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If you want this FAQ, just steal it and I will sue you, because it is to be exclusively hosted through the internet by Gamefaqs, and no other website or affliation, except of course any websites I may own. Use of this FAQ through other mediums such as print, is available through nogotiation. "Warcraft" is also copyright Electronic Arts 1997. The above ASCII Art is Copyright Ciarán Gorman 2002. -=Disclaimer=- This FAQ may contain spoliers, mistakes etc., but any personal loss incured by such is understood to be of your own free will and I hold no resposibility. -=Email=- Please email me if you have a problem, I strive to answer all valid and decent questions, and add them to my FAQs with credit for the individual who asked the question. But I will not answer any foolish or ignorant questions, I do not have time for such, as I can get up to 20 emails in one day, so please think before you email me, and check out any other FAQs for the answer, and of course read this one fully. ---------------------------------[ Contents ]--------------------------------- 1.0 - Introduction 1.1 - Version History/Log 2.0 - A long tale 2.1 - Controls 2.2 - Basics 2.3 - Getting Resources 3.0 - Ground Units - The Orcish Horde 3.1 - Ground Units - The Human Alliance *3.2 - Air Units - The Orcish Horde *3.3 - Air Units - The Human Alliance 3.4 - Naval Units - The Orcish Horde 3.5 - Naval Units - The Human Alliance 4.0 - Spells - Orge-Mage Spells 4.1 - Spells - Death Knight Spells 4.2 - Spells - Paladin Spells 4.3 - Spells - Mage Spells *5.0 - Building Dependencies: The Orchish Horde *5.1 - Building Dependancies: The Human Alliance *5.2 - Unit Dependancies: The Orchish Horde *5.3 - Unit Dependancies: The Human Alliance *6.0 - Strategy guides for games 1-10 (Custom Scenario) *6.1 - Strategy guides for games 11-20 (Custom Scenario) *6.2 - Strategy guides for games 21-30 (Custom Scenario) *6.3 - Strategy guides for games 31-40 (Custom Scenario) *6.4 - Strategy guides for games 41-50 (Custom Scenario) *6.5 - Strategy guides for games 51-60 (Custom Scenario) *6.6 - Strategy guides for games 61-70 (Custom Scenario) *6.7 - Strategy guides for games 71-80 (Custom Scenario) *6.8 - Strategy guides for games 81-90 (Custom Scenario) *7.0 - Walkthrough for Human Campaign: Tide of Darkness *7.1 - Walkthrough for Human Campaign: Beyond the Dark Portal *7.2 - Walkthrough for Orc Campaign: Tide of Darkness *7.3 - Walkthrough for Orc Campaign: Beyond the Dark Portal *8.0 - Cost list *8.1 - Attack Strategies *8.2 - Q&A 8.3 - Tips/Help 8.4 - Cheats 9.0 - Farewell 9.1 - Credits * - Imcomplete/to be added ----------------------------[ 1.0 - Introduction ]---------------------------- Ok this FAQ was originally going to be a co-authored FAQ, but sadly the other author decided not to bother contacting me for several weeks that he had quit, in the end he contributed noting, so sadly you'll have to make do with my attempt! CGorman, -------------------------[ 1.1 - Version History/Log ]------------------------ Version: 0.11 Completion: 11% Date/Time: 15:35:51 GMT, 23:July:2002 - Oh how I do love to start a FAQ and them abandon it at 50% complete! Well i've made a promise to myself never to do that again, and with my FAQs that that happened to, i've started work again. -----------------------------[ 2.0 - A long tale ]---------------------------- The following are three insights in the tale that supports the Warcraft idea, it may help you to understand a few things better - or more likly will make you far more confused! Either way here it is. It is as per Game Manuel. -=A Brief History of the Fall of Azeroth=- "The fall of Azeroth is seldom mentioned without the name Aegwyn. The last of a great order of powerful magic users dedicated to sheltering mortal men from the mysteries of the Great Dark, Aegwyn came to Azeroth in search of a mortel to sire the heir of all her great powers. The great conjurer Nielas was found and fathered Aegwyn a son. He was named Medivh, and he indeed inherited the powers and knowledge gathered in the thousand years of his mother's life. On