WarCraft II: Tides of Darkness and Beyond the Dark Portal Complete Texts Compiled in 1999 by K'tav All information in this file was compiled from "WAR2\DATA\STRDAT.WAR" Contents A.Introduction to the Game B.Tides of Darkness Campaign texts C.Beyond the Dark Portal Campaign texts D.Apendix: WarCraft II Tips, Clans and Nations, Ranks, Unfinished Work A.Introduction to the Game Warcraft II: Tides of Darkness takes you to the next level of real-time strategy games as the battle for the kingdoms of Azeroth continue over land, sea, and air. Having formed an alliance with the Human nations Elven and Dwarven forces join the Human armies in a quest to free Azeroth and drive the Orcs back through the mystic portal. By taking to the air with strange flying machines the Alliance hopes to turn the tide of the war. Invention and magic combines to create great sea going vessels to combat the Orcish navies, and defend the shores of mankind against further invasion. These ships may carry troops or weapons with which to defeat the enemy and some are rumored to travel beneath the waves. Many new structures have been created to assist in battling the Horde. From the mysterious shack of the gnomish inventor, to the majestic aviary that is home of both the great winged beasts and their riders, these sites may prove vital to the ultimate outcome of the campaign ahead. The ever present basics of society are still essential though and prove to support and maintain the way of life that defines the people of Azeroth. Whether it be farms to feed their bodies, or churches to feed their souls, the core of human civilization remains amidst the terrible conflict that rages on. The Orcs have not rested upon their victories however and seek to destroy all traces of humanity. By pressing the Trolls and Ogres into service the Horde plans to become the true and final ruler over the whole of Azeroth. The Orcish navy is one built on power. Destroyers and Juggernauts ride the waves in search of Alliance ships to crush under their mighty hulls and devastate with their weaponry. Although some of their ships carry warriors the Orcs prefer to sink enemy ships and then bombard weak coastal towns. From the solitary confines of their scout towers, to the massive spires of their strongholds, the Horde has constructed new buildings from which to mount their offensive. These advanced structures and the support they will offer should prove to be a constant thorn in the side of the Human forces. As peons continue to support the armies by slaving in the forests and mines, the farm and lumber mill remain staples in maintaining any Orcish settlement. Weapons will always need making and honing as will the military. Some things never change. As the augmented forces of the Horde and the Alliance meet in the field of battle, new units will sway the fight in unique and unexpected ways. Support from the skies will play an important part in many confrontations. The seasons and climates will also come into play as the cold of winter cloaks the pitch in its icy embrace. Machines of war and fortified battlements prove to make the contest a careful balance of clever tactics and raw firepower. As the tempature falls the importance of controlling the sea becomes apparent as vital supply lines are cut short. Not even the bravest of warriors can survive long without fuel for the furnace or gold to raise more farms. As victories amass and forces roll forward, fully rendered scenes tell the tale of the struggle between the Alliance and the Horde. Whether you achieve great success or fall prey to dismal failure, each aspect is played out in both campaigns. Welcome to the world of Warcraft, a place where even the impossible is achievable and the fantastic becomes reality. B.Tides of Darkness Campaign texts Orc Campaign Act I Seas of Blood I. ZUL'DARE The Horde is preparing to launch an assault against the mainland of Lordaeron. Orgrim Doomhammer - War Chief of the Orcish Hordes and Ruler of the Blackrock clan - has ordered you to establish a small outpost on Lordaeron's southern shores. To secure the Zul'dare region as Doomhammer demands you will need to construct a Barracks and several Farms to feed your troops. Your success may help us determine the extent of the pathetic Human defenses and what resistance they can offer against our forces. -Build four Farms -Build a Barracks II. RAID AT HILLSBRAD Our spies report that a band of Human soldiers have captured a war party led by Troll commander Zuljin and have taken them to a secret prison near the township of Hillsbrad. Seeing an opportunity to place these captives in debt to the Horde, Doomhammer sends you to ransom Zuljin and his Trolls and return them to their own encampment nearby. The War Chief believes that this raid upon the unsuspecting prison will strike terror into the hearts of those who would dare resist the Horde. -Rescue Zuljin -Return him to the Circle of Power III. SOUTHSHORE In preparation for a final strike on Hillsbrad, the War Chief directs you to begin construction of facilities for the Orcish Armada near the Southshore region. Zuljin and his Trolls, eager to take revenge upon the Humans who imprisoned them, have agreed to aid the Horde by supplying Axethrowers and Destroyers to assist in defending your Southshore operation. A Shipyard must be constructed in order to build our wave riders and you will need much of the black liquid known as Oil to build your fleet. Our assault on Hillsbrad cannot begin until your task is completed. -Build a Shipyard -Build four Oil Platforms IV. ASSAULT ON HILLSBRAD Now that the Armada is well supplied with the precious black substance that your Tankers have amassed, Doomhammer feels it is time to make a gruesome example of Hillsbrad. With the aid of new Foundry sites that allow you to construct more advanced ships, you may build Transports to deliver your forces across the channel to the cowering Human settlement. All who oppose the Horde must be taught a harsh lesson - leave no one alive! -Destroy Hillsbrad -Slaughter the Alliance's defenders Act II Khaz Modan V. TOL BARAD The township of Hillsbrad has been decimated, and throughout the Human kingdoms the rumors of impending doom spread like wildfire. War Chief Doomhammer is pleased with your success and has deemed you worthy of a more difficult