Curse of Naxxramas:
Part Two

Military, Construct & Frostwyrm Quarters

Curse of Naxxramas: Part Two

Military, Construct & Frostwyrm Quarters

By Isentropic  @1sentropic

Was Curse of Naxxramas worth the price of admission? Find out as Isentropic takes a look at the final three quarters and faces of against Kel'Thuzad! Click here to watch Part One of our Naxxramas review.

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G'Day Glitchinos, I am Isentropic, and the time has come to finish the battle with Kel'Thuzad. So pull up a chair at the hearth.

After enjoying the challenge of the Arachnid and Plague Quarters, my expectations were high for the remaining wings. Blizzard Entertainment have set an amazing standard with Hearthstone so far, and even this long after its launch I am still finding myself ticking off my quests every day. I am always going to be a fan of Hearthstone, but do the final wings of Naxxramas meet this high benchmark? Let's find out.

The Military Quarter as per the wings before it  pits the player against three bosses with unique abilities and cards, Instructor Razuvious, Gothik the Harvester and The Four Horseman. I am not going to get bogged down discussing Razuvious and Gothik  because to be honest, as normal level bosses, I found them to be a bit of a letdown. The Four Horseman managed to stop my undefeated stroll through the Military Quarter momentarily, with Baron Rivendare's immunity to damage. But without even bothering to tweak my deck I still bested this boss on my second attempt.

To me the speed I pushed through the normal difficulty bosses was too quick, and left me craving more of a challenge. The newly unlocked Warlock class challenge offered a brief bit of fun but continued the easy standard, and the only match that nearly scratched that difficulty itch was the Shaman class challenge.

So here I am, not even an hour into the new wing and I'm still not feeling the heat, what gives? I thought this was meant to test me as a player? Now, before the comments flood in, yes I know there is heroic difficulty, and yes I tried it, and yes I cried in a ball on the floor when the bosses destroyed me.

My gripe here is, I am not a heroic boss standard of player, I like having the option to testing my metal against them, but the challenge I wanted, I thought would have come in the standard play through. This is by no means a big enough issue to not buy the wing, as the cards that are unlocked are reason enough, but this in my opinion is definitely a misstep for Naxxramas.

 After my mostly untested meander through the Military Quarter I was still hopeful for what the four bosses of the Construct Quarter had in store. Patchwerk, Grobbulus and Gluth all look like strong opponents, but once again when it came to the crunch I marched through these battles without dropping a match. Don't get me wrong Patchwerk got me to low life, which was great, but Grobbulus and Gluth were never in with a chance. The final boss of the quarter Thaddius puts a good twist on the match by swapping minions' life and attack scores, but if you just keep that factor in mind he never really poses a threat.

After completing my normal difficulty rampage, I jumped into the newly unlocked Warrior class challenge looking for some fun, but it was a breeze. The Priest class challenge did slow me down for a sec, but that was mainly due to my inexperience with that hero. By the end of the Construct Quarter my high opinion of Curse of Naxxramas had suffered a  blow, and while the heroic battles were still available, delivering a challenge like no other, that doesn't make up for all the difficulty the other modes are missing. 

The final wing of Curse of Naxxramas, Frostwyrm Lair, sees the player face off against Sapphiron, a giant frost wyrm and of course, the very funny adventure antagonist, Kel'Thuzad. Sapphiron has a dangerous ability which would reek havoc on decks who overwhelm with high volumes of low cost minions. But due to my druid deck being a late game control deck, I cruised through this boss unchallenged, even though I made some pretty bad mistakes along the way.

Freshly disappointed by yet another boss, I marched on into the battle against Kel'Thuzad and that's when things got interesting. Kel'Thuzad is a great boss, and easily the best boss of Naxxramas. His skills are powerful, he changes game pace mid match, and he makes great witty remarks as you desperately struggle against him. It took me just the right amount of attempts and a bit of deck tweaking to beat Kel'Thuzad on normal, and that is precisely the difficulty that had been missing from the last eight opponents.

The Paladin class challenge pits you against Kel'Thuzad again, with an interesting deck, and due to the strength of Kel'Thuzad as a boss, this was also my favourite class challenge of the adventure. Heroic mode again is here, and again is designed to make you cry, and I look forward to watching some videos of how the Pro-stoners beat these final two bosses, because they are intense.

Overall the final three wings of Curse of Naxxramas left me feeling like I was just going through the motions, rather than battling my way through a gauntlet of epic bosses. I think the difficulty of the final three wings is not in sync with the average standard of the players online, and sadly one great boss like Kel'Thuzad is not enough to outweigh this factor. In spite of this, the final three wings of the Curse of Naxxramas are still definitely worth a look, and have earned 7 out of 10 from me.

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