(11 ratings)
Important
ImportantThis campaign was made by Flower Fairy. She is the author of this campaign. The campaign is being posted on HiveWorkShop on her behalf with her express permission.
The campaign was originally posted here:
逐梦之歌 - 自定义战役系列地图讨论区 - 游久社区 - bbs.uuu9.com
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A Song of Dream Chasing
A Song of Dream ChasingThis campaign follows Arthas and the undead. This campaign is comprised of 11 playable missions and 8 cinematic missions, and follows the style of the Blizzard campaign with RTS-style missions as well as RPG-style missions.
Due to the conversion tool used to convert the campaign to the standard world editor, it is recommended to play the campaign using the most recent patch.
List of Flower Fairy's Campaigns
List of Flower Fairy's Campaigns
1. The Lonely Nightstar
2. Of Crimson Tides
3. Evil Resurgent
4. A Song of Dream Chasing
5. Light and Shadow in Tandem
Characters
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Thrall: The warchief of the Horde. He received a warning in his dreams that Outland would inevitably sink into the sea. For the future of the orcs, he led the Horde away from their home, and planned on searching for a new place of dwelling. But this is destined to be a hard journey. Even though the young Horde warchief believes in peace, Thrall must fight for his people’s greatest interests and best living conditions.
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Rexxar: No-one knows Aiden Perenolde’s cold-bloodedness and ruthlessness better than this elderly beastmaster. His clan, the Mok’Nathal clan, surrendered to the humans in the past war, but the current leader of the Silver Hand, Aiden Perenolde, entertained them with very cruel experiments: gas bombs, bio-transformations, mothers' love experiments, beautifying invasive histories... To this Mok'Nathal chieftain, until the humans are doomed, his inner hatred will never fade.
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Rokhan: Ashenvale in the north is his former home. Now though, that familiar though unfamiliar homeland is a reef beaten by the waves. Even though a natural disaster has crushed the trolls, their unyielding spirit and noble toughness encourages them to survive staunchly from beginning to end. The shadow hunter still has a long way to go though. He must not only face the pressure of survival, but also harm from an old friend.
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Cairne Bloodhoof: No-one can resist fate and no-one can avoid defeat. As the chieftain of the tauren though, Carine Bloodhoof is old, and due to his negligence, his beloved wife died in battle and his only child was captured by the centaur. He often feels anxious and worried, and the tattered current situation once had him in low spirits. The Horde's arrival was a turn for the better though. Cairne Bloodhoof sees a future. This may be able to rewrite the destiny of the tauren.
Screenshots![]()
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Credits
Message from Flower Fairy (creator): This campaign takes some inspiration from Tomoraider and Sclammerz.
These are the hiveworkshop resources in use, based on the automatic credit generator:
Resources in Use by A Song of Dream Chasing | HIVE
rightfield, miseracord, will the almighty, daelin, kuhneghetz, general frank, norinrad, epion, jetfanginferno, kitabatake, callahan, splashy5, dojo, lord_t, demon boy, bloody_turds, infrenus, dickxunder, champara bros, hawkwing, assasin_lord, hanza-ru, mephestrial, quech, noypi, thrikodius, supertoinkz, cavman, sellenisko, just_spectating, rama462, proxy, -grendel, peekay, sin'dorei300, wandering soul, power, shyrony, whitedeath, jesushipster, ujimasa hojo, andrewoverload519, eubz, nightskyaurora, kimbo, whitewolf8, kangyun, reflex, horusrogue, darkholme, frlky, 67chrome, daenar7, mc !, link_iceblader, kyzerdrood32, darkfang, crazyrussian, cloudwolf, viiva, bigapple90, mr,goblin, palaslayer, inhuman89, nfwar, hellx-magnus, orthon, m0rbid, zbc, nelsonlaje, marcos DAB, heinvers, ~nightmare, solu9, edge45, murlocologist, ghostthruster, miseracord, taurer, kwaliti, takakenji, proxy, hexus, andrewoverlord519, hawkwing, joysoy, afronight_76, darkholme, kadzhamit, blizzard entertainment, evilwart-dragon, viiva, frlkY, orthon, naserkingarthas, kangyun, sxar, murlocologist, hyunrai, tranquil, princeyaser, yoshiryu, chevronseven, darklord_avalon, evilcryptlord, s4nji, orc1n, mr. bob, fingolfin, amigurumi, paladinjst, ironmaiden, deucegorgon, el'dragon, kenntaur, kellym0, herrdave, matis, chr2, lyzz_fryzz, jigrael, mad, justicebringer, blazekraze, eagle xi, mister_haudrauf, ghostthruster, remixer, zephyrius2412, plazama019, retera, scias, realistkilla, arnelbigstonepd33r, hayate, ralle,
Special Thanks
Message from Flower Fairy (creator): This campaign takes some inspiration from Tomoraider and Sclammerz.
