Human Building Listing - Guide for Warcraft 2: Beyond The Dark Portal
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Human Building Listing - Version 1.0 By Roland Carlos --------------- Version Updates 1.0 - January 15, 1999: Descriptions added. 0.5 - January 13, 1999: First release of guide. Basic stats included, descriptions soon to be included. ------------ Little Intro As the First War was finished, the Human lands in the south lay in ruins. The powers of the Azerothians were not enough to protect their lands. While planning new strategies to get back the lands of the South, new buildings were devised. Their new allies, the Dwarves and Elves also brought some of their building plans over for use by the Alliance. Peasants work hard in the creation of these buildings. Explanations: Visual Range - How far the building can see HP - How much damage it can take Build Time - How much time it takes to build Gold Cost - How much gold it costs to build this building Lumber Cost - How much lumber it costs to build this building Oil Cost - How much oil it costs to build this building Armor - How much protection this building has Requirements - What, if anything, is needed to build this building Options - The options this building has (Requirements listed) (GUARD & CANNON TOWER ONLY) Basic Damage - The damage that is done that is affected by armor Piercing Damage - The damage that is done regardless of any factors Effective Damage - The least damage done to the most Attack Range - How far it can attack --------- Town Hall Visual Range: 4 HP: 1,200 Build Time: 255 Gold Cost: 1,200 Lumber Cost: 800 Armor: 20 Requirements: None The Town Hall provides 5 supply points. Options: Train Peasant Upgrade to Keep (Requires Barracks) The Town Hall is the most important building of all, because without it, you would not be able to collect gold, a important resource. The Town Hall is the only place where you get build Peasants. The Town Hall should be guarded all the time by other units and also should be at the center of your town. Make sure that the Town Hall is placed as close as possible to the closest Gold Mine and that you have two by the time you need to upgrade one since upgrading makes the Town Hall not be able to make Peasants. ---- Keep Visual Range: 6 HP: 1,400 Build Time: 200 Gold Cost: 2,000 Lumber Cost: 1,000 Oil Cost: 200 Armor: 20 Requirements: Barracks The Keep makes every gold returned by a Peasant have a +10 bonus. Options: Train Peasant Upgrade to Castle (Requires Lumber Mill, Blacksmith, Stables) The Keep is just like the Town Hall, except stronger and a better visual range. You should only make Keeps in developed cities, not unguarded or wild expansions. ------ Castle Visual Range: 9 HP: 1,600 Build Time: 200 Gold Cost: 2,500 Lumber Cost: 1,200 Oil Cost: 500 Armor: 20 Requirements: Lumber Mill, Blacksmith, Stables The Keep makes every gold returned by a Peasant have a +20 bonus. Options: Train Peasant The final level of the Town Hall, it is the strongest and the one with the most vision. You should only build Castles at major cities, like your first city. ---- Farm Visual Range: 3 HP: 400 Build Time: 100 Gold Cost: 500 Lumber Cost: 250 Armor: 20 Requirements: None The Farm provides 5 supply points. You build farms so you gain supply units to build units. You can use farms to block up choke points or to use as cover for towers. Use make sure you have a surplus so when you lose farms, you don't lose the ability to make units. -------- Barracks Visual Range: 3 HP: 800 Build Time: 200 Gold Cost: 700 Lumber Cost: 450 Armor: 20 Requirements: None Options: Train Footman Train Archer (Requires Lumber Mill) Train Ranger (Overrides Archer, Requires Keep, Lumber Mill, Ranger Upgrade) Build Ballista (Requires Lumber Mill, Blacksmith) Train Knight (Requires Stables) Train Paladin (Overrides Knight, Requires