WARCRAFT 2 EXPANSION: BEYOND THE DARK PORTAL WALKTHROUGH Ver 1.0 by Robert Dent (AKA Lord Xar) 26 Jan 03 CONTENTS 1 Introduction 1.1 Version history 1.2 Plot 1.3 Changes 1.4 Reasons for writing 1.5 Legal-ish stuff 2 New units 2.1 Orcs 2.2 Humans 3 Walkthrough 3.1 Humans 3.1.1 Alleria's Journey 3.1.2 Battle for Nethergarde 3.1.3 Once more unto the breach 3.1.4 Beyond the Dark Portal 3.1.5 Upon the shadowed sea 3.1.6 Fall of Auchidoun 3.1.7 Deathwing 3.1.8 Coast of Bones 3.1.9 Heart of Evil 3.1.10 Siege of Vanguard 3.1.11 Dance of the Laughing Skull 3.1.12 Bitter Taste of Victory 3.2 Orcs <> 3.2.1 Slayer of Shadowmoon 3.2.2 Skull of Gul'dan 3.2.3 Thunderlord and Bonechewer 3.2.4 The Rift Awakens 3.2.5 Dragons of Blackrock Spire 3.2.6 New Stormwind 3.2.7 Seas of Azeroth 3.2.8 Assault on Kul Tiras 3.2.9 The Tomb of Sargeras 3.2.10 Alterac 3.2.11 Eye of Dalaran 3.2.12 The Dark Portal 4.0 Tactics 5.0 Acknowledgements 1 INTRODUCTION 1.1 VERSION HISTORY Ver 1.0 26 Jan 03 Human campaign complete. Orc campaign to follow 1.2 PLOT Warcraft 2: Beyond the Dark Portal is set shortly after Warcraft 2 and both campaigns assume that the Humans won Warcraft 2. In other words, the dark portal has been closed, but not destroyed leaving only an impassable glowing rift (see initial movie) and the few orcs that remain in Azeroth have been scattered. The humans have rebuilt Stormwind (called New Stormwind) and constructed the Fortress of Netherguard overlooking the quarry containing the rift. Over in the Orc homeworld of Draenor, order has collapsed with the defeat of the previously all-conquering Horde and civil wars are breaking out. In the midst of this the Elder Shaman Ner'Zhul attempts to restore order and find a way to reopen the portal. All seems well until the Arch-wizard Khadgar detects strange emenations from the rift and suspects that the portal may be re-opening. He heads to Dalaran and sends the Elf Ranger Alleria to New Stormwind to warn them. 1.3 CHANGES Plot aside, the expansion is, as normal, more of the same. There are 12 levels for each side, but they are a lot more difficult that any of the original set (except some of the 12-14 levels). Due to the sheer volume of opponents, I believe the Orc Campaign to be harder than the Human one (except the last level) The main change is the inclusion of Hero units. This was the first time they appeared and unlike Warcraft 3, when they die you normally lose the level (no Altar of Heroes here). The Heroes are tougher than the normal troops and in a few cases start with a fair number of free upgrades (for example Turaylon is a human paladin and always starts with Vision, Healing and Exorcism) In the Human Campaign, you get to pick the Orc Heroes off on different levels. In the Orc Campaign you get to meet them as a group on the final level. The other big change is Draenor itself. You spend a few levels here with the Orcs and most of the Human Campaign here. It looks weird, but nothing is significantly different. The dark brown stuff you can build one, the light brown or green you can't. The mushroom things count as tree and the green vines that cover everything are just decoration. It is very important to note your mission on these levels. In the original you could regularly wipe every enemy off the map even when you didn't have to. Here you have to be very skillful or very lucky to do the same, so if it doesn't say kill them all, just complete the mission and get out of there. (For example on Human 6 - Auchidoun - you have to return to the Circle after destroying Orange, but the level starts with Red, Orange, Blue and Black. Give kill Red and Orange and leave - you get Red because it is controlling the best start base area). "Peasant slaughter" still works (see Tactics), but you will note that the gold mines tend to have a lot more in them. Most have 50k plus. Believe me, you will need it. It does mean that "peasant slaughter" tends to take longer to start and lasts longer, but killing hundreds of defenceless peasants does wonders for your score. 1.4 REASONS FOR WRITING The War 2 Battle Net edition was required for the game to be playable on high end systems or on Windows 2000/XP. Since the Battle Net edition has just reached budget in the UK, I have returned to playing the game that I used to play on my old 486. I noticed that there wasn't a Walkthrough on GameFAQ for this and so have endeavoured to produce one. 1.5 LEGAL-ISH BIT As anyone who has read my other FAQ's will know, the author doesn't care if you pinch this work in whole or part. However, since blatant plagarism is frowned upon, please make reference to my work being the source. Alternatively may your guilty concience drive you mad. 2.0 NEW UNITS (HEROES) 2.1 HUMAN ALLERIA Elf ranger with a massive attack and range. She can still get the basic two archer upgrades, but not ranger training (she already has it). Pair her up with a paladin and she becomes are very potent anti-dragon force. (She also has one of the funniest annoyed speeches in the game) Armour: 5 Damage: 9-28 Range: 7 Sight: 9 Speed: 10 Health: 120 KHADGAR Human mage who starts with most, if not all, of the spells. Armour: 3 Damage: 8-16 Range: 6 Sight: 9 Speed: 8 Health: 120 TURALYON Human paladin. Slightly tougher than an ordinary knight, but always starts with all the Paladin spells. Having Healing available right from the off is very useful. (Plus his "survivor-guilt" speeches are quite daft) Armour: 10 Damage: 3-19 Range: 1 Sight: 6 Speed: 13 Health: 180 DANATH Human mercenary captain. He may look like a footman, but his attack outstrips all the knights, including Turaylon. He also has the highest health and can be left fairly safely on the front line. Armour: 8 Damage: 4-23 Range: 1 Sight: 6 Speed: 10 Health: 220 KURDRAN AND SKY'REE Dwarven griffin rider. More damage and more health. Not much use really, but you need to keep him alive which can be tricky. Armour: 6 Damage: 13-25 Range: 5 Sight: 9 Speed: 14 Health: 250 2.2 ORC Since most orcish units can't heal, each orc hero has more health then their human counterpart, but is still far harder to keep alive. GROM HELLSCREAM Orc grunt leader with high attack and health. Orc equivalent of Danath. Armour: 8 Damage: 3-22 Range: 1 Sight: 5 Speed: 10 Health: 240 KORGAN BLADEFIST Another Orc grunt leader with high attack and health. Armour: 8 Damage: 3-22 Range: 1 Sight: 5 Speed: 10 Health: 240 TERON GOREFIEND Death knight who initially starts with only Death Coil. On one level he gets to fight nearly alone and you get to see just how useful