The staff can be equipped by Maiev and used to get inside your base. There you can acquire items from the ancient of wonders, if you wish. Naga excavators are working in the strange caves in the surrounding units. Kill them and deny use of any powerful artifacts they find.
There are four excavating teams. Go up the southern stairs and battle more naga beasts. Look nearby for another set of excavators and gold, which can be used for more base defenses and upgrades. Continue around to the north. Find the third excavator on the right side of the path. This particular one possesses the orb of slow, which is quite useful. Follow the path and reach the transports. You receive reinforcements here--glaive throwers and hippoglyphs.
Move inside the transports and sail south. As you move, you'll hear the last excavator to the west. When you reach a nearby shoreline, deposit your units and go kill the fourth and final excavator to complete the quest.
Head around the bend and sail north. Destroy the gate by removing the units from the transports. There's another gate further north. You must disembark your units, move them around the gate, and then destroy the gate from the rear. Return to the transports and continue north to the end of the mission. Remember that the runner can heal units, so don't hesitate to take some time between battles so the runner can restore your units to full strength.
Monitor your base defenses carefully and use extra funds on more protectors or units. Tyrande and Malfurion must survive. It's been weeks since the previous battle--Maiev and her forces are still holding off aggressive attacks from Illidan. Defenses are weak, and the gold supply is nearly exhausted. Your forces begin to split.
Two level heroes, Tyrande and Malfurion, begin to the west, and Maiev's base is found to the east. Before moving Tyrande and Malfurion, tend to Maiev's base. Resources are very limited at the moment.
Build a wisp and use it to repair the protectors and moon wells. You'll need additional gold for anything else. Gather Tyrande, Malfurion, and the western troops and head north. Search the area just off the road to the east for lots of gold. You should use this gold to bolster Maiev's defenses--such as more ancient protectors, more units, and all upgrades starting with the ancient of war and hunter's hall upgrades.
Move your western troops north from the ruins to trigger the cutscene, which opens a new quest. TIP: There's a room in the ruins blocked by trees. Use the force of nature spell to remove the trees. You'll find tomes and gold in the room. Reach the second ship. Reach the third ship. A night-elf fleet was separated when crossing the ocean; the three ships are stranded offshore and unable to land.
Clear a path for these ships to receive reinforcements. Continue to guide Tyrande and Malfurion onward. There are lots of creeps to kill and money to gain. Continue to spend money at Maiev's base, fortifying defenses, purchasing upgrades, and training more units. Continue south toward the first ship.
Search the side areas for more gold. You have plenty of powerful spells at your disposal--such as tranquility and starfall. Clear the creeps from around the first ship and gain some reinforcements. Head east toward Maiev's base. Battle the war golems standing guard, then trash the naga base just to the east. Use the powerful spells at your disposal, including force of nature on nearby trees, entangling roots on the tougher naga enemies, and starfall.
Cast tranquility to mend your troop's wounds. Decimate the base, then continue on to Maiev. Illidan's base lies to the far north. With your combined forces, search east from Maiev's base to discover the second night-elf ship. Clear out the nearby units and receive two mountain giants for your trouble.
There's also a mana fountain here. Meanwhile, it's time to migrate to a new base. Use the gold mine to the west--it's the same one the naga were using, but since you annihilated their base, they won't need it any longer. Move every structure you can, rooting the ancient protectors around your new base. Start mining gold and getting lumber. Finish researching any upgrades you've neglected. Upgrade to the tree of eternity. You should also use your forces to rescue the third ship, which is just north of your new base.
You receive two druids of the claw for the trouble. Bolster your forces with additional archers, huntresses, and spellcasters. You have three heroes with powerful spells, so you're well equipped to battle Illidan's troops.
Speaking of Illidan, expect him to continue to launch raids against your former base. You may wish to counter him there initially and kill him off. While he regenerates at the altar, make the assault on the northern base. With three unit groups, you should be able to decimate Illidan's base. Target the towers and enemy units first. You should also try to destroy the altar of the depths as soon as possible to keep Illidan from returning.
