Warcraft - Orcs & Humans / __/ /'___/ __ / __ _ __ ___ _ __ __ / __/ ,_ /'__` /`'__/'___/`'__/'__` ,__\ / _/ _ / L._ // __/ // L._ _/ _ `___x___/ __/._\ _\ ____\ _\ __/._\ _ __ '/__//__/ /__//_/ /_/ /____/ /_/ /__//_/ /_/ /__/ +------------------------------+ | | | Warcraft: Orcs & Humans | | FAQ/Walkthrough | | Written by: Conner Boehmer | | Version: 1.03 | | Last Updated: 10/28/09 | | | +------------------------------+ Table of Contents: I. Introduction 1.01: Introduction 1.02: About the Game 1.03: DOSBox Setup II. Basics 2.01: Story 2.02: Controls 2.03: Tactics 2.04: Formations 2.05: Before you play III. Orc Walkthrough 3.01: Orc Level 1 3.02: Orc Level 2 3.03: Orc Level 3 3.04: Orc Level 4 3.05: Orc Level 5 3.06: Orc Level 6 3.07: Orc Level 7 3.08: Orc Level 8 3.09: Orc Level 9 3.10: Orc Level 10 3.11: Orc Level 11 3.12: Orc Level 12 3.13: Orc Ending IV. Human Walkthrough 4.01: Human Level 1 4.02: Human Level 2 4.03: Human Level 3 4.04: Human Level 4 4.05: Human Level 5 4.06: Human Level 6 4.07: Human Level 7 4.08: Human Level 8 4.09: Human Level 9 4.10: Human Level 10 4.11: Human Level 11 4.12: Human Level 12 4.13: Human Ending V. Appendices 5.01: Unit Stats 5.02: Ranks 5.03: Cheats 5.04: References in WoW VI. Closing 6.01: Credits 6.02: Revision History 6.03: Contact Information 6.04: Copyright Information Version History: v1.00 November 12, 2008 v1.01 February 23, 2009 - Updated "References in WoW" section, fixed a few typos v1.02 October 16, 2009 - added "Before you play" section. v1.03 October 28, 2009 - Added "DOSBOX Setup" section and added hero unit stats. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- I. Introduction -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 0=~=~=~=~=~=~=~=~=~=~=~=~=0 | 1.01: Introduction | 0=~=~=~=~=~=~=~=~=~=~=~=~=0 Hello, and welcome to my Warcraft: Orcs & Humans FAQ/Walkthrough. I've decided to write a Warcraft 1 guide because there arn't very many that exist. It's a pretty old game, and since it's DOS, not a lot of people know how to go about obtaining or even playing it if they had it. To play this game on a modern operating system, you'll have to use a DOS emulator. The most popular DOS emulator is of course DOSbox. I think this is one of the few DOS games that works on pre-vista operating systems without an emulator, but if you have vista, you'll need to use it. Anyway, this guide isn't about setting up an emulator. They have tutorials on www.dosbox.com if you really need help with that though. When I'm talking about general strategy, I'll usually say the Human name of a unit, the same strategy usually applies to the orcs as well however, just use the Orc equivalent. 0=~=~=~=~=~=~=~=~=~=~=~=~=0 | 1.02: About the Game | 0=~=~=~=~=~=~=~=~=~=~=~=~=0 This game came out in 1994 and was really the first successful title made by Blizzard. Before this they just made obscure titles, but after this they only made successful ones. Technically, the game is a real time strategy game (RTS), but it really is nothing like modern RTS games. Back in 1994, this game was really successful, but now most people can't stand it, usually because they try to play it like a modern RTS. I'll explain more about why it's different in the tactics section of the guide. In the game you either play as the Orcs, who are trying to take over Azeroth and destroy the Humans; or the Humans, who are trying to defend their home and drive off the Orcs. As for the player-character, in the Human campaign you're a nameless Human commander, who's never been identified in the lore. In the Orc campaign you play as Orgrim Doomhammer, although not identified as such until later. He becomes the Orc Warchief in this game, and is still Warchief in Warcraft II. "Orgrimmar", the Orc capital in World of Warcraft, is named after him. In the actual canon story, the Orcs win this war, so the "true" ending would be the Orc ending, even though parts of that arn't really canon either. Actual canon takes aspects of both campaigns and puts them together, with the Orcs winning. To really get the full experience of the game, you're gonna have to play both campaigns. 0=~=~=~=~=~=~=~=~=~=~=~=~=0 | 1.03: DOSBox Setup | 0=~=~=~=~=~=~=~=~=~=~=~=~=0 Due to many people asking me how to setup DOSBox, I've finally decided to just include a section on setting it up! Luckily Warcraft 1 happens to be an easy game to setup with DOSBox. Some games you end up tweaking with the stupid cycles the entire game trying to get it just right, on this game you can just leave them on auto though. Before we start, I'll take a moment to go through my Dosbox conf file. Your settings might be different than mine, but I prefer these. Instead of trying to explain each setting, I'm just going to post my preferences word for word. Your conf file does not have to match these exactly, but if Warcraft 1 is the only game you're playing on DOSBox and you don't want to bother with details, then just use these. Note that other games require different settings, especially when it comes to the cycles. One thing that you might not want is the scaler. I have my scaler set to advmame3x, which means that it stretches the game out to 3x scale, and then smoothes the edges to give the appearance of higher resolution. If you want to play the game in it's authentic pixelated glory, then change the scaler to either none, or normal3x. Normal3x will still stretch it to 3x scale, but won't smooth the edges. Leaving you with giant sized pixels. So here's my file: 0==========================================0 |fullscreen=false | |fulldouble=false | |fullresolution=original | |windowresolution=original | |output=ddraw | |autolock=true | |sensitivity=100 | |waitonerror=true | |priority=higher,normal | |mapperfile=mapper.txt | |usescancodes=true | | | |language= | |machine=svga_s3 | |captures=capture | |memsize=32 | | | |frameskip=0 | |aspect=true | |scaler=advmame3x | | | |core=auto | |cputype=auto | |cycles=auto | |cycleup=500 | |cycledown=20 | | | |nosound=false | |rate=22050 | |blocksize=2048 | |prebuffer=10 | | | |mpu401=intelligent | |mididevice=default | |midiconfig= | | | |sbtype=sb16 | |sbbase=220 | |irq=7 | |dma=1 | |hdma=5 | |sbmixer=true | |oplmode=auto | |oplemu=default | |oplrate=22050 | | | |gus=false | |gusrate=22050 | |gusbase=240 | |gusirq=5 | |gusdma=3 | |ultradir=C:ULTRASND | | | |pcspeaker=true | |pcrate=22050 | |tandy=auto | |tandyrate=22050 | |disney=true | | | |joysticktype=auto | |timed=true | |autofire=false | |swap34=false | |buttonwrap=true | | | |serial1=dummy | |serial2=dummy | |serial3=disabled | |serial4=disabled | | | |xms=true | |ems=true | |umb=true | |keyboardlayout=auto | | | 0==========================================0 Now follow these steps to install and setup the game: Step 1: Put the disc in (or mount it), look at what drive it's in, this guide will assume it's in drive D. If yours isn't in drive D, just substitute your drive for D. Step 2: Start DOSBox and type the following commands: mount c c: mount d d: -t cdrom F: INSTALL.exe Step 3: This will open up the install screen. Choose FULL install. Step 4: Confirm directory as c:WARCRAFT. Step 5: Wait for it to copy datafiles. The setup menu will now open. Step 6: Choose Select digitized sound card. Choose Sound Blaster 16/AWE. Choose 220. Choose IRQ 7. Enter 1 for DMA channel. Step 7: Choose Select music sound card Choose Sound Blaster Pro II / SB 16. Choose 220. Choose IRQ 7. Enter 1 for DMA channel. Step 8: Choose save settings and exit. You will now be back at the DOS screen. It should say the version now. Confirm that this is either WARCRAFT CD VERSION 1.22h or WARCRAFT CD VERSION 1.21. As far as I can tell there is no difference between these two versions. 1.22h looks like it's the version straight off some CDs, whereas 1.21 is if you patch it manually with patches. In the patch notes they don't even have 1.22 listed though.. so I'm pretty sure there's no difference between the two. If your version says something lower than those two, patch it! Believe it or not, Blizzard actually still has the latest patch hosted on their site! You can get it here: http://us.blizzard.com/support/article.xml?locale=en_US&articleId=20916 Step 9: Now close DOSBox and open up your conf file. At the bottom, in the autoexec section, type the following: mount c c: c: cd c:warcraft war.exe This will make it so Warcraft starts automatically everytime you start DOSBox. If you don't want it to autoexec, then you can just type that everytime you start it. That's all there is to it. Please note that there are many many ways to set DOSBox up, and your configuration might be completely different than mine and still play the game perfectly fine. This is just one way to set it up that I know for sure will play it. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- II. Basics -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 0=~=~=~=~=~=~=~=~=~=~=~=~=0 | 2.01: Story | 0=~=~=~=~=~=~=~=~=~=~=~=~=0 The story in this game has been retconned extensively in later releases, and it only has a very very basic outline of the real story that actually took place during the first war, but I'll explain it here anyway. For the full story, read the manual. Another thing you have to remember is that this was before the Alliance or the modern Horde was formed, so there's no other races besides Orcs and Humans (thus the title Warcraft: Orcs & Humans). Here's my brief summary of the story: Basically, it all started when this "mysterious stranger" (later identified as the guardian Aegwynn) had this child with the Stormwind court conjurer (Nielas Aran) in order to pass all her power onto the child before she left this plane. She left the child in the care of the conjurer and disapeared. The child's name was Medivh. Medivh grew up a relatively normal life until the age of 12, when he started having a magical seizure and going crazy, his father and a bunch of clerics tried to restrain him, but were only barely successful, in the end his father was dead. Then he went into a coma for 6 years. When he woke up he went to Stormwind and gave the king this hourglass. He said that as long as the sands of the hourglass remained in the top half, the kingdom of Stormwind would prosper. Then he left. So a few years went by, and eventually the sand ran out of the hourglass, and right when it did, tons of orcs showed up and started destroying the city, they were barely able to drive them out, and thus the first war started. Now later, Medivh's mother shows up, and tells the king that he's gone mad, and that he unintentionally opened a portal to the orc's homeplanet (this was later retconned to be intentional), and the king should try to destroy him at once. That was the story from the humans point of view, the orc's story is a bit shorter, but still important. Now on the planet of Draenor, the orcs have completely conquered their planet, and enslaved or destroyed most of the lesser races (the Draenei). But since the orcs are so hungry for battle, they've started to fight eachother. Then a rift in space appears, and the warlocks ask the clan chieftans to postpone their war for a year while they work on expanding this portal, it could lead to more enemies to conquer. So eventually they expand the portal, and send some orcs in, they discover humans, and wipe out a small farm. As more and more orcs come through the portal, they learn that this place is called Azeroth, and the people there are called Humans. They decided to attack the nearby city of Stormwind, which should ensure their dominion over the planet. The orcs attacked but were driven off by the human knights, this caused chaos in the orc clans, they didn't know what to do. Then an orc named Blackhand took control of the clans, and unified them. Now this is where the game begins, more or less. Here's the text of the opening cinematic: "In the Age of Chaos, two factions battled for dominance. The Kingdom of Azeroth was a prosperous one, the Humans who dwelled there turned the land into a paradise. The Knights of Stormwind, and the Clerics of Northshire Abbey, roamed far and wide serving the king's people with honor and justice. The well-trained armies of the King maintaned a lasting peace for many generations. Then came the Orcish Hordes. No one know where these creatures came from, and none were prepared for the terror that they spawned. Their warriors wielded axe and spear with deadly proficiency, while others rode Darkwolves as black as the moonless night. Unimagined were the destructive powers of their evil magiks, derived from the fires of the underworld. With an ingenious arsenal of weaponry and powerful magic, these two forces collide in a contest of cunning, intellect, and brute strength, with the victor claiming dominance over the whole of Azeroth! Welcome to the World of Warcraft." 