the eve of his thirteeth birthday the powers locked inside Medivah were reveale. Unable to deal with the cosmic energies surging within him, he suffered a massive psychic trauma that left him insensible for almost six years." "When Medivh awoke, it was apparent to Aegwyn that the wisdom and power that was his birthright had become malevolent and corrupt. The distant forces within the Twisting Nether had marked Medivh's soul. He set out then to test his powers and in time delved deeper into the dark abyss of evil madness and the forbidden arts of Necromancy. Pursuit of these black arts led to spiritual contact with Gul'dan the Warlock - the mightiest of the rulers on the dark, red world that haunted Medivh's visions. In his pursuit of power over Azeroth an unholy pact was written with Gul'dan and the Orcs that rule. The Orcs vowed to destroy Azeroth and in return were promised all of the spoils. Gul'dan was promised the vast power of an ancient wizard imprisoned in the great sea of Azeroth. Unnatural portals were opened between the world of Azeroth and the red world of the Orcs. The arrival of the Orcs tore the realm of Azeroth asunder for nearly five years. The once rich lands of the kingdom were razed and left fallow by the merciless Orc armies. "Medivh was slain in one of the countless battles that followed and did not live to see the fruition of his plans. The portal, however, remained open and continued to channel hundreds of Orcs into the Human lands every day." -=The History of Orchish Ascension=- "Like an elemental force of destruction the Orcish Horde thunders through the lands of their ennemies. Not a life is spared. No building is left standing. It has always been so with this kind. The savage, brutal tendencies of the masses are easily manipulated by those who hold true power - the real force that drives the great destructive machine that is the Horde. Thus, when they conquered the whole of their native world nothing was left upon which the great beast of could feed. Tensions and violence among the clans began to rise. Minor disputes disintegrated into open battle and massive bloodshed." "New territories had to be found lest the clan destroy itself. It was at this point that Gul'dan, the mightiest warlock, was contacted by a dark force calling itself Medivh. Medivh promised the spoils of a kingdom for the Horde and incomprehensible powers for Gul'dan. An agreement was reached and a portal between the worlds was conjured. The kingdom of Azeroth, however was not as easy to defeat as they first seemed, and the old tensions between the Orchish clans begin to rise once more... -=The Aftermath of the Second War=- "For long months the forces of the Alliance sought the renegade Orcs that gone into hiding after the fall of the Dark Portal. Most of the clans were captured by the Alliance and hereded into guarded reserves and prison camps. The Alliance leaders argued wheather the imprisoned Orcs should be exterminated or sentenced to life in prison. As they argued the Alliance began to weaken and the remaining Orcs made plans to return to their home world. "On the eve of the summer of 606, the remnants of the Horde used a magic unknown in Azeroth to use the ancient portal once more to return home. Upon their arrival they were hailed as heroes for surviving some thirty years in enemy lands. The talents of those warriors were divided among the clans of the home world in order to put their new plans into action. For the Orcs had decided to retrieve certain artifacts from Azeroth, and planned to use them to open rifts into other worlds to take the Orchish Hordes to great victories beyond the Dark Portal... ------------------------------[ 2.1 - Controls ]------------------------------ Of course a section on the controls for any game is usually pointless, but you don't find too many strategy games of this kind of device, so to aid all the poor PS fans who are dying for a mouse, the following are the more complicated commands for units. (you don't need the very basic ￾, X, O... do you?) -=Special Commands=- -Patrol- This command can start a constant patrol between any two