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Warcraft 2: Tides Of Darkness cheats / Warcraft 2: Tides Of Darkness hints / Warcraft 2: Tides Of Darkness faqs / Warcraft 2: Tides Of Darkness solutions Warcraft 2: Tides Of Darkness faqs and solutions ========================================================================= = ==== ==== ==================== ===================== ======== = ==== ==== =================== === =================== == ======= = ==== ==== ================== ========================= ======= == = ==== ==== === === = === ======== = ==== === ===== = = == == === = == = == ======== = == = === ======= == == == == ====== == ======= ======== ========== === ======= == == == == ==== == ======= ======== ======== === ======= == === == ==== = == ======== === == ======= = === ======= == ==== ==== ====== == ========= === ======== === ======= = ============ = == = == ==== == =============================== == ==== == AUTHOR: FLOWERPOT == ==== == E-MAIL: FLOWERPOT2000@EMAIL.COM == ==== == WARCRAFT II FAQ VERSION 0.7 == ==== == =============================== == ==== == == ==== == **Best viewed in Full screen** = == = ============ Warcraft II- Strategy game of the Millenium FAQ Tides of Darkness & Beyond the Dark Portal edition *Note* Sections 3-8,13 were direct copies from the Instruction manual (i added a lot) and were only added because most people do not own a copy of the manual and do not have the pleasure of reading the wonderfully written story by Blizzard. Read on!-- (((TABLE OF CONTENTS))) 1 revision history 2 introduction 3 a brief history of the fall of azeroth 4 the history of the orcish ascension 5 clans a nations of the alliance b clans of the horde 6 legends 7 units a human b orc 8 structures a human b orc 9 campaign gifs 10 the ultimate multiplayer guide 11 building dependencies a human b orc 12 unit dependencies a human b orc 13 cheats 14 the aftermath of the second war 15 disclaimer 16 farewell/etc. =============================== ==========1 revision history=== =============================== 12.05.99- Finished typing up section 14 - Added section 10 thanks to a major contribution by RMC - Updated the Disclaimer with new credits - Campaign GIFS and campaign walkthroughs coming soon... - Huge e-mail error (nintendomail.com is dead) as did many people i know, so i had to change my e-mail address once again to FLOWERPOT2000@EMAIL.com. Foward all e-mail here and i apoligize to all whose e- mails were lost. 12.01.99- Brand Spankin' new, baby! - Request: If anyone has useful multiplayer screenshots that show some useful tactics, submit them by e-mailing me at faq64@nintendomail.com. - Coming Soon: Campaign Walkthroughs! --12.20.99 Whoo Hoo! - After a few month long hiatus, I'm back with 2 more faqs coming out! =========================== ==========2 introduction=== =========================== I don't think that their is one person one this earth, that does not love the games made by Blizzard. I like to call them the strategy gods. Warcraft, Warcraft II, Warcraft II Expansion, StarCraft, StarCraft: Broodwars, Diablo, and the yet to be released Diablo 2 and Warcraft 3 (which is looking awesome). These people have more creativity inside their nostrals than Creative people on a good day. After providing us with years of single player fun, they went and made the best multiplayer experience ever, Battle.net. All this from one game developer. Please, Blizzard, don't stop spoiling us. Warcraft 2, in my opinion, is better than StarCraft. I personally like fantasy more than the sci-fi genre but that didn't greatly affect my opinions. With various ground, air, and _water_ units... warcraft towers over its competition. The campaigns require thinking and the storyline is addictive. I always feel like killing some Orcs after school and then screaming, "This is for Azeroth, you scum bags!" for no reason whatsoever after a long day at school. And you probably do too. So, pop in this game, read this faq, and get ready for the strategy game of the millenium! **NOTE** When you see the word Magiks, I didn't spell magics wrong, its the way that Blizzard spells it.** ===================================================== ==========3 a brief history of the fall of azeroth=== ===================================================== (as told by the Matriarch of Tirisfal) **TAKEN FROM BLIZZARD INSTRUCTION BOOKLET** My name is Aegwyn, and for over one thousand years I have wandered the realms of this world and endeavored to safeguard the peoples of its lands against the ethereal powers of the Great Dark Beyond. I have seen mighty kingdoms rise and fall. I have witnessed the deeds of high nobility and the lowliest of rabble both conspire to define the destiny of mankind. It has been only recently that I have, regrettably, become directly involved in the matters of men. For countless ages it has been the charge of my Order to shelter and protect mortal man from the mysteries of the Great Dark, and the palpable, heinous evils of the realms beyond. To battle these dark forces of the Twisting Nether we were given considerable power. And longevity rivaling that even the ancient Elves. With this power came one grave burden -- The Guardian must not interfere with the affairs of men until the time comes when a seccessor must be chosen and the mantle of guardianship is passed to another. Thus did I -- Aegwyn, last Guardian of the Order of Tirifal -- judge that my time had come. Forty-two winters had passed since i first came to the kingdom of Azeroth in search of the Conjurer Nielas Aran. It was he whom I had chosen to sire the heir of my powers. Nielas was exceptionally talented in the simple conjurative magiks of men, and I believed that he would be the perfect mortal father for my child... and so he was.... I gave birth to a son and named him Medivh -- or "Keeper of Secrets" in the ancient tongue of the elves - in the fall of the year 559. I transferred all of my knowledge and power into the infant, locking it deeply within him to manifest itself only when he reached physical maturity. Believing that my work on this world was done and seeing my son would be cared for by the Nielas' people, I wandered across the fields of time, preparing myself for the passing. I kept a distant, watchful eye on my son for much of his young life. I was assured that the deep-sided altuism of Tirisful would guide him in his trials and temper his heart and mind as to make him worthy of the Guardianship that was, I believed, his destiny. On the eve of the making of his thirteenth birthday, the power locked deep inside of my son awakened. Unable to deal with the raw, cosmic energies surging inside him, Medivh suffered a massive phychic trauma. He was pacified by the good Clerics of the Northshire. They removed the youth to their sacred Abbey and for six years tended to his all but comatose body. Eventually, Medivh awakened from his sleep seemingly in full control of his faculties and powers. Yet, underneath the confident and almost arrogant facade, I somehow knew that my son had become malevolent and corrupt. The wisdom and power that was his birthright had been perverted by distant forces within the Twisting Nether, altering the Human part of his soul and marking him with its evil touch forever. It was not until the first wave of those wretched creatures known as the Orcs thundered through the dark rift that I realized how incedibly dangerous my son had become... With his mastery over the arcane energies increasing almost by the moment, Medivh had set out to probe the extent of his ability to manipulate the world around him. Delving into the forbidden arts of Necromancy, Medivh began to unravel the mysteries of life and death. He took to consorting with Daemons from the lower planes, using their powers to argument his own. His hunger for power became stronger, and with every minor success Medivh fell ever deeper into the dark abyss of madness. He traveled far throughout the astral plane, exploring the infinate secrets of the Great Dark Beyond. It was then, in the midst of swirling chaotic hallucinations, that Medivh first encountered a world beyond his own and captured a glimpse of