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Warcraft 2: Tides Of Darkness cheats / Warcraft 2: Tides Of Darkness hints / Warcraft 2: Tides Of Darkness faqs / Warcraft 2: Tides Of Darkness solutions Warcraft 2: Tides Of Darkness hints Orcish Building Listing - Version 1.0 By Roland Carlos FongSucks@hotmail.com --------------- Version Updates 1.0 - January 15, 1999: Descriptions added. 0.5 - January 13, 1999: First release of guide. Basic stats included, descriptions soon to be included. ------------ Little Intro Orcs that crossed through the portal also brought their builders, or Peons. They were forced to have the building plans in their minds since they were the ones who built. New ideas from their goblin and troll allies were soon forced into their brain, sometimes fatally. Explanations: Visual Range - How far the building can see HP - How much damage it can take Build Time - How much time it takes to build Gold Cost - How much gold it costs to build this building Lumber Cost - How much lumber it costs to build this building Oil Cost - How much oil it costs to build this building Armor - How much protection this building has Requirements - What, if anything, is needed to build this building Options - The options this building has (Requirements listed) (GUARD & CANNON TOWER ONLY) Basic Damage - The damage that is done that is affected by armor Piercing Damage - The damage that is done regardless of any factors Effective Damage - The least damage done to the most Attack Range - How far it can attack ---------- Great Hall Visual Range: 4 HP: 1,200 Build Time: 255 Gold Cost: 1,200 Lumber Cost: 800 Armor: 20 Requirements: None The Great Hall provides 5 supply points. Options: Train Peon Upgrade to Stronghold (Requires Barracks) The Great Hall is the most important building of all, because without it, you would not be able to collect gold, a important resource. The Great Hall is the only place where you get build Peons. The Great Hall should be guarded all the time by other units and also should be at the center of your town. Make sure that the Great Hall is placed as close as possible to the closest Gold Mine and that you have two by the time you need to upgrade one since upgrading makes the Great Hall not be able to make Peon. ---------- Stronghold Visual Range: 6 HP: 1,400 Build Time: 200 Gold Cost: 2,000 Lumber Cost: 1,000 Oil Cost: 200 Armor: 20 Requirements: Barracks The Stronghold makes every gold returned by a Peon have a +10 bonus. Options: Train Peon Upgrade to Fortress (Requires Lumber Mill, Blacksmith, Ogre Mound) The Stronghold is just like the Great Hall, except stronger and a better visual range. You should only make Strongholds in developed cities, not unguarded or wild expansions. -------- Fortress Visual Range: 9 HP: 1,600 Build Time: 200 Gold Cost: 2,500 Lumber Cost: 1,200 Oil Cost: 500 Armor: 20 Requirements: Lumber Mill, Blacksmith, Ogre Mound The Fortress makes every gold returned by a Peon have a +20 bonus. Options: Train Peon The final level of the Great Hall, it is the strongest and the one with the most vision. You should only build Fortresses at major cities, like your first city. -------- Pig Farm Visual Range: 3 HP: 400 Build Time: 100 Gold Cost: 500 Lumber Cost: 250 Armor: 20 Requirements: None The Pig Farm provides 5 supply points. You build farms so you gain supply units to build units. You can use farms to block up choke points or to use as cover for towers. Use make sure you have a surplus so when you lose farms, you don't lose the ability to make units. -------- Barracks Visual Range: 3 HP: 800 Build Time: 200 Gold Cost: 700 Lumber Cost: 450 Armor: 20 Requirements: None Options: Train Grunt Train Axethrower (Requires Lumber Mill) Train Berserker (Overrides Archer, Requires Keep, Lumber Mill, Ranger Upgrade) Build Catapult (Requires Lumber Mill, Blacksmith) Train Ogre (Requires Stables) Train Ogre-Mage (Overrides