Malfurion's Quest v1.4b

This bundle is marked as approved. It works and satisfies the submission rules.

You are Malfurion Stormrage, arch druid of the Night Elves and protector of Kalimdor. A great prophecy has foretold the return of the Burning Legion, who seek to destroy Azeroth once and for all.

For 10,000 years you have roamed the Emerald Dream, awaiting the day for your return to lead your people against the demons. However, you feel that the world has changed much during your absence. Despite Nordrassil being heavily guarded and Illidan the Betrayer sealed deep within his prison, you sense something terribly wrong that threatens your people's survival from the coming invasion.

Your mind is left in doubt, and the Prophecy's fulfillment draws near. Will you make sacrifices to ensure Azeroth's survival from the Burning Legion? Find out as you play Malfurion's Quest, the epic finale in Turnro's series of Warcraft 3 campaigns.

New Features

Choose Your Own Destiny
Malfurion's Quest will feature two separate story lines, with each providing different units, heroes, items, and much more. The campaign currently contains the complete Highborne story with the Sentinel path coming out in v2.0.

New Custom Race: The Highborne
This campaign will give you the opportunity to play as a fully new custom race: the Highborne. This mystical faction's strength lies with their powerful spells and their deep knowledge in arcane magics.

New Boss Fights
Malfurion's Quest features several boss fights that will test your skill and ability in playing Warcraft 3.

35 maps, including 20 Chapters and 12 Interludes
Note that Malfurion’s Quest is still under development. The current version has 20 maps.

New Feature: Pouch Utility
Drop items into Malfurion's pouch throughout the campaign, allowing you to hold onto additional items for later use.

New Heroes, Units, Spells, Items, and more!


Screenshots and Tech-Trees


Specific Changes

New Units
SENTRY - Tier-1 melee unit with supportive spells. Has the Shadow Meld, Elune's Blessing and Swiftness of Elune abilities. Can be trained at the Ancient of War.
FURBOLG SHAMAN - Supportive spell-caster, with the Barkskin, Lightning Shield, and Healing Wave spells. Can be trained at the Ancient of Lore.
STALKER - Melee stealthed unit. Has the Shadow Meld, Critical Strike, and Evasion abilities. Can be trained at the Den of Shadows.
JAILOR - Tactical ranged unit. Has the Shadow Meld, Shadow Strike, and Blink abilities. Can be trained at the Den of Shadows.

New Building
DEN OF SHADOWS - Stealth unit training building. Trains Stalkers and Jailors, as well as containing the Permanent Invisibility and Blink upgrades.

New Upgrades
ELUNE'S BLESSING - Grants Sentries with the Elune's Blessing ability, which allows them to recover 250 lost hit points per use.
LUNAR UPGRADE - Upgrades Archers into Lunar Archers, permanently increasing hit points by 100 and damage by 3. 5unar Archers also have access to the Moon Arrows ability, which allows them to deal area-of-effect damage to enemy units. Hippogryph Riders also benefit from the additional damage and Moon Arrows ability.
SWIFTNESS OF ELUNE - Grants Sentries with the Swiftness of Elune ability, which increases the attack and movement rate of a single-target friendly unit for 45 seconds. This ability is auto-cast.
ETHEREAL FORM - Allows Faerie Dragons to transition in and out of ethereal form. Ethereal units are immune to physical damage but cannot attack.
FURBOLG SHAMAN ADEPT/MASTER TRAINING - Increases Furbolg Shamans' mana capacity, mana regeneration rate, hit points, and grants them Lightning Shield/Healing Wave.
PERMANENT INVISIBILITY - Permanently upgrades Stalkers to be invisible. However, Stalkers will break their invisibility while engaging in combat.
BLINK - Grants Jailors with the ability to move in and out of combat at the cost of mana.

Other Changes
- Huntresses now start off with the Moon Glaives upgrade automatically
- Glaive Throwers have a new skin and icon
- The Marksmanship upgrade for Archers has been removed in favor for the Lunar Upgrade
- Mountain Giants now start off with Resistant Skin automatically upgraded
- Phase Shift will now heal Faerie Dragons 75 hit points with each use


Legendary Items

Find all 8 legendary items while playing Malfurion's Quest v1.4b in Hard difficulty:

Gem of Power
Increases the mana capacity of the Hero by 200 and mana regeneration by 25% when worn.
Wand of Feedback
Increases the attack damage of the Hero by 10. The Hero's attacks also destroy 12 mana per hit against any unit, causing bonus damage equal to the mana destroyed.
Ancient Totem
Increases the Strength and Intelligence of the Hero by 6 when worn.
Shield of Darkness
Increases the Hero's armor by 5 when worn. Also reduces all piercing and magic damage dealt to the Hero by 33%.
Moon Orb
Increases nearby ranged units' damage by 10%. Also increases the Strength, Agility and Intelligence of the Hero by 5.
Sphere of Nature
Increases the hit points of the Hero by 300 and regeneration by 4 hit points per second.
Master Scepter of Healing
Grants the ability to heal a friendly unit for 400 hit points. Also increases the Intelligence of the Hero by 12.
Orb of the Void
Increases the Strength, Intelligence, and Agility of the Hero by 10, and blocks a spell from hitting the Hero every 40 seconds.

Change Log

- Demo Version uploaded to Hive Workshop

Added 3 new maps:
CHAPTER 3 - Ending the Chase (Sentinel)
CHAPTER 3 - An Arch Druid Reborn (Highborne)
INTERLUDE - The Yearn for Magic (Highborne)
In these maps, new heroes, spells, items, doodads and units have been included. In addition, custom background music has been added into the cinematics for both the old and new maps.

- Fixed a bug which prevented Lifesurge from healing
- Mana cost of Lifesurge reduced from 115 to 110
- Lifesurge now heals slightly more hit points with each level, but deals less damage to enemy units overall
- Changed the hotkey for Lifesurge from L to E
- Reduced the mana cost of Force of Nature from 150 to 125
- Increased Wrath of Nature’s enemy units chance to miss with each level
- Malfurion no longer possesses Barkskin. Instead, he has Thorns Aura
- Changed the level requirements for all spell levels

- Vast changes to the Highborne units including hit points, spells, and names
- Slight improvements to the dialogue and cinematics throughout the game
- Slightly increased the health of Archers
- Glaive Throwers now have a new custom skin
- Highborne Ballista have been replaced with Glaive Launchers, a new custom siege unit
- Changed the Ancient Oracle's skin to a custom one
- Changed the benefits given from the Staff of the Oracle and the Sapphire Necklace items
- Healing and Mana potions now have their own unique model

Added 5 new maps:
INTERLUDE - Council of the Legion
CHAPTER 4 - Spread of the Corruption (Sentinel)
CHAPTER 4 PART 1 – Journey to Astranaar (Highborne)
CHAPTER 4 PART 2 - Temple of the Moon (Highborne)
INTERLUDE - Fear of the Prophecy (Sentinel)

- Numerous changes have been made to the Highborne:
- All units have altered stats to make them more balanced
- All buildings have either been renamed, recolored or have had their models replaced

- Added new custom background music
- Hotkeys for all unit and Hero spells have been changed to Q/W/E/R/T respectively
- Increased Lifesurge healing from 90/160/250 to 110/180/265
- Wrath of Nature has been improved: its area selection indicates the radius of enemy units it will hit. In addition, enemies hit by Wrath of Nature have greater reduced movement speed and chance to hit (but no longer reduced attack speed)
- Replaced Highborne Malfurion's Ignite ability with Fire Shield
- Fixed a bug for Arcane Explosion where it would not always damage nearby enemy units
- Increased the casting speed of Arcane Blast by 25%
- Restoration Shell regenerates 90/135/180 mana instead of 100/170/250
- Hero spells have been changed to have mana costs change with each incremental level. This means that level 1 spells will be cheap while level 3 spells with be more expensive. This change, however, have no effect on passives spells or spells that have lower mana costs with each level
- Reverted Archer and Glaive Thrower hit point increases
- Reduced Furbolg Shaman mana pool from 250 to 200. In addition, Furbolg Shaman now gain reduced mana pool and regeneration from caster upgrades
- Renamed Guardians to Royal Archers, Adepts to Guardians, and Overseers to Highmistresses
- Fixed Faradrella's Nature's Gift icon not showing
- Fixed items not selling bug in Chapter 3
- Changed the Entangling Roots icon ability
- Slightly reduced the hit points, armor and/or damage of Treants from Force of Nature for all levels
- The difficulty levels have been changed. Easy is now called Normal, Normal is Hard, and Hard is Insane. Each difficulty level has also been re-balanced to reflect these changes
- Added more items to the previously existing maps
- Permanent items dropped by creeps/crates are now randomized. However, other item types and items received from quests and secret areas remain unchanged
- Barkskin now has a new icon
- Numerous dialogue changes to the already existing maps
- Murloc Flesheaters no longer use Cannibalize in Chapter 1
- Fixed a bug in Chapter 1 where the Magical Pens would remain invulnerable
- Added new models for Scrolls of Healing/Mana/Protection/Restoration