task. Troubles have arisen in the Dwarven lands of Khaz Modan. A taskforce of Stromgarde warriors have laid siege to Dun Modr - a vital staging area for Horde troops. You are to retake Dun Modr and then bring your forces to bear against Stromgarde's nearby island citadel of Tol Barad. -Retake Dun Modr -Destroy Tol Barad VI. THE BADLANDS Doomhammer has sent word that the Ogre-Mage Cho'gall, chieftain of the Twilight's Hammer clan, is personally inspecting the Refinery at Grim Batol. Cho'gall and his convoy will be traveling through the badlands of Khaz Modan, and an ambush by Stromgarde warriors is expected. The War Chief expects you to safeguard Cho'gall and his minions through this region. Should he die, your life will be forfeit as well. . . -Escort Cho'gall to the Circle of Power at Grim Batol VII. THE FALL OF STROMGARDE Cho'gall reports that the Khaz Modan Refineries are well maintained and fulfilling their quotas. The Horde will now have more than enough Oil to mount a fierce campaign in the lands far to the north. Only the troublesome Human defenders of Stromgarde remain to be dealt with before sending the Horde on its next sojourn. The Human fleet has captured a group of our Transports just south of Stromgarde. Recapture these vessels and then lay waste to their capital. -Recapture the Orc Transports -Destroy Stromgarde Act III Quel 'Thalas VIII. THE RUNESTONE AT CAER DARROW Your forces have been assigned to an area along the southern border of the Elven kingdom of Quel'thalas. Gul'dan, hoping to sow the seeds of chaos among the Human and Elven allies, has located a mysterious Elven artifact near the Keep of Caer Darrow. This huge, monolithic Runestone is guarded by a Human Castle on the small island located in the middle of Darrowmere lake. You must destroy the forces that guard this relic and gain control of the Runestone for use by the Horde. -Destroy the Human Castle -Secure the Runestone IX. THE RAZING OF TYR'S HAND With the capture of the Elven Runestone, Gul'dan has been able to warp the power it contains to mutate an entire legion of his loyal and ruthless Ogres into wielders of arcane magiks. Along with this transformation these Ogre-Magi have been granted deadly magiks and a malicious cunning rivaling that of Gul'dan himself. You are to employ the Ogre-Magi in the creation and defense of a Fortress at the mouth of Tyr's Bay, cutting off the Human supply lines into Quel'thalas. -Build a Fortress and a Shipyard on the island at the mouth of Tyr's Bay X. THE DESTRUCTION OF STRATHOLME Stratholme, the chief source of Alliance Oil in the north, is preparing to deliver massive amounts of Oil to the kingdoms in western Lordaeron. You must sabotage their Refineries and Platforms to halt this shipment. Once Stratholme's ability to gather and process Oil is destroyed, proceed to crush any and all resistance offered by the Alliance. -Destroy all Oil Platforms -Destroy Refineries -Destroy Stratholme XI. THE DEAD RISE AS QUEL'THALAS FALLS With the destruction of Stratholme, the Alliance supply lines to Quel'thalas have been severed. Only a handful of Human and Elven defenders remain to safeguard the ancient Elf kingdom from the onslaught of the Horde. The enchanted domain of the Elves has inspired Gul'dan to unleash his most perverted creation - the Death Knights. Formed from the corpses of the fallen Knights of Azeroth, these once proud defenders of Humanity now serve the Horde in a blasphemous state of eternal undeath. Conjuring dark spells of necromantic horror upon their terrified foes, these Death Knights seek to unleash their wrath upon any foolish enough to stand in their way. -Destroy the Elven Stronghold Act IV Tides of Darkness XII. THE TOMB OF SARGERAS The Northlands have fallen, and now only the western regions of Lordaeron stand defiant before the ultimate supremacy of the Horde. As the Orc clans prepare for their final, massive campaign against the weakening Alliance, the War Chief sends you ill tidings. . . Gul'dan and his Stormreaver clan have betrayed the Horde and coerced the Twilight's Hammer clan to set sail and search for an ancient tomb said to be buried beneath the waves. An infiltrator under the direction of Doomhammer reports that Gul'dan has indeed raised volcanic islands from the ocean floor and thus has opened a hidden vault. While it is unknown what the great Warlock has released from this tomb, the War Chief has issued this command - Destroy the renegade clans and return with the head of Gul'dan. -Destroy the Stormreaver clan -Destroy the Twilight's Hammer clan XIII. THE SIEGE OF DALARAN The hour of judgment is close at hand as the Orcish Hordes stand ready to sweep across this domain like a pestilence and seize the capital of Lordaeron. Standing vigilant above the plains like the descending arm of twilight itself, is the Violet Citadel of Dalaran. The Citadel - serving as sanctum and haven to the Mages of Lordaeron - is the last barrier between the Orcs and their subjugation of Humanity. Manifested in the combined magical prowess of all Mages within the Alliance, this place must fall for the Horde to conquer Lordaeron. Fortunately, Orgrim Doomhammer has saved his greatest weapon, ready to unleash it upon the unsuspecting Alliance at just this moment - Dragons. -Destroy Dalaran -Destroy the Alliance's defenders XIV. THE FALL OF LORDAERON The alabaster parapets of Lordaeron's capital loom before you in the distance. The proud, defiant armies of the Alliance stand resolute in their final, fleeting moments. All that remains is the shrill, clarion call to battle and the fulfillment of our destiny. The tides of darkness are now at hand! -Destroy all that you behold in the name of the Horde! The victory pyres burn high into the twilight skies covering the ruined capital of Lordaeron. Your success has led Orgrim Doomhammer - War Chief of the Orcish Hordes - to elevate you to the station of Warlord, thus giving you power and the command of your own clan. The Alliance has finally been crushed, with all those surviving being slain and cremated as is dictated by the rituals. At long last Azeroth and all of its lands belong to the thunderous force known to those foolish enough to stand in its way as the Horde! Human Campaign Act I The Shores of Lordaeron I. HILLSBRAD Due to your position as regional