the aberrant, murderous denizens of that place. Here at last, was the tool that Medivh had been searching for... Desirous of complete dominion over Azeroth, Medivh used the insights gained from the knowledge of Tirisfal to strike a bargain with Gul'Dan the Warlock - the mightiest of the rulers of the dark, red world that haunted Medivh's visions. Communicating through deep trances and astral projection, Medivh told Gul'Dan of an ancient tomb lost beneath the north sea that contained power beyond imagination. It was to this tomb that I had banished the ancient Daemonlord Sargeras after a long and exhausting battle eight hundred years before. Even I cannot say whether or not the power of Sargeras remains entombed their. The promise of incredible power tapped from a true monarch of the underworld was enough to make the insatiable Gul'Dan agree to do Medivh's bidding. Medivh agreed to furnish the location of the Tomb of Sargeras to Gul'Dan as well as an entire world to conquer. In exchange for his gift, Medivh required total destruction of the only force he believed capable of ascendancy to power - the great Kingdom of Azeroth. Thus, in the year 583, the first of Medivh's unnatural Portals was opened between the world of Azeroth and the red world of the Orcs. Although the time of my passing had drawn near, I traveled to Medivh's mystic tower to reason with him and attempt to dissuade him from a path that would surely lead to his on destruction. The power that was once of Tirisfal had become so twisted inside him that my pleas seemed as nothing. I fought with what energy remained in my weakened body, but having given all my powers to him long ago, I was easily defeated and banished from his sight. The arrival of Gul'Dan and the Horde War Cheif Blackhand heralded a war that tore the realm of Azeroth asunder for nearly five years. The once rich kingdoms of the land were razed and left fallow my the merciless Orc armies. And yet, for all his craft and gile, Medivh did not survive to see his plans come to frutition. My son was killed by a bold Azerothien raiding party who broke into his tower and slew him in the very room where he first made contact with the Horde. Even the great War Chief Blackhand was eventually destroyed as his ultimate victory drew near, betrayed by his servant Orgrim Doomhammer. The greatest loss to the peoples of Azeroth came when King Llane, their benevolant and just ruler, was killed as Stormwind Keep fell under the siege and was overthrown by the Orchish hordes. Only the valiant leadership of Anduin Lothar, Knight errant in the brotherhood of the horse and a hero in the war, allowed the survivors of Azeroth to escape from their decimated homeland with their lives. Even with Medivh and his vile magiks gone, the Portal continued to channel hundreds of Orcs into the human lands everyday. With the death of Blackhand, Orgrim was quick to seize control over the Blackrock caln - the most powerful Orchish force on Azeroth. While others still vie for supremacy over the rest of the scattered Orc clans, Gul'Dan, the infamous warlock and chieftain of the Stormreaver clan, is rumored to be ammassing a great navy to find the legendary Tomb of Sargeras for himself. Rend and Maim, the barbarous sons of Blackhand, also have secured a strong following amongst the Orcs, and hope to wrest ultimate controls over the Horde away from the treacherous Doomhammer. Although other factions grow stronger within the chaotic Horde, it seems certain that all the clans will follow Doomhammer's plans to hunt down and destroy the renegade Humans of Azeroth wherever they choose to run... ------------------------- The Alliance of Lordaeron ------------------------- With the arrival of the Azerothian refugees upon the shores of Lordaeron, King Terenas formed a council of delagates from each of the seven kingdoms under his rule. Recounting terrible tales of destruction and carnage wrought by the Orchish invaders in Azeroth, the Steward Lord Anduin Lothar convinced the soveriegn of Lordaeron to unite themselves against this great threat. Despite much quarreling and debate, the lords acquisced to Lothar and Terenas, and agreed to unite their armies under the general command of Lothar himself. As the shores of Lordaeron had already been savaged by small bands of Orc marauders, Lothar found a strong ally in his longtime friend Admiral Daelin Proudmoore of the seaside kingdom of Kul Tiras. Thoras Trollbane, lord of Stormgarde, was also quick to offer his support for the newly formed alliance, sensing that the time for glorious battle was at hand. These warriors were not the only ones to get ready for battle... As the holy writ commandeth that the whole armor of rightousness by worn in the war against evil, Alonsus Faol - Abbot of the now destroyed Northshire Abbey - convinced the eccesiastic ministers of Lordaeron to grid their priests and the followers alike with weapons of war. As the guardians took up swords of light to defend the heavens, so must the hold men of earth be prepared to combat the dark tide that was approaching from the south. From the ancient subterranean halls of Khaz Modan came the stoic Dwarves of Ironforge, reporting that the Orcs had already begun to assualt their mountain kingdom. The Dwarves offered their support n arms and ingenious technoligies to the alliance, who assured them that the Orcs would be driven back at all costs. The reclusive Elves of Silvermoon ventured forth from the shadowy forests of Quel'thalas to offer their services to the alliance. Their magiks, so closely tied to the forces of earth, had shown evidence that the Orcs had been defiling the very lands of Lordaeron as part of their sinister plans. The ill-bred prejudice that had existed for eons amongst the three races was put aside, and a bond was formed between these ancient neighbors. The bond would become a force known across the whole of Lordaeron as the alliance. Thus, united in arms against a common foe, the alliance stands upon the shores of destiny and awaits the coming of the tides of darkness. ================================================== ==========4 the history of the orcish ascension=== ================================================== (as told by Gul'Dan, cheiftan of the stormreaver clan) ------------------------------ The Rise of the Shadow Council ------------------------------ Like an elemental force of havoc and destruction we thundered through the lands of Draenei devastating all that we beheld. Not one life was spared. No building was left standing. The only traces of their existance were the blood-soaked fields they had worked for nearly five thousand years and the rank, acrid smell of the huge victory fires that consumed the bodies of their young. The Draenei were a weak people - hardly worth the effort of our raiding sweep. In the end, however, even these simple victories serve to keep the inferior in their place... It has always been so with my kind. The savage, brutal tendencies of the masses are easily manipulated by those who hold true power. Power is the true force that drives the great destructive machine that is the Horde. Those who imagine themselves in the possession of this power rally around thier clan banners of violence. Yet without a common foe, even the leaders of the Orc clans blindly turn upon each other. The appetite for destruction that prevails amongst these fools drive the Horde; might and might alone is honored above all things. I am Gul'Dan - the greatest of all Warlocks and Initiate of the Seventh Circle of the Shadow Council. No one knows the dark, burning allure of the ultimate power better than I. In what passed as my youth, I studied Orc magiks through the tribal Shaman of my clan. My natural talent for channeling the cold, negative-energies of the Twisting Nether brought me notable standing amongst the other Shaman, and I knew that even Ner'zhul, the greatest of my teachers, became jealous of me as my abilities grew even stronger. My aspirations rose higher than those of my peers and masters alike, for I knew that the scope of their vision was limited by their devotion to the advancement of the Horde. I cared nothing for