- Cheats are now disabled depending on the difficulty level chosen:
NORMAL - No cheats are disabled
HARD - Only WhosYourDaddy is disabled
INSANE - All cheats are disabled

- Fixed a problem throughout the campaign in Insane difficulty where the player would randomly lose. In addition, the player will now be notified of the actual cheat that was used should they cheat
- Fixed a bug where the wrong loading screen buttons would unlock after completing Chapter 2
- Fixed a bug in Chapter 4 Sentinel where killing the creeps at Astranaar would not allow the player to complete the main quest objective
- The Hel Bear in Chapter 4 Sentinel will now be hidden from the player until the quest to slay it has been discovered
- Tyrande will now properly say her ready dialogue when revived by the player
- Kath'ranis can no longer cast Restoration Shell on himself
- Removed the flags from the Highborne Academy model
- Slightly altered the music lists for chapters 2 and 3

Added 5 new maps:
CHAPTER 5 - The Search for Cenarius (Sentinel)
CHAPTER 5 BONUS - The Restless Dead (Sentinel)
CHAPTER 5 BONUS - Ruins of Zin-Azshari (Sentinel)
INTERLUDE - The Last Guardian (Highborne)
CHAPTER 5 - War at Mount Hyjal (Highborne)

- All upgrades for the Sentry at the War of the Ancient have been replaced with the following:
ELUNE’S BLESSING: Allows Sentries to recover their lost hit points at the cost of mana
SWIFTNESS OF ELUNE: Allows Sentries to bless nearby friendly units, increasing their attack and movement speed
- Fixed a problem where the Prologue could not be skipped by the user
- The player's units no longer become still and un-killable after Murloc cinematic in Chapter 1
- Fixed a problem in Chapter 3 Sentinel where the elevators through the Way gate would stop working
- The Druid in Chapter 4 Sentinel no longer disappears until his associated quest is completed
- Units no longer get stuck after the Temple of the Moon quest in Chapter 4 Sentinel
- Orc Bosses in Chapter 4 Sentinel now deal Chaos damage instead of Hero
- Rend no longer casts Bladestorm indefinitely in Chapter 4 Sentinel
- The Hunters Hall is no longer attacked during a cinematic in Chapter 4 Part 1 Highborne
- Obelisks will now correctly grant shard vision to the player in Chapter 4 Part 2 Highborne
- Added additional healing/mana runes to the boss fight at the end of Chapter 4 Part 2 Highborne
- Changed the build hotkey for Glaive Throwers to T. This fixes an issue where its previous hotkey was conflicting with the War of the Ancient’s Root/Unroot ability
- Reverted hotkeys for unit movement actions and Hide ability
- Fixed an issue where Searing Arrows would not deal additional damage to Heroes, summoned units or creeps above level 5
- Increased the cast range of Kath'ranis' Restoration Shell
- The Highborne Enchanted Gold Mine and Arcane Cathedral buildings now have new icons
- Increased Guardian base armor from 2 to 3
- Increased the mana cost of the Highmistress' Frost Bolt ability from 75 to 100, and Clone from 150 to 200
- Changed the building summon icon for the Highborne Scholar
- Changed the summon animation for all Highborne buildings

- Tyrande now has a new model and icon
- Fixed a problem with saving unit groups at the end boss fight in Chapter 2
- Fixed a problem with the final cinematic not playing in Chapter 5 Highborne
- Altered the dialogue for the ending cinematic in Chapter 5 Sentinel
- Slightly reduced the damage of the final boss in the Sentinel bonus mission 'Ruins of Zin-Azshari'
- Increased the selection priority of Sentries, making it easier to alternate between them in a selection of units

INTERLUDE - The Legion's Return (Sentinel)
INTERLUDE - Realm of the Demigod (Highborne)
CHAPTER 6 - Cave of Shadows (Sentinel)
CHAPTER 6 - A World Transformed (Highborne)
CHAPTER 6 BONUS - Remnants of the Ancients (Highborne)

NEW FEATURE: Malfurion's Pouch
- Malfurion now possesses a pouch in each mission, which serves as a storage place for additional items. These items will also transfer into future missions

- Fixed the description of Malfurion's Force of Nature ability for Levels 2 & 3, as well as giving the spell a new icon
- Reset Malfurion's Thorns Aura to reflect melee attacks by a percentage basis rather than flat damage
- Added a new icon for the Taunt ability possessed by Crystal Golems
- Increased the damage per second of Fire Shield from 15/20/25 to 15/25/35
- Arcane Explosion will now damage magic immune units
- Reduced the mana cost of Arcane Explosion by 50 for each level
- Tyrande's model and skin have been improved
- Renamed Owl Scout to Summon Moon Owl, as well as giving this ability a new icon and owl model
- Increased the cast range and mana cost of Crystallization
- Crystallization has been re-balanced to be weaker on lower levels and stronger on higher levels
- Decreased the damage dealt by Arcane Blast from 25/40/60 to 20/35/50 per wave
- Jarod's Sword Slam ability has been replaced with Battle Shout, which silences nearby enemy units for a short time

- Replaced the Marksmanship upgrade with the Lunar Upgrade. Once researched, all Archers will be transformed into Lunar Archers, granting them 100 additional hit points, 3 extra damage and access to the Moon Arrows ability
- Increased the hit points of Sentries to 575 and mana to 250. In light of these changes, Sentries now also cost more resources to train
- Sentries and their upgrades now require a Hunters Hall
- Increased the healing of Elune's Blessing from 150 hit points to 250
- Reverted the build time for Glaive Throwers back to 48 seconds
- Increased the mana cost of Healing Wave from 90 to 125
- Increased the mana pool of Furbolg Shaman from 200/300/400 to 250/375/500 per level of training
- Stalkers now possess the Evasion ability, as well as an increase of hit points from 575 to 650

- Scholars have been slightly buffed in regards to health, damage and movement speed. In addition, they now deal piercing damage instead of magic
- Increased the mana capacity of Royal Archers from 100 to 200
- Cold Arrows has been replaced with Arcane Arrows, which gives Royal Archers 6 bonus damage to attacks at the cost of mana
- Renamed Guardians to Battle Maidens
- Battle Maidens and their upgrades now require a Foundry
- Increased Battle Maidens health to 550 and mana capacity to 250. They are also slightly more expensive to train
- Mana Shield no longer requires research. In addition, Battle Maidens can now gain a new upgrade that increases the amount of hit points absorbed by Mana Shield from 1 per point of mana to 2
- Battle Maidens now have Frozen Armor, which increases a friendly unit's armor by 5 and slows the attack and movement speed of enemy melee units that attack it
- Reduced the amount of lumber Arcane Golems can carry from 50 to 40
- Arcane Golems have been reworked to suit more of a tanking role. This includes:
- Increased hit points to 800, and reduced damage dealt from 34-61 to 17-23
- Has access to 2 new abilities: Taunt and Power Discharge
- Will now benefit from the weapon and armor upgrades at the Foundry
- Added a new upgrade at the Foundry, which changes the armor type of Arcane Golems and Towers to fortified once researched​
- Glaive Launchers now require a Violet Observatory to build
- Slow mana cost for Enchantresses increased from 40 to 50
- Anti-magic Shell mana cost for Enchantresses increased from 50 to 75
- Renamed the Enchantress' Crushing Wave spell to Energy Blast, as well as giving it a new icon and special effect
- Clerics now cast Mass Heal instead of their usual Heal ability. In addition, Violet Observatories and Citadels no longer possess Mass Heal
- Increased the mana cost of the Cleric's Resurrection ability from 200 to 250. In addition, this spell has a new icon
- Clones summoned by Highmistresses will now only deal 50% of their original damage. However, all clones will now last for 60 seconds or until their hit points reach 0
- Renamed Wind Serpents to Elite Highguard
- Increased the hit points of Elite Highguard from 785 to 825
- Violet Sanctums no longer cost lumber to summon
- Violet Observatories and Citadels can no longer attack
- Violet Observatories can now cast Blizzard. In addition, Blizzard has been improved to become more powerful with each tier level
- Renamed the Arcane Vault to Vault of Power
- Improved the items offered for sale at the Vault of Power
- Foundries no longer cost lumber, but now cost 210 gold instead of 140
- Increased the build time of Foundries from 60 seconds to 70
- Arcane Towers now start off with heavy armor instead of fortified
- Increased to build time for Arcane Towers from 50 seconds to 60
- The Reveal spell now has a cooldown of 30 seconds