commander of the southern defense forces, Lord Terenas commands that you raise an outpost in the Hillsbrad foothills. It is rumored that Orcish marauders have been raiding coastal towns in the area, but whether these attacks are part of a greater Horde offensive is, as yet, unknown. Your outpost is to provide food and information for Alliance troops and, as such, should be a community consisting of at least four Farms. You must also construct a Barracks in order to safeguard the Hillsbrad operation. -Build four Farms -Build a Barracks II. AMBUSH AT TARREN MILL The mysterious Elves of Silvermoon have sent a contingent of Archers south to survey the supposed Orcish threat for themselves. Our spies report that shortly after passing through the Alterac grasslands the Elves were ambushed by Horde troops. It is believed that these Elves are now being held in a small prison camp near the northwest region of Tarren Mill. Lord Terenas, fervently hoping to enlist the Elves into the Alliance, has asked that you search for the missing warriors and deliver them to safety. The Elves have sent a cadre of Archers to assist in your quest. You will also be provided with plans to construct an Elven Lumber Mill and the sylvan craftsman to operate it. -Rescue a captured Elven Archer -Return him to the Circle of Power III. SOUTHSHORE With the safe return of the Elves from the loathsome clutches of the Orcs, the Council of Silvermoon has resolved to combine the armies of Quel'thalas with those of the Alliance of Lordaeron. As a show of their support, a mighty fleet of Elven Destroyers have been sent to help safeguard the Lordaeron mainland. In preparation for the arrival of these ships, Daelin Proudmoore - Lord of Kul Tiras and Grand Admiral of the Lordaeron Fleet - has ordered that you begin the construction of naval facilities near the township of Southshore. There is some suspicion that the Horde has constructed a secret base near the mainland, so it is imperative that you begin building your defense with haste. -Build a Shipyard -Build four Oil Platforms IV. ATTACK ON ZUL'DARE Having established some order in the region with a display of naval power, Admiral Proudmoore advises that the time has come to search out the secret lair of the Orcs. Scouts report that this base is located somewhere within the Zul'dare region of the Channel Islands, just south-east of Hillsbrad. Lordaeron artificers have completed designs for a Foundry. With this new innovation, you will be able to construct Transport ships that can ferry your troops across large bodies of water. These vessels should provide great assistance in the completion of your task. -Destroy the Orc base Act II Khaz Modan V. TOL BARAD Although the Horde has been driven from the shores of Lordaeron, it has left the townships of Hillsbrad and Southshore in ruins. It is clear that the war will cost the Alliance dearly... Impressed with your victories against the Horde and the destruction of the Zul'dare base, the High Command has decided to dispatch you and your troops to the main battleground. The forces of Stromgarde and Kul Tiras are stationed along the northern border of Khaz Modan, fighting to keep the Orcs from advancing into southern Lordaeron. An Orcish outpost, nestled near the ruins of the ancient Dwarven city of Dun Modr, has repeatedly beaten back Alliance troops and ravaged the surrounding farmlands. You must reclaim the nearby island Keep at Tol Barad and then launch an attack upon the outpost. -Reclaim Tol Barad -Destroy Dun Modr VI. DUN ALGAZ Following their defeat at Dun Modr, the Orcs were forced to retreat south, across the Thandol Valley to a secondary outpost at Dun Algaz. Lord Lothar, hoping to push the Orcs even further back into Khaz Modan, has ordered that you destroy this newly discovered encampment. To aid you in your mission, you will be able to employ Knights who are eager to engage the Horde in glorious battle. -Destroy Dun Algaz VII. GRIM BATOL Advance scouts report that they have located Grim Batol - the primary base of the Horde's Refinery operations in Khaz Modan. Seeing a chance to strike a decisive blow against the Horde, Lord Lothar has ordered that you infiltrate Grim Batol and put an end to all Orcish activity there. Once Grim Batol has been destroyed, Lothar believes that the Orcs will have no further use for Khaz Modan, thus pulling their forces back to the mainland of Azeroth. Victory could secure the shores of Lordaeron and greatly impede the Horde offensive. -Destroy five Oil Refineries Act III The Northlands VIII. TYR'S HAND With the destruction of Dun Modr and the downfall of Grim Batol, the Orcs have completely withdrawn their armies from Khaz Modan. While your victories have been notable, the menace of the Horde still hangs over the head of the Alliance. Lord Lothar has stationed your troops in the northlands to protect the borders of Quel'thalas. Troubles have arisen in the township of Tyr's Hand, with the local peasant population in a state of minor revolt. You must quell this uprising and then summon the Knights of the Silver Hand to watch over the populace. To maintain order in the region, you must search out all of the Horde forces in the area and destroy them. -Quell the peasant uprising -Build a Castle -Destroy enemy forces IX. THE BATTLE AT DARROWMERE With his Paladins keeping vigilant watch over the northlands, the Archbishop's assistant Uther Lightbringer of Lordaeron has come to offer comfort to those who are suffering the misfortunes of war. Lord Lothar has entrusted you with the protection of the Paladins' Commander and his entourage as they travel to the island township of Caer Darrow. -Escort the Lightbringer to the Circle of Power at Caer Darrow X. THE PRISONERS Following the battle at Caer Darrow, a number of renegade Alterac soldiers were captured. A crew of Alterac sailors were also caught assisting the Horde during the battle and have been placed under close guard. Under the edict of Lord Lothar, you are to restrain the prisoners until they can be escorted to the capital of Lordaeron for interrogation. -Build transports at Stratholme -Transport four Alterac traitors to the Circle of Power at Stratholme XI. BETRAYAL AND THE DESTRUCTION OF ALTERAC Lord Lothar sends word that the Alliance has been betrayed. Lord Perenolde - sovereign