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Old 11-12-2014, 11:16 AM
BaronGrackle BaronGrackle is offline

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Crossed Axes (War2) Warcraft II Official Strategy Guide

So here's something I haven't found much info about on the internet. The Warcraft II Official Strategy Guide includes all of the mission briefings, but the wording is off in several places. When I was younger I thought these were just mistakes from the guide writers, but nowadays I wonder if they were actually copying an earlier version or something.

It's intriguing. If you look at the demo version of the first Alliance mission, you'll find some wording that matches the final game ("Due to your position") but also other wording that matches the strategy guide ("an essential part of securing Alliance operations").

Anyway, most of the differences are minor, but there are a few major ones. Here are the parts I noticed that are different in substance:
  • Human Mission 2 says that Terenas is "fervently hoping to enlist more Elves into the Alliance" as opposed to the final version which says "fervently hoping to enlist the Elves into the Alliance". It's possible that, in earlier game development, there were already Elven volunteers or something along those lines before Tarren Mill. Especially when you consider that there are Elven Archers present in Orc Mission 1 but no Troll Axethrowers in Human Mission 1, and even Elven Archers and Destroyers in Human Mission 2 but no Trolls in Orc Mission 2 until you rescue them. Plus the manual text written by Aegwyn, which indicates Elves were in the Alliance at its founding.
  • Also in Human Mission 2, there is an extra reference to the "High Command".
  • Orc Mission 2 says you need to save Zuljin and at least one other Troll. The final game changes this to just Zuljin. The walkthrough text of the strategy guide is vague on the matter.
  • Human Mission 4 and Orc Mission 4 both refer to Refineries being required to build Transports. The final game and its briefings change this to Foundries. Interestingly, the walkthrough section of the official strategy guide recognizes that you have to build Foundries for the Transports.
  • Human Mission 8 claims that you have to build "a secondary Castle in the northwest" to complete the mission. And yes, this time the walkthrough section does refer to building that second castle over the ruins of the destroyed Horde base. Compare this to Orc Mission 9, which requires the player to build a new Fortress on the island in Tyr's Bay. For that mission there was a Circle of Power designating the island you have to build the Fortress on. Maybe they felt that for a land misison, it was too complicated to have players build a Castle in a specific place?
  • Human Mission 9 does not specify that Uther Lightbringer is "of Lordaeron", and the mission objectives only refer to "Lightbringer" instead of "the Lightbringer".
  • Human Mission 10 says that you captured Gul'dan. Ha! Since this game includes a Gul'dan unit, I wonder if an early version included Gul'dan as a prisoner during the mission. Note that in this and the previous mission, your main enemies are the Stormreaver Clan. However, the strategy guide doesn't indicate any Gul'dan unit on the mission map or in the walkthrough text.
  • Human Mission 13 specifices that Lothar is seeking the "unconditional surrender" of the Horde. Which is kinda ballsy. Kinda even more foolish.

One more thing. The official strategy guide for Warcraft II: Beyond the Dark Portal looks like it has the same mission text as the final version. But there is one single key difference I noticed.
  • Human Mission 10 has a different name. The final game calls it "Siege of Vanguard", but the strategy guide calls it "The Battle of Hellfire". Because yeah, if you look at the Maps of Draenor, this siege was totally at Hellfire Citadel. Check it out: game manual map, Orc Act I map, Human Act II map, Human Act III map, Human Act IV map. Human Act III doesn't have Hellfire Citadel, since it would be too far north. Orc Act I doesn't have it either--though it would be right there. It would seem that Hellfire Citadel is the name of an Alliance fortress, and the original "Battle of Hellfire" was the Horde besieging an Alliance stronghold near the Portal. Maybe Blizzard had second thoughts and changed the citadel's name to "Vanguard" in the final product, though you don't see references to Vanguard anywhere else. Then in Burning Crusade they made up some new Alliance forts, so there you go.

I can't guarantee there are no typos yet, but here it is!

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Warcraft II: Tides of Darkness: The Official Strategy Guide

The Annals of the Great Alliance

Act I: The Shores of Lordaeron

Mission One: Hillsbrad
Because of your position as regional commander of the southern defense forces, Lord Terenas orders you to raise an outpost in the Hillsbrad foothills. It is rumored that Orcish marauders have been raiding coastal towns in the area, but whether these attacks are part of a greater Horde offensive is, as yet, unknown.

