hide results

    FAQ/Walkthrough by Lord Xar

    Version: 2.0 | Updated: 02/02/03 | Printable Version | Search This Guide

    WARCRAFT 2 EXPANSION: BEYOND THE DARK PORTAL WALKTHROUGH
    Ver 2.0
    
    by Robert Dent (AKA Lord Xar)	02 Feb 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 2.0   02 Feb 03   Both campaigns complete.
    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 Nethergarde overlooking the quarry containing the
    rift.
    Over in the Orc home world 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 emanations 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).   Level-wise the human's have the hardest
    two levels, but the orcs have more hard levels.  Both have a couple of levels
    that a surprisingly easy though (if you're careful).
    
    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.  Just
    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 defenseless 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 plagiarism is frowned
    upon, please make reference to my work being the source.  Alternatively may
    your guilty conscience 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.  However, trying to
    keep him alive among a whole load of Exorcism throwing paladins can be very
    difficult, so he is more a liability than a help in the mid to late stages of a
    level.
    Armour: 2
    Damage: 8-16
    Range:  4
    Sight:  9
    Speed:  8
    Health: 180
    
    DENTARG
    Ogre-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 Stormwind.
    
    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 are 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 Exorcism 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 disturbed.  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.  Steadily 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 slaughter" (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 (bloodlust casting 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
    around 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 foundry 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 axe
    throwers.  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 foundry, 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 foundry 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 reaches
    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 is 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 proceed 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 assaults 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.  Fortunately 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, since only Khadgar can harm the Portal he must
    live, 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 that 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 troop 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 usually 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.
    
    3.2  ORC
    
    3.2.1  SLAYER OF SHADOWMOON
    Destroy all death knights (except yours, of course).  Rescue Grom Hellscream.
    
    This level is far more straightforward than the human one, but also easier to
    fail.  You start in the bottom right with a small force including a death
    knight.  Your goal is in the top middle, but it is best to get Hellscream
    first.
    Head as directly left as you can smashing skeletons and enemy troops as you go.
     When you reach the left side, head up.  Up here you will find Hellscream, a
    few more troops and a lumber mill.  Complete both troll upgrades before
    continuing.
    You will see a rock line to the right of where you found Hellscream.  Follow it
    round carefully.  There is a large amount of troops in the middle of this rock
    (along with the entrance onwards) so use the "draw" technique to pull them to
    you in manageable chucks.
    With them disposed of, head through the opening in the rock and take the right
    path (the left path puts you too close to the death knights).  Up the right
    path is a few enemy and some reinforcements.
    Carefully head left, drawing skeletons back to you.  If the lone death knight
    uses death coil, keep a grip on your troops and ignore him (they tend to chase
    him straight into all the skeletons).  With most of the skeletons gone, send
    your weakest units in.  Why weakest?  The set of three death knights in the
    "encampment" and the lone one if he has the mana will slaughter them with death
    coils.  With that clear (and their mana mostly gone) send in a squad and kill
    them all (you may need to smash walls for this) to win the level.
    
    3.2.2  SKULL OF GUL'DAN
    Recruit Thunderlords.  Destroy Bonechewers. Rescue Shattered Hand. Keep your
    Heroes Alive
    
    You start in the top left with a small force including Dentarg, an ogre-magi
    hero.  Thunderlord (purple) is in the bottom right, bonechewer (blue) is all of
    the right side, shattered hand (white) is scattered around the left side.
    Immediately head south, it is a straight run to purple and note the gold mine
    on your way.  As soon as you touch the town hall, they all become yours so
    start building your town.  Note your first mine is outside of town, so place
    your defences accordingly.
    In the mean time run your start force back up and head slightly right at
    roughly 1/3 and 2/3 down that side.  You should find a blacksmith, lumber mill,
    few white reinforcements and Bladefist.  Return everyone to town and start
    upgrades at the two buildings.  You can't ultimately keep the buildings so
    don't worry if blue attacks them (providing you aren't upgrading at the time,
    of course).
    Blue will usually start by attacking the right hand door of the purple base, so
    position your towers and troops accordingly.  Don't forget to put a few towers
    to the top entrance as they will sometimes send a few there too.
    When blue starts attacking either of the external buildings, start work on
    replacements within town.  It normally takes them ages to find the blacksmith,
    but they come across the lumber mill quite quickly.  For some reason the enemy
    tends to keep attacking in ones or twos, so with a good defence you might not
    even get hit, let alone in trouble.
    When you first mine runs out, build a few towers and a town hall around the
    other one.  As soon as you start mining it, blue finds it so have your defences
    ready.  (This is also usually when they find the blacksmith).
    After a while, you should have a normal squad with full upgrades.  Head into
    blue's territory from the top (less defences).  Note: blue has loads of gold
    and several mines.  They are so badly laid out that it isn't worth waiting a
    couple more hours for a peasant slaughter.  Systematically smash them all and
    move on to the next level.
    
