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Path of the Damned Undead Campaign Walkthrough - Warcraft III: Reforged Reign of Chaos
来自 perculia
[Last Updated]:
2020/01/27
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In the Undead Campaign in Warcraft III: Reforged, Arthas revives Kel'Thuzad using the power of the Sunwell.
Learn how to complete Path of the Damned, the Undead Campaign in Warcraft III: Reforged Reign of Chaos, with our tips and tricks for all chapters.
Undead Campaign Plot
Lordaeron - Though Arthas defeated Mal'Ganis, he sacrificed his soul to the rune blade Frostmourne to do so causing him to ally with the Undead as a Death Knight. As a new leader of the Scourge, he continues their crusade to destroy the remnants of the Alliance and herald the return of the Burning Legion.
Quel'Thalas - In order to open a portal for the Burning Legion, Arthas must revive his former rival Kel'Thuzad. To do so he requires an immense amount of power, so he seeks the magical font, the Sunwell, found in the home of the elven civilization of Quel'Thalas.
Dalaran - With Kel'Thuzad resurrected, they now seek the Book of Medivh an ancient tome with the spell to open a portal for the Burning Legion.
Chapter 1: Trudging through the Ashes
After the Lich King took over Arthas’ soul through Frostmourne, the prince of Lordaeron murders his father and leaves behind his life as a Paladin and a member of the royal Menethil family.
The first chapter of the Undead campaign introduces Arthas, now a Death Knight, to Tichondrius, another dreadlord who seems to serve the Lich King.
He orders the young traitor to gather acolytes of the Cult of Damned within Vandermar Village who hid beneath the local populace of Lordaeron after Kel’Thuzad’s death.
Main Quest: Rescue Acolytes
Rescue 24 Acolytes (20 Acolytes on Easy or Normal)
Arthas must survive
You will now control Arthas and his troops as part of the Undead and their racial abilities. Arthas has become a Death Knight, a melee hero with a similar playstyle to the human Paladin hero.
You will start out with one point in Mortal Coil, the undead version of Holy Light, which heals undead allies and damages human units. Besides that, two Ghouls will fight by Arthas’ side; they are the cheapest undead melee unit and are also used for lumbering wood. They can regenerate health by using the Cannibalize ability to consume human corpses around them.
Tichondrius orders you to rescue 24 Acolytes, the worker unit of the Undead race. They’re disguised as human villagers and scattered throughout and around Vandermar Village.
Your main goal is crystal-clear: Free the acolytes, kill the villagers before they’re able to alarm the guards, and collect as much loot as you can. Your fighting army appears to be very small, so you have to act with discretion as nearby villagers will alarm Lordaeron’s troops if you don’t kill them.
Move towards the west and clear the first suburb in the center of the map, which should contain 3 acolytes. As soon as you cross a small lake you will collect a Shade unit who will be able to scout movements of enemy troops.
In the southwest you will find a barracks and troops roaming around them. They will always move counter-clockwise. Don’t even try to engage them or the other knights in the perimeter. Go around the fields and carefully collect the 4 acolytes.
Enter the village not through the main gate but through a small road west through the woods. Once you’ve snuck around the south gate, you can collect more acolytes and move towards the optional quest.
Keep on scouting enemy movement with your shade and move to the northwest. You’ll find a small Human base with some workers getting attacked by bandits. Kill everything in your sight and free more acolytes. In the far northwest you will find the only creep camp of the map. Slay the bandits to retrieve another acolyte, a Healing Potion and a Spider Ring with +1 Agility.
Move towards the east and destroy the main city gate; you should have rescued 14 acolytes rescued by now.
Continue with discretion and kill the villagers before they alarm the guards. Eventually you’ll collect 10 more acolytes in the main city and complete the first chapter of the Undead campaign!
Optional Quest: Find the Graveyard
Bring Arthas to the graveyard
Arthas must survive
As soon as you’ve entered the graveyard of Vandermar village in the middle of the map, you will receive additional troops.
Reward: 3 Skeleton Warriors and 2 Ghouls
Tips and Hints
Tents, crates, houses - destroy everything you can, because it may contain items!
Use Mortal Coil with caution - it’s only Level 1, and Arthas’ mana pool is very small.
Arthas will level up over the course of the mission. Unholy Aura is a great skill to level now because it will not only grant movement speed to run away from guards but also life regeneration during longer fights!