Death Coil really is. Armour: 2 Damage: 8-16 Range: 4 Sight: 9 Speed: 8 Health: 180 DENTARG Orge-magi. Equivalent of Turalyon. Initially starts with the Eye and Bloodlust, later starts with Runes as well. Armour: 8 Damage: 3-24 Range: 1 Sight: 6 Speed: 13 Health: 300 DEATHWING Very strong dragon, but prone to getting himself killed due to his slow reaction speed. Very useful for town clearing in the final Orc level where everyone else is locked down in defense (and it doesn't matter if he gets killed). Deathwing with Haste and Bloodlust is a real powerhouse. Armour: 10 Damage: 12-35 Range: 5 Sight: 9 Speed: 14 Health: 800 3 WALKTHROUGH 3.1 HUMAN 3.1.1 ALLERIA'S JOURNEY Bring Alleria, Danath and Turalyon to the Circle of Power at New Stormwin. You start in the bottom right with Alleria and a few troops. Note: you have no town and so only the reinforcements you find. The level is in four parts. Top and bottom are divided by a river. Right and left by rocks. Top left is the Circle of Power. Top right is Turalyon. Bottom left is Danath. Bottom right is Alleria. North of your start is a few orcs and a catapult. Claim it and continue north. Claim the peasants and the shipyard, but move the peasants into the far corner (the orcs shouldn't find them there). There is a couple of ships lurking in the water, so lure them into range of your catapult. Dispose of the other orcs in this quarter (notice how powerful Alleria is yet?) and continue left. At roughly the centre of this level is some more peasants and a lumber mill, but get Danath first. At the far left is a way round to a single farm and Danath. Recruit him and return to free the peasants. Get them collecting wood and return to the Shipyard. Build a transport and take it across to the top right section. Smash the skeletons and recruit Turalyon. Unlike in the bottom half, there is no land way between the two parts so return to the transport. Simply sail round and head up. You may run into a Death Knight in here, but with Turalyon's Exorcism he is more nuisance than threat. Enter town (run here rather than fighting if you want) and move the three heroes into the Circle to win. So far, so what. 3.1.2 BATTLE FOR NETHERGARDE Destroy all enemy forces. Danath must survive You start in the bottom left with the red team above you, yellow in the bottom right and black occupying the centre (Nethergarde). Again this level is surprisingly easy if you are careful. Note: this is one of the few levels where the orcs don't have dragons. Believe me, you will be sick of them by the time the campaign is over. Head up and round the circle of trees. You will notice that this roughly square area has only two entrances, one across the river and one between the rocks. Build you town hall next to the trees and start as normal. Put some towers at the river crossing. The red team will keep running in from the top, but rarely in great numbers. Once you have a Keep, start putting towers as close to the rock entrance as you can (the ground means you can't put them exactly at it). By this point the Yellow team may have started "peasant slaughter" (they have two mines, but rarely use the second). Provided you have enough towers, this shouldn't be a problem. If it is, build more. I've never seen black make any move unless you enter the fortress, so get rid of those cannon towers across the river crossing as soon as possible (occasionally yellow will send a catapult and you don't want to fight it with two black cannon towers as back-up). Just through the rock opening, red has two towers and a few troops. A couple of mages with blizzard clears that. (One to attack a tower once, one to clear the response troops.) This wasn't reds base, so continue north and take them out (few troops, a few archer towers). Watch out for peons fleeing left, black has a mini-town over there and I've see red try to rebuild next to it. Now for black. Send a flyer across the river bridge. There is a death knight around somewhere. Locate him. Then send a paladin to Excorcism him. Sometimes I send a use peasant martyr tactic, but since it is only one it isn't really necessary. Once he's gone, deal with the response (obviously easier to get the paladin back safe, if he hasn't lost most of his health to death coil). Now head up and round to the small black base in the top middle. Destroy it and any reds who may have escaped (should only be a few troops). Black doesn't normally send anyone up from the main base in response and use this as a staging area. Head down and smash black. Again the anti-retaliation power of blizzard is very useful. Finally, since yellow hardly ever upgrades, head back to base and hit them from the left. You should be fully upgraded by this point and so should be able to steamroll right over them. Locate and pick off any lone survivors (usually peasants who wandered off and got stuck) and win the level. 3.1.3 ONCE MORE UNTO THE BREACH Destroy all fortresses and strongholds. Get Turalyon to the Circle of Power behind the new Dark Portal. Note: all fortress and strongholds only. Not all enemies. Although by the time you have got all the fortresses and strongholds, the enemy can normally be simply mopped up anyway. You don't have to do it so, it is your choice. You start in the bottom middle. A second mine is on the middle left. Orange is on the middle right. Red and purple are on islands surrounding the portal on the top half (forming roughly an "O" shape). Your initial start area is lousy. A couple of farms and your blacksmith are outside the walls and your mine is fairly small. At the start turn the middle two and right towers into archer ones (never seen anyone hit the left side, so ignore it). Get some more archer towers in the middle, because the purple team will keep sending dragons. For the most part keep Turaylon out of the fight since there are no other healers for a while and he can't heal himself. At the earliest opportunity, head to the middle right (new mine) and set up a second base. You will need a lot of archer towers at the rock entrance to guard against orange and, occasionally, purple's dragons. Orange has a lot of troops and a lot of gold, so you might have a hard time taking them out. It is possible to wait them out and run a "peasant slaughter", but it will take a couple of hours of real time (plus a lot of dragons), so it is up to you. Anyway you want to do it, smash them. Build a shipyard, but remember to get archer towers/destroyers, if purple is still sending dragons (they usually are). Once you can send a couple of