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Second Orc Book of Arkain (Patch 1.29.2 or newer!)

This bundle is marked as director's cut. It exceeds all expectations and excels in every regard.
arkain_2020_x200-png.369838

! No longer updated !
Check out the
True Story of Arkain for updates!


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A Campaign Series made by Shar Dundred

! Requires Version 1.29.2 or newer !
You are not allowed to publish any edited version of any Arkain map! This includes but is not limited to Reforged edits!




Story
While the Orcs had managed to break through the lines of their Imperial enemies, it quickly became clear that their invasion was doomed from the very beginning. The Demons used their attack to further their own invasion and not only smashed through the Human defenders but also through the clans. Now they on the run. A new strategy must be found. Allies must be found.
Command the powerful Orcs and form alliances with those who would ally with your kind in order to become more powerful than any Orc army of the past. Use your new forces to withstand the armies of your enemies and destroy them to survive this war and to find a place for your people to live.
Will you be able to unite all those different factions? Will you be able to maintain peace among your own ranks while fighting your enemies or will you fight not only against the enemies of your kind but also against your own? Only time will tell.


Campaign Series Info

The Legends of Arkain is a campaign series which takes place on the world Arkain.
The races of Arkain fight against the demon invaders, who try once again to enslave every being on Arkain. The Humans, the Orcs and the Undead will have to make a stand against them... or face complete annihilation or enslavement by the Demons.
This campaign series will consist of actually three different series. There will be a Human, an Orc and an Undead campaign series. They will all run in the same timeline but will present three different stories and outcomes. When they are all finished, it's completely up to you, who wins this conflict.
Those, who win the war, will write the history.

You like the campaign?
Click here to see the progress of the series!

Click here for the First Human Book!
Click here for the First Orc Book!
Click here for the First Undead Book!


Click here for the Second Human Book!
Click here for the Second Undead Book!

Let's Play made by @Jayborino!
Features
- Three different storylines/campaign series
Take control of one of the three factions, the proud Humans of the Empire, the plundering and strong Orc Clans or the mysterious Undead Nexus and their endless army of the dead, and face the demonic invasion as well as other struggles that await you.
- New units
Command units, you already know, as well as completely new units with new upgrades and abilities.
- Decide the fate of Arkain
At some points of the campaigns, you'll have the opportunity to decide things, that affect the storyline, characters and sometimes even the chapters you play or how you have to play them. By doing or, well, not doing certain side quests, you can also affect the campaign.
- Three difficulties
You can play the campaign in either easy, normal or hard difficulty, just like in the original WC3 campaigns. It will impact on the AI difficulty and scripting as well as other minor changes.
In easy version, for example, the AI won't rebuilt lost buildings.

- Full Jass AI
In this campaign series, every single AI is written in Jass instead of being created with the AI editor. This makes the AI more intelligent.
- Universal hotkeys
All abilities, units and buildings use QWER hotkeys.
- Race Mechanics
Every available race has its own unique race mechanic to improve gameplay - and, in some cases, to add new ways influencing the story.

Characters

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Rangul
Growing up as a usual member of the Deathbreeze Clan, Rangul's abilities and his dedication to his race along with his strength made him rise up the ranks of the clan quite fast until he became the first and most trusted lieutenant of the chieftain. Rangul sees his race on its way to utter extinction and dreams of a realm for his people. A strong realm that would prosper and serve as staging ground for many invasions. Dedicating his life to create this realm himself, he planned to not only be the successor of the chieftain but to also unite all other clans under his command, sending them against the Kingdoms of the Humans. Their lands would be taken over and used by the Orcs who would then become more than simple marauders and pillagers.
However, his plan has one major hole: The Demons and their constant attacks. While Rangul thinks that his people could be powerful enough to defeat some demonic army, he has yet to come up with any ideas on how his people should wage war on the Kingdoms on the one side and defend against the Demons on the other.

