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Jeopardy of the Horde v3.2

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You are Thrall, Warchief of the Horde. For many years, your people have been at war with the tyrant humans. Seeking freedom, your mind is indulged with a vision of leading the Horde to the unknown continent of Kalimdor.

Will journeying to Kalimdor allow the Horde to finally live in peace? Find out as you play through the second of Turnro’s series of alternate Warcraft 3 campaigns with Blizzard-like maps and fun gameplay
!





Features

14 maps, including 11 Chapters and 3 Interludes
Lead the Horde through their struggle for freedom as they venture to make their home in the untamed and savage lands of Kalimdor

Numerous Heroes to Play
Gain the allegiance of powerful heroes, including Rokhan the Shadow Hunter, Rexxar the Beastmaster, and Drak’thul the Stormreaver Warlock

New Hero Abilities
Cast several new custom spells, from Thrall’s Earthbind Totem spell to Samuro’s Dash ability

Choose your Own Missions
From facing vicious Fel Orcs to dim-witted Ogres, you will be given the choice during the campaign which missions to accomplish

New Background Music throughout Campaign

Variable Difficulty Levels, and much more!

Screenshots

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Legendary Items

Find all 10 legendary items while playing Jeopardy of the Horde in Hard difficulty:

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Lordaeron Grand Battlesword
Increases the attack damage of the Hero by 10 when worn. Attacks also have a 20% chance to deal 2 times their normal damage.
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Goldfeathered Staff
Increases the mana capacity of the Hero by 150 and Intelligence by 6 when carried.
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Thorns Armor
Increases the Hero's armor by 5. Also gives nearby friendly units a damage shield, which deals 10% of an enemy unit's attack damage back to it.
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Crown of Fallen Kings
Increases the Strength of the Hero by 10 when worn. Also causes attacks against the wearer to miss 15% of the time.
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Demon Cleaver
Increases the attack damage of the Hero by 15 when carried. Also grants friendly nearby melee units life stealing attacks which take 15% of the damage they deal and convert it into life.
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Stonemaul Bonecrusher
Increases the attack damage of the Hero by 15 when worn. Also gives a 15% chance to stun the enemy.
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Storm Boots
Increases the Hero's Agility by 12 when worn. Also engulfs the Hero in a shield of lightning, which deals 10 damage per second to nearby enemy land units.
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Gem of Rejuvenation
Increases the Hero's hit point regeneration by 5 hit points per second. Also reduces Magic damage dealt to the Hero by 33%.
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Granite Necklace
Increases the hit points of the Hero by 300 and mana by 250 when worn.
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Ring of the Elder Moon
Increases the Hero's armor by 10 and Strength, Intelligence, and Agility of the Hero by 5 when worn.


Change Log

NOTE: Many changes were made in this version, and so only the most important are noted. In addition, all previous version notes from earlier updates have not been kept track of.

- Major terrain changes in all chapters
- Dialogues in all maps have been completely rewritten
- Cinematics in all chapters have been redone
- All the maps with an Ashenvale tile-set have been completely remade. This includes the 1st Interlude, and Chapters 9 and 10
- Cairne is no longer a playable hero in Chapter 2
- Araj the Summoner is now a hero-type unit
- New items can be found by killing creeps
- Quest changes in all chapters. In addition, new quests have been added into several chapters
- This campaign can now be played through in two difficulty settings: Normal and Hard
- The following spell changes have been made:

THRALL
- Far Sight has been replaced with Earthbind Totem. This ability allows Thrall to place a totem on the ground which decreases the movement and attack speed of nearby enemy units

GROM HELLSCREAM
- Mirror Images and Critical Strike have been removed.
- Grom now has two new abilities: Frenzy (increases attack and movement speed for a short time) and Cleave (gives a percent chance to stun an enemy unit and deal additional damage)

REXXAR
- Storm Bolt has been replaced with Summon Hawk

DREK’THAR
- Shadow Strike has been replaced with Far Sight

SAMURO
- Samuro now possesses the following spells:
- Dash – Allows the Bladesmaster to dash through enemy units, dealing damage to all he passes
- Mirror Image
- Battle Wary – Gives a percent chance to dodge an attack and deal additional damage
- Mortal Strike – A powerful once-off attack which can be used to deal large damage to a single non-hero unit

DRAK’THUL
- Monsoon now increases damage dealt with each level. In addition, the spell’s icon has been changed
- Soul Burn and Firebolt have been removed
- The Warlock can now cast Incinerate and Summon Voidwalker


