Orphan: Warcraft II - PC Walkthrough
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After the Orcs descended upon Azeroth through the Dark Portal and crushed the humans in the first Warcraft, the survivors were forced to seek shelter in the land of Lordaeron and devise their plans for a counterstrike. Meanwhile the ambitious Orcs, riding high on their recent victory, continue their campaign of terror and murder across the world with no plans to halt. You must decide whether to ally with the humans or Orcs as the future of either race lies in the outcome of the forthcoming bloodshed.
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Human Campaign
Act 1: The Shores of Lordaeron
Hillsbrad
Lord Teneras needs you to establish an out post at Hillsbrad, which entails building four Farms and a Barracks. Train some Peasants, then send them north to gather gold and lumber from the mine and forest there. When you have enough resources, build your Barracks and four Farms. Chances are you probably won't even encounter any of the Orcs wandering around this level before you successfully complete this mission.
Ambush at Tarren Mill
A band of Elves, passing through the Tarren Mill district, have been captured by Orcs and are being held prisoner in the camp there. Lord Teneras, eager to secure an Elf alliance, orders you to rescue at least one of the Elves and bring him safely back to the Circle of Power. You'll start at the southern end of the landmass, with the prison camp located northwest of you. Hit up the gold mine southwest of your starting position and the surrounding forest for resources, and crank out a few more Footmen for the task ahead. When you have a decent little army, lead them west to the edge of the map and then north to the camp, staying out of the way of the Guard Tower. Lead your men around the west side the wall and through the opening to kill the Troll Axe Throwers there, then break through the south wall and lead the Elves back to the Circle of Power.
Southshore
Start off this mission by building some Farms around your base, then training several Peasants to gather resources from the forest and gold mine northeast of you. Build a Lumber Mill when you can, then a Shipyard, and once that's up, build an Oil Platform on the oil patch off the coast to the east and an Oil Tanker to carry it back. Build six Destroyers and send them first up the coast to the northeast to kill the Troll Axe Thrower, then west to pick off anyone else on your landmass. Sail to the edge of the map, then head straight south to find an Orc Oil Platform. It's protected by a pair of Destroyers, so take them down one at a time before sinking the Oil Platform. Build one of your own in its place, then sail your fleet east to find an island where the Orcs are encamped. Sink the Orc Destroyers protecting it, then destroy all the structures on the island. There's one more Orc Oil Rig southeast of the island, so sink that and build your last one in its place to finish the mission.
Attack on Zul'Dare
Scouts have discovered an Orc base in the Zul'Dare region of the Channel Islands, so you've been tasked to destroy it. Luckily, your people have just invented the Foundry, which will allow you to build Transports large enough to carry a great number of troops over spans of water. The base is located far to the southeast of your starting position, and those Orcs will be sending ships to your own base in an (admittedly feeble) attempt to destroy you, so you'll need a Shipyard as soon as possible. Quickly start gathering gold from the mine southwest of the base and collecting lumber while you train more Peasants. Meanwhile, sail your two starter Destroyers south to sink the Orc Destroyer there, then sail them back to the base for now. Keep sending your Peasants to the mine and forests for resources and to build Farms, and build a Barracks, Lumber Mill, and Shipyard in that order. Build a Refinery and Foundry next, then an Oil Tanker to start gathering the oil north of the base. Put up some Guard Towers on the coastline north of you for added protection, then upgrade arrows, armor, and ship cannon. Produce an additional five Destroyers for your armada, and a Transport, which you should fill with ten Archers and a couple Peasants. Sail your Destroys southeast first, taking down all the ships before attacking the Orc base itself. Land your Transport on the western edge of the Orcs' island, unload your Archers and Peasants, and build some Guard Towers. Finally, construct a Barracks here, then pump out multiple Footmen to finish off the Orc base.
