Completed Jagged Alliance Deadly Games.
I shouldn’t have bothered.
After the hell of Mission 22, the next one puts you against… 4 enemies. That’s all, that’s the mission. Most of them are still pretty difficult, and the money is tight. The problem is also you can’t predict which missions allow or don’t allow you to sell stuff to get some more money.
One interesting piece of story is that Gus was working for Santino, the villain of Jagged Alliance, but bailed early, never to encounter the protagonist.
I’m not sure what the developers broke, but the further I progress, the less this game makes sense. Jagged Alliance could be annoying, but mostly fair. Here, you have enemies hitting you with pistols from across the map, your best mercs missing 3 shots in a row from two tiles, and getting hit for 40HP while having 60% armor, which should be technically impossible.
For the last two missions, I stopped saving the grenades, and it was just a grenade-fest. Also, I finally managed to hire Mike by selling all my stuff that I accumulated throughout playthrough. Speaking of which, I never had enough scopes or spectra shields for my team.
Final mission is actually on the easier side, simply because enemies don’t come at you all at once, but instead tend to camp, so you can clean the houses methodically. Also helps that I embraced grenades, no point of saving them, and even managed to use “mortar” (it’s more of a propelled grenades really) once.
There isn’t much of an epilogue, except merc congratulating you. I’m calling low budget cash grab.
Category: PC Gaming
Об играх
Jagged Alliance Deadly Games
I come to a conclusion that the game is simply unbalanced. The mission I barely managed with 4 people pays 8K. Mission 15 against 3 enemies total pays 13K.
I think I complicated my playtheough by hiring Magic. In the original, there were a lot of locked doors, a lot. So a merc who can shoot and open doors was extremely useful. Here, there aren’t almost any. And his pay really eats my budget.
Speaking of budget, one of the offers I’ve got was quite ridiculous: M16 and 20 magazines. I think that more ammo for M16 than I’ve collected in the entire playthrough of Jagged Alliance 1. But it was a good offer, I’m actually glad I got it. Unlike the one with chainsaw. I was curious, because it is a unique item which wasn’t in the first game. And I actually used it once. But most firefights are at ridiculous range in this game.
By Mission 20 I had to replace Magic with Kelly, because he’s a little cheaper. It’s not very fun, because being paid 10K per mission on average means you can afford 8 bad mercs, or 2-3 good ones, against 8 or more enemies.

By Mission 22 I was save scumming. I counted, there are 16 enemies on that map, each armed better than you, not taking damage from a shotgun, hitting you with pistols when your M16 misses. I had to employ scorched earth tactics, stunlocking enemies with grenades. Not sure why I’m doing that to myself, it ain’t tactics anymore.

Turns out, there’s both a grenade launcher and a mortar in this game: first launches hand grenades, while second looks like a LAW, and uses scarse mortar shells.
Jagged Alliance Deadly Games
What I like about Deadly Games is that you can hire and fire mercs easier, it seems. So if someone like Leon isn’t working out, that’s less of an issue. No hard feelings.
There are missions where you need to escort a civilian to safety now. The way it works is that civilian is not part of your team, but you can order them around.

In the original, merc barely gained any stats. Here, I left Fox to train for a day, and she gained 3 points, while she might have leveled once or twice over 15 days in the original. And I’ve rarely seen a merc gain more than a single point in a day.
When you were equiping your mercs, you could give them vests, which gave inventory slots, or a shield vest, which offered extra protection. Now there’s a combination, Ultra-shield vest, that offers less inventory slots, but some protection.

I was progressing fine, until I hit Mission 11. This one has way too many enemies. I can afford 4 decent mercs. There are more than 8 well equipped enemies. One time I did manage to beat them all, one of my mercs bled to death, and I still didn’t have enough time to complete the objective. That was frustrating. I did manage to beat it, even within time limit, by running with half of the team into bushes and all the enemies chasing them, while the other half snuck into the compute room. But I didn’t enjoy it at all.

