Orphan: Warcraft - PC Walkthrough
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In this, the first installment of the wildly popular Warcraft series of deep, involving real-time strategy games, fiendish Orcs have invaded the peaceful land of Azeroth. The humans, more than miffed at this unprecedented act of hostility upon their kingdom, gather their armies and march to war. Only one race will survive. Who will it be? The choice is entirely up to you.
Contents |
Human Campaign
Chapter 1
To test the strategic elements of your mind, the King has ordered you to build a town into a farming center six Farms large, with a Barracks to boost the town's defenses. Use this first level of the game to acquaint yourself with Warcraft's controls and play mechanics, as it won't get any easier than this. To get the ball rolling, collect the gold from the mine east of your starting position and build both the Barracks and the five other Farms you need. You'll have some cash left over, so use it to train the Peasants in your control, and send a few to the forest to the northeast to gather wood. There are about eight Orcs wandering around the area, but chances are they won't even attack you unless they spot one of your Peasants. If this happens, just send in a Footman to kill the beast. When the Farms and Barracks are completed, you have won the mission.
Chapter 2
The town of Grand Hamlet has been under attack by the Orcs, and reports reveal that a sizable army is nigh ready to march on the village and burn it to the ground. Obviously, we cannot let this happen; these Orcs must be slaughtered! Start training a Peasant to speed up the process of building a Lumbermill and a Barracks, then start gathering gold from the mines to the southeast and northwest of town. Make sure you let your Archer protect whatever Peasant is doing the actual mining, as the Orcs will attack the city one at a time (not the best war strategy, I know, but what can you do). Produce more Archers for further protection after the Lumbermill has been erected, and upgrade your arrow strength to make this even easier. Sixteen Orcs in all will assault your town, but you'll win the mission when all are slain.
Chapter 3
The Orcs have set up an outpost in the nearby Swamps of Sorrow, and the King has demanded its immediate disposal. Command your Peasants to start gathering resources via the gold mine and forest south of your starting position while you send a Footman around the swamp to explore the attack routes the Orcs will be using. When you figure out which direction the enemy will be coming from, place the majority of your defensive units on that side of your home base. As more gold pours into your reserves, produce additional Archers and Footmen until you have a nice little attack force. Send them toward the advancing Orcs to stop them before they can even reach the town. Now proceed to the Orc outpost and send a Footman forward to lure the rest of their forces out, right into line of your archers' fire. When you've killed all the Orcs, destroy the outpost to complete the mission.
Chapter 4
Twenty months ago, Sir Lothar led a search party into the Dead Mines to find the Lost Tome of Divinity and has appeared in a vision, begging you to send help down into the Mines! The King, of course, orders you to investigate and bring Lothar back safely. Set up your units in a tight formation with a few Footmen in front, followed by a line of Archers, then your Clerics, and then finally a couple Footmen at the rear, and never deviate from this grouping. Send your squad south through the tunnel, winding your way southwest, north, and finally northeast to locate Lothar, taking down all the Orcs on the way. Heal up completely with your Clerics when you find Lothar, then march back to the entrance of the Mine to win the mission.
Chapter 5
The Borderlands must be secured, and ridding Elwynn Forest of the large Orc presence congregating there is key to achieving this goal. You must slay every last Orc to win this mission, and thankfully the King has granted you the use of one of his Knights to help move the killin' along. There are two mines close to your starting position at the southeast corner of the map, so send some trained Peasants through the forest to collect wood and clear a path to them. The Orcs will only advance on you in small, easily-handled groups, so don't worry about a full-fledged assault. Don't be stupid though--have your defensive units ready for several skirmishes. When you have gathered enough resources, build a Lumbermill and produce more Footmen, then train your Archers until you can build a Church and a Blacksmith. Train your Clerics once the Church is up. Upgrade your armor and weapons with the Blacksmith, then send your brute squad northwest toward the main Orc encampment, but don't get too close to it until you can see it with Far-Seeing (after you've researched it, of course). Let your Footmen lure the Orcs out so your Archers can slaughter them, then march inside the base to finish off anything still alive.