transports on to the lower half of the "O" (red). Red's island is split in half by rocks (there is a way round, but it is narrow). Take the left side first and smash everything. I know you don't have to, but taking the right hand side can be tricking and it's best not to be distrurbed. Taking the left side will also give you a good line for catapulting the ships in the central water. Build some archer towers here to stop purple's dragons bugging you then take the right hand side and destroy red completely. Now send some transports round and land on the right hand side of purple's land. This can take a couple of attempts as battleships sometimes stay out of range of your catapults until you try this. If they do, pull back, catapult them and try again. Don't forget to bring archers for your assault on purple as it sometimes keeps two or three dragons hanging around. Steadly move inwards. Purple has a lot of towers and so you need to systematically catapult them. Once the fortress falls, you could retreat, but purple will usually only have a few towers left by this point, so kill them. Note: you can use blizzard on the back two towers surrounding the portal by dropping a mage of on the rocks behind it. You may even get the death knight that is in there too. Then simply ferry Turaylon and a catapult or two to the central rock, kill the cannon towers in front of the portal and run him to the circle. (If Turaylon is on full health, you can get to the portal without killing the towers, but why risk it) Then it is on to the Orc homeworld of Draenor. 3.1.4 BEYOND THE DARK PORTAL Build a castle. Kill all enemies As soon as you start, a load of enemies will rush in from the right. This is more to whittle your troops down than any threat. Once they are destroyed, head right and immediately down towards where your flyer has shown white. Be careful of the cannon tower halfway down this route. Destroy white (shouldn't be too hard) and build you base here. As a general rule, black (top right) only sends dragons, so most of the troops you see will be red (middle left). After the first red visit you will know the only route I have ever seen them take, so throw in some towers (the below pattern works well). AACC AACC AA = Archer tower, CC = Cannon Tower AACC AACC AACC AACC Also once you see your first black dragon, that tells you their main route and put a bunch of archer towers in the way (making sure, of course, that you can reach them all - there will be a lot of dragons, so a lot of damage). With that done, sit back and concentrate on building your troops up (you may start with a lot, but by the time the towers are in place many of these will probably be dead). To the left of your base is a second mine surrounded by rocks and guarded by a couple of skeletons and a daemon (those weak flying things from Human 13/Orc 12). Black usually has a few peasants working on this mine from a lone town hall just beyond it. Destroy the defenders and peasants and start building towers. Try to avoid getting the towers in range of the town hall (so they don't destroy it yet) and you may be able to get an early "peasant slaugter" (sometimes black simply gives this up as lost). Leave a squad here as well because as soon as you move in, red will start sending troops here as well as along the main route to your base. After that the easiest way is simply to last them out. By having peasants repair towers and keeping at least some gold in your initial mine (if you need more, start up on the one you took off black), both black and red will eventually start peasant slaughter. Remember every gold piece black spends on peasants is one he doesn't spend on dragons. To pass the time, you can have your griffin (you never need more than the original one) tour the map and eliminate the groups of yellow skeletons and cannon towers. Just be careful of meeting dragons while you are busy. Sometimes after about half of them are dead (don't know what the trigger is) all the remaining skeletons will head off to your base. With all the towers around they will normally be slaughtered with little input from you. Once red has started peasant slaughter take a squad with two or three catapults and a couple of mages (with Blizzard) up through the south entrance and use the anti-retaliation tactic. After that red is easy to destroy (with a little care around the towers). Oddly enough once black starts peasant slaughter, his peons keep getting stuck at the rocks south west of his base. If your feeling mean, send the griffin in. Once red is gone, replace any fallen and proceed north then east past where yellow used to have a squad of skeletons and a cannon tower. Proceed east to the edge of black's base and catapult the tower. If this gets a response, use Blizzard. If not send a troop in until you do. Be ready with the archers in case there are any dragons about. The rest will be straightforward. Then hunt down any last peasants/skeletons (you have a castle already in order to get mages) and on to the next level. 3.1.5 UPON THE SHADOWED SEA Build three shipyards. Destroy all orcish shipyards This one can be real tricky. You need the lumber, but the trees around your start base form most of your base defence so you need to keep a close eye of where your peasants are working. You start in the top left. Green is immediately below covering the best base area. Sharing the main island (top half of level) is orange over to the right. Yellow and purple have islands in the sea (bottom half). The good news is that no-one has dragons. Head down, smash green and starting setting up your base. It is possible to smash orange immediately if you are quick, but make sure you still build your base while you are doing it. There are two main ways in to your base area, so start putting towers on both. Orange (if they are still about) will head through either and yellow will head through the lower on. Since yellow starts with a near full town, they are the greater threat (bloodlusting ogre-magi sometimes show up before you even have a stable). Once your town is built up, smash orange if you haven't already and setup a shipyard in the inlet by orange's entrance. Make sure you have catapults ready arpimd the inlet to stop any attackers. For some reason at this point, yellow stops sending troops and just concentrates on ships. If you need more gold, there is a mine in orange's base and one in the top middle. Build a fleet of eight battleships, give them a spotter and as many of the upgrades as you can afford. Note: there was a lake immediately next to where you started so build the refinery and foundary there. With this pack you can tour the sea and eliminate your opponent's naval forces. Remember you only need to destroy the shipyards so don't bother taking the towns. With their navies gone, simply build a couple more shipyards to win the level. 