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The Scourge of Lordaeron (Human Campaign)
Chapter 1 - The Defense of Strahnbrad
Chapter 2 - Blackrock and Roll
Interlude - Jaina's Meeting
Chapter 3 - Ravages of the Plague
Chapter 4 - The Cult of the Damned
Chapter 5 - March of the Scourge
Interlude - The Prince and the Prophet
Chapter 6 - The Culling
Interlude - Divergent Courses
Chapter 7 - The Shores of Northrend
Chapter 8 - Dissension
Chapter 9 - Frostmourne



Chapter 1 - The Defense of Strahnbrad

"Recent Orc uprisings in south Lordaeron has forced the Alliance to take decisive measure to contain the Orcish threat. King Terenas has sent two of the realm's greatest Paladins - his son, Prince Arthas, and the legendary Uther the Lightbringer to deal with the Orcs once and for all."

Main Objectifs:

Other Objectifs:

  1. Defend Strahnbrad
      -Travel to Strahnbrad.
      -Arthas must survive

  1. Save Timmy
      -Slay Gnoll Kidnappers

  2. Bandit Lord
      -Slay Menag, the Bandit Lord
      -Return Ledger to Gerard

Even though Strahnbrad sounds like you have to rush, rush, rush to save the townsfolk, the mission isn't timed, so relax and take your time. First off, search your base and destroy every crate you see by right clicking on them. You'll eventually find a Scroll of Protection and a Potion of Healing.

Follow the path south, and don't stop, even when the path turns east. You'll find a small village. If you head to the south-west corner of the village, two farmers will agree to help you, changing into footmen before your very eyes. At the southeastern corner, Alicia, a townswoman, will ask you to rescue Timmy from some Gnoll kidnappers. Where the Gnolls are will be shown on the minimap, so you don't have to wander. Just head east and kill the Gnolls, and then right-click on Timmy's cage to free the little rascal. The townswoman will come running and you'll be rewarded with a Ring of Protection. One of the Gnolls will also drop a Potion of Healing.

The village is finished, so head on back up to the path. Near the center of the map, just north of the path, you'll find a man asking for help. If you approach him, you'll discover that his plea is actually a trap, and five bandits attack. It's okay. Although they're slightly more difficult the the Gnolls, you shouldn't lose any units, and you should be just dandy. A Potion of Healing will be your's for defeating them.

Back onto the path you go, only to come to a bridge, where you'll notice more bandits. They just don't know when to give up, do they? They are actually robbing Gerard when you arrive, and they will bolt. Gerard will ask you to return his ledger to him, which was stolen. Follow the bandits southeast into the forest. You will have to fight eight of them, but they shouldn't cause you any worry. When the Bandit Lord falls, so does Gerard's ledger. Return the ledger to Gerard, and a Tome of Strenght will be yours, which permanently adds 1 to your hero's strenght.

Cross the bridge, and you'll soon find yourself at the gates of Strahnbrad. You'll also find that orcs have already started the attack of the city. Orcs are much more difficult than bandits, but again, just relax. If you get hurt, just hang back while your men replenish health. When you're ready continue the saving.

Cool Note: East of the gates of Strahnbrad is a cemetary. Any innocet units Arthas Kills (i.e. Sheep) will show up there as ghosts after midnight.

On the west side of Strahnbrad, you'll find 2 orc grunts fighting three footmen. These footmen are now yours, so help them out, and you can add them to your army. In the north part of the city, a house will "explode" and two orc grunst will fight you. In one of the crates nearby, a Potion of Mana can be found. Finally, the NorthWestern part of the city holds an orc Slave Master and Two Grunts. I think we both know what you have to do. Defeat the trio, and the mission is complete.



Chapter 2 - Blackrock and Roll

"Twenty Minutes later, at Uther's Encampment near the Blackrock clan village..."