0=~=~=~=~=~=~=~=~=~=~=~=~=0 | 2.02: Controls | 0=~=~=~=~=~=~=~=~=~=~=~=~=0 It's an RTS game, mostly you're just gonna click the mouse to do everything. You can also hold down Ctrl to make a box and select multiple units. Seriously I'd just tape the Ctrl button down, there's no reason not to have it pressed. Other than Ctrl, there's also buttons you can press to do various actions, incase you don't feel like just clicking on them. Here they are: Game Commands - M = Move. S = Stop. A = Attack for units, train Archer for Barracks, Upgrade Axe strength for Blacksmith, build advanced structure for Peons/Peasants. E = Build Temple for Peons. K = Build Kennel for Peons. L = Build lumber mill for Peasants/Peons. F = Train Footman for Barracks, Far Seeing for Clerics, build Farm for Peasants/Peons. T = Train Catapult for Barracks, Train Necrolyte for Temple, Train Warlock/Conjurer for Tower, train Cleric for church, build Tower for Peasants/Peons. S = Train Spearmen for Barracks, Upgrade Shield Strength for Blacksmith, build Stable for Peasants. U = Train Grunts. B = Breed faster wolves/horses for kennel/stable, build basic structure for Peons/Peasants, build blacksmith/barracks for Peasants/Peons. R = Repair for Peasants, Rain of Fire for Conjurers, build Road for Town Halls, train Raider for Barracks, summon Scorpions for Warlocks. O = Summon Scorpions. D = Summon Daemon. P = Poison Cloud for Warlocks, Train Peasant/Peon for Town Hall. W = Summon Water Elemental for Conjurers, build Wall for Town Halls, upgrade Sword Strength for Blacksmith. I = Invisibility. H = Healing for clerics, upgrade shield strength for Blacksmith. U = Upgrade Spear Strength/Upgrade Arrow Strength, build church for Peasants. General Menu Commands - O = Ok C = Cancel Main Menu Commands - S = Start New Game. L = Load Existing Game. R = Replay Introduction. Q = Quit to DOS. Select Game Type Menu - S = Single Player. M = Modem Game. N = Network Game. D = Direct-Link Game. Ingame Menu Commands - S = Save Game. L = Load Game. O = Options. R = Restart Scenario. C = Continue Game. Q = Quit Game. 1-7 = Pick which game you want to save/load. Load/Save Game - 1-7 = Pick which game you want to load/save. Options Menu - G = Game Speed. M = Music Volume. S = SFX Volume. U = Mouse Scroll Speed. K = Key Scroll Speed. Quit Menu - D = Quit to DOS. M = Quit to Menu. 0=~=~=~=~=~=~=~=~=~=~=~=~=0 | 2.03: Tactics | 0=~=~=~=~=~=~=~=~=~=~=~=~=0 These are strategies that apply to nearly every level, and you're going to be using them constantly, so pay attention. Firstly, forget everything you know about modern RTS games, because this is nothing like them, the strategies and skills you know from modern games do not even apply here. The reason most people think this game is so hard, is because they try to play it like an RTS. =========================== General =========================== The first thing you do is immediately locate the nearest gold mine and start mining, then build more peons as you're doing this, I usually like to have about 4. While this is going on, position the units you start with in a mock formation and locate the nearest cut off point, (an area where the enemy has to come through to attack) on river levels this is easy, you can just control the bridges, but on non-river levels, you'll have to be a bit more creative, usually cutting the enemy off using the tree positions. Sometimes you'll be forced to guard two cutoff points, in these cases it becomes annoying because you'll have to divide your units into two groups. Anyway, continue to harvest resources and build more units, and upgrading. The first thing you should upgrade is arrows definitely, then armor. Once you're confident in your defense, lure the enemies back to your formation and kill them. An important thing to remember is that the enemy never makes more guard units, the enemy only produces raiding parties. So if you kill a bunch of units guarding a bridge or town, the enemy won't resupply them. The enemy will however, continue to produce raiding parties to send at you. Once all the guard units are dead, just run right into the town and start destroying buildings, barracks first, then town hall, make sure all the peons are dead, then destroy the rest of the buildings. Then you win. =========================== Formation =========================== This is a key strategy, and you're going to be using this all the time, every single level. Basically, going towards the enemy is suicidal because of the clunky controls, slow moving units and idiot AI, instead, you're going to get the enemy to come to you, where you have a line of archers waiting for them. You need formation in defense, offense, and everything else, you cannot attack without a formation, you will die. See the formations section below for more detail into this, and a list of useful formations. =========================== Pulling =========================== Once you have enough units to defend yourself, and you've upgraded your units, you're ready to attack. This is done much like in an MMO, you send one unit out, (usually a knight or footman, summons work too) and get the enemy to start chasing him, then you run back and get in the formation, and let the archers take the enemy down. If you just run in, you're going to take tons of damage before your idiot units even get in the right position to begin attacking. =========================== Peons/Peasants =========================== You should never really have more than 4 Peasants in a level, they waste your money, and they take up footslots, you can beat the game fine with only 4. Put 3 mining gold, and 1 chopping wood. Gold is far more important than lumber, and even though it takes forever to chop wood, you only need to use it for buildings and 2 units, whereas gold you need it for everything. Once you've built all the buildings you can, save up about 1,000 lumber and then put all 4 on gold. That 1,000 lumber should last you the rest of the match. =========================== Dealing with catapults =========================== Catapults are by far the most annoying enemy to deal with. They attack from really long range (far enough for your units not to even see them), and kill anything they hit in one hit, oh and the damage is AoE, so one could potentially wipe out your entire formation in one shot. Dealing with these catapults is also annoying, if you're not watching the minimap constantly one could come and kill your guys before you even realise what's going on. To deal with them, follow these steps: Send a unit and map a long ways in front of your formation, this can be tricky if you're close to enemy territory, but try to map as much as possible. Next, as soon as you spot one coming at your formation, send a melee unit to intercept it, if your guy is moving, the catapult shouldn't be able to hit him. Knights work best for this, but footman will work also. The melee unit should then start attacking the catapult head on, since he's right in front of the catapult, the catapult can't hit him, and it should be dead before it tries to move around your guy. Hopefully, you've done this fast enough so the catapult isn't in range of your formation. If the catapult has other units with it, send more than one melee unit. A few dead melee units are much better than losing the entire formation, kill the catapult at all costs. =========================== Differences between races =========================== Generally there's really no difference between the two races other than the spells, humans get a healing spell and invisibility, orcs can raise the dead and make their units invincible for a short time. Humans summon scorpions and water elementals, orcs summon spiders and daemons. In a fight between a water elemental and a daemon, the daemon will win. There's another important difference that you should keep in mind besides the spells. Humans archers have longer range. Yep, that's right, the humans can shoot further, one square further. This one thing makes playing as humans a bit less annoying as playing as the orcs. Everytime an archer shows up, your idiot units will all run out of formation and try to attack him, this is very very frustrating when trying to keep up a good formation. But when you're playing as the humans, your archers will start to shoot the spearman at the same time the spearman starts to shoot your melee units, this causes only your melee units to get out of formation, and your ranged units to stay in place. Playing the orcs on the other hand, your spearman are gonna run out of formation just like the melee ones, and you'll spend your time rearranging the formation constantly. One might point out, that Orc Spearmen do one more damage than Human Archers, but I would gladly give up a damage point in exchange for longer range. =========================== Summoning Offense =========================== In the last two levels of each campaign, you get the ability to summon Daemons (if you're playing Orcs) or Water Elementals (If you're playing Humans). These are by far the most powerful units in the game, and can take down an enemy base very quickly. Once you get to these levels, don't even bother pulling base defenders back to your formation or anything like that, just get 4 Warlocks or Conjurers, summon 4 of them, send them into the base, if they die, summon more. The base should go down very soon after this. =========================== Save Often =========================== This almost goes without saying, but be sure to save constantly. Keep the end of level saves in a seperate save then the mid-level saves, you never know when you might have to start the level over again. I'd save about every 2-3 minutes using alternating saves. You never know, if you save, some catapult could be ready to fire, and when you get back to the game, all your guys are dead. This is why you should keep at least 2 different saves, and save in different ones each time. 0=~=~=~=~=~=~=~=~=~=~=~=~=0 | 2.04: Formation | 0=~=~=~=~=~=~=~=~=~=~=~=~=0 Formations are the key to playing effectively in this game. They generally consist of 1 row of melee units, followed by 2 rows of archers, and then any other units behind them. They don't need to be overly complex with tons of units, you really don't even need Necrolytes. As long as you have tons of archers, and then melee units to protect the archers, it's a good formation. I