the Horde or its petty politics. I cared nothing for this world over which we had complete dominion. I cared only for the chance to fathom the spiraling mysteries of the Great Dark Beyond. I had begun secret explorations of energies far beyond the scope that my so-called tutors could possibly comprehend. It was at this time that i discoverd a being of immense power - the Daemon Kil'jaeden. I was in awe at his heartless fury. To witness his awesome power was to be all but consumed. In the fleeting, fevered nightmares he brought me, I touched the essence of what lies beyond. Within me an unfathomable lust was sewn - a desire to wield the fury of etheral storms and to stand unscathed within the dying hearts of burning suns. Under the tutelage of Kil'jaeden, I realized how limited even my understanding had been. Untold histories of ancients Daemon races and primal magical dimensions were made known to me. I learned that there existed worlds without numder, scattered throughout the darkness beyond the sky - worlds to which i might lead the Horde as only one of my abilities could. Though i remained with my people on the dark, red world of Draenei, I soon learned to project myself into the depths of the Twisting Nether, being driven nearly mad by the whispering chaos contained therein. Although it seemed it would mean my death, I was irresistibly compelled to continue my sojourn until, finally unbound from my cororeal existence, I understood the whispers. It was then that I first spoke to the dead... Ancestral worship has long been at the heart of Orchish religion. While nearly all the Orchish Hordes believed that all our dead elders watched and guided us from the depths of some lost realm of chaos, I believed this notion to be a product of ritual and not reality. Within the Twisting Nether I discovered that the spirits of the dead do linger on, floating on the astral winds between the worlds. I learned that they kept their endless, silent vigil over the clans in hope of finding some escape from their lifeless torment. I knew that these spirits of the dead would be a useful tool for anyone who bind them to his will. Years passed. My apprenticeship under Kil'jaeden had allowed me to become the most powerful Warlocks had seen in many generations. My place in the Horde was as a respected leader, but as ever, tensions ran high amongst the clans. The destruction of the Draenei left nothing upon which the great beast of war - could feed. After centuries of violence and warfare, we had finally conquered the whole of our world. With no enemies left to crush and no new lands to conquer, the clans had fallen into a state of utter anarchy. Minor disputes between clans led to open battle and massive bloodshed. Those cheiftains who attempted to assume the position of overlord soon found themselves slaughtered by the ravenous legions of the disheartened Horde. I knew the time had come to claim the mantle of power that i had so long neglected. I quickly gathered together the few warlocks who had shown some spark of passion and desire to rise above the petty quarrelling of the clans. To these Warlocks i bestowed the knowledge of the dead by leading them in secret rituals and communing with the spirits of the Twisting Nether. Those who were incapable of channeling this power were destroyed. After a time a pact was forged between the members of our circle and the dark spirits whose energies we had learned to invoke. I would use my place among the warlocks to shape the thoughts of others while, cloaked by a veil of secrecy, they would be immune to the caprices of the bloodthirsty masses. Thus did the Shadow Council come to be. Within a few short months the Shadow Council had its hand in all of the important political matters within the Horde. Nothing occured within the Horde that we did not know about, and many events took place by our design - so cleverly implemented that even the clan chieftains were oblivous to our manipulations. Before half a year had passed, we had assumed near total control of the inner workings of the Horde. Yet, behind all of our secret machinations, there loomed the silent and ominous shadow of the Daemon Kil'jaeden. In pursuit of furthering our magical resources, I opened a new school of magical discipline that became known as Necromancy. We began training young warlocks in the arcane mysteries of life and death. Again, with tutelage from the Daemon Kil'jaeden, these Necrolytes delved into the dark arts, eventually gaining power enough to animate and control the bodies of the newly dead. Every victory - every success - left me with emptiness I could not fill. I came to realize that the Shadow Council could serve my purposes only to and extent, and thus I would require even greater power should I wish to become the true harbinger of our destiny. -------------------------------------------- The Mastery of Forces - Medivh and Blackhand -------------------------------------------- Things were well within the Horde. Though the Shadow Council kept the warring clans pacified by the promise of escape from the dying world, I knew that the new order - much like the war against the Draenei - would provide only a brief respite if I could not find new lands for the Orcs to conquer. My contemplation on this matter was disturbed late one night when I was suprised by the sound of screams emanating from the warlocks' tower. I arrived to find many of the apprentices locked in deep trances, their faces twisted with masks of pain. The warlocks, whom I questioned in detail, could tell me only that they had felt an unexplainable presence in their dreams. I returned to my stronghold, deeply puzzled by the fact that whatever it was that had contacted the warklocks, had made no attempt to reach me. I sought the counsel of Kil'jaeden about this presence. He also was touched by this power - a power that was beyond any he had ever experienced before. Whether it was the image of a force so awesome that it could cause this baneful daemon to actually feel fear, or my own trepidation, I fled - moving aimlessly through the Twisting Nether for what seemed and eternity. It was during my fevered flight that the presence finally made contact with me. It radiated untold power, but it lacked the emotionless control displayed by Kil'jaeden. My senses seemed to to take control over the dread that had engulfed me, and my mind began to cipher and reason. I knew if i could divine the desires of this force, no matter how powerful, I could use it to further my own ends. The presence identified itself as Medivh, a sorcerer from some far distant world. We communicated not in words, but in a guarded joing of minds. His mind seemed boundless, but his thoughts moved so swiftly that it was difficult to learn anything from him. All the while, I knew he was probing me - learning more and more about the Orcs and our magic. I could never learn as much from him as he would from me, and I soon broke contact with him. I sought the counsel of Kil'jaeden, but he refused to answer my summons. Somehow I knew that he had forsaken his students because he was afraid of this Medivh. I found myself again doubting my skills. Could I contend with a being who could intimidate my own master? I continued to venture into the Twisting Nether for serveral weeks, all but forgetting the disturbance that had caused me to question myself. Then one night, Medivh appeared to me in my dreams... "You fear me, for you do not understand me. See my world and understand my fear. Then fear no more." I was powerless to resist what came next ...barren wastes... ...dark swamps, teeming with life... ...endless fields of emerald grasses... ...forests of magnificent trees... ...farmlands filled with rich harvests... ...villages of proud, strong people... Images came, flashing much too quick to comprehend. And then...something. A fleeting picture that left a longing stirring inside of my soul... ...buried deep beneath the ocean; dark and ruined, but still breathing... ...still pulsing with the lifeblood of the earth itself... ...an ancient power... ...ancient and terrible... I awoke. I embraced consciousness knowing all along that the dream