Table of Contents
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01 - Updates and Revisions
02 - Units
03 - Buildings
04 - Heroes
05 - Campaign Walkthrough
06 - Copyright Info
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01. Updates and Revisions
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Augest 03, 2002
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• Typed up the guide, because there isn't a human FAQ on GameFAQs.com
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02. Units
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Peasant
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Gold: 90 | The peasant is your grunt worker. He will collect gold
Lumber: 0 | from the mines, or collect lumber from the trees, whatever
Hit Points: 220 | you want him to do. If he needs to, he will also join the
Armor: 0 | militia, which gives him a sword, making him able to fight
Gold: 160 | The footman is your basic melee unit. He fights with a
Lumber: 0 | trusty sword by his side. When accompanied by other units
Hit Points: 420 | a footman can be of help, but if you just mass produce
Armor: 2 | footmen late in the game, your just setting yourself up.
Gold: 240 | The Rifleman is a good unit overall. He is equipped with a
Lumber: 30 | large rifle, which is where his name originated from. He
Hit Points: 520 | is a ranged fighter, meaning he can attack an enemy from
Armor: 0 | a distance. WHich is a great advantage for you.
Gold: 290 | Your horse mounted melee fighter. A Knight is quite a bit
Lumber: 60 | stornger than a footman, and add to the case that he's
Hit Points: 800 | faster, due to being mounted on a horse, he is without a
Armor: 0 | doubt, the best melee fighter the Human's have to offer.
Gold: 160 | The Priest is a healer, not a fighter, although if things
Lumber: 60 | get rough, he'll step in and try his hardest. Not only can
Hit Points: 220 | he heal, but he has other spells too, both offensive, and
Armor: 0 | defensive. Things like rasing defence, and rasing strength
Gold: 180 | A magic casting unit, the sorceress can play an important
Lumber: 20 | role in the battelfield. She can decrease or even stop the
Hit Points: 250 | speed of enemy soldiers, leaving them pretty much
Armor: 0 | defenseless. She can also cloak one of your units.
Gold: 210 | The mortar team is great. A long distance attack that has
Lumber: 70 | splash damage as well. You can also use the team to
Hit Points: 380 |destroy trees. Use this to your advantage, and try to
Armor: 0 | get rid of the enemies trees, which means no more lumber.
Gold: 220 | These copters are like scouts. They are very fast, so you
Lumber: 60 | can fly them around the map to locate the enemies base.
Hit Points: 350 | It can learn true sight, which lets it see cloacked
Armor: 2 | enemies. It can also upgrade to be able to attack ground.
Gold: 230 | This unit is a mixed bag of feelings, that's for sure. It
Lumber: 60 | can attack enemy buildings for large amounts of damage,
Hit Points 700 | but it wont attack enemy units. Just make sure you've
Armor: 2 | already sent the infantry in, to clear up the enmies units
Gold: 330 | This is the heavy hitter for the Humans. The Rider can
Lumber: 70 | throw hammers at people. Well, that might not sound so
Hit Points: 650 | amazing, but i guess the hammer picks up velocity, because
Armor: 0 | it does a fair amount of damage.
Gold: 450 | The town hall is your basic building. dont leave home
Lumber: 150 | without it! You can upgrade it twice. The first time, it
Hit Points: 1500 | turns into a Keep, the second time, into a castle. When it
Armor: 5 | reaches Castle status you will be able to produce anything
Gold: 240 | The Barracks produces your battle ready units. The Humans
Lumber: 80 | have three units that come from a barracks; Footmen,
Hit Points: 1800 | Knights, and Riflemen. Having 2 Barracks' is handy because
Armor: 5 | that means you can produce two units simultaneously
Gold: 170 | When you build a lumber mill, any workers gathering lumber
Lumber: 0 | will head to eith the toen hall, or the lumber mill; which
Hit Points: 900 | ever is closer. You can use the mill to upgrade how well
Armor: 5 | your peasants gather lumber; carrying more lumber.
Gold: 240 | The Blacksmith helps you get the latest weaponry, in a
Lumber: 50 | matter of minutes. You don't train units here though, it's
Hit Points: 1200 | strictly for upgrading your units. You can increase their
Armor: 5 | defense, attack rating, range, etc.
Gold: 80 | The Farm is a mandatory building. It provides food for
Lumber: 20 | your units. You cannot create more units, if you don't
Hit Points: 700 | have the food for them to eat. Each farm will provide six
Armor: 5 | food, and the maximum is 90. Try to group them together.