The further you progress, the more the game turns into slugfest. Enemies rarely drop grenades, and I don’t remembered them being offered, so you end up lining your mercs firing at incoming enemies. The problem is that there are always more enemies than mercs, and they are well equipped.
Jagged Alliance Deadly Games
I remember playing Deadly Games briefly and disliking it for having limited number of turns.
After the original Jagged Alliance, it’s interesting.
First, you get some new characters, like Leon Roachburn, the father of 3 not so good mercs you could hire in the original. There are also some new weapons, like Uzi, and characters also seen personal growth, Ice and Ivan cost more now.
Some top mercs might be also available on day 1. I hired Magic that way. The problem is of course to pay their bills over time.
Mechanically, enemies can shoot crouched now, in the original crouch looked really awkward, as if they planned to run a sprint. And wounded enemies also leave blood trails. That’s something I wish they had in the original, as hunting the last injured enemy was tiring.
As I mentioned, there’s a turn limit now. But I discovered that it can actually be turned off completely, or, which is the option I like the most, have turn limit for mission objectives, but endless time to loot.
If you don’t find what you need, you also have a shop, which offers bundles of stuff. And you can haggle with the owner.
Jagged Alliance
Completed Jagged Alliance.
Day 11. Capturing the last refinery was by far the easiest. I couldn’t believe my luck when I managed it on my 1st attempt with 3 mercenaries. The only issue now is that even with all refineries, I don’t generate enough revenue. I might need to either fire one of the mercs just to keep even at this rate. And I have no idea where the stolen totem is. At least now I have enough upgraded Spectral Shields for everyone.
Day 12. Mechanic with a lockpick is a must. I literally had to restart the day, because last enemy was behind a closed door, and the key was nowhere to be found. Also, at the “Santino peninsula” as I call it enemies carry ridiculous number of tear gas grenades. Gas masks are mandatory.
Day 13. Recovered the burned journal, and didn’t care to reload for it, since I’ve never got the quest in the first place.
Day 14. Some good news, the price for a tree actually went up. So now I can maintain more active mercs.
Capturing last sectors, Santino is surrounded. Since Magic and Spike, two of my best lock pickers, are healing, and Scully can’t pick most of the locks, I have to “knock”. If you fire at a door, enemies usually open it to look for you 🤡
Also, picked the headstones so natives don’t rebel. I don’t know what was to point of putting it on an island in the middle of nowhere, instead of some safe.
Day 15. I wanted to hire Mike, the best mercenary, before storming the compound. The problem is that I progressed too quickly and fired too many mercenaries, so he wouldn’t join until stats improve, which would mean just sitting there 🤡
Even with the best mercenaries, this last sector is so much not fun I’m surprised I ever finished it. Luckily I’ve read that the enemies are almost endless (basically Santino can deploy all his guards), so I didn’t try to ambush them like in other sectors.
Santino talks about the fallow sapling that he’s gonna blow, but nobody ever mentioned it or its importance before.
Also, I felt like in this area all the weapons jam more often. And if it isn’t enough, the game can get stuck mid-mission, probably due to too many enemies.
But I must say I’m very proud of myself for coming up with an idea to use two bombs to blow the wall enough for my entire team to sneak behind the bushes. This, and semiofficial way to save the sapling by Kelly jumping through a hole in the wall Santino left.
The game is deeply flawed, and I don’t use that term often. The sneaking mechanic is basically non-existent, the jamming is unpredictable, and so is visibilty and hits. But it is still incredibly engaging, mostly due to its handcrafted nature.
Jagged Alliance
Day 7, some of the top-tier mercs are available now: Scully and Spike, among others. But same as with Magic, I actually don’t have that much money to pay them.
The reason everyone suggests to allow Santino to kidnap Brenda: once you rescue her, her father pays you a huge bonus 🤡

Even if you know where she’s been kept, rescuing Brenda is extremely difficult. Both of the bridges are mined and guarded, and as soon as guards are alerted, one of them will run to execute her.
This made me wonder, I always thought that when I played the game for the first time, she was killed because it took me too many days to rescue her. But maybe I was just too noisy when I did.
Day 8, mostly freeing the north of the map. There’s no interesting equipment there bar boobytrapped M14. I’m amazed that this game has what seem to be one-off mechanics. Jack says liberating the ancestral grounds made natives happy, but I’m not sure how it reflects on the bottom line.
Speaking of M14, while it’s recognizable in its original form:

I still don’t know as an firearms expert what its upgrade supposed to be:

Day 9. Ice asked for a pay raise, I refused, he isn’t worth that much, so he resigned. Speck resigned as well. Hired Kelly and Scully, two amazing mercs that come with their own M14 and M16.
Day 10. Capturing the 2nd refinery wasn’t any easier than the 1st, maybe even harder. Fire from the windows, enemies blowing the refinery after the first shots. Ironically I managed to capture it after countless attempts, when all my merc got badly injured, but nobody blew it.
Jagged Alliance
Day 6, Brenda gets captured. As I kid I completely missed it, and she got killed waiting for the rescue. But even as an adult with the full grasp of English language, it’s kind of confusing: her sector gets invaded from a direction that shouldn’t be possible, and once you recapture it, you can find her coat, but without any indication where to look. Actually, there’s an indication, if you equip her coat, you’ll get a message, but no other item uses this mechanic, all the notes can be read without “equipping” them.

