hide results

    Orc Campaign Walkthrough by humaetorcH

    Version: 1.0 | Updated: 07/04/02 | Search Guide | Bookmark Guide

     Warcraft 3: Reign of Chaos
     Orc campaign FAQ and Startegy Guide
     Version 1.0
     By humeatorcH
     July 4th 2002
     Warcraft 3 is a trademark of Blizzard Entertainment.This FAQ is not by any way associated or endorsed
     by Blizzard.It is written solely by my own playing experiences therefore some facts might not be 100%
     accurate.This FAQ might contain some spoilers although i have tried to minimize it.
     Table of Contents
     *Chapter 1 - Landfall
     *Chapter 2 - The Long March
     *Chapter 3 - The Fall of Lordearon
     *Chapter 3 - Cry of the Warsong
     *Chapter 4 - The Spirits of Ashenvale
     *Chapter 5 - The Blood of Mannoroth
     *Chapter 6 - Where Wyverns Dare
     *Chapter 7 - The Oracle
     *Chapter 8 - By Demons Be Driven
     The Orcish Horde
     *Units Breakdown
     Chapter 1 - Landfall
     Main quest - Rally the horde
                 *Discover where the other ships have landed
                 *Thrall must survive
     You start the game at the beachside.Head slightly north and you will encounter a level 3 creature
     named Murloc Flesheater.Kill it.Continue north and you will come to a camp where a group of
     centaurs will assault you.Killing them would produce a level 2 Thrall.If you were to travel slightly
     west of the centaur camp, you should come across another level 3 Murloc Flesheater and a couple of his
     minions.Killing them would obtain you a chest containing some healing ward.From here, travel east and
     you will soon come across a level 3 quillboar hunter.More healing wards will be dropped.Walk south and
     you will find a Level 3 Razorman Brute guarding 2 troll headhunters.Slay them to free the 2 orc
     reinforcements and obtain a potion of mana.
     From your current location now,guide your army east.You will encounter another 3 orc units.From here,
     move up north.You will have to fight your way through a Level 3 Harpy Windwitch and some birdlike
     creatures.Your reward would be a scroll of the best.Keep moving slightly northwest and you will soon
     face a level 6 Thunderlizard.Not that difficult to kill despite its level.Pick up the potion of mana
     that it drops.Keep on following the path and you will soon see a fountain of health.Get your troops
     near it to be healed.Before you do that though,you will have to kill the beasts guarding it.Continue
     to run along the seashore and meet up with 3 more orc brethren.Slay the horsemen you see and you will
     be handed a new quest.
     Main quest - Protect Cairne
                 *Follow Cairne to the Tauren village
                 *Protect Cairne from his enemies
                 *Cairn Bloodhoof must survive
     Meet Cairne Bloodhoof - one of the best heroes in the game.His abilities are amazing and is a way better
     unit compared to Thrall.Anyways, follow Cairne and his tauren friends to his village.Once you arrive,its
     your job to help him defend his base.Kill whatever centaurs that attacks and defend your position.After
     about 3 waves of attacks from them,you should win this mission.
     Chapter 2 - The Long March
     Main Quest - Three Oases                                      Main Quest - The Caravan
                 *Lead Caravan to the first oasis                              *Protect the caravan
                 *Lead caravan to the second oasis                             *At least 2 kodo beasts must
                 *Lead caravan to the third oasis                               survive
                 *Thrall,Cairne and the caravan must survive                   *Cairne must survive
     From your starting location, move west and then head northeast till you reach a fountain of health
     which is the first oasis.Kill any centaur marauders that gets in your way there.In the first oasis,
     you will meet up with 3 orcish allies.Add them to your party.Now,continue up moving northwest. Towards
     the middle of the map you will find a goblin merchant where you can purchase some healing items etc.
     and rendezvous with 3 orc raiders. When you're done, travel north.Your target is now the 2nd oasis
     located on the northeast of the map. By the way, raiders have the ensnare ability which can bring any
     flying units to the ground enabling your melee units to combat it.Pretty useful ability.
     Slightly below the 2nd oasis is a level 6 Harpy Queen. Slaying it would give you a totem of might which
     adds an extra point to your strength attribute.Your raiders come in handy here as they can help bring
     the harpies crashing to the ground for your units to combat it.In the 2nd oasis, 3 orc catapults will
     join you.The 3rd oasis is at the far west.Your mission is to get there now.Travel up north and you will
     come across 6 guard towers.This is where the catapult plays its part.Use the catapults to tear down the
     tower as its firing range is further than the towers.Just remember to protect them from enemy
     melee units as they are pretty slow and vulnerable.On the right side lies 2 boss centaur marauders.Thrall's
     chain lightning spell works really well on them.You will have to slay the marauder twice before it
     truly stays dead.Your reward would be a pendant of energy.Now,head west and you will encounter a line
     of centaurs running.Continue moving west destroying any watchtowers that gets in your way.You'll eventually
     reach the final oasis.