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Amari
The chieftain of the Cliffhunter Clan, Amari, was born as the daughter of Rangul. While women in the Orc society were forced to stay at home and take care of it and the children while the males were fighting, Amari wanted to prove to her father, whom she knew was more tolerant towards new ideas - him adopting a human girl was perfect proof for his. She secretly gathered a few other members of the Deathbreeze Clan and went on a mission to gain his trust. However, she was betrayed and forced into exile - like all Orc women who were unwilling to "stay home". The fate of an exiled female was often death. However, Amari did not want to accept that fate. She sneaked her way through to the Kingdoms where she met other exiles and together they founded the Cliffhunter Clan - a clan consisting of all Orc women who had been exiled by their clains. Therefore the Cliffhunter Clan is considered an exile clan by the other Orc clans - and therefore hardly even considered a real orc clan.
Amari and her followers raided the Kingdoms for a long time, with Amari being smart enough to keep her clan moving instead of settling anywhere to avoid being detected by the armies of the Kingdoms. Since the foundation of their clan, the number of exiled Orc women has increased dramatically, showing that there are many women who want to fight. Amari promised to herself that, one day, she would make the other Orc clans accept her clan and reform the society of her people regarding females.

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Sasrogarn
Sasrogarn is Rangul's eldest son and a strong spellcaster - like his father. He is Rangul's left hand and one of the few Orcs who already know of his plans and supports him. Sasrogarn shares the dream of his father and has sworn that he'd carry on his dream in case his father dies. But he doesn't share the patience of his father and approves of taking a more direct and aggressive approach. This seeming eagerness for war has not quieted the whispers that the son of Rangul is a weakling and coward, however.

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Grofzag
Being the son of Ephrog, Rangul's closest advisor and ally, Grofzag grew up together with Sasrogarn, the two being friends ever since their birth, being even born on the same day.
Unlike his childhood friend, Grofzag has always been a strong and respected member of the Deathbreeze Clan. When he was still considered a child, he ripped out the back of a wolf that was trying to eat him and used it, to punch its rider, a member of an enemy clan, to death. Grofzag staying at his friend's side is often considered the only reason why Sasrogarn is even still alive, for he saved Sasrogarn's life in battle several times, providing the strength and brains his friend lacked.
While proving that he possessed the brutal strength of most Orcs, Grofzag is considered far less simple-minded than most others, including his close friend Sasrogarn - the friendship being the one thing whispered to be the only mistake he has ever made, so far. He also is one of the few members of his clan who respects the human Vanessa.

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Vanessa
Vanessa grew up as the daughter of a lesser noble in the Human Kingdoms. When she was five years old, the mansion of her father was raided by the Deathbreeze Clan. Due to the absence of her father, they managed to defeat the guards and take everything they could find. Somehow, the girl wasn't terrified by the strange creatures and didn't hide. She was found by the Orcs and their leader, the young Rangul, decided to take her with him instead of killing her. She grew up among the Orcs and was even accepted as a member of the clan - at least by the chieftain and half of the clan. Many dislike her for still being a Human instead of an Orc. Still, she dedicates her life towards Rangul and the Deathbreeze Clan.

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Commander Daric
The mercenary commander Daric spent many years in service of the Empire, putting down revolts and uprisings in many regions both in the Empire and the Kingdoms. For his service and his ingenious tactics and strategies, he had been rewarded with lands between the Kingdoms of Salria and Rengar. However, Daric refused to take any noble title and instead had decided to continue using his title as a mercenary commander, focusing on taking down the enemies of the Empire.
It is said that Sir Lerrig Goldheart has hired Daric to make up for Lerrig's own rather lacking strategic skills. While Daric himself considers Lerrig a poor tactician, the experienced mercenary acts professional and respectful and is the one keeping Lerrig's men in line - though now many soldiers began to say that things would go much better if Daric was in command instead of Lerrig.

Click here to learn more about the other characters!


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Initial Release

General:
- Scrolls of Healing now require a Fortress instead of a Black Citadel, making them purchasable now

General:
- Fixed Zarok
- Pechan no longer costs food in his Robo Goblin form
- Fixed Air Form ability tooltip of Warmechs

Chapter One:
- Fixed Korjaha's dialogue

Chapter Nine:
- Fixed tooltip for Red Drakes and Red Dragons

Chapter Ten:
- Fixed New Units message

Chapter Thirteen:
- Fixed description typo

Chapter Fourteen:
- Fixed description of the main quest

Epilogue:
- Fixed a special effect not appearing at the end of the cinematic

General:
- Renamed Orc Frigates to Destroyers
- Fixed the message for completing one part of a quest with multiple quest requirements in all chapters
- Reduced the movement speeds of Warmechs in air form
- Duke Redfist is now wearing the Scepter of Healing