Chapter 6
The fiendish Orcs have talked a group of human warriors to turn against the kingdom and take over Northshire Abbey! You must race to the Abbey to prevent its destruction and kill the traitors foolishly siding with the Orcs. You'll begin in the southeast corner of the map, so lead your units into the nearby Abbey and start clearing out the attackers, and start training a Peasant as well. When these initial traitors are dead and the Peasant has been trained, have him get going on the repairs, and train a Cleric to heal up your undoubtedly injured units. Set up your Knights on the northern and eastern fronts of the Abbey while your Peasants are working to gather resources (there's a mine just north of the Abbey and another northeast of the lake above you). Just be sure you don't send Peasants out alone without protection, lest they be slain by the advancing enemy Knights. If you see Clerics in the enemy brigades, kill them first so they can't heal their allies!
The traitors will also send Catapults at you, but they can be taken care of easily with a Footman or Knight. Rebuild the Lumbermill if it fell, then train your Archers and place a few around the eastern flank to assist the Knight you stationed there. Rebuild the Blacksmith while you're at it to train your own Catapults, which make nice defensive units. Upgrade all your weapons when you can afford to, then send a large team north to the enemy encampment. Like before, let a Footmen draw them out in small groups until the lot of them have met the sharp end of your swords and arrows.
Chapter 7
Those devilish Orcs have taken the town the Sunnyglade and enslaved its unfortunate citizens. It's time for a march...for freedom! You'll start on the northwest corner of the map, and Sunnyglade is far to the southeast; you must rescue the peasants trapped within, as well as crush the Orcs responsible for this inexcusable act. Leave a Knight and Cleric in your starting town, then send the rest of your units southeast to the bridge spanning the middle of the large lake. Set up a couple Knights and an Archer at the southern end of the bridge, followed by a couple more Archers, and then a Catapult, Knight, and another Archer behind them. Now send a Knight southeast until you see the Orcs, then lure them back to your ambush on the bridge.
The Catapult and Archers should make quick work of the Orc Spearmen. Now let your Cleric back at the home base use Far-Seeing to spot the other Orcs in the area, and let your Knight lure them all one-by-one to the killing machine on the bridge (unless you encounter a lone Catapult, in which case just let the Knight destroy it then and there). When all the Orc defenses have been taken care of, including the ones around the peasant pen to the east, let a knight break through the northern side of that wall and revive the peasants. Lead them north to the edge of the map, then west back to your home base. Now that they're safely out of harm's way, produce additional units for your army and destroy the bulk of the Orc forces in the southeast corner.
Chapter 8
The warlock Medivh is draining the soul of the land, which is never a good thing, and the caverns around his underground tower are swarming with fierce monsters. The King, relentless with his orders, commands you to wipe Medivh from the face of the planet, along with all his foul daemons. You start in the northwest corner of the map, and Medivh's tower is actually just east of you, but you have to circle all the way around the dungeon to reach it. Form an unbreakable unit of four Knights in the first row, all your Archers in the second, your Clerics flanked by Footmen in the third, and the remaining Footmen and a Knight in the last. Use one of your front line Knights to scout ahead and draw the caverns' various nasties toward your main unit for their inevitable death. Head south to the bottom of the map, east, north all the way, then west to Medivh's tower. Don't mince words--charge him headlong to kill him expediently! Finish off the rest of his spiders to finish the level.
Chapter 9
The King, tired of the Orcs' constant advances upon his kingdom, has decreed that war shall now be brought to them. The first stop on this road to eradication is the Black Morass, where two Orc encampments are located. You begin in the southeast corner of the battlefield, and the two Orc bases can be found on an island directly west and another far to the northwest. While you're gathering resources and building up both your base and defensive units, send a Footman north to find the bridge leading to the western island, then lure the three Orcs there back to your base for execution. You need to secure that bridge, so send several upgraded Archers there to hold it, then build a Church. Send a Cleric or two to the bridge to heal any units that need it, as well as some trained Catapults to assist the Archers. Keep bulking up this position, then use the time-honored technique of luring the Orcs into your little trap. When the first Orc base is completely empty, repeat this process on the second one to complete the mission.