     Chapter 3 - The Wreckage of Lordearon
     A cutscene occurs.
     Chapter 3 - Cry of the Warsong
     Main Quest - Establish a Base                                    Optional Quest - Pacify the Humans
                 *Build a Great Hall                                                  *Destroy the human's base
                 *Thrall must survive
                - Secure Zeppelins
                 *Destroy any hostile units at the laboratory
                 *Return two goblin zeppelins to your base
     It's now finally time actually establish a base. Quite the moment you've been waiting for eh? :) Anyways,
     the threat in this chapter comes from the FOUR human encampments. One is in the center of the map, slightly
     below the goblin laboratory.The second is in the east of the map above the Warsong Clan's base.The third
     human base is on the west side of the map and the final human camp is located on the northeast of the map.
     The best and easiest way to destroy the human camps is to play it smart.Build up your troops and the
     the neccesarry defence.Then wait.Timing is an essential factor here.Watch the Warsong camp and once they
     move out to attack a human base, follow them from behind.Use them as a shield protecting your own units.
     Your own units would last much longer and a more effective massacre would commence on the enemy human.
     Grunts are the ideal unit here as they are cheap and strong.Your enemies do not rely on aerial units in
     this level so you do not have to worry about being defensive in the air.Mixing grunts with some Kodo Beast
     would add a lot more bite to your offence.
     Once you're done pacifying the human camps, its time to recover the Goblin Laboratory.Protecting it is
     a level 8 Centaur Khan.You would have to slay him twice for him to be truly dead.A sucessful kill would
     gain you an excellent item - the gauntlets of ogre strength+3.There will be a level 6 Harpy Queen next
     with a couple of her flying minions.Slay her and the circlet of nobility is yours.The Goblin Lab is now
     free for your taking.
     Chapter 4 - The Spirits of Ashenvale
     Main Quest - Slash and Burn                                      Optional Quest - Furbolg Chieftain
                 *Amass 15,000 lumber                                                 *Slay the Furbolg Chieftain
                                                                                     - Destroy Trees of Life
                                                                                      *Destroy the trees of life
     This is not an easy mission especially if you were to play in on the hard difficulty.The main problem with
     this stage is the lack of gold.North of your current base is a gold mine but with only 9000 gold left.It
     might not be much but you do need to expand there.On the east of the gold mine is Neeloc Greedyfingers
     who will give you the optional quest to slay Furbolg Chieftain. South of the map, just on the left side of
     your default base is a Nightelf's camp.Invading their base and then destroying their tree of life would
     gain you 3000 lumber and open up the 2nd optional quest.The base is not well defended so you will not
     face much problems penetrating it.However,be very careful with your money.Ensure that you have enough
     anti air units such as the Troll Headhunter as the enemy sends attacks from the air and from land.
     On the left side of Nightelf base you just destroyed lies a gold mine with 40k gold.Finally you have got
     a decent source of resources.It is protected by some Darkwarlords so slay them and you will gain a potion
     of greater healing.Expand your base here.In the bottom center of the map,there are a few undead tree spirits.
     To be more exact,they are located slightly on the right side of the 40k gold mine.Kill them to uncover the
     boots of speed.
     You have 2 options here.Either you mine 15k of lumber or you could just invade the NightElf bases and destroy
     their tree of life to instantly gain that amount.If you were to do it the slow way,i would suggest that
     you slay Furbolg Chieftain first and then purchase the Goblin Shredder from Neeloc Greedyfingers.They cut down
     trees at such an insanely speed.The other way - the faster way is to just destroy the trees of life.They are all
     located in the other 3 nightelf base.One is on the far left and the other on the top left.The final Nightelf
     camp is on the top right of the map.Be wary though as their bases are quite well defended especially in hard
     mode.Once you've finally ammassed 15 k lumber,the mission ends in your favour.
     Chapter 5 - The Blood of Mannoroth
     Cutscene occurs
     Chapter 5 - The Hunter of Shadows
     Main Quest - The Chaos Well                                      - Cenarius
                 *Discover the source of power                         *Slay Cenarius
     The NightElves will commence an attack as soon as the level starts.The objective here is to defend their
     first wave of attack.Once you're in control, immediately pump as many Troll Headhunters as you can.Build
     it non stop till the invasion hits your main base.Ignore building any melee units for the moment as their
     attack would be aerial based.It's a good idea to construct a couple of watchtowers in a concentrared area
     to back your Headhunters up a bit.
