Warcraft 3 Frozen Throne Walkthrough for Alliance:

Chapter 3: The Dungeons of Dalaran

Walkthrough Index - Alliance Missions: Misconceptions  |  A Dark Covenant  |  The Dungeons of Dalaran  |  The Search for Illidan  |  Gates of the Abyss  |  Lord of Outland

Main Quest: Blood Elf Lieutenants

  • Lady Vashj's help is very welcome. She is one of the best heroes you can getFree the Four Lieutenants
  • Vashj and Kael must survive
    When you have control, hotkey your heroes and start destroying some of the cell doors to receive some extra units. Once that's done, proceed to the west and down the corridor that leads south to fight some huge spiders. If any of your units start to get severely damaged remove them from combat by retreating them. You can't afford to lose units to silly mistakes. When the huge spider is down, you'll receive a medallion of courage that increases strength and intelligence by four. I gave this to Vashj. More mana for Vashj is more forked lightning casts. Kael's flamestrike doesn't actually hurt blood elf units, but can hurt human units like priests. Forked lightning can be thrown out on a whim, and I like to use it often. Knocking down the cell doors will give you even more units. An extra priest is never bad on a dungeon crawl.

    Return to where you started and kill the guards to the south. You'll need to use banish on the guard that runs toward the switch. This is a recurring event throughout this level. If the alarm is sounded you'll be attacked by a decent force that stands a chance to hurt you. Head to the east across the stair and water to kill a Rock Golem. Destroy the Magic Vault to gain a tome of knowledge and give it to Vashj. Use Kael's flamestrike to get through the mushrooms to the south and gain a stone token, which will summon a rock golem to fight for you. Return to where the guard was and destroy the door to the southwest and watch the cutscene. You'll learn about the runes and that if two people stand on them they activate something. This is another recurring theme for this mission. After Kael's demonstration, you will receive a tome of strength. I again chose to give this to Vashj because she has fewer hit points and surviving in this level is a requirement.

    Optional Quest: Ghosts of Dalaran

  • Slay the Four Archmagi of Dalaran
    In this room there are a pair of runes. Step on them with two units (any units will do) and you will unlock the door to the first Archmage. Kill him to gain a ring of the archmagi. This will increase each stat by +1 for now. Move on to the south where you will see a group of undead and humans fighting. See that they all die. There will be a few good spots to use flamestrike to hasten the end. When the battle is over you can gain an archer here, as well as a Blood Elf Lieutenant. Now send two units to stand on the purple runes. This will open a door next to the western rune to another archmage. Kill him to get another gem fragment and get +2 to all stats. I chose to give the ring to Kael'thas at this point.

    Now, instead of crossing the bridge, head west and hit the cells. There are claws of attack +3 to be found that can be given to either hero. Go back to the bridge and hit the switch on the other side of the gate with Kael's flamestrike. Wait a minute or so for the guards to die. You can then go in and kill the Dalaran experiments for some extra experience. When you head to the north you will again fight a battle in which you should banish a guard to prevent him from sounding an alarm. Send Kael in first for this reason. When they're both dead, you can look around to see a pair of yellow runes. Vashj will have to swim to reach the one just to the southwest. Send units to both, and you will receive a tome of intelligence. Give it to your favored hero and go through the northern door by force. There will be a rather large force of humans waiting, but as long as you don't hit your priests they can be hurt very badly by a flamestrike. When you head east there will be a third guard hitting the alarm. Put Kael up front and stop him with a banish.

    In this room are two purple runes. Again, two units can stand on them (Vashj is necesary) to reveal another Archmage. Where Vashj must go there are a set of Claws of Attack +6 you can get for her. The red rune to the north cannot be tripped just yet, but later will come into play. For now, head east. Destroy some crates that are guarded by a few footmen to find boots of speed that you may or may not want. I recommend taking them regardless because they can be sold on a later mission. There is a cyan rune here that cannot be used just yet. For now, head on through the southern door. You can find a third lieutenant here and another blood elf unit that can be dragged along. If you've suffered no losses your primary group is probably full!

    Move on to the south where there will be another brawl between human and undead. Help them all to die faster. The southwestern door is a secret. Go through with only kael and hit the top, bottom then middle floor panels by standing on them to make it say Baa Ram Ewe (a reference from Babe the Pig). This will unlock a secret level when you go to the north and take the powerup. Return to where you were and send one unit (an archer, perhaps) through the hole that is in the wall in the room where the big fight took place. This will teleport them to the second red rune. Return everyone else to the room where you first saw a red rune. Stand on it and gain the last part of the ring by defeating the archmage. You can get your unit back by going back through the hole.

    The Human guards will send some Golems to attack you here.Return to the big brawl room with the hole and break through the eastern gate. There will be a large human force, which are good juicy targets for flamestrike. Kill them and then use flamestrike on the mushrooms. The second cyan rune will be revealed. Set a unit upon it and backtrack to the first cyan near the red rune where you just were. There is an arcanite golem here guarding crates that contain several artifacts. Use your discretion when choosing to drop other items in favor of them. Return to where you were.

    Press on to the east to have the humans unleash flesh golems upon you. They are not hard to defeat. When they're down, head north and kill the human footmen then go west to get the last lieutenant. If you head back to the east you'll find a single archer to reinforce you. Head through the door north of the last lieutenant. There will be a cutscene with the Jailor. Move north and face many knights, footmen and riflemen. Use flamestrike and forked lightning liberally to help you through. There are multiple chances for reinforcements in this room through blood elves that are trapped behind gates.

    To the east you will finally encounter the Jailor. Use everything you have against him, but keep your heroes safe. He has 6,000 hit points and is rather strong. Focus on hitting his guards though and you'll more quickly remove damage per second from the equation. When the Jailor is finally down you win the mission.