Gold: 210 | Do you want magic units in your army? If you do, then this
Lumber: 70 | is a building that you should be looking at. You can make
Hit Points: 1050 | priests and Sorceresses, as well as upgrades for each unit
Armor: 5 | class. Use their abilities well.
Gold: 300 | The stats of this building are nothing to write home about
Lumber: 100 | but what it does is incredible. It lets you summon Heros!
Hit Points: 900 | Your first Hero is free of cost, but it will take 5 food
Armor: 5 | to keep him there. The altar can also revive dead Heros.
Gold: 240 | The Workshop allows you to build Gyrocopters, Mortar Teams
Lumber: 50 | and Steam Tanks. Some pretty powerful units. The workshop
Hit Points: 1200 | also contains upgrades for the gyrocopter to attack the
Armor: 5 | the ground, and lets the mortar teams see more of the map.
Gold: 80 | The Scout Tower is just that, a tower that scouts. it
Lumber: 20 | doesn't do any attacks...yet. You ahve two options for
Hit Points: 500 | upgrading it. A guard tower, which is good for close range
Armor: 5 | or a Cannon Tower, which is good for large groups of ememy
Gold: 250 | The aviary lets you train gryphon riders. They are dwarves
Lumber: 120 | that ride ont he backs of gryphons throwing large hammers
Hit Points 1200 | at the enemy. You can get an upgrade here that allows the
Armor: 5 | hammer to travel through one enemy, and hit another.
Gold: 500 | The Archmage is a very powerful spell-caster. He can
Lumber: 100 | summon a water elemental, cause a blizzard of mass
Food: 5 | destruction, and even mass teleport nearby units to a
PA: Intelligence | different location on the map!
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[ ] Mountain King
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Gold: 500 | The Mountain King is also known as the "Hero Killer" His
Lumber: 100 | Primary Attribute is Strength, which means he's going to
Food: 5 | be very strong. He can stun enemies with his hammer. He
PA: Strength | can also turn into a giant, and get his stats boosted.
Gold: 500 | The Paladin is a mighty warrior. He can learn the divine
Lumber: 100 | shield, which prevents all magic and damage from doing
Food: 5 | anything to him. He can also heal his fellow units as well
PA: Strength | as ressurect dead units from the ground!
For the main quest, all you have to do is defend Strahnbrad from the Orcs.
It's fairly simple to do. Just head down the path south east. They already
show you where Strahnbrad is, so you just need to follow the path to get
there. When you reach the gates of the town, a few Orc units will slaughter
villagers. Quickly take care of the orcs. Then, head up into the town. The
Slave Master is in the northwest part of the city. You'll know you're there
when a cut scene takes over. Now, you have to defeat the Slavemaster and his
guards. I suggest going after the guards first, because they're easier to
kill. When they're dead, you can concentrate on the SlaveMaster. When he's
dead, the main quest is complete.
• Timmy •
So, you want to save poor little Timmy, huh? Well, when the chapter begins,
head south, through the town. At the bottom is a villager with an
exclamation mark over his head. Go near him, and he'll run inside and get
his armor and weapons. You now have two new footmen. Now, head right a
little, and you will see a woman willager with an exclmation mark over her
head. It seems the Gnolls have come and kidnapped her little Timmy. It's
your job to get him back. Head northeast, along the forest path. You'll come
to a Gnoll Camp with three level 1 gnolls. Kill them, and click on Timmy's
cage. His mom will come running and give you a reward; a ring of protection.
• Banditlord •
To slay the Bandit, head along the path that you would normally follow, as
if you were going to Strahnbrad. When you get near the bridge, you'll see a
couple monsters attacking a few villagers. Help them out. The monsters will
runa way. They seem to have stolen the villagers ledger, and without it, his
farm will surely die. Head southeast, down the path to find the BandidtLord.
Kill him, get the ledger, and bring it back to the villager. You get a Tome
of Strength as a reward.
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Chapter 2 - Blackrock & Roll
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Main Quest: Main Quest: Optional Quest:
Establish Base Blademaster Searinox
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• Construct a Barracks • Defeat the Blademaster • Bring heart of
• Construct two farms • Arthas Must Survive Searinox to Feranor
• Train six footmen • Slay Searinox
The first main quest is fairly simple. You dont start off with much, so
train a peasant to construct your buildings. Make a Barracks first thing, as
you will need some defense. The enemy will almost always attack you through
the east side of the base, so have most of your defense go into that area.