     Once you've defended that attack wave,you will recieve your mission objectives.Start constructing your base.
     Erect your defences and pump up your troops.Now,from your base,move directly up north clearing a path
     blocked by trees and you will soon find a goblin merchant.Head further north and you will encounter a few
     powerful neutral units.Kill them to recieve the claws of attack+3.As soon as you reach the end of the path,
     turn left and travel all the way till you reach a waygate protected by some Shadowdancer Demons.Slay them
     to recieve the periapt of health and activate the waygate.Enter the waygate and continue along the path.
     Destroy and Satyr Demons that gets in your way and you will eventually gain the orb of fire.Follow on the
     path and you will soon find yourself face to face with the Chaos Well.Slay the Satyr Guardians protecting it
     and you will receive a ring of protection +3.A cutscene ensues and you will gain your 2nd main quest.
     Cenarius is tough.He has a HP count of roughly 4000 and an attack of 1000 average per hit.Once you have
     ammassed enough forces and is confident of launching a succesfull attack,invade the blue NightElf base
     in the center of the map.Once it is destroyed,Cenarius will appear.Throw everything you have at him and
     once he's dead,you've won the mission.
     Chapter 6 - Where Wyverns Dare
     Main Quest - Stonetalon Peal                               Optional Quest - Wyverns
                 *Destroy the human base guarding the peak                      *Find the Wyverns
                                                                               - Defiled Fountain
                                                                                *Kill the Centaur Khan
                                                                                *Return the Glyph of
                                                                                 Purification to restore
                                                                                 the fountain
     This mission is difficult.Bear that in mind first especially if you're attempting it in the hard more.
     I'm not sure about normal difficulty but it is a very challenging mission if it is in hard.
     Anyways,to obtain the second optional quest,move left from your base till you see a pack of lightning
     lizards.Kill them and you will gain access to a green looking defiled fountain.Approach it with Thrall
     and you will gain your second optional quest.Let's complete the Wyverns quest first however.
     The Harpies have captured the Wyvers and have held them captive on the middle north section of the
     map.To free them,you have to bring a party of anti air units.Headhunters lead by Thrall should do the
     trick.Once you've freed them,you have to option to construct Wyverns.To finish off the 2nd optional
     quest,head to the east of the Goblin Laboratory.That's where Centaur Khan is stationed.Slay him
     and bring back the Glyph to the fountain and you're done.
     Now let's accomplish the main quest.The humans have 2 bases in this map.One if to the northeast and the
     other is to the northwest.You have to take out the Northeast base first.Grunts,Kodo Beasts and Catapults
     are a good combo to invade that base.It is pretty well defended but if you play your cards right and
     plot your strategy well,tearing it apart should not be such a problem.The second base is a bit tricky.
     You do not have road access to the second base which means you have to go by air.First off,go to the
     Goblin Lab and hire some Zeppelins.You need it to transport your troops into the base.Transporting them
     would be another problem.The base is well defended in air by guardtowers and a load full of gryphon riders.
     Coupled with a large group of Rifleman,it is quite difficult to land your troops in.This is where your
     Wyverns come in handy.Construct a few of them and use them as decoy.Fly your Wyverns into the south part
     of the base and let their Rifleman and Gryphons engage them into battle.While they're busy attacking,
     quickly fly your zeppelins over and drop off your main troops.It is essential to drop them at the south
     part of the base as there is plenty of land there and the Guardtowers range will not cover that area.Use
     your Headhunters to bring down the Gryphons and Grunts to remove the Rifleman threat.Then move in your
     catapult to mow down the Guardtowers around.It is quite handy to have a witchdoctor around to heal your
     troops too.If you time it right,you should be able to burn down the last human base.It's difficult but
     not impossible.
     Chapter 7 - The Oracle
     Main Quest - The Oracle                    - Heart of Aszune                  - Enchanted Gemstone
                 *Seek out the oracle            *Find the heart of Aszune          *Find the Enchanted Gemstone
                 *Thrall must survive            *Return the heart of Aszune        *Bring the Enchanted Stone to
                                                                                     the spectral bridge
                                                                                    *Cairne must survive
     At the start,break down the door on your left.Kill the Ancient Dead and proceed south following the
     corridor.Keep on following the corridor slaying any vile creatures you encounter.When you come to a
     north and south fork,destroy the north door and enter it.Kill the pack of Undead here and pick up the
     mantle of intelligence +3.Proceed South.Continue following the path,bringing down a door on the way.Slay
     the beast and pick up a ring of regeneration.Now,go back to the corridor with the burning fountain and
     head east.