ruler of Alterac - has been working with the Horde since the beginning of the war. It was Perenolde who provided the Orcs with the routes of the Elven strikeforce passing through Tarren Mill. The rebellion at Tyr's Hand was also started by Alterac spies in hopes of concealing the Orcish mining facility located there. The High Command has decreed that the nation of Alterac has committed treason against the Alliance and their union with the Orcish Hordes must be broken. You must free those unjustly held by Perenolde and enlist their aid in launching an attack against Alterac's capital. -Free the Mages and Peasants -Destroy Alterac Act IV Return to Azeroth XII. THE BATTLE AT CRESTFALL With the destruction of Alterac, the Orcish armies in the north have staged a massive retreat. Admiral Proudmoore sends word that Gnomish Submarines have located the Horde's main naval base near Crestfall. Proudmoore believes that the Orcs plan to launch the remainder of their armada and retreat to the mainland of Azeroth. Lord Lothar has ordered that you destroy the base at Crestfall before the fleet can escape. -Destroy Orc Transports -Destroy all Oil Derricks -Destroy all Shipyards XIII. ASSAULT ON BLACKROCK SPIRE The remnants of the routed Orcish fleet have managed to reach the northern shores of Azeroth. Admiral Proudmoore believes that the Horde will attempt to reinforce their main Fortress at Blackrock Spire. Leading a large strikeforce of Lordaeron troops, Lord Lothar was sent to attempt a parlay with the Orcish Chieftain Orgrim Doomhammer. No reports have been heard in days. . . Assuming the worst, Admiral Proudmoore and King Terenas agree that it falls upon you to stage a final siege upon Blackrock Spire. The feral Dwarves of the Northeron wildlands have offered the service of their Gryphon Riders to assist in the decimation of the foul Orcs that have desecrated their homeland and slain the leader of the Alliance forces. -Destroy Blackrock Spire -Eradicate any and all enemy forces XIV. THE GREAT PORTAL The Orcs have been driven from the Northlands as the hulking remains of Blackrock Spire lay silent amongst the freed lands of Azeroth. The battered remains of the once mighty Horde have rallied to protect their last bastion of hope - the Great Portal. With Lord Lothar dead, you have been given the duty of leading the forces of Lordaeron to ultimate victory over the Horde - a victory that lies with the destruction of the Great Portal itself. . . -Destroy the Great Portal Quiet settles over the Black Morass with the blackened, burning remains of the cursed Portal serving as a solemn reminder of the evil that once stood here. After the long and savage battle, you stand victorious over the tattered remnants of the once mighty Orcish Hordes. Those Orcs that survived the conflict have fled to the northeast in hopes of escaping your vengeance. You allow them their reprieve, knowing that the power of the Horde has been forever broken and that the lands of Azeroth belong to its native sons and daughters once again. C.Beyond the Dark Portal Campaign texts Orc Campaign Act I Draenor, The Red World I. SLAYER OF THE SHADOWMOON Though the Elder Shaman Ner'zhul holds the rank of Warchief of Draenor, your position as Slayer to the Shadowmoon clan places the duty of leading their armies into battle upon your head. Ner'zhul has discovered how the rift was first formed and now covets the idea of not only reopening the gateway into Azeroth, but of creating new Portals and seeking out even more worlds to control. You must subjugate an order of Death Knights who have secured the knowledge needed to rebuild the Dark Portal. The renegade Ogre-Mage Mogor, of the Laughing Skull clan, has taken control of these dark soldiers and is seeking to create a powerful spell with the aid of their necromantic magic. His life is also forfeit. Although we have no Dragons to command, we have learned that Grom Hellscream, leader of the Warsong clan, has been captured by the Laughing Skull and is being held prisoner. Free him and he will surely aid you in your battles. -Destroy all the Death Knights and their Temple -Grom Hellscream must survive II. THE SKULL OF GUL'DAN The skull of Gul'dan is a powerful artifact and essential for resurrecting the Dark Portal. A pathetic Orc Captain of the Bonechewer clan wears the skull as a symbol of his station and does not know of its true power. Ner'zhul has sent the Ogre hero, Dentarg, to influence warriors from the Thunderlord clan to join in the battle against the Bonechewers. You will also be assisted by the warriors of the Shattered Hand and their leader Korgath Bladefist. Move quickly to the Thunderlord village and raise an army to crush the Bonechewer Captain and win the Skull of Gul'dan. -Recruit Thunderlords (V) -Destroy Bonechewers (G) -Rescue Shattered Hand (W) -Keep your Heroes alive III. THUNDERLORD AND BONECHEWER Ner'zhul has met with opposition to his plans from the leaders of both the Thunderlord and Bonechewer clans. They desire to journey to Azeroth and have their clans triumph where Doomhammer had failed. This is a vision not shared by your Warchief... You are to lead the forces of Shadowmoon against the strongholds of both Bonechewer and Thunderlord. Once these weak fools and their clans are removed, no others will dare to interfere with the dark schemes of Ner'zuhl. -Destroy the Thunderlord Clan (Violet) -Destroy the Bonechewers (Green) Act II The Burning of Azeroth IV. THE RIFT AWAKENED From the ranks of the Death Knights comes Teron Gorefiend. The death of Gul'dan has placed these dark horsemen under the authority of no clan, but Gorefiend shares the desires of Ner'zuhl to open numerous Portals. He offers his influence over the Death Knights of Draenor in exchange for a world that the Death Knights can claim as their own. Using the knowledge gained at the defeat of the Ogre-Mage Mogor and the necromantic powers of the Death Knights, Ner'zhul successfully awakens the arcane energies of the mystic rift. As you lead the forces of Shadowmoon into Azeroth, a human battlement that has been constructed to keep the Portal closed stands before you. Destroy this Citadel and claim the lands that surround the rift. -Destroy the Humans -Teron must survive V. DRAGONS OF BLACKROCK SPIRE When the Horde was driven back into the Black