Main Objectifs:

Other Objectifs:

  1. Establish Base
      -Construct a Barracks
      -Construct 2 farms
      -Train 6 Footman

  2. Blademaster
      -Defeat the Blademaster

  1. Searinox
      -Slay Searinox, the Black Dragon
      -Bring the Heart of Searinox to Feranor Steeltoe.
You start the level with three peasants mining gold, and two harvesting lumber. Create two more of them for mining, two more for harvesting, and one for building. As they are training, upgrade your scout towers to guard towers, and use Uther, controlled by the computer, and Artha to guard the two entrances of your base. There's also a few crates inside the base you can destroy to uncover a Potion of Healing and a Scroll of Protection.

Cool Note: Notice how your four towers are "protected" by crates. Don't blow these crates up, as they are empty. In later missions, you can build farms to protect the towers in the same way.

Once you have established your base and have at least six footmen, you'll learn your main gold, which is to defeat the Orc BladeMaster. But, slow down, because once again, there is no rush to meet him. Instead, bring your men east. Uther and your towers can protect the base on their own, although it helps a lot to add a few extra guard towers.

East of your base, you'll find Feranor Steeltoe and four dwarven riflemen. He will ask you to help him defeat the dragon Searinox. He'll give you four riflemen too to help you out and the nearby Blacksmith will be yours to command, if you wish to build a few more Riflemen, or upgrade the ones you already have.

The Dragon Searinox's cave is further east. Inside you'll find some black dragon whelps, which your riflemen should make short work of, and deeper into the cave, you'll find the Dragon himself. Searinox will have some skeleton archers to help him out, but he still shouldn't be a problem if you know what to do. Have all your riflemen attack Searinox, while your footmen and Arthas deal with the archers. Always be ready to use Arthas' Holy Light Spell, healing your units. When Searinox falls, he'll drop his heart, which you bring back to Steeltoe, who will gladly give you an Orb of Fire. This Orb adds an attack bonus plus splash damage to a Hero's weapon.

Other than Searinox, there are five groups of monsters you may choose to deal with on the map:

  1. A group of Gnolls on the western edge of the map gives you a Potion of Mana.
  2. A group of Gnolls on the eastern edge of the map gives you a Potion of Healing.
  3. A group of Murlocs north of the western Gnolls gives you Claws of Attack, which puts a hero's attack up by +3.
  4. A group of Ogres west of the Murlocs (and up a couple of ramps) gives you Gauntlets of Ogre Strenght, which increases a Hero's strenght by +3. The bad part of it is that you will have to cut down numerous trees to get to them.
  5. A Gnoll Warden west of Searinox's cave, through a narrow ravine, gets you a Wand of Negation, which dispels targets. Once again, you'll have to cut down a few trees, but it's worth it.
If you don't want to waste all that time cutting down the trees, you don't have to. There will be plenty of equipment for Arthas as the Campaign progresses.

At the north end of the map is the orc base. If you destroy it then the orcs will stop attacking you, but other than that, there isn't a reward. The Orc BladeMaster is to the northeast. He is an orc hero, but he's only a level 2, and his support is far enough away so that you can fight them in two seperate battles. The first first being against his support, and the second being against the BladeMaster himself, making the battle much easier.



Interlude - Jaina's Meeting

"Two weeks later, in the violet gardens of Dalaran."

The Prophet is seen pleading to Antonidas, lord of Dalaran. Like all others, he rejects the prophet and sends him off.

Jaina and Antonidas discuss the plague wreaking havoc in the northlands. Antonidas mentions that a special envoy will be awaiting Jaina, of whom is sent to investigate.



Chapter 3 - Ravages of the Plague

"Three days later in Alterac, Arthas and his men wait near a crossroad along Kings road"

Main Objectifs:

Other Objectifs:

  1. Investigate Villages
      -Explore the countryside
      -Arthas must survive
      -Jaina must survive

  2. Grain Warehouse
      -Destroy Grain Warehouse
  1. Fountain of Health
      -Find the Fountain of Health
Instead of heading west towards the villages, try heading east. You'll encounter three ogres. One of them will drop a Potion of Healing, and if you kill the nearby sheep, you'll find Bracers of Agility, which adds +1 to Arthas's agility.