3.1.6 FALL OF AUCHINDOUN Return Turaylon and Danath to the Circle of Power after destroying Orange You start in the top right. Your four enemies are light blue (top left), red (middle right), orange (middle left) and black (bottom middle). Black has dragons. However black and orange share a gold mine, so they run out fairly fast. Immediately load your troops into the transports and head south. Red controls your base area, so smash them (be careful of the cannon towers) and start building. In true pioneer tradition destroy your transports after you land. You can't save them. Put your other ships a little up the channel. Orange will keep landing troops next to that oil patch, so you may be able to sink a transport before they send in ships to destroy you. Put a load of towers around the entrance to your base (8+) with cannon towers along the south wall. Note: Although most dragons will fly in from the south, occasionally one will appear from the west, so be ready. Like in Level 3, leave Turaylon on healing duty. If you need more gold, there are two mines on this island, one halfway down and one at the bottom. Note: to get a town hall near the one at the bottom you need to harvest the small clump of trees nearby. Make sure you put a load of archer towers nearby as the dragons will find these places (I think they normally head right into the bottom corner and then up anyway). Once the orange/black mine is gone (check with flyer or Vision spell) and you have paladins and mages, build a shipyard and an armada. You will have probably lost the original ships, but there should be plenty of oil to replace them. Don't forget to have some destroyers along in case of dragons and a spotter for the submarines. A squad of eight battleships, two spotters and five destroyers will walk all over the enemy. Remember, you mission is to destroy orange, so avoid black's coast (black's death knights will start throwing whirlwinds at you if you get too close which cause havoc with your battleships). Once orange's coastal defences and armada are gone, get three transports and send over the usually squad (four paladins, five archers, three catapults, two mages and, if you want, a peasant). Destroying orange isn't normally too hard, but avoid encroaching on black. Once you are sure you've got them all, send a transport back for Turaylon and Danath and return them to the circle. If you have got them all, the level will end. If not leave Turaylon and Danath there and go hunting. If you are unlucky an orange peasant may have wandered into black's land, but this is rare. With orange gone and your heroes in the circle, the level ends and things really start getting nasty. 3.1.7 DEATHWING Destroy Deathwing and his lair. Alleria, Khadgar and Kurdran must survive. This has got to be the weirdest level I have ever seen in this game. You start with two destroyers, one submarine, two transports, three paladins, Alleria and Khadgar. Load them into a transport and head right to where the gnome has just finished the orc ship. Unload here and smash the light blues. Free the prisoners and start building you base. You will notice the problem almost immediately. You can't build a barracks or blacksmith. This means no reinforcements, no melee upgrades and no advanced buildings (except shipyard). Build the town hall and lumber mill, then get the first archer upgrade and start building farms. Dragons will soon start to wander in from the north. As soon as the town hall is up, put two paladins and Khadgar on to a transport and send them around the rock coast to a landing point. Just before unloading, save. Unload them a retreat the transport. Rush them around the mini-lake, avoiding the tower and throw a Blizzard at the tower once you stop. (There is an orc ship that will shot you where you land.) If you lose a paladin, reload. Normally the Blizzard spell will stop the catapult. Heal your troops and continue up the gap between trees and rock. Destroy the skeletons. Be careful here as your troops have a nasty habit of wanting to take the long route round (straight through one of red's bases). You need to be quick as sometimes one of the dragons will head up here instead and only Khadgar is ranged (since you don't have polymorph, you only choice is to take the damage and cast blizzard). Head north to the fork in the road. Left leads to the red base (no need to get this), right leads to some more troops, an ogre, a grunt and a couple of axethrowers. Heal to full and smash them (use blizzard if you wish, but be careful of killing the prisoners. Note: for some reason while you are up here the dragons won't attack, so note this place and return for healing/mana recharges. While this is going on, dragons will keep visiting your base and should be destroyed using either the destroyers or your archers. Use the remaining paladin to heal any injuries. Remember Alleria is very powerful, so use here wherever possible. Keep building farms and when you have enough wood get the second archer upgrade. Since you can't have a keep, you can't get ranger training, but this is better than nothing. Once you have enough farms for all your troops, build a shipyard and start collecting oil. Note: you can have a refinery, but not a foundary, so there are no more transports or battleships. Not that they would be much use anyway.) Once you have the resource start producing destroyers and put them in a double line around your platform. Destroyers are very good anti-dragon units. Back with Khadgar and his new force, heal everyone and send a squad of nine (including Khadgar) south through the rock opening and west. By careful inching forwards, Khadgar (sight=9) will see the towers, before they can reach him. Destroy and skeletons you meet and retreat if you see any dragons. When you have enough mana throw 200 points worth on the first cannon tower and retreat. Wait for the recharge and repeat on the second. Just beyond the towers is a bunch of skeletons and a catapult. Start throwing Exorcism around and the skeletons should abandon the catapult. If it does respond, throw a blizzard spell and retreat. If it is still around once the skeletons are gone, destroy as normal. Head down the rock wall, free the prisoners including