For Game 3, both guilds again modified their team builds. iGi's W/Me switched to a W/E with Shock. WM swapped their Me/N for a Me/E with lightning spells and water Hexes while their Hammer Warrior switched to a W/E to bring Shock as well. WM's monks had Hex Breaker to take away the effectiveness of iGi's Water Magic snares.
WM went right back to the strategy employed late in Game 1, splitting into two groups of four to begin Game 3. Half the team headed towards the gate controls while the other half charged over to the flag stand. The gate team whittled away at iGi's archers, taking down two of them while the iGi healer and Air/Water E/Mo stood by the Guild Lord and watched. However, iGi had the numbers advantage to force WM's flag team to concede the flag stand.
Despite allowing two morale boosts, WM managed to turn the tide of battle by using the gate levers to isolate part of iGi's team in an eight-on-five situation. WM further cut into iGi's morale advantage when they sent their Me/E to ambush the W/E and Air/Water E/Mo who had gone to pursue WM's "Charge!" warrior at the flag stand. With iGi suddenly playing defense, WM evened up the morale situation with a boost at 7:11.
WM's split strategy again discouraged iGi from attacking WM's base. To keep from getting overwhelmed at either battlefront, WM rotated the composition of their splits, sometimes sending only two or three players to harass iGi's NPCs.
At Victory or Death, WM pressed their NPC advantage. iGi managed to turn back an assault on their Guild Lord and killed off WM's Hammer Warrior. After dealing with this threat, however, iGi's Air/Water E/Mo and the N/W returned to the flag stand instead of going after WM's undefended Guild Lord. Despite eliminating WM's bodyguards, iGi could not prevent a WM morale boost at 34:17. Unable to protect both themselves and their Guild Lord from WM and their NPC army, iGi squandered its early morale advantage and fell to WM at 38:45.