Chapter Four:
- Fixed the hotkey of Rock Golems

Chapter Thirteen:
- Grofzag now starts the chapter with the Hammer of Kome and keeps it for the following chapters

General:
- War Mills now use the BETA model & icon of the Orc Lumbermill
- Rock Golems now require a Spirit Lodge instead of War Mill

Chapter Six:
- Replaced the building models used by the Darkmind Clan buildings to fit both the weather and their "renegade" status
- Added slightly more snow terrain

Chapter Thirteen:
- New model for Orie Redfist
- Replaced the building models used by the Dominion to better showcase their new organisation
- Changed the names of some edited buildings
- Cannon Towers are no longer available
- Orc Watch Towers have been upgraded:
* Higher gold cost
* Weaker version of the Cannon Tower attack against ground units in addition to the attack against air units
- Pig Farms have been replaced by Burrows for Clockworkers
- Spirit Lounge is no longer available but also not needed as all caster upgrades are already researched

Chapter Fourteen:
- Replaced the building models used by the Dominion to better showcase their new organisation
- Changed the names of some edited buildings
- Cannon Towers are no longer available
- Orc Watch Towers have been upgraded:
* Higher gold cost
* Weaker version of the Cannon Tower attack against ground units in addition to the attack against air units
- Pig Farms have been replaced by Burrows for Clockworkers
- Spirit Lounge is no longer available but also not needed as all caster upgrades are already researched

Chapter Fifteen:
- Replaced the building models used by the Dominion to better showcase their new organisation
- Changed the names of some edited buildings
- Cannon Towers are no longer available
- Orc Watch Towers have been upgraded:
* Higher gold cost
* Weaker version of the Cannon Tower attack against ground units in addition to the attack against air units
- Pig Farms have been replaced by Burrows for Clockworkers
- Spirit Lounge is no longer available but also not needed as all caster upgrades are already researched

Epilogue:
- Slight dialogue adjustments (including a scene at the end where Aridon uses the REAL name of the Master of Shadows)

General:
- Reduced repair cost of Goblin Merchants
- Pechan now has a unique item, allowing him to place Goblin Landmines (endless charges but with cooldown)
- All versions of Finger of Death and Finger of Pain can no longer target units and buildings allied to the caster

Chapter Twelve:
- Pechan now has some land mines to protect his base

Secret Chapter:
- The enemy bases now make use of several land mines to bolster their defenses
- Vanessa's Gem of Health has been replaced with a Gem of True Seeing
- Increased the hit points & mana of Vanessa by 300 each
- Increased the maximum & starting hit points & mana of Zelech & Fox by 300 each
- Replaced the building models used by the Dominion to better showcase their new organisation
- Changed the names of some edited buildings
- Replaced all Cannon Towers with Orc Watch Towers
- Orc Watch Towers have been upgraded
- Several units of the Dominion have been replaced with more powerful units
- Sand Dragons now start with their upgrade researched
- Several dialogue changes

General:
- Increased the hit points of Axethrowers from 420 to 500
- Added Redfist banners to every chapter featuring the Redfist

Chapter Four:
- Removed the northern (LB) and southern (Purple) entrances to the Grey base
- Changed the ownership of some units to avoud Grey sending out defense forces to attack the player
- The base of the Royal Army on the other side of the river no longer gets attacked by Demons (neither does the player if the Royals are killed)
- Small terrain adjustments to make some choke points less effective for the AI
- Stronger defense for Grey
- Players now share vision with the Demon waves

Chapter Six:
- The last enemy base will no longer replenish any units in the fortress apart from the Elites directly protecting it
- Replaced a few items carried by enemy heroes
- Players now share vision with the spiders
- The Darkmind Clan will now spawn AI controlled reinforcements in regular intervals to support your offensive
- Slightly moved Aedale's buildings at the entrance of the fortress away from it

Chapter Eight:
- Minor changes to some tiles in the starting area
- The Deathbreeze Clan will now spawn AI controlled reinforcements in regular intervals to support your offensive
- Increased the amount of starting units
- Increased food limit by 10
- Fixed the lack of level, abilities and items of the dwarven hero

