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Warcraft 3 Night Elf Walkthrough

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Warcraft 3 Walkthrough Index  |  Night Elf Walkthrough by Chapter: Enemies at the Gate  |  Daughters of the Moon  |  The Awakening of Stormrage  |  The Druids Arise  |  Brothers in Blood  |  A Destiny of Flame and Sorrow  |  Twilight of the Gods

Chapter Five: Brothers in Blood

Mission Objectives:
  • Discover the Location of the Barrow Deeps
  • Tyrande Must Survive
  • Furion Must Survive

    Time for one of those squad missions. You're given plenty to work with here, fortunately. The druids are amazing in combat with their cyclone spell. Anything that's not immune to magic will be rendered immobile for a time. I recommend any time you have a powerful unit attacking you with some minions you use the cyclone on the big one while you eliminate the minions. They can auto-cast faerie fire which is very useful as well. Also, Furion will be capable of reaching level 6 in this chapter so you should take the opportunity to learn Tranquility. It will heal all your units near Furion. This is great in a mission such as this. Finally, Furion's force of nature spell works on the giant mushrooms in these caverns.

    Note that this area has some very large open spaces and it may be difficult to direct you. You should begin by heading southwest. Kill the weak group of kobolds to get a potion of healing. Nothing very useful at this point. Go back to the northeast and kill the wendigos to get a scroll of healing. That's a little better. Now go south around the big rock and you'll encounter some giant spiders. They're not very difficult to defeat. Beyond we'll find a huge open area. There are many spiders in this room. The one on the eastern side in a little cranny holds a spider ring (+1 agility) which may be good for Tyrande now that you have another hero to take excess items. East of there, around the rocks you'll see the path swings north. Take it, kill the spiders then bust open the egg sacs to fight a couple more tiny spiders and find another scroll of healing which you're probably needing about now. Now head to the western side of the big room , fighting off the spiders. You'll come to some skeletons. Kill off all of them. You'll find a potion of healing laying on the ground and either dropped from a unit or destroyed in a crate (can't remember) you find a wand of lightning shield. Return to the big room and go south out of there and you'll come to a defiled fountain of life guarded by many spiders. Kill them (don't forget to bust the egg sacs) and head to the south. You'll find some Furbolgs who will give you an optional quest.

    Optional Quest: Heal the Furbolg Shaman
    It's to get some water from the fountain for the shaman. Unfortunately that water is tainted. Go out of here to the north and kill the ghosts. Travel northwest past the big white rocks near the furbolgs and you'll come to a large room with a fountain of life! Take whichever hero is holding the vial up to the fountain and you will receive the water. This is a good place to heal your units as well so take a moment to do so. Return to the Furbolgs and they'll give you a talisman of the wild which summons a furbolg to fight for you. There is only one way to go now and that is south. You'll come to a big door and will lose Tyrande for the time being.

    Now with Furion and whatever you have left you must head to the southeast. The path will curve off to the north and you'll encounter a sludge monstrosity. Nothing to worry about. Off to the east you'll fight a wraith and her two guards. These are a little more intimidating and I did happen to lose a unit here. I was really having a struggle by this point but still had the talisman of the wild just in case. Head to the east and you'll find a circle on the ground. Step on it with Furion and he'll summon a spectral bridge. Cross it and you'll encounter some elder watchers. They're likely to rough you up a bit but the good news is that Furion can finish the rest of this quest by himself. Use his entangle spell to keep enemies at bay while you attack them from a distance. When the big elder is dead he drops a claws of attack +9. Make room for it if you can. The path splits to the north and south. Take the south and kill the units here and you'll find a scroll of mana and a fountain of mana. The fountain is great for furion and will help him survive on his own if needed. Use it if you like then take the northern path. You'll fight some black dragon whelps which don't pose a threat to you. Further north you'll find the druids of the claw but they've been in their animal form too long and must hear the call of the horn! Two druids of the talon will join you and you're going to need them.

    There are many druids of the claw in your way and you'll need the cyclone spell to keep them at bay without harming them. Keep your druids of the talon in a seperate group so they are kept out of harm's way. If they were to die your mission could be over. Now head north, casting the cyclone spell on any druids that attack you. If you feel like it, you can take out some spider eggs around here to find some minor treasures. I found a scroll of mana which would be useful for the druids. Southwest of there is another fountain of mana. Very useful indeed but only for a time. Unfortunately it's protected by some sludge creatures. When you kill their leader it drops a wand of the wind which allows the hero to cast cyclone three times. Now go north under the arch and you'll encounter a gate and another druid of the claw. Cast cyclone if you must but try to conserve some mana. Break down the door and you'll find yourself in a room with two sleeping druids. Use cyclone on one of them so you may pass. Note that there is nothing in the crates here. Now go to the south and battle the spider. Using entangle on it should help a lot. You'll find a potion of mana should you need it. North of here, up the ramp, is a sludge flinger which is pretty weak. Head down and you'll see one final druid of the claw and some more sludge creatures. Kill them off, break down the gate and run through and step on the circle!

    Finally we regain control of Tyrande who has a quest to free Illidan. It's nice to be out of those caves isn't it? You'll be instantly under attack by an elder watcher and his minions. Kill them all and you're faced with a three way exit. Take the southern path and kill the sentries who are, fortunately, not very difficult. You'll come to a prison where you gain two more Archers and a huntress. Great. Now go north and activate the circle of power. Return to the three way and take the northern path this time. It's very simple and the enemies are unchallenging except for the watchers at the end. When they're dead break open the crates to the north of them to find some healing wards. Even if you can't fit them in your inventory you should at least pick them up for now and use one to heal your party to full. Head to the south and activate the second circle. You can now take the center path through the gate.

    There is a small storeroom to the north (nothing in it) and a path to the south. Take it and you'll be in a hallway. There is a room to the south with some sleeping sentries. Kill them and enter the room to the west. Your hutresses will gain the magical glaive ability which makes them damage multiple enemies in combat. Now go back out and to the west. Take the northern hall and you'll be in a jail of sorts. Kill the watcher here then break down the eastern door. You can get three more units for your party here but you must slay the spiders. The western room has a ring of regeneration. Take it if you want. Further north you'll encounter a warden in the eastern room and in the west you'll find a few more units. There is a periaph of vitality in that room as well. Now continue on and in the northern wooded room you will be attacked by treants. Go north through the way gate when you're done killing them. There you'll find a fountain of health and further a choice of paths. Choose the southern one to get some goblin land mines, which I doubt you'll use. Go on the western path and you'll come to some watchers patrolling the halls. Kill them as they come. It doesn't matter what path you pick here as they lead to the same place. When you get there you'll fight two wardens and a watcher. Now go north which is obviously looking a little more like our destination. You must kill the druid and two elder watchers to win. They aren't hard and there's not much more you can do than focus your fire on them one at a time. I chose to kill the watchers first but the druid had other plans, summoning treants, so I killed him, then them. No big deal.




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