usually like to have my Conjurer/Warlocks away from the formation, so they have room to summon their creatures, in front and to the side is usually good, depending on the map. Here's a list of formations I generally use. ================ Heavy Formation: This is a general all purpose formation, for guarding ================ wide open areas. KFFK K = Knights AAAA F = Footman ACCA A = Archers cc C = Catapults c = Clerics If you want, you can replace the footman up front with more knights, but it's not really necessary, knights are expensive anyway, and your main focus should be the archers. The catapults in the back will take down units if they're walking in a straight line, they'll be less effective against a single unit. Of course this formation works just as well for Orcs, just you know.. use orc units. As for Necrolytes, unless you're far enough to have unholy armor, I wouldn't even put them in there. ================ Light Formation: This formation is what I use to guard bridges mostly, or for ================ tight cramped spaces. I usually start with this formation and then upgrade it to a heavy one once I get enough money. FKF AAA ACA c Again, this works just as well for Orcs. These are just a general idea for some formations that you can use, any formation that uses the same idea is usually okay, feel free to make your own. 0=~=~=~=~=~=~=~=~=~=~=~=~=0 | 2.03: Before you play | 0=~=~=~=~=~=~=~=~=~=~=~=~=0 Before you play, READ THE MANUAL. Like most old games, 99.9% of the story is in the manual. If you don't read it, you'll be pretty clueless to what is going on. You can download the manual right here: http://www.replacementdocs.com/request.php?2107 The map that goes with the manual can be found at: http://www.replacementdocs.com/request.php?2108 Download both of these. Read the Human story, the Orc story, and the Human and Orc unit, spell, and building descriptions. Also, I would seriously recommend playing the game in this order: Human level 1 Orc level 1 Human level 2 Orc level 2 Human level 3 Orc level 3 Human level 4 Orc level 4 Human level 5 Orc level 5 Human level 6 Orc level 6 Human level 7 Orc level 7 Human level 8 Orc level 8 *Human level 9 Orc level 9 *Human level 10 Orc level 10 *Human level 11 Orc level 11 *Human level 12 Orc level 12 The levels go together like this, where events in orc levels are referenced in human levels right after it. Just keep two seperate saves, one for each campaign. The levels with stars next to them might not be canon. But I would still play them since they feature iconic locations such as Stonard and Black Rock Spire. However; there is a way of explaining them to where they actually did happen. Human level 9 starts with the Humans sending a force to wipe out the Orcs once and for all. Similarly, Orc level 9 starts like this too. So if both sent armies out at once, here's how events might have played out: Human level 9 - Humans send huge force to destroy orcs, they destroy two Orcish outposts. Orc level 9 - Orcs send huge force to destroy the humans, they destroy two Human outposts. Human level 10 - Human force destroys Temple of the Damned. Orc level 10 - Orcish force destroy Human training base. Human level 11 - Human force destroys Rockard and Stonard while the Orcish force is destroying Goldshire and Moonbrook. Orc level 11 - Orcish force destroys Goldshire and Moonbrook while Human force is destroying Rockard and Stonard. Human level 12 - The Human force succeeds in destroying the base at Black Rock Spire since most of the Orcs were out marching towards Stormwind. The Human ending happens, the player gets made Defender of Azeroth and they celebrate, thinking they won. Orc level 12 - The Orcish force reaches Stormwind, destroys it. Orcish ending happens, and then they go and rebuild Black Rock Spire before Warcraft II. So as you can see, those levels may very well be canon. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- III. Orc Walkthrough -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Here are the level by level walkthroughs for the Orc campaign. Before reading these, read the "Tactics" section of the guide, this walkthrough will assume that you know those basic strategies. Look at my "Before you play" section before you start. 0=~=~=~=~=~=~=~=~=~=~=~=~=0 | 3.01: Orc Level 1 | 0=~=~=~=~=~=~=~=~=~=~=~=~=0 0================================================0 |Briefing: | |Blackhand has assigned you to an outpost | |in the Swamps of Sorrow. Your task is | |simple enough that even the Warchief feels | |that you are capable of it. Construct at | |least 6 farms, so that we may keep our troops | |well fed and ready to do battle. Only a fool | |would leave his treasures unguarded, so you | |must also build a barracks for the defense | |of these farms. | 0================================================0 Alright, this is the first level of the Orc Campaign, and it's extremely easy. It mostly exists just so you can get used to the basic controls. To build a Peon, just click on the Town Hall and click build, to move just click on a Peon and click move and then click where you want him to go. To attack something, click attack and click the thing you want to attack (Peons can't attack). This level really requires no strategy, just get 3 peons, mine and chop wood and then build 5 more farms and 1 barracks and you win. As long as you don't move your units out of the immediate area around your base, you won't get attacked. 0=~=~=~=~=~=~=~=~=~=~=~=~=0 | 3.02: Orc Level 2 | 0=~=~=~=~=~=~=~=~=~=~=~=~=0 0================================================0 |Briefing: | |Like the stinging of a wasp, the attacks | |from the humans grow more and more bothersome. | |You have been assigned to a small outpost on | |the Borderlands of the Swamps of Sorrow. | |You are to defend our lands from the incursions | |of these ravenous dogs by crushing any | |opposition that you encounter. | 0================================================0 In this level you must kill all the Humans on the map. This isn't difficult since they don't have a base, and only attack one at a time, about every minute or so. Immediately start mining the gold mine to the north, make more peons so you have a total of 4 or so. Put 3 on gold mining and 1 on woodcutting. You get Spearmen as a new unit, and the lumber mill as a new building. The lumber mill lets you build archers at the Barracks, and upgrade arrows. Arrow upgrades are a MUST, so upgrade them as soon as possible. Your base is right in the middle of the map with no cutoff points at all, so you're going to have to make 3 formations, at the left, bottom, and right sides of your base. A very small formation is enough to handle these guys, just make 2 rows of units like so: GGG | G = Grunt SSS | S = Spearmen They will never send more than 1 or 2 units at a time, so this little formation should be enough to handle anything they send at you. Once you're confident in your defenses, make a team of 2 grunts and 2 spearman and just run around and kill any of them you can find. 0=~=~=~=~=~=~=~=~=~=~=~=~=0 | 3.03: Orc Level 3 | 0=~=~=~=~=~=~=~=~=~=~=~=~=0 0================================================0 |Briefing: | |The Humans are growing strong in Grand Hamlet. | |An outpost will be placed under your | |dictatorship, to use as you see fit. You must | |then prepare and lead a force to destroy Grand | |Hamlet and all that dwell there. Blackhand will| |brook no survivors, these Humans must be taught | |a hard lesson in the ways of humility. | 0================================================0 By now, you should just know to start mining, and get 4 peons, I'm not going to say that every time, so just assume it. The nearest gold mine is to the south-east. In this level you get Necrolyte units, and the Temple building. Don't be too excited, these guys really arn't that useful at this point in the game, I wouldn't even bother building them unless you really want to. This is the first level that you fight an actual base, this means that the enemy will be sending raiding parties at you every few minutes. Luckily, this is a river map, and thus has two cutoff points you can control. The first one is just to the right, and is unguarded. Immediately send half your guys to the bridge and set up a little formation (Formation 1). With the other guys proceed a little south and setup another formation (Formation 2). Send a footman down to the bottom of the map and to the right a little, you'll find another bridge, pull the defenses (there shouldn't be very many at this point) and bring them back to Formation 2 to be killed. Control the bottom bridge with Formation 2. Phew. Now while this cutoff point controlling is going on, you should be building a barracks and then a lumber mill, and supplementing your formations with more archers and footman if necessary. You can go ahead and use the old standard light formation, but this time, add two spearman to the bottom, and you can put a Necrolyte in the middle if you really want to.. but it's not necessary. GGG | N = Necrolyte SSS SNS Now east of Formation 1 is another bridge, when you're confident in your defenses, pull the defenders of that bridge back to the formation, and then move the formation to control that bridge, this will give you access to another gold mine, and further trap the enemy. After you've done that, pull the town defenders and then destroy the town! Easy so far. 0=~=~=~=~=~=~=~=~=~=~=~=~=0 | 3.04: Orc Level 4 | 0=~=~=~=~=~=~=~=~=~=~=~=~=0 0================================================0 |Briefing: | |You are wakened from your nights sleep by a | |runner from the Warchief. Blackhand's daughter | |Griselda has run off with the outlaw Turok's | |band of Ogres. Our Wolfriders have tracked them| |to the dungeons hidden beneath the Dead Mines. | |Find Turok's band of rebellious pigs and kill | |them all --- including Griselda. She must not | |disobey the commands of her father ever again. | 0================================================0 This is the first "Dungeon" level. There's no bases or anything, and it's pretty easy as long as you stay in formation, and don't rush it. You start with a new unit, Raiders, these guys are like Grunts but they're faster, stronger, and have more defense. Basically, you just form a formation, send a Raider out, attract some enemies, and run back to the formation. When you get further along in the dungeon, you can move the formation along, so your puller doesn't have to run super far everytime. You can use a regular "Heavy" formation for this. N | R = Raider RGNR SSSS RGGR Those guys in the back are just there incase one of your people up front dies. Just save often, like everytime before you send your Puller out. The only enemies are Ogres and Slime. The Slime have really low attack power but ridiculous defense, it takes forever to kill them, even with the full formation attacking. Ontop of that, there is like 17 of them in one group. As for Ogres, they're just melee units, nothing special, they do have pretty strong attack power though. In total, there's 17 Ogres, and you have to kill all of them to complete the level. Once you've cleared out the final room, just send a Raider in and kill Griselda, and then you win. 0=~=~=~=~=~=~=~=~=~=~=~=~=0 | 3.05: Orc Level 5 | 0=~=~=~=~=~=~=~=~=~=~=~=~=0 0================================================0 |Briefing: | |On your return from the dungeon, you receive | |word from advance scouts that the recently | |established outpost near the Red Ridge Mountains| |is under siege. A group of Raiders have been | |dispatched to assist you in taking back the | |outpost and crushing the Human opposition. Your| |secondary objective is to seek out and | |completely destroy their encampment. Putting an| |end to this threat for good. | 0================================================0 Right when this level starts, I'd turn down the speed of the game to slow. That'll give you more time to react to what's happening. You start with a town and pretty much every building, but it's being destroyed immediately! Send your units in and attack, no time for formations or anything like that, and try and save as many buildings as possible. After the battle is over, start training Peons and mining gold, the nearest goldmine is to the West. Now with the units you have, setup a mock formation and send a Puller to the North and lure back the bridge defenders. Once they're dead, head East along the river to a second bridge, and do the same with those defenders. You may have lost a few guys doing this, but at least now you can focus your defenses somewhere. You probably already have a barracks, but you may have lost your Lumber Mill in the attack, build a new one right away and start training archers. You'll need two Light formations, one for each bridge. Use the following: GRG SSS SNS Again, the Necrolyte really isn't necessary, feel free to replace it with another Spearman. You'll need a Kennel and a Blacksmith to build Raiders. A Blacksmith lets you upgrade weapons and armor, and the Kennel lets you upgrade wolf speed. Before you buy any of these upgrades, make sure Spears are upgraded to full strength first. Wolf speed isn't really necessary, faster wolves are convenient sure, but they're not really necessary, I mean the Raider is just gonna be sitting in that formation most of the time anyway, and without any upgrades it's still faster than any unit. Use the Raider in the middle of the formation to pull the town defenders, then run in and attack like normal. You win. 0=~=~=~=~=~=~=~=~=~=~=~=~=0 | 3.06: Orc Level 6 | 0=~=~=~=~=~=~=~=~=~=~=~=~=0 0================================================0 |Briefing: | |The Humans of Sunnyglade have become fat and | |lazy with their prosperity. The town is like a | |ripe plum waiting to be picked. You will march | |upon their weak Human armies and smash them to | |pieces. Somewhere in the town is a tower that | |you must keep intact so that we may study how | |their magiks are created. Fail me, and I will | |have your head on a pike at the gates of Black | |Rock Spire. | 0================================================0 Peons. Mining. The nearest goldmine is to the west. You need to start mining immediately or else you might not have enough money to supply your formation later. Don't let the briefing fool you, these Humans are anything but fat and lazy, and they're the toughest enemy you've fought so far. This is probably the last level you're able to pull the bridge defenders right from the start. Make a mock formation a little Northwest of the town, and pull the bridge defenders. Some of your guys will die, but trust me, it's better this way. Having enemies attacking from all sides is not fun. Anyway, control the bridge. This is the first level you get Catapults, but it's also the first level the enemy gets Catapults as well.. these are very annoying to fight, but very effective in battle. Refer to my "Dealing with Catapults" section of the guide for advice on how to combat these beasts. Build a Barracks and a Lumber Mill right away, once you have 3 Spearmen, upgrade spears, then build a Blacksmith, and then a Kennel. Second thing you should upgrade is Armor, but only do this if you're holding off the raiding parties effectively, if you're guys are getting killed, spend the money on more units. Use a light formation on the bridge: GRG | C = Catapult SSS SCS N Again, Necrolyte is not necessary. The catapult here can be very effective in dealing with large groups of enemies, it shoots the first guy in its range, and ends up hitting the people behind him. When there's only one guy coming at you though, it doesn't work as well. It's also useful for killing those lone Clerics and Conjurers that show up and just stand North of the bridge. Anyway, once you have a full formation, pull like always, run in, kill stuff. Be sure to not destroy the tower, if you destroy it you lose, save before you run in and attack. The Catapult is very effective at destroying buildings, so use it in the attack. 0=~=~=~=~=~=~=~=~=~=~=~=~=0 | 3.07: Orc Level 7 | 0=~=~=~=~=~=~=~=~=~=~=~=~=0 0================================================0 |Briefing: | |The time has come for you to seize control of | |the Orcish hodes for yourself. Blackhand has | |become foolish in the deployment of his personal| |troops, and has left an opening that you can now| |exploit. A key outpost in the Black Morass is | |the core of Blackhand's supply lines, not only | |to his foremost battle groups, but to his castle| |at Black Rock Spire as well. The complete | |destruction of this outpost will disrupt his | |power base long enough for you to secure his | |overthrow. | 0================================================0 Just like that? All of a sudden you're gonna take control of the Orcish hodes? You go from being a loyal commander to a traitor just like that. Anyway.. this in this level you're not able to kill the bridge defenders right off the bat. So position your units in a formation just to the North of your town, try and put them at the intersection of those three dirt roads. This should still allow you to kill anyone coming off of the bridge, without actually being on the bridge. The nearest gold mine is to the West of your town, start mining. This is the first level you get Warlocks, at this point in the game they're really not very useful, and they're quite expensive, only build them if you're rich and have your defenses built up to the max. Once you build two more Spearmen, and upgrade spears to the max, you should have enough units to kill the bridge defenders. Save first though, it's risky. Once the bridge defenders have been dealt with, setup a standard light formation on the bridge. GRG SSS SCS As for Warlocks, if you really want one, put it North of the bridge to the left, behind all those trees, this should give him some room to summon the spiders. Finish upgrading armor, and you should be ready to kill the base, move the formation just to the North of the trees on the left, they should be facing West, right at the enemy base. Pull the defenders, destroy the town. 0=~=~=~=~=~=~=~=~=~=~=~=~=0 | 3.08: Orc Level 8 | 0=~=~=~=~=~=~=~=~=~=~=~=~=0 0================================================0 |Briefing: | |The destruction of Blackhand's outpost has left | |him in a weak position. The Shadow Council, | |sensing your rise in power, orders the | |assassination of Blackhand and elevates you to | |the position of Warchief. A Wolfrider brings | |you news that our best spy, the half-orc Garona,| |has been discovered by the Humans of Northshire | |Abbey and imprisoned there. She has valuable | |information concerning new and powerful magiks | |that would aid you in the destruction of your | |counterpart, King Llane. Trusting no one to | |complete this vital mission in time, you must | |find her, and then completely destroy the Abbey | |to protect her secrets. | 0================================================0 Right when the level starts, send some melee units up into the room ahead to deal with the enemies that are there, they should be dealt with easily. Now in the little pathway that you started in, setup a formation: RRR SSS NSN As for the four grunts that you start with, you don't really need them, just use them as replacements incase one of the Raiders die. Now you can basically beat the entire level just by sitting here, all the enemies will come to you eventually, one after another. But if you want to speed things up, send a Raider out and pull some stuff. The enemies consist of Brigands, Archers, Skeletons, Ogres, Slime, Spiders, a Scorpion and 1 Fire Elemental. Pretty much everything. You can find Orc Peons in cages, they arn't very helpful, and they you arn't required to save them, you can use them as pullers if you want. Now once everything else is dead, the Fire Elemental will break out of its cage and come towards your formation, this thing is very strong, it can kill a Raider in 3 hits. But as long as you stay in formation and keep shooting it, it should go down pretty easily. Once that's dead, go to Garona's cage in the top room, free her, and bring her to the exit, and then you win. 0=~=~=~=~=~=~=~=~=~=~=~=~=0 | 3.09: Orc Level 9 | 0=~=~=~=~=~=~=~=~=~=~=~=~=0 0================================================0 |Briefing: | |With your new found magiks, the time is ripe to | |burn the Human occupation from our lands. There| |are two Human outposts to the south that pose | |the greatest threat to our security. Reports | |from scouts near these towns show that the key | |to your success in this confrontation is to hold| |back the Human forces at their bridges while we | |strengthen your attack force. The glories of | |combat will be yours as you personally lead the | |armies that will reclaim your homelands. | 0================================================0 Alright, this is the first level where you fight more than one base at a time. It can be annoying, but it can be beaten. After making your Peons start harvesting gold and lumber (the nearest gold mine is to the South-East), form a platoon with the units you have just to the South of your town. Send a Raider out to the South immediately and pull the bridge defenders. There's only 4 Archers. Once you've killed them, setup a little formation on the bridge with all your units, start producing units to supplement this formation, and to build a new one to the West of your town, you're going to need them. Just make them standard Light formations, you don't have time to make Heavy formations, you need to destroy the bottom town quick before they start sending out large raiding parties. Upgrade arrows to the max, and when you have 6 Spearthrowers, a Raider, and two Grunts in your bottom formation, pull some town defenders, you may want to save before doing this. Once the defenders are dead, run in and destroy the town as quickly as possible. Now that that town is taken care of, this level is a lot easier. Move your bottom formation and merge it with the top one, pull the defenders of the bridge to the West. Setup a formation on this bridge, and do what you do in every level - upgrade, pull, destroy. Oh and I should mention that in this level you get two new spells: Poison gas for Warlocks, and Unholy armor for Necrolytes. While these spells are cool, they really arn't necessary, and you should spend your money investing in more troops. Poison gas is fun and all, but nothing beats a line of fully upgraded Spearmen. However, Unholy Armor is going to be very useful later once you get Daemons. 