From watching Zemalf’s playthrough
I learned, among other things, that there’s M14 hidden in Sector 10, which I already captured. And I was pleased with myself to discover that you actually don’t need a stone to trigger the trap, you have enough time to dodge it. Rifles in this game are a big deal, mostly because there isn’t much firearms balance. They are simply better in every way.
The encounters are ridiculous at times. Opened a door, one enemy, trying to hit him, gun jam, trying to hit him with the second merc, gun jams, enemy throws a grenade, luckily, one of the mercs had a 2nd gun, fires it, missed, and the duo receives a second grenade as a present. Reload.
Jagged Alliance
It would have been very nice if the keys you found would have been labeled. Because they are distinct, but you have absolutely no idea which door they fit. So I went to reconquer Brenda’s laboratory only to discover that none of the 3 keys I have until now fit.
Day 4. Fired Snake, who was the weakest link. Hired Static, a great mechanic with good markmanship. In theory, you can have up to 8 mercenaries deployed. In practice, until now, at least one is constantly repairing stuff. Another one is a permanent doctor, healing two most injured mercs. So you are deploying with 4. One one of them is probably Elio, who’s a cheap “mule”. So you actually have just 3 guys fighting.

Day 5, situation is improved since I replaced Wolf with Lynx, a great marksman. And since now I have 2 sets of upgraded Spectra Armor, my mercs take less damage.

Capturing the first refinery is not easy, even if you know what you’re doing. In the previous sector there is a stock of silencers, and I had Fidel, explosive expert, to disarm the C4. And yet it took me a couple of tries anyway.
Still, that’s 6 sectors captured in a day.
Knight of Seven Kingdoms
When the Trial of the Seven started on the 5th episode out of 6, I was confused, because there isn’t that much to tell.
Turns out they created a whole Dunc backstory, how he was robbing the corpses, and tried to get a passage to Free Cities. None of that makes sense. Neither the final fight. In the novel, Dunc overpowers Prince Aerion, because a flail is useless prone.
Here, he’s engaging in a long swordfight, getting stabbed multiple times in addition to the spear wound he got early. Then prince throws a sword at him. Why is everyone
throwing long swords?!
Also, there are supposed to be 3 Kingguards. I don’t understand why they cared to depict only two. It doesn’t make any sense, as there’s entire point of the battle being 7 against 7.