Knight, Requires Stables, Church, Paladin Upgrade) The Barracks is where you can make the basic fighting units. You will only be able to make the Grunt at first, but after you build the right buildings, you can make the more advanced fighting units. Grunt are good in early attacking, but ogres and axethrowers should be used as the game goes on. ----------------- Troll Lumber Mill Visual Range: 3 HP: 600 Build Time: 150 Gold Cost: 600 Lumber Cost: 450 Armor: 20 Requirements: None The Troll Lumber Mill makes every lumber returned by a Peasant have a +25 bonus. Options: Upgrade Axes 1 (Damage +1, Build Time: 200, Gold: 300, Lumber: 300) Upgrade Axes 2 (Damage +1, Build Time: 250, Gold: 900, Lumber: 500) Berserker Training (Requires Stronghold, Build Time: 250, Gold: 1,500) Scouting Research (Sight +9, Build Time: 250, Gold: 1,500) Lighter Axes Research (Range +1, Build Time: 250, Gold: 2,000) Berserker Regeneration (Build Time: 250, Gold: 3,000) The Lumber Mill should be built near trees that are far away from your Great Hall, but still in your city. Peons will bring their lumber to the Lumber Mill instead of the Great Hall if the Mill is closer. Also, the Lumber Mill is a requirement for many of the advanced buildings and it also has some good Axethrower upgrades. ---------- Blacksmith Visual Range: 3 HP: 775 Build Time: 200 Gold Cost: 800 Lumber Cost: 450 Oil Cost: 100 Armor: 20 Requirements: None Options: Upgrade Weapons 1 (Damage +2, Build Time: 200, Gold: 500, Lumber: 100) Upgrade Weapons 2 (Damage +2, Build Time: 250, Gold: 1,500, Lumber: 300) Upgrade Shields 1 (Armor +2, Build Time: 200, Gold: 300, Lumber: 300) Upgrade Shields 2 (Armor +2, Build Time: 250, Gold: 900, Lumber: 500) Upgrade Ballista 1 (Damage +15, Build Time: 250, Gold: 1,500) Upgrade Ballista 2 (Damage +15, Build Time: 250, Gold: 4,000) The Blacksmith is built for upgrades for your Grunt, Ogres, and Axethrowers. Very important, since as the game goes on, the Level of your fighters counts a lot between winning and losing. Make sure to upgrade when resources and time allow. ----------- Scout Tower Visual Range: 9 HP: 100 Build Time: 60 Gold Cost: 550 Lumber Cost: 200 Armor: 20 Requirements: None Options: Upgrade to Guard Tower (Requires Lumber Mill) Upgrade to Cannon Tower (Requires Blacksmith) You should only build Scout Towers so you can upgrade them. Building just Scout Towers is a waste of resources and space. All they can do is see far, and that isnt a good reason to build them. ----------- Guard Tower Visual Range: 9 HP: 130 Build Time: 140 Gold Cost: 500 Lumber Cost: 150 Armor: 20 Requirements: Lumber Mill Basic Damage: 4 Piercing Damage: 12 Effective Damage: 6-16 Attack Range: 6 Guard Towers are good for defending since they do not do splash damage and that they can attack air units. The range is good too, but not as much as a Ballista/Catapult. Their HP total is lower than a Cannon Tower though. ------------ Cannon Tower Visual Range: 9 HP: 160 Build Time: 190 Gold Cost: 1,000 Lumber Cost: 300 Armor: 20 Requirements: Blacksmith Basic Damage: 50 Piercing Damage: 0 Effective Damage: 10-50 Attack Range: 7 Cannon Towers are good since they do a lot more damage than a Guard Tower. However, it does splash damage so it can hurt units that are near the blast (even allies). The range is still not longer than that of a Ballista/Catapult and it cannot attack air units. ------- Ogre Mound Visual Range: 3 HP: 500 Build Time: 150 Gold Cost: 1,000 Lumber Cost: 300 Armor: 20 Requirements: Stronghold Build the Ogre Mound as soon as you make the Keep so you can build Ogres. Ogres are very important in the ground fight. ------ Altar of Storms Visual Range: 3 HP: 700 Build Time: 175 Gold Cost: 900 Lumber Cost: 500 Armor: 20 Requirements: Fortress Options: Ogre-Mage Training (Build Time: 250, Gold: 1,000) Research Bloodlust (Build Time: 100, Gold: 1,000) Reserach Runes (Build Time: 150, Gold: 1,000) The Altar