AFter the Barracks is done, construct your farms. Then, just keep training
footmen. You can build a blacksmith to train riflemen if you want.
• Blademaster •
Anyways, make sure you have a pretty big force, and that you're ready to do
this. Now, head out of your base and go to the right to find a blacksmith.
The owner will offer you an optional quest, and he will give you a couple of
riflemen. That should help you with the Blademaster. There are two ways you
can go after the Blademaster. Either go northeast, right up the pathway to
him, or head north, and take out the Orc base first, then move your troops
to the right and take him out. It doesn't really matter which way you decide
to go, as they both have their advantages.
• Searinox •
To get the Seainox quest, head out of your base to the right to find a
couple elves, with a blacksmith. They will offer you the quest, and give you
a couple riflemen. You also get to use their blacksmith now, so I suggest
building more riflemen before you go after Searinox. Searinox is in the
bottom right hand corner of the map. You'll have to go through a few other
dragons to get to him. he's level 8, so he's fairly powerful too. ANyways,
attack him with everything you have, but remember, he's an air unit, so you
can't use footmen against him. When he's dead, bring his heart back tot he
eleves to get your reward; an orb of fire.
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Chapter 3 - Ravages of the Plague
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Main Quest: Main Quest: Optional Quest:
Investigation Grain Fountain of Health
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• Explore Countryside • Destroy Grain Warehouse • Find Fountain of Health
• Arthas must survive
• Jaina must survive
You start out the chapter with Arthas, Jaina, and a few footmen. Head north
up the path and talk to the villager with the exclamation mark. She will
tell you something is happening to the bridge of ahead. Head up the bridge
and the workers will tell you that the bridge has been destroyed. Head
northeast, along the trail. Head past the farm to find some bandits
slaughtering the villagers. Killt he bandits, then talk to the villager with
the exclamation mark. You will be given a potion of greater healing, and an
optional quest. Anyways, cross the river by following the pathway underwater.
This place is full of murlocs, so destroy any that you come across.
When you reach dry land, you'll see a battle raging between human, and
undead, join in and help. Whent eh battle's over, select all remaining
troops, and be on your way, keep following the path up towards the top left
corner. The path curves and starts heading south. Follow it. You'll be
ambushed by some undead guards, destroy them. A cut scene will trigger.
Afterwards, destroy the infected granary, and continue down the path. Once
again, you'll be ambushed, so be careful,a nd take out the undead. When you
reach the town, you will aqquire two priests, they can heal your units, so
they're fairly valuable. Keep goin left.
• Grain •
Keep heading left to find a couple skeleton archers. Kill them, and keep
going along the path. You'll come across a mortar team firing at a group of
skeletons. Help them defeat the skeletons and othe rundeads that come out of
nowhere, and you get to keep the mortar team in your party. Now, head north.
When you reach the grain factory, a cut scene will trigger. Afterwards, you
must defeat the remaining undead, and destroy the factory. There is an
abomination here, so be careful, and take it out as quickly as possible.
Then, go for the factory, and it's mission complete.
• Fountain of Health •
The Fountain of Life quest is really easy. From the broken bridge, follow
the path until you see a villager with an exclmation mark over his head,
talk to him to recieve the quest. A little light flashes on your minimap,
and it tells you exactly where the fountain is, you just have to get there.
Go along the chapter as you normally would. Then, steer off the path when
you see it, to be taken to the fountain of health. It heals all your guys,
so you should go to it, if your battalion is suffering.
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Chapter 4 - Cult of the Damned
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When you start the chapter, your base will be building. When your three main
buildings are done, select your barracks, and get some footmen. When you
feel you have a pretty good force, start heading north. You'll encounter
some undead almost immediately. Keep going. You'll see a villager women get
slaughtered by an undead, kill him. Now, start heading northward. You'll
encounter an undead base, but dont worry, it's basically unguarded. Take out
the units first, then start attacking the buildings. Be careful of the
spirit tower in the top right, as well as the necropolis, that shoots
energy beams at you. Once you are done with the base, head north again, into
the city to trigger a cut scene.
• Kel'Thuzad •
Now, you must track down Kel'Thuzad. You'll find him if you follow the north
path, but i suggest getting more units first, because he has some pretty
good body guards. Anyways, take down the abominations, and run into the
clearing where Kel'Thuzad is. Cut him down like meatloaf, and you will be
rewarded with another cut scene. Mission: Complete.