- All chapters and interludes at and before Chapter 6 are now automatically unlocked in the campaign loading screen
- The image and music for the victory score screen has been changed
- Faradrella will no longer have a Spell Immunity icon show when Nature's Gift is upgraded to Level 3
- Fixed an issue where several Hero custom spells would cause memory leaks to occur
- Increased the cooldown of the Sphere of the Sea item from 20 seconds to 60
- Corrupted Ancient Protectors now deal piercing damage instead of siege
- Added Moon Wells throughout all Sentinel bases in Chapter 1
- Added additional Fountains of Health throughout the campaign
- Arcane Towers no longer possess Magic Sentry in Chapters 1 and 2 on Insane difficulty
- Fixed a bug where the Magical Blades upgrade would have no effect on Glaive Launchers
- Your troops will now start off with tier-1 weapon and armor upgrades in Chapters 1 & 2
- The Arcane Golems harvesting trees in Chapter 2 will now attack when encountered by the player
- The Elune's Blessing ability is now automatically upgraded in Chapter 3 Sentinel
- Slightly reduced the difficulty of Chapter 3 Sentinel for all difficulty levels
- Sentries owned by the player no longer have Swiftness of Elune in Chapter 4 for both story versions
- Added improved anti-cheat triggers to Chapter 5 bonus maps
- Fixed a bug in Chapter 5 Sentinel where the furbolgs would not attack the red Satyrs
- Jarod now starts off on level 9 in Chapter 5 Sentinel
- Rearranged the tablet fragment locations in Chapter 5 Sentinel in order to make them easier to find
- Fixed the Restoration Potion icon in Chapter 5 Sentinel from having it appear as a green square
- Fixed the boss music playing for all sub-maps for Chapter 5 Sentinel
- Items are no longer dropped by destroying creep buildings
- Changed the hotkey for all tier 2 and 3 Town Hall buildings from W to Z
- Improved the hotkeys for all worker Resource Gather and Repair commands
- Unique models have now been given to Tomes of Retraining, Scrolls of the Beast and Scrolls of Resurrection
- Runes are now color coordinated, making them easier to identify for the player
- Shandris now has a new skin

- Resolved several game breaking bugs in Chapter 6 for both story-lines
- Heroes must now be within 1200 range of killing units in order to gain experience
- Regular Hero spells no longer require a level greater than 1 in order to be learnt
- The player no longer needs to repeat Chapter 2 in order to progress to Chapter 3 for both story-lines. However, game caches for Chapter 3 have been reset
- Improved entering through the Way Gates for the first optional quest in Chapter 3 Sentinel
- Turned on ally attack alerts for the furbolg player in Chapter 3 Sentinel
- Changed the hotkey of Fire Cage from V to F in Chapter 3 Highborne
- Players can now enter and leave the kobold cave whenever they choose in Chapter 4 Highborne Part 1
- Fixed a bug where Malfurion would become invulnerable in the kobold cave in Chapter 4 Highborne Part 1
- Fixed a bug where rescue-able Sentinels would not transfer to the player's ownership in Chapter 4 Highborne Part 1
- Tyrande will now correctly gain experience in Chapters 5 & 6 Sentinel
- Fixed an issue in Chapter 6 Sentinel where the main quests were not accurate in the Quest Log
- Increased the shield life of Anti-magic Shell for the final boss in Chapter 6 Sentinel
- Changed the ending cinematic for Chapter 6 Highborne
- Increased the damage caused of Rain of Fire in the final boss fight in Chapter 6 Highborne
- Plagued Ancients now deal area-of-effect damage to ground units, fixing a bug where the mouse icon would not appear for the 'Attack Ground' move
- Changed the color of the player's team from orange to red in the Highborne story-line
- The birth animation for Highborne buildings have been reworked, resolving several in-game issues
- Increased the damage of Moonfire from 60/100/145 to 65/125/170 per level. In addition, units hit by Moonfire will have reduced attack speed as oppossed to movement speed
- Increased the duration of Bladestorm from 5 to 7 seconds
- Trueshot Aura now has a new icon
- Highmistresses now have a new attack missile model
- Stalkers no longer possess Shadow Meld
- Changed the armor type of Arcane Wyrms from Unarmored to Light
- Corrupted Entangled Goldmines now have a new model
- Moon Wells in Chapter 1 are now invulnerable
- Changed the loading screen for Chapter 6 Highborne
- Made slight revisions to the dialogue across the campaign
- Made minor item changes, as well as their locations, throughout the campaign

- Added the following maps:
Interlude: Pillars of Power
Chapter 7: Howling Treachery
Interlude: Unexpected Measures
Chapter 8: Ysera's Heartbeat
Chapter 9: The Last Guardian
Chapter 10: Darkness and Sorrow
- Made numerous story changes throughout the campaign, affecting the following maps:
Chapter 3: An Arch Druid Reborn
Interlude: The Yearn for Magic
Interlude: Lying in Deceit
Chapter 5: War at Mount Hyjal
Interlude: Battle for Tomorrow
Chapter 6: Shattered Skies
- The Sentinel story path maps from Chapter 3 onward have been locked for revision. These maps will become available again in v2.0
- Hard and Insane difficulty have been merged to be more consistent with the difficulty settings throughout Turnro's campaign series
- Most Anti-Cheat systems have been removed. The player will now only instantly lose in Hard difficulty if ‘WhosYourDaddy’ is used
- Added legendary items into the campaign for Hard difficulty. There are a total of 8 legendary items to find
- Some optional quests throughout the campaign now grant the player's Heroes additional skill points upon completion

- Increased the item pick up/drop radius of Heroes by 33%
- All main Hero spells now have 4 levels instead of 3. These spells have also been rebalanced to suit this change
- Switched the hotkeys for each Hero's ultimate spell with their aura or equivalant ability. This means that Hero ultimate spells now use R, making hotkeys more consistent across Turnro's campaigns
- Updated the campaign to be compatible with Patch 1.30.3 As a result, the following spells have been affected in one way or another:
Force of Nature
Mystic Affinity
Arcane Explosion
Summon Moon Owl
Entangling Roots
Mass Teleport
Impaling Shot
Enchanted Arrows
- Removed Thorns Aura from Malfurion
- Renamed Wrath of Nature of Nature's Wrath
- Made numerous changes to Malfurion's Crystal Golem spell:
- Removed Taunt, Hardened Skin and Spell Immunity
- Gains Bash from Level 2 onwards
- Gains Resistant Skin from Level 3 onwards
- Decreased the mana cost of Spell Steal from 50/25/10 per level to 25/10/0
- Increased the cooldown of Spell Steal from 5/3/1 per level to 10/5/1
- Changed the color of Malfurion's and Tyrande's hair to green

- Decreased the hit points of Sentries from 575 to 550
- The Furblog Shaman's Barkskin ability now reflects 25% of melee attack damage back to enemy units. In addition, the mana cost for this spell has been increased to 35
- Increased the mana and mana regeneration rate of Furbolg Shaman

- Increased the attack range of Scholars from 400 to 500
- Increased the hit points of Royal Archers to 300
- Increased the attack range of Royal Archers to 550
- Increased the damage dealt by Arcane Arrows from 6 to 8
- Decreased the hit points of Battle Maidens to 525, and increased their mana capacity to 300
- Reduced the mana cost of Frost Shield to 40
- Removed the Taunt ability from Arcane Golems
- Changed the attack type of Arcane Golems to Siege, increased their damage to 27-35 and attack rate to 1.9 seconds
- Power Discharge now requires an upgrade at the Foundry. In addition, its damage has increased from 50 to 70
- Increased the mana capacity of Arcane Golems to 250
- Replaced Power Shield from Clerics with Orb of Sight, which summons an invisible orb at a target location. This spell requires no research to begin using
- Increased the healing of Mass Heal from 10 to 12. In addition, this spell now requires Cleric Adept Training before it can be used
- Anti-magic Shell for Enchantresses now absorbs 300 magic damage instead of granting spell immunity
- Enchantresses now have Counterspell instead of Energy Blast, which silences and reduces an enemy unit's damage for a set amount of time
- Added new adept and master training icons for Clerics and Enchantresses
- Highmistresses now have a proper death decay animation
- Increased the mana and mana regeneration rate of Highmistresses
- Removed the Reveal ability from Violet Sanctum/Observatory/Citadels and Arcane Towers
- Blizzard can now be used by Violet Sanctums
- Removed Wands of Illusion and Arcane Scrolls from the Vault of Power
- Staff of Absorb Mana no longer requires a Violet Observatory in order to purchase from the Vault of Power
- Added Amulets of Recall to purchase at the Vault of Power, which requires a Violet Citadel before they become available
- Highborne attack and armor upgrades now have new icons
- Revised the gold and lumber cost for several Highborne structures

