Winning The Dark Tower in Campaign opens Sarelgaz's Lair, Ruins Of Acaroth, Rotten Forest, Hushwood, Glacial Heights, Pit Of Fire and Rotwick. In each chain, winning a stage in Campaign opens the next one: Rotten Forest opens Fungal Forest; Hushwood opens Bandit's Lair; Glacial Heights opens Ha'Kraj Plateau; Pit Of Fire opens Pandaemonium; Rotwick opens Ancient Necropolis, which opens Nightfang Swale, which opens Castle Blackburn.
Stage 1: Southport
Greetings, noble and heroic warrior! As a General of His Majesty's forces, King Denas requires your services. The inhabitants of the city of Southport have reported attacks by highwaymen and other roaming outlaws. You must take a battalion to Southport to bolster the city's defenses. Good luck, General!
Stage 2: The Outskirts
Good job! Your diligent investigations have revealed that it was not mere brigands terrorizing Southport, but organized bands of goblins and orcs! Now, their forward troops are creeping towards the defenseless rural communities North of Southport. We must establish an efficient and swift defense!
Stage 3: Pagras
While your men celebrate your victory over the goblinoid and orcish troops, a messenger bears bad news. The township of Pagras is under siege by an overwhelmingly superior force. This is clearly an attack on the Kingdom: war is upon us!
Stage 4: Twin River Pass
Enemy troops are marching from the East through the Stonecliff Mountains. This can only mean that Hammerhold has fallen, and our Kingdom's capital is in peril. Our scouts conclude that the best place to stop our enemy's advance is at the Twin Rivers pass.
Stage 5: Silveroak Forest
With Twin Rivers Pass blocked, and after days of marching, we've finally reached the Silveroak Forest outpost... only to find its troop compliment decimated! The garrison's men have endured several attacks recently, and their scouts report an even greater enemy force approaching. Good thing elite ranger units are on the way to help us...
Stage 6: The Citadel
After several days of travel, we have arrived at our capital city of Linirea. The time has come to make a stand, and defend Linirea's southern walls. In addition to your highly experienced units, the King adds two units to your batallions. The arcane wizards will provide superior firepower, and the pious paladins will inspire the troops with their bravery.
Stage 7: Coldstep Mines
Our capital is safe, thanks to you, General! Now, our good King has entrusted you with the mission of creating a safe passage through the mountains so that we may strike at Valardul, and defeat Vez'nan and his armies. The first step in your journey will be the Coldstep Mines, which were abandoned years ago, and are now home to the Ha'kraj troll tribes. To aid you in your mission, you will be joined by a brigade of His Majesty's Royal Musketeers.
Stage 8: Icewind Pass
There is no place colder in these mountains than Icewind Pass, but we must advance. Our men have been besieged by Ha'kraj trolls for days, and our scouts report enemy troop movements around us... and something else, something wilder. If we are to make a stand here, this is a good place to install some of our new Artillery emplacements, and to construct a Barbarian Mead Hall so we may entertain our more... colorful troops.
Stage 9: Stormcloud Temple
Arriving at the Stormcloud temple has been the best thing to happen to us in days! The Stormcloud Sorcerers will now be at your command, General, and they can open a portal straight to Valardul. However, we must provide them with a defense while they complete their spell. Something... abominable is aproaching, and the men are extremely nervous...
Stage 10: The Wastes
We have arrived at the dreadful realm of Valardul. This is a barren and forsaken land, where the wretched souls of the departed find no solace. Pray to the gods that this place does not take its toll on your men's spirits...
Stage 11: Forsaken Valley
Threading through the Forsaken Valley will not be an easy task! We are near the end of our journey, and although our men are tired, they are filled with honorable purpose. But beware... this is a land riddled with Rock and Fire Titans... best not to upset them!
Stage 12: The Dark Tower
Our troops gather around the dread wizard Vez'nan's tower. It is time for a reckoning... time for the final fray. This is the ultimate battle for our kingdom's safety. Every step has brought us to this moment; and there is no turning back. Now it's time to show our mettle!
The ending
After Vez'nan is defeated at The Dark Tower in Campaign, the game plays the first page of the ending comic, then the credits, then the second page.
Page 1: every line in reading order
"Victory!" "We did it!" "Your Majesty… Vez'nan is no more!" "Party time!" "General, I hereby name thee…" "DEFENDER OF LINIREA!" "YEEEA!" "YAJUU!" "AAAAAAH!" "GRRRRR!"
Page 2: every line in reading order
"FINALLY…" "MINE!!!"
Stage 13: Sarelgaz's Lair
General! We have need of you and your brave men! The late Vez'nan's causes trouble from beyond the grave. While you were battling him, he sent one of his hordes to wake up one of the dreaded spider queens, Sarelgaz! We thought the spider queens would never wake up again, but Sarelgaz has, and with her powers over darkness she's taken control of Vez'nan's remaining troops. You must vanquish them, and slay Sarelgaz!