Act 2: Khaz Modan
Tol Barad
You've beat the Orcs back out of Lordaeron, and now the fight has taken you to Khaz Modan, where the Orcs have captured a keep on the island of Tol Barad. You are commanded to reclaim this keep, then smash the nearby Orc outpost. Load your army into your Transports, then set sail to the island northeast of your starting position. Kill all the Orcs occupying the keep there, then start repairing (or, if you were slow, rebuilding) the Barracks. Throw up two Cannon Towers behind it, then set up some Farms while you produce half a dozen Archers and the same number of Ballistae. Construct a Shipyard on the western coast, then send an Oil Tanker west to collect the oil there while you're amassing more Destroyers. Sail the fleet northeast to the Orc outpost and take out their Destroyer line of protection before landing. Build some Cannon Towers and a Barracks, then build up Archers and Footmen. Send a troop toward the base to lure back to your own makeshift one, then kill whoever comes near it. Repeat this until you've decimated the Orc forces, then destroy their structures to end the mission.
Dun Algaz
The Orcs have retreated south to the outpost at Dun Algaz, which is your next target. It's located in the southwest corner of the map, across the span of water separating the northern half from the southern half. You'll have Knights available to you here, and you'll definitely want to invest much of your resources into increasing their ranks. Start off by training several peasants to gather lumber and gold from the mine west of your base. Build the usual structures, as well as a Blacksmith and a Keep. Set up some Cannon Towers on the eastern and western ends of your base, then build up your army of Knights and Ballistae with upgraded weapons and armor. When you've got about ten Knights and three or four Ballistae, send them down the middle of the three bridges leading to the southern half of the map with your Knights leading the way. Break through the Orcs there, then keep going south to find an enemy Barracks, which you should promptly level. Build a Barracks of your own in its place, protected by a pair of Cannon Towers. Now send one of your Knights west to lure the Orcs back to your second base, where the Cannon Towers and your main force lies waiting. Produce more Knights from the Barracks if any fall, and keep up these tactics until the Orc forces have been eliminated.
Grim Batol
The Orcs have nowhere else to run in Khaz Modan--you've pushed them all the way back to their main base at Grim Batol. Time to send them back to the Azeroth mainland! Land at once and head south, leaving your Peasants behind for the moment. When you reach the Catapults, kill the Orcs protecting them and claim them for your army! Lead those Catapults south to destroy the Orc towers, then bring your Peasants south to meet you. Use your Transports now to carry you over the river, then head north up the center land mass, letting your Catapults take care of any Orc towers you encounter. Destroy the Orc settlement at the northern end of this strip of land and build your base there, setting up a Town Hall near the gold mine so you can quickly harness the gold from it. Build a Lumber Mill and a Shipyard when resources permit, and set up a Refinery on the eastern tip near the oil patch; send some Tankers there to collect it. Build a Foundry to upgrade your Battleships' weapons and armor, and send some Peasants in a Transport southeast to the island possessing a second gold mine for additional cash. Amass a half dozen Battleships, upgrade them, then send them south to the Orc base to take down their Oil Refineries, as well as any ships, Towers, or Catapults that try to stop you.
Act 3: The Northlands
Tyr's Hand
You've been commissioned to protect the Northland borders Quel'thalas, where some Orcs have been spotted near the town of Tyr's Hand. The peasants there have revolted and are now attacking the village, so you must put a stop to this madness and crush the nearby Orc forces. The rebelling peasants can only be silenced with violence, so kill them all, then train your own to start gathering lumber and gold. Build a Barracks and Lumber Mill, as well as some Farms to effectively block the north and west entrances, and upgrade your Town Hall to a Keep. Build Cannon Towers and place them at the town entrances, with Archers behind them. Produce several Knights and at least four Ballistae, and when you have enough resources to do it, upgrade your Keep into a Castle. Once that's done, put up a Church and Stable and train ten or so Paladins with weapon/armor upgrades. Let a Paladin lure the enemies north of you back to the Ballistae, which should take care of them, and keep this up until you have only the Orc encampments to deal with. Send your Ballistae and Paladin to the western group first, then rest and replace any fallen soldiers before tackling the northern base. Build a Castle on the ruins of this base when you've crushed it to finish this mission.