- Updated all mission loading screen images
- Changed the user interface for the Highborne story path
- Satyr Hellcallers are now Hero-based units
- Resolved a bug in Chapter 4 Part 2 Highborne where the player could use Kath'ranis to explore out of bound areas
- Increased the hit points of Fel Orc Berserkers from 535 to 600
- Updated the Mount Hyjal Guardians to make their units more unique compared to regular night elves
- Removed the Cenarian Horn item from the game in Chapter 5 Highborne
- The player's units in "Remnants of the Ancients" have been rebalanced to make trained units more viable
- Made numerous changes to existing items throughout the game
- Reverted the hotkey for Build back to B
- Command hotkeys (such as Build, Attack, etc) can now be overwritten by player custom hotkey settings
- Updated the icon position and hotkeys for all upgrades to reflect the 1.30 patch changes
- Added a unique model for Potions of Invisibility
- Updated the Lunar Upgrade icon

- Revised the entire campaign for map leaks
- Fixed a bug where the background music would randomly stop playing after a cutscene
- Hero, unit, building and spell stats no longer change depending on the player's Warcraft 3 version
- Resolved a bug where carrying certain items on Malfurion would cause him to lose his stat benefits while in his Twisted Ancient form
- Fixed an issue where Malfurion would lose all bonus skill points acquired throughout the campaign after using a Tome of Retraining in his Twisted Ancient form
- Resolved a bug where the Book of Spiders and Staff of Corruption shared the same cooldown group
- Increased the build time for all furbolg units in Chapter 3
- Made numerous fountain changes in Chapters 3 & 8
- Resolved a bug in Chapter 4 Part 2 where Tyrande would not turn invisible during the boss fight phases
- Added additional enemy Sacred Wells for the Guardians in Chapter 5
- Velinde must now survive during the final boss fight in Chapter 5
- Changed the model of the Fountains of Power in Chapter 6 to look more corrupted
- Fixed a bug where the Crystal Golem's hit points were not correct on certain levels in the bonus map of Chapter 6
- Increased the amount of enemies to kill between each phase of Velinde's boss fight in Chapter 6
- Resolved a bug in Chapter 6 where Illidan would occasionally become permanently invulnerable during the end boss fight
- Made slight rune changes to all boss fights in Chapter 6
- Moved the location of the Secret Key in Chapter 7
- Added more gold to several Gold Mines in Chapter 7
- Moved the location of the Orb of Thorns from Chapter 7 to Chapter 8
- Magtheridon now starts off with the Orb of the Legion in Chapter 8
- Reduced the time required to protect Malfurion at each obelisk in Chapter 8 from 4 to 3 minutes
- Reduced the time in order to reach most of the obelisks in Chapter 8
- Resolved some obelisk timer bugs in Chapter 8
- Added an additional Way Gate near the path to Ysera's Heart in Chapter 8
- Resolved an issue in Chapter 8 where Malfurion's Pouch would remain inaccessible once Malfurion revived
- Reduced the attack rate of all enemy AI bases in Chapter 9
- Increased the build time of all enemy dragon units in Chapter 9
- All Night Elf AI bases no longer rebuild lost structures on Normal difficulty in Chapter 9
- Fixed an issue in Chapter 9 where Malfurion would have his normal spells while in his Twisted Ancient Form
- Fixed an exploit in Chapter 9 where the player could complete the mission without activating the Demon and Naga enemy AI bases
- Changed the armor type of Dream Portals to Heavy Armor in Chapter 10
- Slightly decreased Kil'jaeden's auto attack damage in Chapter 10
- Decreased the power of Kil'jaeden's Meteor Strike and Armageddon spells on Normal difficulty in Chapter 10
- Changed the number of meteors summoned while Kil'jaeden channels Meteor Strike to make the spell feel progressively harder throughout his boss fight in Chapter 10

- Increased the duration of Malfurion's Meteor Strike spell to 6 seconds
- Added a death sound to Tyrande's model
- Reduced the melee damage reflected from Barkskin for Furbolg Shaman to 15%
- Royal Archer attack range increased to 600
- Decreased the mana cost of Arcane Arrows for Royal Archers to 6
- Highmistress clones now only last half as long if the cloned unit is a Hero
- Renamed Elite Highguard to Highguard
- Reduced Arcane Wyrm hit points to 465
- Increased the hit points of Felhounds to 975
- Academy hit points decreased to 1200
- Added a death animation to Mana Wells
- The Demon Blade is now classified as an artifact
- Reduced Orb of Thorns's aura melee reflect damage to 10%
- Increased the mana burnt by the Wand of Feedback against Heroic units from 4 to 6
- Shield of Darkness now grants 33% magic damage reduction for Heroes. In light of this change, bonus armor has been reduced to 5 and piercing damage reduction to 33%
- Removed stock start delays for all items purchased from neutral shops throughout the campaign

- Fixed an issue where the Glaive Launcher's missile attacks would result in a game crash
- Fixed a bug where loading the "Lying in Deceit" interlude would result in a game crash

Other Campaigns in Turnro’s Warcraft 3 Series

Important Notes
- You will need to update Warcraft 3 to the latest patch version before playing Malfurion’s Quest (v1.30 at minimum). Otherwise, you will experience problems that will prevent you from playing the campaign. To update Warcraft 3, click on the following link: Patching Classic Games
- The normal background music of Warcraft 3 has been replaced with better music. Be sure to enable music through your profile as it is an integral part of the campaign experience
- If you use the ‘WhosYourDaddy’ cheat while playing Malfurion’s Quest on Hard difficulty, you will automatically lose the mission



STORY DEVELOPMENT: Turnro with FallenStar

Blizzard Entertainment
Ujimasa Hojo
Champara Bros

Blizzard Entertainment
Dan van Ohllus
Apheraz Lucent
Dan van Ohllus
Darkmoon Hero
Blood Raven
Raging Ent
The Panda

Blizzard Entertainment - WORLD OF WARCRAFT, STARCRAFT 2
Jo Blankenburg - GARADORS FLIGHT
Soundcritters - DARK TIDES
Ian Livingston - BIONICLE HEROES
Mikolai Stroinski - TESHAM MUTNA
Henry Beckett and Keith Zizza - ZEUS: MASTER OF OLYMPUS
Nick Phoenix - THE LAST STAND


Paladon – Malfurion’s Lifesurge spell
NFWar – Kath’ranis’ Crystallization spell
Maker – Illidan’s Fel Rush spell
Chenralstrasz – Original logo design

Like my content? Donate above and help support me to continue to make great Warcraft 3 campaigns

Night Elf, Malfurion, Tyrande, Illidan, Cenarius, Kil'jaeden, Burning Legion, Highborne, Faradrella, Sentinel, Druid, Kath'ranis, Velinde, Ysera, World Tree, Nordrassil.

Malfurion's Quest v1.4b (Campaign)

Orcnet19:35, 14th Oct 2013700 Malfurion's Quest (Tested DEMO release as 1.0) RateScorePercentLetter 5/591-100A RateScorePercentLetter 4/581-90%B RateScorePercentLetter 3/575-80%C RateScorePercentLetter 2/570-74%D...
Level 27
Dec 8, 2009
I'm currently playing 1.4b, but when 2.0 will come out, will I be able to use my older save files as well?

Playing older saved files of an updated map does not work in Warcraft 3 to my knowledge (the save file must be from the same version of the map you are playing in order to work).

There are also numerous updates coming out in v2.0, so it is worth replaying the maps again to experience the new story and gameplay.
Level 5
Mar 7, 2018
Yo, I had finished the corrupted Malfurion on hard and managed to find all the legendary items, But I must say the only mission I am not able to finish is the mission where everyone attacks the World Tree. I had rego through the campaign again a few weeks ago and just remembered how much I like it. I do love the submap Give you the chance to explore more in deep. I started working on a first project myself a few weeks ago with a different theme. Is there any chance I can see some of your triggers inside the maps I just started learning how to make some and I wanted to inspire myself on how to fix some of my triggers? Second I am curious about one part of the story that seemed a bit weird to me. So the demons in your current story are not immortal and act like normal mortals storywise no? Also what happens to the world after Malfurion take over? It does look more like what the legion would do. I mean he got to the Sargeras level but outside of that point I don't remember if he ever showed his true intention. I might be wrong about what I just said so please let me know. Also apology but I just found out a few minutes ago that this is not a dead project as I heard. I am quite happy about this as I Remember the normal Malfurion questline end with the corrupted Cenarius at the end, as far as I remember from the last time when that path was available. I love the story and the gameplay but some things in the story don't really fit that well in my opinion and I mean only regarding the demons so far. They feel more like a joke in the story and really stupid. I also loved the last mission... the gameplay it's very well done. Hope my feedback can help you in any way.
Level 27
Dec 8, 2009
Hi everyone! A few months ago, I mentioned I was revising the Sentinel tech-tree to improve the new units. One of these units that will undergo heavy changes for Malfurion's Quest v2.0 is the Furbolg Shaman.


Spirit Link

This ability will replace Barkskin, a spell whose role was already fulfilled by other armor-raising abilities such as Thorns Aura and Seal of Protection. Spirit Link serves as a unique ability among the night elves which can be used to increase the longevity of the many low hip-point units.
Earthbind Totem

Earthbind Totem is a new custom spell that allows Furbolg Shaman to enfeeble enemies on the battlefield. A temporary totem is placed on the ground, reducing the attack and movement speed of all nearby enemy units.

