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Head North into the river, and two Level 1 Murloc Tiderunners will greet you.  They'll fall easily, and continue North to a small island.  There are three more Tiderunners plus a Level 3 Murloc Huntsman.  As usual, focus your attacks, starting with the Huntsman.  When the island is clear, turn your attacks to the Murloc hut at the North end of the island.  You will receive a Maul of Strength +1 for your time.
Head North into the river, and two Level 1 Murloc Tiderunners will greet you.  They'll fall easily, and continue North to a small island.  There are three more Tiderunners plus a Level 3 Murloc Huntsman.  As usual, focus your attacks, starting with the Huntsman.  When the island is clear, turn your attacks to the Murloc hut at the North end of the island.  You will receive a Maul of Strength +1 for your time.
Follow the path to the West, and you'll come to another island.  This one has four Level 1 Murloc Tiderunners on it.  Kill them and continue along the path to the West.
You'll come to a fork in the trail.  Take the Northern one, and it will dead-end at an island with three Bandits on it: a Level 1 Bandit, a Level 3 Rogue, and a Level 5 Enforcer.  Take them out one at a time, starting at the Enforcer.  Destroy their tent, too, and you'll receive a Scroll of Protection.
Head back to the fork, and take the Southern path.  This will take you out of the river.  Following the path you'll find three Footmen that you can't control under attack from about nine Skeleton Archers.  Help them out.  Keep an eye on the Footmen you don't control.  You can still heal them, but you won't be able to target them from the display at the bottom, you'll have to click on them in the main map area.
Once you defeat the Skeletons, the footmen will join your ranks.  Add them to your party.  Jaina should have levelled up by now, and your spell choices are Brilliance Aura, which helps spell-casting units restore Mana faster, and Blizzard, which is a large-area-of-damage spell.  At level 1, Blizzard isn't so useful, and you won't keep Jaina all that long, so it is advised to go with Brilliance Aura, which will enable Arthas to cast more spells for as long as you have Jaina.
To the South is the path that leads to the other end of the bridge.  The only thing down here is a single Skeleton Warrior, hiding behind a tree.
From where you picked up the extra Footmen, head West.  You'll see a path go South, but keep going.  Skeletons will ambush you, about six Skeleton Warriors and one Skeleton Archer.  Fortunatley Skeletons don't take much damage.  Just keep an eye on your party's health and heal units as necessary.  You can also use Holy Light against the undead, which will deal half the amount of damage as it heals.  In this case, you're probably better off killing the Skeletons with normal attacks and reserving Holy Light for keeping your party alive.
You are just a few steps away from the Fountain of Health, though, so you don't need to restore everyone to full health.  Keep going West, and at the Fountain you'll find two Skeleton Warriors.  They're greatly outnumbered, and once they fall make sure everyone's at full health by getting them close to the Fountain.
When you're ready, head back East and take that path to the South.  You'll see an infected granary, and a cut-scene will play.  Destroy the granary.  There are some crates nearby; one of them hides a Skeleton Warrior, so you can open it if you want a few more Experience Points.
Keep going South, and there is a large number of Undead tormenting the Villagers.  There are four Skeleton Archers, five Skeleton Warriors, and one Necromancer.  The Necromancer can raise two more Skeletons out of fallen corpses, so be aware of that.  The enemies will almost all come after you once you start attacking, but, again, just keep an eye on your party's health and use Holy Light.  You can do better in this case by focusing your attacks on two units at a time, because with this many units running around it can be hard for all of your melee footmen to actually get to a single targeted unit.  Also, Skeletons just don't pose that much of a threat, and you'll be OK if you diverge from the standard tactic.
Wind your way South through the village, and you find two Priests at a bend in the path.  They'll join you, and while their attacks don't amount to much and their defense is weak, they auto-cast a heal spell which is very handy in larger battles.  You might consider keeping them in a separate party so that you can be sure of keeping them behind the front line.  With auto-formation turned on, though, they'll tend to stay in the back, as they attack with ranged weapons.
Follow the path to the West and North, and there are two Skeleton Archers.


== Treasures ==
== Treasures ==

Revision as of 20:21, 10 December 2006

Template:All Game Nav

Chapter Introduction

Three days later in Alterac, Arthas and his men wait near a crossroads along the King's Road.

Mission Objectives

  • Main Quest: Investigate Villages
    • Explore the Countryside
    • Arthas must survive
    • Jaina must survive
  • Main Quest: Grain Warehouse
    • Destroy the Grain Warehouse
  • Optional Quest: Fountain of Health
    • Find the Fountain of Health

Summary

Strategy

You start the mission with Arthas (who should be at Level 3), Jaina -- another hero (who will start at Level 1) -- two Footmen and one Captain. Note that Heroes are limited to advancing beyond a certain experience level on each game level. In this case, the maximum level Level 4, meaning the Arthas can only advance one level, while Jaina can in theory advance three (although it's unlikely that you'll get that far).

If you watched the introduction scene, you saw Jaina fending off some Ogres. If you head East, you'll find them. Move in small increments, until you spot one of the Ogres. It's best to split them up and take them on one at a time, given your party's small size. Also try to have Arthas taking most of the damage. You'll see the first one, a Level 3 Ogre Warrior, at a junction that leads to the South. The other Level 3 Warrior might come at from the West during this skirmish, but fortunately this is the one that received the damage from Jaina's earlier attacks, and he'll fall easily.