0=~=~=~=~=~=~=~=~=~=~=~=~=0 | 3.10: Orc Level 10 | 0=~=~=~=~=~=~=~=~=~=~=~=~=0 0================================================0 |Briefing: | |You have tasted victory, and the craving for | |more is upon you. It is clear that one decisive| |blow to the Humans will make the total and | |complete domination of this race a simple | |matter. Your spies have gathered intelligence | |that points to an encampment near the center of | |the Human lands where their knights and soldiers| |are sent to train. Although they will not be | |expecting an attack, they should prove a good | |fight. The destruction of this site would | |greatly weaken their forces, and etch your | |position as Warchief in stone. None shall | |survive! | 0================================================0 Okay in this level you have to destroy just one enemy base, but you don't get a base yourself. This isn't as hard as it sounds really, I mean you destroy bases all the time with just a light formation, this time you have like.. tons and tons of troops. Head North-East of the starting position and setup a big heavy formation. It should look something like this: RGGR AAAA AAAA ACCA NN It doesn't even use all your units, just save them for replacements. The first thing you have to watch out for is this Conjurer who comes down a few minutes after the level starts and uses Rain of Fire on your formation, be sure to kill him before he gets close, he could damage your guys severely, and unlike the Humans, you can't heal. Now that you've setup your formation, just treat it like any other level, send in a puller, kill the defenders, and destroy. You can have a lot more fun in this level then you can in others though, it's almost like the designers just made the level as a break for all the hard ones you've beaten thus far. You have 4 Warlocks with Poison Cloud, you can even use all their summon spiders at once, 16 Spiders are very deadly to a town. Your Necrolytes have Unholy Armor, with that your Spiders can be invincible! Anyway.. two more levels to go. 0=~=~=~=~=~=~=~=~=~=~=~=~=0 | 3.11: Orc Level 11 | 0=~=~=~=~=~=~=~=~=~=~=~=~=0 0================================================0 |Briefing: | |The final march to King Llane's home, Stormwind | |Keep, is at hand. Only two pathetic settlements| |stand in the way of the awesome, juggernaut; | |your cruel leadership, has created. The humans | |have proved to be amusing opposition, but the | |hour of doom has come for them. The complete | |and utter demolition of the twin cities | |Goldshire and Moonbrook will sever the lifeline | |between the King and his people, making him a | |figurehead waiting to be lopped off. | 0================================================0 Personally, I think level 9 was slightly harder than this one. Nearest gold mine is to the South-East, mine it. Now the good thing about this level, is that you start with a barracks and a lumber mill right off the bat, and a pretty good number of troops, along with a Catapult. Move your troops to the North-East until you see a small path through the trees, you need to setup your formation here. Be sure to block the entire path off though, invisible units will slip by you if there's even a small diagonal opening, and you DO NOT want invisible units attacking your base, that'll just make this level waay more annoying. Build a few more Spearmen, and upgrade spears. Once you've done that, build a blacksmith and a warlock tower. Yeah, that's right, you're actually going to use Warlocks in your attack this time, for one simple reason - Daemons. You are finally able to summon these beasts; they are the strongest enemy in the game, and can potentially destroy an entire town by themselves. If you want to make them even stronger, upgrade armor and weapons, these upgrades actually effect the Daemons. Build a line of about 4 Warlocks, and research Major Summoning, it's expensive (3,000 gold), but worth it. Once they're all full mana, summon 4 Daemons and send them at one of the towns, it probably won't survive. Things to watch out for though, the human equivalent of the Daemon - Water Elementals. These are not as strong as Daemons, but still can damage it severely, gang up on these things if you encounter them. Catapults can also one hit Daemons, if they're standing still that is, kill them as soon as you see them. If the Daemons die, wait a few minutes, and summon 4 more! It's not like they cost anything. Once the bases are dead, you win. If you want, you can build a temple, spend 3,000 on Researching Unholy armor, and buy a Necrolyte to cast it, but on this level it's not really worth it. There's not enough enemies that will be attacking the Daemons to make this useful, and since it drains like half their health, it probably will hurt more than it will help. Anyway, one more level left. 0=~=~=~=~=~=~=~=~=~=~=~=~=0 | 3.12: Orc Level 12 | 0=~=~=~=~=~=~=~=~=~=~=~=~=0 0================================================0 |Briefing: | |Stormwind Keep is ours to take! The Orcish | |hordes gather like buzzards to carrion, as the | |moment of destiny is close at hand. A low growl| |fills the air as your wolfriders whip their | |savage mounts into a frenzy. The earth shakes | |as catapults are loaded and moved into position.| |The fires of the burning rubble about you dance | |in your eyes as you gaze upon the pristine, | |white towers of Castle Stormwind. White that | |will soon be washed with the red of King Llane's| |blood. With his fall, all of Azeroth will be | |yours! | 0================================================0 Alright, here it is, the final level. It's not going to get any harder than this, but still, it's not really that hard. The main thing you have to worry about is the freakin' invisible enemies. They will come all the time, and blocking off the bridges like normal isn't easily achieved, since you'll constantly be hit with 2, sometimes 3 Water Elementals. There's three towns this time around, one to the South across a bridge, one to the East across a bridge, and then one in-between those two. You start with a Lumber mill and a Barracks already built, as well as a Warlock and a Necrolyte, and Major Summoning and Unholy armor already researched! That makes this level all the more easier. I wouldn't even bother blocking off the bridges this time, dividing your troops in half really isn't a good idea, and since invisible enemies slip by all the time, it's best to have your troops close to home. As soon as you are able, build a Blacksmith and then a Warlock Tower, and start producing Warlocks. I'd go without about 4. Once your Warlocks are full mana, summon all the Daemons you can and send them at one of the towns across the bridges (I'd go with the North-East one first, since it seems to have less defenses, and that's where most of the Water Elementals come from). There's really not much I can tell you about a defensive strategy, any formation you have is going to be broken apart by Water Elementals, or you'll have to split them up to go fight invisible enemies killing your Peasants. I wouldn't even really bother making a formation at all, just build a bunch of units around your barracks, and put a lot of them near your gold mine, and whenever Water Elementals shows up, summon a Daemon, and put Unholy Armor on it. I'd have a backup Warlock sitting around just for Water Elemental killing. Nothing worse than having a line of 4 Warlocks, and they're all out of mana because they just sent their Daemons at the town, have an extra one that never sends Daemons for offense, and just is for defense. Keep re-supplying your defense, and keep sending more Daemons at the towns. Once the two outlying towns are destroyed, you can pretty much relax, the middle town doesn't really send very many attackers at you (or at all). Send in some Daemons to kill the defenders, and then destroy the town like any other. Congratulations, you beat the game. Or at least, you beat the Orc Campaign. There's still the Human campaign to beat. You can check my Ranks section of the guide to see what rank you got, usually people will get up to Demigod rank just by beating the game normally. 0=~=~=~=~=~=~=~=~=~=~=~=~=0 | 3.13: Orc Ending | 0=~=~=~=~=~=~=~=~=~=~=~=~=0 0================================================0 |With the decimation of the human forces, the | |sacking of their castle was a simple matter. | |They offered little resistance once you ran | |their weak leader through with your war blade | |and toppled his body into the moat. The taking | |of Stormwind has kept your warriors in good | |spirits, and the offerings of gold and jewels | |that they bring to you are amble tribute to your| |leadership. Wine flows like blood, and the | |smell of freshly cooked meat fills you with | |satisfaction as you begin your victory feast. | |The countryside is ablaze with bonfires as | |groups of battle hardened Orcs celebrate the | |domination of this land with songs of war and | |victory. You have finally assumed your rightful| |place as ruler of this realm, as Warchief of the| |Orcish Clans. | | | |What new conquests will await you in this place?| |The Shadow Council has begun to bring you | |information concerning the lands across the | |great sea that are as yet untouched by Orcish | |rule. The Warlocks also seek permission to | |resume their experiments with the portal, their | |intent being the subjugation of other worlds. | |With the power you now possess your choices are | |limitless, but these are choices for another | |time... | 0================================================0 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- IV. Human Walkthrough -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Here are the level by level walkthroughs for the Human campaign. Before reading these, read the "Tactics" section of the guide, this walkthrough will assume that you know those basic strategies. Look at my "Before you play" section before you start. 0=~=~=~=~=~=~=~=~=~=~=~=~=0 | 4.01: Human Level 1 | 0=~=~=~=~=~=~=~=~=~=~=~=~=0 0================================================0 |Briefing: | |As a test of your abilities, the King has | |appointed you as Regent over a small parcel of | |land. Since we must keep our armies in the | |field well supplied, you are to build the town | |into a farming center of no less than 6 farms. | |Construction of a barracks for defense is also | |advised, as our scouts have reported Orcish | |patrols in the area. | 0================================================0 Alright, this is the first level of the Human Campaign, and it's extremely easy. It mostly exists just so you can get used to the basic controls. To build a Peasant, just click on the Town Hall and click build, to move just click on a Peasant and click move and then click where you want him to go. To attack something, click attack and click the thing you want to attack (Peasants can't attack). This level really requires no strategy, just make 3 Peasants, mine the gold mine to the East and chop wood. Build 5 more Farms and 1 Barracks. As long as you don't move your units out of the immediate area of your base, you won't get attacked. 0=~=~=~=~=~=~=~=~=~=~=~=~=0 | 4.02: Human Level 2 | 0=~=~=~=~=~=~=~=~=~=~=~=~=0 0================================================0 |Briefing: | |The Orcs around Grand Hamlet are becoming | |increasingly brazen in their attacks, and our | |spies inform us that they are amassing a large | |army to march against the town. The King is | |sending you, along with a small detachment of | |troops, to rally the people and defend the town | |against all opposition. | 0================================================0 In this map you're tasked with killing every Orc on the map. This isn't difficult since they don't have a base, and only attack 1 or 2 at a time every few minutes. Start mining the gold mine to the South-East, and make more Peasants, I usually like to have about 4, three mining and one chopping wood. You get a new unit this level, Archers. In order to build them, you need to build a Lumber Mill, then you can create them at your Barracks. You need to guard the North and South parts of your base, so setup two formations between the trees here. Use a small light formation like so: FFF | F = Footman AAA | A = Archer Since they only attack 1 or 2 at a time, this small formation should be enough to deal with any opposition that tries to attack. Upgrade arrows as soon as possible. Once your confident in your defenses, make a small team of 2 footmen and 2 archers, and just run around the map killing any Orcs you find. Be sure to still be guarding your base though. 