had beem real. Medivh had shown me the wonders of his world, knowing that the Horde would not be content until his world was ours... I met with the members of the Shadow Council concerning the visions that we had seen. Although their was much debate as to the true intentions of Medivh, I informed the Shadow Council that a way to escape from our world would soon be ours. I would seek the aid of Medivh in creating a way to get to his world, and then we would subjugate his race as we had done to all others who stood before us. Although he had appeared to many warlocks with these images of a new and fertile world, we agreed to keep the knowledge of this enigmetic message to ourselves. Those warlocks outside of the Shadow Council who had shared in the visions were killed; for if the secret were revealed before preparations were made, the Horde would tear itself apart. Weeks passed with no word from Medivh. My attempts to contact him were fruitless. It was as if he had erased any trace of himself from the Twisting Nether. Some members of the Council gave up any hope of the wizard ever returning. ...Then the rift appeared... It took considerable time to expand the rift enough to send the massive frame of an Orc through. The first scouts to reture from the other side seemed to be driven completely mad by what they had seen. These early failures did not detur us, and subsequent quests confirmed that the world beyond this rift appeared similar to what was depicted by our visions. Witht he combined powers of the Horde's warlock clans and the Shadow Council, we were able to enlarge the mysterious rift so as to create a portal. This portal was used to move a great number of Orcs into this unknown land. A small outpost was quickly built on the other side of the rift, and Orc scouts were sent to explore the surrounding areas. The agents of the Shadow Council reported that the denizens of this world were called Humans, and their land were known as Azeroth. We found that these humans were a weak race, farming their fields and living peacefully in the countryside. I feared that they would prove no more of a challenge than the Draenei, and would not appease the hunger of the Orchish war machine for long. The clan chieftains, quickly swayed for their lust of blood and war, agreed that it was time to leave this dying world and lay claim to the domains of Azeroth. While the Shadow Council kept close watch over the workings of the Horde, the masses looked to the clan chiefs as their leaders. Two chieftains arose who were well respected and feared by various clans - Cho'gall, the Ogre-Mage of the Twilight's Hammer clan, and Kilrogg Deadeye of the Bleeding hallow clan. These powerful leaders were expected to direct the Horde to a swift and savage victory over the Humans. Thus, as the Horde gradually channeled through the rift into Azeroth, Cho'gall and Kilrogg began to plan their assualt against the Human stronghold of Stormwind. The attack against Stormwind was catastrophic. Our armies, expecting to meet weak resistance, charged headlong into the enemy fortress. Suprisingly, the Humans soldiers held our forces at bay. Then they unleashed warriors mounted upon beasts of muscle and sinew to devastate our troops. The Humans forced our troops to retreat back into the swamplands surrounding our outpost and the portal where, only by the invoking the shrouding mist of shadow, were we able to escape. This decisive and humiliating defeat threw the Horde into chaos. Cho'gall and Kilrogg blamed each other's incompetence for the failure, and the Orcs quickly polarized into factions that supported either chieftain. The Shadow Council desperately sought a remedy to the violence that was sure to follow, but the volatile nature of the Orcs made it difficult to appeal to reason of wisdom. I realized that the Horde needed a strong leader that could unify the clans under his control - and be kept in his place. Thus did I first learn of Blackhand the Destroyer... Blackhand, chieftain of the young Blackrock clan and a Raider in the Sythegore Arm, was well honored by most Orcs within the Horde. More importantly, he was extremely lustful, and this made him easily corruptible. With the help from the Shadow Council, I set the eager Blackhand upon the horned throne of War Chief. To his credit, Blackhand was a ruthless dictator who inspired awe and terror from his warriors. While the Horde rallied under Blackhand and the other chieftains acquiesced control to him, it was I who dictated policy by blackmailing and bribing blackhand. With Blackhand's ascension to War Chief, order was restored to the Horde. I was visited again by the visage of Medivh, who appeared more in control of his powers, but less in control of his mind. Petitioning the Horde to destroy the kingdom of Azeroth, but to make him ruler of its people, Medivh offered all manners of treasures and baubles to me. I assured him that his world was ours for the taking, and that he held nothing that could persuadet hat Horde to do his bidding. His face broke into a wicked sneer as he proceeded to show me the image of an ancient tomb upon which was etched the name of the Daemonlord Sargeras. The Tomb of Sargeras! The Daemonlord who had instructed my own tutor Kil'jaeden was entombed upon this pathetic little world! Destiny had chosen to lay the hand upon my shoulders alone, for Kil'jaeden had told me the lost tomb contained power absolute - enough to make any who could control it a living god. Medivh pledged that he would grant me the location of the tomb if only I would use the horde to destroy his enemies... Thus, the Orchish Hordes made war against the kingdom of Azeroth. --------------------------------- The First War of Orcish Ascension --------------------------------- We took the lands of Azeroth from the Humans and razed all that we surveyed. My personal assassin, Garona the Half-Orc, executed Azeroth's leader King Lane and returned his heart to me. Although the Horde dominated Azeroth and the pathetic worms who defended it, my own plans were badly hampered. A smalled band of Human warriors stormed Medivh's Tower and engaged the insane socerer in direct combat. As his body was slashed and torn by the swords of Azeroth, Medivh began to transmit telepathic waves of trauma across the astral plane which easily shattered even my formidable defenses. I attempted to reach into the socerer's mind and steal the location of the tomb from him directly, but before I could divest the location, Medivh was killed by the Azerothians. Having been in his mind at the moment of his temporal death, I suffered a massive psychic backlash and fell into a catatonic state. For weeks I slept as if dead, closely guarded by my faithful warlocks. When I finally arose, I learned of the shift in the balance of power within the Horde. Blackhand had been killed. Without my magiks and counceling to aid him, Blackhand fell prey to a suprise attack launched by one of his strongest and most trusted generals - Orgrim Doomhammer. Orgrim was quick to consolidate his power within the Horde, justifying the assassination of Blackhand by securing false testimony that supported his claims of the Destroyer's incompetence as War chief. It seemed that the hand of faith had struck me a harsh blow. Orgrim set out to uncover the inner workings of the Horde, leaving no stone unturned. Eventually, his spies captured my servant Garona and under intensive, agonizing torture, forced her to reveal the existence and location of the Shadow Council. She was weaker than I had expected. Suspecting that the Shadow Council was a threat to his control of the Horde, Doomhammer led his Wolfriders in a suprise attack against my Citadel near the ruins of Stormwind Keep. The Warlocks, caught unprepared by Orgrim's assualt, held off the Horde as long as their magiks would last. Having no time to rest or replensih their energies, the warlocks fell before the wrath of Orgrim. In the end, the Doomhammer was victorius. Any surviving warlocks were branded as traitors to the Horde. The public executions were effective in weakening my position and strengthening his... I was taken before Orgrim and questioned at