Don't forget the wealth of spells at your fingertips. Crush all the buildings in the north to complete the mission. At least two supply wagons must survive. Tyrande, Maiev, and Kael must survive. You don't control the humans or the caravan, just the night-elf units. The caravan automatically moves forward as you do.
If you stop, the caravan stops. You must seek out undead units both in front and behind the caravan. If you are wounded, move your units near the caravan and they'll be healed. Begin by moving along the road to the south. You'll find a couple of undead groups, but nothing too serious. You should move Maiev near the back of the caravan after the second group to prepare for the rear attack.
You will be ambushed frequently, so be prepared to always react quickly. Kael'thas has established three caches on the map--they contain gold and lumber, which can be used to acquire mercenaries from the nearby camps.
The first cache is just to the west. You'll battle the undead scourge here. More appear behind the caravan, so be prepared to react. Recover the stash, then use the resources to acquire a mercenary. In the battle, utilize the mountain giant's war club ability by using a tree from the nearby forest. Continue south, then head east. When you move your troops forward, shift the camera behind the caravan to watch for ambushes.
If any undead appear, move your units back behind the caravan to counter. As you head east, you'll enter a town, where the caravan will be automatically repaired. Guard the caravan with mercenary units purchased at camps. Exit the town and discover another mercenary camp.
The second Kael'thas cache is just to the east. It's much more heavily defended. Use starfall and vengeance to assist you against the undead. Secure the cache and acquire more mercenaries. Proceed north, around the bend, and beware of the crypt fiends that materialize from the woods. Follow the road into the next town, where the caravan is repaired again. Go north from the town to the crossroads. You can choose which way to go--the left path is longer but much easier, and the right path is shorter but much harder.
Choose the left path. Before you proceed to the left, go to the right, then head due south--there's the third mercenary camp and cache. Destroy the undead here, grab the cache, and purchase additional mercenaries. Return to the caravan and go north. At the very top of the map, encounter a small group of undead protecting their gold mine. Destroy them all. Face off against gargoyles as you turn south. TIP: Maiev can blink into the forest west of the gargoyles. There's a talisman of evasion inside a crate.
Proceed southeast toward another town. You're south of the bridge--but your last stand is in the town. The undead surround the caravan and attack from all sides. Use starfall, vengeance, and fan of knives frequently. If you haven't lost many units and you acquired a full complement of mercenaries, you should have little trouble.
Successfully defend the caravan to complete the mission. Spells and magic attacks kill the summoners. Illidan is using summoners to channel a powerful spell through the Eye of Sargeras. You must slay all four summoners before the timer runs out 30 minutes.
The summoners can be harmed only by magic. You can use faerie dragons' mana flare, chimera attacks, druid of the talon attacks, Maiev's fan of knives and shadow strike spells, and Malfurion's entangling roots spell.
This mission is fairly straightforward. The first half is spent on upgrades and bolstering your attack force with the appropriate units. You may also need to defend your base slightly. The second half is spent annihilating the summoners. A new quest opens up within moments of the mission's start. There's a paladin imprisoned in the far northeast.
You can free him easily and should get it over with immediately. Group all your starting units and send them northeast. You'll face some naga defenders but not many. Use your spells to assist in the battle; you'll have plenty of time to replenish mana before your assault on the summoners. Get the paladin and send all your units back to your base. Build a couple of ancient protectors near the others around the northwest side of your base. Build enough moon wells to maximize the cap at Upgrade to tree of eternity and build two chimera roosts.
You'll find chimeras are mighty powerful against the summoners. You should produce a group of at least seven or eight of them. You can also construct a group of faerie dragons to support them. Reinforce your group if you suffer any losses. Attacks will be launched on your base and the adjacent alliance base.
Holding off the attacks shouldn't be tough. Your ally's forces will help repel attacks against your base. Research the chimera's upgrade at the roost and use the hunter's hall to research strength of the wild and its counterparts.
Faerie dragons and chimera can carve a path to victory. With around 12 to 15 minutes left, you should begin the advance toward the northwest. That should be more than enough time. Go west, then head north once you're directly underneath the summoners. The defenses are heavy, so move slowly and destroy the towers with your chimeras.