Your outpost is to provide food and information for Alliance troops and, therefore, should be a community consisting of at least four Farms. You must also construct a Barracks in order to safeguard the Hillsbrad operation. Your base will give advanced warning of Orcish troop movements in the area; it is an essential part of securing Alliance operations.

-Build four Farms and a Barracks

Mission Two: Ambush at Tarren Mill
The High Command has sent word that the Elves of Silvermoon have sent a contingent of Archers south to survey the supposed Orcish threat for themselves. Unfortunately, our spies report that shortly after passing through the Alterac grasslands the Elves were ambushed by Horde troops. It is believed that these Elves are now being held in a small prison camp near the northwest region of Tarren Mill.

Lord Terenas, fervently hoping to enlist more Elves into the Alliance, has asked you to form a party to hunt for the missing Elves and lead them to safety. As a sign of good faith, the Elves have sent a cadre of Archers to assist you in your search. You will also be provided with plans to construct an Elven Lumber Mill and the sylvan craftsmen to operate it.

-Find and rescue at least one Elven Archer and return him to the Circle of Power inside your base.

Mission Three: Southshore
With the safe return of the Elves from the loathsome clutches of the Orcs, the Council of Silvermoon has resolved to combine the armies of Quel'thalas with those of the Alliance of Lordaeron. As a show of their support, they have sent a mighty fleet of Elven Destroyers to help safeguard the Lordaeron mainland.

In preparation for the arrival of these ships, Daelin Proudmoore--Lord of Kul Tiras and Grand Admiral of the Lordaeron Fleet--has ordered you to begin the construction of naval facilities near the township of Southshore. There is some suspicion that the Horde has constructed a secret base near the mainland, so it is imperative that you begin building your defenses with haste.

-Construct at least four Oil Platforms.

Mission Four: Attack Zul'dare
Having established some order in the region with a display of naval power, Admiral Proudmoore advises that the time has come to seek out the secret lair of the Orcs. Scouts report that this base is located somewhere within the Zul'dare region of the Channel Islands, just southeast of Hillsbrad. Lordaeron artificers have completed designs for a Refinery that will process oil with greater efficiency. With this new innovation, you will be able to construct Transport ships that can ferry your troops across large bodies of water. These vessels should provide great assistance in the completion of your task.

-Seek out and demolish the Orc base.

Act II: Khaz Modan

Mission Five: Tol Barad
Impressed by your series of victories against the Horde and by the destruction of the Zul'dare base, the High Command has decided to dispatch you and your troops to the main battleground. The forces of Stromgarde and Kul Tiras are currently stationed along the northern border of Khaz Modan, fighting to keep the Orcs from advancing into southern Lordaeron. An Orcish outpost, nestled near the ruins of the ancient Dwarven city of Dun Modr, has repeatedly beaten back Alliance troops and ravaged the surrounding farmlands. You must reclaim the nearby island Keep at Tol Barad and then launch an attack on teh Horde outpost at Dun Modr.

-Reclaim Tol Barad and destroy the Orc Base at Dun Modr.

Mission Six: Dun Algaz
Following their defeat at Dun Modr, the Orcs were forced to retreat south, across the Thandol Valley to a secondary outpost at Dun Algaz. Lord Lothar, hoping to push the Orcs even further back into Khaz Modan, has ordered you to destroy this newly discovered encampment. A small company of Knights has been placed under your command by Lothar to aid you in your mission.

-Destroy Dun Algaz.

Mission Seven: Grim Batol
Advance scouts report that they have located Grim Batol--the primary base of the Horde's Refinery operations in Khaz Modan. Seeing a chance to strike a decisive blow against the Horde, Lord Lothar has ordered you to infiltrate Grim Batol and put an end to all Orcish activity there.

Lothar believes that once Grim Batol has been destroyed, the Orcs will have no further use for Khaz Modan and will therefore pull their forces back to the mainland of Azeroth. Victory could secure the shores of Lordaeron and greatly impede the Horde offensive.

-Destroy five Oil Refineries.