length about my involvement in the Shadow Council. Being greatly weakened by the backlash of Medivh's death as well as the energies I had expended during the battle, I found I was in no position to either threaten nor harm the war chief. Orgrim made it clear to me that the Horde was under his control, and that he was not as easily swayed as his predecessor. The gleam in his eye and the steel at his side bespoke his intentions, but I would not be defeated so easily. While he may have held the upper hand, I reminded him that with the death of the warlocks, I was the last true socerer within the Horde. Orgrim, made impudent by his victory, agreed that perhaps I could prove useful, and agreed to let me live - by his good graces. I silently vowed that he would one day take those words to his grave. Although his suspicions of me were never fully assuaged, I did succeed in convincing the War Chief that the Raiders were preparing to unite with the Sons of Blackhand in revolt against him. Although this claim was untrue, Orgrim was already suspicious of Rend and Maim and so disbanded the multitude of Wolfriders, sending them into the various arms of the Grunt forces. To demonstrate my 'loyalty' to Orgrim and the Horde, I promised to create a host of undead riders that would be completely loyal to him alone. Although the Doomhammer did not fully trust me, the idea was sufficiently appealing, and so I was allowed to enter seclusion to create this new legion. Even with the aid of my Necrolytes, I was unsuccessful in bringing forth this undead force. Failure and weakness were all that these undead minions could offer me, until I sensed that while their spirits were willing - it was the flesh that was weak. I summoned them to a great alter constructed of ironwood and Blackroot where, at the height of black incantation, I took the lives of every last one of them. In the bloody wake of their executions, the Necrolytes would then, at last, nourish my creation of the ultimate undead servant. Using what few resources I still controlled within the Horde, I acquired many of the long-dead corpses of the fallen Knights of Azeroth. Into these twisted and decayed forms I instilled the essences of the greater members of the Shadow Council who were quite willing to return to the mortal plane to wreak terror and havok once again. I furnished each of the dark riders a jeweled truncheon through which they could better focus the unearthly powers they would brandish. Into these jewels were infused the raw, necromatic magiks of the freshly slain Necrolytes. Thus were the Death Knights born. Orgrim Doomhammer was pleased with these Knights of Death. Although the spirits of the Shadow Council remained loyal to me, they feigned allegiance to the War Chief. Orgrim was well satisfied with the realization of my promise, and allowed me to go about my own affairs. I will be patient and bide my time, pretending to be the faithful servant until the time comes to show this presumptuous, boisterous upstart who is greater between us. My designs to discover the Tomb of Sargeras still remain. I have assembled the Stormreaver clan to be my support when the season finally comes to strike back at Orgrim for his insolent crimes against me... That day draws near - and Doomhammer cannot know what terrors await him, for I am Gul'dan... I am darkness incarnate. I will not be denied. ==================== ==========5 clans=== ==================== ____________________Nations of the Alliance ===Azeroth=== LEADER: Regent Lord Anduin Lothar NATION COLOR: Blue BACKGROUND: Before the coming of the Age of Chaos when the portal was first opened, the kingdom of Azeroth was the mightiest of all Human nations. Ruled by the wise and just King Llane, Azeroth stood as a beacon of light and truth throughout the known world. After the first war, Azeroth and all of its land were devastated by the Horde. With King Llane dead, Sir Lothar took charge of the shattered armies of Azeroth and led the survivor across the great sea to the shores of Lordaeron. King Terenas, ruler of Lordaeron, agreed to support the landless Azerothians. The people of Azeroth settled near the Southshore region of Lordaeron, pledging their loyalty to the Alliance. Battle-hardened and brave, the last of the once great armies of Azeroth now seek retibution for the loss of their homeland. ===Lordaeron=== LEADER: King Terenas NATION COLOR: White BACKGROUND: Ruled by the benevolent King Terenas, the nation of Lordaeron stands as the last bastion of hope for humanity. The armies of Lordaeron were the first to heed the call to arms issued by Sir Lothar and the people of Azeroth. As patron of the Alliance, King Terenas has assumed the heavy mantle of leadership to protect all who abide in his domain. The armies of Lordaeron are deeply religous and are driven by the belief that humanity must stand steadfast against the blasphemous onslaught of the Horde. ===Stromgarde=== LEADER: Thoras Trollbane NATION COLOR: Red BACKGROUND: The kingdom of Stromgarde retains a strict martial philosophy which makes it a highly regarded addition to the Alliance. Situated amongst the foothills of the Alterac mountains, Stromgarde serves as a sentinel against any invasion across the Orc-controlled borders of Khaz Modan. Possessing a large history of warfare against the Trolls, the warriors of Stromgarde are well prepared to engage in open combat with all enemies of humanity. ===Kul Tiras=== LEADER: Lord Admiral Daelin Proumoore NATION COLOR: Green BACKGROUND: Before the first war, the far ranging merchant ship of Kul Tiras made it the most prosperous nation in the known world. When the Orcs began to raid the coastal settlements of Lordaeron, Admiral Proudmoore took it upon himself to construct and armada of warships. At the behest of his longtime friend Anduin Lothar, Proudmoore has pledged the assistance of his merchant- nation to the Alliance. ===Gilneas=== LEADER: Genn Greymane NATION COLOR: Black BACKGROUND: Despite the impending Orchish invasion, Gilneas has remained seperate from the Alliance of Lordaeron. as ruler of one of the strongest Human nations, Genn Greymane is convinced that his own armies can deal with any threat, and therefore remained unmoved by Lord Lothar's pleas for unity. Despite this apparent disdain for the Alliance, the denizens of Gilneas harbor no fondness for the Orcs or their allies and are prepared to meet them blade for blade. ===Dalaran=== LEADER: The Kirin Tor NATION COLOR: Violet BACKGROUND: Dalaran is a small, magocratic nation ruled by a conclave of wizards known as the Kirin Tor. The capital of Dalaran is the Violet Citadel at Cross Island. This nexus of supernatural forces in home to the four great towers that sanctum to many of the land's greatest sorcerers. The Kirin Tor are strong supporters of the Alliance and to its cause have devoted the knowledge contained wihin their voluminous libraries as well as the power o their awesome magiks. ===Alterac=== LEADER: Lord Perenolde NATION COLOR: Orange BACKGROUND: Alterac is the weakest of the human nations and is only a minor contributer of troops and equipment to the Alliance. Although Lord Perenolde praises Lothar and Terenas for their ongoing efforts, he is beset by the fear that when the Horde comes, the Alliance will fail, and only the surrender of his forces and his sovereignty will save the lives of his subjects. Perenolde alone know whether or not - when the final call to arms is sounded - Alterac will fight alongside the other nations of the Alliance. ____________________Clans of the Horde ===Blackrock clan CHIEFTAIN: Orgrim Doomhammer CLAN COLOR: Red DOMAIN: Blackrock Spire, Azeroth BACKGROUND: Although years of war have reduced their numbers, the Blackrock clan remains the strongest within the Horde. Ruled for many years by Blackhand the Destroyer, the Blackrock clan rose quickly in power and was responsible for numberless victories against the humans in the first war. Orgrim Doomhammer - known also as the Backstabber - assassinated the ruthless, but careless Blackhand, and named himself clan chieftain and War Chief of the Horde. The Blackrock clan continues to dictate the course of the