    3.2.3  THUNDERLORD AND BONECHEWER
    Destroy the Thunderlord Clan.  Destroy the Bonechewer
    
    You start just right of middle.  This is not a particularly good place to start
    as Thunderlord (purple) is just to the north west and Bonechewer (Blue) is just
    to the north east.  There is also a load of groups of purple troops hanging
    around the map, including just north, just east, two lots just west, guarding
    each of the extra mines in the top and bottom right.
    Start putting towers on the approach routes as quick as possible.  Keep your
    base tight to avoid setting off any of the groups until your ready.
    When you have a Stronghold and a fair force systematically sweep the immediate
    surroundings using the "draw" to pull them back to your towers.  For some
    reason by this point, purple tends to stop sending troops in, so you only have
    to worry about blue.
    Build an attack force with some troops left over to protect town and head north
    east.  Clear the area around the mine and defend it.  By this point, purple
    will probably about to run out of gold so you shouldn't have to wait long for a
    peasant slaughter.  However, purple will probably try to run the blockade so be
    ready.
    Again, build an attack force and leave some defenders, then head and take the
    mine in the bottom right.  There is a small force level with your base, so be
    ready for them too.  Take the mine and defend it then build up for a full
    assault.
    Since purple will be on peasant slaughter by now, they are easier to take so
    head back to the top mine and head across from there.  Remember when you wipe
    out the last purple building, any remaining purple troops will head for your
    town so save some farms and go hunting first.
    By the time you have smashed purple, blue will probably be on peasant
    slaughter.  They tend to get stuck on some trees between them and the mine, so
    if you want to mess about put a catapult just beyond them until you have
    finished purple.  After that it is far faster to just let them open a way and
    have your towers at the mine get them.  Then smash blue.
    Now your time in Draenor is complete and you journey back into the green lands
    of Azeroth.
    
    3.2.4  THE RIFT AWAKENS
    Destroy the Humans.  Teron must survive
    
    Welcome to Azeroth.  This is where things start getting harder.
    You start in the top right.  Green is guarding your base setup area in the top
    left, purple is in the bottom left and blue is all over the middle.  Smash
    green and start building.  Purple's main route is straight up, so build towers
    at the bottom of the tree "bulge".  Blue's main route is across the land bridge
    directly east, but they will also occasionally use the south east one, so be
    ready.
    Build town as normally until you get spotters.  If you've played the Human
    campaign, purple will be easy to spot as they start where you started on Human
    level 2.  Purple, however, is not your major threat.  Blue gets his troops to
    Melee Level 5 very fast, so keep those towers healthy.
    After a while, purple normally stops sending troops.  It tends to gather troops
    around its castle and they start getting in the way of the peasants.  When I
    get down there I usually find about ten troops and 5 peasants just standing
    around.
    Send out spotters as soon as you can so and put one is visible range of a blue
    knight.  Why?  You need to know as soon as they go paladin.  When they do, they
    seem to immediately pick up Exorcism, so that is your cue to hide Teron at the
    back of your base.  I never bring him back out again, since if you lose him,
    you lose the level.  It is advisable to keep your other death knights nearby
    for the same reason, they aren't as vital, but 1200 gold is a lot of money to
    waste.
    There is a second mine just beyond the rock line in purple's territory, so
    defend it with towers AND troops, but don't bother with a town hall. 
    Occasionally blue will find the defences and, unless you are ready, smash them.
    As normal for peasant slaughter, leave your first mine once it has only a few
    thousand in it.
    If purple doesn't start a peasant slaughter, send a death knight (not Teron)
    and ogre down with Death and Decay and Runes respectively.  Use Runes on the
    opening between the farms (left side) and then Death and Decay the left of the
    castle and run to the mine's towers.  (This is where they will get stuck). 
    Purple should now be free again, but will get massacred and start a peasant
    slaughter.  Build a force as soon as you can and smash them.
    Rebuild you force and try to get some skeletons (either from blue's peasant
    slaughter) or from killing your own peasants and weakened troops (you can't
    heal, so why keep them using up food). Head to the north of the blue base. Send
    the skeletons in one by one ahead of your army to soak up the mana and then
    attack.  Blue has a lot of troops, so be careful.  If you want, you can't back
    your troops up with a few Death Knights with Death and Decay (not Teron), but
    be sure to keep them well clear until the skeletons have been destroyed. 
    Remember though that you need to keep a close rein on them since they tend to
    run following even a 1 point Exorcism.
    With them gone, it's on to the next level.
    
