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WARCRAFT II: Return to Azeroth (1.0)
A SPECIAL EXPANSION CAMPAIGN DESIGNED FOR USE WITH
WARCRAFT II: TIDES OF DARKNESS
SKILL LEVEL: MODERATE - DIFFICULT
EXPANSION CONCEPT AND DESIGN Cordell Falk
David Teran
SCENARIO AND MAP LAYOUT Cordell Falk
David Teran
STORY: Cordell Falk
PLAY TESTING: David Teran
Cordell Falk
Scott Yaussi
Landis Bender
Return to Azeroth is Copyright 1996 by Cordell Falk and
David Teran
All software is Copyright 1995 by Blizzard Entertainment
The maps and storyline cannot be modified or distributed
in software 'bundles' without the prior written
permission of the authors.
All Rights Reserved.
____________________________________________________________
***SPECIAL GAME NOTES***
This expansion campaign has been designed for use by
two players simultaneously. While you may attempt to play
these by yourself, we cannot guarantee a winnable situation
in every instance. Please play this game with a friend!
**********
INSTRUCTIONS:
* Copy all of the .PUD files into your WARCRAFT 2
directory.
* Enter the game and connect with the second player
via modem or direct-link.
* For these missions you will always be an ORC
character. For accurate game play, you can simply leave
your RACE at the mission defaults. Some missions may not
involve all 6 opponents, but ALWAYS be sure to set all other
players (6 of the 8) to COMPUTER. This will keep the game
accurate.
(IF YOU ALTER THIS, THE CAMPAIGN WILL NOT PLAY PROPERLY!)
* To follow the storyline please play the missions
in numerical sequence.
* Play the game, and good luck. Please read the
corresponding storyline that follows this page. Inside is
the background of the campaign, and an ongoing story for in
between the battles to update you on your progress.
FEEL FREE TO DISTRIBUTE THIS CAMPAIGN!!!
If you do distribute, please give out all of the
missions along with this documentation file. A lot of work
has gone into this, so please give us credit.
On a similar note, we do not, however, grant
permission for these missions to be included in a
shareware bundle or similar enterprise. If you would
like to use this campaign for this purpose, you must
contact us for information.
Speaking of credit, we want to hear from you! If you
like this campaign and would like to see more, or if you
just want to tear our heads off, send send all comments,
suggestions, job offers <G>, hint requests, etc, to:
E-mail: RZTU24A@prodigy.com
You can now visit us at our web page! Find us at
http:\\pages.prodigy.com\deathblade\
Here is where you can get the latest on our continued
campaign efforts!
*PROLOGUE*
In the time that passed between the human calendar
years of 583 and 589, the bloodthirsty forces of the Orcish
Horde poured forth from the Dark Portal, laying waste to the
defenders in Azeroth. From the southern-most forest hideout
in Stormwind to the Northern-most outposts in Grim Batol,
the human armies were brutally swept from the land.
There was, however, one exception.
Far from the Orc's entry point into Azeroth, deep
within the Ironforge mountains, the Bleeding Hollow Clan,
under the command of Kilrogg Deadeye was able to encircle
and force the surrender of a battered Azeroth force. Rather
than slaughter the humans, Kilrogg decided to let them live,
albiet as slaves. The survivors quickly fell into despair
under the rule of their Orcish masters, made to perform the
most degrading and menial of tasks. There was little hope
and no attempt at rebellion.
At least, in the beginning...
This is the tale of the failed attempt to recapture
Azeroth, spearheaded by Stormwind warriors in the late
months of 588, one year before the Horde's push towards
Lordaeron. You will witness this battle from the view of
the Orcish armies who held fast and turned back the return
to Azeroth.
MISSION 1 - Shattered Pact
Your sleep is forcefully interrupted by the sudden
entrance of a scout. The peon is slashed and brused, with
his left ear completely missing. Despite the physical
damage, the peon is hardly even breathing hard. "Enemy
fleet offshore! They're destroying our city!"
Shaking off the remains of a particularly wonderful
and bloody dream, you spring to your feet and crash about
the room, donning your heavy body armor. Speed-dressing is
not a common Orcish ability. Once the armor is in place,
you begin to sift through your personal armory. Selecting
a number of gore-spattered short blades and an eighty pound
axe, you turn on the peon, who is standing in the doorway.
"You, go rouse the warriors and send them to battle."
Then tell the troops of Dragonmaw that I demand their
assistance in putting down the human uprising."
The peon nods vigorously, exclaiming, "Gloooor-duk!"
He bolts from the room, sprinting back towards the
battlefield.
You follow the peon's trail shortly afterward,
descending the stone staircase and moving into the bright
morning sunshine that you have grown to loathe. Far ahead
of you, the once dormant human battlements have come back
to life - firing their arrows and cannons furiously.
The single Ogre-Mage in the camp notes your arrival
and instantly casts a spell in your direction. The magic
surge of bloodlust rushes through you and with a deafening
scream you rally your grunts and axethrowers around you,
charging into the fray.