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Chapter 5 - March of the Scourge
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This mission is pretty easy, as long as you build a decent defense. The
enemy will usually attack through the north gates, so make sure you have a
lot of defense up there. The second most attacked is the west gate. The east
gate doesn't get attacked until the last minute or so, so you don't really
need to spend time worrying about it. The best form of defense are towers.
Build a wall of scout towers at each gateway, and upgrade them into guard
towers. Then, build another wall of scout towers behind the first, upgrading
them into cannon towers. That will stop most forces, but ti helps to have
extra firepower. Build a bunch of mortar teams, and position them at each
gate. Riflemen don't exactly hurt either. That's about all the defensive
strategies I have for this level. Good luck, and happy survival...
• Grain Caravan •
To destroy the grain caravan, get an army together and go to the town in
front of the last place is was visiting. Either wait for it there, or head
down the path and meet it halfway. It's composed of some heavy duty
equipment, so be careful. You're going to want to keep an eye on the
ever advancing undead coming to your base as well. When you defeat the
caravan, you will get a medallion of courage, and a scroll of town portal as
rewards.
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Chapter 6 - The Culling
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Main Quest:
Culling of Straholme
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• Destroy Plagued Villagers Houses
• Kill 100 zombies
• Stop Mal'Ganis from claiming 100 zombies
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• Culling of Stratholme •
This mission can be easy or hard, depending on how you play it. Basically,
the idea is that you kill 100 zombi villagers, before Mal'Ganis claims them
for his army. Try to quickly build a decent army, and send them to the first
town you see. Start destroying the houses, to let the villagers out. It's
best to kill them before they turn into the undead, because it's faster. Just
press "A" and select the villager you want to attack. I also suggest to keep
on building reinforcements. If your score is higher than Mal'Ganis' then
he's probably going to bring his elite guards and come find you. If this
happens, you're forced to fight. Take out Mal Ganis last, because he
regenerates in about 2 minutes after his death. The undead will also attack
your base, so make sure you have some spare troops lying around. You may
also have to use call to arms to turn your peasants into the militia. It
isn't too hard to beat this. If you have mortar teams, it's faster to blow
up the houses so that you can kill the villagers.
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Chapter 7 - The Shores of Nothrend
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Main Quest: Main Quest: Optional Quest:
Establish Base Mal'Ganis Rescue Team
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• Locate a Gold Mine • Destroy Mal'Ganis' Base • Rescue the Dwarven Base
• Arthas Must Survive
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• Establish Base •
Now, head southeast, and you will almost immediately be attacked by a pack
of wolves. Kill them, and continue along the path. You'll see another pack
of wolves at a fork in the path. Kill them. Now, you can go north,a nd fight
some creeps to get experience, or you can go east, towards the gold mine you
need to locate. The choice is yours. Just make sure that in the end, you
head towards the gold mine. You'll see another fork in the road, and the
same rules apply. Go north to fight creeps, or east towards the gold mine.
When the path curves northward, just keep following it until a cut scene is
triggered.
• Mal'Ganis •
Well, now you have a base, you just need an attack force to go after
Mal'Ganis. So, get to work. Develop an army capable of hitting hard, and
fast. You'll need quite a few riflemen, because undead gargoyles are going
to be coming after you alot. You're also going to want at least three mortar
teams. Melee ground units are a must too. Don't build too many footmen, try
to concentrate more on the knights. Upgrade all the units you plan to attack
with as well. When you think you're ready, start heading up the northwest
path. Mal'Ganis has quite a few spirt towers, so that's where the mortar
teams will come in handy. So, basically, you just storm in there and kick the
crap out of the base. It's fairly easy, as it's not a big base. Good Luck.
• Rescue Team •
The optional quest in this chapter, is to recue muradins base. It is trapped
in the upper right hand corner of the map. The undead have built a base
right in front of it! It's small base though. Consisting of three spirit
towers, a graveyard and a necropolis. You should be able to take it out with
a few mortar teams, and your heroes. When the base is degeated, you will
gain control of mUradins old base, giving you all the units along with it.
Great!
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Burn the Boats
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• Destroy the five ships before time runs out
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• Burn the Boats •
This chapter, once again, is fairly easy. You have to destroy five boats in
25 minutes. Grab your heroes and mortar teams, and follow the trail to the
northwest of base camp. Follow the path until you come across some undead.