0=~=~=~=~=~=~=~=~=~=~=~=~=0 | 4.03: Human Level 3 | 0=~=~=~=~=~=~=~=~=~=~=~=~=0 0================================================0 |Briefing: | |With Blackhand's raiding parties routed, now is | |the time for us to secure a lasting peace in the| |area around Grand Hamlet. You must seek out the| |Orcish outpost of Kyross that lies deep within | |the Swamps of Sorrow, and destroy it. | 0================================================0 By now you should just know to make Peasants and start gathering resources, I'm not going to repeat it everytime so just assume it. This is the first level that you fight an enemy with a base, so it could be a bit tricky. The new unit you get are Clerics, far more useful than the Orc's Necrolytes, because Clerics can heal. You'll need to build a Church in order to make Clerics. Upgrade arrows first of course. You'll need to setup two light formations to the North and South of your base, between the nearby lake and the trees, but this time, add two more archers and a cleric. Use this formation: FFF | c = Cleric AAA AcA Once you're confident in your defenses, proceed West and setup one of your formations there. Lure the enemies defenders back and kill them. Then run into the town and start destroying the buildings. Barracks first, then the Town hall, make sure all the Peons are dead, then destroy the rest of the town. 0=~=~=~=~=~=~=~=~=~=~=~=~=0 | 4.04: Human Level 4 | 0=~=~=~=~=~=~=~=~=~=~=~=~=0 0================================================0 |Briefing: | |It has been some twenty months since Sir Lothar,| |one of the crown's greatest heroes, led an | |expedition into the Dead Mines to search for the| |Lost Tome of Divinity. They were never heard | |from again. However, the great knight has | |recently appeared to the Abbot of Northshire in | |a vision -- battered and pleading for | |assistance. King Llane has ordered you to lead | |a detachment of warriors and healers into the | |mines in an attempt to find Sir Lothar, heal | |him, and bring him and any other survivors back | |alive. | 0================================================0 This is your first dungeon level, it's not very hard as long as you take it slow and stay in formation. There are a total of 21 Ogres in this level, and they are the only enemies that you fight. They're basic melee units but they hit pretty hard. Use this formation: F cccA AAAA FFFF Send a footman out front to lure some Ogres back to the formation, and heal your units completely before pulling again. This level is easier than the Orc dungeon level just because you're able to heal, your units probably won't die. Continue moving through the dungeon until you get to the final room, position your formation outside of the room and pull and kill everything inside. Once everything is dead, send a Cleric in to heal Lothar. Bring Lothar to the exit and you win. 0=~=~=~=~=~=~=~=~=~=~=~=~=0 | 4.05: Human Level 5 | 0=~=~=~=~=~=~=~=~=~=~=~=~=0 0================================================0 |Briefing: | |The Forest of Elwynn is a strategic key to | |securing the Borderlands. An outpost near the | |southeast edge of the forest will serve as your | |stronghold. The King has assigned one of his | |knights to aid you, so that your task of ridding| |the area of Blackhand's dark minions may be more| |readily completed. | 0================================================0 The nearest gold mine is to the South, but your Peasants will have to go around the trees in order to reach it, chop down these trees with your woodcutter so you can have easier access to the mine. As for your defenses, there is no rivers on this map, and thus no bridges. However, there is an easy cutoff point directly to the West of your base. Proceed West following the trees until you come to a very small path through the trees. The enemy has to come through here to get to your base, so setup your formation a bit to the South of that. You get Knights in this level, and the Stable and Blacksmith buildings. Your formation should be a standard heavy formation and look like the following: KFFK | K = Knight AAAA AccA Upgrade arrows first and then build a Blacksmith and then a Stable. Once you've upgraded armor, pull the defenders that are guarding the North part of the cutoff path, and move your formation up there. Pull the base defenders and then destroy the town. 0=~=~=~=~=~=~=~=~=~=~=~=~=0 | 4.06: Human Level 6 | 0=~=~=~=~=~=~=~=~=~=~=~=~=0 0================================================0 |Briefing: | |The monks of Northshire Abbey are under siege by| |a band of Human warriors that have been | |convinced by enemey agents to fight against the | |crown. You will be given a complement of | |knights to lead to the Abbey, which is already | |under attack. Ride hard and fast, as you must | |prevent its destruction. When you have secured | |the Abbey and beaten back these treacherous | |curs, you must then move to destroy the enemy at| |their source. | 0================================================0 As this level starts, you may want to take the game speed down to slow, so you have time to react to what's happening. You start with a full base with almost every building, but it's being attacked right from the start! Move all your units into the town and attack the enemies, there's no time for formations, try and save as many buildings as possible. Once you've killed all the enemies attacking the town, buy some Peasants and start harvesting like usual. You actually start out with an advantage since you should have most of the buildings already built. The nearest gold mine is to the North. Now you're gonna want two formations for this level, one North-West of your town, and the other North-East. The North-West formation should be a heavy formation, and it should be between the forest the gold mine is at, and the forest to the West of that. The North-East formation should be a light formation just to the East of that small lake, the enemy doesn't attack here very often, but it happens sometimes, so you need to defend it. You get Catapults this level, but this means that the enemy gets them too. Catapults are very annoying to fight, but also useful in battle, for strategies on how to deal with them, see the "Dealing with Catapults" section of the guide. The Heavy formation (North-West) should look like this: KFFK | C = Catapult AAAA | c = Cleric ACCA cc The Light formation (North-East) should look like this: FKF AAA ACA c Once you've upgraded arrows, build a Blacksmith if you don't already have one, then a Stable. Upgrade armor, and then pull the base defenders to your Heavy Formation. After the defenders are dead, run in and destroy the base like usual. 0=~=~=~=~=~=~=~=~=~=~=~=~=0 | 4.07: Human Level 7 | 0=~=~=~=~=~=~=~=~=~=~=~=~=0 0================================================0 |Briefing: | |A raiding party has completely overrun the | |village of Sunnyglade. Our scouts report that | |the survivors have been taken to a hidden Orcish| |compound to serve as slaves.. You must take a | |detachment of warriors and rescue the group of | |peasants that are imprisoned somewhere in the | |Orc camp. Our intelligence confirms that all of| |the prisoners are together, and that you must | |destroy the enclosure to open a path for their | |escape. The rebuilding of Sunnyglade is also of| |the utmost importance, as you will need their | |assistance in destroying the Orcish slayers. | 0================================================0 *NOTE* Before playing this level, be sure to be patched to V1.21, if you are not, this level becomes really really difficult. What's wrong with you, not updating a game before playing it!? You get Conjurers and the Tower building in this level, but they really arn't very useful at this point in the game, they're really not necessary, only buy them if you're rich. You start off with a bunch of troops and no Peasants, and not enough money to buy a Peasant either! In order to start producing stuff, you'll need to rescue the imprisoned Peasants from the prison. Make all your troops head South-East towards the bridge on this map. It's not a river, it's a lake, so this isn't a full cutoff point, the enemy can still go around the lake, but they rarely do. When I played this level, they came from the West side of the lake 4 times and the East side of the lake 0 times, every other attack was on the bridge, so focus your main defensive there. For now, don't worry about the East or West of the lake, and put all your guys on the bridge, except a Knight and a cleric, leave them to guard the town. If anyone attacks the town, just attack them with the Knight, and heal with the Cleric. Anyway, on the bridge, you should have a formation like so: KKK AAA AC c Once you've setup your formation, head East with a Knight and pull some defenders back to the formation. Once you discover the prison, go all the way around the prison before busting through the walls, there's Spearmen on the far side, and they will kill the Peasants if you break them out before killing them. Now bring all your Peasants back to your base, and start mining and chopping wood. The nearest gold mine is to the South. Now, replace two of the Knights in your bridge formation with Footman, and put those Knights along with the Cleric in the village at the West side of the lake, they should be enough to deal with any attacks there. Put the remaining Knight on the East side of the lake (just in case). Complete your bridge formation so it's a standard Light formation: FKF AAA ACA c This formation will be more than enough to handle any attacks they send, for some reason the enemies offense in this level is really lacking, just watch out for Catapults. Once you've upgraded arrows and armor to the max, pull the defenders of the town, and run in and destroy it. 0=~=~=~=~=~=~=~=~=~=~=~=~=0 | 4.08: Human Level 8 | 0=~=~=~=~=~=~=~=~=~=~=~=~=0 0================================================0 |Briefing: | |A new crisis has arisen that threatens to end | |the lives of all who would serve the King. The | |evil warlock Medivh has begun draining the soul | |of the land itself to increase his dark powers. | |You must take a party into his tower and destroy| |him before he summons enough energies to | |devastate all who would oppose him. Beware his | |mastery of the black arts, for legend speaks of | |his ability to command the daemons of Hell. | 0================================================0 Alright as soon as you start, make a formation like so: KFFK AAAA AccK As for the units you don't use, just put them in the back, and use them incase you need replacements, but you probably won't. There are very few enemies on this map, just a few Fire Elementals, some Slime a few Skeletons, some Spiders, and 1 Daemon, Medivh can summon more Daemons though. Just proceed through the level slowly, much like Level 4, healing after every battle, it's doubtful even one of your guys will be killed as long as you stay in formation. Move the formation along every once in awhile. Be careful of the Fire Elementals, they are very strong, they can kill a Knight in about 3 hits. Once you get to the final room, there will be a Fire Elemental and a Daemon inside. The Daemon is the strongest enemy in the game, it can kill a Knight in two hits, and every other unit in one hit, be extremely careful when luring it. Once it's dead, just send all your melee units at Medivh, he's pretty strong but you should kill him pretty easily, I'd save before trying to attack him though. 