While not a custom ability, Bloodlust serves as a useful alternative to the otherwise overpowered Healing Wave spell Furbolg Shaman currently possess.
Level 3
Feb 16, 2021
Tell me when a sequel to Company But comes out Sentinel ?
Dead to play with it and see how it came out on Company not on EVIL but good companig
When it comes out how long about have to wait ????
Level 19
May 14, 2021
Tell me when a sequel to Company But comes out Sentinel ?
Dead to play with it and see how it came out on Company not on EVIL but good companig
When it comes out how long about have to wait ????
Maybe the end of the year.
Aside from the Sentinel campaign, the author will probably update the other 3 campaigns with minor changes/fixes.
Level 1
Feb 9, 2022
Yo guys i have a problem when i dw the campaign and put it in the campaign folder the campaign dont appear in the custom campaigns i have problem only with this one
Level 19
May 14, 2021
Yo guys i have a problem when i dw the campaign and put it in the campaign folder the campaign dont appear in the custom campaigns i have problem only with this one
Make sure you are using the latest patch of Warcraft 3 (1.31). You can download it here.
And one thing, you should place the campaigns in "Documents\Warcraft III\Campaigns" folder instead of the game folder itself.
Level 1
Feb 9, 2022
Make sure you are using the latest patch of Warcraft 3 (1.31). You can download it here.
And one thing, you should place the campaigns in "Documents\Warcraft III\Campaigns" folder instead of the game folder itself.
Yea i know but i have patch 1.30 and i have other campaigns who are working but only this one dont work
Level 2
Jan 26, 2022
I just downloaded the game file, placed it in my "Campaigns" folder like I always do whenever I download other custom games, this custom particulary doesn't appear in my warcraft 3 Custom Campaign game for some reason, but it's in the folders like the others. Sorry for my bad english, I'm not native to this language.
Level 19
May 14, 2021
I just downloaded the game file, placed it in my "Campaigns" folder like I always do whenever I download other custom games, this custom particulary doesn't appear in my warcraft 3 Custom Campaign game for some reason, but it's in the folders like the others. Sorry for my bad english, I'm not native to this language.
Make sure you put the campaigns in "Documents\Warcraft III" folder, like this:
Campaign Folder.jpg
Level 27
Dec 8, 2009
Hello there! Just thought I'd make a quick post on the progress on Chapter 7 for the Good story-line :)

Development is well underway with a combination of terraining, cutscenes and gameplay created for the first part of the map. Chapter 7 is planned to be a massive mission with lots of quests, places to explore, several sub-maps to travel to, secret items to find and much more! Speaking of sub-maps, Chapter 7 will contain 3 sub-maps to explore that will be developed alongside the main map.

Watch this space in the coming months for more reveals on the development of Chapter 7 :)

Level 9
Dec 1, 2021
So, I've recently been doing a playthrough of every campaign on hard, but with the twist of not being able to go above no upkeep, or 20/25 supply, if it was one of those missions where you can't build stuff. Right now, I'm going through all of the Turnro campaigns, and this is the second one that I've just completed (I already know the story, since this is isn't my first time, so I don't mind that this is the campaign is the finale of the story).
This thing definitely took a while a for me to complete, as the maps are all enormous. It felt a lot more like the campaign had 15-18 chapters, rather than 10, and I imagine the development feels the same way too, as the amount of content present in the maps of this campaign is just insane. But that is mostly the charm of the campaign, and is the main reason why it's so fun.

The story and the music felt like the most memorable ones out of basically all campaigns (except The Scourge of Lordaeron, I suppose):
  • Night Elven music is simply outstanding. I always love hearing it in a campaign, and I really love listening to it, even while not playing. Though I'm happy that some other tracks were put in too.
  • Just like in Rowan's campaign, the music was also used as a tool to establish the atmosphere and show the story. The campaign started out with peaceful and relaxing songs, only to be completely replaced by creepy, somber and epic ones, to represent the downfall of Malfurion, and the giant battles you need to fight.
  • A neutral good character turning into a chaotic evil is just simply fun. Was it too sudden and too extreme? Yes, absolutely. But don't forget that a big chunk of the the campaign is still missing, so there will most likely be some explanations to how the power fountains really work. So far, we've got a few hints and guesses, but unlike with Frostmourne, there wasn't anything too on the nose.
  • I actually really liked how the story explored the theme of following ambitions vs maintaining relationships. Malfurion's idea was that these two things completely clash, and he would be better off if he removed every single positive relationship from his life, and only made ones that directly benefit him in his journey towards his ambition (which was with Kath'ranis, Velinde and Magtheridon, and to the surprise of absolutely nobody, his relationships with these 3 were all very toxic). The moment that perfectly illustrated his worldview was when he was about to kill Kath'ranis, and asked him "Why are you forcing me to end your life when we are close to achieving my ambition?", even though the reason should be very obvious (and not to mention, he wasn't forced to do that, but giving his people freedom didn't even occur to him as a possibility, cus he would see it as either pointless or a net negative in the long run). And the dark irony is that he was right, as leaving everyone behind has gotten him everything he wanted... yet he was still unhappy, as now the entire world is lashing out at him, so he lashes back at the entire world. Which is why the story ended with literally every single character dying, with the exception of Malfurion Stormrage.
  • I'm hoping that the Sentinel storyline will focus more on the "maintaining relationships" part, as the Highborne storyline wasn't exactly showing the benefits of choosing that, even if it could hold you back.
  • What I also found interesting about Malfurion is that unlike the demons, he didn't actually take pleasure in backstabbing his kin (the whole blood thing with Velinde is a bit of an exception, as that was more of an experiment, and it was the only time he didn't actually kill a night elf, and Illidan is also different, as he already hated him before). He just simply did his evil things because he believed that it was necessary. And you can tell that he wasn't happy about it, by how he called his path difficult, and how he referred to his actions as "sacrifices" in the last chapter.
  • And lastly, I'd like to mention that Malfurion had some amazing quotes. Seriously, this is some Arcane levels of quotability. My personal favorite is "There is no such thing as fair, Velinde. There are but two words of consequence: win and loose"

The gameplay was great. It was arguably better than in The Adventures of Rowan the Wise, which says a lot:
  • As I've said before, the maps were extremely lengthy. But they were designed in a pretty smart way, as they were all split up into smaller sections, so the player isn't just doing the same exact same thing for over an hour, and there's actually a feeling of progress.
  • The one problem that I've had with a few of the maps is how they sometimes tend to completely close off players from backtracking into the previous sections. If you're a mapmaker, I recommend that you try to avoid this as much as possible (which Blizzard actually did a really good job at), as nothing feels worse than seeing an area that you forgot to explore, but is now inaccessible.
  • The addition of the backpack was extremely smart, and it made the item management a lot less frustrating (it gets pretty rough on hard, with all of those legendary and artifact items that you have to carry). I liked how the slots open up as the player progresses throughout the campaign, so it can't be abused early on.
  • How crap, it's a Warcraft 3 campaign that has a multitude of boss fights, and most of them are actually very good, unique and fun! This is actually a very impressive feat, as a lot of creators struggle with this, and it was the biggest weak point of the default campaigns.
  • The highborne. I always liked the role that these guys played in the lore of Warcraft, though we've mostly seen them as the Naga (which is an awesome race, mind you). I felt a ton of hype when I saw that there was a campaign where these guys are the main player race, and they really lived to my expectations, becoming my all time favorite custom Warcraft 3 race.
  • Similarly to Tomoraider's Forsaken, these guys also have a strong gameplay connection to two other races (those being the high/blood elves and the night elves), while still having their own theme (which is spellcasting). Their gameplay also represents their ego, as they're fully focused on not playing fair to make up for their lack of physical strength, basically making them the perfect thematic opposite to the orcs (which makes them extremely fun to play as, but pretty annoying to play against). They also have clear strengths, as they're really good at shutting down some enemies, while having the best control, and sneaking ability. But they also have clear weaknesses, as a Highborne army without mana is basically worthless, and most of their units are rather squishy.
  • I appreciate that all of the other races have got a bit of a revamp as well. The night elves, the naga, the demons and the corrupted are all very similar to their original iterations, but they each have some new tricks up their sleeves, which makes them refreshing to use and to fight.

