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{{Header Nav|game=Warcraft III: The Frozen Throne}}
{{Header Nav|game=Warcraft III: The Frozen Throne}}


Warning! The page is under construction.
== Chapter Introduction ==
== Chapter Introduction ==
Though the demonlord, Archimonde, and the Burning Legion were finally defeated at the Battle of the Mount Hyjal, much of Ashenvale Forest remains tainted by foul, demonic energies. The combined efforts of both the druids and the Sentinels have brought a tenuous peace to the northlands, but dark creatures still lurk within the shadowed woods. In this perilous time, Maiev Shadowsong, the warden who once guarded Illidan's barrow prison, has come to hunt her dangerous prey -- and chain him once gain beneath the cold earth.
Though the demonlord, Archimonde, and the Burning Legion were finally defeated at the Battle of the Mount Hyjal, much of Ashenvale Forest remains tainted by foul, demonic energies. The combined efforts of both the druids and the Sentinels have brought a tenuous peace to the northlands, but dark creatures still lurk within the shadowed woods. In this perilous time, Maiev Shadowsong, the warden who once guarded Illidan's barrow prison, has come to hunt her dangerous prey -- and chain him once gain beneath the cold earth.
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:Defeat the Slavemaster
:Defeat the Slavemaster
{{col|3}}
{{col|3}}
;Optional Quest - Save Timmy
;Optional Quest - Enraged Beast
:Slay the Gnoll kidnappers
:Slay the Wildkin
;Reward
;Reward
:Ring of Protection +1
:Ring of Protection +1
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==Strategy==
==Strategy==
[[Image:NE_1_murgul.png|left|thumb|Don't miss up on these easy items.]]
[[Image:NE_1_murgul.png|left|thumb|These fishmen should barely do any damage to you.]]
{{sidebar|width=200px|title=Item Description|contents=The Scroll of Protection grants additional defence to nearby allies for a period of time. Save it for tougher enemies ahead.}}
{{sidebar|width=200px|title=Making use of Blink|contents=When exploring the coast, you might find some land in a distance. You can use Maiev's Blink to uncover hidden areas!}}
You see Maiev splitting up her group in three, and then you take Maiev's squad to hunt for Illidan. You get 5 archers and a huntress called Naisha as company. The mission is fairly linear, although there are a lot of secret places to discover for the adventurous.
You see Maiev splitting up her group in three, and then you take Maiev's squad to hunt for Illidan. You get 5 archers and a huntress called Naisha as company.


Destroy the damaged Elven Gate in front of you. Advance the gate and you will spot a razed town with full of skeletons and wreckage. A bit to the north you will find some angry Mur'gul fishmen on the coast, who will immediately attack you. Try to position the archers in the rear so that the Mur'gul won't focus them. At the northwestern entrance of the town, you will find a Rune of Healing, which immediately heals your troops as Maiev collects it.
Destroy the damaged Elven Gate in front of you. Advance the gate and you will spot a razed town with full of skeletons and wreckage. A bit to the north you will find some angry Mur'gul fishmen on the coast, who will immediately attack you. Try to position the archers in the rear so that the Mur'gul won't focus them.


===Rescue Timmy===
You can explore quickly the whole town, however nothing interesting can be found apart from some breakable crates. At the northwestern entrance of the town, you will find a Rune of Lesser Healing, which immediately heals your troops as Maiev collects it.
[[Image:War3_GnollSurrounded.PNG|right|thumb|These Gnolls don't stand a chance.]]
Head east, and you'll run into Alicia, a schoolteacher in charge of some children. She'll enlist your help in rescuing Timmy, who was kidnapped by some Gnolls. From the schoolhouse, head northeast and follow the path to the southeast, and the path will end at a Gnoll camp, populated by a pair of Gnolls and a Gnoll Poacher. None of these targets is a significant threat - especially if you recruited the two villagers earlier to increase your firepower.


Expect the Gnolls to target one of your Footmen at a time. The trick here is to select all your units and watch their health bars - when one starts to get low, click on Arthas' Holy Light spell and click on the injured Footman's portrait to heal him.
[[Image:NE_1_furbolg.png|right|thumb|The Furbolg nests can be destroyed to uncover loot.]]
Upon passing the gate, the archer will notify upon the Furbolg running amok in the neighbourhood. At a burning pillar you will find some breakable crates that have a '''Jade Ring''' in it. On the way south, three Furbolg Blazetrailers will attack you upon provoking, whom you can easily melee with your troops. A bit to the south you will find a small settlement of Furbolg nests guarded by an inhabitant. Destroy him and the tents. One of the tents hides a Rune of Mana. There is another settlement just a bit on the way southwest, with its guardians to destroy.