You can try to kill more guards over the course of the mission. The captains almost always drop either normal or Greater Healing Potions. More risk, more rewards!
If one of the villagers eventually rings the alarm, you can always run away and reset a fight.
Chapter 2: Digging up the Dead
As another test of loyalty towards the Lich King, Tichondrius wants Arthas to move to Andorhal to retrieve Kel’Thuzad’s remains. The young prince learns that the powerful necromancer cannot be resurrected through usual undead rituals.
Main Quest: Recover Remains
Kill the Paladin
Bring Arthas to Kel’Thuzad’s tomb
Arthas must survive
Kel’Thuzad’s remains are buried on a graveyard outside of Andorhal. Move east and use your newly acquired Meat Wagons to destroy the defense towers in your way.
Just as you are about to enter the graveyard, a named Paladin called Gavinrad the Dire confronts you. Slay him and his troops so that you can advance to retrieve Kel’Thuzad’s remains. Remember to micro accordingly, because you will need every unit for the rest of the chapter.
As soon as you enter the graveyard, a ghostly Kel’Thuzad appears before Arthas, recognizing him as a lieutenant of the Lich King.
Tichondrius then orders Arthas to steal a powerful urn from the Alliance so that they can transport Kel’Thuzad’s remains safely to Quel’thalas, as Tichondrius plans to revive the necromancer through the power of the eternal sunwell.
Main Quest: Claim the Urn
Kill the Paladins
Recover the Urn
Main Quest: Establish a Base
Build a Necropolis
Haunt a Gold Mine
Build a Crypt
Build 3 Ziggurats
Build a Graveyard
This chapter introduces you to Undead base and unit building. As already said, Acolytes are in charge of mining gold from a Haunted Goldmine as well as building structures, while Ghouls take care of your lumber economy.
First off, build a goldmine and repair your meat wagons in the meantime. Keep your task force of Arthas, four ghouls and all three meat wagons at the ready.
Keep building the required structures and scout the map. South of your base you’ll find two Stone Golems that drop no loot but reward experience. The same goes for a Sasquatch in the woods; however, one of the crates nearby contain a Potion of Healing.
Return to your camp and wait for an attack by the blue player. Don’t forget to upgrade your ziggurats into Spirit Towers and make your way up north.
You’ll meet the first of three paladins, Ballador the Bright, in the center of the village. Try to bait out the militia or the paladin by himself, and don’t forget to keep producing ghouls by going into Low Upkeep.
Move towards the southern part of the city and kill the second Paladin called Sage Truthbearer. The distance for your reinforcements is getting longer, so make sure to micro your ghouls and to use Mortal Coil for healing.
Last but not least, Uther himself awaits you to defend the urn that holds the remains of Arthas’ father. Be aware that Uther is a Level 10 Paladin on Hard difficulty, so make sure that you have enough ghouls to strike him down. With Uther’s eventual death, the second chapter of the Undead campaign concludes.
Tips and Hints
Blight, the corrupted manifestation of undeath on the ground within your base, will heal undead units over time. Each building will produce additional Blight around it!
Alliance Paladins will use Holy Light against your undead units - don’t let them drop too low!
Use your Graveyard to upgrade your units! It also produces fresh meat for your ghouls to feast on.
Don’t build additional meat wagons. Normal ghouls are more than enough!
Chapter 3: Into the Realm Eternal
While the dreadlords around Tichondrius discuss the role of Arthas and the Lich King in the return of Archimonde and the Burning Legion, Arthas makes his way to Quel’Thalas, home of the high elves and the sunwell.
With the ghost of Kel’Thuzad by his side - a fact that the nathrezim know nothing of-, Arthas plans to invade the elven capital so that he can resurrect the necromancer he once had slain.
Main Quest: The Elf Gate
Destroy the High Elf base guarding the Elfgate
This mission leads Arthas into Quel’thalas, homeland of the high elves., and you are ordered to destroy the blue high elf base in the southeast to complete it.
Start off with building a base right where you landed. If you scout the perimeter you will be informed that your base has a total of three entries which are blocked by trees.
Soon after you’ve established your base, Sylvanas Windrunner, Ranger-General of Silvermoon, and her troops will engage you. Always try to go for the healing priests first, as they are able to substantially support her army. Once beaten, she will return in irregular intervals.