- Fixed a few spelling/grammar errors
- Fixed a problem in Chapter 2 when the centaurs would attack during a cinematic
- Fixed a bug in Chapter 2 where Cairne would drop the Phat Lewt
- Fixed a problem in all cinematics where Thrall's Earthbind Totem would slow down enemy units
- Hints are now shown when new items are gained from completing Stop the Blight in Chapter 3 and Destroy the Demon Gate in Chapter 5
- Fixed a problem where Samuro would use Dash and disappear
- Thrall's Earthbind Totem ability hotkey has been changed to resolve hotkey conflicts
- Samuro's Mortal Strike ability damage dealt has been changed from 850 to 800
- Engineer Gazlowe's model has been changed to the Goblin Tinker
- The Skeleton King in Chapter 5 no longer has Resistant Skin in Normal version. However, his health has been slightly increased
- The Town Portal hint in Chapter 8 has been changed to alert the player at the beginning of the chapter
- Fixed a problem in Chapter 9 where having heroes loaded into a Zeppelin before a cinematic commences would permanently pause the hero
- Fixed a problem in Chapter 10 where Azgalor's Doom Guards would walk off without him


- Fixed a bug in Chapter 1 where skipping the second last cinematic would disable the player from completing the chapter
- Another Centaur spawning point has been added during the Protect Bloodhoof Village Quest in Chapter 2
- Minor to moderate dialogue changes in all chapters
- Additional cinematics and/or in-game dialogues have been added into Chapters 3, 4, 5, 7, 9, & 10
- In Chapter 4, the quest that requires the player to defend Santron has been changed: The player must now defend the town from 4 separate Night Elf waves
- In Chapter 4, the Find the Survivors Quest has been slightly modified for story-line reasons
- In Chapter 5 (both Fel Orc and Ogre), the player now starts off with an Altar of Storms
- The Tower doodads protecting Santron in Chapters 4 & 8 have been replaced with actual Towers, which attack nearby hostile units
- In Chapter 5 (Fel Orc Attack), Grom’s warriors now attack the player until he is saved
- In Chapter 5 (Fel Orc Attack), the difficulty of destroying the Fel Orcs’ Fortress has been slightly reduced in Normal Version
- In Chapter 5 (The Problem with Ogres), the boss fight with Kor’gall has been completely remade: it now represents a proper duel between Thrall and Kor’gall. If Thrall dies, the player loses the chapter
- The Tiny Great Hall and Orb of Lightning items are no longer available for purchase from the Voodoo Lounge in Chapter 5 (The Problem with Ogres)
- Fixed an issue where the Quilboars summoned by Rexxar were unable to cast Frenzy
- The Demolishers have been removed in Chapter 7. Instead, the player now gains additional summoned undead units at certain points during the mission. This also aligns with the changes done to the main quest objectives for the chapter
- Spell Breakers can no longer use Control Magic in Chapter 7 in Normal Version
- In Chapter 7, the player now gains Vials of Mana for completing the optional quest The Mystical Fountain. However, the fountain no longer restores the mana of nearby units
- Araj now automatically starts with the Staff of Reanimation. This item is permanent for him and cannot be sold or dropped
- Zeppelins can no longer be hired from the Goblin Laboratory from completing the Quest “The Alternative Path” in Chapter 9. In addition, certain areas of the map have been masked to prevent the Zeppelins from flying everywhere
- The Trees blocking the terrain in Chapter 9 are no longer invulnerable
- The item Frostguard now allows melee Heroes to attack ranged units
- Fixed an issue in Chapter 10 where the Goblin Merchant would not sell any items to the player
- Fixed a bug which made key Heroes disappear during a cinematic if the player uses Town Portal just before the cinematic commences
- Fixed an issue that allowed Samuro to either disappear or relocate himself in a cinematic if the player uses Dash just before the cinematic commences
- The Doom Guards protecting Azgalor in Chapter 10 have been buffed. In addition, Azgalor’s Reign of Chaos ability now summons more Infernos from the sky in both difficulty levels
- The Demon Gates in Chapter 10 are now protected by a Mini Boss


– Fixed a problem in Chapter 4 where a particular Night Elf wave would stay idle when attacking Santron
- Decreased the amount of Infernos Azgalor can summon in Chapter 10 in Normal Version
- Decreased the attacking and movement speed reduction given to enemy units from Thrall’s Earthbind Totem by 5% for all levels for attack damage, and 10% for all levels for movement speed
- In Chapter 5 (The Problem with Ogres), Kor’gall will regain all his mana in the final part of the boss fight if the player has acquired Rexxar and is playing Hard Version. This allows Kor’gall to make use of all of his abilities (whereas before he only had limited mana, disallowing him to cast all of his spells)
- In Chapter 5 (Fel Orc Attack), the mini boss Gogonnash has had his health and damage increased
- Araj is now classified as an undead unit. This allows him to be healed with the Death Coil ability possessed by Death Revenants
- The damage dealt by all demon units in Chapter 10 have been increased on Hard difficulty


