Warcraft III’s Arthas campaign contains a mirror in a Lordaeron castle room during the early human missions — a decorative object in a room off the main path. If Arthas is moved to stand before the mirror, his reflection does not match his current in-game model. The reflection shows Arthas in the Death Knight armour he will not receive until late in the Undead campaign.
Blizzard placed a future-state reflection in a throwaway room in the third level of the game. Most players never entered the room. Players who did and noticed the reflection could not know at the time what they were seeing — only on a second playthrough, having completed the full Arthas arc, does the foreshadowing become legible.
Arthas’s fall is Warcraft III’s central narrative. Blizzard seeded it with visual detail from the game’s first act, trusting that the most attentive players would revisit the early missions with knowledge of what happened later. The mirror scene is retroactively haunting rather than immediately meaningful — its full effect depends on having played the game twice.

This is why I always check every corner. You never know what’s been left for the observant player.
The environmental storytelling in this game is on another level. Thanks for documenting it so clearly.