Act III: The Northlands

Mission Eight: Tyr's Hand
With the destruction of Dun Modr and the downfall of the Oil Refinery at Grim Batol, the Orcs have completely withdrawn their armies from Khaz Modan. Although your victories have been notable, the menace of the Horde still hangs over the Alliance. Lord Lothar has stationed your troops in the northlands to protect the borders of Quel'thalas.

Troubles have arisen in the township of Tyr's Hand; the local Peasant population is in a state of minor revolt. You must quell this uprising and then summon the Knights of the Silver Hand to hearten and watch over the populace. Once peace has been restored, determine whether there is Orcish activity in the region. If you encounter any Horde forces, they are to be intercepted and routed.

-Quell the peasant uprising in Tyr's Hand, construct a secondary Castle in the northwest to maintain order in the region, and destroy all enemy forces.

Mission Nine: The Battle at Darrowmere
With his Paladins keeping vigilant watch over the northlands, the Archbishop's assistant Uther Lightbringer has come to offer comfort to those who are suffering the misfortunes of war. Lord Lothar has entrusted to you the task of protecting Lightbringer and his entourage as they travel to the island township of Caer Darrow.

-Escort Lightbringer to the Circle of Power at Caer Darrow.

Mission Ten: The Prisoners
After the Battle at Caer Darrow, a number of Orcish soldiers were captured, along with the infamous Warlock Gul'dan. A crew of Alterac sailors were caught assisting the Horde during the battle and have been placed under close guard. Under the edict of Lord Lothar, you are to restrain the prisoners until they can be escorted to the capital of Lordaeron for interrogation.

-Guard the enemy prisoners, construct transports, and escort at least four Alterac traitors to the Circle of Power at Stratholme. 

Mission Eleven: Betrayal and the Destruction of Alterac
Having interrogated the treacherous warriors of Alterac, Lord Lothar sends word that the Alliance has been betrayed. Lord Perenolde, sovereign ruler of Alterac, has been working with the Horde since the beginning of the war. It was Perenolde who provided the Orcs with the travel routes of the Elven strike force passing through Tarren Mill. The rebellion at Tyr's Hand was also started by Alterac spies in the hope of concealing the Orcish mining facility located there.

By decree of the High Command, the nation of Alterac has committed treason against the Alliance, and its union with the Orcish Hordes must therefore be broken. Lord Lothar has ordered that you free those persons unjustly held by Perenolde and enlist their aid in launching an attack against Alterac's capital.

-Rescue the imprisoned Peasants and Mages from the camp in the northwest and return them to your base to launch a full-scale assault against the traitorous Alterac.

Act IV: Return to Azeroth
 
Mission Twelve: The Battle at Crestfall
With the destruction of Alterac, the Orcish armies in the north have staged a massive retreat. Admiral Proudmoore sends word that Gnome Submarines have located the Horde's main naval base near Crestfall. Proudmoore believes that the Orcs plan to launch the remainder of their armada and retreat to the mainland of Azeroth. Lord Lothar has ordered you to destroy the base at Crestfall before the fleet can escape.

-Destroy all Orc Transports, Oil Platforms, and Orc Shipyards.

Mission Thirteen: Assault on Black Rock Spire
After the battle of Crestfall, the remnants of the routed Orcish fleet managed to reach the northern shores of Azeroth. Admiral Proudmoore believes that the Horde will attempt to reinforce their main Fortress at Black Rock Spire. Leading a large strike force of Lordaeron troops, Lord Lothar was sent to attempt a parley with the Orcish chieftain Orgrim Doomhammer. The war being all but finished, his intent was to accept the unconditional surrender of the Orcish Hordes. No word has been heard from Lothar or his strike force in days. . . .

Assuming the worst, Admiral Proudmoore and King Terenas agree that it falls to you to stage a final siege against Black Rock Spire. The feral Dwarves of the Northeron wildlands have offered the service of their Gryphon Riders to assist in the decimation of the foul Orcs that have desecrated their homeland and slain the leader of the Alliance forces.

-Destroy Black Rock Spire and eradicate any and all enemy forces.

Mission Fourteen: The Great Portal
The Orcs have been driven from the Northlands as the hulking remains of Black Rock Spire lie silent among the freed lands of Azeroth. The battered remnants of the once-mighty Horde have rallied to protect their last bastion of hope--the Great Portal. With Lord Lothar dead, you ahve been given the duty of leading the forces of Lordaeron to ultimate victory over the Horde--a victory that proceeds from the destruction of the Great Portal itself. . . .

-Destroy the Great Portal



The Domination of Lordaeron

Act I: Seas of Blood

Mission One: Zul'dare
The Horde is preparing to launch an assault against the mainland of Lordaeron. Orgrim Doomhammer, War Chief of the Orcish Hordes and ruler of the Blackrock clan, has ordered you to establish a small outpost on Lordaeron's southern shores. To secure the Zul'dare region, as Doomhammer demands, you will need to construct a Barracks and several Farms to feed your troops. Your success may help us determine the extent of the pathetic Human defenses and the resistance they have to offer against our forces.

-Build four Farms and a Barracks.

Mission Two: Raid at Hillsbrad
Our spies report that a band of Human soldiers have captured a war party led by Troll commander Zuljin and have taken them to the township of Hillsbrad. Seeing an opportunity to place these captives in debt to the Horde, Doomhammer sends you to ransom Zuljin and his Trolls. The War Chief believes that this raid on the unsuspecting settlement will strike terror into the hearts of those who would dare resist the Horde.

-Rescue Zuljin and at least one other Troll, then return them to the Circle of Power.

Mission Three: Southshore
In preparation for a final strike on Hillsbrad, the War Chief directs you to begin construction of facilities for the Orcish Armada near the Southshore region. Zuljin and his Trolls, eager to take revenge on the Humans who imprisoned them, have agreed to aid the Horde by supplying Axe Throwers and Destroyers to assist in the defense of your Southshore operation.

A Shipyard must be constructed for us to build our Wave Riders. You will need much of the black liquid known as oil to build your fleet. The seas are rich with this substance; your Oil Tankers will need to build Platforms where it is thick. The Tankers will bring this oil back to the mainland to power our ships of war. Our assault on Hillsbrad cannot begin until your task has been completed.

-Construct four Oil Platforms.

Mission Four: Assault on Hillsbrad
Now that the Armada is well supplied with the precious black substance that your Tankers have amassed, Doomhammer feels it is time to make a gruesome example of Hillsbrad. With the aid of new Refinery sites, you can build Transports to deliver your forces across the channel to the cowering Human settlement. All who oppose the Hode must be taught a harsh lesson! Leave no one alive!

-Destroy Hillsbrad and all its defenders.

Act II: Khaz Modan  

Mission Five: Tol Barad
The township of HIllsbrad has been decimated, and throughout the Human kingdoms the rumors of impending doom spread like wildfire. War Chief Doomhammer is pleased with your success and has deemd you worthy of a more difficult task. Troubles have arisen in the Dwarven lands of Khaz Modan. A task force of Stromgarde warriors has laid siege to Dun Modr, a vital staging area for Horde troops. You are to retake Dun Modr and then bring your forces to bear against Stromgarde's nearby island citadel of Tol Barad.

-Retake Dun Modr and assault the citadel of Tol Barad.

Mission Six: The Badlands
Doomhammer has sent word that the Ogre-Mage Cho'gall, chieftain of the Twilight's Hammer clan, is personally inspecting the Refinery at Grim Batol. Cho'gall and his convoy will be traveling through the badlands of Khaz Modan; an ambush of Stromgarde warriors is expected. The War Chief expects you to escort Cho'gall and his minions through this region. Should he die, your life will be forfeit as well. . . .

-Escort Cho'gall to the borders of Grim Batol.

Mission Seven: The Fall of Stromgarde
Cho'gall reports that the Khaz Modan Refineries are well maintained and fulfilling their quotas. The Horde will now have more than enough oil to mount a fierce campaign in the lands far to the north. Only the troublesome Human defenders of Stromgarde remain to be dealt with before sending the Horde on its next journey.

The Human fleet has captured a group of our Transports just south of Stromgarde's capital. Recapture these vessels and then lay waste their capital.

-Recapture the Orc Transports and destroy Stromgarde.