The Battle at Darrowmere
The Archbishop's assistant, Uther Lightbringer, has been sent to Caer Darrow to bring comfort to the war-stricken people there, and you've been assigned to protect him. This is a very simple mission that can be completed quite quickly, if you know what you're doing. Lump your Battleships together in a tight configuration, then send one Destroyer south to lure the Orc ships toward your group. Keep doing this to destroy the Orc naval forces, then send your Transports to Uther Lightbringer at the northwest corner of the map to pick him up. You will be attacked on the way there, but the enemy shouldn't be able to sink any of your vessels as long as you don't delay. Put Lightbringer on the least damaged Transport, surround that with all the other Transports, then sail back to the safety of your Battleship fleet. Surround Lightbringer's Transport with every other ship you have, then return to the Circle of Power and drop him off to complete the level.
The Prisoners
The captured renegade Alterac soldiers must be transported to the Circle of Power at the city of Stratholme, and you're just the man/woman for the job. Start off by training several Peasants and gathering wood and gold, then constructing a Barracks, Lumber Mill, Blacksmith, and Shipyard. Start amassing your army quickly, because Orcs will be attacking you from the south soon enough, traveling in bulk in their own Transports. Build a bunch of Cannon Towers on the south side of your base to beef up your defenses, as well as some Farms to further increase the barrier. Construct a Foundry next and upgrade your Battleships, of which you'll need about three for the forthcoming assault. Send the three Battlships and two Transports filled with Peasants, Footmen, and Ballistae to the Orc base in the middle of the map, and let your Battleships destroy the Towers protecting it while luring the Catapults toward the coastline. Beach the Transports and unload their passengers. Ogres will attack, but your Ballistae and Battleships should take them out in no time at all. Build your own Cannon Towers now and lure the rest of the Ogres within their firing range, and let your Ballistae destroy the Juggernaut on the river. Build another Shipyard here on the water, and send a few more Battleships to take down the rest of the Cannon Towers upriver, then follow it with a Transport to grab the prisoners at the river's source. Sail them back to the Circle of Power to end the mission.
Betrayal and the Destruction of Alterac
As it turns out, the kingdom of Alterac has been working with the Orc Horde all along, and has captured many of your allies. The High Command has ordered you to free the prisoners and destroy Alterac for its treason! You begin in the southwest corner of the map, with the prisoners north of you and Alterac far to the northwest. Send your Ballistae and Knights north to the prison first thing. Order your Ballistae to take down the Cannon Towers while your Knights take out the enemy units, thus freeing the Peasants. Demand instant gratitude for your good dead by having the Peasants return to your starting position to build a base with Farms and all the usual structures. Throw in a Church and Stable, and upgrade the Keep to a Castle. Start cranking out Paladins, nine in all, and be sure to upgrade their weapons and armor. Now send these nine along with four or five Ballistae and whatever other troops you've got available to Alterac. The Ballistae should take down all the outer defenses and break through, letting your Paladins pour in to slaughter the traitors.
Act 4: Return to Azeroth
The Battle at Crestfall
The Orcs are on the run, and several are gathering at their main naval base at Crestfall; you have been ordered to prevent their escape. You'll need to take out all of their Transports, Shipyards, and Oil Derrecks to complete this mission, and you begin in the southwest corner of the map, with the main Orc forces to the northeast. Begin by setting up some Farms around the northern side of your base to block it off, then train some Peasants to collect resources from the mine and forests on your island. Build a Gnomish Inventor Laboratory to build more Flying Machines, and set up a line of Cannon Towers across the northern entrance to the base. When you're ready, load up a Transport with a Peasant and a couple Ballistae, and send it along with some Destroyers, and Oil Tanker, and a Flying Machine to the northwestern-most island. Build a Scout Tower there, then set the Ballistae next to it to eliminate the Giant Turtles your Tower happens to see. Build a Refinery on the eastern coast and then an Oil Platform on the oil patch to the northeast. Also, set up a Shipyard to start producing Submarines, which will be your primary units to take out the Orcs' naval fleet. Build a Foundry when you can and spit out a half dozen upgraded Battleships, and send them to the Orc encampment to destroy everything within range. As stated before, destroy every Transport, Shipyard, and Oil Derreck to win this mission.