- The entire campaign has been polished. This includes, but not limited to, changes to terrain, cinematics, story, and in-game events
- A new interlude has been added titled 'Conflicts of the Past'. This interlude plays after completing Chapter 2
- The hotkeys for units, buildings, spell, etc, have been changed around the QWER composition. However, most of these hotkeys will have no effect on the game if Custom Hotkeys are enabled through the user’s profile
- New items have been added throughout the campaign. Some of these are legendary items, which can only be found on Hard difficulty
- Added new custom music throughout cinematics and gameplay
- Fixed a problem with the AI where waves sent to attack the player would retreat back to base once they had killed a single unit/structure
- The player will now lose the current mission if they use the 'WhosYourDaddy' cheat on Hard difficulty
- All appropriate buffs will now be removed from all units during cinematics
- Pressing the spacebar will now bring the player to quest-specific locations on the map
- Fixed a bug where using Animate Dead would allow creeps/enemy units to drop the same item more than once
- Fixed a bug in Chapter 5 'The Problem with Ogres' where the player could acquire Rexxar after losing the quest to save him
- Fixed a bug in Chapter 6 where the Goblins during the optional quest would stop moving
- Only Arcane Towers will now possess the Magic Sentry ability on Hard difficulty in Chapter 1
- AI friendly players can no longer be attacked by the player throughout the campaign
- Resolved multiple issues with the Orcish Horde AI player in Chapter 10
- Increased the mana cost of Grom's Frenzy ability to 75 mana
- Samuro's Dash ability now deals more damage across all levels
- Samuro's Mortal Strike ability can now damage enemy Heroes. In addition, the mana cost of this spell has increased to 150
- Increased the damage dealt by Drak’thul’s Monsoon ability from 20/30/40 damage per level to 20/35/50
- Gazlowe will now always appear in Chapter 9, regardless whether or not the player completes his optional quest in Chapter 6
- Searinal in Chapter 4 now possesses Spell Immunity
- Items can now be purchased from the Voodoo Lounge in Santron in Chapter 4
- Increased the hit points and damage of Santron Towers in Chapters 4 and 8
- Neutral units can now be hired from the Goblin Observatory in Chapter 8
- Replaced the Potions of Lesser Invulnerability with Potions of Anti-Magic at the Goblin Merchants in Chapters 9 & 10
- Zeppelins can now be hired again once the 'Alternative Route' quest is completed in Chapter 9
- Re-added the food limit hint in Chapter 5 'The Problem with Ogres'
- Renamed Chapter 3 from "Competition for the Horde" to "Remnants of the Scourge"
- Renamed Chapter 10 from “Azgalor’s Return” to “Destiny of the Horde”
- Jarod Shadowsong in Chapter 10 has been renamed to Wrathbringer for story reasons
- The Fel Orcs in Chapter 5 'Fel Orc Attack' now train new units
- The Ogres in Chapter 5 'The Problem with Ogres' now train Ogre Stone Throwers
- The Earth Totem unit Thrall can summon now has a portrait
- The abilities Frenzy, Forkerd Lightning, Raise Dead and Tornado now have new icons
- Added unique models for all potion/scroll items
- Tyrande Whisperwind now has a new model
- Shandris and Night Elf Glaive Throwers now have new skins


- Fixed the tooltip description for Drek'Thar's Forked Lightning ability
- The player will now correctly lose Chapter 9 if all of their buildings are destroyed
- Fixed a bug in Chapter 4 where Scrolls of Town Portal would cause the player's heroes to teleport at the start of cinematics
- Fixed a bug in Chapter 6 where Samuro's Dash ability would cost no mana on level 2. In addition, this spell has had its mana cost reverted to 70 throughout the campaign
- Enemy heroes in Chapter 7 no longer possess Potions of Greater Healing on hard difficulty. Instead, they have items that permanently increase their health
- Satyr Hellcallers and Shadowstalkers can now attack air units in Chapters 9 & 10
- Fixed a bug in Chapter 10 where the AI Peons would not rebuild Great Halls when they are destroyed
- Fixed a bug in Chapter 10 where the light blue Night Elves would not send their first attack wave on hard difficulty
- Reduced the cooldown of Azgalor's Reign of Chaos ability in Chapter 10 on hard difficulty


MAIN CHANGES
- Hero, unit, building and spell stats no longer change depending on the player's Warcraft 3 version
- Updated all cinematics for widescreen support
- Optional Heroes can now be summoned from the Altar of Storms in missions where the player controls a base. In most cases, this means that the player will no longer automatically start off with optional Heroes at the beginning of the map. This change applies to the following Heroes:
- Grom Hellscream
- Rexxar
- Rokhan
- Drak'thul​