Chapter 10
The King is dead, slain by Stormwind Keep's treacherous regent, Garona. Basically, this means you're in charge from here on out. Orcs are amassing at the Temple of the Damned, so that's your next target. You need to destroy the temple, as well as the surrounding town, and kill every Orc on the map. You'll begin on the eastern edge of the battlefield, with the town and temple west of you over two bridges, and you'll have quite a nice task force from the outset. Have your Conjuror summon a few Scorpions to scout ahead, then send your army (Knights in the lead) west toward the temple. You'll be attacked on the way, but they won't have a chance of stopping you. Send your Scorpions into the town to lure the enemy out in its entirety and let your Catapults massacre the majority of them; your Archers and Knights should be able to take care of the rest of them. Now enter the town, killing the remaining Peons and tearing it all down.
Chapter 11
The towns of Rockard and Stonard are all that lie between you and the Orc leader, Blackhand, and wouldn't you know it, the Orcs are in command of both cities. There's only one plan of action: destroy both towns. Orcs will attack you from both Rockard and Stonard, so stay vigilant. Order your Conjuror to summon some Scorpions to scout the map and kill any Warlocks they happen upon, and set up your Archers on the choke points by your base to take care of the advancing Orcs. Build a Tower when you can, and research Major Summoning so you can learn about the Water Elementals. Keep training Conjurers until you have half a dozen of them and put some space between them around your base to maximize their abilities and range. Summon several Water Elementals and send them to the two towns to kill everyone; just make sure to avoid the Catapults until you're actually within the town walls, as they can destroy Water Elementals in a cinch. Kill all the Orcs and destroy the towns to move on to the final mission.
Chapter 12
Finally, you've reached Black Rock Spire, the home of the Orc overlord, Blackhand. Time to destroy it and slay Blackhand to rid Azeroth of the Orcs once and for all! You start in the southeast corner of the map, with Black Rock Spire far to the northwest, flanked by two large Orc encampments. Your Conjurors' Water Elementals will be key in obtaining victory, as will all the tactics you've learned in the battles preceding this. Gather resources, build up your base as much as you can, and upgrade your units fully, churning them out as fast as you can before making your assault on one of the encampments. Locate the Warlock producing all the Daemons here to severely cut down your adversaries, and after both encampments are defeated, march on the Spire, luring as many Orcs out as you can before charging right in and leveling the whole thing to the ground.
Congratulations, for you have just finished Warcraft's human campaign. Now for a real challenge, try and take on the Orc scenarios and give those humans what's coming to them!
Orc Campaign
Chapter 1
Like the first human mission, this mission is all about learning how the game works and building simple things like Farms and Barracks. In this case, six Farms and one Barracks, just like the human counterpart. You already have one farm built, so just collect the gold from the Mine north of your starting position to get the cash necessary to build the other five and Barracks. Train a Peon to gather lumber from the forest south of you, and this level should be over in no time. You can engage the humans wandering around here if you wish, but it certainly isn't a requirement, or recommended.
Chapter 2
Humans are trying to beat you back out of the Borderlands, and Blackhand has ordered you to send them a message: Stop! Train a Peon right off the bat and start gathering resources--there's a Mine north of your starting position and some forest just beyond that. There are twenty humans to deal with here, and they'll approach your base in ones and twos, which makes things pretty easy. Be sure to build your basic structures, i.e. your Barracks and Lumbermill, and load up on trained Spearmen to guard both your gold-mining Peon and your home base. Replace any fall troops as the humans come to you like a lamb to the slaughter, and when all twenty are dead, you will have successfully completed the mission.
Chapter 3
Your success on the Borderlands has brought you to the city of Grand Hamlet, which is teeming with humans just ripe for the killing. Blackhand has ordered you to destroy the city and everyone in it, and it's located far southeast of your starting position. Collect gold and lumber from the mine and forest just southeast of your base, leaving half of your troops there to guard the area while the other half watch over the home base. Build the usual Barracks and Lumbermill, and train your Spearmen while constantly adding to your ranks. Clear the area around the bridge north of Grand Hamlet and fortify it, then wait as the human Peasants try to cross. Watch in delight as you slaughter them. Back at the home base, build a Temple and train some Necrolytes so you can raise the Peasants' bodies from the grave, then send some down toward the city to lure the remaining humans to your main force. When they're all dead, crush the city to rubble.
