Warcraft II: Secrets of Azeroth

Designer's Notes

I have always liked strategy games, the scenario editor puts Warcraft 2 close to being my ideal game. The aim in these scenarios is to provide a stern challenge to experienced players. This naturally sets the human player in first war of the humans and the orcs during the collapse of human resistance. There is intended to be a series of scenarios charting the circumstances of a Northshire squire and the events that befall him after fleeing the fall of his father's keep. At the moment two scenarios have been finished.

The next two sections give hints, and are for the players who get stuck... or, at risk of destroying your gaming pleasure, you can use the map editor.

Hints: The Hidden City

1	Find / recruit the refugees they are all nearby.

2	Locate the Hidden City it is in the centre of the map.

3	Take a strong contingent of troops and destroy the orkish base to the north east

4	Take a strong contingent of troops and destroy the orkish base to the south east

5	Build your defenses like mad and prepare for an onslaught by the south west orcs.

6	The lost branch of elvenkind is hidden in a north western forest. Don't waste energy on releasing them until you have destroyed two of the orkish bases.

7	Good luck.

Hints: Sanctuary

1	Forget the mine nearby for now.

2	Find / recruit the refugees to the south of you, in the forest on the mainland.

3	Forget the transport for now (yes, it is deliberately non-accessible).

4	Send the knight to the far north to interfere with any orkish buildings, but don't 'discover' the towers to the north until you are ready to upgrade to cannon / guard status.

5	Kill any two of the non-peasants (yes that's right, you need to grow and you have no farms and little time).

6	Build your community up, carefully plan your buildings!

7	Build your first ship yard in the east to give you access to the oil field in north-east waters.

8	Build guard towers to defend the eastern approach to your initial community, you are defending from dragons as well as orkish navy.

9	Use the north east water ways to discover at your leisure:

a city in the north east;

the church sect to the west of the city but only accessible by water;

church militia south west of the city again only accessible by water.

10	Optionally, rescue the transport and discover the refugees in the west and south west, using them to harass the orc bases in the north west and in the south west.

11	Good luck.

The next section contains a brief overview of the Controller / Intelligence settings. It may be useful to anyone wishing to reconfigure the scenarios as multi player.

All players start with the default resources of 1000 gold, 1000 lumber, 1000 oil as varied below.

Table of controller / intelligence settings

Player no.	Hidden.pud	Sanct.pud
Resources	Controller / AI	Resources	Controller / AI
1	gold, lumber & oil x 2	Mouse / keyboard	gold x 2	Mouse / keyboard
2	Rescue passive	Rescue passive
3	Land attack	gold x 3	Sea attack
4	Air attack	Air attack
5	Sea attack	Rescue passive
6	Rescue passive	Rescue passive
7	Rescue passive	Rescue passive

Noting that the scenario editor runs under Windows 3.1 if the WinG and Win32s extensions are installed (to run high performance Windows graphics and 32 bit applications respectively).

I got mine from PC Zone March 1996 (or Match 1996 according to the CD casing!)

The following sections contain the text (in WordPerfect format) from files: Hidden.txt and Sanct.txt.

Game:	Warcraft II

Title:	The Hidden City

Scenario:	Secrets of Azeroth: 1

Filenames:	Hidden.pud (1 player)

Hidden.txt (this file)

Author:	Terence Park

Address:	4, Douglas Road, Briercliffe,

Lancs, UK, BB10 2JQ

Playmode:	Strategic

New sounds:	None

Editor used:	War2edit.exe

Map base:	None

Map size:	128 x 128

Credits:	Tony Stacey and David Stacey for play testing

Build time:	Five hours

Game notes:	This is a custom scenario designed for use in Warcraft II. The scenario is set towards the end of the first war of the humans and orcs, and accordingly is anachronistic in that the game engine of Warcraft II allows the development of artefacts etc. which only become available during the course of the second war of humans and orcs, however…

Description:

The Hidden City

It has been seven months since the orcs burst into the world of Azeroth. All around the thick stench of decay and defeat envelopes the land. Your father's keep fell during the sacking of Northshire and you have barely survived. In the rout your father's cleric was mortally wounded while protecting you, his manservant remains with you. The dying cleric spoke of a hidden city who were the guardians of a powerful fragment of the runestone, and of the need to warn them to prevent it falling into the hands of the orcs. He also spoke of finding a lost branch of the elvenkind deep within the forests.

The orkish armies blacken the land and you have barely avoided capture innumerable times but you have escaped the immediate war zone. Your new manservant, having tended to the passing of his former master, inquires whether you require a more permanent abode and if you need retainers recruited from other escaped refugees. You know that this resting place will not be safe forever. You know also that you are near to the hidden city.

Copyright permission:

You may distribute the associated PUD's provided this TXT file is included intact.

Game:	Warcraft II

Title:	Sanctuary

Scenario:	Secrets of Azeroth: 2

Filenames:	Sanct.pud (1 player)

Sanct.txt (this file)

Author:	Terence Park

Address:	4, Douglas Road, Briercliffe,

Lancs, UK, BB10 2JQ

Playmode:	Strategic

New sounds:	None

Editor used:	War2edit.exe

Map base:	None

Map size:	128 x 128

Credits:	Tony Stacey for play testing

Build time:	Ten hours

Game notes:	This is a custom scenario designed for use in Warcraft II. The scenario is set towards the end of the first war of the humans and orcs, and accordingly is anachronistic in that the game engine of Warcraft II allows the development of artefacts etc. which only become available during the course of the second war of humans and orcs, however…

Description:

Sanctuary

It has been five days since the sacking of the hidden city, you curse the feckless citizens who fled the onslaught of the orkish hordes. After the rout you fell in with a knight and a footman, old drinking companions of your father. You have so far escaped the reach of the orc bands and your manservant informs you that these swamps are the vicinity of a reclusive church sect, established centuries ago.

Your manservant advises that you may find sanctuary with the church. However your fathers companions, convinced that a refugee boat has come this way, argue boldly in favour of recruiting an army to rise up and smite the orcs before their full strength arrives. And you, you guess that any refugees are more trouble than they are worth, in all probability they will have hidden themselves hoping that the orcs may overlook them.

An old scout tower looms nearby and you consider your options…

Copyright permission:

You may distribute the associated PUD's provided this TXT file is included intact.