Use Malfurion's tranquility after each little skirmish to heal your air units. If you lose any, you should have time to produce more and reinforce your group. Continue north slowly and engage in battles where you have the advantage. Stay out of tower range if possible. If you are fired upon, wipe the offending tower out fast with your chimera. There are more towers around the summoners. You should destroy the two bottom towers and then retreat and use tranquility and reinforce if needed.
Then advance and take on the summoners. You need only eliminate the four summoners to complete the mission--not all the naga structures. The summoners should fall quickly to your chimera group. Use Malfurion's forces to defend the night-elf base. Illidan and Malfurion have teamed up to rescue Tyrande, the woman they love.
You must use both forces separately--Illidan in the northeast and Malfurion in the west. Even their resources are independent. You should leave Malfurion to defend. Upgrade to tree of eternity, build additional ancient protectors to the north and south line them up in a row , and produce more ground forces. Add more moon wells as needed. Keep Malfurion and his escorts in a tight group and move them to intercept any attackers. Cast tranquility between battles to mend your troops' wounds.
Also, be careful with force of nature. Though it's useful against the attackers, it also destroys the forest around your base, which serves as a natural barrier. Illidan will be the aggressor in this mission, but that doesn't mean you don't need some defense. Attacks will arrive from the west, so bolster that area with more tidal guardians. Build additional coral beds to support more units, then construct two full groups of melee, ranged, and siege the turtles units.
Head south with your large groups, and Illidan will automatically discover the dams. The trolls have constructed several dams that prevent easy strikes against the red undead base. To destroy the dams, you must slay the trolls. Take Illidan and your other units south along the river. Go east up the riverbank. You need to kill three sets of trolls and finally the chieftain, Krag'jin, in the south. Killing Krag'jin destroys the dam and gives you the mask of death.
Eliminate the trolls to destroy the dams. Continue south and search the southeast corner of the map. You'll discover a couple of ancient sasquatches guarding a fountain of health. Defeat them to gain access to the fountain. A green undead base lies to Illidan's west and southwest--it blocks your path into the red base. It's easiest to destroy green completely before moving against the red undead base.
Attack the northernmost green base first. This frees up a gold mine that you can use if needed. Just south of this is a secondary green base blocking access to the red undead. After each battle, regroup, heal, and reinforce your group with more units. Use the naga siege weapons against buildings and leave your other ground forces to tackle the undead units.
Don't forget to pay some attention to Malfurion. You'll be notified when he's attacked. Move him and his escorts as needed and repair the ancient protectors once they're damaged. The mission ends once you've destroyed the red undead base and its units. To complete this mission, you must find and repair three observatories.
Each observatory provides a large sight area allowing you to see ahead toward the next observatory and task at hand. You begin already repairing the first observatory. Wait until it's complete and check out the revealed map. Note the creep north of your current position. Search east and spot the trees blocking a path to the north.
Use the blood mage's flame strike to destroy the trees. Kill the murlocs and get the maul of strength for your trouble. TIP: Make sure you move up your original peasant--you'll need him when you move to a new island! Go south and navigate through the winding streets. You'll face plenty of creeps along the way, including mutants, felguards, wizards, and a tough overlord.
During the exploration, a new quest opens up. There are four caches of gold, lumber, and items hidden around the map. The first one is nearby. Go west and kill the rogue wizards, then turn north to face more wizards.
Break down the western door and grab the first cache. Pick up the tiny castle too--it builds a town hall when placed. Continue through the area to the mana fountain and the overlord. Go south to the second cache marked on the map. Use flame strike to burn down the trees blocking the cache. Snag gold, the tiny barracks, and a tiny altar of kings.
Continue west along the southern edge of the map until you trigger the cutscene. The naga greet you and offer help in the form of a couple of transports. Begin a base on this new island. Be sure to drag your peasant along so he can build farms to sustain the new population.
Use the transport to shuttle to the island with the gold mine. Kill the pesky creeps, then place your tiny structures--put the castle near the gold mine. Use the peasant to build a farm, then build more peasants at the town hall. Start gathering gold and lumber. The undead attack from the south, so adjust your unit positions accordingly.
Continue to gather resources and upgrade the town hall. Build footmen at the barracks, research upgrades at the barracks, and then build spellcasters at the arcane sanctum. Clear out all the creeps on the island, then repair the second observatory just northwest of your base.