But don’t worry too much about static defenses! Sylvanas will almost always support the high elf bases you’re going to attack.
The key to success for this mission is the unit called Necromancer. Fully upgraded it will offer enough value over time to take over base after base. That’s why you should heavily invest into upgrading and banking resources while staying on No Upkeep.
Once you’ve upgraded necromancers by researching Skeletal Longevity and Necromancer Adept Training, you can go above 40 food by building additional necromancers and ghouls.
The only one of the three entries you should open is the southwest one. Shortly after, you’ll encounter the teal night elf base that you need to clear in order to advance to your quest objective. Bring your three meat wagons and a repairing acolyte with you so that they can focus on static defense.
By the time you’re attacking the teal base you should have 5 or 6 necromancers. You can either bring skeleton warriors from your base by summoning them through the Graveyard; but you can also wait until your troops have slain enough elves to turn them into mindless skeletons.
During the fight, Sylvanas and her hit squad will join the fight and try to turn the tide. Make sure you have a bunch of healthy skeletons ready for her, and clear out her squad and the base altogether.
Take the old elven gold mine and resupply on ghouls and necromancers. You can build a second crypt in this base for better reinforcing during your last fight.
As soon as you hit 70 food again you can start your final attack on the blue base. Protect your meat wagons and let skeletons tank the damage while Sylvanas and her troops try to defend their base for the last time. Keep on building ghouls until you’ve killed all fighting units!
Thanks to your free skeleton army you should be able to destroy the base in no time. As soon as the you’ve destroyed the town hall the mission will be completed.
Tips and Hints
On the other half of the map you will find another huge teal elven base and lots of hidden creep spots. If you’re out for the extra loot, make sure to micro and macro properly!
Only put necromancer spells on auto-cast during fights where you need to micro ghouls or Arthas. Don’t forget to turn it off once you’ve won the fight to save mana and skeletons!
Chapter 4: Key of the Three Moons
Just as Arthas and his troops take down the outer gates of Silvermoon, Sylvanas destroys the bridge that leads to the inner gate, which is protected by a particular kind of elven magic in form of the three Mooncrystals.
Main Quest: Three Moons
Destroy the three High Elf Altars
Collect all three Mooncrystals
Your main mission is to steal the three magic mooncrystals which then will give you access to the inner gate.
Those mooncrystals lie within altars all over the map. Your base will be under continuous pressure, so you need to make sure to evenly spread your resources.
First off, establish your base in the south. Build up your army and focus on building necromancers and the new unit called Crypt Fiend. These ranged units are able to web enemy air units to the ground, which will come in more than handy during this mission.
Similar to the last mission, you will fight two high elf players at the same time. Because you might have to play a longer game, you want to have an expansion as early as possible, and for that, you need to destroy one of the elf bases.
Luckily enough, the base in the middle of the map doesn’t seem to be well established. Build up a small army and overtake the center island by dropping it with your zeppelins.
Taking the island has another huge advantage: You can use the three two-way teleporters to get near the altars! This way you won’t need to buy additional zeppelins besides the two you’ve been given at the beginning of the mission by visiting the eastern workshop.
After you’ve taking the center expansion, reinforce your southern base by building a whole lot of spirit towers. This may look like a waste of money, but you want to protect your southern gold mine while establishing your army on the island. You can also leave a few fiends there to deal with the first continuous attacks; especially Sylvanas’ hit squad will chew through your spirit towers in no time without support.
Get all of your upgrades as soon as possible! In the meantime you should’ve established a second reinforced base in the middle, including a second crypt. As soon as you’re good to go, pump out units and be ready to take the first of three portals. You should make the most out of your unit composition, which in this case means: Mass fiends all the way.
If you feel like your army can’t take the high elf reinforcements, just jump back through the teleporter and wait for your army to be rebuilt. You can also lure enemy units into teleporting to your island, which makes fighting their army much easier.
Don’t bother destroying every single building within a base. Fight your way through to the altar, loot the moon crystal and return to your island.
Take the east teleporter first and destroy the teal elven force as well as their altar. If you want to complete this mission the safe way, you should take a second expansion here, because your main base will run out of gold soon. There will be no attacks in the east, so haunting a gold mine and adding five acolytes is all it should take.
Resupply your army and take on the second and third altar. Remember that you only have to destroy the altar to receive a key; but don’t be too greedy, because elven forces can follow through teleporters and finish off your weakened army.