Head back to the path and head relatively west. You'll discover that someone (or something) has destroyed the bride to the closest village. Imagine that. Well, you're going to have to take the long way around, so head north-east.

In that direction, you will soon find bandits attacking the local peasant, so slay the foul beasts, and talk to Alric to the north. He'll tell you about a sacrid fountain of health, whose location will be conveniently showed to you on the minimap.

There is only a single way to go, so follow the shallows, killing creeps along the way, until you get to the village with the broken bridge. There, you'll find a few skeleton archers attacking footmen. Your footmen will now receive the Defend skill, a handy ability that makes you footmen harder to kill. Try to keep the allied footmen alive, and they will be yours to command.

Next, head west towards this "fountain of health" you've been hearing so much buzz about. You'll be ambushed by some skeletons along the way, but you'll soon be able to reach the fountain without taking any losses. The fountain increases the healing rate of any of your units, as long as they're not mechanical. You will see more of these later in the game, and they get much more useful. This time, chances are you won't need it.

Head south towards the rest of the village. You'll pass a diseased grain silo and discover how the undead plague has been spreading, and then you'll have a major battle with about a half-dozen undead. Jaina should summon a Water Elemental, and have Arthas cast Holy Light whenever a unit gets too damaged. After the battle, you'll meet up with a couple of priests, so don't worry about running back to the fountain of health to get healed. Let the priests do the work for you.

Continuing west, you'll fight a few more undead, but then you'll receive a dwarven mortar team, which will then start attacking skeletons west-ward. The skeletons will be a little confused about what to do, and you should be able to defeat them easily. Once you've killed the skeletons, head to the southwestern corner of the map to pick up a Mantle of Intelligence, increasing a Heroes Intelligence by +3.

The grain warehouse is to the north, so head in that direction. Some more undead will have to be killed, including an abomination, but nothing should be too challenging for you. Once you destroy the warehouse, the mission will be completed.



Chapter 4 - The Cult of the Damned

"Three days later in Alterac, Arthas and his men wait near a crossroad along Kings road"

Main Objectifs:

Other Objectifs:

  1. Investigate Andorhal
      -Explore Andorhal

  2. Confront Kel'Thuzad
      -Find Kel'Thuzad
You start the chapter with 15 upkeep with only 18 food available, so train 3 peasant for mining, and have another peasant start building a farm. The empty area south of your base is a great place for farms. Once you can afford more peasants, make sure you have 5 mining for gold, 3 harvesting for word, and 2 peasants building. You'll only be attacked from the west, so put a couple guard towers there.

Meanwhile, group up all your units except the mortar team, and send them east. In the sout-east corner of the map, you'll run into some trolls. One of them will drop Claws of Attack, which adds +6 to the attack of your hero. If you destroy the troll hut, you'll find a Scroll of Protection.

Head towards the second gold mine, and you'll run into some Gnolls (whose hut contains a Potion of Healing) and then some golems. The golems can be tough, so try to attack them one at a time, to reduce the damage inflicted on your men. One of these golems will drop a Ring of Protection, +2.

Note: Your base will be attacked at some point around this time. If your guard towers aren't up yet, you're best to convert your peasants into militia, and use the Mortar Team to defend your base.

Once the path to the second gold mine is clear, head west. Destroy the creeps you find, and visit the goblin merchant if you want, until you end up next to your base again. Southwest, you will find some enforcers with a Potion of Mana, and to the west you'll find a few undead.

The only undead base on the map is to the north. It shouldn't be too heavily defended, but just to be sure, bring your mortar team to help. If things start to go badly, retreat, research and upgrade, a create a more powerful army, with at least 2 or 3 mortar teams to knock down some buildings quickly.