HERO CHANGES
- Reduced the area of effect range of Earthbind Totem from 800 to 600
- Drek'Thar now has a new ability: Earth Shield, which increases the armor and hit point regeneration rate of a friendly unit
- Removed Brilliance Aura from Drek'Thar
- Reduced Cairne's collision size from 48 to 32, as well as increased his base movement speed from 250 to 270
- Reduced the damage of Samuro's Mortal Strike from 750 to 500
- Increased the base movement speed of Araj the Summoner from 240 to 270
- Fixed a bug where the player could summon more than one Misha

GENERAL CHANGES/IMPROVEMENTS
- Fixed a bug in Chapter 1 where the player's units will freeze after unloading them from the boat at the end of the mission
- Changed the armor type of all Human buildings to Heavy armor in Chapter 1
- Peons are no longer available to train in Chapter 2. Instead, the player will receive all their structures after completing 'The Lost Cargo' quest
- Potion of Restoration removed from 'The Stolen Artifact' quest in Chapter 2
- Player starts off with 500 additional gold in Chapter 3
- Cured fountains in Chapter 3 now provide health or mana regeneration
- Nearby enemies must now be killed before corrupted fountains can be claimed in Chapter 3
- Removed the Fountain near the Centaur Khan in Chapter 3, reducing the number of fountains from 5 to 4
- Renamed the undead AI players in Chapter 3 to have distinct names
- The path to the purple and green Undead bases in Chapter 3 are no longer blocked off by trees
- The path to Rokhan in Chapter 3 is once again blocked off by trees
- Removed the Fountain of Health in Chapter 4
- Replaced the rescuable Kodo Beast with a Grunt in Chapter 4 due to trigger conflicts with units affected by Devour
- Removed the Orb of Lightning from the Voodoo Lounge in Chapter 4
- Lowered the starting level of Drek'Thar in Chapters 4, 5a and 8
- Increased the hit points of Fel Orc Berserkers from 535 to 600
- Players will no longer lose the mission in Chapter 5b at Korgall's Arena. Instead, the arena will reset and the player must try again
- The outpost now has a Stronghold instead of a Great Hall in Chapter 5b
- Troll Batriders are no longer available to train in Chapter 5b
- Fixed a bug in Chapter 6 where the player is not able to complete 'The Goblins' optional quest
- Gazlowe now has additional items to allow him to tank better in Chapter 6
- The fountain in Chapter 7 will now restore both health and mana once the 'Mystical Fountain' quest is completed
- Fixed a bug in Chapter 7 where items on the ground would permanantly disappear after a cinematic plays
- Summoned undead humans by the player in Chapter 7 now have +3 weapon and armor upgrades
- Removed the Vials of Mana item in Chapter 7
- The 'Protect Santron' quest in Chapter 8 has been changed so that the player must now defend the city for 12 minutes
- Updated the Death to the Invaders to list the bases that need to be destroyed in Chapter 8
- Replaced the Fountain of Health with a Fountain of Mana in Chapter 8
- Player now starts off with an Altar of Storms in Chapter 9
- Added additional enemy Heroes to the Night Elven bases in Chapter 9
- The trees to the final Night Elf base in Chapter 9 are now invulnerable
- Reinforced Defenses is now automatically researched on Hard difficulty in Chapter 10
- Slightly changed the items for purchase at the Goblin Merchant in Chapters 9 & 10
- Scrolls of Restoration have been replaced by Scrolls of Healing at the Voodoo Lounge in Chapter 10
- Replaced the Fountain of Power with a Fountain of Health in Chapter 10
- Azgalor is now immune to magic in Chapter 10
- Fixed a bug in Chapter 10 where the player would not lose the mission if all of their buildings were destroyed
- Rebalanced the enemy AI in Chapters 3, 5a, 7, 8, 9 & 10 on Hard difficulty
- Removed the damage and hit points increase for enemy players in Chapters 9 & 10
- Reset the hotkey for the Build command back to B
- Changed the hotkey for upgrading the Great Hall/Stronghold to Z
- Command hotkeys (such as Build, Attack, etc) can now be overwritten by the player's custom hotkey settings
- Updated Tyrande's model to the same used in Malfurion's Quest
- Made slight background music changes across the campaign
- Unique models have now been given to Potions of Invisibility, Scrolls of the Beast and Scrolls of Resurrection
- Items are no longer dropped by destroying creep buildings
- Runes are now color coordinated, making them easier to identify for the player
- Made numerous item changes throughout the campaign

Other Campaigns in Turnro’s Warcraft 3 Series
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Important Notes
- It is highly recommended that you update Warcraft 3 to the latest patch version before playing Jeopardy of the Horde. The download to this patch can be found here: Patching Classic Games
- The normal background music of Warcraft 3 has been replaced with better music. Be sure to enable music through your profile as it is an integral part of the campaign experience
- If you use the ‘WhosYourDaddy’ cheat while playing Jeopardy of the Horde on Hard difficulty, you will automatically lose the mission
- There is a known bug on Mac computers where the game will crash when certain custom items/units are selected. While I have tested this campaign to ensure this doesn’t happen, please notify me if you encounter this problem
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STORY, MAP DESIGN AND DEVELOPMENT: Turnro

MODELS
Grey Knight
kangyun
JetFangInferno
Mc!
Ket
EviL_BuddhA
epsilon
Sellenisko
Hexus
Kitabatake
the_firefalcon
PROXY
Shyster
Kirym
Zap


SKINS
Glitzage
Daenar7


ICONS
Blizzard Entertainment
NFWar
-BerZeKeR-
Naro
PeeKay
The_Silent
GooS
BLazeKraze
kola


MUSIC AND SOUND
Blizzard Entertainment
Matt Holle (Battle Realms)
Benjamin Bartlett (Walking with Beasts soundtrack)
Henry Beckett and Keith Zizza (Zeus: Master of Olympus soundtrack)


Special Thanks:
Fallen Angel Boy
Rence Kristoff
Flour
Forsaken
slake
CaoSong
Perke
LOTP




Like my content? Donate above and help support me to continue to make great Warcraft 3 campaigns


Keywords:
Horde, Orc, Troll, Tauren, Thrall, Kalimdor, Santron, Drek'Thar, Cairne, Samuro, Araj, Rokhan, Rexxar, Grom, Hellscream, Drak'thul.
Contents

Jeopardy of the Horde v3.2 (Campaign)

Reviews
18:35, 5th Feb 2010 ap0calypse: Approved
Level 6
Joined
Sep 10, 2022
Messages
65
I'll ask just in case. Is chapter 10 last? I felt like the story just broke off... We managed to stop demon invasion, hid from the elves and then nothing...
Anyway, the campaign was engaging.
 
Last edited:
Level 6
Joined
Mar 19, 2015
Messages
60
I'll ask just in case. Is chapter 10 last? I felt like the story just broke off... We managed to stop demon invasion, hid from the elves and then nothing...
Anyway, the campaign was engaging.
As far as i know that is the end of the Jeopardy campaign.
The continuation is in the Resurrection of the Scourge campaign, made by the same artist.
 
Level 7
Joined
Oct 12, 2020
Messages
81
The Mission where you escort the goblin tinker caravan as blademaster Samuro (fighting versus skeletons) has Master Witch Doctors that do not have Healing Wards available.
Feels like a bug?
if you playing on hard then healing wards are disabled in that mission
 
Level 10
Joined
May 19, 2022
Messages
180
alright this one took me 3 days on hard and of course i always play on hard any game no matter first time i play or not :xxd:






so king rowan is dead? did admiral proudmoore kill him? what happened here??

so chapter 1 is us rallying the warsong clan and the rest of the orcs at first i thought we gonna go to many camps and talk with orcs and things like that but oh well just 2 bases the heroes here are like the average wc3 no going above lvl 10 or such so heroes arent so strong at least not now after trolling my way through forest trolls i get grom and the humans are now wanting to destroy the orcs? bloodthirsty humans! then you get the barrel scene and again thought u will have to do stealth but man...u just can blow up barrels and hack and slash your way through the pink-skins anyway we reach the main base and its already burning ? and the humans have rounded up the entire horde that consists of 5 peons 2 grunts 1 shaman and 2 raiders? truly a horde :gg: and who commands this human force? the reason of all disasters of course an archmage! we slap the guy too hard with our hammer and we move on.


skip to freaking kalimdor and now we have the dark spear tribe with us no explanation nothing i guess things went down same as official lore? however this time we are with the warsong clan not separated well good thing grom has his own version of bloodlust which is good faster attacking grom is always a nice addition this is another no build mission just like "the invasion of kalimdor" we chat a bit with horse-men ,fish people, and pig people that was some nice chatting so after we told these natives to go eat ice cream from lordaeron we meet a spirit walker standing on the road while the very nice horde was getting welcomed by natives who hided our gold to play with us hide and seek of course! the walker talks of destiny and all that stuff but first demands an item that was stolen from him to be brought back so being the high moral people we orcs are , of course we search for it after we get the item back to him he tells us to go meet carine and man i love that guy, too bad blizzard killed him :/ we meet him and he already knows about orcs? how? orcs before us came here and made a town called santron who could they be you know that day i went to the barber thinking about this at first i came to conclusion that it was the stormreavers maybe they repented from being LOL players and now play half life but it appears my beloved night elves are attacking these orcs again night elves being cool is acknowledged here more than world of warcraft ever did man that game butchered the night elves so badly its tragic anyway so after we negotiate with the horse-men champion we depart to santron and carine being the caring tauren he is comes with us of course.