0=~=~=~=~=~=~=~=~=~=~=~=~=0 | 4.09: Human Level 9 | 0=~=~=~=~=~=~=~=~=~=~=~=~=0 0================================================0 |Briefing: | |The time has come to take the battle into | |Blackhand's own domain. King Llane has ordered | |a full assault upon the Orcs, demanding that | |this plague that spreads across the kingdom be | |eradicated. To the east of the Borderlands lies| |the Black Morass, where the Orcish hordes make | |their encampments. You are to lead an army into| |this foul region and destroy every trace of | |their dark presence. | 0================================================0 Alright, this level is where the game starts to get more difficult. It's still not that hard though. You're fighting two bases this time instead of one, but luckily, both bases have to go across the same bridge to reach you, so you can use the same cut-off point for both. This alone makes it easier than the Orc level 9, they seem to send more Catapults on this level though. Alright, nearest gold mine is to the South-East, start mining. Setup a formation with the troops that you have, and go North along the river with a puller until you reach the bridge, pull the bridge defenders - just 3 Footman, no problem. Setup your formation on the bridge. The first building you should build - besides a lumber mill - is the Church, healing is gonna be really really helpful on this level, and otherwise you'll be wasting tons of money replacing your guys, a Clerics are important on other levels too, but now they're almost required. Now scout a very wide area in front of your troops, a bit North too, these guys send Catapults like crazy, and you need to be ready for them. Another thing you should watch out for is the Necrolytes, they get Unholy Armor on this level and it's a pain in the ass. Just send a Knight out and kill them, and then heal him later. Once you've upgraded arrows to the max, send a puller down to the South village and pull the defenders, there's quite a lot this time, most of which are Spearmen. Once they're dead, send your melee units to destroy the town, but keep your other people on the bridge incase the Northern base sends troops. Once the South town is dead, do the same with the North, I think the Northern town is a bit easier than the Southern one. Oh and you get Rain of Fire and Invisibility spells this level, but they arn't really that special, Invisibility seems like it's more useful for the enemy then it is for you, and Rain of Fire is about as effective as having actual units there hitting the buildings, which can be easily accomplished. It can be pretty useful in dealing with the Necrolytes that sit in front of your formation, but for the amount of money it costs, it really isn't worth it. 0=~=~=~=~=~=~=~=~=~=~=~=~=0 | 4.10: Human Level 10 | 0=~=~=~=~=~=~=~=~=~=~=~=~=0 0================================================0 |Briefing: | |Runners have arrived and informed you of grave | |news. King Llane lies dead this day, | |assassinated by the treacherous Garona, at | |Stormwind Keep. His last command was that you | |should assume the mantle of War Leader, and end | |this battle that has drained the land of its | |resources, and now its king. Scouts report that| |deep within the Black Morass lies one of | |Blackhand's darkest seats of power --- the | |Temple of the Damned. No peasants dare approach| |the vile temple, and only the bravest of your | |soldiers have agreed to accompany you on this | |mission. You must strike boldy and without err,| |for there will be no reinforcements. | 0================================================0 Alright, in this level you have to destroy just one base, but you don't get a base yourself. This really isn't that difficult though, you've destroyed bases with far less troops than this, you start with tons. Proceed North a bit to find a bridge, setup a big heavy formation right behind the bridge like so: KFFK AAAAA CCCC cccc Send a puller over the bridge and North a bit to find yet another bridge, pull the defenders back to your formation and take them out. Right across this next bridge is the town (they have three temples for some reason..). Just pull the defenders like normal, and then destroy the town. This level really isn't very hard, and it's almost like the designers put it in as sort of a break from all the hard ones you've had to play so far (especially that last one). You can really have fun with the level, and play around with the spells that you probably haven't been using very often in previous levels. There's only two more levels to go. 0=~=~=~=~=~=~=~=~=~=~=~=~=0 | 4.11: Human Level 11 | 0=~=~=~=~=~=~=~=~=~=~=~=~=0 0================================================0 |Briefing: | |Here beats the diseased and malevolent heart of | |Blackhand's plagued lands. The sister towns of | |Rockard and Stonard are all that stand between | |the forces of the kingdom and Blackhand's | |stronghold -- Black Rock Spire. After | |conferring with your warchiefs, the path to | |victory lays clear. You must destroy Rockard | |and Stonard, thereby cutting off all lines of | |the support and supplies, so that the final | |offensive can be made upon Black Rock Spire. | 0================================================0 This level is very annoying because there are no bridges, and there are like four different ways into your base. The one small mercy is that you start with a lumber mill and barracks already built, and you start with a good number of troops, including a Cleric and a Catapult. Start mining, nearest gold mine is to the West, very close to your town hall. Now North of your town are two pathways through the trees, instead of blocking both of them off, you're just going to make a heavy formation just a bit south of both of them. This will cover both entrances, and allow you to not seperate your troops. As for the third entrance, it's South-West of your base. The enemy loops around that lake and comes in from the bottom, build a light squad facing West to cover this entrance. The fourth one is between the lake and the trees North-West of your town, they don't attack from here very often, and it's usually just because the AI gets confused when it's trying to enter the third exit, and ends up taking a different route, usually they only attack one or two at a time here, just put two Footman and three Archers, it should be enough. Now in this level you get a new spell: Water Elemental summoning. This is the strongest unit that the Humans are able to get, the Orc equivalent is the Daemon, which is actually a bit stronger, but not by much. The Water Elemental advantage is that it has ranged attacks, not as far as an Archer, but still further than Melee, which will be an advantage when more than one are trying to gang up on one enemy; instead of going all the way around, it can just shoot from the back. Build a Wizard's Tower and research Major Summoning, it's expensive but worth it. Train about 4 Conjurers and when they all have full mana, summon 4 Water Elementals. Send the Water Elementals at a base and kill all the defenders. If you want to make the Water Elementals even stronger, upgrade armor and weapons, these upgrades actually effect Water Elementals. Anyway, once the first base is destroyed, move onto the second one, if the Water Elementals die, you can always just summon more, they're free after all. One more level left. 0=~=~=~=~=~=~=~=~=~=~=~=~=0 | 4.12: Human Level 12 | 0=~=~=~=~=~=~=~=~=~=~=~=~=0 0================================================0 |Briefing: | |Black Rock Spire stands before us! The skies | |above the reeking swamp fill with the gathering | |thunderheads that spell doom for the loser in | |their final confrontation. Tension hangs like a| |heavy cloak on your shoulders as your troops | |prepare for the battle ahead. Above you the din| |and chaos that swirls about the battlefield | |stands the Castle of Blackhand, its gaze | |sweeping down upon the battlefield where the | |destiny of the land will be decided. Destroy | |the stronghold and those who would seek to | |defend it, and Azeroth will be freed from | |Blackhand's poisoned grip forever! | 0================================================0 Okay, this is the last level. This is the hardest level in the Human campaign, but the Orc last level is a bit harder, so if you've beaten that, then this will seem like no problem. In this level you'll be fighting 3 bases at once, and they'll be sending everything they got at you (for some reason they never sent Catapults at me while I was playing this, so that's one less thing you have to worry about). Despite having no rivers, and thus no bridges, there is a cut-off point to the North of your base between a lake and some trees. Now before you start chopping down trees, be very very careful where you cut, the only trees near your base are to the left, but if you cut too far in, you'll break into a path that leads direclty to one of the bases! This will be just another thing you will have to guard, so it'd be best not to break into it. Instead, cut trees at the very bottom of the level, you can go right under the path and never break into it, still be careful though. You really shouldn't need that much lumber anyway. You start with a Conjurer and a Cleric, and Major Summoning and Invisibility already researched, this is very helpful. Setup your defensive formation like so: KFFK AAAA AAAA Put the two Catapults you start with behind the trees to the left of the formation, it'll put them closer to the enemies, and give them more opportunities to fire. The first buildings you should build are a Blacksmith and then a Conjurer's Tower. Start making Conjurer's right away, you should have about 5 of them. Your entire offense is going to consist of Water Elementals, raiding in groups of 4 at a time, the 5th Conjurer is there incase a Daemon shows up and your other ones are out of mana. Now just send groups of 4 Water Elementals at the enemy bases, the big base is in the top left corner of the map, and the other two are to the East and South of it. Take out the smaller bases first, and then focus on the big one. The big base has a TON of defenders, it will probably take you 3 or 4 groups of Elementals before you finally take them all down, you will eventually though. Once they're dead, destroy the base like usual, and then you win. Congratulations, you've beaten the Human campaign, if you haven't beat the Orc campaign, then do that too. You can check my Ranks section of the guide to see what rank you got, usually people will get up to Demigod rank just by beating the game normally. 