When you activate this option, all your peasants will rush to the town hall and become peasant militiamen.
You only have to destroy the blue human base that's on top of the mountain in the northeast part of the map to finish the mission, and you can ignore the one on the ground in the northwest if you choose.
Soon you'll encounter more of the dead terrain you saw around the undead camp. Lightning shield can be cast on friendly or enemy units. Be wary, though, because you'll be attacked almost immediately once the mission starts. This won't hamper your combat efforts very much, however, because Arthas should be at or nearing level 10 by now, and coupled with the extra damage provided by his new blade, this means he's almost unstoppable.
Arthas' death coil will also help remove enemy units quickly. Your primary objective, once your base is completed, is to reach the goblin laboratory in the northern part of the map and hire two zeppelins. Slaughter the skull's protectors, then move Illidan to it to initiate his metamorphosis.
From the dwarven camp, head due east to reach it. Continue on toward the end of town, where the grain warehouse is located, and you'll gain the help of two priests, who can heal your troops, and a mortar team, which is the powerful human siege unit. When you're ready to assault the blue base, hire two or three zeppelins from the laboratory in the middle and load them up with the usual assortment of units. Frost wyrms are good against masses of units, since their ice attack has a splash effect that slows surrounding units in addition to the target.
Rather, a tree of life can "entangle" a mine with its roots, and then you can load five wisps into the entangled mine to suck gold directly through the roots back to the town center. These stats work together to help determine the hero's hit and mana points, armor, and other statistics. Focus your fire on each guardian in turn and then deal with his owlbears after they've fallen. With the hippogryph taming upgrade, available at the ancient of wind, you can have an archer mount the hippogryph, which allows it to attack both land and air units, making it rather more useful.
For one, their worker unit, the wisp, doesn't have to travel back and forth between the gold mine and the town center.
To penetrate the second gate, however, Arthas must gain a special key made up of three moon crystals, each of which is kept at an altar located near the gate. If you have no choice, though, make sure to slaughter a screaming villager as quickly as possible before he brings guards to your location. Liberate this area so you'll have a place to heal up in the future--with gold as limited as it is, you'll want to prevent the loss of units as much as possible. This is a fairly easy task for several reasons. Divine shield is useful or obvious reasons--it makes the paladin invincible during a battle, meaning he's alive much longer to heal and attack. The frost wyrm is quite a powerful unit, but its massive resource cost (such as a whopping seven supply) means you won't be using too many of them.
Though the enemy seems unstoppable, Furion Stormrage is putting into motion a plan that he believes will be enough to stop the demonic menace with utter finality.
Though Arthas has vanquished Mal'Ganis and seemingly claimed vengeance for his countrymen, he has paid a terrible price: By wielding Frostmourne, he has turned over possession of his soul to the master of the undead, the Lich King. Be warned that stone form gargoyles are stuck in that form for the duration of the effect and are defenseless during that time. If you get caught in the daylight, you'll lose the shadowmeld ability and be forced to fight. This is especially useful when defending against early rushes with lots of enemy units--you can stun your enemies and take them out one by one. Head out of the first room, fighting the skeletons as you go. Human farms don't have an active method of defense, but they can be built side by side such that units can't pass between them, and this can be useful for walling in your more essential buildings or for closing off a key choke point near your town. Still, when you raise six powerful units like tauren or knights, you can turn the tide of the battle.
The ogres are meaty melee units that can take and dish out a lot of punishment, the ice trolls are good for ranged support, and the ice troll priests can heal your units in the same way that normal priests do. The message "Cheat Enabled!"
The villagers turn into zombies around them, and they're forced to slaughter their own people to survive. Now you can move on to the altars. The ghosts are the biggest of your worries, since they can possess your units and turn them against you.
If you use cyclone on several of the enemy's heavy melee units, you can cripple their offensive strategy and attack the remaining units with your entire force. Riflemen are the humans' basic ranged attack units. They too can shadowmeld, of course, so keep pushing ahead. You can run your forces back and forth, but it will be easier if you leave an even number of troops at each of the three sides. Obviously, you've got nonstop headaches to deal with here.
To use a cheat code, press the [enter] key, type in the code, and press enter again.
Raiders do siege-type damage, meaning they're reasonably effective against enemy units but absolutely devastating to enemy structures. The meat wagons you start off with are crucial here, as you'll need them to neutralize the orcs' tower defenses while you attack the melee forces. Your best bet is to keep much stronger units like grunts and tauren in front of your trolls to protect them.