World of Warcraft: Burning Crusade – Shadow Labyrinth Heroic mode

It is very important to have two healers in your group if you go to Shadow Labyrinth (Heroic-mode). Trash Mobs hit ridiculously hard, and a second healer would be needed to keep the tank alive.

The whole Shadow Labyrinth (Heroic-mode) is a nightmare. But there are a few helpful tips. If you have the trinkets that reduce threat such as the one that drops from Vorpil, or the Timelapse trinket obtained at the Keepers of Time (Exalted), or the Sporeggar Quartermaster’s Cloak (at honored)—it might help during the Overseer (Felguard) encounters. Stand near the Felguard at all times. He doesn’t cleave so you can just stand next to him. Make sure you get feared. It cancels any threat to you. If you use will of the forsaken prepare to die … it is an auto-threat tag on your head.

The Hellmaw room has four Ritualists instead of three in Heroic-mode. The priest has to be alert to dispell any fire debuffs on the tank and the team. Crowd Control takes care of the rest. Fairly easy pulls.

There is nothing special about Hellmaw in Heroic mode, except maybe extra damage. He died pretty fast with no issues.

When reaching the Inciter’s Room, this is really a nasty part in Heroic-mode. The Shadow Priest NPCs simply melt faces. Try to kill the first pull of mobs. Once killed, the priest now has enough room to attempt a strategy.

The only solution we found after a lot of trial and error, was me removing cloths—if you have enough bag slots—and keeping the team at the other room away from sight. The Priest has to solo this part. Try to position yourself where you won’t get aggro, and mind control the Shadow Priest. The mobs will kill it. Run to a safe spot and die. The Second healer (if secondary Priest, Shaman or Paladin) should resurrect you. Do the same for every shadow priest in the room. However, remember the more you die the longer the countdown timer is to be able to resurrect.

Once all Shadow Priests in the room are dead, your team can resume safely. Again, this is only in Heroic-mode. Shadow Priests really melt faces and cause the tank to die faster. The Hunter has to keep laying traps often. Make sure you communicate with your team. Mages, Warlocks and Priest need to stand behind the Hunter. Any aggro will get trapped.

Once trapped, the Hunter has to move at least 40 yards away from the trapped mob, allowing him time to set a second trap across the room. The Casters need to adapt and move again behind the Hunter’s new position. This way you can effectively crowd control without losing a caster or healer. Takes time to adapt to cooperate with each other, but you have to chase your hunter around to protect yourself with his traps.

The Inciter doesn’t have anything special in Heroic-mode, except he does over 8,000 damage on cloth. Keep aggro low and stay at max range. A priest should run toward the stairs, shield self, and renew self when it is evident his mind control ability will be soon. This way, since the priest is afar, not much damage will be caused to self by other players.

With Vorpil, the story is very different … you can no longer Zerg Vorpil and burn him with DPS. His armor seems to be lower because he loses health pretty quick. But more voidwalkers spawn in Heroic-mode and faster. So keep killing those voidwalkers and don’t let him get healed.. Besides the Voidwalker’s number increase, there is nothing special to this event in Heroic-mode.

During Murmur, a second healer is needed to assist with heals during the Deep Breath.

Murmur (lvl 72 Elite) has new abilities in Heroic-mode that need to be studied and synchronized among the group members before attempting him, to avoid wasting time. To engage Murmur, positioning is critical to win the event. Players need to spread inside the black ring where Murmur stands.

Spread using the clock-positioning. The priest should be in front of Murmur at 6 o’clock. The Tank has to position himself at 4:30 o’clock.  Another player at 3 o’clock, 9 o’clock and 12 o’clock. You will first wish to take this positioning outside the ring before engaging Murmur. Once everyone is ready, tell the team to move into the ring and to keep their positions.

Do not move away from the inner ring for any reason. When Murmur starts to channel “Deep Breath” stand where you are. Do not move. In Heroic-mode you have to withstand the Deep Breath. In normal-mode, players are used to run away from it heading to the outer ring to avoid the explosion. However, in Heroic-mode, if you run outside the ring, Murmur will start nuking everyone with Sonic Boom. The Deep Breath will cause 90% damage of your total health. And the after-effect debuff will do 307 damage per sec for 5 seconds, thereafter. To counter this, ask your priest to synch with the Deep Breath. There are seven visible inward-waves before he relesaes Deep Breath.  Count one, two, three, four … start casting Prayer of Healing … five, six, seven … Deep Breath goes off … and your Prayer of Healing goes off a second after, effectively healing everyone out of harm.  If the Priest starts Prayer of Healing after Deep Breath goes off, the cloth players will die with the after-effect debuff. The Second Healer: Shaman, Priest, or Druid, needs to synch healing when seeing Deep Breath reaching its # 5th inward-wave.  Remember Deep Breath goes off at the seventh. The Priest will keep everyone alive long enough with Prayer of Healing, but the Second Healer has to toss a big heal on the Tank. It is the tank who gets more damage than anyone since he was reduced to 10% of his total health and Murmur is meleeing him. If your tank dies, it is the second healer’s fault.

Murmur’s Touch is the debuff that makes a single-target the bomb. In normal-mode, the debuff has a 12 seconds countdown. Players run toward the tent on the right side so the explosion doesn’t hit anyone else and will cushion the victim since the tent’s ceiling won’t let him levitate 30 feet above the ground causing around 300 damage on the fall. However, in Heroic-mode, Murmur’s Touch has a different behaviour. This is why the team is spread in a clock-positioning. When a single target is debuffed with Murmur’s touch, the other four players are drawn magnetically toward the debuffed player. In short, expect to be telekinetically pulled toward the bomb. The debuff now has 5 seconds countdown, but he magnetically pulls everyone toward the player with the debuff, which means players have only 3 seconds to run away from the debuffed player. In short, as soon as you land, run away to your original position or you die. The debuffed player has to remain immobile on his position and simply wait for the explosion. This can be tricky if the Priest or the Tank become debuffed. If the Priest is debuffed with Murmur’s Touch, the tank has to move from 4:30 o’clock to 3 o’clock to avoid damage from the explosion. Then the Tank should return back to 4:30 o’clock. If the tank is debuffed however, the priest has to run to 9’oclock, and return to 6’oclock, back to the original position—while the player at 3 o’clock needs to move to 12 o’clock, away from the Tank.