There weren't that many heroes that we could use. But the ones we got were pretty good:
  • Just like The Adventures of Rowan the Wise, this campaign also uses a different hero system. It's exactly like in that campaign, except that your fourth basic ability can now be leveled up, but only three times. And in turn, you don't have the ability to level up all stats anymore. Yeah, I don't know why these two campaigns need their own special hero skill leveling system, while the other two just use the default one, but hey, it only makes things more fun.
  • Originally, Malfurion's kit (the Keeper of the Grove kit) was centered around the theme of plants. Plants do everything slowly and consistently, which is why Furion's spells were all consistent healing or damage sources. The Malfurion of this campaign focuses more around the transition itself. Basically, the Arch Druid Malfurion is centered around preservation, the Corrupted Ancient Malfurion is centered around destruction, and the Arch Sage Malfurion is a fusion between these two (as Kath'ranis pointed out in the third chapter). His playstyle also got more high - risk, high - reward over time, as he had to get closer and closer to enemies for his kit to be used effectively, which is a nice touch.
  • Kath'ranis' kit is honestly one of my favorite intelligence hero kits out there. There's actually quite a bit of depth that goes into his gameplay, if you're looking to get the most out of him, and his versatility is through the roof. A 1 second cooldown Spell Steal with 0 mana cost honestly feels very dumb (but in a hilarious way), but other than that, he's an absolutely perfect hero.
  • Velinde felt... ok, but nothing beyond that. She's absolutely a solid hero, and she has the clear theme of being a fast auto attacker that also offers some protection to her army. But for the most part, she was just kind of there, as her abilities just weren't all that impactful or satisfying (with the exception of her ultimate). Again, she's not bad, but I'd definitely be happy if she got changed a bit.
  • Magtheridon being so big is both a blessing and a curse. I believe it affects the radius of abilities like Fire Shield (when put on him), War Stomp and Cleaving Attack (though I'm not 100% sure), but pathing could sometimes get quite rough. Anyhow, his kit good. War Stomp naturally fits the Pit Lord pretty well, and I honestly didn't understand why Pit Lords originally got Doom, while the Dreadlords got Inferno, which should have been the other way around, so it's neat that he has Inferno here.

Now, I'm going to mention a few other things that the campaign has going for it. Buuuut I also have to mention one negative thing, which is:
  • Bugs. There's quite a few of them here. There aren't so many that they ruin the experience, but they're definitely noticeable. And I guess a lot of them happened because I played on version 1.31, which is known to be extremely buggy, but you don't really get to make the "awful patch" excuse when that is literally the only version where the campaign even appears on the selection menu. Here are some of the most noticeable bugs:
  • Sometimes during cinematics, the camera is placed right behind a tree or a doodad, blocking the player's vision of the scene and the characters.
  • Casting Malfurion's Fire Shield before a cinematic could make the ability have a permanent duration, like a Cloak of flames but with more damage. Entering another cinematic afterwards should remove it though.
  • Cinematics often cancel the Mana Shield ability of battle maidens. This was particularly annoying in the third chapter with the furbolg cinematic.
  • The spider book artifact item literally disappeared from Velinde's inventory at the start of chapter 8. I've put it into the top-left position of her inventory in chapter 7, and it was just gone in the next mission (normally, I'd be reporting this in my chapter review, but I feel like this was a little too impactful)
  • Magtheridon's infernal doesn't benefit from upgrades. Now, you may think this is fine, but the "0" is clearly present in the spot where the current armor and damage upgrade tier is shown. And it stays at 0 no matter what.
  • Some demons can be damaged by the active of Master Scepter of Healing, while some can't. I understand that this is mostly an oversight from Blizzard, but I thought I'd mention it anyway.
  • It's technically not a bug or an unintended problem, but the buildings in a lot of micro missions don't actually have the heavy armor type, but they instead keep the fortified one. That's not actually the case in some of the micro missions of the other Turnro campaigns, so I'm reporting this.
  • This might not have an effect on the gameplay, but I noticed some weird items, called "PathingItem" that are placed in inaccessible locations, and now I'm curious. What's the purpose of these? Here's the screenshots of the two I found.
    Malf Quest weird item.png
    Malf Quest weird item 2.png
  • Now that we're done with the bugs that I've noticed, I'll list some good things I didn't mention before:
  • The legendary items are a great addition, and they actually make hard difficulty more interesting and fun, without making everything easy by being too powerful.
  • Difficulty selection at the start of every chapter is something I'll always praise, and prefer over the inconsistent system that Blizzard put in.
  • The terrain of this campaign is awesome. It's extremely detailed, and the maps all felt very well crafted.
  • The color changes on the interface border thingy are great, and I really liked how the little loading screen map changed after the portal blew up, and the highborne built their own city. Just little details to make things feel more fleshed out.

And now, it's time to get into my thoughts regarding these big and lengthy chapters:

CHAPTER 1 - This is definitely one of the longest first missions I've seen, beaten only by King Arthas and Defenders of Dwarvenkind, while breaking about even with Misconceptions (only if you're exploring there, of course). It's definitely a great introduction to the campaign, as it does a really good job at showing what you could expect from the rest of it. It's a very simple, yet a very well made map. I liked the Force of Nature secrets/puzzles, especially because they weren't so hidden that the player has to frantically look everywhere to find the goodies behind trees. The Moon Wells being usable is also an absolute blessing, especially for a low level intelligence hero that doesn't have great items yet. The only thing I would change, is that I'd put in another tree behind the prison gate, because some people might fail to destroy the generator in time (or in my case, decide against it due to the 25 supply limit challenge, and come back later after some of my units die), only to find out that it isn't possible to spawn trees behind the gate a second time.

CHAPTER 2 - Another long, but simple micro mission, except with high ground towers and glaive launchers to reinforce the theme of "not playing fair to make up for their lack of physical strength" that the highborne are based around. Some more Force of Nature secrets/puzzles makes me a very happy man. One thing that I expected was that the quest with the oracle would have time limit, since he talked about how he's dying very fast, and we need to hurry to save him, but I'm thankful that it wasn't timed (especially because it was a side quest). This map was also just simply good, with the exception of the Kath'ranis boss fight, which seemed to have been broken, since I don't think he used all of his spells, and he didn't call for reinforcements either, so he went down extremely fast. I tried reloading multiple times to get the normal fight that I remembered from past playthroughs/versions, only to get the laughably easy one every single time.

CHAPTER 3 - Finally, the journey of Malfurion and his night elf squad is coming to a conclusion. For how much Rowan's campaign likes to throw you around different places, this one has sure been pretty stagnant so far (not that I'd mind). I liked the introduction to Firewave (the ability you'll probably be pressing a few hundred, maybe even thousand times) and Mystic Affinity, as you get them in the exact situations that you need them in, while Crystal Golem and Fire Shield felt more like "yeah, now you got a new ability, you can use it I guess". For the Fire Shield introduction, I would remove some of the bigger spiders and add some more small ones, and for the Crystal Golem one, I would actually put down magical traps that the player could trigger with the golem (and it would actually make sense, because the golems were summoned by an insane wizard, which we know from the sentinel path of a Beta version). Arcane Explosion is kind of a bait in the chase section, but hey, there's a reason why players are warned to save. The macro section with the highborne though, was unironically the biggest challenge I've had in the entire campaign. The tech difference between the player and the opponent is just absurd, and master rank enchantresses are an absolute pain. Both the corrupted furbolgs and Illidan's highborne had an enormous army, so getting rid of them was extremely rough, especially when their individual units are simply better than mine, and my heroes weren't stacked with legendaries and artifacts yet. Overall, the last section really tested my skills, and forced multiple reloads, especially when Arcane Explosion got cancelled by Counterspell (so yeah, I wouldn't mind it if the enemies were toned down a little).

CHAPTER 4 PART 1 - If you think that CH4 has multiple parts because they're short (like CH7 in Legacy of the Damned), then I'd have to inform you that you're wrong. I think the only reason behind the two parts is that Turnro has a weird obsession with putting exactly 10 chapters to all of his campaigns, and since the fifth map happens minutes after the fourth (in the story), he simply connected them as one chapter. Anyhow, I really like this map. I think it's cool that the player gets a choice, about whether he wants to destroy the outposts with his small force, or if he wants to play it safe and sneaky, releasing the corrupted creeps on them instead. Though to my knowledge, the choice doesn't actually have a consequence (even if you don't release the creeps when destroying the bases yourself, which is actually kind of funny), so I just went with the corrupted creep option, as I wanted a break from the stress of the previous mission. I think the Astranaar section was pretty neat, and I liked how the Sentinels are having this battle against the corrupted to try and cure the forest, while you're off, looking for items, recruits and money. I do have a memory of a legendary item being dropped by a hero that guards the base that the Sentinels are sieging, but I guess it's in a different place now, and it's nice that Malfurion actually tells you that there's nothing inside the base, so attacking it with your allies is pointless.

CHAPTER 4 PART 2 - This is a chill/relaxing level that felt much more like an OutsiderXE map than a Turnro map. I liked how there's actually a Potion of Invisibility that you can grab in the first section, in case the you loose the highmistress before you get to the forcefield (though I'd never let that happen, as these ladies are the absolute MvP of this campaign, and they carried me pretty hard). The puzzles in the Kath'ranis section were quite nice, as they weren't too obvious, but most people shouldn't be forced to look up YouTube videos to deal with em. Having Mass Teleport also makes things very forgiving, which I appreciate. One funny interaction that I found, is that placing an Orb of Sight near the forcefield's location actually keeps the wall there until the orb is gone. Overall, I think this is a very unique and very lovely mission, and to really hammer the latter one in, the treasure vault is freaking smiley face (seriously, there's no way that wasn't intentional).