The third cache is in the southwest corner of the map. Reach it by using the transport to go south and then heading west on foot. Send a full group, including your blood mage, and battle the numerous ogres that protect the cache. You'll gain a rune of rebirth, which awards you the ogre chieftain himself!
Build up two large forces and transport them over to the northern island, where you'll find the fourth cache and the third observatory. Kill all the creeps. Use flame strike to reveal the cache. Transport over several peasants. Start repairing the observatory. Remember it requires lumber to repair, so make sure you have a large reserve of lumber or are still gathering it. Shift all remaining peasants to lumber. It's unlikely you need any more gold at this point.
Repair all three observatories and the mission ends in success. Orders are straightforward--destroy the green undead base. Unfortunately, the beginning of the mission is anything but straightforward.
You have several other bases around the map, but they're about to be annihilated. You can save some of the units from these bases if you wish. Allow the peasants to continue to mine gold until it's almost too late, however. Send the units east, out of harm's way. After the destruction of your outlying bases, the naga arrive to offer some support in the form of a collection of units and a sturdy hero.
Use these units to help defend your initial base. It soon becomes apparent that you have no resources and must venture forth to find more. Build a group of dragonhawk riders using your remaining gold. Don't worry about using all your gold--you'll still be able to make a town hall if you follow this walk-through.
Send your ground forces into a transport and tag along with the dragonhawk group. Go to the undead base to the north of your initial base.
Land just to the east, then move in for the attack. Use the dragonhawk cloud ability to disable undead towers. You may suffer some casualties but will be able to destroy all the undead structures around this gold mine.
Once through, search the crates for a tiny castle--time to build the town hall! Place the tiny castle near the gold mine.
Produce peasants and start base construction as funds become available. The undead attack your initial base from the west and northwest. Defend the area with a collection of upgraded towers. Place the naga units there to assist. Keep a peasant close for repairs and a priest close for healing. Do the same on your northern base--place a row of upgraded towers on the western side to hold back the undead attacks.
Build a barracks and another aviary. Build farms as needed and reinforce your troops with swordsmen and dragonhawk riders. You may also want a few more priests for inner fire and healing. And sorceresses come in handy for their polymorph and slow abilities. The new dragonhawk riders can disable towers with their cloud spell. To get to green, you must move through the second orange base in the northwest corner.
Defeat it as you defeated the first. After the battle, return to your northern base and regroup. Maximize your population and heal all your units. The battle against green is tough. He sends many tough units to defend against your attack. Polymorph as many units as possible and disable the towers with the dragonhawk riders. You should also snare some air units if possible. Work through the initial line of structures and push as much as possible.
You may fail in the first attack, but you'll weaken him. Return to your northern base and start reinforcing your army once again. Three groups should be sufficient all swordsmen, all dragonhawk riders, and then the blood mage with a mix of archers and spellcasters. Kael and Vashj must survive. Garithos has imprisoned your blood-elf lieutenants in magical cages. You must break them out and prepare for the inevitable battle against Garithos.
Head west and free the first lieutenant and the blood elves in the cage just across from him. These blood elves will scamper to the nearby armor and weapon racks and join your group as a spell breaker and a priest. Look for these blood elves throughout the dungeon, as they will become useful units to add to your group.
Continue west, then head south to the spiders. There's another blood elf in danger in a cage on the left. Free him quickly, then retreat and regroup. Take time to heal your units before pushing against the spiders again. The spiders are tough and cause poison damage. Use flame strike and forked lightning to make quick work of them. Monitor your units' health carefully and retreat any unit that's severely damaged. Bust apart the egg sacks for items and secure the medallion of courage from the largest spider.
Don't neglect the blood elf in the nearby cage. Return to the start position and go east. Stop the guard sounding the alarm he's pulling the lever.
Kill him quickly or use Kael's banish spell to make the alliance footman ethereal. There's a nearby stone token in the water. Flame-strike the barricade, then use Vashj to swim to it. Continue through the south gate. As you go inside, another quest appears. There are four archmagi trapped in the decrepit ruins of the prison. Orders are to slay the ghostly archmagi to release their tormented souls and give them peace.