General:
- Shieldbearer Changes:
* Decreased the damage dealt by Shieldbearers by 3
* Decreased hit points from 1500 to 1100
* Decreased food cost from 6 to 5
- Increased the food cost of Red Dragons and Sand Dragons from 8 to 10
- All workers now start with Repair activated automatically
- Increased the intervals between the attacks to make it less likely for several attacks to occur at the same time
- Minor model adjustments

Chapter Five:
- Grammar fix in the quest log

Chapter Six:
- Choosing Blen now results in all Towers & Burrows of the Orcs getting destroyed to make tower spam less likely to hurt yourself
- Corrected the name of Captain Gregor
- The Captains Gregor & Elias who have been with Blen since the first mission of the First Human Book now stay if you choose Blen over Rath
- The flames in the ending cinematic now are also properly displayed if Blen is chosen
- Human towers will now shoot their enemies correctly after the cinematic if Blen is chosen (the rest of the bases will remain passive)
- Some (by far not all!) of the defensive forces now belong to the base next to them, meaning that some of the defensive troops will be reinforced by nearby bases
- Replaced some units around Harmos' base with units of the Order of the Flame

Chapter Seven:
- Fixed the message regarding the new units
- Slightly increased the number of units for the Stonelord Dwarves and the Salrian Army
- The Redfist is no longer displayed in the score screen

Chapter Eight:
- Fixed the Knights of Salria not being able to train Paladins
- Adjusted the attack times of the enemy bases to slightly decrease difficulty
- Increased the strength of the attacks coming from the Knights of Salria
- Decreased the time in the ending cinematic until Zairmak uses Finger of Death
- Flammedus' Centaurs are now controlled by an AI
- Doubled the amount of resources gained for completing the optional quest in Chapter Seven
- Cliffhunter Clan starts with Centaur Hooves already researched
- The Deathbreeze Clan (Player) has been replaced with Ravaging Fire Clan to make colors more distinct
- The Ravaging Fire Clan starts with Burning Oil already researched
- The Ravaging Fire Clan starts with Golem Power already researched
- The Cliffhunter Clan no longer has access to any Orc units (apart from female ones)
- The Ravaging Fire Clan no longer has access to any female Orc units or any race allied to the Orcs apart from Golems (and Bearmen if recruited)
- Moved Magic Vault to a new position between the two bases of the player
- Both the Ravaging Fire Clan and the Cliffhunter Clan are back at a maximum of 100 supply instead of 80
- Replaced the Merciless accompanying Thorn with a new unit type
- Increased the hit points of Commander Thorn by 1500
- Cassius now also trains Mercenary units

Chapter Nine:
- Fixed the message regarding the new units
- The Ogre Legion now joins the fight against the Moghtar once the avalanche has been caused by higher powers and will also train more units to join in
- Improved the graphical effect of the avalanche
- Sand Dragons & Sand Drakes in this chapter no longer cost any food

Chapter Ten:
- Doubled the interval between the summoning of new Fire Golems after the initial summons
- Slightly increased the time for the first group of Fire Golems to be spawned
- Decreased the number of summoned Fire Golems
- Increased the intervals between the attacks to make it less likely for several attacks to occur at the same time

Chapter Thirteen:
- Added some defensive units

General:
- New model & icon for Sir Praxeus "The Holy Bastion" Braelon

General:
- Fixed Batrider model for newer versions of the game

Chapter Thirteen:
- Increased the gold in the inital goldmine
- Added a second goldmine to the player base
- Tweaked AI attacks
- Seperated the bases of the player and his allies by trees to avoid the AI walking through the player to attack the allies
- Increased the lumber per tree from 50 to 300
- The Redfist Elite, a faction of the Bloodstone Dwarves & the Redfist (not the Redfist Vanguard) remain passive until certain conditions are met
- Tweaked the target change for the allied AI

Chapter Fourteen:
- Tweaked AI attacks

General:
- Final (hopefully) fix of the Batrider model for newer versions of the game
- Several AI tweaks

General:
- Several tweaks and fixes (including changes that fix some bugs caused by newer Blizzard patches)
- Changed & Replaced several unit types and hero models to fit their kingdom/faction
- New model for Shieldbearers (courtesy of @HerrDave)

