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When this mission starts you will start with 8 Ghouls 2 of which are chopping wood, 3 Meat Wagons, 2 Abominations, 2 Crypt Fiends, 7 Acolytes, Arthas and Kel'Thuzad.
When you start this mission you will see one of your Meat Wagons toward the West of your base attacking a couple of human buildings, go over to them and you will find a Archmage to the north-west of those buildings. Killing this Archmage is not a crucial point but it will help your heroes experience and he will drop a Health Stone which can be used to heal your hero for 500 health or it can be kept in the hero's inventory and it will add an extra 1 health per second regeneration. If you take your heroes and three of your Ghouls you should have more then enough manpower to defeat the Archmage and you will still leave behind enough units to defend the base. You will get attacked by forces of the Kirin Tor, Mages Guild and Sorcerers League. Before you go in to attack it is a good idea to upgrade all of your abilities and your units weapons and armor. It is important to note that you can now train Abominations at the Slaughterhouse. Abominations are very powerful units and will be very useful in this mission. When you are ready you can kill the first Archmage with just your heroes, a good strategy to accomplish this is to use Arthas' Death Coil and Kel'Thuzad's Frost Nova to damage the Archmage completely bypass the units and attack the Archmage, once he is dead retreat back to your base heal your heroes from the damage they suffered from the Archmages' aura and the battle. Once your units are healed you can attack without having your units suffer any damage from the first aura.
After killing the units accompanying the Archmage you will have a path going West and a path going East. Before you leave your base make sure to leave behind some units to defend when the enemy attacks. The path going West is the path to the first enemy base so don't go over there for now take the Eastern path and it will take you past a group of units that includes yet another Archmage but it's very weak and with the units you start out with you should be able to defeat them easily. When beaten the Archmage will drop a Mantle of Intelligence + 3 which increases the Intelligence of the hero by 3. Towards the north of the Archmage is a Workshop that is guarded by 3 Riflemen and 2 Mortar Teams, attack them and destroy the building. Further to the west there is a Priest and another Rifleman. Kill them and keep moving West, when you get to the end of the path you will see 2 Sorceresses and 2 Footmen guarding 2 cages. Kill the guards and destroy the cages to free 2 Rock Golems that will fight for you. When you are ready train 3 or 4 Frost Wyrms and attack the first base to the West of where you fought your first Archmage. this base is lightly defended and shouldn't take that long to destroy as long as you take out the unit producing buildings first you should be fine and only take minimal losses. Once you have destroyed everything build a small base here consisting of a necropolis and ziggurats to upgrade for defense and the buildings to train the units you wish to use. Your next Archmage should be easy to defeat all you really need to do is to use your flying units to move north of your second base and attack the Archmage without having to move your ground based units into the aura.
Once you start moving again follow the path until you come to a Fountain of Healing guarded by 3 Water Elementals once you have beaten the Elementals move north, follow the path and you will see 1 more crate guarded by a Footman and a Priest. Kill the guards and destroy the crate to release an Ogre Magi that will help you against the elves and don't forget to pick up the Boots of Elvenkind +6 that will increase the agility attribute of the equipped hero by 6. Travel back to the fountain and head east but be careful as you will be attacked by a group of 2 Riflemen, 2 Priests and a Sorceress that are guarding a cache of magical items attack them but be careful as you may attract units from the base to the east. Once you have beaten the guards destroy the crate to reveal the contents of a Tome of Intelligence, a Pendant of Mana and a Khadgar's Pipe of Insight. The pendant will increase the mana of the hero by 250 points, the Khadgar's Pipe of Insight will increase the mana regeneration of units near the hero that has it equipped. Now to destroy the blue base you should only need 1 unit comprised of 4 Frost Wyrms, 5 Abominations, the Ogre Magi you freed, Arthas and Kel'Thuzad. Make sure you destroy the unit production buildings before any of the other buildings. Once you've defeated the base you can make another small base here starting with haunting the gold mine. After you've completed your base you need to make preparations for the last aura which is extremely difficult to get to get too. Head north and you will see 2 sorceresses and 2 knights guarding 2 boxes. One of them contains 2 blue drakes the other 5 black spiders. These units will not provide a great deal of help to get to the final Archmage. Head west and you will see a barricade this is an indication you are getting close, kill the units behind the boxes using your Frost Wyrms. Once you get to the fountain of health group your units around it and wait you will be able to heal yourself fully before fighting the final Archmage. When you are ready to fight him head north until you see him. He will be surrounded by units and towers but don't bother with them concentrate on Antonidas until he is defeated once you kill him you will trigger a cutscene that will be the end of the mission.