     There will be a door here but dont bother breaking it down as there's nothing to pick up unless you want
     to slay beasts for experience points.Instead,head north.Killing the Level 9 Undead Revenant here would
     give you an orb of fire.If you take the slightly left path,you will find a tome of intelligence.Proceed
     following the path where you got the orb of fire.Cross the bridge.You'll now face a Level 9 Death
     Revenant once again.Continue east and you'll come to a room with 3 forks.The north door is locked so
     go south first.Killing the Salamanders would give you a blood key to open the locked door in the north.
     You will recieve a Crown of the Kings + 5 there.Destroying the boxes around the chest will also
     give you some useful scrolls.
     Now back to the fork and head east.Slay whatever creatures that dare engage you in combat and proceed all
     the way to the waygate.Enter it.Now,go in the north door.You'll face some Human Militias next.Make easy
     meat of them and continue east.Destroy the door that you will soon see and head north.There will be a
     grave here.Nothing to do here so move along and continue east.Destroy the next door for 3 HeadHunters to
     join you.The next door holds a hulking beast that drops you a Subi Mask when slayed.Continue east.
     You'll encounter some Polymorphed sheeps.This can only mean one thing.Humans.Kill them all.Take the north
     gate and you'll see some harpies battling a Level 10 Red Dragon.Let the damage be done first then
     move in for the kill.The heart of Aszune is now yours.Go in the west gate to pick up two more Headhunters.
     Now go back to the waygate you came out from and head south to give the Heart of Aszune to the statue
     to complete the 2nd Main Quest.
     The scene now shifts to Cairne Bloodhoof.From the starting point,head east.You will spot a stone token on
     the ground.Pick it up but that would bring a stone golem to life.Prepare to fight it.Continue east and
     you'll encounter some humans.Kill them and head south.Kill the humans you see and you will recieve a
     tome of strength.Continue moving.The rocks on the east you see will be destroyed by undeads and make
     a path from them to you.Slay them and recieve a talisman of evasion.Head south and you'll spot a hungry
     hungry lizard eating mushrooms.Wait for it to finish.Once it does,it will create a path that leads to
     a chest containing the lion horn of stormwind.Grab it.Head back east and you will see a group of Quillboars
     guarding the Enchanted Gemstone.Activate the spikes on the northeast passage and watch them die instantly.
     Open the door with the switch on the northwest and claim the gem.Head south,kill the creatures and claim
     the Claw of Attack+2.Now just follow the path,killing any undead statues that gets in your way and make
     your way back to the bridge section.Cross the spectral bridge to end this level.
     Chapter 8 - By Demons Be Driven
     Main quest - Hellscream
                 *Capture Grom Hellscream in the soul gem
                 *Bring Grom back to Jaina's ritual circle
     Ah...the allian of Humans and Orcs.Something you would never have though would actually happen in
     Warcraft 2 eh? :) This is the final mission for the Orc campaign so do not expect it to be easy.
     In the hard difficulty, it's almost impossible to actually win this mission.Impossible but winnable if
     you play your cards right.Once you start the mission,be ready to build up your troops ASAP for burning
     legions units will randomly appear and assault your base.It's quite difficult because the Burning Legions
     attack very very often though randomly.There is no way to stop their assaults and this is especially
     terrifying because the Burning Legion units are quite powerful.Do not even bother trying to rely on
     your human allies as they are not even capable of defending themselves let alone launching an attack
     against the Chaos Orcs.ANyways, there are 2 huge Orc establishments.One on the northeast and the other
     on the northwest.The only way i could win this on hard mode was to launch every unit i have on just
     on of their bases.I chose the northeast base as it was closest to my own base.Attempting to completly
     obliterate both the orc bases would be foolish in hard mode as their defences are terribly strong.
     But it can be done if you play your strategies right.ANyways,after tearing down 1 of the orc base,
     instantly move your troops towards Grom Hellscream.He is situated in the middle north.Beware though
     as he is well guarded by Doomguards and Fellhounds.Once you approach Grom,use the Soul Gem on him to
     capture his soul and immediately bring him back to Jaina's circle to win the final stage.Once you're done,
     pat yourself on the back for accomplishing something which is not easy and brace yourself for the best
     movie in the game so far.(in my opinion at least)
     The Orcish Horde
     Units Breakdown
     The Orc worker unit.Mines Gold and Lumber and has the ability to construct and repair structures.
     Unlike the human worker,Peons do not have the ability to transform into militias.They are also
     unable to have more than 1 peon constructing a single unit at the same time.However,they can
     enter the Orc Burrow to defend bases during an attack.When in a burrow,Peons are capable of attacking
     air and land units.