Chapter Six:
- Replaced Brutes with Firestarters
- Added Force Walls to Greymoore's base to avoid the player from rushing to trigger the choice too early (the Force Walls stay until all other Castles inside are destroyed)
- Added a Sentry Ward to the second gold mine
- Added a Fountain of Health on the first level of the castle

General:
- New model for Duke Redfist (courtesy of @Rhapsodie)

Chapter Twelve:
- Bonelords now have the "Ancient Bone Armor" which reduces all non-Hero damage by 50%

General:
- Several grammar improvements

Chapter Four:
- Renamed the Imperial Army to Wolf Regiment
- Changed the color of the Wolf Regiment to Coal
- Changed the class of Elaine the Beasttamer from Ranger to Mercenary Ranger

Chapter Eight:
- Fixed ghost Flammedus in the ending cutscene
- Changed the class of Elaine the Beasttamer from Ranger to Mercenary Ranger

Chapter Twelve:
- Expanded many ingame dialogues, especially the Bonelords' (a little foreplay to the Bonelords Expansion that will be part of the True Story of Arkain)
- Renamed the Bonelord's factions from Rohir Nexus to Scarec Nexus
- Changed the color of the Scarec Nexus to Snow

Chapter Fourteen:
- Minor building movements



Models & Skins:
Blizzard Entertainment
67chrome
epsilon
Wandering Soul
infrenus
Tauer
AndrewOverload519
Mephestrial
Dojo
PrMosquito
Hawkwing
Em!
dickxunder
acagnip
Uncle Fester
Frankster
Mc !
IamMclovin
AhhFreshWeeD
Sin'dorei300
Elenai
Kuhneghetz
CloudWolf
alreadyused
Dark Hunter1357
Dmitry Rommel
Kitabatake
Shar Dundred
RazorClawX
Uljimasa Hojo
eXciTe
Sellenisko
frostwolf
-Grendel
Skipper
Deolrin
gookywooky
Callahan
BlinkBoy
Hueter
Coinblin
supertoinkz
SuPa-
Tarrasque
Power
Afronight_76
chr2
olofmoleman
imforfun
Deolrin
Pyramidhe@d
HerrDave
Meteor_demon
kangyun
Kael Theron
PROXY
JetFangInferno
JesusHipster
Makoodzaka
Rizz_Boomer
Arowanna
deepstrasz


Icons:
Blizzard Entertainment
Uncle Fester
CloudWolf
xylign
SkriK
CRAZYRUSSIAN
Darkfang
GreyArchon
67chrome
Fjury
PrMosquito
INSEKT
Muoteck
dickxunder
Frankster
CloudWolf
Kuhneghetz
Elenai
Heinvers
Shar Dundred
Uljimasa Hojo
SinisterX
Darkfang
Hemske
Palaslayer
NFWar
Hellx-Magnus
Justicebringer
Sin'dorei300
sigelang
Mr.Goblin
Mythic
antihero
Sellenisko
-ToasT
jigrael
Just_Spectating
APproject
Pins
Eagle XI
kangyun
-Grendel
BLazeKraze
Mc !
Kael Theron
Stanakin
JollyD
The_Silent
-Berz-
chr2
olofmoleman
San
Scias
Akolyt0r
Peekay
Edge45
ChevronSeven
4eNNightmare
Arowanna


Campaign Preview Screen:
Heinvers

Campaign Logo:
Mythic

Campaign Chief Development Tester and Grammar Genius:
Kasrkin

Additional Testing:
Championfighter25
LISBOAH


Everything else made by:
Shar Dundred

First Supporters:
Theoden of KoMe
Chen
youness
Kasrkin
kakuzu
BandolXD
Heinvers
Imperator
Veritas 117
PlankingWolf


Please contact me via PM if I forgot to give you credit for your resource!



To Blizzard Entertainment for this great game.
To Turnro whose great campaigns inspired me to revive this old project.
To Jayborino for his enjoyable let's play projects of the Arkain series!
To all who supported this project!
To all who reported bugs and gave/give constructive feedback both during and after the development!
And very many special thanks to Kasrkin, who supported the creation of this project in many, even countless ways!



Feel free to post your suggestions, opinions and questions!
Please report any bugs!

Keywords:
Arkain, Legends, Legends of Arkain, LoA, campaign, series, Gardon
Contents

Legends of Arkain Second Orc Book (Campaign)

Reviews
Daffa
One of the Hosted Projects. In addition, I have personally played the demo versions and they are well-made. Unless a major bug is reported in this particular version, I don't see why holding out approval status for this map given the sheer amount of...

