slaughter her and the two
soldiers that accompany her. After this continue building structures in your
base. Make sure you have a crypt and a graveyard, and many ziggurats. When
you feel the time ibis right upgrade your necropolis to the halls of the
dead. Then build two temples of the damned. While you're waiting for your
units and buildings to be built take your meat wagons and some ghouls (5-6 I
would say) with your hero north east of your base. An even will be triggered
telling you that you can knock down trees with ghouls and meat wagons and
such. Knock down the trees to the north revealing a Gnoll camp. There are
other spots such as this that you can creep around the map. Most to the
south. These are all pretty self-explanatory so I'll let you discover them
yourself. Now you can finish this mission pretty quickly by just going to
the south (in the direction that Sylvanas attacked. Knocking down some trees
with your meat wagons at a one of the points with blue flashing lights and
attacking the green base to the east. This should be easy if you get the
following units/upgrades:
3 meat wagons (you start off with them)
6-8 necros with adept training and skeletal longevity
11+ghouls+hero
You probably wont lose much here if you just put your meat wagons on the
buildings and your ghouls on the units. Don't unleash skellies unless you
want the computer to dispel them, the computer IS that smart at times. So
kill the priests. After you're done with the base to the south of your base
head to the base to the east of it (not north east). If you want to go
creeping even more go directly south to and you'll find some more (although
you cant go past more than level 4 on this mission) Before it there will be a
small encampment, you will overwhelm them by brute force. Once you get to
the blue base, just remember to focus fire ghouls on units and meat wagons on
towers. Unholy frenzy your heroes and use skeletons when priests are gone or
to just rub it in the computers face. Once you destroy her town hall the
mission is complete.
Mission 4: Key of the Three moons
"Moments Later, just beyond the shattered elf gate:
ahh,...the crypt fiend mission..
Alright start this one off by heading east (slightly south) to the elf base.
Web the dragon hawks and slaughter them when they reach the ground. Summon a
goldmine and a necropolis. This is a mission in which you DEFINITELY want
to make some towers at your base. Because Arthas doesn't start off with a
scroll of town portal like heroes in multiplayer there is no way for him to
get back. This is why it's beneficial for you to make some towers at the
base so that those alone can take out enemies. I would put them at the
northern part of your base because that is normally where the dragon hawks
and zeppelins that attack you come from. When your necropolis and goldmine
summon a ziggurat a crypt and when u have enough money another ziggurat.
When you get out of red food, build another acolyte and send it to your
goldmine. There are really two ways to go about this mission
Ghouls+nex or Cf's+nex, either way you should bring meat wagons along. I
really like crypt fiends because they work so well with Unholy frenzy. I
brought all of the units that start off the mission +2-3 extra crypt fiends
the strength upgrade for crypt fiends and the defense upgrade for ghouls and
necromancer adept training, and wiped out the first base (the one to the
right). The most important part of this is to get meat wagons. I probably
should have brought an extra one from my base because the things in the base
to the right that do the most damage are probably the towers therefore you
should probably go into the first base like that, but with some more meat
wagons. You will lose a lot of ghouls in this process...but yet again, I
suggest you go crypt fiends and necros because they will slaughter dragon
hawks with relative ease. When you have destroyed the base to the right go,
destroy the altar in the bottom right corner and you will get the first part
of the key of the tree moons. Now head north and destroy the towers here and
go through the way gate. Bring a similar force of units (more ghouls this
time because inner fired high elven swords men pretty much slaughter they way
through crypt fiends although crypt fiends will easily take them out if they
are unholy frenzied) through the first way gate and you will slaughter
everything here pretty easily (remember to get the moon stone from the
altar). (autocast raise dead and watch your skellies run wild yon the
comp). Replenish your supply of troops and head back through a way gate and
to a way gate to the east of the one that you come through (watch out for the
towers and the small encampment that is to the south off the way gate. Just
go in, unholy frenzy Arthas, and ur crypt fiends and watch the comp die.