    3.2.5  DRAGONS OF BLACKROCK SPIRE
    Capture as many dragons as possible.  Capture the Dragon Roost nestled high in
    the mountains.
    
    There are two ways to do this level.  The normal way or the suicide run.  I
    tend to try two or three suicide runs then if they fail reload and try the
    normal way.
    You start in the bottom left with a load of troops.  Purple starts in the top
    left, blue in the bottom right.  Your goal is in the top right (four dragons
    and one dragon roost).  Between you and your goal are loads and loads of blue
    troops and towers.  Unfortunately there are loads of rocks around so the run
    isn't straightforward.
    If you want to try the run, head all your troops north and round the right side
    of the first wall (the main door is too constricted and the towers will get
    you), then north and east round the rock, head north just skirting purple's
    land and then east.  Ignore all blue troops (that you can).  Get to the top
    right of the roost to activate it and use the two dragons you should have in
    passing to get the other two.  Manage that and you win the level very quickly.
    Unfortunately this doesn't normally work, so the normal way is also available.
    Split your troops into two lots.  One lot guards the north tree door and
    consists of a number of trolls.  The second guards the east door just back from
    where the rock passage starts.  Build a town hall near the mine and start
    churning out towers.  The trees to collect are the middle ones.  The east and
    west trees are prone to griffin visits, so leave them until later.
    Since your initial troops are so high it will be ages before you have enough
    food, so don't worry about a Barracks since you can't get reinforcements yet. 
    Put loads of archer towers against the north tree wall (both sides) as purple
    will send a lot of griffins your way.  Have your death knight handy to use
    Death Coil if things get dicey before the towers are all up.
    Blue will send small squads through either door (there are two ways through the
    east rock (directly east and from the north east) so be ready.
    With the towers in place and at least one set of upgrades, build a Barracks. 
    You probably still can't have troops, but use it to get the Stronghold.  You
    will have noted that your mine is relatively small, but the blue squad just
    north has another mine that they don't use.  Once you have the ogre lair, start
    putting up farms.  (If you are losing a lot of troops, you may need to do this
    earlier.)  Once you have enough get three catapults and prepare to attack
    north.  Wait for an attack from there and then head north and destroy this
    little settlement.  Don't move in yet unless you are out of gold, but it means
    that (mostly) only griffins will come in from that direction.
    When you gold gets low, move up and build a fresh line of archer towers in the
    new area and a town hall.  Blue will sometimes head this way around the east
    trees, so have some towers over there too.  Once you have the towers in place,
    peons can start up on all the west trees without worrying about griffins.
    With your attack squad rebuild and your new settlement defended, draw the
    paladins out of the two rock tunnels and then attack blue.  This can be done
    either down the tunnels or from the top (head north of your new base and
    round).  From the top is easier as you can bring all your troops in at once. 
    There is a small block of blue troops just north of the blue's top entrance so
    be ready for them if they activate.  Smash blue and claim the mine just north
    of the rock to the east (blue may have already been mining it by this point). 
    Rebuild your force and head north.  You can smash purple if you want, but why
    bother.  With a full attack force and a bit of care, your town is now largely
    irrelevant (apart from enemy kill score).  Just head north, smash the
    defenders, claim the dragons and win the level.
    