Pick your favorite characters


  • Total voters
    135
Level 4
Joined
Jul 13, 2017
Messages
30
I'm getting my ass kicked for 3 days straight, courtesy of chapter 4, and as soon as I finish it, I come here and see all kinds of strats, specifically for that chapter. AAAAAAAAAAAAAAA

I love this campaign, and chapter 4 especially, even if I had to reload a ton because my lack of micro didnt help with unit collision. Thanks for all your work.
On what difficulty?
 
Level 28
Joined
May 14, 2021
Messages
1,111
hello, how can I play it? is that before I had a pirate w3, and I knew how to play campaigns, but now that I buy the original I do not understand how they are played
You mean "how to install this campaign"? If so, your first step would be to download Warcraft 3 1.29 or higher.
You can find latest version of Warcraft 3 here. Just be sure, your game is 1.29+.
In order to install the campaign, after download, place it to "Documents\Warcraft III\Campaigns".
 
Level 1
Joined
Dec 12, 2021
Messages
1
Of course not, this is the actual release date!
It was chosen to be the 1st of April on purpose, but I guarantee you it is not a prank. :p
Can you please upload older versions of this campaign as i am not able to update warcraft 3 and it is not supporting second human,orc ad undead (also true story of arkain)
 
Level 28
Joined
May 14, 2021
Messages
1,111
Can you please upload older versions of this campaign as i am not able to update warcraft 3 and it is not supporting second human,orc ad undead (also true story of arkain)
WC3 Requirements 2.jpg

All Arkain campaigns (First and Second Book) are only playable on 1.29+.
If you have older versions of WC3, then you can only play the First Human Book, which is incomplete due to the final mission are made in 1.29+.
 
Level 5
Joined
Sep 16, 2019
Messages
80
Guys, has somebody been playing this or any other Book of Arkain on a hard difficulty? Or do you know if there are videos on YouTube? I'm in a mood to see some real WC3 skills first hand, because the one who managed to beat this increadible campaign on hard is definitely a god of WC3 :peasant-thumbs-up-cheers:
I am playing it on Hard difficulty and i am currently in chapter 8. It is a real nightmare. It needs high lvl micro skill
but strategy is more important in my opinion. The window of opportunity is the only way to beat the opponent and it will be by a small margin.
No way to tower up and defend. You need to be patient and counter attack from defensive potitions.

 
Level 7
Joined
Mar 7, 2018
Messages
48
I am playing it on Hard difficulty and i am currently in chapter 8. It is a real nightmare. It needs high lvl micro skill
but strategy is more important in my opinion. The window of opportunity is the only way to beat the opponent and it will be by a small margin.
No way to tower up and defend. You need to be patient and counter attack from defensive potitions.

I have only played on hard from release, There are only a few chapters I haven't been able to finish on hard, mainly the orcs one's , what I can say is that you need patience and wait for the right opportunity to attack, I found myself beaten by the fact that I haven't rushed and attacked when needed or by the fact that I have only sit in base and got overpowered. From my point of view the Orcs maps are the hardest on hard diff. But if you want to learn for yourself better statrt playing and find your own way to overcome the misions.
 
Level 5
Joined
Sep 16, 2019
Messages
80
I have only played on hard from release, There are only a few chapters I haven't been able to finish on hard, mainly the orcs one's , what I can say is that you need patience and wait for the right opportunity to attack, I found myself beaten by the fact that I haven't rushed and attacked when needed or by the fact that I have only sit in base and got overpowered. From my point of view the Orcs maps are the hardest on hard diff. But if you want to learn for yourself better statrt playing and find your own way to overcome the misions.
Did you finish chapter 8 on hard?
 
Level 11
Joined
Jul 29, 2014
Messages
328
I am playing it on Hard difficulty and i am currently in chapter 8. It is a real nightmare. It needs high lvl micro skill
but strategy is more important in my opinion. The window of opportunity is the only way to beat the opponent and it will be by a small margin.
No way to tower up and defend. You need to be patient and counter attack from defensive potitions.

Yes, I know, and that makes it even more exciting to watch. A player who plays on hard needs A LOT of patience, persistance and some good micro skills in order to beat it on hard, which I am looking forward to see on YouTube very much.
 
Level 5
Joined
Sep 16, 2019
Messages
80
I will review chapter 8 and ask for Help.
I read most of the posts here but i didnt find any helpfull review.
So i begun this chapter building an army compotition of clan brutes and gladiators for the front line, ( i dont have shieldbarers option)
witch doctors, shammans, necrolytes, warloks, demolishers (heavy supply).
I deflected attacks from the middle and top and split the armies 150 and 50 supply.
With the main army i managed to take down the middle and the redfist camp.
I managed to defend the top attacks succesfully with Sasrogarn as the leader and some spell casters raising the dead to avoid revival
and docs, warlcoks and demos.
The problem was that by the time i managed to do that i depleated my income and i had to expand which proves to be the achilles heel.
Expansion in the middle seemed almost undoable from the way i see it now.
Maybe i ll think somehow to make it work but for now from what i have been through it left some scars on my pride. :vw_death:
i got attacked 3 times from 3 sides at the same time, so i failed hard.
Second attempt was to expand in the redfist base but the 3 entrances are clearly an issue.
I scouted with eyes so i could tp to the base to defend it and regroup for the next move further east.
But this left me really far away from the main base and i lost a big part of it due to middle being attacked at the same time as top and expansion.
Further more the main issue is that you dont have access to a shop in the expansion.
I strongly believe that if i had a shop option i would have made it.\
I bought tp's when i pushed fwd but i used them to dewfend and armies need different tp's so that means that you need to control units from the same clan. That's obviously harder micro

Attacking the base on the north was really an ubelievable fight. I tried 3 times to begin my attacks from there but i lost 3 times in row within seconds
even though my attacks were after i deflected theirs lead by the 2 heroes.

Can someone validate a solid plan?
I play obviously on Hard and i dont want to tone it down
 
Level 5
Joined
Jul 21, 2017
Messages
18
I'm working on a plan, best I got so far is to take the middle base, use towers to slow attackers there if the army is elsewhere and to not fully kill any more bases. Keeping the castles alive but hemmed in with towers will stop them from rebuilding and the Dwarf reinforcements from turning up.
Worked wonders against the Golden Guard on the previous mission too.

Little cheeky but a bit of shenanigans is good for the soul.

Edit:
Forgot to say, I did take down the Redfist base, kept the castle alive and expanded there. I also took your idea of using Sasrogarn and troops as defenders for the Centaur camp though I used a random selection of troops from my army. Built up my forces again: shieldbearers, huntresses, elders, few catapults, spear throwers, shaman, golems, and both types of centaur; got an opening and took the northern base. It wasn't an easy fight but 3 heroes and most of my army coming up from the middle base and aimed at the back of the northern one were able to bring it down with a few reloads. Now there's the issue of keeping the castle alive vs my allies attacks.

Two attacks had been launched at the middle base and one at the old Redfist base in the mean time. The towers killed the first attack at middle with the second being handled by me pulling most of the army back. Purple had attacked my most northern, and alone, tower at the Redfist base and just left after it died. The next attack noticed further towers, probably from being daytime, I reloaded at that point.
The goal here seems to be to use sacrificial towers where possible to keep south safe, the amount of towers needed to properly defend is rather expensive and with keeping the castle alive, space is an issue.

I actually managed to beat that mission, god that took nearly as long as that Dwarf mission in the second human book.
The sacrificial tower idea for the south base worked on occasion but it was flaky. Wasn't hard to keep the northern castle alive, just block the centaur path and the AI will path around the base. The mission is a constant grind, tons of reloading and trying things again and again to get it right.


After redoing finishing the northern base, with Sasrogarn and his forces for the extra damage for the wave that arrives at the same time, I had enough troops left to actually be able to rebuild my forces; I'd just started slow bleeding to death while trying to do so on the previous attempt.

