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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
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
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