Khurdran (and Sky'ree) then retreat back to your safe point. Note: you don't have to get your heroes to a specific point, so don't bother trying to get Khadgar out of there. Just get him safe and leave him alone. By this point you should have nine or ten destroyers on close to full health near your platform. If not, get them. Once they are available, head Khurdran roughly north from the platform and you should find the dragon lair and Deathwing. Deathwing acts like a normal dragon, but has an obscene amount of health (800). As soon as Deathwing moves, head back to your destroyers and beyond. Deathwing will fly straight into the trap and get killed. Sometimes when he is on the last few bits of health he will retreat. If so, send Khurdran after him. Then use Khurdran to destroy the lair (retreating north - to Khadgar - for healing if needed). Once it falls, you have won this level. Usually you will not have visited red's main base or had more than one white kill (the destroyer at the beach head). Very weird level. 3.1.8 COAST OF BONES Destroy all enemy forces This is an odd level. There is a significant sea portion of this level, but the only oil fields are in enemy hands. You start in the top right with a fair army. White is in the top left, yellow in the middle on a couple of islands and purple in the bottom left. Immediately load up the transports and head left. Smash white and set up your base, including a bunch of towers covering the entrance you used. Every so often, yellow will send troops and purple will send dragons. Again the southern defences are trees, so you need to be careful with peasants. Again sink the transports and move your other ships back where you started. Basically, bottle up and survive. When either your mine or yellow's runs low, prepare to expand south. You will probably have lost your ships by now. If so, no real problem. If not, all the better. When you expand, put a town hall south of the mine and a bunch of archer towers south of it (this is on the normal dragon route). Just of the coast to the right of this new area is the nearest oilfield. Send in the catapults to clear any ships. Build a shipyard and foundary up above your initial entrance (the entrance towers will help keep dragons back). Build a couple of battleships (you start with a load of oil) and then oil ships. Smash the platform (if there is one) and the cannon tower beyond, then set up your own oil field. Build a refinery fairly close as soon as possible and get 3-4 ships collecting oil and 3-4 battleships guarding them. Make sure there is a spotter nearby for submarines. Build a transport and send a couple of catapults and a couple of mages with polymorph on the island where the cannon tower was. Move the catapults to the bottom of this island (there are no other defenders) and take out the other oil platform (the mages are in case dragons get involved. Build a lumber mill on this island and start on the trees at the north end (it will give enough room for a town hall). When your first oil field runs out, use the one of the bottom of the island. You will need to keep building oil ships and, occasionally, the platform since purple keeps throwing whirlwinds at it (it is just in range) and you get the occasional dragon (mage-polymorph them). Obviously when the oil field reachs less than 500 it isn't worth rebuild and you are best off using it as a trap for yellow. By this point you should have eight battleships (with spotter) and 4-5 destroyers (for anti-dragon protection). They should have at least both armour upgrades (the second attack is a bit steep for a limited oil level). With this lot, go and smash yellow. Their main base in in a horseshoe shape, so you may lose some ships getting in, but don't worry too much. Once yellow's navy is destroyed wander around in here and take out everything you can. After you have completed that head round and approach purple from the left. Now this is where you will probably lose most of your ships. Battleships are slow and so whirlwind will do loads of damage. Concentrate on taking out everything you can until you lose your ships (or get them all). While you do this, get an invasion force and smash what is left of yellow (shouldn't be too hard). Once your ships are finished (one way or the other), send in the invasion force and clean up. You may lose some to the death knights, but other than that it is pretty straightforward. Once you have them all, you win. 3.1.9 HEART OF EVIL Destroy black's fortress. Destroy the mystic sanctum (Altar of Storms and Runestones) You start in the bottom left with a fair sized force and a bunch of skeletons attack immediately. Black starts in the top middle, red in the top right, white in the centre and cyan in the bottom right. Once rid of the skeletons head upwards. Eventually you will find a small area with a few orcs just below the curve of the rocks. Destroy the orcs and setup here. On this level you need to be very careful not to build too close to the rocks because black has a nasty habit of sending in death knights just beyond the wall and casting Death and Decay. You can prevent this later on by exploiting an AI problem, but for now be careful. You will note that the mine is blocked by trees, so setup a town hall and get to work. Once it is free start on the gold. To avoid the death knights it is best to build around the trees rather than above them and use towers to block both approaches. It takes longer, but it beats white showing up just after black has used Death and Decay on your towers. Red will send dragons, but you should be adept at dealing with them by now. After that preceed as normal until you get flyers. Send a flyer somewhere over the wall and the death knights will give up on Death and Decay and start casting Whirlwind on the flyer instead. When this happens just move him somewhere else on the wall (not too far, of course, or the knights will lose interest) and you have effectively stopped the death knights (at least until you attack black. There is a second mine in the bottom middle, but cyan is almost on top of it, so you need to have enough resources to build and defend a bunch of towers almost immediately. By later building a town hall here, you can use the mine after your first runs out and get a peasant slaughter on cyan. However unlike normal peasant slaughters, cyan will send troops to clear the blockade so make sure there are more than just towers there until you can finish cyan. Providing your flyer is keeping the death knights busy you can put some archer towers around your first mine and leave it with a couple of thousand in it. This will produce a peasant slaughter for white. After a while of peasant slaughter for both cyan and white (black has a huge mine, but red will start tapping it after they run out), build up a force a smash cyan. Heal and then cycle round to smash white. White is guarding the only entrance to the north half of this level so they have to go, cyan is just to protect your flank. There is a position just above black's mine where you can place a flyer without being shot to view the status of the mine. Once white falls wait until black's mine is gone (red should be also working on it by this point so it shouldn't take too long) before attacking. You can either fall the north side of the wall to the right to get red (I did because the dragons were annoying me) or head straight in to smash black. Red doesn't seem to build many troops other than dragons (fairly consistent for dragon-attack enemies), so they aren't hard. Black has a bunch of death knights including a death knight hero called Teron Gorefiend (see his stats above). I would recommend the peasant martyr tactic here to reduce the mana (Gorefiend is still restricted to 255 mana despite his other enhancements). Smash them all with your archers keeping the daemons off you. Black has few forces other than the death knights so send in your catapults to destroy the sanctum and the fortress to win the level. 3.1.10 SIEGE OF VANGUARD Hold out until orcs retreat (they don't, you have to kill them). All heroes must survive This is where things start getting really hard! This level and the final one make all the others (including the next one) seem like little more than a warm-up. You immediately start under attack from two directions. Fight the one on the left that the screen shows you and then rush the forces to the top (don't forget the catapult). Once those two are done you can get to work. You start inside a square-ish set of walls with a bunch of towers and a good number of troops. Don't wander outside these walls until a good way into the level. Green and white share this land with you and purple have an island to the north. However purple never seem to build ships, so their only contribution is dragons. You have all the heroes (they start in the bottom right of the base) and you have to keep them all alive. The best placings are Alleria and Khadgar to the top left of your base for normal troops and dragons respectively, Turaylon to the middle for healing, Danath to the right for main assault and leave Khurdran since he is little use and you can't afford to get him killed. For most of this level the assualts will be fairly relentless and require constant attention. When a wall falls, build a tower. When a tower falls, rebuild the tower, but consider putting a farm in front of it (the enemy will sit there attacking the farm while getting slaughtered by the towers). The enemy never seems to attack the bottom of your base, so send the lumber peasants there. Get upgraded as quickly as possible without ever letting a breach remain for long. Dragons will almost always attack from the north along the left half of that wall (usually the top left corner, but not always). Fortunately some upgrades are free (for example paladins get healing and exorcism free with the paladin upgrade). Once you can get three mages into the top left (Khadgar counts as one) in order to get all the dragons. You will need five or six paladins (including Turaylon) on healing duty (remember Khadgar and Alleria have priority). Put towers everywhere from just below the left entrance around the corner and just beyond the top middle (making sure you can get a peasant in to repair). Have at least two peasants just hanging around for tower repair (you probably won't have time to pull them off other duties before the next attack). Archer upgrades are more important that melee since the towers will be taking the melee damage, but melee is more important than ranger upgrades (since Alleria doesn't get these). Since the paladin upgrades are free, you should have plenty of gold. The main danger here is death knights. Since you have so many towers, one Death and Decay can take out five or six and punch a massive hole in your defence. If you see it start, immediately have a paladin cast exorcism into the dark at the left of where you see it. The death knight will usually run, so send a couple of knights after it. Once you have a bit of free gold, get spotters and put one on the rocks to the left of your base. This will allow you to see death knights coming and, oddly enough, tends to tie up trolls (there is a place on these rocks just out of their reach). Just be careful of the trolls when you chase the death knight. Another spotter should be able to locate the mine just off to the bottom left of your base. You should have plenty in your original, so when you have spare cash put a bunch of archer towers beyond in ready for a peasant slaughter on green. Only start mining this if your mine gets to a few thousand. White will send their peasants to either the new one or your old. With enough towers it is another peasant slaughter. Usually green will head straight for you and so never even bother these towers. When I have four or five towers there I normally send Danath and a couple of paladins down there. Danath is then in a good position to take out the trolls that gather by your first spotter and retreat out of sight before the next wave (to be healed by the paladins). On this level you almost certainly have to wait for the peasant slaughters. Both white and green are pulling from the same mine (positioned between them), but it is a big one so expect the troop waves to take a while (not that you will have time to notice how long it takes). Once the peasant slaughters begin the assaults nearly dry up, so wait ten minutes or so of slaughter and then start building a normal force (with full upgrades) to attack. Be careful as purple might not yet be out and so you might still be getting dragons. Smash green and then white, carefully checking the whole island for stragglers/positioned troops. Once you have them all prepare to assault purple. You could use griffins, but since there is a single oil patch (that I've never seen purple touch) just use ships and land troops as normal. By the time you have cleaned up green and white, purple has usually run out of money, but to check look for a peasant build up on the left side of their island. Move in and kill everyone. As normal for a dragon producers purple will have few troops and probably didn't even upgrade them. Now for something easier. Enjoy it while it lasts. 