Once I had my forces together again, this time with a number of Warmechs to deal with flyers, I attacked the base to the east of the northern base. The one to the east of the middle base was rather hard while the one above it crumpled surprisingly well. After setting up here, I had to try and rebuild the army again while having to savescum constantly to be able to defend bases in time and to not lose too many troops in the process. Microing is also something I'm not great with, hands feel like slabs of meat when I try.
Once I got my opening, I crippled the merc's base next, it was easy enough provided the flyer wave wasn’t there and there was no other attack going on. Place isn't anything special, beyond their hero being annoying with his chain healing and resurrection.
Next was the base I skipped earlier, the one about the centre of the map, it took a number of tries to actually take the place; between the defenders being stubborn and Purple attacking. I approached from the base to it's north, taking care not to attack move and kill the castle there; that castle died more than I'd like to admit, be careful of batriders flying above it to a rally point, they will attack it. I got a few of them but I’m not sure how helpful they were in the grand scheme.
I think on the successful attempt a large portion of the defenders were stunned by one of the allied waves so I got time to break things before having to deal with them. I did use Sasrogarn’s ult to take out trees along the side of the path to the left so troops could pour in that way too, into the walled bit with farms and a cannon tower at the top of the base.

Purple wasn’t too bad, the allied waves dealt with the army units outside. There’s a path from the merc base to just north of Purple, it’s blocked by farms, can get some shots off on Purple’s towers and barracks from there but I didn’t really end up using that. Did build a double wide wall of towers where the farms used to be, thinking I could bait defenders out and into it but I didn’t have the positioning on my army right so the towers would just get shredded. Didn’t really try much with the idea.
There’s “Thorn’s Shocktroopers” in the base, heavy infantry and pretty powerful, I ended up attacking in to just kill them and leave. They don’t get replaced, one did get taken out by that tower wall but most fell in combat and thankfully I’d pulled back enough that Thorn didn’t resurrect them.
Purple was honestly the easiest base, few defenders in the actual base and the buildings don’t churn them out anyway fast; just gotta be careful as Thorn and his men are strong but beyond them, nothing to worry about.

I did manage to kill the Dwarf castle and hero in the Southeast, hero never did seem to come back even with their altar still up. The allied waves did take out Purple’s castle at this point and the fliers that spawned in just cleared any air forces I had. You could deforest enough to place towers or bring your army to the base of the cliff so they can assist to a point though some trees can’t be destroyed or cut, oddly. I just rushed around the map to finish off the castles and get the keys, oddly there’s four keys where the hint says three.
Gold is very tight on the mission, probably was a bit too generous on the towers but in general they did pay off. The centaurs, as a faction, didn’t do much to help, was hoping for something but I didn’t need them in the end. You can get a hero into the dwarf base, the warlock guy can teleport to a ground unit, just land a warmech up there. I did set up a base at each mine, just stopped listing it as it felt redundant, to be clear.

Game claims I did the mission in just over 4 hours but that’s not counting all the reloads or restarts, I’d have to check the footage for that. Rough estimate from that is, 15 hours 55 minutes but that's including signing off and other faff.

Edit, keep forgetting units.
 
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Level 7
Joined
Nov 13, 2018
Messages
83
Chapter 4.

The troops are too weak, shabby compared to Gray troops...
How do I defend them, invading from all direction...?
Heroes skills are really poor as well..
 
Level 2
Joined
May 8, 2023
Messages
3
Chapter Twelve -Risen Resistance

Game require killing all human bases, not only scorge bases are seen everywhere (possible to new objective?)
But game stucks, nothing hapens next, i think reason in new patch from little indian company 1.35.0.
Any way to fix this? I dont have hope what this will be someday updated -_- such a shame, makes your choises all for naugh. It's kinda meme. Playing almost ten days (some mission took 1500 kills per 2-3 hours, discustingly hard and unbalanced) , to see only bad end where posibble to kill all orcs.
 
Level 28
Joined
May 14, 2021
Messages
1,111
Chapter Twelve -Risen Resistance

Game require killing all human bases, not only scorge bases are seen everywhere (possible to new objective?)
But game stucks, nothing hapens next, i think reason in new patch from little indian company 1.35.0.
Any way to fix this? I dont have hope what this will be someday updated -_- such a shame, makes your choises all for naugh. It's kinda meme. Playing almost ten days (some mission took 1500 kills per 2-3 hours, discustingly hard and unbalanced) , to see only bad end where posibble to kill all orcs.
The problem is pretty obvious. Shar Dundred won't provide a solution for you if the problem you were encountering is related to the Reforged (1.35).
If you want to enjoy Arkain experience without big issues, you must play on Classic Warcraft 3 (preferably 1.29.2).
 
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