on our way to santron we meet the worst of all people influencers! i mean the undead scourge but how did they survive if we killed the lich king in the rowan the wise storyline? i dont know nor does it matter its time to kick some dead-ass and chew gold and we need more gold! so we hunt the undead and make them go extinct because they dont want to give us the gold mines this was one was a tough mission cuz of skeletons now the spirit walker is supposed to have his adept upgrade in the spirit lodge but my modding this time impacts the game negatively since i moved the walker to the totem and his upgrade too this was applied in this mission and since we cant build the tauren totem it meant i cant get a caster with area of effect dispel making skeletons hard to deal with but i manged to win anyway by spamming headhunters i had like 3 control groups of headhunters and 5 demoslishers was pretty hard but thank god we wont see the undead again

now we reached santron and during our march a troll comes running to us telling us santron is almost overrun how did he know we are here? no idea maybe drekthar told him about us i guess anyway we now race with the time at first i saw 5 mins and was like "eh we have time" so i spent it on exploring to find items but i thought im getting in the danger zone had only 2 minutes left to reach santron and i ignored the murlocs and harpies lost i think the witch doc and a headhunter this attempt failed cuz drekthar died so i restarted this time i explored again and more too and managed to reach santron when the timer was at 2 seconds after holding off the night elves from many directions we get to chill out and WHO is that? drekthar ? and the frost wolf clan in kalimdor?? what??? pandaprewmaster.exe stopped working , i paused for a second here how did the clan leave us without saying a word? so after that we meet samuro too? well i guess he went with them too , now the night elves have taken some of our people as captives and no-one dares to do that and goes unpunished !!! so we play smash with elves and we smash shandris :hohum:
during the battle we see a portal and a figure entering it i thought it was a fel-orc but more on that later now that we are left to chill for a bit and must decide who should we deal with fel orcs or ogres? now since the frost wolves left the EK to chase fel orcs it wont be nice to choose ogres but then i wanted to see orcs vs ogres and wanted to do something like grom did with his clan that is use hit and run tactics with the raiders since the raiders in my version are better melee unit than the grunt this was a perfect chance and so i went with that now drekthar wasnt so happy but samuro said he will pay me back this debt i dont know he did it but was it that he accompanies us later or what?.

now we go into ogre land , the outpost was quickly to find but then i saw that ogre stats , so the ogres now have an upgrade line and all that? and the single stonemaul ogre is 1350 HP??? massive dmg and etc nonetheless the ogres are a bunch of fools for daring to mess with me and my horde so in typical horde fashion we hack slash crush pillage and destroy every living thing , and we also recruit rexxar on the way thats cool now the ogre lord challenges us for a fight if we win his clan wont attack the horde lands anymore if we lose we are ogre slaves :/ that wont happen cuz as long as i swing the doomhammer no-one will ever dare to enslave my people so i get into the ring rexxar comes with me and beat the crap out of the mf at first i thought the by killing their leader rexxar will assume his place and the stonemaul clan becomes a part of the horde and we can recruit ogres too bad that wasnt a thing the ogres decide to flee :angry:.

now we are samuro since last time we were in santron a orc came to us telling us that samuro town was was...he died before he said what happened so we go back and see what became of our town , simply put it no longer exists its a pile of burning buildings and ruins F for samuro town the land is poisoned skeletons roam the area as if the inhabitants were raised as dead this map has the same atmosphere as mission 4 of rowan the wise with the same music too samuro ability to dash is nice but its damage is way way too low like yeah its cool but man its dmg is good for low HP units only low mana cost tho and its cool-down is also long for what it offers however samuro has his own drunker brawler pretty decent his alt is 500 dmg it can be used on magic immune units too thats very good for the rest of the campaign samuro will be on low HP a lot and will be targeted so i will give him 2 rings of protection the +2 and +5 one no windwalk mean he cant escape so clean but dash can make him escape tho anyway we kill a lot of skeletons and has to use samuro dash to access areas to open the 2 gates and to do the optional quest "the skeleton king" diablo 1 reference ? no healing was tough but i used the tauren as my main dmg anyway and the spirit walker was so handy in making tauren live again so useful man anyway now we see gazlow yes the same guy from rowan journey now here in kalimdor it appears he knows samuro from before and samuro is pissed that he didnt get paid when he worked for the goblin last time , gazlow wants to leave the barrens and move to ashenvale understandable move , now here is the hilarious part gazlow is using dreanei as slaves and the rest of quest is just laughs as gazlow speaks down to the slaves we get this robe of a mage for +250 HP very good loot here after killing "the skeleton king" who didnt wear a crown ! we reach the place that gives us "chills" and we find the source who has was commanding all these skeletons its a necromancer called araj the summoner now i thought it will be a boss-fight but nope he talks to us and doesnt seem to want to fight instead needs to meet the warchief i was so suspicious of this guy like no way a necromancer will do any good for azeorth.