These people helped in various ways in bringing the campaign to hiveworkshop.
Ghostwolf- YDWE conversion tool, Quinten- map description title picture, Deepstrasz- various things, Naruto- helping contact the author, Tuwnew- map template.
Change Log
SoDCv0.020- Initial Upload
SoDCv0.025- Grammar/spelling fixed based on cleavinghammer/lisboah comments
It needs at least 1.29+ To work efficiently.Is this campaign work on my 1.27 version..
flower fairy released her latest campaign-Light and Shadow, which has been completed but tulee hasn't translated yet. You can read the propaganda first.guangyingxiangsui this the to be Continued Campaign is it upload here already?
Yeah, this campaign is incomplete. If you want full campaign, you are going to need 1.30.4.I was only able to played the first couple chapters because i'm using the 1.27 patch
"Ke Luge" is not Chinese, it's a transliteration, and I suspect it refers to Günther von Kluge, because in the story the "Alliance" is less reflective of war crimes than the "Horde". The author is obviously influenced by a common misconceptions in China: Germany has reflected on the crimes of WWII, but Japan has not at all....My personal problem is Ke Lunge Horde and He Xioashu(?) can't they have atleast 'placeholder' names instead of Chinese ones that are out of place cause it feels weird to have one hero called Cairne Bloodhoof and other called He Xioashu.
Most important thing: Man please change the voiceset of He Xioashu(?), attack line 'retreat' and ready line 'I'm out of mana' is straight annoying, yes I even can stand her saying she can't find anywhere to get her nails done but those 2 are so bad![]()
- -what's a malda? All I found is some city in West Bengali.
I'm not sure if the translator was unaware of the author's intent or if it was done deliberately. (e.g. the direct use of the word leads to certain consequences)A special project, codenamed Maruta, used human beings for experiments. Test subjects were gathered from the surrounding population and sometimes euphemistically referred to as "logs" (丸まる太た, maruta), used in such contexts as "How many logs fell?" This term originated as a joke on the part of the staff because the official cover story for the facility given to local authorities was that it was a lumber mill.![]()
Unit 731 - Wikipedia
en.wikipedia.org
Well, thank you for your comments. Maybe you can play my fifth campaign now.Another button-mashing campaign by Flower Fairy as expected. I played on Normal difficulty.
Best storytelling in the series by far. More concise characters and plot development minus the teenage drama stuff. The overarching goals and purposes are more serious in tone.
That Perenolde villain is well-written, and introduced early along with his lackeys unlike the previous campaign where villains showed up rather late with little introduction or time to "take them in". Also, Rexxar is a bloodthirsty mf with a big heart.
I also liked the invisible narrator that explains things off-camera for better comprehension.
The soundtrack is a banger, really good.
Playing the campaign, you can see how the author's skills at editing matured over time if you've played the previous instalments: camera work, plot development, returning characters, balance (I know, I know this one's controversial), little fixes here and there like AI, resources, side quests, items and such. All of that is at its peak here.
The campaign is, for the most part, the easiest in the series excluding a few chapters.
Chapter 1:
It was kind of fun exploring the Outlands. There are little details here and there that spice things up as you go like the demon base to the north, special items to use, tomes scattered and a library to the north, an ogre to help you. Little things that add up that you don't find that much in the first two campaigns. That's a noticeable improvement.
Interlude and Chapter 2:
Aww. The human Beve has a soft spot for the orcs.
Well-written villain that Perenolde guy. He is believable with his goals, and his intentions help set the plot. I also liked Rexxar's personality overall.
Escaping the prison is rather tricky since some of the humans follow you too further before the AI decides to leave you alone. You've got to run past them and kind of use Rexxar as a diversion so the grunts aren't hurt. Nothing too hard though.
The blue critter (salamander?) that Rexxar points out has an item if you kill it.
Chapter 3:
An interesting concept for a mission with that pig catching. Can't say I liked it that much, but it was something different. There are creep camps everywhere so you're not bored hunting down pigs. Rexxar holds a big grudge for sure.
Really good storytelling with that flashback when Rexxar is talking.
Thrall's totem at lvl 2 is essential for beating some parts of the campaign.