You're also presented with a little tutorial: Stand a unit on two floor runes of matching color to open doors or reveal items. Stand on the two green runes, which opens a door to the east. It's the first of four archmagi. Kill it and grab the fragment of the ring of the archmagi. Remember to grab all fragments with the same hero. Also, use the spell breakers' control magic ability to capture any water elementals summoned by archmagi.
Go south, where you'll encounter a battle between undead and alliance forces. Use long-range spells flame strike and forked lightning to weaken the group. Mop up the remaining enemies.
Free the second lieutenant and the adjacent blood elf. There are two pink floor runes here. Stand on them to open a door leading to the second archmagi. Kill it as you did the first. Between these battles, take time to heal using your rescued priests. Cross the eastern bridge. Note that the lever releases caged experiments onto the alliance troops. Go for it. Attack the experiments when you enter the battle, then mop up the remaining alliance forces. There's a green floor rune in the room; its counterpart is under the war golems on the north side of the room.
Grab the scroll of mama to activate the war golems. Kill them both, then stand on both green floor runes to spawn a tome of agility. Continue forward, and don't let the footmen get to the lever. There's a yellow rune down a nearby ramp. Use anyone but Vashj to stand on that floor rune. Its match is around to the south. Use Vashj to swim to it. Grab the tome of intelligence that appears.
Proceed north and locate the purple rune. The other purple floor rune is just south in the water. It opens the passage to the third archmagi. Go east, then head around south to the third lieutenant. Beware of the alliance soldiers here. Rescue a couple more blood elves to the west and grab the rune of healing from the crates.
Here's the secret room. Press the floor switches in the correct order to open the secret level. Continue south and note the huge battle between undead and alliance troops. Eliminate any unit left alive and go around to the west. You'll find three caged sheep behind three floor switches. Step on the switches in the following order: top, bottom, center.
If you mess up, just stand on the remaining switch or switches to reset the puzzle. A new passage opens to the north with flying sheep on fire encircling a question mark--it's a secret level power-up.
Grab it to activate the secret level, which loads after you complete this mission. Backtrack to the cave on the eastern wall. Send a unit through it to appear on the far northern side of the map. Stand on the red floor rune.
Send another unit back to the red rune passed a moment ago. This opens a western door to the last archmagi. Kill it and grab the last ring fragment. Go east. Destroy the lever to open the door. Defeat the large alliance group with your spells and units.
Flame-strike the blockage to the north and expose the rune of restoration. Battle Garithos' enforcers.
You can open an optional passage into a room containing an arcanite golem. You must stand on floor runes to accomplish the task.
The first is under the rune of restoration you just got. The other is in a hall you've already passed just backtrack to it. Killing the arcanite golem rewards you with the essence of aszune, a frost wyrm skull shield, and a shamanic totem. Rescue the fourth lieutenant in the nearby cage and receive the final quest. Be sure to rescue the priest just east of the lieutenant. You must battle through a large collection of alliance forces and defeat the jailor to complete the mission.
Go north and begin the huge battle. Move slowly so you don't trigger too many enemies. Use flame strike and forked lightning frequently. Set a priest on inner fire to improve your troops during the battle. Only Kael and Vashj must survive, so don't worry if a lieutenant or two perishes during the fight. Quest One: Defend the portal. Objectives: Build towers to stop Garithos' men. The portal must survive. Garithos is sending his men on a suicide mission to destroy the portal. You must hold out long enough for all the blood elves to get through.
You have two workers to build towers in strategic locations to destroy the oncoming horde, which will attack in 30 waves. If you managed to survive all the waves, you receive a neutral hero for the next mission.
Gold is slowly creeping into your reserve during the mission. You'll use the gold to fund the towers and their upgrades. Begin building towers immediately and as quickly as possible. Build towers on all accessible locations, particularly at corners.
You receive stronger towers as the level moves forward, so leave spots for them. You can upgrade each type of tower; just click on the tower and select the upgrade option on its menu. Upgrade towers during the brief downtime during attacks. The towers upgrade fairly quickly, but you definitely want to be sure you don't have a series of towers upgrading while the next wave of enemies is moving through their firing range.