3.1.11 DANCE OF THE LAUGHING SKULL Destroy all enemy forces. All heroes must survive This is an unusual one. Here you get to lead a bunch of orcs with a few human heroes and troops as back up. Fortuantely you have three paladins (including Turaylon), so you get the ferocity of orcs with the capacity to heal (all be it slowly). First up head north to the yellow base. Go near the town hall to gain all the yellow forces and immediately head left where blue is attacking you. This will be the main attack route so defend it accordingly (6-7 towers). Immediately build another lumber mill and start defending the south of your main base (3-4 towers). There is a lumber mill and tower beyond this, but I don't think they can be saved, so don't worry about them. Start churning out towers and upgrades. Note the human heroes also get these upgrades. Once you have all of this in place and a bunch of ogres to deal with the catapults coming in from the left, start exploring. You will have probably lost the first lumber mill by now. Leave a spotter somewhere near where it was because white has a couple of death knights and you definitely want rid of them. Once you have death knights yourself, put a skeleton in the small indent to the north of your left towers. The catapults will always take it first, giving you more time to react and (potentially) smaller tower repair bills. Don't bother trying to dump runes in the catapults path as the computer seems to have a suspicious ability to move around them. To the south west of your base (beyond the rocks) is another mine. Get some troops and towers around it as soon as possible. Blue's mine isn't that large so it will come here fairly quickly (compared to other levels at least). Note: blue will sometimes send troops here. Not many and not often, but have a peasant nearby for repairs. There is another mine to the right of white's base, but for some reason white can't find it. Wait until you can see peasants build up on the lake shore at the top of white's base before building towers at the mine as it sit directly on white's approach route and any towers will be destroyed to early to be of use. However when you start assaulting white, the peasants sometimes suddenly find the mine. Even without that, if you attack white from the north (after smashing blue) you can drive them into the towers. To pass the time until the peasant slaughter is complete, try a couple of dragons with Haste and Bloodlust. They will decimate white's defences without chasing peasants to the other mine. When the spells wear off, retreat. Dragons are only really good with at least one of these spells. When you mine starts running low, start hacking trees near the mine off to your south west and build a town hall there (so your peasants don't wander through the battle lines back to your main one). After that it become fairly routine. Smash blue, then turn and smash white. Mop up any survivors and get ready for the hardest level in the game (even harder than the final orc level). 3.1.12 BITTER TASTE OF VICTORY Destroy the Dark Portal. Only Khadgar can destroy the Dark Portal. Khadgar must survive. (In other words, only Khadgar can harm the Portal, but the other heroes are expendable.) As soon as you start, gather all the troops that are in the middle and head to the bottom right. You can't hold the fortress against the horde so don't bother trying. Their efforts just give you time to prepare a defence (not much time though). For now ignore the heroes in the top middle, they are blocked in, but safe. Get a second mage, paladin upgrade and a bunch of peasants immediately. You may not have time for the second mage before the horde arrives, but start using Blizzard with whatever you have. Most of them will come pouring round the top lip of rock so aim there. The less who make it to your troops, the more who survive. The success or failure of this level can hinge on what happens now. Once you have cleared them (including the trailing catapults) start building hordes of archer towers along the rock wall from your front door to the tree line in groups of two or three. Loads of dragons will show up at any point on this wall very regularly (usually in twos) and you normally can't abandon the front door to stop them. With tower building underway and paladins healing troops from the first assault, go to the heroes and use the dwarves to open the rock door and then rush them to your little base. This shouldn't be a problem so if you lose any, try again. Although only Khadgar needs to survive, the others are so much better than normal troops you should try to keep them alive as long as possible. Put Alleria with the archers on the front door, Khadgar with the mages on anti-dragon/Blizzard watch (every dragon polymorphed is faster tower repairing), etc. Since Khadgar must make it to the endgame, he is a healing priority. He shouldn't get damaged much, but if he is get him healed before anything else. Always keep at least one peasant near the towers (not close enough to get fireballed, of course) since like level 10 you probably won't have enough time to pull them off other tasks. Note you have a town hall (despite the church and mage tower), so get that upgraded as soon as you can in order to increase the lifespan of your gold. Just like level 10, troops will keep coming and you have to just improve your town in the gaps. Since you have so many archer towers, melee upgrades (especially armour) is the most important here. All three enemies (white, red and black) have huge mines and there is a second mine between white and red (just north of your base). You can't secure it for a peasant slaughter as it is on black's dragon route, so don't worry. Occasionally black's dragons will try to head along the sides so be ready with mages. This is rare so beyond paying attention you don't need special precautions (like wasting gold on a horde of archer towers in the area) - just polymorph them if they show. As ever one of the main dangers is death knights. Your front door is so crammed with troops and towers, Death and Decay is a real disaster. Have a paladin ready to throw an exorcism into the dark if you see it start and pray. I got four death knights come at me at once and only two ran from the exorcism. If you lose your front door for any reason, may sure you have a strong troop defence by that point. If you lose it without this, reload and