Once the undead base is in ruins, go north into Andorhal. You will discover that the shipments of grain have left already, and you'll get a new quest to confront the necromancer Kel'Thuzad. You should find a cage near the center of the city. If you break it open, an undead creature named Timmy will escape. Timmy is neutral to you, but if you attack him anyways (of course!), he's drop a Ring of Superiority, which does +1 to strenght, +1 to agility, +1 to intelligence to a hero.

Leave Andorhal to the north, and head east-bound. You'll first face a couple of undead ghouls, which should be easy, but then you'll have a handful of abominations to deal with. they can be tough, but a mixed army of your heroes, plus footmen, plus riflemen, plus mortar teams shouldn't make it too difficult to beat him. Once they're dead, the only enemy left is Kel'Thuzad, and he's only a basic necromancer unit. Once he hits the dirt, the mission will end.



Chapter 5 - March of the Scourge

"Early the next morning, Arthas and Jaina approached the village of Hearthglen."

Main Objectifs:

Other Objectifs:

  1. Defend Hearthglen
      -Survive for 30 minutes

  1. Grain Caravan
      -Destroy the gain caravan before it getss to the last village

You dont start the level with many peasants, so right away train more, until you have five mining gold, three or four chopping trees, and one or two for building. Since your main objectif involves defense, be sure to build lots of extra guard and/or cannon towers. Pretty much all the attacks will hit at the two western entrances to your base, although the last attack can come to any of the three. That being said, build lots of extra towers on the west entrances first, then if you have plenty of time and money, start with the other one. The last assault comes very late in the mission, meaning it most likely won't have time to destroy your base in time for Uther's arrival.

At about the 22 minute mark (22:00), you'll be told about a grain caravan. Once you have a few extra towers up and ready to defend your base, plus a few extra units that you can leave in the base, send a strike force (including at least two mortar teams, lots of rifleman, footman, Arthas, and all you can really afford) to the northeast corner of the map. When all your men are ready, move westward towards the northwest corner. You'll probably learn that the caravan has infected the "second town", where you will most likely meet the caravan.

The caravan will have a mixture of zombies, ghouls, necromancers, and meat wagons. Concentrate on the meat wagons first, since they do the most damage. Once they're dead, it shouldn't be too hard. Remember to make excellent use of Arthas' Holy Light spell. Once everything is dead, you'll receive a Scroll of Town Portal, plus a Medallion of Courage (which adds +4 to strenght, +4 to intelligence). West of the town is a fountain of health, but be ready to fight some ogres. They will give you Gauntlets of Ogre Strenght if you kill them. Once all is good and dead, rest at the fountain before heading back to your town for defense.

At this point, you really only have to sit back and defend. If you're feeling industrious, you may want to attack the two undead bases on the map, but without knights, you're units will most likely just fall and die. I recommend getting your upkeep to 70 and building a bunch of towers.

At around the 2 minute mark (2:00), both undead bases will send the super assault your way, with a pair of heroes (level 6 and level 10). By the time they actually get to your base, there will be about a minute left. This being said, you really shouldn't have too much problem if you've made a lot of towers and units. They will be delayed, and you will be victorious.



Interlude - The Prince and the Prophet

"Later that Afternoon, on the road to Stratholme..."

Arthas meets the Prophet, and like all other humans, shuns and ignores the prophecy. He insists that he will never leave his homeland.



Chapter 6 - The Culling

"Early in the Morning, on the outskirts of Stratholme..."

Main Objectifs:

Other Objectifs:

  1. The Culling
      -Destroy plagued villager houses
      -Kill 100 zombies
      -Stop Mal'Ganis from claiming 100 zombiees

 
Upon arriving, the heroes realize that the town has already been infected, thus, they must be purged...

Uther and Jaina are flabbergasted at the thought of killing all those villages. Yet Arthas stands adament behind his resolve. Uther refused once more and is released from his duties, returning to Lordaeron to report to King Terenas about Arthas' insanity.