The only change I appreciate is how they twisted the ending. I haven’t read the other novels yet, so maybe it is canon, but Egg in fact lied that his father agreed to Dunc’s terms, and just ran off with him.
Jagged Alliance
Damn, this game is hard. I have no idea how I completed it as a kid. Maybe that’s why I only managed it with the bad ending.
At first, I was pleased with myself. Finished the first day with 3 sectors captured, a lot of good equipment, all the mercs are injured, but now I’ll get to hire better ones, right? Wrong. Not one good merc accepts to join on the second day.
And my mercs are out of shape, so either I hire few more even worse mercs, or waste a whole day healing.
What’s worse are the enemies with grenades. Enemies with guns can miss. But grenades are almost guaranteed hit, and also risk or permanent injuries. Permanent, for the rest of the game, on the second day of playthrough.
And all this without understanding English that well back then. The game does give you clues, but they are quite vague. Like your employer saying that everyone is feeling unwell, must be the flu, and a guide he gives you (which you can decline) mentiones that the source of the water is to the north, and you need to connect the dots that somebody is poisoning the water supply.
Jagged Alliance
As I mentioned I completed Jagged Alliance once, but it was a very long time ago.
This is somewhat of an annoying game. You start with hiring mercenaries. Some of them don’t have weapons at all. Some have a pistol, but no ammo. There’s plenty of .38 ammo to begin with, but if you hired someone with .45, you may run dry.
If you didn’t hire a medic: though luck. After taking a single hit your mercenary will continue bleeding out. If they seriously hit, they also lose HP… permanently.
The inventory space for each mercenary is very limited. So you also need to know that some of them come with useless items, like detonators without the explosives.
In general, you need to know a lot of stuff. On the first day you’re told that you can’t get any money until you find a stolen purifier chip. Where is it? Nobody tells you. I went north and found it on a mercenary there, but I wonder if I went west, would I be stuck without source of income for a few days?
On the other hand, if you know where to go first, you may be good, as some of the items are not random. For example there are some best vests (maximum inventory slots) in the first couple of sectors. If you know where to head first.
I think I didn’t know there were quick saves in the game. Otherwise I’d abuse that option as a kid. Although there’s just a single save for an entire day, a day may include multiple fights, and if you quit the game, that quick save is lost. How do I know that? Guess.
Another thing I surely didn’t know: there is a sneak move. It’s nowhere in the UI, you just need to read the manual to know that Shift is sneak modifier. How efficient sneaking is without cones of sight or any alert indication for that matter is another question. The only way I know enemies saw me is when the bullets start flying.
Jagged Alliance 3
I lost count of how many revive attempts were there over Jagged Alliance. This one is convincing, though, at least at a first glance.
I finished both Jagged Alliance 1 as a kid, and Jagged Alliance 2 as a teenager, but honestly, I don’t remember much.
They brought many of the fan favorite mercenaries, like Ivan, Scully and Shadow. Also, each mercenary has an absolutely unique perk, in addition to common ones. And they also immidiatelly introduce the relatioship system: MD asks more money if you’ve already hired Steroid. Characters also have quips throughout the mission to reflect on certain events. And those are voiced, which is doubly impressive.
Unlike most tactics of the past 10 years, Jagged Alliance 3 doesn’t use the 2-action-points system from Xcom. Instead, each character has different number of action points available. This is pretty powerful, as Ivan, always the best starting merc, can fire two bursts from AK in a single turn.

I wanted to complain about enemies not dropping their weapons. But it makes sense, as that would be too hard to balance. And by the 3rd area I already had my entire team with AKs anyway.
And the most impressive bit is that tactics actually works. In the fight for the bunker, my squad was wiped out at first. I repositioned them, and won the fight without serious injuries.
Despite each mercenary having their own inventory, there’s one nice detail that reduces the micromanagement significantly: ammo is stored in a stash, so there’s no need to manage individual magazines.
Completed Atreides campaign of Dune 2000 as well.
For Atreides, there’s one interesting mission where you start without a base, and need to capture a starport from smuglers, reference to Gurney Haleck episode from the original book.
The “superweapons” for both Atreides and Harkonen are somewhat laughable. Atreides airstrike (basically A10 from Command&Conquer) cannot destroy a single turret, not a refinery. Considering that unlike Death Hand, those can also be countered with rather cheap missile towers, it’s quite lackluster.

Sonic Tanks are surprisingly good against buildings, and I ended up using them quite a lot, despite their tendency to friendly fire.
Fremen are fun, as much as anything is fun in this game. They are invisible, and do considerable damage to buildings, so if you start with an airstrike, Fremen can usually finish it off. The only problem is that a destroyed building always produce a few riflemen, and those finish off Fremen quickly, so basically it’s a suicide squad.

Still, there are a few nice ideas in the final maps, like the back entrance to the sardukar base, accessible only to infrantry, which Fremen can use to destroy the Construction Yard. Then there’s a bridge from Imperial base to the Harkonen base, that allows you to destroy Harkonen Construction Yard as well.

I was curious if capturing Emperor’s Palace allows you to build sardukar. It does. They are very cheap and deal tons of damage, but like all the infantry in this game very squishy, so a single tank can take a bunch of them.

I’ll skip the Ordos campaign, since I feel they are all pretty similar: you turtle in your base, until you accumulate a bigger army than AI can supply, waste this army on enemies pre-built defences, and repeat the process over and over again.
Completed Harkonen campaign.

One awesome feature that amazingly was present all the way back in ’92 are the carryalls. They speed up your economy by carrying harvesters to and from spice fields, and they also carry units heading for repairs, if they are free. And, unlike in many other games, they actually circle instead of hovering in one spot.