Last but not least, you have to keep track of your inventory. In the end you will have not much space for any consumables or other items because you need to carry all crystals and Kel’Thuzad’s urn to the next mission!
Main Quest: Gates of Silvermoon
Bring Arthas to the Gate
After you’ve retrieved all three crystals you want to bring Arthas to the inner gate in the northeast to use the key.
Use your two goblin zeppelins to transport your army across the river. The standing elven force will not be that big. Once you’ve defeated the last army and lead Arthas to the gate, the mission will conclude.
Tips and Hints
Upgrades are of utmost importance in this mission because you will have to fight a whole lot with smaller armies.
Learn to put not only your units but also your buildings on hotkeys. Always remember: Shift + Number Key adds units or buildings to a control group, CTRL + Number Key overrides the control group!
Just like last mission, necromancers have incredibly high value during Key of the Three Moons. However, protecting them against elven air units is not as easy. Micro accordingly!
Chapter 5: The Fall of SIlvermoon
After Arthas and the Scourge pushed through the inner gates of Quel’Thalas, only Silvermoon and Sylvanas herself lie between him and the sunwell that he needs to resurrect Kel’Thuzad.
Main Quest: The Sunwell
Defeat the Sunwell’s Guardians
The fifth mission of this campaign turns out to be quite a challenging one. You start out with a small base and some units. Only seconds after starting, Sylvanas and a couple of elven units will attack the northern entry of your base.
Try to not lose units in this fight, because you will need every single one of them during this mission. After her first attack, build one or two additional spirit towers at the northern as well as four of five at the southern entry.
Shortly after you will receive two optional quests. The first quest orders you to destroy Sylvanas’ base, and that will be the first of our two targets during this mission.
During your preparations, the second optional quest will spawn messengers from Sylvanas’ base in the northwest. If you’re able to intercept every single one of them, the army of Silvermoon will not notice your presence and thus not intervene during your attacks on Sylvanas and her forces.
Taking Sylvanas’ base becomes quite mandatory, especially on Hard difficulty. There’s no second gold mine on the map that isn’t in deep high elf territory, so we need Sylvanas’ resources to be able to take over Silvermoon.
Try to stay on No Upkeep as long as possible and work hard on your upgrades. Your unit composition doesn’t matter too much; however, massing fiends in the end is a perfectly fine choice.
Clear all creep camps on the map; the golems north of your base drop a Ring of Regeneration, and the gnolls south of Sylvanas hold a Potion of Greater Mana which will work wonders soon. There’s a mercenary camp in the far southwest as well.
As soon as you gathered enough bank you can build a second crypt and go crazy on your production. Attack after a combination of a messenger spawn as well as one of Sylvanas’ attacks.
Enter the blue base from the far east so that your reinforcement route stays short. You should stay at 70 food now and slowly chew your way through Sylvanas’ base. Watch out for any messengers that spawn during your long fight, and make use of your consumables if needed!
As soon as you’ve bested Sylvanas and her troops once and for all, Arthas resurrects Sylvanas as his first banshee, unknowingly creating one of the most evil villains in future Warcraft history:
Haunt the gold mine in the north and build four additional acolytes to harvest it; you’ll need no additional static defense if you’ve successfully intercepted all runners before.
Now only Silvermoon lies between you and the sunwell. On two bases you can easily cap out on food and should have no problems invading Silvermoon. Take the southeast entry and clear out all forces; watch out for the Archmage hero casting Blizzard.
As soon as you enter the center of the base you can kite out the Sunwell Guardians in pairs while dealing with the rest of the elves and their static defenses. Keep reinforcing your army with your two crypts, and taking Silvermoon will become a piece of high elf cake!
As soon as Arthas stands before the sunwell, the mission ends.
Optional Quest: Sylvanas Windrunner
Destroy Sylvanas’ base
Sylvanas’ base lies in the northwest; as soon as you’ve destroyed every single building, this quest is completed. Enter the base from the right, and keep your crypt fiends healthy. Try to hit the base after a failed attack by Sylvanas.
Optional Quest: Silvermoon Runners
Eliminate every runner Sylvanas sends
Do not alert Silvermoon to your presence
Right after you’ve received the quest, you’ll receive four gargoyles. Gargoyles are air units with a relatively weak attack but very high movement speed.
