The Deadmines (WC1 Orc)
- For lore and background information about this location, see Deadmines. For the Warcraft: Orcs & Humans Human campaign mission of the same name, see The Deadmines (WC1 Human).
The Deadmines | |||||||||||
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Location | Westfall | ||||||||||
Result |
Orc victory
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Previous | Grand Hamlet | ||||||||||
Concurrent | The Deadmines | ||||||||||
Next | The Redridge Mountains |
The Deadmines is the fourth mission of the Orc campaign in Warcraft: Orcs & Humans.
Mission briefing
You are wakened from your nights[sic] sleep by a runner from the War Chief. Blackhand's daughter Griselda has run off with the outlaw Turok's band of Ogres. Our wolfriders have tracked them to the dungeons hidden beneath the Dead Mines. Find Turok's band of rebellious pigs and kill them all --- including Griselda. She must not disobey the commands of her father... ever again.
Guide
The enemy forces outnumber your forces by over 3-to-1. Fortunately they are scattered throughout the cave and tend to mind their own business. This will let you pick apart and fight them in small groups. All the enemy units are melee fighters, giving your Spearmen a range advantage to do as much damage as possible before they close the distance and attack.
You will want to keep a combat arrangement to minimize the incoming damage as much as you can. Line up your units so Grunts and Raiders are in the front row and Spearmen and Necrolytes are in the back row to provide ranged support (put the Necrolytes in the middle and the Spearmen flanking both sides).
First position your combat lineup so the line faces west, then send a Raider to scout ahead. Two Ogres reside in the cave to the left. Ogres are about as durable as your Grunts (+1 armor), but they hit a lot harder, despite having a longer cooldown. Use a Raider to lure them to your lineup, one at a time. Let the Spearman do the initial damage. When the Ogre gets within melee range, the Raiders (and hopefully Necrolytes) will get in some free strikes that should be enough to kill the Ogre before he can strike back.
- The Raiders will do 4 extra damage per strike compared to Grunts.
Next, re-arrange your line so it faces south. Again, send a Raider down to lure an Ogre to your lines, then repeat. By this point, four Ogres should be dead and your units should all be alive.
Reshuffle your forces again. You will be heading east. Your Raider scout will not have to go far before another Ogre starts chasing your forces. Deal with him then proceed to move east, then south through the cave. About halfway down the east side, your forces will run into a huge nest of Slimes. They have impressive health and armor, but (fortunately) their damage is a bit of a joke, only able to do 1 dmg. per hit and they have a high cooldown. Spearmen and Necrolytes can bypass their armor do 5 (and 6) dmg. per attack and Raiders can do 4 dmg., so there should be some priority in keeping them alive. Setup your line about 1/3 up the map, then do the usual 'lure' to bring them to your line. You will not be able to engage them one at a time, so try to keep the incoming to small groups of 4-5. These Slimes are tanky enough they will cause your forces some damage. You will need to decide if you want the Grunts or the Raiders to take the damage (Both of them will take the damage equally, but Grunts have less health).
Once you mop up the nest of 17 Slimes, keep your lineup intact and move a scout over to the cave that branches off to the west; an Ogre lives there. Advance south until you are just past where you found the Slimes, setup and lure the 2 ogres hanging out in the southeast corner of the cave. Continue moving through the caves and stop just a little shy of the south middle part of the cave. An Ogre is in the way and should be baited back to your forces. Continue on until you see a fork in the path. To the west are two more Ogres and they will be easy enough to take care of. Carry on north and stop a below the halfway mark along the west side of the map. Ahead is a large room with stone walls, an ugly carpet, 7 Ogres and your final target: Griselda. 7 Ogres can do a lot of damage to your party and even kill some of your forces. Setup your line and draw them in 1-2 at a time (if possible) until they are dead. From that point on, Griselda is easy pickings.
Once Griselda is dead, the the mission ends.
Forces
- 3 Grunts
- 4 Spearmen
- 2 Necrolytes
- 4 Raiders
- Band of Ogres
Notes
- Although Turok is not directly identified in-game, it is possible that one of the ogre units could be his representation.
- When Griselda is killed, any remaining Ogres will immediately move to attack the player's units.
- Spearmen and Necrolytes can attack through walls.
- None of the enemies are sent on a suicide attack against the player's forces because Griselda is at the top of the enemy list, she does not have an attack option and enemy forces are always sent towards the player one-at-a-time starting at the top of the list. Because of this, the player does not have to worry about any enemy units randomly ambushing their forces.
Videos
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