CHAPTER 5 - So, as someone who played a Beta version of the campaign, seeing the difference between the old and new versions of this chapter was quite interesting. Back then, Velinde was actually your ally, and there are still a few traces of that, as the inactive, but invulnerable guardian base at the top was one that you actually had to save as part of a sidequest, and you still have to work together with Velinde on the final boss fight (though not having the ability to help her with Restoration Shell and Resurrection is a pain). But I assume that she was changed to be your enemy, in order to fit the characters, the story, and the quests better (the horn race was actually present in the past version too, which didn't make much sense, though the blood quest and the infinite Moon Well mechanic wasn't actually there). As for the current gameplay itself, it was alright. This wasn't really the most iconic level of the campaign, but it held up just fine, and it definitely had some decent unique ideas. The macro section was fairly easy thanks to the fact that Velinde and the purple base were completely distracting each other, leaving me in a 1v1 against brown. And the Invisibility + Mass Teleport combo made it so that I didn't even have to touch the purple base to get the last obelisk.

CHAPTER 6 SUBMAP - Oh hey, the first submap of my challenge runs. And from what I've seen, the Sentinel path is going to have a whole bunch of them, so that's quite lovely. I think the idea behind this one is really interesting, because most of the time, the player gains resources by simply waiting, but now he needs to actually find and kill enemies in order to build up a base and an army. The corrupted treant techtree is very simple but also kind of weak, so I'm glad that there's a Mercenary Camp on this map. I don't really much to say here, this is just a fun little map that players should 100% explore, especially because there are tomes here, so you're guaranteed to get rewarded.

CHAPTER 6 - If the other maps are giants, then this one is a goddamn goliath. There's just so much happening here. We have the Demon Hunter quest (RIP Loramus), the druids of the jaw (I wish we're gonna see them in the Sentinel path), the search for the highborne, the Velinde instance, and finally, the whole deal with Illidan and the naga. And all of it was really well executed. Though it's kinda funny to think what would have happened if the naga didn't show up when Velinde ambushed Malfurion, and he just flat out died right there (seriously though, his luck is actually quite crazy). Oh, and those new naga casters (I think they were called the "naga tidemistress", implying that they're transformed highmisteresses) are just awful, and I was so happy when I rescued the arcane wyrms and Kath'ranis, so that I could finally remove their dumb shenanigans and make them benefit me. (See what I said about the highborne not playing fair? It's awesome when I use them, though)

CHAPTER 7 - The idea of a mission where you shift sides mid-way is quite interesting, and very rarely used (I only remember seeing it in CH2 of Rise of the Lich King). The stealth section was neat, especially because Mass Teleport made it a whole lot easier. The good thing is, that despite highmistresses being absent in the first section (which I completely understand), they were still available in the second one, so I could do an Invisibility + Mass Teleport combo one last time, to bypass the insane army of Malfurion's base, and destroy the generators without damaging the other buildings. The one thing I didn't understand is why Kath'ranis' base and units joined, as I don't imagine that there was time to make them drink the blood, and there's no way they would be ok with doing that, so unless the whole thing about them being free was a lie, I don't see how this makes sense (not that I'd mind having an extra base, though). Destroying the shivarra bases was surprisingly difficult, and I'm pretty sure that there's some kind of trigger that reduces the downtime between the attacks if one of the two bases gets destroyed, which I suspect is also present in the last chapter of Rowan's campaign (I think its effectiveness should be reduced on both missions btw). I've got no complaints about the faceoff against Mother Shahraz though, her taking control of my units one by one was sick.

CHAPTER 8 - You really just had to make the Cenarian Circle attack with air units in a huge map, where my base is at the very bottom, and I don't have access to Mass Teleport? It was pretty annoying, having to constantly backtrack, and then tower spam, but I've been playing Warcraft 3 for a while, so at this point, I just got used to this. Anyways, I think the obelisk quest was a really interesting way to design a macro mission that limits the player's time, though I wouldn't mind it if the first two got a little more time, as I couldn't notice a few creep camps to the side, cus I was forced to hurry. I also really appreciate the fact that the player is allowed to miss out on 1 obelisk, even if it means that the fourth one is completely pointless if he got the first 3 (but I do get why it isn't skipped, since getting attacked about 15 minutes earlier would suck). The pathing becomes quite rough after the you find Ysera's hearth though, as there are now 2 enormous heroes instead of 1, so getting through some of the tiny passageways that are standing between you and the last few enemies is just annoying. The Cenarius bossfight was a little long and a bit boring compared to the rest, but the events that were occurring during it were enough to make it at least decent. But overall, I think this was a fun mission, that felt pretty unique thanks to all the weird quirks that the map had, and how navigating around it wasn't as simple as "just walk around some terrain until you reach your destination".

CHAPTER 9 - Man, if this isn't a perfect representation of what Malfurion was working for, then I don't know what is. A giant battle, where everyone is looking to kill him, as he's just a making a run for the Well of Eternity. Though for some reason, this map just didn't have that "big tug of war" feeling that maps like "A Symphony of Frost and Flame", "By Demons be Driven", "Trial of Monsters" or "The Frozen Throne" had (I don't know why this is the case, but it just didn't feel like those). But one thing is for sure: this map was quite challenging, as I had to endure constant attack waves from two bases that are completely invulnerable, and those two light blue night elf bases were extremely hard to deal with, and basically forced me to go highmistress spam for some Town Hall/worker sniping with the help of Invisibility and Clone on Malfurion. It was still easier than CH3, though. The boss fights that followed were fairly easy, though Azshara's tornadoes gave me a bit of trouble (I have no idea what they even do, but they follow me at a decently fast speed, and I just get destroyed when they're on top of me). The Medivh fight was laughable, as the real one always had a glow, while the clones didn't, so I just spammed attacks on the main one, which caused him to hit Mirror Image non-stop until he ran out of mana. I think the glow indication should be fixed, and if he casts Chain Lightning, then it would be better if all of the clones played the animation too, without actually doing damage (similarly to how Chaos Knight and Phantom Lancer work in DotA with their ranged projectiles).

CHAPTER 10 - Ok, at first, the fact that Kil'jaeden has got so far ahead of Malfurion has confused the heck out of me (since we're only shown the main entrance and the secret water entrance). The caves definitely do a great job at explaining why that happened, but at this point, I'm just wondering why Medivh didn't set up the defenses inside, when both Kil'jaeden and Azshara have circumvented them so easily. Also, Malfurion mentioned that he could use the tunnels to his advantage. Am I missing something, or did that just simply not happen at all? (I guess he used them to escape after he transformed...?) The mission itself was a very unique one, as I don't think I've ever seen a finale for a campaign where you're using only the main character, with no units or secondary heroes/characters accompanying you (not even Lord of the Clans and The Last Guardian does this, which is quite ironic). But if there's one campaign where this fits in perfectly, it is Malfurion's Quest. The encounters with the normal units were extremely easy, though that was probably the point (you'd need a massive army of high tier units to deal with Malfurion here). I really liked the nightmare section, especially because of the implications about how these are all constantly happening in Malfurion's subconscious mind (it's reflected quite well with how the characters are all trying to shame him... and with Faradrella's dialogue xd). Also, this was just a really smart way to do callbacks to previous chapters, literally putting the player back into a location that he explored in the past, but with a different view now. The boss fights were great, with Ysera being a little too easy (except for the fact that invulnerable Ysera could get you stuck with those invisible barriers... please remove those), Kil'jaeden being a little too strong (as he should be), and Illidan most likely forcing an unprepared player for at least 1 reload after the Well of Eternity circles suddenly start working differently, which kind of caught me off guard.