The last Ogre is to the south, and this is a Level 5 Ogre Mauler. He'll drop a Potion of Healing, which you can use if Arthas was the one taking the beating. Also look for a sheep in this area; kill it, and it'll drop a Bracer of Agility +1.

Head back to where you started, and follow the path North-West. You'll meet a Villager, Stacie, who will tell you that something is amiss as the bridge. Follow the path until you get to the bridge, where Achilles, another Villager, will tell you that the bridge is impassable, but there is another way across the river. Follow the path to the East, and you'll soon see the path Achilles was talking about. However, the Villagers need you at the moment, so run to their aid.

There are five Level 1 Bandits raiding the Village. Use the usual tactic of focusing your attacks and Arthas' Holy Light. You may also want to try out Jaina's Water Elemental here. You'll receive a Potion of Greater Healing as a reward.

Before heading into the river, make sure to find Alric the Villager to the east of the river entrance, who will enlist you for an optional quest -- to find the Fountain of Health. You'll see a blip on your mini map, so you've technically already found it, you just need to get there. This quest doesn't do much other than lead you to a Fountain of Health, which is never a bad thing.

Head North into the river, and two Level 1 Murloc Tiderunners will greet you. They'll fall easily, and continue North to a small island. There are three more Tiderunners plus a Level 3 Murloc Huntsman. As usual, focus your attacks, starting with the Huntsman. When the island is clear, turn your attacks to the Murloc hut at the North end of the island. You will receive a Maul of Strength +1 for your time.

Follow the path to the West, and you'll come to another island. This one has four Level 1 Murloc Tiderunners on it. Kill them and continue along the path to the West.

You'll come to a fork in the trail. Take the Northern one, and it will dead-end at an island with three Bandits on it: a Level 1 Bandit, a Level 3 Rogue, and a Level 5 Enforcer. Take them out one at a time, starting at the Enforcer. Destroy their tent, too, and you'll receive a Scroll of Protection.

Head back to the fork, and take the Southern path. This will take you out of the river. Following the path you'll find three Footmen that you can't control under attack from about nine Skeleton Archers. Help them out. Keep an eye on the Footmen you don't control. You can still heal them, but you won't be able to target them from the display at the bottom, you'll have to click on them in the main map area.

Once you defeat the Skeletons, the footmen will join your ranks. Add them to your party. Jaina should have levelled up by now, and your spell choices are Brilliance Aura, which helps spell-casting units restore Mana faster, and Blizzard, which is a large-area-of-damage spell. At level 1, Blizzard isn't so useful, and you won't keep Jaina all that long, so it is advised to go with Brilliance Aura, which will enable Arthas to cast more spells for as long as you have Jaina.

To the South is the path that leads to the other end of the bridge. The only thing down here is a single Skeleton Warrior, hiding behind a tree.

From where you picked up the extra Footmen, head West. You'll see a path go South, but keep going. Skeletons will ambush you, about six Skeleton Warriors and one Skeleton Archer. Fortunatley Skeletons don't take much damage. Just keep an eye on your party's health and heal units as necessary. You can also use Holy Light against the undead, which will deal half the amount of damage as it heals. In this case, you're probably better off killing the Skeletons with normal attacks and reserving Holy Light for keeping your party alive.

You are just a few steps away from the Fountain of Health, though, so you don't need to restore everyone to full health. Keep going West, and at the Fountain you'll find two Skeleton Warriors. They're greatly outnumbered, and once they fall make sure everyone's at full health by getting them close to the Fountain.

When you're ready, head back East and take that path to the South. You'll see an infected granary, and a cut-scene will play. Destroy the granary. There are some crates nearby; one of them hides a Skeleton Warrior, so you can open it if you want a few more Experience Points.

Keep going South, and there is a large number of Undead tormenting the Villagers. There are four Skeleton Archers, five Skeleton Warriors, and one Necromancer. The Necromancer can raise two more Skeletons out of fallen corpses, so be aware of that. The enemies will almost all come after you once you start attacking, but, again, just keep an eye on your party's health and use Holy Light. You can do better in this case by focusing your attacks on two units at a time, because with this many units running around it can be hard for all of your melee footmen to actually get to a single targeted unit. Also, Skeletons just don't pose that much of a threat, and you'll be OK if you diverge from the standard tactic.

Wind your way South through the village, and you find two Priests at a bend in the path. They'll join you, and while their attacks don't amount to much and their defense is weak, they auto-cast a heal spell which is very handy in larger battles. You might consider keeping them in a separate party so that you can be sure of keeping them behind the front line. With auto-formation turned on, though, they'll tend to stay in the back, as they attack with ranged weapons.

Follow the path to the West and North, and there are two Skeleton Archers.

Treasures

The Ogre Mauler near your start carries a Potion of Healing

The sheep in the same vicinity carries a Bracer of Agility +1

Defeating the Bandits will yield a reward of a Potion of Greater Healing

The Murloc hut on the first island as you cross the river hides a Maul of Strength +1

The Bandit tent on the last island of the river hides a Scroll of Protection

There is a Mantle of Intelligence +3 to the West of where you find the Mortar Team

Points of Interest

After you meet Stacie, there is a group of women along the path, one of whom is named Marie Claire Antoinette

Between the bridge and the entrance to the river, there is a male villager named Garglemel