    3.2.6  NEW STORMWIND
    Destroy Everything.  Teron Must Survive
    
    You start in the bottom right, blue is concentrated in the top left with small
    groups all over the map, purple starts enclosed in the bottom left.  You can't
    reach purple except with flying troops or bombers.  Purple will only send
    griffins (usually from the left), but blue will send all sorts of things
    (including griffins and mages).  You need to be ready for anything.  Watching a
    blizzard spell take your towers apart just as purple sends a couple of griffins
    is very worrying.
    You start nearly surrounded by trees.  Since purple will head from the left put
    some towers along the rock wall to that side.  Mostly blue will head down the
    left-hand diagonal opening, but be ready if they choose the other one.  By now
    you should have got a pretty good base defence, so set it up.
    Use Teron in the beginning to stop the griffins while you build towers, but as
    soon as the first blue knight appears retreat him to the back corner and leave
    him there.  Since blue starts with a church, the time between sending knights
    and sending paladins is very short and you can't afford to lose him.
    When you have some money, build a few towers halfway up the right-hand diagonal
    opening.  Not only will this stop the few blue troops that choose that way (and
    the odd blue griffin), but for some reason blue will send mages down the
    left-hand opening and within range of your left-hand towers before fireballing
    the right-hand towers.  I've no idea why, but it beats them sitting out of
    sight and using blizzard on your left-hand towers.
    Once you have spotters, put one in the bottom left to view purple's mine.
    Once you have a reasonable force, head north, crush the blue troops there
    (couple of knights and a few archers).  You can lure them back to the towers if
    you want.  Just north of them is a second mine and a river crossing.  Secure
    the mine with a lot of towers (it seems to be on both blue's main griffin route
    and purple's backup griffin route, but not blue's troop route) and wait.  This
    mine is blue's second, so you get a peasant slaughter.
    Once the peasant slaughter begins, have some death knights on hand (not Teron)
    to raise them and use the skeletons as scouts to find the three or so groups of
    blue in the top right corner.  The skeletons will obligingly sacrifice
    themselves on the paladins exorcism, so your troops can crush them without the
    healing delay.
    When purple's mine runs out (and hence you don't have to worry about his
    griffins much anymore), build up a strong force and charge blue's town.  It may
    be worth sending some skeletons in first again to stop the paladins.  Move
    through town and smash everything.  Bear in mind that when the last building
    falls, any remaining blue troops will converge so save one farm and go hunting.
    Since purple is a griffin enemy, they won't normally have many other troops and
    those will probably not be upgraded.  If you want, you can weaken them further
    by using Death and Decay across the rock wall.  Either way, use bombers to open
    the wall at some point and smash them to win the level.
    
    3.2.7  SEAS OF AZEROTH
    Build five Shipyards.  Destroy all enemy ships
    
    Oddly enough the next five levels are pretty easy.  It doesn't really get hard
    again until Level 12 (at least if you play Level 11 the right way).
    
    You start on the middle right.  Blue is on the same island in the bottom
    middle, green is on a couple of small islands in the top left and middle left
    respectively and has a load of ships around in the water.  There is a heavy
    guarded island just off the coast where you start.  Note: your mission is to
    sink ships, not smash blue, so once you have a reasonably effective defence,
    ignore them.  I've not seen any ships being produced on this level so I don't
    know if you have to destroy green's shipyard (blue doesn't have one), but I
    smashed it anyway to stop any loose ends.  Green also has griffins, so this
    ties up most of his resources anyway.
    Since blue will be heading up from the south, start your town defence there
    with only a few towers to the north.  Green's normal griffin route is to head
    to the top right and fly down, so be careful with peasant placement.  Blue will
    send increase number of troops, but with a simple arrangement (like below) will
    stop all but catapults (have some troops handy for them):
        CCAACC             CC = Cannon Tower
        CCAACC             AA = Archer Tower
        AAAAAA
        AAAAAA
    Once your towers are up, build your first shipyard just north of your start
    point.  The nearest oil field is north west of here, so start working on it. 
    Once the oil starts flowing, start churning out troll destroyers.  Apart from
    their nasty habit of shooting each other, they are by far the best anti-griffin
    defence you have.  Once you have five or six of these, start up on the
    juggernauts.  Don't forget the upgrades, especially defence.  A double defence
    upgrade on the destroyers will normally keep them active for the rest of the
    level.
    There are submarines about, so make sure both ship sets have a spotter handy. 
    If you want, you can save time on ship production by building a second
    shipyard.  You need to have five to win, but it isn't worth building all of
    them now.
    Once you have a squad of (at least) level 4 juggernauts with a spotter send
    them hunting.  Green's ships are usually in groups of about four, so you
    shouldn't have much problem with any of them.  If griffins appear, retreat and
    send the destroyers in (who should be wandering around near the top edge of the
    map).  Once you have smashed your way over to green's top island, get a
    transport and send a small force over to destroy the griffin lair and stop that
    nuisance.
    Apart from being careful around the defended island, the rest of the level is
    pretty straightforward.
    You may have to go hunting for the last few submarines, so be careful flying
    around the island.  Once you get to that point, you can safely start building
    the other 3-4 shipyards (depending on how many you built earlier).
    Now to finish off Kul Tiras.
    