Try also to focus your damage on one Gnoll at a time - since a heavily damaged Gnoll causes the same amount of damage as a completely healthy one, it is better to have a single full-health Gnoll than two at half health. Focused attacks in tandem with judicious use of Holy Light will easily win this battle.
Maiev should be halfway well on the way to level 3 when the monsters are killed.


One of the Gnolls will drop a Potion of Healing (which can be handy, since Arthas can't heal himself with Holy Light). When all of the Gnolls fall, Timmy will be freed and you'll have accomplished the first Optional Quest. Better yet, you'll receive a Ring of Protection +1 from Alicia as a thank-you.
===The Legion's presence===
[[Image:NE_1_satyrs.PNG|left|thumb|The Satyrs ambush you!]]
Follow on the trail westbound. Suddenly four Satyrs will attack you with dirty rods. They will cast Curse on some of your units, however you should have no problem defeating them. They will severely hurt your archers though so pull back any of them with low health. Later on the trail, you will meet a squad of yours, who are desperate to report that a mad Wildkin beast attacked them and caused severe losses. The optional quest of slaying the Beast should now appear.


===It's a Trap!===
{{sidebar|width=300px|title=Creep intelligence|contents=The Wildkin and other level 5+ creeps have a bit better intelligence than lower level creeps. They will always focus weak units and run away when low on health.}}
[[Image:War3_BenedictTheBandit.PNG|right|thumb|It's a trap!]]
Just north to the meeting point there is another razed village with some Mur'gul residing at the waterfall. In the breakable crates you will find a Rune of Mana. Exiting the town will reveal the rampaging Wildkin, which ran to the east down from the road. You can head there for some hefty experience and a Tome of Agility. Beware of the War Stomp that stuns your units!
Return to the main path, where you veered off originally. A little further to the east is a forest path to the north. A villager, Benedict, is here and seems to want your attention. However, when you approach him, you are ambushed by four Bandits. Benedict himself turns out to be their leader. This group is tougher than the Gnolls due to increased enemy numbers and Benedict, but the experience Arthas gains here will benefit him later. Use Holy Light to keep your troops alive as mentioned previously.
[[Image:War3_VsMenag.PNG|left|thumb|Menag is tougher than Benedict, but your force can easily take him on.]]
Whether you take on the ambush or not, head east along the main path and you'll find Gerard being mugged by four Bandits as well as Menag, the Bandit Lord. They may fight you for a short time, but will soon retreat to their hideout to the southeast. Gerard implores you to return his Ledger to him.  You should, because you'll gain a nice reward.


Follow the trail of Menag and the Bandits to the southeast, and you cross a stream.  In this area are three Bandits, guarding the passage to Menag's camp. They will be relatively easy to take out, just use the focus attack and Holy Light approach and you'll be fine. On hard difficulty, there's also a Brigand here.
Maiev should have got her level 3 by now. You can either level her Fan of Knives or learn Shadow Strike, a great "Damage over Time" ability.


You should've leveled up by now, and you can choose Divine Shield or Devotion Aura.  Divine Shield is really useful, especially when at Level 3, so it is recommended that you choose Divine Shield.


Continue along southeast, and you'll arrive at the camp. Menag is here, along with the four Bandits that were mugging Gerard. On hard difficulty, there's also two Brigands here. Gang up on Menag, keeping an eye on your troops' health. Menag can take a beating but you shouldn't have lost any men yet so you'll eventually overpower the Bandits. Menag will drop the Ledger, which you need to pick up to return to Gerard. One of the Bandits will drop a Potion of Mana.
===The fiercely Naga===
Follow the road to the north to a Rune of Healing and a rubbled gate. Upon this point, Maiev's company will spot a group of Naga warriors destroying another Night Elf town. Upon taunting, they will eventually attack you. The Naga are numerous and some of them will implant Parasites that emerge a minion after consuming their host. You may lose a unit or two to the debuffs, but the Naga should be easily defeated. Head to the west out of the city and you will find a Fountain of Health with a Rune of Mana. Regenerate your soldiers after the battle.


Once the Bandits are cleared out, you can return northwest to Gerard, who will replace the Ledger with a Tome of Strength. The Tome is automatically used.
Head to the north and you will find some Mur'gul chilling out in the water. Kill them and you should soon find the third squad, being under attack by another vanguard of Satyrs. When you kill the Satyrs, the survivor Huntress will tell you that her remaining people are held by savage brutes. You can go after them and rescue them as an optional mission. They are not far from the road if following the pathway along. The Satyrs will have a "boss", who is watching over the battle, but focusing them should net an easy victory over the brutes. Two cages will open and dryads and archers will emerge as reinforcements for you.
 