0=~=~=~=~=~=~=~=~=~=~=~=~=0 | 4.13: Human Ending | 0=~=~=~=~=~=~=~=~=~=~=~=~=0 0================================================0 |The fall of Black Rock Spire spelled final | |victory for the forces of Azeroth. With | |Blackhand slain and their stronghold destroyed, | |the few scattered Orcs that remained were quick | |to bow before your might. A celebration ensued | |that lasted for many days and nights, with music| |and joyous festivities resounding throughout the| |land. The people of the kingdom have come from | |miles around to gather at Stormwind Keep, and | |are delighted by a display of mystic sights and | |sounds provided by the Court Conjurers while | |being treated to a feast of unequaled splendor. | |Amidst this celebration, your ascension to the | |throne is acknowledged by your new subjects, and| |you are given the honorarium Defender of the | |Crown. As the evening's celebration continues | |into the early hours of the morning you retire | |to the sanctity of your throne room. | | | |The duty of ruling Azeroth is an awesome | |responsibility, and should prove to be your | |greatest challenge yet. Learning the | |intricacies of court politics alone will be like| |sailing in uncharted waters. King Llane was | |renowned for ruling with a fair and just hand, | |and you resolve to be as proficient as he was. | |There is also the matter of discovering the | |exact location where the Orcish hordes entered | |into this world, and divining a way to end the | |threat of another invasion forever -- but that | |is a story for another time. | 0================================================0 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- V. Appendices -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This section contains any other info I thought might be useful. 0=~=~=~=~=~=~=~=~=~=~=~=~=0 | 5.01: Unit Stats | 0=~=~=~=~=~=~=~=~=~=~=~=~=0 Here are all the unit stats, such as HP, armor, attack power etc. Thanks to Clownboss for the hero unit stats! ============ Human Units: ============ Unit Range Armor Hit Minimum Random Train Pts Damage Damage Time Peasant - 0 40 - - 750 Footman 0 2 60 1 9 600 Archer 5 1 60 4 0 700 Cleric 1 0 40 6 0 800 Knight 0 5 90 1 13 800 Catapult 8 0 120 - 255 1000 Conjurer 3 0 40 6 0 900 ============ Orc Units: ============ Unit Range Armor Hit Minimum Random Train Pts Damage Damage Time Peon - 0 40 - - 750 Grunt 0 2 60 1 9 600 Spearman 4 1 60 5 0 700 Necrolyte 2 0 40 6 0 800 Raider 0 5 90 1 13 800 Catapult 8 0 120 - 255 1000 Warlock 2 0 40 6 0 900 ============ Hero Units: ============ Unit Range Armor Hit Minimum Random Pts Damage Damage Lothar 0 5 50 1 15 Griselda - 0 30 - - Medivh 5 0 110 10 0 Garona - 0 30 - - ============ Other Units: ============ Unit Range Armor Hit Minimum Random Decay Pts Damage Damage Rate Orc Skeleton 0 1 40 1 4 45 Ogre 0 0 60 1 12 - Slime 0 10 150 1 0 - Scorpion 0 0 30 3 0 45 Spider 0 0 30 1 3 45 Dungeon Skeleton 0 2 30 1 9 - Fire Elemental 0 0 200 0 40 - Brigand 0 4 40 1 9 - Daemon 0 0 300 0 65 45 Water Elemental 3 0 250 40 0 45 ============ Buildings: ============ Building Hit Time Pts Build Townhall 2500 1000 Farm 400 1000 Barracks 800 1500 Lumbermill 600 1500 Church/Temple 700 2000 Blacksmith 800 1500 Stables/Kennels 500 1500 Tower 900 2000 0=~=~=~=~=~=~=~=~=~=~=~=~=0 | 5.02: Ranks | 0=~=~=~=~=~=~=~=~=~=~=~=~=0 These are the ranks you get after beating a level, depending on your score. Through personal experience, I can say that it takes 11,000 points to reach the God rank, but I don't know the exact points required to get every one of them, so I'm going to issue a challenge to everyone who reads this: Write down all the points and ranks you get for every level while you play, and e-mail them to me. If enough people do this, I might be able to piece together an estimation of the points needed for each rank! Also note that it's apparently possible to get so many points that the game glitches, and resets your rank to slave. This has never happened to me though. 0==========================0 |Rank |Humans |Orcs | |-----|--------------------| | 1 |Slave |Slave | | 2 |Peasant |Peon | | 3 |Squire |Rogue | | 4 |Footman |Grunt | | 5 |Corporal |Slasher | | 6 |Sergeant |Sergeant | | 7 |Lieutenant|Commander| | 8 |Captain |Captain | | 9 |Major |Major | | 10 |Knight |Raider | | 11 |General |General | | 12 |Brigadier |Master | | 13 |Marshall |Slayer | | 14 |Duke |Dictator | | 15 |War Leader|War Chief| | 16 |Demigod |Demigod | | 17 |God |God | -- 11,000 points | 18 |Designer |Designer | 0==========================0 0=~=~=~=~=~=~=~=~=~=~=~=~=0 | 5.03: Cheats | 0=~=~=~=~=~=~=~=~=~=~=~=~=0 These are the cheats for the game, just incase you're too weak to beat it legit. Just press enter during a battle and type in the code. corwin of amber = You need to enter this code before you enter God Mode, Instant Win/Loss, or level skip. pot of gold = Get 10,000 Gold and 5,000 Lumber. eye of newt = Get all spells. iron forge = Get all upgrades. crushing defeat = Lose the current mission. You need to use the corwin of amber code before this one will work. sally shears = See the entire map. human# = Skip to any Human level, where # is the number of the level you want to go to. You need to use the corwin of amber code before this one will work. orc# = Skip to any Orc level, where # is the number of the level you want to go to. You need to use the corwin of amber code before this one will work. hurry up guys = Speed up building and training. yours truly = Win the current mission. You need to use the corwin of amber code before this one will work. ides of march = Brings you to the ending cutscene. there can be only one = Your units are invunerable and do 255 damage. You need to use the corwin of amber code before this one will work. 0=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=0 | 5.04: References in WoW | 0=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=0 If you play WoW, you might have been playing this whole time without realising how many times Warcraft 1 is referenced. Little things like town names, geography, books, you probably just thought it was senseless background information that wasn't based on anything, well you're wrong, it's based on this game. Here we go. Firstly, the entire title of WoW comes from this game. The last sentence of the opening cinematic is "Welcome to the World of Warcraft". Andiun Lothar, Blackhand, King Llane, Garona and Medivh, all of whom appear in this game, are referenced countless times in WoW, and other media. The Tomb of Divinity, mentioned in Human level 4, is involved in a Paladin quest. Now the most obvious references to this game are the town and area names. You might recognize such places as: Stormwind, Goldshire, Northshire, Moonbrook, the Deadmines, Stonard, Blackrock Spire, and area names like Elwynn Forest, the Redridge Mountains and the Swamps of Sorrow (called Swamp of Sorrows in WoW). But what about Grand Hamlet, Sunnyglade, Rockard, Kyross, the Temple of the Damned, and the Black Morass you might ask? Well most of those are in the game too, just not like you'd expect. You have to remember, that Warcraft 1 takes place a very long time before WoW (30 years to be exact), and that during the game, the Orcs pretty much destroyed nearly every single Human settlement around, the WoW ones you're looking at are not the same towns, just rebuilt towns that are called the same thing, some towns might have been rebuilt and called something else, whereas others were just never rebuilt. It was recently confirmed in "Warcraft: Legends Volume 2" that Grand Hamlet is in fact Darkshire, this means that Sunnyglade is probably Raven Hill, or was just never rebuilt. There's no tower in Raven Hill however, but it was probably just destroyed by the Orcs after they had stolen all its magical secrets. Now, what about Rockard and Kyross? In Warcraft 1, Rockard and Stonard are sister cities, if that's the case, why does Stonard appear in WoW but not Rockard? The answer is Rockard was probably just never rebuilt, same with Kyross. There's some Orcish ruins in the Blasted lands that could be either Kyross or Rockard, it isn't certain which one though. Now as for the Temple of the Damned, this doesn't appear in WoW at all, since that level in the Human campaign where it appears probably isn't canon, it likely wasn't destroyed during the first war, it was probably destroyed during the end of the Second War, and never rebuilt. Now as for the Black Morass, that's just the name the Orcs gave to the Blasted Lands/Swamps of Sorrow area during the first war. Now what about Daemons, those don't appear in WoW right? Well they sort of do. In the Karazhan chess event, the "Summoned Daemon" uses the same model as a Doomguard. It's likely the Humans and Orcs during the first war just refered to Doomguards as "Daemons" since they didn't know the proper name for them. They're likely the same thing. As for Water Elementals, Mages can summon them if they have enough points in the Ice talent tree. As for "Medivh's Tower" this is of course Karazhan, the level where you kill him is the underground portion of the tower. This whole event is retold in "The Last Guardian" book. Now even as far as Kalimdor, this game is referenced. Orgrimmar, the Orc Capital, is named after an Orc named Orgrim Doomhammer, who you play as during the Orc Campaign in this game. And anything that mentions "The First War" is talking about the conflict that occured during this game. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- VI. Closing -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 0=~=~=~=~=~=~=~=~=~=~=~=~=0 | 6.01: Credits | 0=~=~=~=~=~=~=~=~=~=~=~=~== Here are the credits you get after beating the game: Game Design Blizzard Entertainment Producer Patrick Wyatt Executive Producer Allen Adham Programmers Patrick Wyatt Bob Fitch Michael Morhaime Jesse McReynolds Artists Stu Rose Samwise Didier Ron Millar Mickey Neilson Brian Sousa David Berggren Roman Kenney 3D Artists Joeyray Hall Ron Millar Duane Stinnet Music & Sound Glen Stafford Gregory Alper Rick Jackson Chris Palmer Voices Bill Roper Manual Design & Layout Bill Roper Manual Illustrations Stu Rose Samwise Didier Roman Kenney Brian Sousa Mickey Neilson David Berggren Chris Metzen Nick Carpenter Public Relations Susan Wooley Linda Duttenhaver Marketing Kathy Carter Steve Huot Burkley Hanes Debbie Caton Fernando Paez Sales Russel Nishida Aprile Penhall Helen Moriyama Quality Assurance Robert Louden Tymothi Loving Mark Menter Larry Smith Registered Beta Testers Derek Arasi David Bevik Jeff Cassens Shane Dabiri Robert Djorjevich Doug Gauss Sina Ghaboussi Tim Gossard Mark Pearce Vic Larson Issac Matarasso John Teichrow Andy Thorson Stuart Venable Jr. Special Thanks To Bob & Jan Davidson John Patrick John Goodman Jeff Beaumont Ralph Becker Mike Albanese John Sosoka Pam Drake Jenny Toney James Phinney Bobo the Wonder Orc Suzanne States Ronald Millar Sr. Private Pabst Bunchy Eskhandar Salty Dog Rider The "Batman" M.B. Frank Pearce Shannon and her white chocholate grapes Pretty Princess Gwendolyn Susan Bezzina Darlene & her hair The Memphis Blues Christina Cade Jason "God of Thunder" Thor "Dangerous" Damian Russell Shahram Dabri The Mang Mang Vic's Car The Poxy Boggards Ray the Soda Man Lala Endicott C.W. The Kitchen Sink & you for reading this. 0=~=~=~=~=~=~=~=~=~=~=~=~=0 | 6.02: Revision History | 0=~=~=~=~=~=~=~=~=~=~=~=~=0 V1.00 - 11/12/08 - Wrote the guide. V1.01 - 02/23/09 - Corrected grammar/spelling mistakes and updated some parts in the "References in WoW" section. 0=~=~=~=~=~=~=~=~=~=~=~=~=0 | 6.03: Contact Info | 0=~=~=~=~=~=~=~=~=~=~=~=~=0 Contact me if you have a suggestion for the guide, or a correction. You can also contact me if you have any questions about anything. I'd prefer you contact me on IM, since I'm more likely to respond, but E-mail will work also. E-mail: S104Fred@hotmail.com MSN/Live Messenger: S104Fred@hotmail.com AIM: S104 Fred World of Warcraft: Malladar on Bonechewer server 0=~=~=~=~=~=~=~=~=~=~=~=~=0 | 6.04: Copyright Info | 0=~=~=~=~=~=~=~=~=~=~=~=~=0 Warcraft and all things related to Warcraft are copyright Blizzard. This guide is copyrighted (c) 2008 to Conner Boehmer, and is the intellectual property of Conner Boehmer. This guide/FAQ/walkthrough is protected under International Copyright Laws. Feel free to put the guide anywhere you want as long as I get credit for it.