Chapter 4
Oh, the troubles of Orcs. Blackhand's daughter, Griselda, ran off with the outlaw Turok's band of Ogres, and they're now hiding deep in the Dead Mines. Blackhand does not tolerate such disobedience, so he's ordered you to find Griselda and kill her, along with whoever's she's with! Now that's justice. Form your troops into a box that you should never deviate from: three Raiders in the front row, your Spearmen in the row behind that, your Necrolyes and another Spearmen behind that, and your Grunts (and maybe a Raider) in the rear. Send one of your front line Raiders to scout on the path ahead, then rush back to your main group when you spot an ogre to lure it into certain death. Follow the tunnel east, south, west, then north to find Griselda and the remaining ogres. Kill them all to win the level and move on to bigger and better things.
Chapter 5
It seems your outpost near the Red Ridge Mountains is under attack by those pesky humans, so you must quickly get to it before they burn it down, then exact revenge on them for deigning to even attempt such a maneuver. Start off by rushing to the town and ridding it of all humans. Set up your troops along the northern front once the coast is clear, then start rebuilding anything that was destroyed. Produce more Spearmen until you've got about a dozen of them, then build a Blacksmith so you can upgrade armor. Split your Spearmen up to guard the east and west bridges north of the city (along with some Grunts) while your Peons mine for gold and gather lumber. When you're ready to finish the humans off, send a Raider into the enemy base to lure them back to your Spearmen/Grunt squads. Repeat this process until all the humans are dead and mission is cleared.
Chapter 6
The town of Sunnyglade is ready to be brought to its knees, as it contains a Tower that you need to capture in order to learn the humans' secret magiks. You begin at the southern edge of the map with Sunnyglade far to the north. Get some gold from the mine west of your starting position and have a Grunt explore the areas around you, particularly the bridge to the northern half of the map. Set up a line of Spearmen, Raiders, and Catapults--with Catapults and Necrolytes behind them--above your starting point in preparation of the inevitable human attacks. Just send a Grunt out to lure the humans straight into your spears, and when they're gone, move your crack squad north to the bridge to secure that. Use this great protection to let your Peons gather resources to their hearts' content. When you're sufficiently powered up, send a Grunt forward to lure the humans out of Sunnyglade one by one until they're all corpses.
Chapter 7
Blackhand has been far too careless with his so-called rulership of the Orcs, so the time has come for you to seize the throne! To do this, you need to kill all of Blackhand's men at the Black Morass outpost, thus disrupting his power base long enough to secure his destruction. You'll be fighting your brethren here, starting off in the southeast area of the map, with the outpost located to the northwest. Begin by setting up your troops along the northern edge of your base, then sending a Peon (with a Raider to protect him) to the Gold Mine west of you. Let a Grunt scout the immediate vicinity while you train another Peon and build a Barracks and Lumbermill. Train a couple Spearmen to boost your base's defense, then train a couple more and set them next to your Raider at the Gold Mine. Build a Blacksmith and produce a Catapult for further base protection, then construct a Temple to produce some Necrolytes; have one use Dark Vision to increase your viewpoint while the other revives any fallen troops for some Skeletons. Train a few more Spearmen, then have a Raider lure Blackhand's Spearmen toward your base. When the southern half of the map is cleared, head to the bridge leading to the northern half and secure it with a line of Spearmen and a Catapult behind them. Build a Tower at your base now, produce a Warlock, summon some Spiders, then use them to lure Blackhand's Orcs to the bridge, where they will all meet a grisly death. Finish this mission off by destroying the outpost for further insult to injury.