Morass, we were able to only take a small portion of our forces through the Dark Portal before it was destroyed. With the Dragon Queen Alexstrasza rescued and the Dragonmaw clan captured by the Alliance, we were no longer able to command these great winged beasts. While securing the rift and beginning construction of a new portal, your encampment is approached by a haggard Grunt. His uniform marks him as a warrior of the Bleeding Hollow. He tells how those of his clan who did not return through the Portal have eluded capture and imprisonment by the Alliance armies. You also learn that many of the Dragons that were once enslaved have continued to feed upon Humans and are now roosting at Blackrock Spire. If you can break through the Human defenses and gain the trust of these creatures, perhaps you can bring Ner'zhul powerful allies. -Capture as many dragons as possible -Capture the dragon roost nestled high in the mountains VI. NEW STORMWIND Finding the survivors of the Bleeding Hollow clan and gaining the Dragon Deathwing as an ally has strengthened your position in Azeroth. Your success has not gone unnoticed by Ner'zhul. He rewards your victories by assigning you a dangerous mission. Gorefiend has sensed a focus of arcane energies within a Castle that has been raised upon the foundations of Stormwind Keep. Ner'zuhl believes that this can only be the fabled Book of Medivh. Only a fool would leave such power unguarded, so your assault upon this New Stormwind castle will be a bloody one... -Destroy everything -Teron must survive Act III The Great Sea VII. THE SEAS OF AZEROTH After taking the Castle of New Stormwind, you search in vain for the Book of Medivh. As you sift through the rubble of the fallen human fortress, you discover the corpse of a Footman with a Human dagger in his side. The spies of the Bleeding Hollow clan have confirmed that this blade was crafted by the weaponsmiths of Alterac. These humans are the same that were willing to betray their own brothers, and it may be that they have stolen the Book of Medivh for their own purposes. They will regret their decision... To journey to Alterac, you must first establish naval superiority over the warships of the Alliance. The base at Kul Tiras has always been the human's key to the might of their armada. You must establish a strong presence in the Great Sea in order to destroy Kul Tiras and prepare your way into Alterac. -Build five shipyards -Destroy all enemy ships VIII. ASSAULT ON KUL TIRAS Now that you have cleared a path to the island of Kul Tiras, you must send your wave riders against the core of the Human fleet. With the naval forces of the Humans defeated, the Horde will have free reign of the Great Sea. We have also learned that Admiral Proudmoore is no longer a member of the Alliance and does not have the support of their armies. Remove his armada and Kul Tiras will fall. -Destroy Kul Tiras' navy -Destroy the Human settlement of Kul Tiras (Green) IX. THE TOMB OF SARGERAS Now that the Great Sea is once again under the dominion of our wave riders, Ner'zhul has come upon a plan to increase the powers of the Dark Portal. While he was the tutor of Gul'dan, the Shaman bound their souls so that he could keep watch over his disciple. Even though Gul'dan knew that this link would serve to inform Ner'zhul of the Warlock's studies with the spirits that dwelt in the Twisting Nether, he was too arrogant to care. Ner'zhul has ordered you to lead a small band to the tomb in order to find the Jeweled Scepter of Sargeras. The remains of the Stormreaver and Twilight's Hammer encampment surround the entrance to the tomb and the howling of their tortured souls fill the air. Although the inhabitants of this place died long ago, their bodies have been torn from earthen graves by the vile magiks of the Daemons and made to stalk this region for all eternity. -Raze Ner'zhul's Mystic Sanctum -Slay the Daemon who holds the Jeweled Sceptre Act IV Prelude to New Worlds X. ALTERAC Your capture of the Jeweled Scepter has greatly pleased Ner'zhul. Word has come that you are to entrust it to the remaining warriors of the Bleeding Hollow clan as they are to return it to Draenor at all haste. Deathwing and his Dragons deliver you to the Keep at Alterac. While you could easily bring these curs to their knees, they have hidden the tome you seek. They are also cunning enough to strike a bargain, knowing it is their only salvation. Should they tell you the location of the Book, however, they fear the retribution of the Nations of Lordaeron and Stromgarde. They would be willing to exchange the Book of Medivh for the destruction of these forces that sit along their borders. You must eliminate the military outposts maintained by Lordaeron and Stromgarde. Then seal your pact by entering into Alterac, contacting the Human Mage who guards the Book, and escorting him to safety. -Destroy the enemy Human settlements -Rescue the Mage from Alterac, and return him to the circle of power XI. THE EYE OF DALARAN With the Book of Medivh in your control and the Jeweled Scepter delivered to Ner'zhul, only one artifact remains to be won. The Mages of Dalaran have created a device to focus their magiks in an effort to reconstruct the Violet Citadel. Ner'zhul desires this Eye of Dalaran to focus the dark powers of the underworld for the creation of his portals. Teron Gorefiend has traveled to the stronghold of the Human Mages at Cross Island, where they now rebuild their towers amid heavy fortifications. You must break through their shoreline defenses, establish a base, and capture the Eye of Dalaran. No walls will protect them from the vengeance of the Horde. -Destroy all Mage Towers -Destroy all of Dalaran (Violet) XII. THE DARK PORTAL As the burning remains of your victims fill the air with acrid smoke, the sky fills with a figure as black as night. Deathwing descends, exhausted from his long journey from Grim Batol, bearing grave news from his brothers at Blackrock Spire. The Alliance has sent a host of warriors to the Black Morass and has engaged the forces of Warsong and Shattered Hand at the Dark Portal. You must rally the forces of Shadowmoon to break through this siege and return the artifacts you have secured to Draenor. Only then can Ner'zhul's plan of opening portals to new worlds be realized. Succeed and