===The Demonic Gate===
When destroying the big gate, Illidan and his company can be seen at a harbour. Illidan will flee on a ship, and the Naga are eager to destroy the ships so that you can't follow the Demon Hunter on the way. You must stop them at any costs.
Various beasts will attack you, even flying monsters. You should focus one enemy at a time.


===Strahnbrad===
===Strahnbrad===
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==Treasures==
==Treasures==
* There is a '''Potion of Healing''' hidden in one of the crates at the starting position. It is next to the Tents on the south-west.
* The island east from the starting village has numerous crates, one of them containing '''Tome of Intelligence'''.
* There is a '''Scroll of Protection''' hidden in another crate near the starting position, near the Tent to the south.  It is next to a wooden stand.  
* South from this island (two blinks) there is a '''Ring of Protection +1''', which is dropped by one of the Mur'gul ambushers.
* One of the Gnolls that has kidnapped Timmy carries a '''Potion of Healing'''.
* The Berserk Wildkin yields a '''Tome of Agility'''.
* Freeing Timmy yields a '''Ring of Protection +1'''.
* On the middle of the map, a crate contains a '''Tome of Intelligence +2'''.
* The Bandit ambush north of the main path will yield a '''Scroll of Healing'''.
* The island just northeast from this town with the Naga yields a '''Tome of Strength'''.
* One of Menag's Bandits will drop a '''Potion of Mana'''.
* A spitting spider on the waterfall will drop a '''Spider Ring'''.
* Returning Gerard's Ledger will grant you a '''Tome of Strength'''. This is automatically used.  
* Just the other side of the waterfall, another spider drops a '''Claws of Attack +3'''.
* There is a '''Potion of Mana''' hidden in some crates in the northeast corner of Strahnbrad.
* A Berserk Furbolg will drop three '''Healing Wards''' in a badly reachable encampment near the big gate.


==Points of Interest==
==Points of Interest==

Revision as of 02:14, 18 December 2015

Warning! The page is under construction.

Chapter Introduction

Though the demonlord, Archimonde, and the Burning Legion were finally defeated at the Battle of the Mount Hyjal, much of Ashenvale Forest remains tainted by foul, demonic energies. The combined efforts of both the druids and the Sentinels have brought a tenuous peace to the northlands, but dark creatures still lurk within the shadowed woods. In this perilous time, Maiev Shadowsong, the warden who once guarded Illidan's barrow prison, has come to hunt her dangerous prey -- and chain him once gain beneath the cold earth.

Mission Objectives

Main Quest - The Demon's Trail
Follow Illidan's Trail
Maiev must survive
Main Quest - Kill Slavemaster
Defeat the Slavemaster
Optional Quest - Enraged Beast
Slay the Wildkin
Reward
Ring of Protection +1
Optional Quest - Bandit Lord
Slay Menag, the Bandit Lord
Return Ledger to Gerard
Reward
Tome of Strength (Strength +1)

Strategy

File:NE 1 murgul.png
These fishmen should barely do any damage to you.
Making use of Blink
When exploring the coast, you might find some land in a distance. You can use Maiev's Blink to uncover hidden areas!

You see Maiev splitting up her group in three, and then you take Maiev's squad to hunt for Illidan. You get 5 archers and a huntress called Naisha as company.

Destroy the damaged Elven Gate in front of you. Advance the gate and you will spot a razed town with full of skeletons and wreckage. A bit to the north you will find some angry Mur'gul fishmen on the coast, who will immediately attack you. Try to position the archers in the rear so that the Mur'gul won't focus them.

You can explore quickly the whole town, however nothing interesting can be found apart from some breakable crates. At the northwestern entrance of the town, you will find a Rune of Lesser Healing, which immediately heals your troops as Maiev collects it.

File:NE 1 furbolg.png
The Furbolg nests can be destroyed to uncover loot.

Upon passing the gate, the archer will notify upon the Furbolg running amok in the neighbourhood. At a burning pillar you will find some breakable crates that have a Jade Ring in it. On the way south, three Furbolg Blazetrailers will attack you upon provoking, whom you can easily melee with your troops. A bit to the south you will find a small settlement of Furbolg nests guarded by an inhabitant. Destroy him and the tents. One of the tents hides a Rune of Mana. There is another settlement just a bit on the way southwest, with its guardians to destroy.

Maiev should be halfway well on the way to level 3 when the monsters are killed.