You start at the top right corner of the map with Arthas. Your aim is to head to the north west, destroying any house you come across and slayying all the inhabitants. Each house has four inhabitants. Mal'Ganis is near the south west area of the map, trying to do the same as you; claim 100 villagers.

Immediately start training footmen or riflemen. Take the two knights and have them follow Arthas in his task. Have the remaining footmen (or riflemen) search and destroy other houses.

Mal'Ganis has his own minor army, but he can be killed quite easily. Every time you kill him, a counter will be displayed, telling you how much time until he is revived. This is usually around two and a half minutes long.

Once you've cleared the first ten buildings in the north-west corner (killing all inhabitants, therefore giving you 40 out of 100), head south into the city zoo. In the cage with the ownbears is a rat named Filson. Click on him a bunch of times until he explodes, giving you a Talisman of Evasion, which gives you a 15% chance that enemies will miss you.

You can try to destroy the undead's base, but it's a waste of time. The Altar of Darkness is invulnerable, so no matter what you do, Mal'Ganis will still be able to be revived.

The map is pretty straight forward and simple. When you have successfully killed 100 of the villagers, the mission is a success.

(Uther and Jaina return, shocked at the massacre that has taken place. To them, Arthas is no longer sane...)



Interlude - Divergent Courses

"Three days later, amongst the ruins of Stratholme..."

Jaina is approached by the Prophet. She too will not listen to it.



Chapter 7 - The Shores of Northrend

"One month later, along the icy coast of Daggercap Bay."

Main Objectifs:

Other Objectifs:

  1. Establish Base Camp
      -Locate a gold mine
      -Arthas must survive

  2. Mal'Ganis
      -Destroy Mal'Ganis' base

  1. Rescue Muradin's Men
      -Rescue the Dwarven base

Group all your units together and head generally east. You might have fight some wolves, trolls and nerubians along the way, depending on which paths you take. Once you read the gold mine, you'll receive some peasants, some buildings, and some reinforcements, including a level 5 Mountain King hero named Muradin Bronzebeard. He will then ask you to rescue his men in the north east corner of the map.

Almost immediately, a small attack will come, so keep your forces in the area to deal with it. Then train about five or six peasants to gather resources, and start building your base. If you didn't explore everything leading up to the gold mine, go back and do it now. You can get a Frost Orb, which will fall from the nerubians. It might work with the Fire Orb, but I don't know. I suggest giving one to Muradin Bronzebeard.

There are two undead bases on the map, which will be sending an attack your way every few minutes (including gargoyle attacks), so keep your forces near your base until you can put up a couple towers and train a few extra defense units. You're going to want to add a few mortar teams to your main army before heading north.

North of your base, you'll find a group of trolls holding a Manual of Health, which permanently adds 50 to a hero's HP, and also one of the two undead bases. The base is pretty small, so force a dozen or so units to attack, and it shouldn't cause you much difficulty. Then just move your army to Bronzebeard's base to complete optional quest and receive the base as your ow, making it one of the most usefull optional quests in the Human Campaign.

You don't really need the Dwarven base, so "steal" all of the units you received, and add them to your attack force. Send them all west. There, you'll find the main undead base. Your force might be enough to destroy it, but if not, it should do some minor damage, giving you time to regroup, make new units, heal, and finish them off. Once the base is destroyed, the mission is completed.



Chapter 8 - Dissension

"Early the next morning at Arthas' new base camp..."

Main Objectifs:

Other Objectifs:

  1. Burn the Boats
      -Destroy the five ships
      -The timer must not reach 0:00

 
You need to destroy the five ships shown on the minimap in 25 minutes, or one ship every five minutes. That's quite enough time that you don't need to rush blindly into death. Instead, use a little caution, but do not slack by any means.

Take your two heroes and two mortar teams and head west. You'll fight some undead, but soon enough, you'll come to a mercenary camp. Even though you can afford it, don';t buy all the units just yet. There will be many more camps for which to buy from. At this, just buy the priest units.