The campaign is hard and easy at the same time. Since every mission you start with an empty base, and your opponent is given a considerable army, surviving the first minutes can be ridiculously hard, considering how fragile most of the units are. But if you manage to survive, defensive turrets are incredibly cost effective, so after a while your defences become mostly impenetrable, considering how bad pathfinding is. It turns out into almost a tower defence.

I played this game as Harkonen mainly to see the Devastator tanks. They are Mammoth tanks from Command&Conquer, just with stupid splash damage. If Ordos’ Deviator captures them, they sometimes decide to selfdestruct, dealing more damage than the would otherwise.

The only mission I actually enjoyed is the penultimate one, because if you capture the mercenary base, they will fight for you. That’s the only time you get an ally, and quite a useful one too. Also, that’s one of the few missions where you don’t have to hunt up to the last harvester to win. In the last mission, I spent probably 10 minutes hunting the last one.

There is one decent CGI at the end, where Harkonens bomb Emperor flying palace, and he commands to release the Sardukar. The strange thing, though, that it plays after we already destroyed the palace and the sardukars with it.
I’ve never played Dune 2000 back in the day, maybe because I wasn’t a fan of Dune 2 in the first place. Although I love both Command&Conquer and Red Alert dearly, and I did complete Dune 2 once. But I decided to give Dune 2000 a try. the original version doesn’t work that well on Windows 10. The cutscenes aren’t playing, the speed is either too fast or too slow. So I went with the Gruntmods version. It supports resolutions up to 4K, although the maps in this game are so tiny they would fit in 4K twice.

The engine is from Command&Conquer, with a couple of transparency effects, like the electricity indicating a worm. There are no rally points, and no queuing. Which is especially annoying, since in this game buildings need to be placed on concrete. Concrete comes in blocks of 2×2. But for the basic resource gathering refinery you need 3×2, so you end up placing 4 concrete blocks before placing a factory.

One element I don’t remember in either earlier Westwood games or later ones, such as Red Alert 2, is the need to upgrade buildings. Basic barracks produces just the machine gunners, and for rocket troopers you need to upgrade it.
The only nice detail I found about this game is that despite all three factions having light tanks, they have different stats, with Atreides being the baseline, Harconen being stronger but slower and Ordos being faster but weaker.
The game also has live-action briefings before missions. Curiously Harkonen’s mentat here is called Hayt and he’s a gola, just like in Dune Messiah. Why not use Piter from the original Dune book?
I mean, he actually acts like Piter, the deranged drug addict, and not like Hayt the boring phylosopher anyway.
The main problem is that campaign isn’t much fun. AI gets those random drops of reinforcements that you can’t predict, and in general quite overpowered even on “Normal”. On the other hand, the pathfinding is terrible, so you can confuse your opponent by building cheap walls.
Warcraft 3 Frozen Throne
Completed all Warcraft 3 had to offer.
Orc campaign in the Frozen Throne is considered a bonus campaign, because it’s not really a strategy. Instead, it’s a ARPG. Another precursor to World of Warcraft. Considering it’s still an RTS engine we’re talking about, it’s pretty impressive: with a hero stash, side quests, respawning enemies and even dungeon instances.