Assault on Blackrock Spire
Lord Lother was sent to the stronghold at Blackrock Spire to negotiate with the Orc commander Orgrim Doomhammer, and never returned. Taking this as a sign that peace is not an option, you have been ordered to smash Blackrock Spire and kill every last Orc inhabiting it. Begin by boarding your ships and sailing west, then letting your Gryphon Rider take down the enemy Oil Platform from the east. Leave a Destroyer there so the Orcs don't try to rebuild it, then sail north to destroy the enemy Transports. Now sail your other Battleship, Destroyer, and Gryphon east to find another enemy Oil Platform. Take it down with your ships while the Gryphon destroys the Catapults on the coast. Also destroy the Cannon Tower and Shipyard nearby, leaving your other Destroyer on the site of the ruined Oil Platform to assure it will not be rebuilt.
Now, back at your base: train some Peasants, gather resources, and build lots of Guard Towers for protection, as Dragons will try to destroy your base soon enough. Build the base up as you normally would, including a Foundry and Refinery, and produce several Gryphons and Battleships. When you run out of gold in the mine, load several Peasants into a Transport and sail them east to the oval-shaped island and use the mine there. Build up a flee of four Destroyers, four Battleships, and three Transports loaded with Knights and Rangers, and sail them to the island in the center of the map. Let your Destroyers and Battleships take out the Towers before landing the Transport and unloading your land units, then level the encampment completely. Bring in some more Peasants to build another base here on the ruins, starting with a Town Hall and building up accordingly. Build up a dozen or more Gryphons, for starters, and fly them to the remaining Orc inhabitants to finish this mission easily.
The Great Portal
The Orcs have nowhere left to run, so they are forced to make their last stand here, at the Great Portal from whence they appeared on Azeroth. Load up your Transport and sail west, letting your naval units destroy anything in their path. Lure all the Catapults to the shoreline so that they may also be destroyed. When the area is cleared out well enough, land and start building your home base on the ruins of the first clan's encampment. Build all the necessary buildings, and set up your defensive units (particularly the Archers) along the north and east sides of the base to take down the Dragons that will undoubtedly be assaulting you. Keep building Archers, and put a barrier between your defense line and everything else with Farms (such a cheap trick, this is, but you may as well exploit it). Use a Knight to lure the Ogres to the north down to the line of Archers, where they will meet their well-deserved end. When this tribe is decimated, regroup your army and start tearing the structures down. Doing so will trigger the arrival of three Dragons, so deal with them appropriately.
Now build another Town Hall near the mine by the Orc encampment and start plundering it. Upgrade your Archers to Elven Rangers, then build another Barracks, Blacksmith, and Stable. Upgrade all your units as high as you can get them, then march them east with Knights in the lead, followed by Rangers, and then Ballistae in the rear. You'll find the third Orc encampment on the eastern side of the map, so lure the Orcs out with a Knight to minimize your casualties. When the encampment is empty, or near so, knock the buildings down and build a third base on its ruins. Set up a Gryphon Aviary here and start churning out Gryphon Riders. Toss in a Gnomish Laboratory and produce some explosive-packing Dwarves to bomb their way through the mountains north of this base. Build a Shipyard on the coast up there, then harvest the oil from the offshore patch. Now build a Foundry and Refinery so you can start building Transports. Load them up with your troops, then follow them to the Orcs surrounding the Dark Portal at the center of the map. Let your Gryphon Rider lure the Dragons and Demons out so you can kill them, then send in your Ballistae to knock down the Guard Towers. Let your troops flood around the encampment, killing every Orc and destroying every building. When the dust settles, build one final shipyard so you can reach the Portal on the inner isle and smash it to pieces.
Excellent work, you have just cleansed Azaroth of its Orc infestation! Watch the closing cut scenes, then give the Orc Scenario a whirl for an even greater challenge.