Follow the path west to encounter more undead, and more spirit towers. Keep the priests out of the way, because the towers will kill them, and let your heroes kill the enemy units while the mortar teams kill the towers. Just south of the encounter is the first ship for you to sink. Note: North of the encounter you can find some skeletal archers with a Goblin Night Scope, which allows much better visiojn at night. Although the prize probably isn't worth the valuable time it takes to get it.

On the way to the second ship, you'll have to fight some nerubian creeps. If your ranged attackers start to take too much damage, retreat them away from the fight and let your heroes deal with everything. One of the nerubians will drop Claws of Attack, +12.

Past the second ship, you'll find another mercenary camp. Use it to buy ogre magi, then continue to head east. You'll have to fight some more creeps, but eventaully you'll come to a point where the path is blocked by trees. Conveniently, a golblin laboratory is nearby, so buy a couple goblin sappers, and the sappers to blow up the trees. Just past the trees you can sink the third ship. You're 60% done.

Past the third ship, you'll find yet another mercenary camp. At this one be sure to buy the two ice troll trappers. They can ensnare flying units, and that's important because the next fight involves a couple of blue drakes, and without the ensnare ability, things will go a lot slower. Beyond the drakes, you'll find a passage flanked by spirit towers. If you have 10 to 15 minutes left, use Artahs as a scout for the mortar teams (so the towers reveal themselves by attacking only him, so the Mortar teams can destroy the towers. Otherwise, just run through, take your chances and make sure at least one ranged unit survives (Muradin can be one because of his spells). You'll find the fourth boat at the end of the passage.

The way to the last boat is blocked by tones of undead units. Arthas and Bronzebeard can probably do the battles on their own, so if you've got the time, stay and fight the battle without much difficulty. If you're in the last 1-3 minutes, select all your units, and attack the boat, ignoring all the enemies seen along the way. Your heroes will most likely be the first to arrive. Use Muradin's spells to destroy the last boat. Mission Complete.



Chapter 9 - Frostmourne

"The Next day, at Arthas' base camp."

Main Objectifs:

Other Objectifs:

  1. Frostmourne
      -Locate Frostmourne
      -Arthas must survive
      -Muradin must survive

  2. Mal'Ganis
      -Destroy Mal'Ganis' Base

 
At the start, your forces will be divided. Arthas and his army are to the left, and your base and assorted other units are to the right. Since the first Main Quest is to find Frostmourne, guide Arthas' army north while you defend and research (very important!) your base.

Guiding Arthas, you'll fight your way through a bunch of wolf and wendigo creeps. The first group will drop a Ring of Protection +3, and the second a Periapt of Vitality (+100 hit points), as the third will have a Tome of Agility.

After the 3rd group, you'll find a graveyard. You will soon be ambushed by the undead, which will include a pair of ghosts (which can possess your units). Send Artahs and Bronzebeard alone until the ghosts are dead, and then bring the rest of the party back into action.

Past the graveyard, you'll finally find Frostmourne, which is guarded by several undead, including a level 10 creep name the Guardian. You don't actually need to defeat them ALL; if the Guardian dies, all die. Arthas will then come into possession of Frostmourne. Of course, you'll also lose all of the units that were with Arthas (including Bronzebeard), but life goes on, right?
With Arthas back in your base, create a strike force, while maintaining your defense. There are two undead bases on the map: Mal'Ganis' green base to the northeast, and a purple base to the east. It's probably best to destroy the purple base before getting to Mal'Ganis. The purple base is very lightly defended, and by destroying it you won't have to worry about defending your own base, while you go against Mal'Ganis, making yourself able to send all your units in the attack.

Mal'Ganis' base is much larger than the purple base, but its defenders will also be more spread out. So with your main force attack, and your defenders, rush the base and it should be simple. Once you destroy enough of the buildings, the mission (as well as the Campaign, will end.

©Copyright 2003 Jon Leclerc