TGDB.net - Game news, cheats, solutions, walkthroughs, trainers, saved games and much more!

Home » PC » Warcraft 2 » Warcraft 2 hints
Submitted by System on 09/03/2006, 09:50. Print file.
Jump to page:
01 · 02 · 03 · 04 · 05

Sponsors:


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
Jump to page:
01 · 02 · 03 · 04 · 05

Sponsors:

Other files from this game:
  1. Warcraft 2 editor by System on 14/03/2006, 06:30
    More lumber, money, oil
  2. Warcraft 2 document by System on 14/03/2006, 06:30
  3. Warcraft 2 FAQ by System on 09/03/2006, 09:50
    Character Quotes
  4. Warcraft 2 solution by System on 09/03/2006, 09:50
  5. Warcraft 2 hints by System on 09/03/2006, 09:50
  6. Warcraft 2 cheats by System on 09/03/2006, 09:50
  7. Warcraft 2 hints by System on 09/03/2006, 09:50
  8. Warcraft 2 FAQ by System on 09/03/2006, 09:50