war, intimidating lesser clans withing the Horde into following Orgrim's lead. The forces of the Blackrock clan are fanatically loyal to the Doomhammer and will serve him with their lives. ===Stormreaver Clan=== CHIEFTAIN: Gul'Dan the Warlock CLAN COLOR: Blue DOMAIN: Stormwind, Azeroth and Balor, Azeroth BACKGROUND: The Stormreavers are a small but powerful clan whose origins are fixed in the history of the Horde since its coming to Azeroth. As the last of his kind, the warlock Gul'Dan maintains absolute control over his clan. Gul'Dan, who secretly ruled the Horde through his unwitting puppet Blackhand, has found that the shrewd Doomhammer harbors no trust of fondness for him. This forced Gul'dan to found the Stormreavers clan to protect himself from any action that Orgrim might take against him. With the support of his clan, Gul'dan intends to find the lost Tomb of the Daemonlord Sargeras. It is legend that this Tomb contains unimaginable power - power which Gul'dan means to possess. ===Twilight's Hammer Clan=== CHIEFTAIN: Cho'gall the Ogre-Mage CLAN COLOR: Violet DOMAIN: Northshire, Azeroth BACKGROUND: Obsessed with the notion that the Horde is the harbinger of apocalyptic doom to all the lands that it ravages, the Twilight's Hammer feels a sacrosanct gratification in the destruction to all that it encounters. Led by the cunning Ogre-Mage Cho'gall, the Twilight's Hammer has strong ties to Gul'dan and the Stormreaver clan. Its loyalty to the Horde is not as strong as its belief in its sacred mission of oblivion. ===The Black Tooth Grin Clan=== CHIEFTAIN: Rend and Maim, the sons of Blackhand CLAN COLOR: Black DOMAIN: The Black Morass, Azeroth BACKGROUND: The Black Tooth Grin clan was originally part of the Blackrock clan, but splintered off before the Horde's passing into Azeroth. After their father was deposed from his position as War Chief by Orgrim Doomhammer, Rend and Maim decided to gain control over their own faction within the Horde without directly opposing the Doomhammer's ascension to power. The Black Tooth Grin, noted for its custom of each member knocking out one of his own teeth to symbolize his loyalty to the clan, is charged with the protection and preservation of the dreaded portal. The unity of the Black Tooth Grin may be sorely tested should the opportunity arise for Rend and Maim to reclaim their father's station and avenge his death. ===Bleeding Hollow Clan=== CHIEFTAIN: Kilrogg Deadeye CLAN COLOR: Green DOMAIN: Ironforge, Khaz Modan BACKGROUND: The Bleeding Hollow Clan was one of the largest in the Horde before the passing of the Horde into Azeroth. Led by the aged Kilrogg, the Bleeding Hollow embodies the unrelenting savagery required for many long years of successful Orchish warfare. In accordance with their unequaled performance in battle, they have been given the honor of safeguarding the refinement operations in the occupied lands of Khaz Modan. Allegiant to the Blackrock clan, these veteran warriors place the needs of the Horde above all else. ===Dragonmaw Clan=== CHIEFTAIN: Zuluhed the Whacked CLAN COLOR: White DOMAIN: Grim Batol, Khaz Modan BACKGROUND: Led by the Shaman Zuluhed, the Dragonmaw clan is a small but elite faction within the Horde. With its legacy dating back into the time before the warlocks, the Dragonmaw was quick to become one of Blackhand's supporters in Azeroth. After his demise, the Dragonmaw honored its fealty to Blackhand by pledging itself into the service of his sons and the Black Tooth Grin clan. Using ritualistic magiks dowered by the ancient Shaman, the Dragonman clan was responsible for the capture of the Dragon Queen Alexstraza and the Horde's current subjugation of the Dragons of Azeroth. ===Burning Blade=== CHIEFTAIN: None CLAN COLOR: Orange DOMAIN: Nomadic BACKGROUND: The Burning Blade is not a clan as much as it is an elemental force of nature. Chaotic and unpredictable, the burning blade is a brother hood of demented Orcs whose only objective is to raze and plunder with no regard for their own safety. This leaderless swarm is held in check by the Ogres - to be unleashed by the clans in times of urgent duress. The burning blade holds loyalty to no one and will attack all that they percieve to be a threat - even their fellow Orcs. ====================== ==========6 legends=== ====================== (Draenor) ************ THE ALLIANCE ************ ___Khadgar___ Khadgar became a great hero in recognition for his valiant service and advice to the kingdom of Azeroth during the first war. On a quest to fathom the awesome magiks required to create the dark portal, Khadgar traveled to Dalaran to discuss the origins of the gateway with the mysterious Kirin Tor. Khadgar then returned to Azeroth following the Second war to oversee the ongoing study of the ruined portal. ___Alleria___ The elusive Elven Ranger known as Alleria learned of the devastation the Horde could bring as she searched for the remains of her family amongst the ashes of the once glorious Quel'thalas. Her all-consuming hatred for the Orcs led her to Azeroth where she leads and elite cadre of Rangers to hunt down the remaining Orc renegades of the Bleeding Hollow Clan. ___Danath___ A verteran mercenary captain in the Stromgarde militia and hero of the Second War, Danath made a name for himself as a great leader during the final battle for the liberation of Khaz Modan. Danath now resides at New Stormwind in Azeroth and acts as a Overseer of the camps that hold the Orc captives. ___Turalyon___ Turalyon was one of the first Knights of Lordaeron to be trained as a Paladin by Uther Lightbringer. Although Turalyon is a firm believer that order can be maintained only through extreme martial discipline, he is honored by his friends and foes alike. Turalyon was among the forces that Lord Lothar led into ambush at Blackrock Spire, and secretly harbors a deep regret of his inability to save the great knight. ___Kurdran___ The proud and belligerent dwarf Kurdran is one of the more notorious heroes of the Second War. Having slain nine dragons throughout the course of the war, Kurdran and his Gryphon Sky'rie retain the reputation as being undisputer masters of the skies. Kurdran works for the Alliance forces in Azeroth as a scout and warrior to this day. ********* The Horde ********* ___Grom_Hellscream___ The mighty chieftain of the Warsong clan is as ferocious as his battle cry. Hellscream has long awaited to venture into Azeroth and prove the dominance of the Warsong clan on the field of battle. Although Grom distrusts the shaman Ner'zhul, he will lead his clan screaming onto the fields of bloody death. ___Kargath_Bladefist___ A razor-sharp scyth setting in place of his severed left hand, Kargath is always willing to engage in frenzied combat. His ruthless tatics and single-mindedness have earned him the chieftainship of the feared Shattered Hand clan. Like Hellscream, Kargath waits only for the time his clan is unleashed upon unsuspecting humans to engage in massive bloodshed. ___Teron_Gorefiend___ The ancient Orc spirit of Gorefiend writhes within the decaying body of this fallen Knight of Azeroth. Malicious and extremely cunning, Gorefiend desires to open his own portal from Draenor and claim a world for his own. Although the wretched Death Knight has discerned the true magikal nature of the dark portal, he would share that knowledge with Ner'zhul for a price. ___Dentarg___ The Ogre-Mage Dentarg is a valued servant of Ner'zhul and the Shadow Moon clan. Dentarg is often called upon to rally support from wayward clans and put them back in line should they oppose Ner'zhul's absolute rule. ___Deathwing___ Second in power only to Alexstrasza herself, Deathwing is one of the greatest terrors in the known world. During the second war, Goblin alchemists adhered plates of adamantine steel to the black dragon. This made the Great Beast virtually invulnerable to almost any physical attack. Deathwing has taken control of a group of renegade Dragons and roosts with them upon his mountain in the Northeast of Draenor. ==================== ==========7 units=== ==================== ********************* UNITS OF THE ALLIANCE ********************* ----------O