Park them in the middle of the map, a bit to the west by the crossroad. From there they should be able to reach every messenger that tries to run towards Silvermoon.
As soon as you launch your big attack against Sylvanas you can lead your gargoyles into battle as well because you are able to slay the messengers right at their spawning point in Sylvanas’ blue base. As soon as her base falls, you’ll complete both optional quests.
Tips and Hints
Arthas will reach level 6 during this mission. Animate Dead is the Death Knight’s most powerful ability, and you can use it to resurrect up to six units. Resurrecting some of your fallen fiends during the battle against Sylvanas will pay off big time!
Make use of the Fountain of Mana in the middle of the map. Arthas still has a terrible mana pool, so try to enter fights with a full blue bar!
Try to fight only in very open spaces with your fiends. As soon as they’re able to form an arc you will not only be able to attack with every single one of it; it also enables you to micro out weakened fiends during the fight!
Chapter 6: Blackrock & Roll, Too!
With resurrected Kel’Thuzad on his side, Arthas returns to Lordaeron. The necromancer reveals the plan of the Lich King to unleash the Burning Legion on Azeroth.
The orcs occupying the southern lands of Lordaeron maintain a demon gate which Kel’Thuzad needs to communicate with the demon lords of the Legion.
Main Quest: Demon Gate
Destroy the Orc base controlling the demon gate
An homage to the second chapter of the Human campaign, this mission offers lots of fun and skill testing when fighting multiple orc teams at once.
If you want to speed through it, you should focus on building up a powerful and maxed out army as quickly as possible. Frost Wyrms, the undead “end game” air unit, is available during this mission, and you get a ton of damage and health for your buck as well as your food count.
Start by reinforcing the entries of your base. The present orc tribes will attack you once every minute or so, and seven to eight spirit towers for each entry should suffice for the rest of your game.
There are a few low level creep camps such as ice trolls in the mideast that you can farm for easy money and items. You’ll also find a couple of powerful dragon camps; however, you should only attack those with a bigger army.
Again, frost wyrms are your weapon of choice, and if you don’t care about the glory of competing optional quests, you can defend your base as long as possible and push towards the northeast with one final attack.
All orc camps have roughly the same structure, with the red orcs called the Blackrock Warlocks having some dragon power behind them as well.
As you crush the red orcs to bits including their last building, the mission will conclude.
Optional Quest: Kill Orc Heroes
Throk-Feroth
Mazrigos
Khanoii
Genjuros
Jubei’Thos
For the optional quest in this mission you have to kill all colored orc heroes. While this doesn’t mean that you have to destroy their whole base, you have to keep good control of your main army while not neglecting your defenses back home.
Start out with either the blue base to the southwest or the brown base southeast. Build up a sizeable army in Low Upkeep and completely tear down one of the two bases.
Take the gold mine, max out your upgrades and food, and invade every other orc base. As soon as you’ve killed the hero of the respective base, get out, resupply and take on the next one.
One or two frost wyrms and Kel’Thuzad as mobile support for your spirit towers should do the trick in terms of home defense.
Tips and Hints
Kel’Thuzad joins this mission as a Lich hero. They’re powerful spellcasters with very low hitpoints. If microed well they deal tons of damage, including their ultimate ability Death and Decay. Use it on clumped up units or worker lines!
In WC:R, boxing air units is not possible. That means whenever you want to attack a single target, your control group of air units will clump. That makes them very vulnerable to area damage like the little orc bomb squads. Try to micro out single air units that take the hit, or snipe the threats early!
Expensive units like frost wyrms love big upgrades - get them going as soon as possible!
While Hero Focus, the strategy to snipe enemy heroes, is not a very advisable one in competitive play, this mission is made for it!
Chapter 7: The Siege of Dalaran
Kel’Thuzad managed to communicate with the eredar Archimonde, one of the most powerful entities within the Burning Legion. Their great plan to let Archimonde loose into the world of the living comes to fruition and only needs one more ingredient: The Book of Medivh.
After the Second War, this book has been brought back to and sealed away by the wise mages of the Kirin Tor within Dalaran.
Only this particular spellbook would be powerful enough to help Kel’Thuzad tear a rift into the fabric between the real world and the Twisting Nether, and thus he wants Arthas to invade the magical city.