    3.2.8  ASSAULT ON KUL TIRAS
    Destroy Kul Tiras navy.  Destroy the Human Settlement on Kul Tiras
    
    The trickiest part of this level is the start.  You start on an island in the
    bottom right, green starts on a huge island in the top left that covers nearly
    half the map.  You start with a sizable force and a significant navy.
    You are immediately under attack, so gather your force and start attacking. 
    You start with enough ships to eliminate the entire Kul Tiras navy right now,
    so with you force and a spotter, head north west to where they are concentrated
    and destroy them all.  You will be losing ships fast doing this, but they are
    little use after the navy is destroyed so don't worry.  Make sure you take out
    the shipyard (even if you only have juggernauts that are under attack from
    griffins at this point).  It must be destroyed.  I got out of this
    confrontation with one red-lined juggernaut, but all enemies destroyed
    (including the oil field and oil ships).
    While this is going on, you need to load your troops into the transports and
    send them straight across the bottom.  You may want to clear this passage with
    your ships first, but there isn't enough enemies to sink a single transport
    before you can unload.  After that they don't matter.  If you do get any ships
    back use them to sink any remaining transports to save on food.
    Your troops land on a small part of the island cut off from the rest by a river
    crossing.  This river crossing is just above the trees you can see so build
    your defence at this bottleneck.  Use trolls to keep the griffins back while
    you do this.
    Build your town south of the trees, but keep some peasants near the towers to
    repair them (I build the lumber mill up there so they could keep busy).
    Green didn't seem to attack me anywhere near as often as normal, so you have
    plenty of resources to build up your force.
    Once you have a fortress, get a couple of dragons and a death knight.  Haste
    the dragons and send them to the top left corner.  Ignore the towers and
    continue.  In that very corner, cut off from the rest of green's base, is two
    griffin towers.  Destroy them and then retreat.  Things get even easier from
    here on out.
    With care, you should be able to use these two dragons to take out a load of
    troops and cannon towers, but once the griffin towers are gone they are
    expendable.
    Near the middle of the map is two more mines, so take and defend at least the
    one closest to your base.  With the new resources, get some more dragons.  A
    squad of 5-6 dragons (with the others if they are still around) can fly all the
    way to the castle and destroy it (for some reason, green doesn't have many
    archers).  With the castle gone, it becomes just a mopping up operation.
    Once you have them all, Kul Tiras is gone and the seas belong to the Horde.
    
    3.2.9  THE TOMB OF SARGERAS
    Slay the Daemon who holds the jeweled scepter
    
    This is a really annoying level.  Like the human level "Deathwing", there are
    some many places that this can go wrong.  Although your ultimate goal is to
    slay the single daemon, the path to it is long and full of humans (plus a few
    skeletons).  You start with a few troops and a death knight and you must keep
    that death knight alive at all cost.  Since the humans have paladins this can
    be hard.  You spend most of this level waiting from the death knight's mana to
    recharge.
    At the start, head right and kill the humans and skeletons.  Claim the shipyard
    and build a transport (you can't build anything else).  You can only afford
    one, so you will need to ferry troops around.  Just to the right of your
    shipyard is an island with a few defenders, a mage and a Temple of the Damned. 
    Head over there (the mage will throw a couple of fireballs at you that you need
    to dodge) and take it.  You get the Death and Decay and Skeleton upgrades.  Do
    both.  Head north up the river and land on the right side at the top.  Head
    down here for more troops and a lumber mill.  Perform both troll upgrades
    before continuing (you will need them!)
    There are two main ways on to the main island.  The top way leads to more
    troops, the middle way leads to the goal.  Take the top first (you need all the
    troops you can get).
    Take out the archers (D&D works well here) and the troops and tower beyond
    them.  Free the hostages and pull back.  If you are fast you don't need to take
    out the tower beyond the hostages, just take a small amount of damage and
    retreat.
    For the next bit you must have at least one skeleton.  If you don't have any
    skeletons from the humans, kill one of your own (weakest for preference, of
    course) and raise him.  Send the death knight to the area immediately opposite
    the middle entrance.  Send a squad (including the skeleton) to the middle
    entrance.  The skeleton will be exorcised immediately.  Activate the enemy and
    run back to the transport.  Pull the transport from the coast and cast D&D on
    that coast (50-75 mana should be enough).  When it clears, repeat.
    After 2-3 goes of this, get a sixth trooper (to replace the hole left by the
    skeleton) and land.  Take out the weaken defenders, but don't go to far left. 
    There is a tower on a small island.  Ferry the rest of your troops down here
    and your death knight across.  Have the death knight use D&D on the tower.  To
    the west and south of the tower are groups of six or seven skeletons, so either
    lure them in small groups or D&D their approach route.
    Head south by the right route, take out the towers with D&D (there is a paladin
    just beyond, so be careful) and capture the blacksmith and catapult.  Complete
    all upgrades before continuing.
    Continuing onwards with skeletons as scouts and take out each clump of humans
    until the route turns north once more.  Immediately ahead is three towers and a
    catapult in a plus shape or walls.  Catapult the front tower and then D&D the
    catapult and other towers.  If the towers survive catapult them, getting their
    catapult while it was still trapped was the main objective.  North again is a
    wall with a couple of paladins and several archers.  Keep the death knight back
    and catapult the first archer.  The rest should wander round and straight into
    your troops.  One of the paladins may follow so keep him off your death knight.
     You can destroy the runestones if you want, they don't get you anything, but
    might distract your troops at the wrong time.
    North again, take out the other paladin and you reach a large circular area. 
    This is the final area and has several skeletons and the daemon. The daemon is
    your objective, but since any melee troops you have left can't hit it, use them
    to keep the skeletons off your trolls.  The death knights Death Coil is quick
    handy here as the daemon has more health than normal (still isn't hard though).
     Kill it to complete the level and begin the final chapter.
    