Orc Campaign
Act 1: Seas of Blood
Zul'Dare
Your leader, Orgrim Doomhammer, is preparing an assault on the Lordaeron mainland, beginning with the Zul'Dare region, where you are tasked to build a small outpost, replete with a Barracks and four Pig Farms. There's a gold mine and a forest just northeast of your starting position, so build your Barracks and Pig Farms when you've acquired enough resources. Just ignore the humans in this mission, as they'll probably just leave you alone if you don't stray too far.
Raid at Hillsbrad
Commander Zuljin and his Trolls have been captured by those filthy humans and are being held prisoner near the town of Hillsbrad. Rescuing them is a cinch: send your Grunts north, killing any and every human you meet, until your reach the prison camp. Kill the guards, break through the wall, then lead Zuljin and Co. west along the frozen river, then south to the Circle of Power to complete the mission.
Southshore
The attack on Hillsbrad proper is imminent, but first you need to build up your Orcish armada near the Southshore region. You're to build a Shipyard and four Oil Platforms, so get started by training more Peons to gather resources and build Pig Farms. Construct a Lumber Mill, and then your Shipyard when resources permit. There's a patch of oil southwest of the base, so set up your first Oil Platform there, and harvest the oil with four Tankers. Use the oil to build four Destroyers, and use these to take down the humans' Oil Platforms northwest and northeast of your island. Throw up Oil Platforms in their place to move on.
Assault on Hillsbrad
With your armada oiled up and ready for bear, Orgrim has ordered you to sail to Hillsbrad and burn the city to ashes. You'll begin on an island in the southeast, and Hillsbrad is far to the northwest of that. Train several Peons to build Pig Farms around your base and gather gold and lumber, then build a Lumber Mill and Shipyard when you can. Next produce a Refinery and many Tankers to gather the oil from the offshore patch to the northwest. Build four more Destroyers, then send them northeast, destroying everything in their path, to the enemy Oil Platform. Knock it down, then sail west to sink a human Transport. Attack all the structures you see (except for the Tower, which we'll get to soon), then back off until you can fill some Transports with land units. Bring your troop-filled Transports there, then wait for the Destroyers to take down the Tower before landing and destroying the rest of the town.
Act 2: Khaz Modan
Tol Barad
Dwarven warriors have laid siege to the Orc facility of Dun Modr, so you must reclaim it and destroy the citadel of Tol Barad for its insolence. Unload your forces at the site to start clearing it out while your Destroyers head south to destroy the enemy's Oil Platforms. When Dun Modr has been rid of its invaders, start building Pig Farms and have your Peons rebuild or repair the damaged structures, setting up your home base with a Great Hall near the gold mine. Throw up a Lumber Mill, Barracks, and Blacksmith as well, and a Shipyard when resources permit. Produce some Oil Tankers to go collect the oil east of the base, then start building six Destroyers and a couple Transports. Fill the Transports with eight Grunts and four Catapults, then let them follow your Destroyers southwest to obliterate Tol Barad.
The Badlands
Doomhammer wants you to escort the Ogre-Mage Cho'gall to the Refinery at Grim Batol, as he expects an ambush on your journey there. Place Cho'gall at the back of your outfit next to the Catapults, then start heading south along the coast, letting Cho'gall use his Floating Eye skill every now and then to scout ahead. When you reach the human's wall, let your Cataputs take out the Ballista and blast through part of the wall. Stay outside the wall until you can lure them out bit by bit, and only when you've wiped out the majority of the forces should you pass through. Keep trekking south along the water's edge until you see some Destroyers off the coast; your Catapults should have no trouble sinking them. Head east once you near the bottom of the map to reach your destination.