Aaaaaaand that's it for my Malfurion's Quest review! I certainly went a little long with this one, but it's only fitting for a campaign that can also take a very long time to complete (it was between 2 to 3 weeks for me, and I played at least 30 minutes almost every day, but usually more). This thing has managed to achieve some absolutely impressive feats, and it's only a little bit behind The Adventures of Rowan the Wise, thanks to all the bugs I've encountered. It's still an awesome 9/10 campaign, that I would recommend to anyone who likes campaigns that offer a bit of challenge, and is willing to invest a ton of time into a specific one. And also, to people that have a thing for playing as a chaotic evil (I certainly do, it's just annoying how everyone in the game hates me when I'm a CE :cry:)
Thank you all for reading, and I wish Turnro good luck in the development of the Sentinel path! I hope you all have a great day and night!
Last edited:
Level 19
May 14, 2021
Why did I get an "application encountered an unexpected..." error when I played to chapter 9?
1.31.1 version... but I later found that others had the same issue, after which you reworked the campaign and fixed it, but I downloaded the version of the campaing before that crash fix, so I'm downloading the version that stands now, hoping I won't encounter the same problem again :) I'll let you know the results, and also hope for some more news on the Sentinel path development :)

Update: Newly downloaded version works fine, no more game crashes, thanks :)
You can follow that guy's post above, but I won't guarantee this solution work on your WC3 version.
Also, the author will probably fix numerous issues when v2.0 came out.
Level 27
Dec 8, 2009
Hi all! While working on the Good story path, I've had the chance to place the legendary items that will be available while playing Hard difficulty. While the specific items and stats are likely to change, here is the list for those who are curious:

Ancient Stone Tablet
Summons 2 Furbolgs to fight for you. Also increases the Intelligence of the Hero by 6 when worn.
Necklace of Elune
Increases the Agility of the Hero by 8, and reduces Magic damage taken by 33%.
Black Pendant
Blocks a negative spell that an enemy casts on the Hero once every 40 seconds. Also increases mana capacity by 250.
Shield of the Void
Increases the armor of the Hero by 6 when worn. Also causes attacks against them to miss 15% of the time.
Amulet of the Dream
Heals the Hero for 250 hit points. Also increases the Hero's hit point regeneration by 4 hit points per second.
Orb of the Elements
Increases the Strength, Intelligence, and Agility of the Hero by 10 when worn. The Hero's attacks also have a chance to dispel magic and immobilize the enemy for 3 seconds.
Level 2
Aug 19, 2016
Hey I have a problem with playing:
When I start a game and click prologue, the screen comes black and when I click for any other chapter, nothing happens.
I have patch 1.32
Anybody know how to fix this?
Level 27
Dec 8, 2009
Hi all! Just a quick update to inform you all that progress on the development of Chapter 7 has been going well. The map is about 50% complete and one of the 3 planned sub-maps has finished developement.


I have also been fine-tuning the Sentinel tech-tree, and Sentries will be getting some changes to their spell kit:

Elune's Blessing

Elune's Blessing is a new support spell that increases the armor and hit point regeneration of a target friendly unit. This new spell acts as a counterpart to the Battle Maidens' Frost Shield spell. It will replace Elune's Swiftness for Sentries due to it overlapping with the Furbolg Shaman's Bloodlust ability.
Last edited:


Spell Reviewer
Level 24
May 9, 2014
I have a feeling that the Sentinel Ending will run in tandem with the Highborne Ending.

H-Nozdormu, having tracked down all of the greatest warriors from across timelines, knows the outcome of the final battle, ... and the amount of lives it would cost. Highborne Malfurion, the unstoppable and insurmountable Fallen Druid, will give the command to end the lives of all who oppose him.

In the Sentinel timeline, Malfurion, along with his allies, has narrowly managed to prevail against the Burning Legion, at a great cost to all life. Having lost comrades, friends, most of the Dragon Aspects, and even his beloved Tyrande in battle, the continued fate of the world rests heavily on his shoulders. He would have much to do if he so wishes to restore the world, if only to honor their memory.

Overwhelmed by the monumental task that lied ahead, as well as the grief that had befallen him, S-Mal'furion hears the dark voice encouraging him to absorb the energies in the fountains of power that he had come across his journey. Free to recreate the world as he wishes, S-Mal'furion would refuse to consider such a thing at first, but absolute power reveals the absolute self of the one who wields it, and S-Mal'furion would benefit from having the power to accelerate the regeneration of the land. Falling for its empty promises in the end, S-Mal'furion trekks through the barren world, attempting to absorb the power for the noble purpose of restoration.

As S-Mal'furion begins to absorb the latent energies found within the fountains of arcane magic, H-Nozdormu suddenly appears. Knowing of the tempting influence of arcane magic, H-Nozdormu, desperate to recruit the best warriors across all timelines, reluctantly allows S-Mal'furion to absorb them. Understanding that S-Mal'furion would need to have grounded connections to others in order to prevent him from becoming the monster that he knew as H-Mal'furion, H-Nozdormu offers S-Mal'furion a way to overcome the incumbent addiction to power, through kinship.

Returning to the timeline where H-Mal'furion would attempt to utterly destroy the army comprised of the greatest warriors from across the timelines, S-Mal'furion, now possessing similar skills to H-Mal'furion, immediately saw the sheer hatred H-Mal possessed, as well as a lingering smidge of sadness that has been utterly concealed behind his lust for power. S-Mal'furion knew that his fate was sealed as he rallied along with the great alliance of the world, with most of them understandably acting hostile towards him. With the commanders forcing them to stay their blade against him and direct them instead to the infernal armies of H-Malfurion, a bloodbath would occur.

Before I end this speculative ending, I ask the following: "Whose side will prevail in the end? The Fallen Druid, or the Exalted Sorcerer"?
Level 5
Aug 31, 2018
Excited to play this campaign! I will start this series again with the adventures of Rowan the Wise :D
Is chapter 7 the last chapter of the Malfurion's Quest campaign?
How many chapters are intended for this campaign?
Level 8
Jul 29, 2014
Excited to play this campaign! I will start this series again with the adventures of Rowan the Wise :D
Is chapter 7 the last chapter of the Malfurion's Quest campaign?
How many chapters are intended for this campaign?
You have a list of all chapters of both Sentinel (good story) and Highborne (bad story) on this site.
Level 5
May 3, 2014
Man it took me at least 10 years to finally played this campagin again (Since I didn't have the money to buy an officical version of WC3 before) but damm Turnro this is the best campaign I've played for years
And hard diffculty was indeed hard but I wanted those items, so I sacrifice more than 3 days on certain missions to finally see that Highborne ending
Also I see you chilling with the concept of time travel so i'm pretty excited for that Avengers Endgame mission against the Burning Legion in the Sentinel Ending btw.
Anyway it's good to see you back on Hive, it's kinda sad that I got to enjoy this campaign a bit later than everyone else but damm was it worth it.
Level 6
Mar 17, 2021
Man it took me at least 10 years to finally played this campagin again (Since I didn't have the money to buy an officical version of WC3 before) but damm Turnro this is the best campaign I've played for years
And hard diffculty was indeed hard but I wanted those items, so I sacrifice more than 3 days on certain missions to finally see that Highborne ending
Also I see you chilling with the concept of time travel so i'm pretty excited for that Avengers Endgame mission against the Burning Legion in the Sentinel Ending btw.
Anyway it's good to see you back on Hive, it's kinda sad that I got to enjoy this campaign a bit later than everyone else but damm was it worth it.
"time travel"? I don't want us to explore spacetime. It would not be obvious and would be very complicated. What's more, there must be consequences. Like this, it could be that Sargeras (alternate universe) is coming to Malfurion's Quest Sentinel. Much like Thanos from 2014 to 2023.
Level 27
Dec 8, 2009
Hi all! I'm excited to reveal a new feature I've been working on for Malfurion's Pouch. This change has come about due to numerous feedback and is planned to be available as part of v2.0's release.

Malfurion's Pouch can now use certain items within it's inventory!


Ever found it annoying to continuously switch items back and forth between Malfurion's inventory just to use a potion or scroll from the Pouch? Soon, this tedious way of playing will be a thing of the past! You will be able to make use of several item types from Malfurion's Pouch such as:
  • Consumable items (Potions, scrolls, etc)
  • Items with cast-able abilities
  • Auras

This change will have no affect on items that provide passive bonuses (such as increased stats, damage, armor, hit points, etc), meaning Malfurion himself will still need to hold onto those items to benefit from them.
Level 27
Dec 8, 2009
Hi all! While working on the Good story-path, this has also involved going over the existing maps and adding several improvements (Chapters 3-6). Below are some of the changes to expect once the Good story-path becomes available again in a future update.


New story and cutscene changes
Several new interludes have been added to flesh out the existing story, as well as adding new perspectives for existing and new characters. In addition, cutscenes in existing maps have also been updated to include new scenes such as an encounter with Medivh in Chapter 4: Spread of the Corruption.

Improved gameplay changes
Several maps have been re-polished to provide a more balanced gameplay experience, in addition to new and revamped quest lines. Here are a couple of gameplay changes made to Chapter 5: Search for the Demigod.

The Tainted Plants
This is a brand new quest where players are required to find a certain number of Kawphi Plants throughout the mission. These plants are been tainted and Malfurion needs to collect these plants so he can study them and learn more about their corruption.
Rise of the Makrura
This is an existing quest which as undergone some changes with the quest's rewards. Playing this quest line provides players with the choice of either allying with the Makrura and declaring them as enemies. Previously, there was no benefit given to players who did not ally with the Makrura. However, this has now changed to the following:
  • Ally with Makrura -> Gain Makrura troops for Chapter 5 + access to Makrura in a future mission
  • Declare Makrura as Enemy -> New powerful item for the player's Heroes