Still, it tries to introduce the Frozen Throne Orc units, like Troll Batrider, but since you can steamroll everything with your heroes, it’s kinda pointless.
The final mission is basically DotA: you control only your overpowered heroes, while bases spawn units.
The death of Admiral Proudmore that was immortalized by Warbringers doesn’t seem that glorious:
I rarely do final thoughts, but since it was quite a long journey I as well might. Reign of Chaos is simple, but enjoyable, even if Reforges changes make it slightly broken. Frozen Throne is mostly gimmicky, and not something I’d return to.
Warcraft 3 Frozen Throne
Lich King is weakening, so Arthas travels to Northrend to help, while Sylvanas gets autonomy. She’s a one-trick-pony, even if the trick is very powerful: Possess. Still, I can understand the sexy zombie appeal.
There’s a certain power creep. In Reign of Chaos, maximum hero level was 10, and so was the maximum level of the creeps. Now you get creeps up to level 15, while Arthas gets downleveled every mission to represent Lich King getting weaker.
Still, the missions are some of the easiest in both campaigns. As Sylvanas, you can mass frost wyrm, while Arthas gets three dungeons one after the other. I completely forgot there was a Chtulhu themed Forgotten One.
I remember the last mission as very chaotic and frustrating. I think they’ve changed the map, but it is still annoying as hell. Not sure if in the original AI was as efficient in countering, because when I went frost wyrms, it massed the naga flyers, so I had to wait for Illidan to start channeling to have any chance, otherwise it becomes a complete mess.
Finally, Arthas duels Illidan and even wins, becoming one with the Lich King.
Warcraft 3 Frozen Throne
Second campaign is for Blood Elves, led by Prince Kael, whom we’ve met in the first campaign. Humans abuse them, and they also feel the need for a magic source, since the Sunwell was destroyed by Arthas.
Their Spellbreakers are amazing, an Human version of Driads, basically: immune to magic, with dispell, and mana burning effect on top. Dragonhawks are specialists: either to disable towers or frostwyrms. Since elves don’t have heavy infantry, they get naga instead.
The dungeon is basically practicing the same trick over and over again: block enemies with sturdy spellbreakers, then flamestrike the middle of it, as spellbreakers are immune.
Then comes the DotA mission. I didn’t remember it was there, but it is DotA: you can control only your heroes, and all the other units spawn automatically, and you fight for the caged Illidan.
My main problem with the Blood Elf campaign is how gimmiky it is. You put against netherdragons, that have heavy armor, so resistant to archer, but weak to magic, but they are also immune to magic, so they don’t have weaknesses at all.
I ended up going into High Upkeep and massing Dragonhawk Riders, basically playing Warcraft as if it was Starcraft.
Death Stranding
Completed Death Stranding.
We meet Heartman. This one is a bit heavy on metaphors even for Kojima. His heart stops every 21 minutes, then he gets automatically defibrillated. Also, he has a condition that makes his heart be shaped like a cartoon heart. Also, he lives near a lake that is shaped like a heart. Also, his family died in an accident while he was getting a heart surgery. This dump is lengthly.
Then we finally reach Amelie. She’s the BT from the beginning of the game. The boss fight looks amazing, but it’s boring in reality: both Amelia and Higgs are merged into the giant, and you shoot Amelia while avoiding shooting Higgs who’s taunting you.
Then there’s a stealth boss battle with Higgs, where you need to sneak up on him or counter him enough times.
Then there’s a boxing match with Higgs. It’s impressive that they developed this mechanic for a single boss fight.
Then Amelie tells us that she was never trapped, and just wanted you to be her errand boy. And to finish it, you need to travel back. All the way back.
Then you fight a blue whale. Although “fight” is a strong way to put it. You shoot it as it flies by, mostly.
Then there’s the epilogue. It’s an epilogue of the epilogue’s epilogue. The problem is I did not subscribe to all that Extinction Entity theory. Or the separation of Ha and Ka. Or the Beaches. Or the chiralium. It’s a well crafter story, which I didn’t like at all.
Warcraft 3 Frozen Throne
First of the Frozen Throne campaigns is again for the Night Elves, but they have a few units unique to the campaign: Sentry, which uses Archer voice and Spirit of Vengeance model, but is able to cast Bloodlust, and owlbears, that have Stomp.
You also get to construct ships, including Frigates from Warcraft 2.
I really enjoyed the Broken Isles mission. It’s what you later came to expect, small islands which you can visit or skip in any order, in order to battle their inhabitants. Here’s a den of hydra. Here’s a murloc village. What would become World of Warcraft later on, basically.

Then comes a dungeon mission, which is the first mission I didn’t manage to complete the optional objective, collect all 10 pieces of Guldan’s orb, without a guide. They are tucked away something brutal.
One cool detail is that we are shown a few flashbacks of Guldan through the temple, and in the end we find his headless corpse. You know, because Skull of Guldan is a thing 😆

Other missions are quite simple, if usually they try to split your heroes and base, so you have to juggle two at a time. Also, Reign of Chaos campaign rarely gave you 2 heroes. Here you get 3 often. The final mission you need to play with naga army, which isn’t very fun, because they are quite basic. But the previous mission I got to do mass wyverns.

The story is surprisingly a nothingburger: Illidan gets his hands of Eye of Sargeras, which is supposed to shake Northrend or something. First Maiev tries to recapture him, brings his brother and Tyranda onboard, but then Illidan saves Tyranda and everything is forgiven. Considering the fact that we seemingly prevented him from earthquaking Northrend, I don’t see the point.