Stables, Church, Paladin Upgrade) The Barracks is where you can make the basic fighting units. You will only be able to make the Footman at first, but after you build the right buildings, you can make the more advanced fighting units. Footmen are good in early attacking, but knights and archers should be used as the game goes on. ----------------- Elven Lumber Mill Visual Range: 3 HP: 600 Build Time: 150 Gold Cost: 600 Lumber Cost: 450 Armor: 20 Requirements: None The Elven Lumber Mill makes every lumber returned by a Peasant have a +25 bonus. Options: Upgrade Arrows 1 (Damage +1, Build Time: 200, Gold: 300, Lumber: 300) Upgrade Arrows 2 (Damage +1, Build Time: 250, Gold: 900, Lumber: 500) Elven Ranger Training (Requires Keep, Build Time: 250, Gold: 1,500) Scouting Research (Sight +9, Build Time: 250, Gold: 1,500) Longbow Research (Range +1, Build Time: 250, Gold: 2,000) Marksmanship Research (Damage +3, Build Time: 250, Gold: 2,500) The Lumber Mill should be built near trees that are far away from your Town Hall, but still in your city. Peasants will bring their lumber to the Lumber Mill instead of the Town Hall if the Mill is closer. Also, the Lumber Mill is a requirement for many of the advanced buildings and it also has some good Archer upgrades. ---------- Blacksmith Visual Range: 3 HP: 775 Build Time: 200 Gold Cost: 800 Lumber Cost: 450 Oil Cost: 100 Armor: 20 Requirements: None Options: Upgrade Swords 1 (Damage +2, Build Time: 200, Gold: 800) Upgrade Swords 2 (Damage +2, Build Time: 250, Gold: 2,400) Upgrade Shields 1 (Armor +2, Build Time: 200, Gold: 300, Lumber: 300) Upgrade Shields 2 (Armor +2, Build Time: 250, Gold: 900, Lumber: 500) Upgrade Ballista 1 (Damage +15, Build Time: 250, Gold: 1,500) Upgrade Ballista 2 (Damage +15, Build Time: 250, Gold: 4,000) The Blacksmith is built for upgrades for your Footmen, Knights, and Archers. Very important, since as the game goes on, the Level of your fighters counts a lot between winning and losing. Make sure to upgrade when resources and time allow. ----------- Scout Tower Visual Range: 9 HP: 100 Build Time: 60 Gold Cost: 550 Lumber Cost: 200 Armor: 20 Requirements: None Options: Upgrade to Guard Tower (Requires Lumber Mill) Upgrade to Cannon Tower (Requires Blacksmith) You should only build Scout Towers so you can upgrade them. Building just Scout Towers is a waste of resources and space. All they can do is see far, and that isnt a good reason to build them. ----------- Guard Tower Visual Range: 9 HP: 130 Build Time: 140 Gold Cost: 500 Lumber Cost: 150 Armor: 20 Requirements: Lumber Mill Basic Damage: 4 Piercing Damage: 12 Effective Damage: 6-16 Attack Range: 6 Guard Towers are good for defending since they do not do splash damage and that they can attack air units. The range is good too, but not as much as a Ballista/Catapult. Their HP total is lower than a Cannon Tower though. ------------ Cannon Tower Visual Range: 9 HP: 160 Build Time: 190 Gold Cost: 1,000 Lumber Cost: 300 Armor: 20 Requirements: Blacksmith Basic Damage: 50 Piercing Damage: 0 Effective Damage: 10-50 Attack Range: 7 Cannon Towers are good since they do a lot more damage than a Guard Tower. However, it does splash damage so it can hurt units that are near the blast (even allies). The range is still not longer than that of a Ballista/Catapult and it cannot attack air units. ------- Stables Visual Range: 3 HP: 500 Build Time: 150 Gold Cost: 1,000 Lumber Cost: 300 Armor: 20 Requirements: Keep Build the Stables as soon as you make the Keep so you can build Knights. Knights are very important in the ground fight. ------ Church Visual Range: 3 HP: 700 Build Time: 175 Gold Cost: 900 Lumber Cost: 500 Armor: 20 Requirements: Castle Options: Paladin Training (Build Time: 250, Gold: 1,000) Research Healing (Build Time: 200, Gold: 1,000) Reserach Exorcism (Build Time: 200, Gold: 2,000) The