of Storms should be built as soon as you make the Fortress. The ability to have Ogre-Mage is very important. The spells they have can change the flow of battle to your advantage due to the spells the Ogre-Mage have. ---------------- Goblin Alchemist Visual Range: 3 HP: 500 Build Time: 150 Gold Cost: 1,000 Lumber Cost: 400 Armor: 20 Requirements: Keep Options: Build Goblin Zeppelin Train Goblin Sappers The Goblin Alchemist is important since you can make the flying scout as well as the suicide bomber. Both are fun to use and deploy and the bomber can wreck havoc on enemy buildings. -------------------- Temple of the Damned Visual Range: 3 HP: 500 Build Time: 125 Gold Cost: 1,000 Lumber Cost: 200 Armor: 20 Requirements: Castle Options: Train Death Knight Research Haste (Build Time: 100, Gold: 500) Research Raise Dead (Build Time: 100, Gold: 1,500) Research Whirlwind (Build Time: 150, Gold: 1,500) Research Unholy Armor (Build Time: 200, Gold: 2,500) Research Death and Decay (Build Time: 200, Gold: 2,000) The Temple of the Damned is very important to you at the Fortress Stage. The battle will go from the ground to air and magic. Whoever gets Magic first and uses it well will most likely win the war. ------------ Dragon Roost Visual Range: 3 HP: 500 Build Time: 150 Gold Cost: 1,000 Lumber Cost: 400 Armor: 20 Requirements: Fortress Options: Train Dragon The second part of the Fortress battles are the Air. The Dragon Riders are slow to build and expensive, but when made, are a powerful ally. Make sure not to lose this building. -------- Shipyard Visual Range: 3 HP: 1,100 Build Time: 200 Gold Cost: 800 Lumber Cost: 450 Armor: 20 Requirements: Lumber Mill Options: Build Oil Tanker Build Destroyer Build Transport (Requires Foundry) Build Juggernaut (Requires Foundry) Build Giant Turtle (Requires Gnomish Inventor) You will only build Shipyards if needed. On island map, power over the seas is critcal. Also note this is where Oil Tankers will return Oil so build it close to Oil spots until a Refinery can be built. Build as many of these across the shore as possible so you can build as many ships as possible. ------- Foundry Visual Range: 3 HP: 750 Build Time: 175 Gold Cost: 700 Lumber Cost: 400 Oil Cost: 400 Armor: 20 Requirements: Shipyard Options: Upgrade Ship Cannons 1 (Damage +5, Build Time: 200, Gold: 700, Lumber: 100, Oil: 1,000) Upgrade Ship Cannons 2 (Damage +5, Build Time: 250, Gold: 2,000, Lumber: 250, Oil: 3,000) Upgrade Ship Armor 1 (Armor +5, Build Time: 200, Gold: 500, Lumber: 500) Upgrade Ship Armor 2 (Armor +5, Build Time: 250, Gold: 1,500, Lumber: 900) The Foundry is important since you can upgrade your ships and make the advanced ships. Build the Foundry as soon as Oil allows. ------------ Oil Refinery Visual Range: 3 HP: 600 Build Time: 225 Gold Cost: 800 Lumber Cost: 350 Oil Cost: 200 Armor: 20 Requirements: Shipyard The Oil Refinery makes every oil barrel brought back by a Oil Tanker have a +25 bonus. The Oil Refinery should be built at far away Oil Spots so your Oil Tankers will not have to go far to return oil. ------------ Oil Platform Visual Range: 3 HP: 650 Build Time: 200 Gold Cost: 700 Lumber Cost: 450 Armor: 20 Requirements: Oil Tanker Protect these as much as you can. Damage done to these cannot be healed, so if your Oil Platform is at red, decide if it is worth the risk of protecting. ---------- Disclaimer This guide can and should be given out as long as it is not altered in any way. The guide's purpose is to help people play Warcraft 2 and that is its only purpose. This guide cannot be used in any commerically such as, but not limited to, Magazines, Books, Guides, without first contacting the author for his consent. Credit must given if you take information from this guide. Warcraft 2 is a trademark of Blizzard Inc., copyright 1996. All other trademarks copyright their respective owners. 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