Towers, towers, and more towers. And after that, more towers. You do have Kael and Vashj to assist somewhat. Their spells can prove useful against any units that get through your collection of towers.
Cut straight down through the path to intercept the charging enemies and cast appropriate spells in their path. If you fail in the mission, you can still continue on to the next. Successfully completing the bonus mission simply unlocks an extra hero to use the pandaren brewmaster in the next mission. The cage must not reach the night-elf base. Lord Illidan has been captured by Maiev and is being held in a cage of magical enchantments. Slay the guardians of the cage and take it from the night elves.
Support units are constantly pouring in from your base. You control only Kael and Vashj, though you can purchase some mercenaries from a camp just south of your start position. Get your heroes to the cage quickly. Defeat the units guarding the cage and the cage becomes yours. You won't control the cage--instead, it will automatically begin moving toward your base.
The key is to hold it by maintaining control around the cage. If you lose all units around the cage, the cage comes under Maiev's control once again. It's a fierce battle for control of Illidan. Should Kael or Vashj perish during any fight, check the altars in your base for their return. Immediately send them back to the cage to help in offense or defense. Once you recover the cage, a new quest appears.
Keep Kael and Vashj in the fight and away from the cage when it's heading toward your base. The night elves will engage your forces and won't make a charge for the cage--keep them fighting! When they are fighting, they aren't capturing the cage. That's a good thing. The mission ends once the cage reaches the blood-elf base. As mentioned, keep Kael and Vashj active. If they die, move them back to the battle after resurrection. Bring Illidan to each dimensional nexus.
Illidan must survive three minutes at each gate. A pit lord named Magtheridon commands an army that pours through the dimensional gates. Illidan has the power to close each gate by stepping on its corresponding nexus. Illidan is already on the first nexus, which means the first dimensional gate located just to the northwest is in the process of closing. This doesn't make Magtheridon too happy--he begins to send units through the gate.
Protect the northwest side of your base from this onslaught. Reinforce your units with more swordsmen from the barracks. After the battle, it's time to catch your breath and prepare for the long haul. Your current gold mine has plenty of gold. There's a second gold mine just north of the dimensional gate. Expand as soon as possible so your gold income increases dramatically. Enemy attacks will arrive from the northeast section of your base and the southwest section of your base.
Begin to build a series of guard towers here. Add a couple of arcane towers as well. Line the north side of your base with tons of towers to counter the fel orc attacks. You should also upgrade your town hall to a castle and research all blacksmith upgrades. The naga unit upgrades are also available--select the temple of tides and research them.
You should also upgrade your priests and sorceresses to receive inner fire and polymorph, respectively. Build additional houses to maximize your population cap and add a mixture of blood-elf and naga units to your two-group army. At some point, venture south from your base and discover a fountain of health and an optional quest.
There's a draenei village in the southwest corner of the map. They're in a constant battle with the fel orc bases on this map. You won't control the draenei though you can rescue some that will come under your control. Instead, the draenei periodically launch their own assaults on the orc bases.
You should strive to launch your attack on the orange fel base as soon as the draenei begin their own. The orange fel orc base isn't too tough and should fall easily to two groups of units.
The naga sea turtles make excellent siege weapons. Use them against the fel orc structures while your other forces concentrate on the orc units. Utilize your spells--you have three heroes at your disposal, so use them wisely and ensure they're in the battle and casting frequently. Wipe out the orange fel orcs to complete the mission. You can expand to their former gold mine if you wish. It's possible to accumulate a lot of gold for this mission, which will be useful in defending your base.
Monitor your base and repair the northeast towers as needed. Other fel orcs will launch frequent attacks there, so you will have to replace or repair towers often.
The second dimensional gate is located in the southeast corner of the map. Wipe out any enemies surrounding the gate before putting Illidan on the nexus--which causes more enemies to emerge from the gate. Hold off the onslaught for three minutes to close the gate. To get to the next gate, you must battle through the green fel orc base just north of the second gate. The draenei have probably already begun their attacks there.