Chapter 4:
Here's when I realised you can't play this campaign on 1.26. It just won't load past the interlude. So I had to switch and play on 1.30 without the combined items I had got up to that point.
This mission is your standard "orcs are exploring Kalimdor for the first time" chapter. There's a Pandaren with an item in the middle of the northern edge of the map. All the beast slaying here is fun.
Chapter 5:
You've got your cookie-cutter villains to drive the plot here and in the next ones.
I razed the centaur base to the north first quite early on. Rexxar's stampede was essential for killing all the guards up there. After that, you just set up an expo wherever and guard it with many towers. They are enough for defending yourself whilst your army are elsewhere. The other bases are rather easy too.
Spirit Walkers' Spirit Link is one of the most useful spells for this campaign. There's a big Kobold boss like in the middle of the map.
Chapter 6:
This is a fairly challenging mission. I used that Wyvern you get a lot for exploring the map. I ended up making a mixture of Grunts, Tauren and Spirit Walkers.
There is an Aardwolf with a nice item hidden in some path on the northern edge of the map, like west of Maglam, and a mercenary camp on the eastern edge.
Touching story with Baine to say the least. Nice cliche dramatic effect with the rain.
Chapter 7:
Another cookie-cutter villain to drive the plot forward. I like their custom models to make them stand out.
For this one, I just made a couple of Walkers and the rest was just way too many Troll Berserkers, mon.
There is no shortage of mana here as the author seems to have learnt from that issue which was present in the second campaign. Nice.
The terrain and layout are really good and cohesive. I also liked the fact that you fight different races with their own buildings all throughout. It keeps things from getting repetitive.
The Murloc and that Sea Witch reminded me of the demo orc campaign.
Now, what I learnt is you can stop the witch from casting those damaging waves if you use Thrall's tornado on her for the stun. The Spirit Walkers can make everyone tanky enough whilst Rokhan uses healing wave (which I found more useful than his ultimate). Use Thrall's totem as well. After that, it just becomes a combat loop till she dies.
Chapter 8:
The chapter that got everyone here upset, it seems.
One of the most difficult missions in the whole series, yet I got it on the first try after 1:25hrs.
I only reclaimed the other bases as part of the quest, then disregarded them.
After several tries, I figured you can sort of cheese the AI by having a small 12-unit army of Spirit Walkers and Troll Berserkers.
So, when the enemy waves come after you, many of their units will target your non-hero units first if they're close enough. This makes them chase them further ahead and then you can use your heroes to kill them as they come whilst moving your 12-unit group away from them at the same time.
Whenever I could, I tried to focus on the enemy heroes first by casting everything on them. But if you get overwhelmed, you'll just have to retreat a bit and try again.
My strat became a hit-and-run tactic because the waves would chase me all around the map whilst I slowly killed them with just spells and some attacks here and there, and the 12-unit group to distract them. Heroes for doing the killing all while on the run from them.
I gave that special item from the human stash to Cairne since it's more nuking power.
Sometimes the waves attacked at the same time. Monica (the blue hero) is the easiest to kill, and it's best to ignore the one with the divine shield.
Perenolde is easy if you've got some seconds to go down on him with your heroes casting everything on him. It's important to keep them stunned with Rexxar's bear, and have everyone on your side spirit-linked.
Now, I realised I could destroy the westernmost human base just right after defeating their hero and attack wave. This gave me a time window where none of the other armies attacked me for a little while.
I went straight for the castle and workers, used Rexxar's stampede on it, spammed Cairne's shockwave and Thrall's chain lightning (which works on buildings) on the castle, and ordered everyone else to attack it ignoring some of the guards since Rokhan could heal everyone.
It's important to carry TP scrolls so you can tp out when you're finished with the workers and their castle as the other armies will come to get you. All in all, I think I ended up using like 4 TPs.
After softlocking that base, I went for the brown one to the east. Same strat: I waited for them to attack me first. As soon as you kill the brown hero and most of their army, you go straight for their castle past most defenses and cast everything you can on it and the workers. Finally, you use a TP to get away.
It's kind of tricky and luck-based because sometimes the other armies may or may not be ready to go after you, and if they do, you end up having them chase you round the map.
Another softlocked base. With just two left, you just rinse and repeat doing the same thing. You kill their heroes and attack waves first, then go straight for their castle since it takes them some time to retrain their units. That's the best time window.
The 12-unit group I had (3 Walkers and the rest just berserkers) were mostly for distracting the enemies and have them chase them so that my heroes could kill them. Spirit Link helps a lot here.