you will command vast armies as they ravage untold worlds. Fail and be slaughtered. -Capture the Dark Portal -Destroy all Humans Ner'zhul holds the ancient scepter of Sargeras in the air and intones the final words of the Spell of Conjuration. The air about you begins to swirl and presses down upon the assembled masses of the Horde. Above you, the crimson skies break open and reveal the chaotic pathways of the Twisting Nether. As Ner'zhul deploys his remaining forces towards the new portals, you glimpse the Shattered Hand and Warsong clans awaiting orders on the other side of the Dark Portal. "Master," you ask. "Should we not recall all of our forces from Azeroth?" "No," the ancient Shaman replys coldly. "They have served their purpose. From this point on, all that we gain will be our's alone." Ner'zhul gives a wicked grin as you unquestioningly follow him into the swirling madness of the Twisting Nether. Human Campaign Act I A Time for Heroes I. ALLERIA'S JOURNEY Lord Khadgar, Keeper of the Eternal Watch and master of the mystic Citadel of Nethergarde, has sensed a dark power gathering around the remnants of the rift that lies within the Black Morass. He believes that a new Orcish invasion is imminent, and has urged the Alliance to act. The Elven Ranger Alleria, and a small band of her elite guard, have been sent as escort so that you may gather reinforcements to counter this threat. Your travels to the Castle of New Stormwind will lead you across the paths of both the Paladin called Turalyon and a mercenary captain known as Danath. Engage their aid during your journey, as their leadership may be needed by the Alliance in the dark days ahead. -Rescue Heroes and return all three to the circle in New Stormwind II. THE BATTLE FOR NETHERGARDE A great host of Orcs have reconstructed the Dark Portal and now lay siege to the Citadel of Nethergarde. The Horde still maintain their hold over the great winged dragons of Azeroth. A faction of these creatures, seeming to have grown to crave the taste of battle, have become willing allies with the Orcs under the leadership of a great Black Dragon known only as Deathwing. Danath has been asked to raise an army from New Stormwind to relieve the beleaguered forces at Nethergarde and drive the Horde back towards the Portal. You must lead the forces of Azeroth in an attempt to break the vanguard of the invading Horde, for unless their assault is stopped, they will gain dominion over the Black Morass. -Destroy all enemy forces -Danath must survive III. ONCE MORE UNTO THE BREACH Having broken the momentum of the Horde offensive at Nethergarde, the time is ripe for a decisive counter attack. The High Command agrees that a strong assault upon the fortress that the Orcs have raised near the Dark Portal may well end the conflict before it has rightly begun. The Arch-Wizard Khadgar, however, believes that the Orcish Hordes may not be here for the sake of mere conquest. He believes that if the Portal can be captured, and not destroyed, he can uncover the purpose for the Horde's present invasion into Azeroth. -Destroy all strongholds and fortresses -Turalyon must reach the Dark Portal alive Act II Draenor, The Red World IV. BEYOND THE DARK PORTAL Elven scouts bring chilling news from Azeroth. A tearing of shadows heralded the arrival of the mighty Orc Shaman Ner'zhul and his guard of Death Knights within the Royal Library of New Stormwind. Unleashing their black magiks, they slaughtered all who opposed them and then fled into the night with their prize - the Book of Medivh. This serves to confirm what Khadgar has gleaned from the Battle of Nethergarde. He is convinced that the Horde is attempting to learn how the great sorcerer opened the rift between our world and that of the Horde, known in the Book of Medivh only as Draenor. With countless domains to plunder, the Horde would become an unstoppable power. The High Command believes that our only recourse is to venture through the Portal - both to reclaim the Book of Medivh and to ensure that the Horde can never again threaten Azeroth. -Erect a castle to protect the Portal -Destroy all enemy forces V. UPON THE SHADOWED SEAS Having fortified your position on the Hellfire Peninsula where the Portal is located, the time has come to establish a fleet to attack the surrounding clans. The Orcish shipyards of Zeth'kur lie nearby, and for our plans to progress you must destroy them and the ships of war that are stationed there. While the Horde has been stunned by the ferocity of your attack, our presence here has driven the clans to new heights of fury. You will be unable to maintain this foothold for long against their numbers, so your victories must be daring and swift. -Build three Shipyards -Destroy all Orcish Shipyards VI. THE FALL OF AUCHINDOUN Kurdran - Gryphon Rider of Northeron - has returned from his patrol with vital news. He has located the hidden Fortress of Auchindoun and the battlements that serve as stronghold to the Bleeding Hollow clan. Alleria's Rangers also report that they have seen a massive force moving towards the North, and suspect that these troops are staging for another attack upon Azeroth. Although the Orcish army is too large for your forces to battle alone, you may be able to launch a raid against Auchindoun. Should your strike succeed, you would force their army to retreat - or be cut off and destroyed. Raze the Fortress of Auchindoun and retreat before their forces can rally against you. -Turalyon and Danath must return to the Circle of Power after destroying Bleeding Hollow (Orange) Act III War in the Shadows VII. DEATHWING The arcane powers that surround the blazing ruins of Auchindoun have made urgent the summoning of Khadgar to the dark lands of the Orcs. The destruction of the Bleeding Hollow clan was not without great price, however, for both Kurdran and his mount Sky'ree were captured by the Horde. While examining the remains of the great fortress, the Arch-Wizard has learned not only the location of the Book of Medivh, but also that another artifact is needed for Ner'zhul's plans to reach fruition - the Skull of Gul'dan. Khadgar believes it will be possible to destroy the Portal and permanently seal the rift created by Medivh if he can acquire these artifacts. A great mountain isle lies to the northeast, atop which the