Kil them, and continue downt he path. When you reach the spirit tower, get
your mortar teams to rip it to shreds. A little further down the road is a
mercenary camp. Get a hero to go up to it and buy some mercenaries. Then,
highlight your new party, and head south, then west. Use the mortars to take
out the spirit towers here, then run in with your melee fighters and take
out enemy units. Dont worry about buildings, there's no time. Destroy your
ship at the southern end of the base. Then, cross the bridge and head south
until you reach the next boat, destroy it too. Then, head across the river,
and start going north.
Buy some goblin sappers from the lbratory to blow an opening in tress. Then,
put your men through, and destroy the boat. Now, head north, and go around
the bend. There is a pathway here with spirit towers on either side. You can
use your mortars to take them out if you want, but I did it the old fasioned
way; I ran right down the center. Anyways, however you decide to do it, get
to the other side. There is a ship right there, so destroy it, and continue
down the path. You're in for a pretty big battle right here, so I hope you
have a lot of mercenaries. Either defeat all the abominations and other
undead, or just run through them and get to the last ship. The choice is
yours, just make sure you have someone who has a ranged attack.
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Frostmourne huh? Well, if it'll help defeat Mal'Ganis...When you start, grab
all your units, and move them north to encounter a pack of white wolves.
Destroy them and continue. You'll come across a couple more wolves, but kill
them, and just keep on going. When you get to the graveyard, you will be
ambushed by skeletons, so be prepared. When you get to the end of the path,
a level 10 guardian will start talking to you. While he's talking, activate
Muridins avatar ability. When he's done talking, sick all your troops on the
guardian. Forget about the other guys. When he's defeated, the other's
disappear, and a cut scene is triggered.
• Mal'Ganis •
Destroy Mal'Ganis' base? That sounds familiar...Anyways, his base is a
little bigger than before, but don't fret, because you can now build steam
tanks and gryphons. To take his base, i suggest having two teams, one with
three steam tanks, three gyrphons, four mortar teams and two gyrocopters
with the ground bomb. The other Team should be Arthas, the captain, five
knights, and five riflemen. You don;t have to use that team, it's just that
I find things easier. Well, when you have an army, head north, straight up.
Destroy Mal'Ganis' expansion here. Then, head east to find his real base.
There are two entrances. A northern one, and a southern one. I reccomend
going through the soughtern one. Anyways, the idea is to use the steam tanks
and mortars to take out buildings, the gryphons, and riflemen to take out
the enemies arial support, and everything else to just kill enemy ground
units. When his base is destroyed, a cut scene persists, and then, it's the
end of the Human campaign.
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06. Copyright Info
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Copyright:
Copyright 2002 Ryan Kavanagh (Bonds Legacy). This FAQ and everything
included within this file cannot be reproduced in any way, shape or form
(physical, electronically, or otherwise) aside from being placed on a freely
accessible, non-commercial web page in it's original, unedited and unaltered
format. This FAQ cannot be used for profitable purposes (even if no money
would be made from selling it) or promotional purposes. It cannot be used in
any sort of commercial transaction. It cannot be given away as some sort of
bonus, gift, etc., with a purchase as this creates incentive to buy and is
therefore prohibited.
Furthermore, this FAQ cannot be used by the publishers, editors, employees
or associates, etc. of any company, group, business, or association, etc.
nor can it be used by game sites and the like. It cannot be used in magazines
guides, books, etc. or in any other form of printed or electronic media
(including mediums not specifically mentioned) in ANY way, shape, or form
(including reprinting, reference or inclusion), without the express written
permission of the author, myself. This FAQ was created and is owned by me,
Ryan Kavanagh. All copyrights and trademarks are acknowledged and respected
that are not specifically mentioned in this FAQ.
This FAQ was written for GameFAQs (www.gamefaqs.com) only. I don't want it
to be put up on any other web site and am not above explaining this to your
ad banner guys or whoever else I can get a hold of if you decide to violate
this disclaimer.
To continue, this FAQ and everything included herein is protected by the
Berne Copyright Convention of 1976, not to mention International Copyright
Law. Remember that plagiarism is a crime, and that this is a copyrighted
work--stealing from this guide is putting yourself at risk, plain and simple,
because the law is on my side. If you would like to contribute to this FAQ
(you will be credited,) please e-mail me, as well as any questions, comments,
or corrections, to the address above.
*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
~ End of File, Copyright 2002 (c) Ryan Kavanagh ~