Main Quest: Three Archmagi
Kill First Archmage
Kill Second Archmage
Kill Third Archmage
In general, this mission can be played out in numerous ways. However, taking the following approach may feel a bit less heroic but should get you out ahead against the Kirin Tor.
The rules are simple in terms of the first of the three archmages you have to kill to complete this mission: Take only Arthas and Kel’Thuzad and kill him. Use Frost Nova and Mortal Coil to burst the archmage and retreat immediately.
Since you have the complete undead tech tree at your service, you can build up full upgrades and a Low Upkeep army of abominations and frost wyrms.
Both the light and dark blue player will attack you, so time your attacks accordingly. Move forward towards the light blue base and don’t forget to free the two cages filled with golems.
At this point you should have reached 90 food and some serious upgrades. Take the light blue base and haunt a second gold mine.
After you’ve resupplied, move to the north towards the second archmage. There will be a big attack wave by the blue player, so try to set up you army at the wide bridge entry.
With the majority of the blue army dead, you can now move in with Arthas and Kel’Thuzad for yet another sneaky archmage kill. Move along the walls to alert as few enemies as possible.
As soon as the second barrier falls you should move towards the Fountain of Health in the middle of Dalaran.
Now you can try two things: The first strategy is just another assassination mission featuring Arthas and Kel’Thuzad, which is risky because the way to Antonidas is quite long.
The second strategy is to chew through the blue base, which may turn into a time and resource killer.
A good compromise is to just Attack Move your whole army towards Antonidas. Ignore the blue base and go all-in; burst down Antonidas, and move on to the last chapter!
Tips and Hints
This mission is full of useful items, such as the Boots of Elvenkind or the Pendant of Mana. You’ll find most of them on your way to the archmages, so keep your eyes open!
As Kel’Thuzad is getting more levels, you should try and make the most out of his abilities. Death and Decay can turn fights completely, and Frost Nova is a great tool to deal with high priority targets such as priests or air units.
Chapter 8: Under the Burning Sky
With the Book of Medivh in their grasp, Kel’Thuzad and Arthas are just one step away from summoning the eredar lord Archimonde.
As the powerful necromancer begins his ritual, Arthas is in charge of defending his mentor to fulfill the Lich King’s prophecy eventually .
Main Quest: Archimonde
Kel’Thuzad must survive for 30 minutes
Arthas and Kel’Thuzad came well-prepared, and all you as a player need to do to summon the ultimate bad guy is to hold out for a mere 30 minutes.
One key to success in this type of mission is static defense. Try to have eight to nine spirit tower up at every entrance at any time. The enemy has three way to enter your base; east, north and west.
Take the gold mine in the far southeast to improve you economical situation - you will need all the gold you can find. You can kill one of your units to get into No Upkeep; however, you should ramp up production with 20 minutes left on the clock.
Besides that, this mission really plays out like whack-a-mole. Keep your army healthy and mobile - frost wyrms are a great addition. Research upgrades as usual; also don’t forget the special ability of your crypt fiends which comes in useful against enemy air units.
Besides your own efforts, the Burning Legion will send you a few felhounds and infernals over the course of the mission. These units synergize greatly with your army and can help soak some additional damage in case of a two-pronged attack.
With 90 seconds (60 seconds on Easy/Normal) remaining, tons of enemy units will flood all three entries. You should have enough static defense up to soak the incoming damage; if you have any land mines left in your inventory, you should use them now!
Defend your base at all costs, and try to keep Arthas and other high-health units alive as long as possible.
Whenever the clock runs out, you have completed the mission, the Undead campaign and - last but not least - the summoning of Archimonde, who will then commit one of Azeroth’s foulest crimes. Congratulations!
Optional Quest: Goblin Land Mines
Acquire the Goblin Land Mines
The mentioned land mines are located in the far west, just north of your base. Use them to bolster your defenses as they’re particularly useful against high-health units like knights.
Tips and Hints
Keep getting your Goblin Land Mines between attack waves - they deal tons of damage to high-health minions!
You’ll start with three acolytes for building static defenses around your entries. Enable auto-repair and keep them safe during wave attacks!
Always try to soak enemy damage by putting units between them and your spirit towers, because they are your highest priority resource during this mission.
Campaign Rewards
Completing the Undead campaign "Path of the Damned" will reward you with the following portraits:
Death Knight Arthas on Easy or Normal
Kel’Thuzad on Hard
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