Act III: Quel'thalas

Mission Eight: The Runestone at Caer Darrow
Your forces have been assigned to an area along the southern border of the Elven kingdom of Quel'thalas. Gul'dan, hoping to sow the seeds of chaos among the Human and Elven allies, has located a mysterious Elven artifact near the Keep of Caer Darrowl. This huge, monolithic Runestone is guarded by a Human Castle on the small island located in the middle of Darrowmere Lake. You must destroy the forces that guard this relic and gain control of the Runestone for the use of the Horde.

-Destroy the Human Castle and secure the Runestone.

Mission Nine: The Razing of Tyr's Hand
With the capture of the Elven Runeston, Gul'dan has been able to warp the power it contains to mutate an entire legion of his loyal and ruthless ogres into wielders of arcane magicks. Along with this transformation, these Ogre-Magi have been granted deadly magicks and a malicious cunning rivaling that of Gul'dan himself. You are to employ the Ogre-Magi in the creation and defense of a Fortress at the mouth of Tyr's Bay, cutting off the Human supply lines into Quel'thalas.

-Construct a Fortress and a Shipyard on the island at the mouth of Tyr's Bay.

Mission Ten: The Destruction of Stratholme

Stratholme, the chief source of Alliance oil in the north, is preparing to deliver massive amounts of oil to the kingdoms in western Lordaeron. You must sabotage their Refineries and Oil Platforms to halt this shipment. Once Stratholme's ability to gather and process oil is removed, proceed to crush any and all esistance offered by the Alliance.

-Destroy all Oil Platforms and Refineries; destroy Stratholme.

Mission Eleven: The Dead Rise as Quel'thalas Falls
With the destruction of Stratholme, the Alliance supply lines to Quel'thalas have been severed. Only a handful of Human and Elven defenders remain to safeguard the ancient Elf kingdom from the onslaught of the Horde. The enchanted domain of the Elves has inspired Gul'dan to unleash his most perverted creation--the Death Knights. Formed from the corpses of the fallen Knights of Azeroth, these once-proud defenders of Humanity now serve the Horde in a blasphemous state of eternal undeath. Unleashing dark spells of necromantic horror on their terrified foes, these Death Knights seek to loose their wrath on any foolish enough to stand in their way.

-Destroy the last of the remaining Elven Strongholds.

Act IV: The Tides of Darkness

Mission Twelve: The Tomb of Sargeras
The Northlands have fallen. Now only the western regions of Lordaeron stand defiant before the irresistable might of the Horde. As the Orc clans prepare for their final, massive campaign against the weakening Alliance, the War Chief sends you ill tidings. . . .

Gul'dan and his Stormreaver clan have betrayed the Horde and coerced the Twilight's Hammer clan to set sail and seek an ancient tomb said to be buried beneath the waves. An infiltrator under the direction of Doomhammer reports that Gul'dan has indeed raised volcanic islands from the ocean floor and has thus opened a hidden vault. Though it is unknown what the great Warlock has released from this tomb, the War Chief has issued this command: Destroy the renegade clans and return with the head of Gul'dan.

-Destroy the Stormreaver and Twilight's Hammer clans; slay the Warlock Gul'dan.

Mission Thirteen: The Siege of Dalaran
The hour of judgment is close at hand as the Orcish HOrdes stand ready to sweep across this domain like a pestilence and seize the capital of Lordaeron. Standing vigilant above the plains, like the descending arm of twilight itself, is the Violet Citadel of Dalaran. The Citadel--serving as sanctum and haven to the Mages of Lordaeron--is the last barrier between the Orcs and their subjugation of Humanity. Manifested in the combined magical prowess of all Mages within the Alliance, this place must fall for the Horde to conquer Lordaeron.

Fortunately, Orgrim Doomhammer has saved his greatest weapon and stands ready to unleash it on the unsuspecting Alliance at just this moment: Dragons.

-Destroy Dalaran and all its defenders.

Mission Fourteen: The Fall of Lordaeron
The alabaster parapets of Lordaeron's capital loom before you in the distance. The proud, defiant armies of the Alliance stand resolute in their final moments. All that remains is the shrill clarion call to battle and the fulfillment of our destiny. The tides of darkness are now at hand!

-Destroy all that you behold in the name of the Horde!

Last edited by BaronGrackle; 11-19-2014 at 04:03 PM..
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