but for now we escort him to the warcheif during the march we meet oh god no no NO humans!! they followed us and have made many camps now we get to command araj and his raise the dead ability will be so useful here to overwhelm the human defenses we barely have any units but we have healing at least so thats good after drinking coffee with the natives , we see the first human base it appears a mountain king and his dwarves want to get drunk but the captain wants them to go on duty the MK is pissed how we know? cuz somehow we heard them even tho we are on a cliif and there is a good distance between us and the humans it appears they were shouting so loudly thats how we heard every word we are interrupted by the horse-men attacking us who reveal our place the humans are on full alret araj raises the dead centuar thats cool raising permanent corpses , wish that was a normal ability now we clean up the humans and araj raises 2 mortar teams very useful his powers are diminished tho so we travel to drink......drink water of course! purple water the most healthy water in all of azeroth we kill some horsemen along the way and kill the golems protecting the fountain of power oh god they were tough to beat after araj drinks from it he gets level up his ult is so good he summons a death revnant it can heal up araj will be very handy in the very near future now we clean off more humans , take a key to open the gate for the last human base , it was tough here spell breakers can magic control your mortar teams!! yes somehow the breakers made these dead mortar teams go back to life the paladin was hard to kill and he kept holy lighting araj so annoying here is where the death revanant that is araj ult comes so handy he had death coil and araj is counted as undead unit meaning he can heal him we actually get to kill the captain from the start of the campaign upon his death he tells us the main alliance force is headed to our capital whats our capital ? i thought for a second then it was santron! of course samuro gets mad a bit at araj tells he gonna kill him if he do another mistake such as underestimating the humans and we go to santron.

now the worst mission oh god just oh god this mission is so frustrating its starts with carine and thrall discussing stuff then a raider arrives telling thrall that the humans and the elves have allied to defeat the horde , the situation is so dangerous you are in the middle of the map surrounded by 4 bases 2 NE , 2 humans i like how you had both factions melee heroes share the same base and ranged heroes do the same too anyway you get attacked from 3 sides and have to hold out until samuro arrives it was pretty hard to do so but this was nothing tbh compared to the rest of the mission , gold is an issue throughout the mission luckily i have all units with 1 food so i can train 2 control groups and not risk upkeep the choice of the units in this mission was tauren it was hard to get them fully upgraded with witch doctors spirit walkers and shamans at first i defeated north human base , the less bases , the less attacks , the easier it is! misha rexxar bear companion was so useful combined with carine aura she attacks pretty fast and deals good dmg i got rid of the north night elf base there goes POTM and her annoying starfall now the toughest human base was left to survive the south one the hardest i gotta say the bloodmage firstrike gryphons and such man it was hard but tauren beat everything and so no flamestrike can withstand the epicness of the horde after getting rid of that , the blue night elves were left i didnt know a passage between their base and the grey human base exists , i knew about it when they attacked my expansion on the grey base goldmine this one had no uphill advantage for the elves and wasnt so small as the northern passage so we smashed the elves again :slp: since araj powers greatly helped us we thank him and go and speak to him a top a hill the same mountain that was the night elf base in both mission 4 and mission 8 now samuro warns us about this araj guy he doesnt seem legit we say yes to samuro and head to the mountain there araj reveals what he is here for he talks about a demon wanting to summon the burning legion! at this same mountain we saw a demon in the end of mission 4 going through a portal i realized it was a demon since after mission 4 i forgot to mention that we see a cutscene of the demon reaching out to tyrande telling her of the horde being a threat she of course doesnt believe him after he leaves a night elf asks tyrande is she really believes what he says she responds by no good no manipulation can get tyrande , now back to the present araj explains that this demon works for the legion and araj saw him talking with his master having heard all of their plan araj warns us and tells us these are the enemies that will threaten the horde more than any humans or night elves he tells us the demon is hiding in ashenvale oh no thats bad thats night elf turf! we be going to the bear den now!! and we actually just do that.