It's hard to explain, but you kind of learn how to time your attacks and figure out what to do at the right moment in the heat of it. It took me 1hr and 25 mins.
This one was way too tricky and difficult. Classic Flower Fairy.
Chapter 9:
I raided Monica's base first (the blue one) with my heroes and some flying units. I managed to kill her army quickly enough to focus on the castle and workers. Had to raid it a second time, since some of the workers survived and started rebuiliding after I had TP'ed out.
Then I just made an army of fully upgraded Tauren and Spirit Walkers with some Batriders and ships and did the same thing on the other bases, focusing on the castles as soon as the armies got killed.
This chapter was less difficult, perhaps because the previous one conditions you a lot.
Good storytelling at the end.
Chapter 10:
Nice to see He Xiaoshu again. The undead are back, and this mission can be finished with just your heroes since they're mostly broken at this point. Nothing else to add since it's that easy.
And the boss fight is a very interesting concept with that flying fortress summoning lots of undead. My tauren died fighting it, so I replaced everyone with Troll Berserkers who turned out to be enough to defeat the fortress.
Chapter 11:
Really digging this concept of the flying fortress being its own map, and your heroes infiltrating it. Very creative.
The enemies to look out for here are siege units that can target your casters and Banshees seeking to possess the rest. Asides from that, it isn't difficult and the final stand off is easy.
I can appreciate all the details, design and ideas put into this one because it is a really long mission.
Epilogue:
I love happy endings.
Afternote:
I expected it, and I wasn't disappointed.
Also, Tulee being introduced as a Death Knight was a rather cute way to thank him.
Rating: 5/5
Played on patch 1.30.4 with no issues.
These are some of the best campaigns I've ever played despite the balance and difficulty spikes. I enjoyed seeing the author's editing skills improve and being refined in each instalment.
IMO, I rank them as follows from best to worst in terms of how much I enjoyed each:
1. The Lonely Nightstar
2. A Song of Dream Chasing
3. Evil Resurgent
4. Of Crimson Tides
But the one with the best design and edition has got to be A Song of Dream Chasing.
And the hardest is a tie between The Lonely Nightstar and Of Crimson Tides.
All in all, I enjoyed all of them.
I remember struggling with The Lonely Nightstar several years ago when it was still new on the Hive, and I actually stopped playing out of frustration when I got midway through Of Crimson Tides.
Now, that I've got more experience, and after revisiting these, I can safely say this is some of the best WC3 content I've seen including custom maps, multiplayer, melee and so on.
Thank you very much, Flower Fairy and Tulee, for making such a great series.
The English version of my fifth campaign was released today.Chapter Ten
-Loading Screen: "...and taurens' similar..."
-The text in the Loading Screen is too long for all of it to appear
"...King Wrynn..."
"...Fortress, it is the Scourge's..."
-How convenient that the Scourge decided to attack the Horde right when He Xiashou was there and right before Thrall was about to refuse joining the war. Convenient or planned?
-The Scourge sends all of their forces against our heroes rather than against our base
-I find it very unfair that by this point of the campaign, we still have to research all of the upgrades rather than having some already researched, while the Scourge is fully upgraded
Chapter Eleven:
-Well, it is a little bit exagerating to say that the Scourge is like an Always Chaotic Race. Most of them aren't entirely to blame. The original Lich King was made by Sargeras to be like that, Arthas was corrupted and all the others are bound by the Lich King, so it is not like they have much of a choice in the matter.
-Really He Xiashou? Your mages can use Elementals all they want, but when the Scourge uses them, it is unforgivable?
-Giving a Hero Abomination both a Mask of Death and an Amulet of Spell Immunity seems kind of unfair.
-Even after we trigger the explosion, Rivendare keeps coming after us. Is this intended?
Epilogue:
-This was kind of rushed, if you ask me. Varian's conversation with Greymane was too short considering the past. It would be nice seeing Beve talking with Rexxar. The Alliance and Horde simply chose to join forces like if old hatreds and grudges are that easy to die out.
-So the mysterious figure is the real main villain?
Ultimate Review:
-The gameplay was good. Most of the maps were not only large but varied in terms of geography, two things I enjoy very much
-The characters were overall great, especially Rexxar, Beve and even Aiden in a certain way.
-The plot is the weakest part, in my opinion. The Horde searches for a new home, finds allies, gets attacked and is forced to fight to both preserve their new nation and later to save the world. While I did enjoy the story, the way how the plot unfolds is kind of predictable
So I give, overall, a 4 to 4.5 out of 5. Good job Flower Fairy for making it.![]()