Stage 14: Ruins Of Acaroth
Defender of Linirea! The realm is at peace, but evil does not rest! Our agents report that the Ruins of Acaroth have been invaded by orc and goblinoid hordes. Gul'Thak, a new orcish warlord has taken advantage of the power vacuum left by Vez'nan, and his forces are terrorizing the area. You must drive these invaders away from the ruins!
Stage 15: Rotten Forest
Summon your troops, General! The forces of darkness are relentless in their attacks against our beloved kingdom, and we must take action. Reports indicate that the area known as the Rotten Forest is indeed rotten; as a portal to the netherworld has opened in the midst of the woods. The dead find no rest in this forest, and vegetation turns against any who wander into it. You must lead your forces into the Rotten Forest and get to the root of the problem!
Stage 22: Fungal Forest
There's no rest for the wicked... and thus, none for the good guys either. A messenger eagle has arrived from the Elven garrison in the Rotten Forest. The woods are still corrupted by evil, and our Elven allies are repelling attacks by horrible monsters. A new dark power is rising, attempting to expand its domain beyond the forest's depths. Hurry, General, we must go assist our Elven friends, and forever vanquish evil from that ancient forest!
Stage 16: Hushwood
General, you must once more rouse your troops, and protect our kingdom from its enemies! Scout reports indicate that a vicious band of delinquents is amassing far into the depths of Hushwood. Yes, Hushwood, where few of our citizens dare wander... but you are no mere citizen! Lead your forces into the woods, and vanquish these miscreants. Make them rue the day they decided to embark on a life of crime!
Stage 17: Bandit's Lair
Great job! You've managed to put those dastardly delinquents on the run. The combined might of your units has crushed most of their roaming forces, but they're fleeing deeper into the forest. We have reason to believe that they have a secret lair inside the woods, and that's where they keep their loot. Pursue them, draw them out of their lair, and recover the loot. Forewarned, criminals this successful probably have a cunning escape plan!
Stage 18: Glacial Heights
Pack your winter gear, troops; we're heading for the Glacial Heights! The locals have reported some disturbances, and our King commands we march upon the heights to investigate these reports. Watch out, because the heights have become the icy tomb of many an unprepared explorer. You might freeze to death, that is, if the savage Ha'Kraj trolls don't get you first!
Stage 19: Ha'Kraj Plateau
We now know the northern disturbances were caused by Ulguk-Hai, the Troll Warlord! This despicable beast has united all the Ha'Kraj Troll clans under his blood-red banner! If we don't stop him, his forces will descend from the North and menace the good citizens of Linirea. Prepare to fight the amassed ferocity of the Ha'Kraj nation, and face their vicious leader in his home turf!
Stage 20: Pit Of Fire
Demons have ravaged our troops stationed at Vez'nan's tower, leaving a lone survivor... From his terrified mumbling we've learned that these hellish hordes rose from the depths of the Rift of Cinders. General, you must secure the area, discover the true origin of this threat, and make sure we have truly prevailed over Vez'nan.
Stage 21: Pandaemonium
We face Moloch, one of the Great Demon Lords. Our sages have discovered that it was he who opened the portal, leading to Pandaemonium, a fearsome hellish plane. You have sworn to follow your King even into hell itself... and that's exactly where you're going...
Stage 23: Rotwick
General, our Kingdom is in peril once again! King Banesti, of neighbouring Niroma was on his way here for the "Great Tournament of the Kingdoms", but he was captured at Mournful Valley. His people would never forgive us if something happened to the elderly sovereign, it could lead to war between our two realms! The fastest route to the valley is, I'm afraid, the Royal Roadway, through the infamous Rotwick.
Stage 24: Ancient Necropolis
We'll look back fondly on that ambush at Rotwick, for now the Royal Road brings us to the Necropolis! As our men make their way through ancient crypts and ransacked tombs, they grow restless with the staggering amount of open graves. The preternatural silence only makes it worse, as it is undoubtedly but a preamble to another attack by the forces of darkness.
Stage 25: Nightfang Swale
You will not find many places viler than the disgusting bog we must cross to get to Lord Blackburn's castle. Gathered witches fill the air with their unseemly chanting, which meshes perfectly with the cries of wild, hungry animals. These are the beings that serve a once great, noble knight. From the putrid waters, dozens of dead bodies stare at us with empty eyes...
Stage 26: Castle Blackburn
Sadness overtakes our hearts as we lay our eyes on a fallen champion. So deeply did Lord Blackburn yearn for the power to battle evil, that it corrupted him, sinking his lands into the grip of darkness. Alas, he cannot be saved; but we have arrived just in time to rescue good King Banesti from being hanged. General, you hold the key to the peace between the kingdoms... defeat Lord Blackburn, and perhaps death will give him a measure of redemption!