    3.2.10 ALTERAC
    Destroy the enemy human settlements.  Rescue the Mage from Alterac and return
    him to the Circle of Power
    
    You start in the top left with a sizable force including some knights.  Red
    starts in the top right, white in the bottom left and a small orange base in
    the bottom right.  The orange base is on an island, so don't worry about it
    until the end.  The top left corner is surrounded by two lines of rock with a
    selection of openings.  In between these rock lines is a load of light blue
    troops in five main groupings.
    The first thing you will notice about your base is that there isn't a gold
    mine.  All three available mines are just beyond the second rock line on the
    top wall, side wall and middle respectively.  So the first thing to do is
    capture one of them.
    Set your peasants doing wood and build some towers at the entrance to this area
    (wood base).  You start with a couple of dragons so send them to find one of
    the light blue groups and then send your full force to either the top or left
    opening in the rocks and wipe out the forces there.  As soon as they are clear
    send a peasant over to claim the mine and start defending it (gold base). 
    Depending on whether you choose top or left depends on if you are in red or
    white's direct path.  The top (i.e. red) is probably slightly easier as white
    will head to this base and usually leave your original base alone where as if
    you choose left, white will attack the gold base and red will attack the wood
    base.
    If you choose red, four towers at the door of your wood base should be enough,
    but put six or more on the door to the gold base.  The gold base doesn't need
    to be very big since most of the work and development can go on at wood base. 
    This allows you to lock everything down and makes it easy to defend (make sure
    you can still reach each tower in order to repair it though).
    After that it is just a matter of waiting them out.
    Neither white nor red seem to have a big initial mine, so put spotters on the
    other two mines (you may want to wipe out some more of light blue to be safe). 
    As soon as they start on either mine, get a peasant down there and build
    towers.  You can put the towers there beforehand, but it is hard to defend
    these while they are still throwing troops around.
    You will note (if you have any left by that point) that when you upgrade to
    ogre-magi, any remaining knights change to paladin, but only get the vision
    spell.  Still, it is better than nothing.
    Once peasant slaughter is underway, start building your main force.  Wipe out
    the remains of light blue on the main land (there are some on the island with
    orange) and then take out either white or red.  Since they were closer, my
    preference was red.  With that done, you only need to rescue the mage.
    Light blue has three elven destroyers in the river separating the island from
    the rest of the map, but your catapults can get them easily.  A small force of
    light blue is just north of the orange base, so you can either wipe them out or
    head in from the side and ignore them.  Either way, get a transport, send
    someone to claim the mage and return him to your wood base's Circle of Power to
    win the level.
    