PEASANT Strength: 1/10 Speed: 6/10 Best Use: Mining, collecting, scouting, building Description: Peasants are trained from the hard-working and stouthearted citizens that live in the numerous kingdoms of Lordaeron. By mining gold and harvesting lumber to meet the ever increasing need of the fighting force which must push back the unrelenting Horde, they are the backbone of the alliance. Trained not only in the construction and maintenance of the myraid buildings found in every community, but also necessary to wage war, they take great pride in the invaluble service they provide. Roused by tales of the Orchish atrocities in Azeroth, these Peasants have learned to use both pick and axe for their own defense if threatened. ----------O FOOTMAN Strength: 6/10 Speed: 4/10 Best Use: Fighting against Orchish Grunts, attacking small unprotected buildings Description: Footmen are the intial line of defense against the Horde. Arrayed in hardened steel armor, they courageously wield broadsword and shield in hand- to-hand combat against their vile Orchish foes. The valorous footment are ever prepared to heed the call to arms. ----------O ELVEN ARCHER Strength: 4/10 Speed: 6/10 Best Use: Can attack both air, ground, and close-to-island water units; w/ mediocre range Description: Out of the mysterious forests of Quel'thalas come the Elven Archers to aid the alliance in its darkest hour. Descendents of the elder race of Lordaeron, these sylvan woodsmen are unmatched in their use of the bow. Unencumbered by helm or heavy armor, Archers are keen of eye and fleet of foot. These elves have long been embroiled in a bloody conflict with the hated Trolls of Lordaeron and are swift to let loose a rain of arrows upon any foe, including those that attack from the skies. ----------O ELVEN RANGER Strength: 6.5/10 Speed: 7/10 Best Use: All of an elven archers abilities only stronger and longer range Description: Rangers are a special cadre of elven archers who are intimately bound to the wildlands of Lordaeron. Their pursuit of mastery in Longbow, marksmenship, and scouting make them more rugged and even deadlier than their brothers - traits for which they are greatly feared amongst their enemies. These secretive and elite warriors have never involved themselves in the affairs of Humans, but when the Horde onslaughts threatened to destroy the Elven homelands, they quickly offered their services to the alliance. Although their numbers are few, their presence could change the course of the war if they are deployed wisely. ----------O KNIGHT Strength: 8.5/10 Speed: 7/10 Best Use: Against almost all Orc ground units (unmagikal) Description: The Knights of Lordaeron represent the fiercest fighting force in the armies of the alliance. Protected by suits of heavy armor, they carry mighty warhammers with which to crush all who would threaten the freedom of their lands. Astride great warhorses, these honorable and just warriors serve as a symbol of order to the peoples of Lordaeron in these dark and chaotic times. Having learned of the fate the Knights of Azeroth suffered after the First War, they have sworn to both avenge their fallen brethen and free their homelands from the grip of the orchish Hordes. ----------O PALADIN Strength: 8.9/10 Spreed: N/A Best Use: Healing abilities and great strength; no horses :( Description: Paladins are a hold order of warriors whose purpose is to defend and shepard the war-torn populace of Lordaeron. The Archbishop Alonsus Faol percieved that the pious Clerics of Northshire, who suffered such terrible suffering attrition in the First War, were ill-suited for the dangers of combat. Along with many of the surviving Clerics of Northshire, he sought those of only the greatest virtue among the knighthood of Lordaeron and tutored them in the ways of magic. Led by the crusading Uther Lightbringer, it now rests upon these Paladins - christened the Knights of the Silver Hand - to heal the wounds sustained in combat and to restore faith in the promise of freedom from the Orchish tyranny. ----------O BALLISTA Strength: 10/10 Speed: 3.7/10 Best Use: Long range attacks against buildings; slow reloading; shoots over mountains Description: Ballista launch steel-tipped bolts to impale all in their paths. As they require an awesome amount of force to be placed upon their tremendous bowstrings, these machines of war are reinforced with lumber from the precious Ironwood trees. The Ballista, a product of Human design and Elven craftmanship, is a symbol of the unity between all those who have allied themselves against the Horde. The Dwarves prove to be another valuble ally, in that they may be employed to design improved missles which make the Ballista the most devastating weapon of the Alliance. ----------O MAGE Strenght: N/A Speed: 6.8/10 Best Use: Large amount of magic spells; BLIZZARD-- devasting attack Description: Once students of the Conjurers of Azeroth, this new order of Mages have been forced to discover untapped magical forces to command in their war against the ruthless Orcs. Although masters of their arts, the Conjurers who fell during the First war were unprepared for the rigors of warfare. Determined to avoid a similar fate, the Mages have undertaken a regimen equally demanding on the body and soul, thus dedicating thus dedicating themselves to the command of more aggresive and destructive magiks. Whether in their sanctum at the Violet Citadel in Dalaran or on the many battlefields of Lordaeron, the Mages are resolute in their efforts to defend the people. ----------O DEMOLITION SQUAD Strength: 10/10 Speed: 8/10 Best Use: Blowing Stuff up; quick; 1 time use Description: From the deep, subterranean halls of Khaz Modan, the Dwarven Demolition Squads come to aid the alliance in their crusade for the liberation of Khaz Modan. As masters in the handeling and arming of explosives, these squads are reowned for their ability to demolish any obstacle - from a might wall to a bulwark of solid stone. Reckless and bold, these Dwarves are zealous in their loyalty to the alliance and would not hesitate to donate their explosive payload should the situation turn grim... ----------O GNOMISH FLYING MACHINE Strength: 0/10 Speed: 7.6/10 Best Use: Scouting, finding submarines; can travel over all terrain Description: The Gnomes of Khaz Modan have long offset their lack of physical strength with ingenuity and daring. As members of the alliance, they have continued to display their talents by inventing and piloting the unbelievable Flying Machine. Although having no armaments, these awkward contraptions can be used to survey vast areas of terrain, and detecting the otherwise hidden movements of underwater units (as all air units can), making them invaluble for discovering the movements of the Horde. ----------O GRYPHON RIDER Strength: 9/10 Speed: 8/10 Best Use: Against ground unit w/o air attacks, scouting, attacking underwater units; bad in numbers because they tend to hit each other with their projectiles Description: From the ominous and foreboding peaks of the Northeron come the Dwarven Gryphon Riders. Mounted upon their legendary beasts and wielding the mystic Stormhammers forged deep within the secret chambers of their Aviaries, these feral Dwarves fear no enemy - and rely upon no friend. They have allied themselves with the Elves of Quel'thalas, distrusting their Dwarven cousins and Humans alike. When the call for battle is sounded, however, they can be counted upon to fight alongside any who oppose the Horde. ----------O OIL TANKER Strength: 0/10 Speed: 5/10 Best Use: Building Oil platforms; collecting oil Description: As the only ships which do not require oil to be built, Oil tankers make possible the construction of the alliance fleet. They are manned by hard- working, dependable mariners who search for the rich oil deposits which lie beneath the waves. The crew of every tanker is skilled in building oil platforms and ferrying the oil back to a shipyard or oil refinery where it may be processed and put to use. ----------O ELVEN DESTROYER Strength: 5/10 Speed: 7/10 Best Use: Destroying Orc destroyers, oil platforms, and defending oil patches; attack air Description: Elven destroyers are powerful warships from the fleets of Quel'thalas. Crewed with highly skilled Elven seafarers, these swift-sailing vessels are prepared to engage the enemy whereever they may be found. Elven destroyers constitute a critical part of the alliance naval defense force as they can unleash their firepower upon the dreaded aerial forces of the Horde. ----------O TRANSPORT Strength: 0/10 Speed: 7/10 Best Use: Transporting ground units from one island to another; bait for naval units Description: Transports are a vital part of the alliance war effort, for it is these sturdy vessels which allow troops to traverse various waterways to engage in battle. Designed to carry and deliver several ground units directly onto shore, transports are slow and unarmed, and thus rely upon protection from destroyers and battleships. ----------O BATTLESHIP Strength: 9/10 Speed: 6.3/10 Best Use: Strong against naval units, shoots air, good protection, slow, slow reload!, can shoot outskirts of land outposts Description: The alliance relies upon its great Battleships to control the seas. These hulking behemoths possess armor and weaponry far greater than that of any other alliance vessel. The combination of devastating weaponry and substantial armor that they brandish more than outweigh their somewhat slow speeds in waterborne combat. ----------O GNOMISH SUBMARINE Strength: 8.5/10 Speed: 8/10 Best Use: Suprise attacks against naval units; invisible to everything but air units and other underwater units, can be devastating early in a game when air units are scarce Description: The resourceful Gnomish inventors have designed an amazing craft known as the Submarine. The watertight vessel can submerge beneath the waves and surreptitously keep watch on enemy forces about the surface. The Submarine is only visible to towers, aerial units, and other vessels that move beneath the waves. Using cunning and craft to carry out suprise attacks on more powerful enemies makes the submarine an invaluble part of the Lordaeron armada. ****************** UNITS OF THE HORDE ****************** ----------O PEON Strength: 1/10 Speed: 6/10 Best Use: Mining, collecting, scouting, building Description: The label of the Peon denotes the lowest station amongst those in the Orchish Horde. Inferior in all skills of import, these dogs are relegated to menial tasks such as harvesting lumber and mining gold. Their labor is also required for the construction and maintenance of buildings necessary to support the vast undertakings of the Horde. Downtrodden, the Orc Peons slave thanklessly to please their overseers. ----------O GRUNT Strength: 6/10 Speed: 4/10 Best Use: Fighting against Human Footman and attacking small, unprotected buildings Description: Those Orcs who distinguish themselves enough in the arts of war to be trained as Grunts epitomize the merciless spirit of the Horde. Equipped with mighty axes and battle-worn armor, they are prepared to fight to the death. Devoted to the Horde and to their clans, the Grunt lusts for battle - wanting nothing more than to wade into the field of carnage and die a bloody death surrounded by the bodies of his fallen enemies. ----------O TROLL AXETHROWER Strength: 4/10 Speed: 6/10 Best Use: Can attack air, ground, and close to island water units; mediocre range Description: The Trolls of Lordaeron have suffered ages of attirtion at the hands of the Humans, Dwarves, and Elves. The appearance of the Orchish Horde has give them the opportunity to ally themselves with kindred spirits with whom they can seek revenge on their many enemies. More agile than the brutish Orcs, Trolls employ throwing axes - along with a cunning attack and retreat stratagem - to assail their foes. This combination of speed, range, and the ability to bring down threats from above makes them a valuble addition to the Orchish Horde. ----------O TROLL BERSERKER Strength: 6.5/10 Speed: 7/10 Best Use: All of the Troll Axethrower abilities only stronger and better range Description: Berserkers are a bloodthirsty sect of Trolls dedicated to the total annihilation of their hated enemies, the Elves. Suffering numerous experiments with strange chemicals and potions by the Goblin Alchemists, the Berserker have had many strange abilities bestowed upon them that make them all but unstoppable during the heat of a battle. Berserkers are hardiers and stronger than most Trolls, effectively transforming them into a vertiable whirling cyclone of death and destruction. ----------O OGRE Strength: 8.5/10 Speed: 7/10 Best Use: Good against any kind of ground unit Description: The Ogres are the monstrous two-headed allies of the Orcs that were brought through the portal by the warlock Gul'dan after the first war to act as enforcers in an effort to quell needless infighting between the Orc clans. Due to the constant bickering between the two heads, Ogres exhibit less intelligence than even the lowly Peons. Their incredible strength and unnatural toughness, however, make them some of the fiercest warriors in the Horde. ----------O OGRE-MAGE Strength: 8.9/10 Speed: 7/10 Best Use: Great Strength and crippling magics Description: The Ogre-Magi were originally a small band of extremely loyal Orge enforcers, transformed by Gul'dan into scheming and malicous sorcerers. By warping and twisting the Elf-magiks of the runestone at Caer Darrow, Gul'dan was able to infuse the magical abilities of long dead warlocks into the bodies of these unsuspecting hosts. Once hulking simpletons, the transformed Ogre-Magi can direct their death magiks as easily as their lesser cousins would deliver a crushing blow to any foolish enough to stand in their path. The Ogre-magi have also become extremely cunning and insidious - serving the Horde only as they see fit. ----------O CATAPULT Strength: 10/10 Speed: 3.7/10 Best Use: Long range attacks against buildings; slow reload; shoots over mountains Description: Sharpend horns, crimson with blood of those unfortunate enough to be caught in their path, herald the advance of the Orchish Catapult. Approaching on the battlefield, its grim visage is enough to make the weak human troops flee in stark terror. These cumbersome, wheeled machines launch deadly incendiary shot which explodes upon impact. The sheer destructive force of these great engines of war make them feared and respected throughout the land. ----------O DEATH KNIGHT Strength: N/A Speed: 6.8/10 Best Use: Large amount of magical spells; Raise the dead Description: These soldiers of darkness were created by Gul'dan to replace the slaughtered warlock clans. Assembled from the corpses of the Knights of Azeroth slain in the last battles of the First War, these abominations were then instilled with the ethereal essence of the Shadow Council. Further empowered with magical energies from the slain Necrolytes, the Death Knights wield an arsenal of necromantic and elemental spells that mete out all but certain death to the enemies of the Horde. ----------O GOBLIN SAPPERS Strength: 10/10 Speed: 8/10 Best Use: Blowing stuff up; quick; 1 time use Description: The mischievous Goblin Sappers are known throughout the Horde for their incredible aptitude for destruction. These diabolical Goblins are invariably armed with extremely volatile explosives; which enable them to level enemy structures and weapon emplacements. Although the Sappers are highly unpredictable and insubordinate, they have become necessary to the plans of conquest maintained by the Horde. ----------O GOBLIN ZEPPELIN Strength: 0/10 Speed: 7.6/10 Best Use: Scouting, finding submerged wate Other Warcraft 2: Tides Of Darkness cheats hints faqs solutions: 1. Warcraft 2: Tides Of Darkness cheat codes 2. Warcraft 2: Tides Of Darkness cheat codes 3. Warcraft 2: Tides Of Darkness cheat codes 4. Warcraft 2: Tides Of Darkness cheat codes 5. Warcraft 2: Tides Of Darkness cheat codes 1. Warcraft 2: Tides Of Darkness hints 2. Warcraft 2: Tides Of Darkness hints 3. Warcraft 2: Tides Of Darkness hints 4. Warcraft 2: Tides Of Darkness hints 1. Warcraft 2: Tides Of Darkness faq and solutions 2. Warcraft 2: Tides Of Darkness faq and solutions 3. Warcraft 2: Tides Of Darkness faq and solutions |