Black Dragon Deathwing dwells. The Skull of Gul'dan lies within his lair. Alleria and Khadgar have agreed to aid you in stealing away the Skull and - if possible - destroy the great Dragon. It is rumored that Orcish tribes live on this island and offer captives from the Great War as sacrifices to Deathwing. If you can rescue them, they may know of some weakness in the creature... -Destroy Deathwing and his lair -Khadgar, Alleria and Kurdran must survive. VIII. COAST OF BONES Seeking out the artifacts needed to seal the rift has given the Horde time to mount a strike against us. A great Orcish armada threatens the coasts that you have captured, and the armies of the Alliance have been hard pressed on many fronts. Our only chance for victory now lies in obtaining the Book of Medivh. All knowledge of the Portal rests in the keeping of Ner'zhul and his Order of Death Knights at the Fortress of Shadowmoon. You must storm and raze the strongholds that guard the coastline of his lands so that our forces may be brought to bear in an effort to isolate and destroy his cursed sanctuary. -Destroy all enemy forces IX. THE HEART OF EVIL The towering spires of Shadowmoon reach upwards as obsidian blades to cleave the hostile amber skies above. The corrupt heart of the mighty Shaman's power is within reach. Press your attack and the bane of Ner'zuhl and his Order of Death Knights will be wiped from the face of Draenor, forever. By destroying this dark fortress and claiming the Book of Medivh, Khadgar will be able to close the rift and Azeroth will be rid of the Orcish Hordes once and for all! -Destroy the Shadowmoon Fortress (Black) Act IV The Measure of Valor X. SIEGE OF VANGUARD Although the Fortress of Ner'zuhl has been destroyed and the Death Knights scattered, neither the Shaman nor the Book of Medivh has been found. As Khadgar and Turalyon use their magiks to search the ruins for some clue as to the location of the mystic tome, a Gnomish flying machine descends, bringing news from the Hellfire Peninsula and the Portal. A multitude of Orcs have laid siege to the fortifications at Hellfire. Although the attacking warriors are not well equipped, their sheer numbers may spell the downfall of our forces there. You must take command of the Alliance armies at Hellfire and break the siege before our troops are pushed back through the Dark Portal. We must withstand their charge long enough for the Book of Medivh to be recovered and the rift forever sealed. -Hold out until the besieging Orcs retreat -All your Heroes must survive the siege XI. DANCE OF THE LAUGHING SKULL You have proven your strength in battle, but none can stand against the combined might of the Horde. We of the Laughing Skull clan, however, seek advantage from the turmoil of this war. With the aid of your strongest warriors, our clan can gain dominance over the northern clans of Draenor. Do not show surprise, Human - only the strongest survive within the Horde. You must secure the passes across the Blade's Edge Mountains and destroy the stronghold of the Thunderlord clan that dwell there. We will supply you with warriors and supplies culled from our villages. In return, we will give you the Book of Medivh, which we seized from Ner'zhul's stronghold before your armies could destroy it. -Destroy all enemy forces -All your Heroes must survive XII. THE BITTER TASTE OF VICTORY Khadgar has discovered that although the Book of Medivh was stolen from Ner'zhul, the ancient Shaman has learned enough of its secrets to conjure his darkest spell. Over the blood red skies of Draenor, huge dimensional rifts appear, crackling with the cosmic energy of the Twisting Nether. Alleria's scouts report that Ner'zhul and his followers escaped through the largest of the new rifts as Draenor felt the first of its death throes. The tremendous energies emitted from the converging rifts have succeeded in breaking down the fabric of reality in Draenor; unleashing massive earth quakes and tidal waves upon its shores. Unless the Dark Portal is closed on both worlds, Azeroth will be subject to an enormous backlash of energy resulting from Draenor's catastrophic discorporation. Using the combined powers of the Book of Medivh and the Skull of Gul'dan, you must return Khadgar to the Dark Portal and seal the rift between Azeroth and the doomed world of Draenor, forever. -Destroy the Dark Portal -Only Khadgar can destroy the Portal -Khadgar must survive As the flames die to embers and the arcane energies that once bound two worlds slowly fade, the Dark Portal crumbles into dust as its powers subside and dissolve. The finality of what has been done here becomes manifest. The moment is shattered as volcanoes erupt in fiery fury as the earth begins to shake beneath your feet. The world of Draenor is dying... Khadgar motions toward the remaining rifts created by Ner'zhul and beckons you to follow him. The warriors of Azeroth under your command gaze upon the rifts with uncertainty - but to remain would be suicide. Knowing that their beloved Azeroth is safe from harm, they gather up weapons and wounded companions alike as you lead them into the swirling, unknown reaches of the Twisting Nether. D.APENDIX: WarCraft II Tips, Clans and Nations, Ranks, Unfinished Work WarCraft II Tips You can get additional tips by selecting NEXT TIP right now, or you can get help later by clicking on the MENU button in the upper left of the screen and then choosing the HELP menu. You can create additional peasants in your Town Hall. You can select a group of units by holding down the left mouse button while dragging. You can then issue commands to the whole group. You can use the Right Mouse Button to issue Auto-Commands to a selected unit. Units can be ordered to move, attack, harvest, mine, or repair with a single click. You can adjust the game speed, mouse speed, and other speed settings in the SPEED menu. In some scenarios, you must return specific units to a particular location designated by the runic Circle of Power. To restart a scenario use the END SCENARIO menu. Scenario objectives can be checked at any time in the SCENARIO OBJECTIVES menu. Most commands in the game have hot keys. These keys are denoted by the highlighted letter in the text of the command. You can toggle the terrain information on and off in the mini-map by pressing . Combat units standing still are assumed to be on guard. If they see an enemy unit they will automatically engage them. You can use the MOVE command to force your units to move to a particular destination. They will ignore enemy units along the way. In this way, you can also use the MOVE command to retreat. You can use the ATTACK command to force your units to move to a particular destination, however unlike the move command, they will engage enemy units if attacked. You can speed up or slow down the game by pressing the '+' or '-' keys. You must construct the Shipyard, the Oil Refinery, and the Foundry on a coastline. You can remove an individual unit from a group by holding down the shift key while selecting that unit. You can select a unit from within a group by clicking the unit's portrait in the info bar. By holding down the shift key, you can also deselect a unit. You can load up to 6 units onto a transport by commanding your units to MOVE onto the transport. The transport will pull into shore and automatically load your units. You can unload units from a transport by selecting the UNLOAD button and designating a destination on the shore. You can also click on the portrait of the specific unit you want to unload. You can adjust the sound, music, and speech in the SOUND menu. You can designate targets for your commands (MOVE, ATTACK, HARVEST, etc.) using the mini map. In this way, you can send units on long voyages without having to scroll the main view. Clicking and dragging in the minimap will enable you to drag the current screen view around rapidly. If you hold down the ALT key while selecting a unit, it will automatically select the entire last group that unit was a part of. Submarines can only be seen by fliers, towers, and other subs. Fliers can only be attacked by archers, destroyers, guard towers, and other fliers. You can use sappers and demo squads to blow up almost anything, including rocks and trees. SAVE your game frequently, so that if you back yourself into a corner you can LOAD a game where you were in a better position. Never pet a burning dog. Clicking the right mouse button during a command will cancel it. To build your own maps and edit unit variables you can use the Windows 95 Warcraft Editor supplied with Warcraft II. You can install your own sound effects using the Sound Editor supplied with Warcraft II. You can turn off unit responses in the SOUND menu. Building a Lumber Mill increases the amount of lumber you produce from each load your Peasants bring in. When building a Lumber Mill, try to place it close to a forest. When your Peasants are done chopping wood, they will return it to the closest site available. Never spit into the wind. Building an Oil Refinery increases the amount of oil you produce from each load your Transports bring in. You can use the PATROL command to setup a two point patrol route for your units. While in patrol mode, your units will attack any enemy units that they see. Always proceed with caution when driving through a blind intersection. The STAND GROUND command is used to force your units to stay in place. Even if attacked, your units will not move. They will however fight back if the enemy is within their range. You can setup convoys by selecting your escorts and telling them to MOVE onto the unit you want escorted. They will then follow the designated unit. You can turn off the Fog of War in the PREFERENCES menu. Always wear bright clothing when riding a bicycle at night. To send messages to your opponent during multiplayer games, press , type in your message and press again. You can form alliances during a multiplayer game using the ALLIES MENU in the upper right. In a multiplayer game, an alliance can declare an allied victory if all members of the surviving alliance check the allied victory box in the ALLIES MENU. Never talk to strangers. The lumber mill will allow you to upgrade your archers' arrows. If your keyboard gets stuck press the Backslash ('\') key to reset the keyboard. If the screen gets garbled when switching back and forth between Windows and Warcraft try pressing the key to fix the problem. When building a Town Hall, place it close to the gold mine or forests you plan to harvest. When your Peasants are done chopping wood or mining gold, they will return it faster, making your community more efficient. Remember to change your underwear daily. Pressing will toggle the sound on or off. will toggle the music on or off. To save your current position on the map and instantly return to it later, press to save the location, and to recall it at any time. There are three available slots for saved positions: , and . To Surrender during a campaign or multiplayer game use the END SCENARIO menu. Keep the path between the Townhall and available resources clear. Obstacles slow the rate at which resources can be returned. Send out groups containing varied unit types rather than a single type. As a mixed group, they will be better equipped to handle numerous threats. Tell all your friends to buy Warcraft II. Clans and Nations The Clans Stormreaver Clan Dragonmaw Clan Blackrock Clan Bleeding Hollow Clan Black Tooth Grin Clan Twilight's Hammer Clan Burning Blade Clan Horde Traitors Flowerpicker Clan Shattered Hand Clan Warsong Clan Bonechewer Clan Shadowmoon Clan Thunderlord Clan Bleeding Hollow Clan Laughing Skull Clan The Nations Nation of Azeroth Nation of Lordaeron Nation of Stromgarde Nation of Kul Tiras Nation of Gilneas Nation of Dalaran Nation of Alterac Alliance Traitors Ranks Orcs Slave Peon Rogue Grunt Slasher Marauder Commander Captain Major Raider General Master Marshall Chieftain Overlord War Chief Demigod God Designer Cheater! Humans Servant Peasant Squire Footman Corporal Sergeant Lieutenant Captain Major Knight General Admiral Marshall Lord Grand Admiral Highlord Thundergod God Designer Cheater! Unfinished Work??? Stuff that apears to be from a mini-campaign or tutorial that doesn't exists: Orcs I. TOL RONAL -Build four farms -Build a barracks -Build a lumber mill II. DUN ARGATH -Build a shipyard -Build four oil rigs III. THANDOL -Destroy the Human base at Lordaeron Humans I. HILLSBRAD -Build four farms -Build a barracks -Build a lumber mill II. SOUTHSHORE -Build a shipyard -Build four oil rigs III. ZUL'DARE -Locate the Orc base -Destroy the Orc base