The Fall of Stromgarde
The human weaklings at Stromgarde have been trying to stymie your onslaught since you showed up, and have managed to capture some of your Transports, so the time has come to give them what's coming to them: a swift death! You have a small fleet of Destroyers off the coast to the west, so sail them east to your starting location to fend off the enemy's own approaching ships and reclaim the stolen Transports. Send your units north to claim the Transports there and sail them northwest to the center island, then step off the ship. You'll need to clear the immediate area of human before you start building up your base. Sail your Destroyers around the tip of the island to destroy the humans' Oil Platform (and all the ships surrounding it), and leave a Destroyer in its place to prevent its reconstruction. Back at your base, build Farms, a Barracks, Lumber Mill, and Blacksmith, and train enough Peons to gather ample resources from the mine and forests. Slap your Farms on the north side of your base with Cannon Towers behind them, and upgrade your Great Hall into a Stronghold when you can. Set up a Shipyard on the east coast, then go collect the oil just offshore. Build an Ogre Mound, Refinery, Foundry, and lots of Destroyers, and all the weapon/armor upgrades you can afford as you train Ogres and Catapults. Send your Destroyers north to the northern patch of land along with two Transports carrying four Catapults, seven Ogres, and a Peon. Let your Destroyers blast through so you can land on the western shore, then clear the area while you build a Barracks up there. Start pumping out units to aid your Catapults and Ogres as you tear Stromgarde apart.
Act 3: Quel'Thalas
The Runestone at Caer Darrow
You've made it to the Caer Darrow area of the Elven kingdom of Quel'Thalas, where humans are guarding an ancient Elven artifact, the Runestone, on an island in the middle of the lake. You begin in the northwest corner of the map, with the island in question southeast of you. Start off as usual by training Peons and gathering lumber and gold from the forests and mine, then setting up your base with Farms. Sail your Oil Tankers southwest to the oil patch to collect it, flying your Zeppelin over them. Upgrade your Towers and your Great Hall when the resources become available, and erect a Foundry, Refinery, and Shipyard. Start producing Juggernaughts, and throw in a Goblin Alchemist while you're at it. Send eight Juggernauts--with a Zeppelin watching from above--to the center island, luring the humans' Ballistae to the coastline so the Juggernaughts can destroy them. Take down the Towers, and send backup Juggernaughts if any are destroyed. Back at the base, build an Ogre Mound, then fill some Transports with them and sail to the island to help smash the human Castle. When it's down, claim the Runestone for victory.
The Razing of Tyr's Hand
With the Runestone's powers at your command, the Horde has given birth to the Ogre-Magi, who can wield deadly magiks. Your next task is to prevent the humans from sending shipments to Quel'Thalas by building a Fortress and Shipyard at the mouth of Tyr's Bay. You start in the southwestern corner of the map, with the bay northeast of you. Train several Peons to gather resources, and send your warships and Zeppelin to the northeast first to take down the Oil Platform there; send a Tanker of your own to collect the oil. Build a Foundry to crank out your Juggernaughts, a second Barracks, Towers along the coast to protect the base, an Ogre Mound, and a Goblin Alchemist Lab. Upgrade your Hall to a Stronghold when resources permit, and then to Fortress. After you've produced eight Juggernaughts, send them northeast with a Zeppelin to start the coastal assault. Destroy the buildings around the island in the bay, particularly the Shipyards, then load up some Transports back at your base with a trio of Catapults, eight Ogre-Magi with Bloodlust on them, and a Peon. Sail them to the island to clear out all the humans, then set up your Fortress and Shipyard as you would anywhere else.
The Destruction of Stratholme
Stratholme is preparing to send massive oil reserves to the kingdoms in western Lordaeron; you must not let this happen! Your goal here is to destroy all the Oil Platforms and Refineries here, then Stratholme itself, which is located far north of your starting position. Use your Sappers to plow the way north through the mountains and set up your Hall north of the gold mine you'll encounter beyond them; be sure you hold your troops back from the clearing to allow you some peace and quiet while you build up your base. Be sure to also utilize the mine in the southeast corner and build a second base next to it. In your main base, build your Barracks, Lumber Mill, etc. as you always would, then a second Barracks when you've gathered enough resources to produce many, many Grunts, which will handle defensive duties. Build Pig Farms on the western side of your base with Cannon Towers behind them, and when you can, upgrade your Hall to a Fortress. Add an Ogre Mound, Altar of Storms, and an Alchemist, all as resources permit. Build a Shipyard next to the water, then produce several Juggernauts to go about the destruction of the Oil Platforms.