Church should be built as soon as you make the Castle. The ability to have Paladin is very important. The spells they have can change the flow of battle to your advantage due to the spells the Paladin have. ---------------- Gnomish Inventor Visual Range: 3 HP: 500 Build Time: 150 Gold Cost: 1,000 Lumber Cost: 400 Armor: 20 Requirements: Keep Options: Build Flying Machine Train Dwarven Demolition Squad The Gnomish Inventor is important since you can make the flying scout as well as the suicide bomber. Both are fun to use and deploy and the bomber can wreck havoc on enemy buildings. ---------- Mage Tower Visual Range: 3 HP: 500 Build Time: 125 Gold Cost: 1,000 Lumber Cost: 200 Armor: 20 Requirements: Castle Options: Train Mage Research Slow (Build Time: 100, Gold: 500) Research Flame Shield (Build Time: 100, Gold: 1,000) Research Invisibility (Build Time: 200, Gold: 2,500) Research Polymorph (Build Time: 200, Gold: 2,000) Research Blizzard (Build Time: 200, Gold: 2,000) The Mage Tower is very important to you at the Castle Stage. The battle will go from the ground to air and magic. Whoever gets Magic first and uses it well will most likely win the war. -------------- Gryphon Aviary Visual Range: 3 HP: 500 Build Time: 150 Gold Cost: 1,000 Lumber Cost: 400 Armor: 20 Requirements: Castle Options: Train Gryphon Rider The second part of the Castle battles are the Air. The Gryphon Riders are slow to build and expensive, but when made, are a powerful ally. Make sure not to lose this building. -------- Shipyard Visual Range: 3 HP: 1,100 Build Time: 200 Gold Cost: 800 Lumber Cost: 450 Armor: 20 Requirements: Lumber Mill Options: Build Oil Tanker Build Destroyer Build Transport (Requires Foundry) Build Battleship (Requires Foundry) Build Gnomish Submarine (Requires Gnomish Inventor) You will only build Shipyards if needed. On island map, power over the seas is critcal. Also note this is where Oil Tankers will return Oil so build it close to Oil spots until a Refinery can be built. Build as many of these across the shore as possible so you can build as many ships as possible. ------- Foundry Visual Range: 3 HP: 750 Build Time: 175 Gold Cost: 700 Lumber Cost: 400 Oil Cost: 400 Armor: 20 Requirements: Shipyard Options: Upgrade Ship Cannons 1 (Damage +5, Build Time: 200, Gold: 700, Lumber: 100, Oil: 1,000) Upgrade Ship Cannons 2 (Damage +5, Build Time: 250, Gold: 2,000, Lumber: 250, Oil: 3,000) Upgrade Ship Armor 1 (Armor +5, Build Time: 200, Gold: 500, Lumber: 500) Upgrade Ship Armor 2 (Armor +5, Build Time: 250, Gold: 1,500, Lumber: 900) The Foundry is important since you can upgrade your ships and make the advanced ships. Build the Foundry as soon as Oil allows. ------------ Oil Refinery Visual Range: 3 HP: 600 Build Time: 225 Gold Cost: 800 Lumber Cost: 350 Oil Cost: 200 Armor: 20 Requirements: Shipyard The Oil Refinery makes every oil barrel brought back by a Oil Tanker have a +25 bonus. The Oil Refinery should be built at far away Oil Spots so your Oil Tankers will not have to go far to return oil. ------------ Oil Platform Visual Range: 3 HP: 650 Build Time: 200 Gold Cost: 700 Lumber Cost: 450 Armor: 20 Requirements: Oil Tanker Protect these as much as you can. Damage done to these cannot be healed, so if your Oil Platform is at red, decide if it is worth the risk of protecting. ---------- Disclaimer This guide can and should be given out as long as it is not altered in any way. The guide's purpose is to help people play Warcraft 2 and that is its only purpose. This guide cannot be used in any commerically such as, but not limited to, Magazines, Books, Guides, without first contacting the author for his consent. Credit must given if you take information from this guide. Warcraft 2 is a trademark of Blizzard Inc., copyright 1996. All other trademarks copyright their respective owners. Copyright Roland Carlos 1999