Although it's a bit tougher than the orange base, the concept remains the same. Annihilate structures with siege weapons and utilize all three of your heroes against the orc units. Lure the orc blademasters away from the other units, if possible. As soon as you eliminate the orc heroes, destroy the altar quickly to prevent a return. The third dimensional gate is north of the green orcs' former base. As always, clear out the area around the gate before stepping on the nexus. It's much harder if you stand on the nexus immediately.
The last gate is in the northwest corner. You can avoid the purple orc base completely. You won't need to destroy it to reach the last gate. Look just south of the purple orc base for a health fountain and a couple of cages containing usable draenei units--a vindicator and a seer. You can also find Khadgar's gem of health in the crates.
Kill the demons around the last gate first, then put Illidan on the nexus. Look south and discover a mercenary camp. This is the last gate, so purchase all the mercenaries you can. Put Illidan on the nexus and hold off the final assault for three minutes to complete the mission.
Quest One: Shadowkeys Objectives: Slay the master of pain. Slay the mistress of torment. Magtheridon is in a locked throne room. To gain access, you must eliminate his two dark lieutenants--the master of pain and the mistress of torment.
Once they're dead, you can grab the shadowkeys, which will give you access to Magtheridon's throne room. The black citadel has a series of tough defenses, but destroying the power generators can disable these defenses. There are four power generators for four defenses.
The draenei are your best option here--their cloaked ability allows the draenei to sneak by defenses and reach the generators unharmed. Your forces are essentially split up into two groups: the blood elves and the draenei on the western side of the map, and the naga on the eastern edge of the map.
You can advance either at any time. There's no right or wrong. The naga face a series of orc ships on their way to a fountain of health. There's also plenty of gold to be had in the naga's path. Also, when you reach the fountain, look for a path just south of it for tons of tomes and gold.
Speaking of gold, you have no means of mining gold. You must recover gold from the map to fund any reinforcements. The blood elves and the naga have barracks and a spawning pool, respectively, but you can't produce additional draenei units. The draenei's invisibility comes in handy as they sneak through the level looking for the power generators. On the blood-elf side, search the southwest corner for some gold.
Eliminate the enemy units surrounding the draenei with your blood-elf group. Grab the nearby coins. Proceed west through the gate and clear the area of enemy forces to secure the fountain of mana.
Search the southern area here for a couple of cages containing additional draenei units add them to the draenei group and gold. The northern area has more enemies and gold to recover. Make your way through the trees. Make your way into the area to grab the Item. Note: you could just put in the ''iseedeadpeople'' cheat with no quotes so you could see exactly where the King is. On the second level of the Night Elf campaign there is a secret area containing two tomes of intelligence and one tome of strength along with two mana runes.
Just kill all the Makrura's in the top left hand corner of the map. Then to get the tomes use Maiev's blink ability to get on top of the wall at the northernmost part of the base. Now just grab the tomes. In the Night Elf Chapter 4 Wrath of the Betrayer , there are 4 secret areas that Maiev could go into using her blink ability.
The first one is below your base, just north east of the southernmost Naga base. It has a statue that looks like a keeper of the grove hero. The message ''Secret Area Found'' will show up if you correctly found it. The second one is at the center of the map. It has a large gate that can be destroyed, and you will battle an infernal there. This is also the only secret area where you can go to without using the blink ability.
The third is a garden just east of the area where you finish the mission. It has a critter named ''Grank the Rat'' that cannot be destroyed. The last one is at the southwestern most part of the map. It has a level 1 pandaren at a platform with the message ''Pandaren drinking area'' appearing if you are at the correct place.
The pandaren will leave, leaving behind a treasure box. To find this secret island you have to go near the coast where the burning boats are and note the patch of land across the water. You then use Maiev's Blink skill to teleport her over to this island where you will engage with one of Illidan's Naga.
Contributed By: TehSpecialVet0rz. Undead Mission 1 On the left side of the topmost town on Arthas' side of the map there is an opening in the trees big enough for one person. It's hidden by the branches and leaves. Through the path you'll find a shop that takes the form of a villiage boy named Timmy who sells Ice Shards to summon Ice Revenants. You can submit new cheats for this game and help our users gain an edge. You can submit a problem report for any non-working or fake code in the lists above.
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