Now for the city. Crank out several Ogre-Mages and Catapults with upgraded weapons and armor, then send them northeast to hit Stratholme from the side. Your Catapults should break down the city walls, allowing your Ogre-Magi inside to slaughter the population. Destroy everything inside with more Sappers, including the Refineries, to win the mission.
The Dead Rise as Quel'Thalas Falls
Quel'Thalas is all that remains of the Human/Elven alliance in the northlands, so the time has come to crush it like a scroll of papyrus! The stronghold is located in the southwestern corner of the map, and you begin in the northeastern corner. The mission will begin with enemy forces already in your base, so kill those fools and start building it up. Send your Ogre pack through the surrounding forests, killing anyone they see, and block your base to the west with Pig Farms as you gather resources. Upgrade your Hall to a Fortress when you can, then build an Ogre Mound, Altar of Storms, and three (yes, three!) Barracks. South of you is another gold mine; build a Great Hall there to begin a second base of operations. Send several Ogre-Magi there to protect it. Now produce a dozen Sappers and two dozen Ogre-Magi, along with four or five Catapults, then send them southeast toward Quel-Thalas. When you reach the bridge of ice, stop, and summon Floating Eyes to look west. You'll see a Tower and some Ballistae. Order your Ogre-Magi to case multiple Runes north of the Tower, then send your Catapults in to knock it down.
Doing this will trigger a counterattack by the enemy forces. This is where the Runes come in; the advancing forces will die glorious deaths as they pass over them. Move forward to knock down more Towers and slaughter more enemies, then enter the city with your Sappers to begin its annihilation. Destroy everything.
Act 4: Tides of Darkness
Tomb of Sargeras
With the Northlands cleared, only the western regions of Lordaeron remain to be conquered. But you've hit a bump in the road: fellow Orc Gul'dan and his Stormreaver clan has managed to raise several islands from the water in their search for the Tomb of Sargeras, and in their delusions of grandeur have betrayed you. You are commanded to slay Gul'dan and Orcs for their insolence, and will start off southwest of their location on the archipelago. The key to victory here will be a strong navy, in case you haven't already guessed that.
Sail your warships northeast to the third island (the one just below the main island) and crush all the enemy ships and structures you can see, including the Catapults (just lure them to the coast). When you've cleared the island, load your land units into your Transports and sail them to the island to start building your base. Gather resources and erect all the necessary buildings well inland to avoid the enemy Juggernaughts, then quickly build a Shipyard and a few Juggernaughts and Transports of your own. Produce several Catapults to take down those pesky enemy ships that wander too close to your island. When your Transports are built, fill them with five Trolls, six Ogres, six Catapults, and a Peon, then sail west to the edge of the map with a Juggernaught escort. Turn north, sailing past the main island, then east. Land on the main island just south of the abandoned one. Destroy the Tower there, then unload your troops and let the war begin! Build a Barracks to start producing additional troops, then let your Ogres lead the way toward the heart of the traitor's forces, smashing everything and everyone of these renegades. When you've wiped out all the surrounding forces, let your Sappers blow a way through the mountains to get your scaly green hands on Gul'dan.
The Siege of Dalaran
The war has nearly brought you to the Lordaeron capital, and only one thing remains in your path--the Citadel of Dalaran, located southeast of your starting position. You must destroy it and all the troops here to form safe passage to the capital, so get started by leading your army south along the coast, killing everyone you encounter until you reach the mine in the southwest corner. This is where you should set up your base. Start building up your structures, placing Cannon Towers to the east to protect yourself from the Gryphons that will be assaulting you. Set up a Shipyard, then build Oil Tankers to harness oil and Destroyers for your imminent strike. Unfortunately, you will run out of gold soon, so you'll need to escort some Peons to the far southeast corner of the map to find another mine. When you reach it, set up a second base there with a Hall and another Shipyard. Produce Destroyers from both Shipyards now to deal with the Gryphons, and set up a Dragon's Roost to start sending your wonderfully vicious Dragons out into the world. Send a group of them toward the Citadel while a land-based brigade of Ogres, Sappers, and Catapults crosses the isthmus to the same destination. Strike hard at one line of defenses, then retreat, luring them into your waiting swords. Repeat this strategy until the Citadel has fallen and the way to the capital lies open.