try again. When you mine gets to a few thousand left, leave it. When white runs out of gold from the second mine it will try for yours if there is any left. Even without spotters you will know when white runs out of gold at the first mine as they usually stop sending troops and concentrate on peasants to the second mine. This is where things get a lot easier. Here is where Khurdran comes into his own. The second mining operation is usually unguarded (a couple of towers to the north, but they are out of reach), so move Khurdran over the mine. Pull him back whenever the dragons show up, but other than that let him shoot white's peasants. The second mine isn't very big, so it shouldn't take too long. After it falls, the peasants from the original town hall will head for yours and, if they built one, the peasants from the second town hall (by the second mine) will head for reds. Your towers should sort out those head for yours and Khurdran should sort out those heading for red. Remember to keep Khurdran healed. By this point, red will also have drastically reduced its troops numbers, not sure why since it still usually has gold. Black however will keep sending dragons. Send some spotters to keep an eye on black and red's mines (they were huge, so there is no rush). If is possible to take out white as soon the second mine falls (or even the first) since there town isn't normally well laid out, but given what you had to go through on the level you don't want red and/or black interrupting at a crucial moment so I recommended erring on the side of caution. When red's mine falls (it ususually falls before black's), red's peasants will start gathering along the rock wall (trying to find a way to yours presumably. White's remaining peasants will now all be trying to run your tower gauntlet, so move Khurdran up to play with red's peasants. Black's dragons will usually not bother him up here, but if they do simply retreat, heal and return as normal. When black's mine falls, the endgame begins. Build your normal force and attack white. Without mines, red and black normally won't respond. If they do it is usually just some more black dragons so have mages along to head that one off. Clear the area around the portal (I couldn't afford catapults by this point so I used Blizzard) and then have Khadgar attack it. Since his attack is so weak and no-one else can apparently harm it this will take about 15 minutes. Use this time to either defend him (if you move early) or smash the other teams (if you waited). When the portal falls, you win. You get a nice little movie and rank of "Designer". A story thread that leads straight into the Scourge from War3. 3.1 ORC (to follow later) 4.0 TACTICS Apart from the obvious ones like get upgraded and try to have at least one upgrade level before getting a Keep/Stronghold that you needed to complete the first game, there are a few that are far more important on this game than the last. a) Ever piece of water may have submarines/turtles in them, so make sure every armada has a spotter unit. b) Dragons/griffins are on most levels, so make sure you have a fair number of archer towers on their lines of approach as soon as possible. (You should know the main line of approach after the first run. They rarely use more than two.) c) Strong defense. Since you are drastically outnumbered on nearly every level, there is no such thing as too many towers (provided you have enough gold). I usually have at least five guarding my main door, plus four guarding the main dragon/griffin route. d) "Peasant slaughter" or equally peon slaughter. When the computer finishes a gold mine, it will send it peasants to the next nearest mine regardless of if it is defended or not. If the peasant fails, it will send more and more. Rarely will it send troops to find out why no-one is coming home. This is especially useful in the orc campaign as the death knights can use them as free skeleton troops. (Use them mostly on defence, every blow a skeleton takes is one an normal troop didn't) e) "Blizzard"/"Death and Decay". Very useful as anti-retaliation weapons. Wait outside the enemy town with "Stand Guard". Send one knight/ogre in until you see a response then retreat. Return to the main troops and start casting "Blizzard" or "Death and Decay" on the route you retreated. The enemy will run along that route regardless of the spell and get slaughtered. At the very start of the final Human level, you get about a hundred enemies immediately rush you. Using three mages casting Blizzard on the approach route, only about 10-15 actually made it to my troops and they were badly wounded. f) "Blizzard"/"Death and Decay" (2). Destroy the first tower in an enemy town with "Blizzard"/"Death and Decay". Just use two or three bursts and the computer will send a load of peasants/peons to repair. Then send another couple of bursts and watch the tower and peasants get destroyed. You can get eight or more peasants with this one if you time it right (and the computer has that many after "peasant slaughter") g) "Polymorph" is a very good anti-dragon weapon. Unfortunately it has a high mana cost, so have 2-3 mages handy to get them all. h) In true pioneer tradition, if you start with transports destroy them after you find your start base area. You usually can't save them, but by destroying them yourself, no enemy gets the kill point (deducted from your score) and you reduce the food requirement. You normally have plenty of resources to rebuild them again when needed. i) "Peasant martyr" is a trick to use against mages/death knights. Since peasants are fairly cheap (and so don't affect your score much) send them into a mage/DK area. The AI can't resist using Polymorph or Death Coil on them. Then send in the normal troops before they can recharge. j) SAVE and save often. This is far, far more important than in the original. It is also best to keep multiple save games as things may already have gone wrong before you know it. Also, always keep the "end of level" saves since it is not always obvious how to start a level (such as Human 8). k) A modification on the save trick involves spotters units. At the start of the level send them to locate the enemies and their relative strengths and then reload. May sound sneaky and underhanded, but any normal army would do some reconnaisance before sending troops in, wouldn't they. 5.0 ACKNOWLEDGEMENTS Blizzard for writing this great game and releasing a Battle.Net edition so I could keep playing it.
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