Chapter 8
Nice work; the Shadow Council had Blackhand assassinated and has promoted you to War Chief of the Orc army. You also receive news that your half-Orc spy, Garona, has been captured and is being held prisoner at Northshire Abbey. You'll start this mission off being surrounded by the enemy, so kill these first human scumbags off before rearranging your troops like so: two Grunts and a Raider in the first row, two Spearmen and a Necrolyte in the second and third rows, and two Raiders and a Grunt in the rear. Make your way slowly down the corridors to Garona's cell in the northeast corner of the Abbey, which is guarded by a Fire Elemental. Don't go near Garona until you've lured the Fire Elemental away from her and killed it. When you set Garona free, place her in the center of your group to keep her safe, then trek back to the entrance of the catacombs to complete the mission.
Chapter 9
Garona has taught you some very powerful magiks, so now it's time to use them on the humans. South of your current location are two human outposts that will make excellent targets, one directly south and one to the southwest. Send a Peon to the Gold Mine southeast of town while a Grunt scouts around. Set up your defensive units on the southwest corner of your base, making sure to kill enemy Conjurors on sight. Build up your base as you've done with nearly every mission up to this point, and produce several Spearmen and a Catapult via a Lumbermill and a Blacksmith, respectively. When resources permit, build a Temple to produce a couple Necrolytes, and have one cast Dark Vision to get a lay of the land. Upgrade your spears and produce over two dozen more Spearmen, which will form the bulk of your attack force, along with a few Grunts, your Necrolytes, and your Catapult. Send them to the bridge west of your base, capture it, set up camp just past it, then lure the humans from the southwest outpost to it to kill them all bit by bit. Destroy the empty outpost, then repeat this tactic with the southeast outpost to move on to the next mission.
Chapter 10
Your spies have managed to find the training grounds where all the human soldiers build up their skills before being sent into battle. Your game plan: attack the unsuspecting humans there to deal a crippling blow to their armed forces. The camp is located northeast of your starting position, and you've got an enormous army to administer the forthcoming massacre, just so long as you stick together as a single unit. Summon some Spiders to reveal the path ahead, then send your entire army straight to the camp for a full-on assault! Kill the Clerics first to prevent them from healing the enemy units, then kill everyone and demolish every structure for a quick victory.
Chapter 11
The march on the human King Llane has one final stop at the twin cities of Goldshire and Moonbrook. To reach King Llane at Stormwind Keep you'll have to raze these two towns first, and they're located north and north east of your starting position at the southwest corner of the map. Hit up the two mines located east and northwest of your home base and make sure you have Grunts protecting the Peons you send there. As for the remainder of your troops, keep them in town, because the humans will be constantly attacking it. Build up your base as usual, including a Blacksmith for a Catapult and a Tower for a Warlock who can research Major Summoning. Like the previous missions, kill Conjurers on sight, as they can be quite devastating with their spells. Summon Spiders to explore the land while you're gathering resources and producing Spearmen, and when you can, have your Warlock summon some Daemons. Send them out to kill any units in the immediate area, especially the Water Elementals, preventing them from getting anywhere near your base. Produce five or six Warlocks and then build a Temple to produce some Necrolytes, with the Unholy Armour Spell researched and ready. Cast it on your Daemons and send them to the two human cities to bring about their total destruction.
Chapter 12
Azaroth is within your grasp! You have only to Destroy Stormwind Keep and kill the last surviving humans to achieve complete domination, so get the ball rolling in the usual fashion: gather resources and build up you base while pumping out units and their upgrades. When you've got enough units, have them block both of the bridges leading to the southern and northeastern islands to keep your base human-free, and start producing several Daemons, who will be doing the dirty work for you from here on out. Water Elementals roam rampant here, but your Daemons should have no trouble dealing with them, as will your Spearmen and Catapults. When you have sixteen Daemons or more at your disposal, send them through one of the two human encampments (either south or northeast), killing everyone in their path and bringing the structures down while the rest of your units take on the second encampment. When both have fallen, storm Stormwind Keep and slaughter every human you can get your claws on. Send the Keep crumbling to the earth and you will have annihilated the human presence in Azeroth!
Good work, you have completed the Orc campaign and shown humanity that it'll have to try a little harder next time if it wants to save itself from total extinction!