    3.2.11 EYE OF DALARAN
    Destroy all Mage Towers.  Destroy all of Dalaran
    
    There are two ways to complete this level.  An easy way and a very hard way. 
    However, the easy way isn't obvious, so the first time I beat it I used the
    hard way.  Second time I took the easy way.
    You start with a large force on an island to the middle left.  White is spread
    all over the middle section and purple has a town in the bottom right and a
    small, heavily guarded encampment in the top right.
    You are immediately under attack, so gather your forces and repel them.  With
    them gone, load up your transports and move your ships over to white's coast. 
    White's coast is covered with towers (both archer and cannon).  Take one out
    and then the next one up the coast too.  Keep taking out towers for as long as
    you have ships.  (Since your ships have a tendency to get stuck, you might want
    to try the Save/Load trick until they do what you told them too.)  Since you
    will be heading to the top, it is best to start the bombardment up there.  You
    have catapults so any you miss can be mopped up later.
    Land your troops in the gap, but keep them tight.  There will probably be white
    troops nearby.  Head north using the catapults to eliminate the towers until
    the top half of the coast is free.  Build your town hall where the trees start
    to curve downwards, build a lumber mill nearby and start on the trees at this
    curve.  You will have noted there is no gold mine here, but there is one next
    to the griffin aviary just beyond these trees so get chopping.
    The alternative (the hard way) is to build your base by the gold mine.  This
    involves hacking through a load of white troops and losing most of your force
    before your base has even started.  Then you have to defend against hordes of
    white and purple troops and white griffins in a near constant stream.  It can
    be done (I've done it), but it isn't recommended.
    The easy way, however, is to cut through the trees and put a few towers south
    of the mine and nothing else over there.  For some reason, by putting your base
    by the trees instead, white can hardly find you and I got only about four white
    attack parties and three griffins in the entire level.  A lot easier.
    If you do it the easy way (and this walkthrough assumes you do), you will have
    most of your troops left, so put one or two ogres near the mines for
    anti-catapult defence and the rest by the trees.  Now just build up your town
    and relax.
    Once you have full upgrades, prepare a force to smash white.  For some reason
    with the easy way, not only does white not attack, it doesn't upgrade. 
    Smashing it isn't too hard.  However, remember your mission doesn't require you
    to destroy white, so just neutralise them and leave them.
    Purple is on the other side of the rock wall and they do upgrade, though rarely
    attack.  Take their town first, then the settlement.  However, they will have
    amassed a fair sized army while they wait for you to appear, so be ready for
    fairly stiff resistance.  Best to send a flyer in to see if they have done the
    paladin upgrade.  If they haven't a couple of death knights with D&D should
    stop their retaliation dead.  You can't easily get a peasant slaughter on
    purple because their peasants get stuck at the wall trying to reach the
    southern white mine.  You could use a few bombers and then a catapult or death
    knight, but why bother.
    It is possible to send a couple of dragons along the bottom wall and take out a
    large amount of farms that purple has stashed at the back.  If this is done
    while you are still getting white, you can limit purple's numbers quite
    significantly.
    With purple's town gone, regroup and head north.  This area is a spiral that is
    full of towers, catapults, mages and a few knights and archers.  Since it is a
    spiral any melee response must run along a set path, so ogre runes can be quite
    deadly.  Catapult the first towers and then start liberally D&D-ing everything
    you can reach.  With the first towers gone, you can go in and lure out the
    knights.  Run them straight into the runes and repeat until you have them all. 
    Then send in your catapults to mop up the rest.  Once it is all gone and the
    town is clear the level will end.
    