Kill the altar and collect your final moon crystal. Then pop Arthas in a
zeppelin and run him over to the northeastern part of the map. Just drop him
and run into the circle of power.
Mission 5: The fall of silvermoon
"moments later on the outskirts of the elves' capital of silvermoon"
Start off this mission by building a slaughterhouse, a temple of the damned
and if you want, another crypt. Sylvanas and some other units of hers will
come from the north. Bring the crypt fiends in your base and any other units
that you wish to kill her. Now, build some ziggurats and upgrade to Black
Citadel. Soon a necromancer will tell you how a runner is being sent to get
reinforcements. You'll see the gargoyle cut-scene. I personally...don't
like having only 4 gargoyles there. Once you're black citadel comes build
two gargoyles and send them over with the other ones. They will easily pick
off the runners.
For this mission you'll probably want to do the optional one, which is to
destroy Sylvanas' base. This isn't that difficult, just do the same strategy
that we've been doing for the last few missions. If you are running low on
cash there are stone golems to the north that give you a lot of experience
and gold. Whenever a runner comes just have ur gargs pick him off. When you
get enough units (5-6 necros, 7 cf's and about 4 ghouls, and a couple meat
wagons, should be MORE than enough to get you through slyvanas' base. Head
over there, and raise hell. . Kill all the buildings and Slyvanas will turn
into a really cool banshee.
After this is done you can just head south, past the goblin merchants knock
down the towers with your meat wagons and killing all of the units with your
nex/skellies/cf's. After you've penetrated one side you can enter to the
golems pretty easily. Just take a meat wagon and have it hit one of the
towers and have it run after you. Move your meat wagon have your crypt
fiends shred them to pieces (piercing damage that crypt fiends do>golems).
Repeat, and then bring Arthas to the circle of power next to the
Mission 6: Blackrock & Roll, Too
Ahh...OrcV.UD a very hard matchup on bnet....
The first thing you should notice about your new base is the shade standing
right next to the sacrificial pit. Don't get too carried away with him as a
large orc force will soon attack you. Defeat them and send your shade around
the map. You should find 5 orc bases. 5 orc bases means 5 more place for
you to get money from. The first thing you should do is tower up and then
tech straight to frost wyrms. (although not a very good strategy on bnet
^_^). While your waiting you can crepe around as there is a goblin merchant
to the northwest of your base (follow the path up towards the orange orc
base, but go off the path to the left and you will find it. If you go
directly south from your base all the way down you can knock down some trees
to find a troll and some murlocs. Of course outside there base there are a
bunch of dragon encampments (big red dragons), which can be taken down pretty
easily with gargs, fiends and your frost wyrms. (how convenient, as that's
basically what will win the mission for you). If you are worried about what
direction people may be coming from put some shades at crossroads outside ur
base. When you have a lot of frosties (which is very simple in this mission
because after the first attack u can just tower, creep, and then own
everything in site. A good strategy for this mission is to try to take out
the warlocks first as they can cripple your army with ease. Is there any
rhyme or reason of what base to hit first of the orc? No not really, just go
to the red one last. Frosties basically just eat up everything in site.
Every time you kill a hero you get a tome, which can make your heroes
powerful. You don't even have to destroy their base, just kill their unit
producing buildings. When you get around to killing the blackrock make sure u
focus fire on the dragons and the towers as they are the only things that can
really do any damage to you. Make sure you use your ultimates (death and
decay and animate dead) every once in awhile to inflict some major damage.
