The Dead Mines (WC1 Human)

The Dead Mines is the fourth mission of the Human campaign in Warcraft: Orcs & Humans.
==Mission briefing==
It has been some twenty months since Sir Lothar, one of the crown's greatest heroes, led an expedition into the Dead Mines to search for the Lost :Tome of Divinity. They were never heard from again. However, the great knight has recently appeared to the Abbot of Northshire in a vision - battered and pleading for assistance. King Llane has ordered you to lead a detachment of warriors and healers into the mines in an attempt to find Sir Lothar, heal him, and bring him and any other survivors back alive.
==Guide==
This mission will take a little while. The enemy forces greatly outnumber yours, so rushing it may result in considerable casualties. You do have access to Clerics and healing, so be sure to top off your units' health and keep them alive. The safest way to handle this mission is to keep a tight formation with your Footmen at the front of your forces, your Archers behind them, and your Clerics in the rear. Keep an opening for an Archer to retreat back to your forces, so that it does not get trapped out in the open where he can be killed by an Ogre.
Send an Archer ahead to scout the caves. Have him frequently stop to get optimum vision and to watch for incoming Ogres; they will be regularly sent against your forces. When you see one approaching, bring your Archer back to your other forces (They will outrun them) and select a Cleric so he can heal as needed. Once a good chunk of the path looks clear, move your forces forward and set up their formation, once more. Players will be doing this until reach a large room near the end where several Ogres await them. Keep a tight formation after entering and explore the entire room with a single scout, luring Ogres over to your main attack force. After going into the next large room on the east side, you will find several neutral units covered in blankets along the northeast side. These are Lothar and his Archer companions. Once the area is clear, you can safely bring a unit over to rescue them. 
There are four path branches along the caves, two of them contain Ogres.
*First one you can go west or south; the south path is a dead end with three Ogres.
*Second one you can go east or south; the east path is a dead end has four Ogres.
*Third one you can go west or north; the north path is a dead end.
*Fourth one you can go north or west; the west path is short and a dead end.
If you see a branch, send an Archer in one direction to scout and lure Ogres back to the player. Once they are all defeated, you can safely advance your forces along the main path.
Ogre vs FootmanThe two units share the same movement speed, but the Ogre has 1 more point of armor and their DPS (10.4 vs 7) far exceeds the Footman, making them the superior unit.
==Forces==
;Kingdom of Azeroth
*5 Footmen
*5 Archers
*3 Clerics
;Band of Ogres
*21 Ogres
;Survivors of Lothar's expedition
*5 Wounded Archers
*Lothar
==Misc. Information==
Player 	Player
Starting Resources 	x0, x0
Starting Upgrades 	None
Starting Research 	Healing
 	
Enemy AI 	Enemy AI
Combat Acquisition Range	4
AI Behaviour 	Send a single suicide unit at a time, quickly.
Starting Upgrades 	None
Starting Research 	Raise Dead, Dark Vision
==Notes==
*Wounded can only be found in this mission. They all have very 5 HP remaining, so it is advisable to have a Cleric heal them as soon as possible (if there are still enemy forces in the cave).
**Lothar becomes controllable once he has been healed or a unit is brought over to him.
**Wounded will resume their roles as Archers once one of your units moves into contact with them, or a Cleric casts the Healing spell on them. Archers will remain neutral until a unit is brought over to them and will still attack nearby Ogres.
*Contrary to what the mission briefing and mission objectives list say, you do not actually need to heal Lothar, or rescue his comrades. Simply moving him to the dungeon's exit area is enough to complete the mission.
*If the player keeps their forces at the entrance for too long, eventually the Ogres will stop sending forces at them because the active unit becomes stuck along the wall, unable to reach them. The next unit will not be sent until the current one has been killed.
*The Clerics have sufficient range to heal Lothar from where they start, but the Fog of War prevents them from being able to see him.
*The enemy is given the first and second level research for support spellcasters, but they cannot use them.
==Video==
Category:Warcraft: Orcs & Humans human campaign
Category:Unofficially named articles