    3.2.12 THE DARK PORTAL
    Capture the Dark Portal.  Destroy all Humans
    
    Now this one is hard.  To a certain extent it relies on luck (and computer
    stupidity), so you might do everything right and still lose.  Not good.
    An important thing to remember on this level is that your heroes are now
    expendable.  It is best to try and keep them alive since they are tough, but it
    is no longer required.  When I beat this level I only lost Grom, but he appears
    in War 3, so it obviously wasn't permanent.
    You start in the top right with a large force and all your heroes.  Purple is
    in the top left, white is in the bottom middle, green is in the middle and blue
    is on a couple of island in the middle left that form a ring around the portal
    (similar to human level 3).
    Just south west of where you start is a line of walls and catapults.  Smash the
    southern end of this line and head down.  Don't touch the most southern wall,
    go round it instead.  It is going to be an important part of your base defence.
    Immediately south of the wall is a small block of trees with a mine just below.
     This is where you start your base.  Split your force in two to guard the two
    entrances and start building.  Get everyone in here and start putting up towers
    and harvesting the block of trees to make room.  Be careful not to take too
    many or you will lose your front defence.  When you want more trees start up on
    the southern line (there is far more).  Mostly you will use archer towers on
    defence, since your main threat is from blue griffins.
    The way to survive here is to have a death knight near both entrances.  You get
    to start with all the spells, so keep a fairly consistent line of skeletons on
    each door.  Replace them with the enemy fallen as needed.  With your catapults,
    archer towers and skeletons, it should not be too hard to keep killing the
    enemy.  Oddly enough, even after the humans get paladins I've never seen them
    use exorcism.  Also rather strange is that the Raise Dead spell doesn't seem to
    work on paladins on this level.  I've not seen this on other levels, but it
    normally isn't a problem since there are plenty of archers for raising
    available.
    I've also never seen them send mages against me although I know purple has a
    couple of mage towers.  (You will meet them later.)
    While this is going on send Deathwing (with Haste and Bloodlust) to take
    green's town apart.  Near the middle of the map is a second mine.  It is
    green's main one, but second for purple and white.  Since Deathwing should be
    able to take most of green apart if he keeps returning for spell replacement,
    you should have cleared a good path to the mine by the time the others start
    pulling from it.
    When you have spotters, put one just beyond the rock wall that the mine is near
    and watch the oil field.  If blue starts up here, you might very well lose. 
    Blue however tends to build lots of boats and trap himself.  There is a second
    oil field below blue's island, but if blue gets both you won't have enough oil
    to send troops against blue.  Sometimes blue will get the first field, but miss
    the second, but don't count on it.
    Once you start defending the second mine, purple will start sending mages down
    with blizzard to stop you.  Have an ogre-magi and death knight south of the
    fortifications with Deathwing.  As soon as blizzard starts, haste and bloodlust
    Deathwing and send him after the mage.  Since mages are slow, you should find
    him before he gets back to safety.  With peasant slaughter underway, purple
    doesn't recruit more mages, but he usually has six or seven by this point.
    With them gone, purple is mostly neutralised.  Even with the defences at the
    second mine, most purple troops will still travel across the map and attack
    your main base, so they can be dealt with as normal.
    Leave purple for now and smash white.  This is especially important if blue is
    working on the oil.  If they are, you have to get the southern field before
    blue finishes it (even if that means using dragons on a platform). If blue
    attacks with ships, the southern oil field is in easy reach of catapults and
    death knights, so they won't get far.
    With white neutralised and the platform claimed, you can mop up white, green
    and then purple.  Make sure you claim some skeletons near the end of this.
    At the same time, send Deathwing in to get the top griffin aviary.  It is
    guarded by a few archers and cannon towers.  With Haste and Bloodlust,
    Deathwing takes out archers in one shot, so get the aviary.  The southern
    aviary is harder as blue keeps producing archers and Deathwing is probably not
    on much health by this point.  Send him and a couple of backup dragons to get
    the aviary and it should fall easily (use Deathwing to keep the archers quiet
    while the others toast the place).  Once the aviary falls, pull back and return
    to the north island.  With care, Deathwing (with or without backup) should be
    able to clear the entire north blue island.
    With the north island clear, send in some catapults and death knights on to
    that side and lure any remaining blue ships into them.  Once done send, your
    forces (should be able to get at least 3 juggernauts) in and smash blue's
    southern island.  You can reach most of the defenders and there are only a few
    towers here.  You may have a run-in with Khurdran and Sky'ree as you smash the
    south island.  If so, lure it back to the death knights and Deathwing on the
    north island.  He shouldn't be too much trouble.
    With that complete, send some ground troops and the catapults on the north
    island to finish up.
    At this point only the small island containing the portal remains.  On this
    island is three paladins and all the human heroes (minus Khurdran if you
    already got him).
    You should still have the skeletons from the end of the mopping operation.  If
    not, kill some of your peons and raise them (you won't need them anymore). 
    Land them on the island to neutralise the paladins.  While purple's paladins
    don't use exorcism, these ones do.  Then land an ogre, cast runes and get back
    on the ship.  This will usually get Alleria and possibly Turaylon's attention. 
    When the head to the shore, have a death knight D&D the shore to get them.  You
    may need to repeat this to get them all.
    With Alleria gone, send in Deathwing or, if he is injured, some ordinary
    dragons.  Take out Khadgar and then the rest (since only Alleria, Khadgar and
    Khurdran) have aerial attacks.  With the island clear, send a trooper over and
    claim the portal.
    
    If you've found all the remaining human troops, the game ends and the universe
    awaits the coming of the Horde.  You get another movie, a vicious little
    epilogue, the rank of "Designer" and another possible story thread into the
    existence of the Scourge in War 3.
    
    4.0    TACTICS
    
    Apart from the obvious ones like the enemy "draw" and upgrade at least once
    ASAP 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
    reconnaissance before sending troops in, wouldn't they.
    l)  The main use of skeletons (the way I play it) is to stop the human's
    exorcising your death knights, so until you get near the final assault don't
    worry about the upgrade.  If you aren't sending death knights in (or there are
    no humans on the map) don't bother with it at all.  The only place it is very
    useful (and in fact nearly vital) is the final orc level, but you get it free
    on that level anyway.  Note: since most orc units can't heal, you can get your
    skeletons either from "peasant slaughter" or "recycling" near-dead units (saves
    on food total and enemy kill score).
    
    5.0     ACKNOWLEDGEMENTS
    
    Blizzard for writing this great game and releasing a Battle.Net edition so I
    could keep playing it.
    GameFAQ for agreeing to host this file