Review Aleosha 3/5 · Mar 18, 2026
The first campaign in Warcraft III: The Frozen Throne returns to the Night Elves, but with some quirky, campaign-specific units. You get things like the Sentry—basically an Archer reskin using the Spirit of Vengeance model that can cast Bloodlust—and Owlbears with Stomp. There’s also naval gameplay, including Frigates straight out of Warcraft II: Tides of Darkness.
One standout mission is …
The first campaign in Warcraft III: The Frozen Throne returns to the Night Elves, but with some quirky, campaign-specific units. You get things like the Sentry—basically an Archer reskin using the Spirit of Vengeance model that can cast Bloodlust—and Owlbears with Stomp. There’s also naval gameplay, including Frigates straight out of Warcraft II: Tides of Darkness.
One standout mission is the Broken Isles. It’s structured around small, optional islands you can tackle in any order—hydra dens, murloc villages, and so on. It feels like an early blueprint for World of Warcraft.
The campaign then shifts into a dungeon crawl, where collecting all 10 fragments of Gul’dan’s orb is brutally difficult without a guide. The level is packed with hidden corners, but it does reward exploration with atmospheric touches—like flashbacks of Gul'dan and the discovery of his headless corpse (a nod to the Skull of Gul’dan).
Most missions are mechanically straightforward, though they often split your attention between multiple hero groups and bases. Unlike Warcraft III: Reign of Chaos, you frequently control three heroes at once. The final mission forces you to use Naga units, which feel underdeveloped and not particularly fun compared to earlier options (mass Wyverns being a personal highlight).
Narratively, the story is surprisingly underwhelming. Illidan Stormrage seeks the Eye of Sargeras to supposedly threaten Northrend. Maiev Shadowsong pursues him, involving Malfurion Stormrage and Tyrande Whisperwind—but after Illidan saves Tyrande, everything is quickly forgiven. Considering you’ve just stopped him from potentially devastating Northrend, the resolution feels hollow.
The second campaign follows the Blood Elves under Kael'thas Sunstrider. Their story revolves around human mistreatment and their addiction to magic after the Sunwell’s destruction by Arthas Menethil.
Gameplay-wise, Spellbreakers are the stars—essentially a Human equivalent of Dryads: magic-immune, with dispel and mana burn. Dragonhawk Riders are highly specialized, useful for disabling towers or countering Frost Wyrms. Since Blood Elves lack heavy melee units, they compensate with Naga.
The dungeon missions lean heavily on one tactic: wall enemies with Spellbreakers and drop Flamestrike on top, exploiting their magic immunity. It works, but gets repetitive fast.
Then there’s the surprise “DotA-style” mission—heroes only, with auto-spawning armies fighting over Illidan. It’s a clear precursor to Defense of the Ancients.
My main issue with this campaign is how gimmicky it becomes. Some enemies, like Nether Dragons, are designed to counter both physical and magical damage, leaving them with effectively no weakness. I ended up brute-forcing solutions—going into High Upkeep and massing Dragonhawk Riders, basically playing it like StarCraft.
The Undead campaign shifts focus back to Arthas as the Lich King weakens. Meanwhile, Sylvanas Windrunner gains independence. Her gameplay revolves heavily around Possess—powerful, but one-dimensional.
There’s noticeable power creep. While Reign of Chaos capped heroes and creeps at level 10, here enemies go up to level 15. Arthas, meanwhile, gets periodically weakened to reflect the Lich King’s decline.
Despite this, the missions are some of the easiest in the game. As Sylvanas, you can steamroll with Frost Wyrms, while Arthas gets a string of dungeon missions. One memorable (and easy to forget) element is the Cthulhu-inspired Forgotten One.
The final battle remains chaotic and frustrating. The AI aggressively counters your unit choices—massing anti-air if you go Frost Wyrms—forcing you to play reactively and wait for Illidan’s channeling phase to have a real chance. It’s messy rather than challenging.
In the end, Arthas defeats Illidan and merges with the Lich King.
The Orc campaign is labeled as a bonus, and it shows—it’s not really an RTS at all. Instead, it plays like an ARPG, another clear precursor to World of Warcraft. Despite running on an RTS engine, it features inventory systems, side quests, respawning enemies, and even dungeon-like instances.
You’re introduced to new units like Troll Batriders, but they’re largely irrelevant since your heroes can carry everything. The final mission again leans into a DotA-style format: hero-focused, with automated unit production.
Even the climactic death of Admiral Proudmoore—later dramatized in Warbringers—feels underwhelming here.
Reign of Chaos remains simple but consistently enjoyable, even if Reforged introduces some rough edges.
The Frozen Throne, on the other hand, leans heavily on gimmicks and experimental mechanics. While it introduces interesting ideas—and even foreshadows entire genres—it’s not something I’d feel compelled to revisit.