points. If an enemy comes into sight, they will attack him. To set patrol, do the following: o Select the unit(s) you want to patrol. o Move the unit to one end of the area you want to patrol. o Select the Patrol command from the unit pop-up menu. A target cursor appears. o Place the target cursor on the other end of the area you want to patrol and press the X button. The unit continues to patrol until it detects an enemy or recieves another command. -Follow- This command forces unit(s) to follow another unit. It is quite usful when moving groups. o Select the unit that you want to be follower. o Select the MOVE/FOLLOW command from the unit pop-up menu. A target cursor appears. o Place the target cursor over the unit that you want to be the leader and press the X button. The unit(s) follow the leader wherever he goes until it recieves another command. ------------------------------[ 2.2 - Basics ]-------------------------------- Warcraft II is a strategy game based on a fictious war between humans and orcs, the humans were winning for a long time, but the orcs regrouped and are now everywhere. The game contains a nice mixture of strategy, plans, combat and with that is a great strategy title, well worth going deeper into. As you can see sections 2.0 -2.2 were pretty basic so skip the next one and the following if you are already quite use to the game. Just thought i'd let you know. Anyways here are a few tips/basic rules: o Consentrate on both pretection and resoures at the beginning of a game, not offensives. (custom maps only, not campaigns) o Normal battle tactics work well, so attacking from different angles is always smart. o Towers are usful for remaining control of areas without spending heavily on units. o When attacking enemy towns, try to knock out there resource gathering ability, e.g. destroy farms etc. -------------------------[ 2.3 - Getting Resources ]-------------------------- -=Gold=- Gold can be used for numerous things so you need plenty of it, you have to mine it. -=Lumber=- Lumber is needed for construction of buildings and machines of war. -=Oil=- You will find large amounts of oil in dark patchs out at sea, it can be extracted by a platform and transported via oil tanker. You will need oil for powering ships and for some weapons or structures. ----------------[ 3.0 - Ground Units - The Orcish Horde ]--------------------- -=Notes=- o As you can see we have complied the list generaly for level 1, but we have a few level twos. o Level increase are due to research - the highest level being 5. -=Ground unit stats=- Peon's - The slaves of the orcish horde who gather resources and build your towns. Level 1 30/30 Hp Armor:0 Damage:1-5 Range:1 Sight:4 Speed:10 ----------- Grunt - Basic footsoldiers that will kill at your command. Level 1 60/60 Hp Armor:2 Damage:2-9 Range:1 Sight:4 Speed:10 ----------- Troll axethrower - Fast little buggers that carry throwing axes. Level 1 40/40 Hp Armor:0 Damage:3-9 Range:4 Sight:5 Speed:10 ------------ Toll Berserker - The eilte of all the fearsome trolls Level 2 50/50 Hp Aromor:0 Damage:3-9 Range:4 Sight:6 Speed:10 ------------ Catapult - A large siege weapon the launches flaming projectiles. Level 1 110/110 Hp Armor:0 Damage:25-80 Range:8 Sight:9 Speed:5 ------------ Goblin sappers - A trio of goblins armed with explosives whose only mission is to blow up things. Level 1 40/40 Hp armor:0 damage:1-6 range:1 sight:4 speed:11 ------------- Ogre - Two-headed monstrosities that are the strongest of the horde. Level 1 90/90 Hp armor:4 damage:2-12 range:4 sight:4 speed:13 ------------- Ogre-mage - Ogre's those now posses’ magical powers. Level 2 90/90 Hp armor:4 damage:2-12 range:1 sight:5 speed:13 magic: max 255 ------------- Death knight - Evil wizards capable of invoking powerful spells Level 1 60/60 Hp armor:0 damage:5-9 range:3 sight:9 speed:8 magic: max 255 ---------------[ 3.1 - Ground Units - The Human Alliance ]-------------------- -=Human ground units=- Peasant - Hardworking humans who are only good for mining, building, and repairing Level 1 30/30 Hp Armor:0 Damage:1-5 Range:1 Sight:4 Speed:10 ------------ Footman - Soldiers that are ready to defend their land under any circumstance Level 1 60/60 Hp Armor:2 Damage:2-9 Range:1 Sight:4 Speed:10 ----------- Elven Archer - Elven allies with deadly bows Level 1 40/40 Hp Armor:0 Damage:3-9 Range:4 Sight:5 Speed:10 ----------- Dwarven Demo Squad - Lunatic dwarfs ready to blow up any obstacle Level 1 40/40 Hp Armor:0 Damge:1-6 Range:1 Sight:4 Speed:11 ----------- Ballista - Giant mobile crossbow capable of mass destruction Level 1 110/110 Hp Armor:0 Damage:25-80 Range:8 Sight:9 Speed:5 ----------- Knights - Warriors armed with giant hammers of destruction Level 1 90/90 Hp Armor:4 Damage:2-12 Range:1 Sight:4 Speed:13 ----------- Paladin - Mounted warriors who yield both magical powers and destructive weapons Level 2 90/90 Hp Armor:4 Damage:2-12 Range:1 Sight:5 Speed:13 Magic: Max is 255 ------------ Ranger - The elite of all Elven archers Level 2 50/50 Hp Aromor:0 Damage:3-9 Range:4 Sight:6 Speed:10 ----------- Mage - Wizard warriors who release devastating spells Level 1 60/60 Hp Armor:0 Damage:5-9 Range:2 Sight:9 Speed:8 Magic: Max is 255 --------------------[ 3.2 - Air Units - The Orcish Horde ]-------------------- Not yet done. -------------------[ 3.3 - Air Units - The Human Alliance ]------------------- Not yet done. -------------------[ 3.4 - Naval Units - The Orcish Horde ]------------------- -=Orchish Naval Units=- Oil Tanker - Utility ships that build oil platforms and ferry oil. Level 1 90/90 Hp Armor: 0 Damage: 0 Range: 1 Sight: 4 Speed: 10 ------------ Troll Destroyer - Fast, light warships. Level 1 100/100 Hp Armor: 10 Damage: 2-35 Range: 4 Sight: 8 Speed: 10 ------------ Transport - Watercraft designed to carry and deliver ground units to enemy shores. Level 1 150/150 Hp Armor: 0 Damage: 0 Range: 1 Sight: 4 Speed: 10 ------------ Ogre Juggernaught - Gargantuan armoured vessels with lethal cannons. Level 1 150/150 Hp Armor: 0 Damage: 50-130 Range: 6 Sight: 8 Speed: 6 ------------ Giant Turtle - Armed submersible creatures that use stealth to carry out surprise attacks. Level 1 60/60 Hp Armor: 0 Damage: 10-50 Range: 4 Sight: 5 Speed: 7 ------------------[ 3.5 - Naval Units - The Human Alliance ]------------------ -=Human Naval Units=- Oil Tanker - Utility ships that build oil platforms and ferry oil. Level 1 90/90 Hp Armor: 0 Damage: 0 Range: 1 Sight: 4 Speed: 10 ------------ Elven Destroyer - Swift, light Elven warships. Level 1 100/100 Hp Armor: 10 Damage: 2-35 Range: 4 Sight: 8 Speed: 10 ------------ Trarsport - Watercraft designed to carry and deliver ground units to enemy shores. Level 1 150/150 Hp Armor: 0 Damage: 0 Range: 1 Sight: 4 Speed: 10 ------------ Battleship - Humongous armoured vessel with deadly cannons. Level 1 150/150 Hp Armor: 15 Damage: 50-130 Range: 6 Sight: 8 Speed: 6 ------------ Gnomish Submarine - Designed by cunning gnomes, these submersible warships are designed for stealth and surprise. Level 1 60/60 Hp Armor: 0 Damage: 10-50 Range: 4 Sight: 5 Speed: 7 ---------------------[ 4.0 - Spells - Orge-Mage Spells ]---------------------- -=Eye of Kilrogg=- Creates a free-floating apparition in the form of a disembodied eye that can be directed through the air to look down on enemy forces and encampments. -=Bloodlust=- An enchantment used to instill an insatiable lust for blood into a fellow warrior, causing him to fall into a savage rage. -=Runes=- Creates a stealthy trap that explodes when approached causing massive damage to anyone unlucky enough to be near. --------------------[ 4.1 - Spells - Death Knight Spells ]-------------------- -=Touch of Darkness=- A directed charge of the energy of evil essence that drains energy from its target. -=Death Coil=- A particularly potent variation of the Touch of Darkness, Death Coil transfers energy from target to caster. -=Haste=- By magically increasing the speed at which a body generates vital energy, the caster may bestow great speed to any being. -=Unholy Armour=- This ancient Necromantic spell transforms a portion of the recipient's life force into an unearthly, phantasmal suit of armour. -=Death and Decay=- Conjures pestilent clouds that cause anything