MISSION 2 - Coastal Incursions
You stand amidst the carnage of the defeated human
slaves and the interfering red clothed warriors. Great
damage has been done by the human surprise attack. You
growl in disgust. There is no greatness in dying by the
treachery of another, and indeed, many Orc's have died
today. Much of the Dragonmaw defense force has been
destroyed.
Getting back to the issue at hand, you sling your
bloodied axe over your shoulder and grab hold of a passing
peon. "To where have the coward human ships retreated?"
"The last of the ships were seen moving south, toward
the realm of Cho'gall," he spits out irritably.
You let the peon go free and quickly call the other
warriors to join you. You will move south to meet the
human forces, and join up with Cho'gall and his Twilight's
Hammer Clan for a glorious battle. Within no time at all,
you are on your way to engage the enemy.
MISSION 3 - The Woods of Elven Lore
The battle for the coastal regions of Ironforge had
been brutal, but in the end you saw the sinking of every
last ship. Nevertheless, a nagging suspicion has plagued
your thoughts, a suspicion of those transports which had
made it to shore.
Given a few days to heal, and enough time to scout out
the surrounding lands, the armies under your control are
once again ready to do battle. In fact, the Orcs are
nearly uncontrolable, charged with a zest for killing and
destroying. 'A good two day trek through the woods will do
them some good,' you think to yourself.
The very next morning, you break camp, driving dozens
of battle groups into the woods, searching for any human
camps trying to establish themselves. It will be hard to
find them, you realize. The woods are dense and the few
paths twist around themselves in a natural maze.
It has been said that a band of Elves once ruled over
this land. The very thought of Elves makes your head spin.
So brave and eager to run to the battle front, yet so
easily broken and mangled.
Finally, the confirmation comes. A forward squadron
has been devastated by traitors to the clan from the Black-
Toothed Grin faction. Your forces begin to scream at the
news, battering trees and rocks. With careful skill and
strong threats you manage to calm them down. Rather than
attack immediately, you restrain yourself and send a
messenger to Cho'gall.
You will give him two days to assemble a force to the
south of your own. At that time you will strike, with or
without assistance, and crush the skulls of any who oppose
the Horde.
MISSION 4 - Three Corners of Hell
Cho'gall sat silently in his throne-like chair of
leadership, idly conjuring up one spell or another just to
pass the time. As a practioner of the powers of the
twisting nether, he rarely found himself on the front lines
of any conflict. Instead, he hung back from the battle,
casting spells and silencing the petty arguments that
always sprang up within the Orcish army.
Reaching out with a clawed finger, he pointed at the
nearest peon. A bolt of pure energy shot from the mage and
knocked the peon to the ground. Cho'gall gave a gutteral
chuckle and quickly left the room.
One of Kilrogg Deadeye's better field commanders has
advised you of a situation involving human incursions into
this area once known as Azeroth. At first, this seemed to
hold little importance. Of course, once the coastal
skirmishes moved inland and warriors from his own clan
began to perish, things needed to be looked at from a
different angle.
Cho'gall made his way into the meeting hall, where
Gul'dan, warlock and leader of the Stormreaver Clan waited.
There was an urgent need for a powerful force to sweep
through the forests and hills, smashing anything that went
against the concept of the Horde's existance. Cho'gall
smiled twistedly and sat down at the table. Soon, the
human threat to southern Azeroth would be no more.
MISSION 5 - Arena: Trial by Axe
You return from your crushing victory over the humans
and the Blackrock traitors to the sight of hundreds of
Orcs, some from the Stormreaver Clan, others from the
Blackrock Clan itself. A single peon, a messenger, steps
forward uneasily and begins to speak.
"You have been found suspect of treason, by allowing
the human scum to reenter Azeroth in such numbers. Losses
to the Stormreaver Clan must be avenged, and therefore a
trial by battle will now be held. Your victory means
innocence. Your failure means death for all of your force."
You scowl at the blue and red plated figures around
you. The remaining forces of the Twilight Hammer's Clan
move in closer for a better defensive position.
The peon waves his arm, yelling, "Attack!"
MISSION 6 - Boom and Bust
Your force is smashed. Little remains of your army,
even less remains of your weapon supply. Without defense
the other clans helped themselves to whatever they could
carry. Fortunately, you still have plenty of food and
other such supplies.
This, however, is not enough. It is not even a full
day before scouts return with news of even more human
forces on the coastline. These humans, it is reported are
entrenching themselves within the forboding walls of the
Ironforge Cliffs. You realize, glumly, that you are in no
position to prevent their expansion. With much regret, you
report the findings to sentries for the Twilight's Hammer
and Blackrock Clans.
A week later, two sizeable assault forces pass through
your area. They say nothing, but you known their intent.
With a growl of hatred you know that vengeance will sooner
or later find its way to you. But until then, you must
find another way to reinforce your position.
MISSION 7 - Wrongful Alliances
After all of the devastating loses your army has taken
and the gruesome trial by battle, you are nearly ready to
pull the remaining Orcs further inland, abandoning this
battered outpost area. Fortunately for your honor, a
surprise comes from none other than the humans themselves.