     The strongest basic melee unit in the game.Fully upgraded and with the berzerker research,they are
     basically unstoppable especially in numbers.Although a bit costly and takes up 3 food supply,they
     are without a doubt essential in any victories because of their small size which enables them to
     effectively gang up against a single strong target.
     Troll Headhunters
     Putting them head to head agains the Human Rifleman would be foolish as they are quite weak.But still
     an essential unit because they provide the basic aerial defences with cheap costs.Useful against
     Wyverns,Gargoyles and Gryphons.To effectively use them,you should always cover them with Grunts putting
     them behind the enemy fire.With their low HP count,it is foolish to let them engage the enemy without
     any melee backup.
     The Orc anti building unit.Very effective against structures especially defensive structures.The range
     of the catapult exceeds the range of any other races defensive structures therefore enabling them to
     damage the defensive structures without taking hits from them.It is however essential to protect them
     with melee units because they are quite weak and vulnerable in armor and have a minimum range of fire.
     This means they cant fire on enemies who closes in on them.
     The thing that makes this unit special is their ensnare ability.This ability enables them to spring
     nets on any aerial units bringing them to the ground enabling your ground attacking units to pounce on
     them.Although fast,they are quite weak and have low HP count.Using grunts would be a better alternative
     as Raiders do not have the ability to attack air units.Good for scouting though.
     Kodo Beast
     Kodo Beasts are strong but costly and the damage they do do not tally with the price you pay for them.
     However building 1 of 2 of them is important as they have the drum aura which when fully researched
     adds 2 damage to and of your units close to them.Able to attack air and ground.
     Kinda reminds me the Zerg Ultralisk.Powerful and lumbering,highly armored and have a strong attacking
     rate.Although they are powerful,they are quite useless in numbers as you cannot possibly attack
     with them in large groups effectively.Because of their size,if you command them to attack a single
     target,perhaps only 3 or 4 would be able to surround the unit to hit them while the other would just
     run around in circles trying to find an opening to hit them rendering them useless and suspect to
     attacks from ranged units.Mixing them with grunts however would provide your melee attacks with enough
     firepower to bring down almost any enemy defences.
     The Orc aerial unit.Very fast and agile but quite weak on the combat part.Although not that costly,
     to send them out on their own without ground support would be suicide.Good for hit and run tactics.
     The Orc primary spellcaster.Have the ability to cast Purge,Lightning Shield and Bloodlust
     This spell slows a single unit by a factor of 5 and remove any positive buffs from them.Effective
     against strong single enemy units such as the Frost Wyrm or an enemy Tauren.
     *Lightning Shield*
     When cast on an enemy unit,a lightning shield will surround the unit causing 20 damage per second
     and the spell lasts for 20 seconds.
     Increases the attack rate of a friendly unit by 50% and movement by 25%.This spell lasts for 1 whole
     minute.Very effective on heroes and Taurens.
     The witchdoctor is an excellent unit used to assist your attacking party.They do not cost much to build
     and a single witchdoctor can extend the longevity of your units when in combat.
     *Sentry Ward*
     Casts a ward that stays on an area for 60 seconds.While the sentry ward is in place,you can view that
     particular area of the map watching any hostile activites going on.It also acts as a detector detecting
     cloaked units.
     *Stasis Trap*
     Those familiar with the Protoss Arbitar's Stasis Field ability would understand what this spell does.
     When casts on the ground,it stays on the ground for 150 seconds and if any enemy units were to pass on
     that area,they will be instantly trapped in stasis mode for 12 seconds.When in stasis mode,the units
     cannot attack or be attacked.This spell works in a group radius which makes it excellent when being
     attacked in a large wave.
     *Healing Ward*
     The most useful spell from the witchdoctor.When cast,it heals 2% of your units HP for 30 seconds.This
     is very useful when defending or launching an attack as it increases the longevity of your units.
     This spell works in an area radius thus when cast it heals a large group of your units.It is good
     to bring 2 or 3 witchdoctors with your attacking units and let them stand behind the enemy line of fire
     casting the Healing Ward spell on your units who are engaging the enemy.
     Feel free to e-mail me correcting any errors that you have come across throughout this FAQ.Im planning to
     add a strategy section to this so to any of you guys out there who have an excellent strategy please do
     e-mail me.Full credits will be given for all contributions.
     This FAQ is only available through www.gamefaqs.com at this moment.However if you would like to add this
     to your own website,feel free to do so just as long as you notify me before hand and none of the contents
     is altered.Happy warring guys :)
     July 4th 2002

    View in: