The Temple of the Damned (WC1 Human)
- For lore and background information about this location, see Temple of the Damned.
The Temple of the Damned | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Location | Black Morass | ||||||||||
Result | Human victory | ||||||||||
| |||||||||||
| |||||||||||
Previous | The Black Morass | ||||||||||
Concurrent | The Center of the Human Lands | ||||||||||
Next | Rockard and Stonard |
The Temple of the Damned is the tenth mission of the Human campaign in Warcraft: Orcs & Humans.
Mission briefing
Runners have arrived and informed you of grave news. King Llane lies dead this day, assassinated by the treacherous Garona, at Stormwind Keep. His last command was that you should assume the mantle of War Leader, and end this battle that has drained the land of its resources, and now its king. Scouts report that deep within the Black Morass lies one of Blackhand's darkest seats of power --- the Temple of the Damned. No peasants dare approach the vile temple, and only the bravest of your soldiers have agreed to accompany you on this mission. You must strike boldly and without err, for there will be no reinforcements.
Guide
This mission starts you off with an impressive number of units, but no way to replace them; take good care if them. There is a decent size standing force guarding the enemy base and they can only create Grunts and Necrolytes. The enemy base will send Grunts to harass the player in small numbers that grow larger over time. The Ncerolytes are zealous with casting Unholy Armor to keep their forces alive when they hit near-zero health. Warlocks will continually summon Spiders when their magic bars reach full and send them towards the player's forces (Starting with 24 of them at a time). With your current forces, they should not prove to be a serious challenge, but watch what your catapults attack to avoid friendly fire.
There is a bridge to the northwest; send all your forces across it. From there, there is a path to the northwest and one to the southwest. Both of them are mildly protected and both have Necrolytes to ensure Unholy Armor is cast on (at least) one unit. Should you have to deal with invincible units, try to weather it out with Healing until the effect wears off (It takes a bit of time).
Setup a large kill zone for your Catapults and Archers to do their damage while your vast numbers of your Footmen and Knights take up position in front of them, providing an effective screen. Lure the enemy forces Remember: Any kill that is not a Grunt or Necrolyte is something that cannot remake. When it appears as though a number of defenders have fallen, start moving in your firepower until you eventually reach their base. Pummel it with your Catapults until all the buildings have been destroyed. The mission ends when your forces are all the remain.
- Be very careful if you choose to use the Conjurer's Rain of Fire spell: The point that is cast is at the very centre of the blast radius and can easily and the fireballs can easily go up to 5 tile lengths in any direction, including hitting your own units.
- The Temples will only produce Necrolytes if their standing forces have been reduced to 5 or less on the field.
- While this rarely happens, it is possible a Warlock will approach your formation to cast Poison Cloud over your units. This 'appears' to happen when the player brings the Footman that starts on the top-left corner of the starting formation close to the enemy base since (normally) the starting unit within the game's memory is a Town Hall.
Forces
- 4+ Peons (Maximum of 4 at a time)
- 4+ Grunts
- 4 Spearmen
- 3 Raiders
- 10+ Necrolytes (Will rebuild up to 4 at a time if depleted)
- 6 Warlocks
Videos
|