The Fall of Lordaeron
Victory is within your grasp! Lordaeron's remaining soldiers are stationed here and won't give up without a fight, so a fight you shall give them. Build your base on the southern island next to the mine, throwing up several Guard Towers and producing many Trolls to deal with the inevitable Gryphon invasion. Build every structure in your architects' arsenal with every upgrade for your units, making the Dragon's Roosts your priority. Send a large air force of Dragons west to kill the enemy units still foolish enough to remain on your island, and destroy their Shipyard as well. When your island is clear, fly the Dragons back to the base to rest as you start building up your final attack team. Build a Shipyard of your own and two Transports; fill them with seven Ogres, four Catapults, and a Peon. If you can, build some Destroyers or Juggernauts to add to the force. When you're ready, sail the fleet north to the mainland with your Dragons flying overhead. Let your Dragons take out all the defensive units there while you dock and unleash your own units upon the various structures. There will be many Towers for you to destroy, so send in reinforcements if you start to sustain heavy losses. Move east to west, clearing the southern section of land before moving north for the coup de grace. Keep sending Dragons there toward the Alliance's base and crush it along with everyone not on your side to make your conquest official.
You've done it! The humans and Elves were powerless to stop the Orc occupation, so treat yourself to the game's closing scenes and credits.
Cheat Codes
| Warcraft 2 Cheat Codes | |||||||||||||||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Effect | Code | Alt Code | |||||||||||||||||||||||||||||||||||||||||||||||
| Automatically win current level | unite the clans | ||||||||||||||||||||||||||||||||||||||||||||||||
| Automatically lose current level | you pitiful worm | ||||||||||||||||||||||||||||||||||||||||||||||||
| Automatically win the game | there can be only one | ||||||||||||||||||||||||||||||||||||||||||||||||
| Disable ability to win | never a winner | ||||||||||||||||||||||||||||||||||||||||||||||||
| Gold, wood, and oil | glittering prizes | ||||||||||||||||||||||||||||||||||||||||||||||||
| Oil | valdez | spycob | |||||||||||||||||||||||||||||||||||||||||||||||
| Level select | tigerlily | ||||||||||||||||||||||||||||||||||||||||||||||||
| Auto explore map | on screen | showpath | |||||||||||||||||||||||||||||||||||||||||||||||
| Disable intros | title | ||||||||||||||||||||||||||||||||||||||||||||||||
| Advance highlighted Orc to specified level | orc [2-14] | ||||||||||||||||||||||||||||||||||||||||||||||||
| Advance highlighted Human to specified level | human [2-14] | ||||||||||||||||||||||||||||||||||||||||||||||||
| Display multi-player map | showmap | ||||||||||||||||||||||||||||||||||||||||||||||||
| Build everything faster | make it so | ||||||||||||||||||||||||||||||||||||||||||||||||
| Improved units | it is a good day to die | ||||||||||||||||||||||||||||||||||||||||||||||||
| Lumber harvested in one swing | hatchet | axe & saw | |||||||||||||||||||||||||||||||||||||||||||||||
| Armor and weapon upgrades | deck me out | ||||||||||||||||||||||||||||||||||||||||||||||||
| Spell upgrades | every little thing she does | ||||||||||||||||||||||||||||||||||||||||||||||||
| Show flashing red line background | netprof | ||||||||||||||||||||||||||||||||||||||||||||||||
| FIEF mode | day | ||||||||||||||||||||||||||||||||||||||||||||||||
| Faster demo screens | fastdemo | ||||||||||||||||||||||||||||||||||||||||||||||||
| Disable orc traps | tombstone | noglues | |||||||||||||||||||||||||||||||||||||||||||||||
| Allow surrenders in multiplayer | allowsync | ||||||||||||||||||||||||||||||||||||||||||||||||
| UCLA Bruins message | ucla | ||||||||||||||||||||||||||||||||||||||||||||||||