mission 9 hah i love ashenvale its atmosphere is charming the demon gets captured by the night elves LOL of course a demon like him can break a net surely he can maybe he cant? the night elves know we are here they are very strong and this is their home turf i knew this was going to be tough and it was however not as annoying as mission 8 it was pretty annoying tho i believe thats not cuz of the number of attacks its my own modded version of the game that re balanced some night elf units most notably the archer attack speed and the huntress this was a tactical mission i would say there was these locations on the map where they attract the night elves they are gold mines so me and the boys go smash night elves and get gold mines this attracts elves therefore i build fortifications near every great hall i build there is 4 elven bases here the star-seekers a faction from the offical warcraft 3 story , the moon watchers i dont remember that if this is an offical faction of the night elves the sentinels and 4th one i forgot its name , i knew i wont be able to explore properly by getting attacked frequently so i worked on destroying every night elf base leaving the strongest the sentinels to the last their base is blocked off by trees that cannont be removed so i do the optional quest nice riddle you got over there too bad im the library right now taking tomes left and right :xxd: so i talk with drekthul yes the stormreaver guy from "terror of the tides" campaign is present here he lives in ashenvale in this lore it seems , he has some cool abilities like monsoon and the void walker however something feels different about his model i think has face wasnt this high quality before ? anyway we pump into gazlow again samuro introduces us to gazlow he tells us that we can use zeppelins to move the horde forces vast distances at very high speed we agree now we look for the lost zeppelin parts cuz gazlow had them lost these goblins man..anyway we give him the parts back after peaceful chatting with the natives get 2 zeppelins for free use it to kill some more satyrs i mean talk with satyrs living in a mountain now here is a tricky part so the horde cant reach the night elf base normally meaning our units cannot just walk to reach the sentinels base so we have to make a bridgehead like a naval assault however its a bunch of zug-zugs with pickaxes and cows with totems dropping from the sky , after encountering naisha we kill her so fast :| like man she got 2 seconds of screen-time her death is so meh man we smash through i mean with the elves and reach the heart of ashenvale ignoring that big keeper of the grove there.


the finale we reached the heart of the ancient forest it is time we kill the demon and end this once and for all a nice change happens here the economy factor is taken away from us meaning we dont control peons nor do we have to care about any of that eco management a nice change tbh i get rexxar and drakthul heroes are always better than normal units , we get to keep the military buildings under our control now i need tauren nothing but tauren spirit walkers and witch docs and we get a optional quest right on time get the 3 gold mines as expansions me and the boys smash the sentinels again:wink: and get the sweat gold under our wing after rubbing my hands a bit i get 3 3 tauren and rush into the night elves base this light blue guys are so annoying kept attacking the western expansion i was going to deal with them when im done with teal but the situation didnt allow for it , after like going back and forth 3 times i at last manage to get to the demon in prison now i kill him fast? thought he was going to be a boss fight then a cutscene happens tyrande and the elves corner us and from nowhere demon gates spawn at this red marketings when i killed a punch of satyrs in the west i saw one of these red marks thought it was some demonic rune the satyrs wrote but damn how important they were the legion now under azgalor the pit lord , araj talked about as the demon boss now comes into azeroth and orders the invasion of the legion to start i was like "oh my god i knew araj set us up for this he wanted us to fight the elves and somehow summon the legion we should have never trusted that mf" then we mention araj to the pit lord he doesnt know who is araj right there i was like "wait what? so araj is a good guy??" now demons wander the forest the elves fell back but these light blue night elves destroyed the western expansion like BRO we are in the middle of a demonic invasion and all you care about is a stupid great hall and a barracks fine destroy them its interesting how the dark trolls i found were dead and some night elves too felt like i wasnt alone fighting them the elves and the trolls did too really cool detail after some gate hunting and wrestling with demons we smack our good old doomhammer into that pit lord ugly frog face and he dies the invasion failed! he is a really hard to kill guy i lost the center expansion too to the demons this time no more tauren :\ it was the end anyway and after that we get a cutscene on how the horde defeated azgalor from ashenvale and we the player. drekthar,and carine talk about how we won and there is many feature battles to come samuro comes in tells us the night elves are attacking AFTER we killed the demons these elves come attacking us like WHAT??? we are on your team you fools! stop attacking us!!! we then leave ashenvale would have liked the horde retreating army to look massive.


last few things i wanna talk i know this is long but this has to be said

1-no voice acting: even tho rowan the wise had goofy voice acting rowan getting better and better with each mission was a plus here i had to read it all by myself not paying attention to the text for a 0.0001 second was a risk so i dont miss any dialogue

2-the ending felt rushed: no victory epilogue made me feel disconnected fast .

man i felt bad for killing night elves so much they are my favorite race :cute: a solid campaign tho

THANKS FOR READING .
 
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