The Legion's presence

File:NE 1 satyrs.PNG
The Satyrs ambush you!

Follow on the trail westbound. Suddenly four Satyrs will attack you with dirty rods. They will cast Curse on some of your units, however you should have no problem defeating them. They will severely hurt your archers though so pull back any of them with low health. Later on the trail, you will meet a squad of yours, who are desperate to report that a mad Wildkin beast attacked them and caused severe losses. The optional quest of slaying the Beast should now appear.

Creep intelligence
The Wildkin and other level 5+ creeps have a bit better intelligence than lower level creeps. They will always focus weak units and run away when low on health.

Just north to the meeting point there is another razed village with some Mur'gul residing at the waterfall. In the breakable crates you will find a Rune of Mana. Exiting the town will reveal the rampaging Wildkin, which ran to the east down from the road. You can head there for some hefty experience and a Tome of Agility. Beware of the War Stomp that stuns your units!

Maiev should have got her level 3 by now. You can either level her Fan of Knives or learn Shadow Strike, a great "Damage over Time" ability.


The fiercely Naga

Follow the road to the north to a Rune of Healing and a rubbled gate. Upon this point, Maiev's company will spot a group of Naga warriors destroying another Night Elf town. Upon taunting, they will eventually attack you. The Naga are numerous and some of them will implant Parasites that emerge a minion after consuming their host. You may lose a unit or two to the debuffs, but the Naga should be easily defeated. Head to the west out of the city and you will find a Fountain of Health with a Rune of Mana. Regenerate your soldiers after the battle.

Head to the north and you will find some Mur'gul chilling out in the water. Kill them and you should soon find the third squad, being under attack by another vanguard of Satyrs. When you kill the Satyrs, the survivor Huntress will tell you that her remaining people are held by savage brutes. You can go after them and rescue them as an optional mission. They are not far from the road if following the pathway along. The Satyrs will have a "boss", who is watching over the battle, but focusing them should net an easy victory over the brutes. Two cages will open and dryads and archers will emerge as reinforcements for you.

The Demonic Gate

When destroying the big gate, Illidan and his company can be seen at a harbour. Illidan will flee on a ship, and the Naga are eager to destroy the ships so that you can't follow the Demon Hunter on the way. You must stop them at any costs. Various beasts will attack you, even flying monsters. You should focus one enemy at a time.

Strahnbrad

Save these footmen and add them to your squad.

Cross the bridge to the northeast, and you'll be at the gates of Strahnbrad. You'll find the entire city is already under attack, and a pair of Grunts are at the gates attacking a villager. Grunts have a lot of health and can hit rather hard, but your numbers and Holy Light will allow you to prevail against them.

File:War3 VsSlavemaster.PNG
The slave master is powerful, but focus your attacks and you'll take few losses, if any.

Proceed north to find the Slave Master trampling some villagers. You could chase him down and kill him to end the level, but those looking for the secrets should avoid the objective for now and look elsewhere. For now, eliminate the Grunt and the Raider that attack you.

Head west, and there will be three Footmen waiting to join you, but under attack from two Grunts. One will be taking the worst of the attack, so make sure you can Holy Light him as you come to their aid.

Once they are added to your party, head east, and travel north on the east side of the fountain square, and keep heading north. There will be two more Grunts here. Once these are slain, crack open the crates in the area; one of them will contain a Potion of Mana.

The last battle of the level is in the northwest corner of the town. You have the toughest Orcs to take on, but with the same tactics you'll be able to defeat them with minimum casualties. There are two Grunts and the Slave Master, who is a formidable foe. Fortunately, they are outnumbered and the same old tactic of focusing on one at a time will bring them down with little to no casualties on your side. Aim for the Slave Master first; he does the most damage and once he's out of the way the remaining Grunts are just pests. Defeat all of these Orcs and the level is won.

Treasures

  • The island east from the starting village has numerous crates, one of them containing Tome of Intelligence.
  • South from this island (two blinks) there is a Ring of Protection +1, which is dropped by one of the Mur'gul ambushers.
  • The Berserk Wildkin yields a Tome of Agility.
  • On the middle of the map, a crate contains a Tome of Intelligence +2.
  • The island just northeast from this town with the Naga yields a Tome of Strength.
  • A spitting spider on the waterfall will drop a Spider Ring.
  • Just the other side of the waterfall, another spider drops a Claws of Attack +3.
  • A Berserk Furbolg will drop three Healing Wards in a badly reachable encampment near the big gate.

Points of Interest

  • There's a cemetery south-east of Strahnbrad. At night you'll see apparitions of the recently departed.