Two weeks after the Twilight's Hammer and Blackrock
Clans set off to attack the Ironforge Cliff defenders, a
messenger arrives from the human clan known as Alterac.
The man approaches you with a powerful stink of fear about
him. It is all you can do to keep from tearing his head
off and snacking on it.
Between the man's stuttering words, you find that
the Alterac humans will consider joining your forces
against their own people! With surprise and more than a
little doubt, you agree on a meeting point and date. The
messenger then flees from the outpost like a frightened
rabbit.
On the day of the meeting, you gather all of your
remaining troops and arm them with everything they can
take. If it should be a human trick, they will pay dearly
for their attempted deception.
But there is no deception. Your force is met by the
humans at the agreed location by a sizeable army of their
own. You meet the leader of the Alterac camp and begin
negotiations. You find the process of discussion and
constant chatter incredibly taxing. Twice, you excuse
yourself to go into the forest and tear apart a woodland
creature just to relieve the tension.
Towards the end of the meeting, the near silence
outside is split apart by a dreaded cry.
"We're under attack!"
Unbelieving, you run outside. Your eyes sweep across
the forest in front of you. The camp has been nearly
surrounded by a horde of Orc rouges, made up of Orcs from
almost every clan. You hear a rumbling voice from within
the massed force.
"You have been found an enemy to the cause, as you
plot with the disgusting humans! You must die!"
Spears, arrows, cannons, and bursts of magic take to
the air, and the battle begins...
MISSION 8 - Ghosts of War
You survived the ambush. You're not sure how you
pulled it off, but somehow you did. The remaining Alterac
soldiers crawled about the battle field aimlessly, and you
killed all of them as well. You have no need for such
weakness amongst you.
Now your thoughts return to the need to rebuild.
You quickly realize that this may now be impossible, as an
even greater portion of your army has been slaughtered by
the attacking Orcs.
Again, you make the call to abandon the outpost.
And again, you decision is thwarted at the last moment.
Just before you leave from the area, a peon comes from
the Blackrock Clan, bringing news of a large reinforcement
squad. With the evident help of Gul'dan, Doomhammer has
brought forth dozens of undead warriors to provide you aid.
You take the news and bring your troops back to camp.
As the outpost is again refitted for battle, you can only
hope that the Blackrock reinforcements move quickly and
that the coward humans do not attack in your time of
vulnerability.
MISSION 9 - The Battle of Ironforge Lake
The war is finally turning to the side that it should
always turn to. With the aid of the Blackrock forces, as
well as a seemingly endless stream of grunts and Ogres from
the heart of Ironforge, your outpost is again a thriving
defensive unit.
There has come word from many scouts now, that the
human have already established many strongholds with
formidable defences to supplement them. You give this no
worried thoughts though, you can crush anyone you desire.
You continue to wait, holding off of a major offensive
until the proper target can be discovered. Finally, it
comes. On the shores of Ironforge Lake itself, the humans
have come together and seemingly fortified the entire
perimeter. They hold control over all waterways into
northern Azeroth with this defensive position.
Understandibly, you cannot allow this to continue. It
is with much pleasure that you assemble your troops to
strike the humans at Ironforge Lake. Within just a few
days, both you and the Twilight's Hammer Clan have pulled
together sizeable armies for the assault.
You finally set off for the lake, heading for the
southwest shorelines, which the humans have yet to conquer.
You know that it will all be over soon.
MISISON 10 - Lair of the Ice King
The humans are smashed. Like all living creatures
born of weakness, they have fled from the field of battle,
gathering themselves together into a corner. The corner
involved here, is the northwestern Ironforge mountains,
where the snow and ice will kill just as cruelly as an axe
or sword.
Nevertheless, you reassemble the armies and route
them to the north. Although Cho'gall's armies have been
battered out of the action, forces from Dragonmaw Clan have
already begun to move in on the cowardly humans. Craving
the scent of blood and the sounds of destruction, your army
drives it's way onwards toward the remains of the enemy.
*EPILOGUE*
In the end, the month-long attempt to recapture
Azeroth came to little but failure. The Twilight Hammer
Clan's losses came to mean little as they are far from the
common front lines. The losses to the Bleeding Hollow Clan
come as more of a significant occurrance, as it led to a
weaker position when the Horde began its offensive on
Lordaeron one year later, in 589. Regardless, the Orcs
can be regarded as the true victors here. The smashed
remains of the human invasion of 588 were never heard from
again.
MISSION SERIES - (Player colors)
_____________________________
Shattered Pact - (Green and White)
Coastal Incursions - (Green and Purple)
The Woods of Elven Lore - (Green and Purple)
Three Corners of Hell - (Blue and Purple)
Arena: Trial by Sword - (Green and Purple)
Boom and Bust - (Red and Purple)
Wrongful Alliances - (Green and Orange)
Ghosts of War - (Green and Red)
The Battle of Ironforge Lake - (Green and Purple)
The Ice King's Lair - (Green and White)