in their path to rot and decompose. -=Whirlwind=- This focusing of the winds of the underworld causes anyone caught within to be cast about with great force and violence. -=Raise Dead=- This dark magic can animate corpses of the freshly dead and then command these hideous embodiment to attack their enemies. ----------------------[ 4.2 - Spells - Paladin Spells ]----------------------- -=Holy Vision=- This spell will give you vision of an unlimited range. Quite usful as you can imagine! -=Healing=- This spell is an important yet simple one, it simple heals injured units. -=Exorcism=- Calls upon the forces of light and purity, the Palidin is able to dispel the walking dead that plague Azeroth. ------------------------[ 4.3 - Spells - Mage Spells ]------------------------ -=Lightening=- I really think this one is a bit obvious! -=Fireball=- Large balls of fire destroy all in its path! (Very entertaining!) -=Flame Shield=- This handy little spell is both a shield and a weapon. -=Slow=- Slows an ememy's movements, extremely handy in a large attack. -=Invisbility=- Makes a unit invisable! -=Blizzard=- Summons a torrential storm of ice and snow, to assault an enemy. -=Polymorph=- Guess! ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ Sections 5.0 - 8.1 are not yet added. ------------------------------------------------------------------------------ ------------------------------[ 8.2 - Tips/Help ]----------------------------- o Use size when encountering dangerous/magic enemys if you have no equels, e.g. if you only have weak units with no magic, and your enemy has powerful magic enemys - don't put off confrontation because of this, attack with 4 or so of your units per 1 of theirs, its worth it in the long run. o Never ever have less than 5 peons/peasents, if an enemy attacks and destroys your peons/peasents and Town Hall/Centre - you are ruined. o Always build a second Town Hall/Centre, for the same reasons as the last point. o Use towers as your main protection item - not units, because they are far stronger and cheaper in the long run. -------------------------------[ 8.3 - Cheats ]------------------------------- Try not to cheat your first time to clear the campaigns - it really undermins the point. I only have used cheats as an alternative to passwords and that was years ago. -=General=- NTTSCINS - Win Level YPTFLWRM - Lose Level TSGDDYTD - Invinciable Forces MKTS - Fast Building NSCRN - View all of Map GLTTRNG - 10,000 gold, 5000 trees VLDZ - 5000 units of oil DCKMT - Upgrades everything to the best VRYLTTL - Gives you all the spells and full mana THRCNBNL - See the game's end HTCHTXNS - Fast wood chopping NVRWNNR - Game never ends -=Level Passwords=- -Beyond The Dark Portal- -Tides of darkness- ________ ________ ________ ________ | Humans | Orchs | | Humans | Orchs | |---|--------|--------| |---|--------|--------| |1. | LLRSJR | SLYRFT | |1. | HLLBRD | ZLDR | |2. | BTTLFR | SKLLFG | |2. | MBSHTM | RDTHLL | |3. | NCMRNT | THNDRL | |3. | HSTHSH | RCSTHS | |4. | BYNDTH | RFTWKN | |4. | TTCKNZ | SSLTNH | |5. | SHDWSS | DRGNSF | |5. | HTLBRD | RCTLBR | |6. | FLLFCH | NWSTRM | |6. | DNLGZ | BDLNDS | |7. | DTHWNG | SSFZRT | |7. | GRMBTL | FLLFST | |8. | CSTFVL | SSLTNK | |8. | TYRHND | RNSTNT | |9. | HRTFVL | DPTMBF | |9. | BTTLTD | RZNGFT | |10.| BTTLFH | LTRC | |10.| PRSNRS | DSTRCT | |11.| DNCFTH | YFDLRN | |11.| BTRYLN | DDRSSQ | |12.| BTTRTS | DPDRKP | |12.| BTTLTC | TMBFSR | |---|--------|--------| |13.| SSLTNB | SGFDLR | |14.| GRTPRT | FLLFLR | |---|--------|--------| ------------------------------[ 9.0 - Farewell ]------------------------------ Thanks for reading this FAQ, its you we wrote it for, if you have any suggestions, comments or problems please email me, I will do my best to add it. Also please visit my CRP's (see top of FAQ.) Goodbye. CGorman. -------------------------------[ 9.1 - Credits ]------------------------------ o Gamefaqs.com - thanks for hosting this and our other FAQs. o CJayC - for all his work for FAQ writers. o EA & Blizard - for creating a great game. o You - for reading our FAQ. o Me - for writing the FAQ. Copyright CGorman 2002