Once all of the buildings are decimated your missions is complete (all of the
Red, Blackrock buildings)
Mission 7: The Siege of Dalaran
"the next morning, at the gates of Dalaran
First have your meat wagons take out the towers, and then tech you halls of
the dead up to a black citadel. Build some ziggurats and tower up the ones in
your base if you want some base protection. Build another slaughterhouse
while you're at it, and start upgrading the unholy armor for abominations at
the graveyard. When you have around 5-6 abominations bring them, Kel'Thuzad,
Arthas and your crypt fiends to attack the first Archmage. Focus all fire on
him first. If Arthas is level 7 and you put points into his skills as I
suggested you should be able to heal fairly quickly after you disperse the
first arch mage (once you kill him the aura closest to your base goes away).
When you run up to the archmage, nova and coil him right away, he should die
or have his health go down significantly. For the next arch mage you should
bring your meat wagons from your base to the units that you brought to kill
the first arch mage. Now when you get here go northwest and break open the
boxes to reveal some stone golems. These stone golems are NOT undead and
will not take damage from the Aura, which is nice. Now, bring the golems
your abominations crypt fiends and heroes to the base to the west. While
attacking that base build another crypt and upgrade creature attack and get
stone form for gargoyles. Start building gargoyles (5-8 will do). Now
you're probably thinking, Why did I all of a sudden switch upgrades/units?
Well, here's the reason, the best way to kill the next arch mage is gargoyle
hit and run. Simply take your meat wagons north and kill the two towers, and
the spellcasters. Then take the gargoyles north of the base you just sacked
and focus fire on the archmage. If you're reeling too much from the
aura=archmage fire just bring them back from the aura, go into stone form,
replenish most of your health (unholy aura+stoneform=fast health
regeneration). Then attack the magic vault to the north. Give all of the
items but the pipe to your lich. and go right and sack the base there. Nova
enemy units, death and decay if you want, coil/animate dead bla bla bla. Not
difficult just kill the archmage first. Then head north and kill the knights
there and open up the cages. You'll get some nice friends here. GO heal at
the fountain of health and then send all of your units to go smack up the
riflemen and sorceress near the knights that you just beast up then go to
the fountain of health to the left of them so that your health stays at about
the same spot while your meat wagons take out the towers. then smack um
Antonidas with your aboms/nova/coil. If anything dies animate dead it. This
shouldn't be that difficult
Mission 8:
"one hour later on a hill overlooking Dalaran"....
At every secition build at least three more ziggurats and when they summon
return them into towers (at first).
Put the ghouls at your base on the trees. Then run up to the left corner
and get the land mines with your death knight. Place these at each location
where you can be attacked. Soon fell hounds will come. Put one at each
location. Keep building ziggurats and upping them to spirit towers at each
location, make sure to keep your acos at the being attacked location on
autocast repair. Expo fairly early, having lots of money for towers will help
you a lot. Build more ghouls to get more wood faster. KEEP MAKING TOWERS,
they will be the bulk of your defense remember to expand, if you don't you
will lose, and RESEARCH WEB. Remember to make meat wagons to destroy steam
tanks. As siege is the only way to destroy them quickly and effectively.
Remember every 5 minutes or so you'll get some fellhounds or other burning
legion units (with the exception of when u have 5 minutes left to go). Make
sure you use mana burn to stop archmagi (no blizzard=very good for your
towers). Make sure you have your death knight and your cf's in a control
group and that they re always in the middle so that they can run to wherever
your are being attacked. Unless you see them coming. Eventually you'll get
infernals. Spread them out among different places Repeat and remember these
steps and you'll be victorious. Although it does get a little tight at the
end just make sure you ALWAYS have a lot of crypt fiends (6-8) on you and
infernals should prove to be a very nice meat shield for your towers. After
you have survived for 30 minutes (pews) you will be awarded with a kick-
"arse" cinematic with ARCHIMONDE. Yes.
V.
Alright:
All rights are reserved by their respective owners. This FAQ is copyright
Ocissordei 2003. Don't copy it, don't plagiarize, plagiarism is bad. You
can post this on your site as long as you don't edit it in anyway and give me
full credit.
K thx
If you want to add anything or found some humongous errors, email me at:
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