If you master these two new changes in Murmur heroic-mode, you will most likely win. There were no elixirs or flasks drank at the moment of killing Murmur as the elixirs and potions were wasted in previous attempts. The only exception was applying Wizard’s oil on the priest weapon and Super Mana Potion. Potions of course will be useful, so come ready. The dungeon resets in 12 hours, and there are no respawns, except for the three Overseers located at Hellmaw’s room, and the three patrols located prior to Vorpil. You can skip the two patrols in Hellmaw’s room easily. Watch the third patrol walking in and out of the tunnel to the Inciter’s room. You can bypass him easily.

Priests should drink a Super Mana potion after losing 4,000 mana when starting the Murmur event. That way, you can drink a second Super Mana Potion within next 2 minutes. The same applies to other casters. That way you can drink two during the event.

Warriors should Shield Wall when Murmur is around 20% health. Tell your team you will have a macro set to announce Shield Wall before you engage Murmur. Type /macro and set an icon and a name for your macro. Then type


You can open your abilities book, and right-click the Shield Wall ability so that it gets added to the macro textbox. That way when you hit the macro button, you active Shield Wall and send an alert to your team. Shield Wall will cause the Warrior to not get damage during 20 seconds, which means all casters, including the healers will have a grace period of mana regeneration. Do not set the shadowfiend pet loose during Shield Wall. You can set it loose after Shield Wall is over.

Shamans need to pop Bloodlust when the Warrior announces Shield Wall—which happens when Murmur reaches 20% health.

An ideal team setup for Shadow Labyrinth Heroic-mode would be:

Warrior, Priest, Shaman/Druid (Resto), Hunter, Mage. (Sheep, Trap, Blind shot, Frost Nova, Fear, Innervate)

Warrior, Priest, Priest, Mage, Mage (You have two sheeps, two frost nova, a mind control and a fear).

Druid (Tank), Priest, Hunter, Rogue, Shaman/Druid (Resto).

For as long as you have two very good healers and two crowd control players you can beat Heroic mode. However, it will take longer than normal. Be ready to spend many hours here. When I completed my quest: Trial of the Naaru: Strength, it was a PUG. That quest ask you to get the trident from Kalitresh in Steamvaults (Heroic) and Murmur’s Essence from Shadow Labyrinth (Heroic) it is one out of three quests that lead to getting attuned for Kael’Thas Dungeon Key.

Watch a

World of Warcraft: Burning Crusade – Deathwing – Dead or Alive?

Deathwing’s whereabouts after the Second War are unknown. His offsprings: Onyxia and Blackwing took care of alienating the Human nations and do not know where their father is.

Onyxia posed as Lady Katrana Prestor manipulating Stormwind. All those low-level quests slowly reveal that Stormwind has declined military support to Westfall, Duskwood and Lakeshire, leaving them to fend for themselves desperately.

Blackwing on the other hand brewing the chromatic dragonflight.

But where is Deathwing? Is he alive? Is he dead?

Deathing has been thought dead twice before the events of Day of the Dragon, according to Krasus.

Krasus trying to convince the Kirin Tor Council that Deathwing was back:

Krasus: “I believe Deathwing is on the move again”.

This startled the rest, the elder woman included. Night suddenly changed into days, but the wizards ignored what, for them, was a common thing in this chamber.

“Deathwing is dead!” the third declared. “He plunged into the sea months ago after this very council and a gathering of our strongest struck the mortal blow! No dragon, even him, could withstand such might!”

Krasus: “And where was the corpse? Deathwing was like no other dragon. Even before the goblins sealed the adamantium plates to his scaly hide, he offered a threat with the potential to dwarf that of the Horde …”—Warcraft: Day of the Dragon – page 3.

Deathing has been thought dead twice before the events of Day of the Dragon, according to Krasus.

Krasus convincing Malygos that Deathwing was not dead, asking Malygos assistance to rescue Alexstrasza:

Krasus: Lord Prestor. This man, this mortal, would be the new king of Alterac, Malygos. Do yo not find anything familar about him? You, especially?”

The icy creature moved closer, peering at the rotating image of the false noble. Malygos inspected Prestor carefully, cautiously … and with growing horror.

Malygos: This is no man! You know very well! It is Deathwing!”

Krasus: “Deathwing, yes. Deathwing, who has been twice thought dead.—Warcraft: Day of the Dragon – Page 151.

But … is Deathwing dead after the Dragon Aspects chased him at the end of Day of the Dragon? No. Deathwing escaped. Deathwing is alive, as read in the last page of the novel.

No one had sighted Deathwing, since the black beast’s desperate escape. With the others constantly on watch for him now, it seemed unlikely that he would cause much terror for some time to come. If ever. Yet, because of him, the others had taken a renewed interest in life and the future.”

The above-quote is from the last page of Warcraft: Day of the Dragon. Which means Deathwing escaped from the Dragon Aspects, possibly with some of the red dragon eggs.

There are four possible places Deathwing might be hiding at:

1. Gilneas

2. Mount Kajaro (Isle of Kezan – Undermine)

3. Outland

4. Grim Batol


After the Alliance was formed to combat the Horde menace, Lord Genn Greymane refused to join the Alliance. However, Lord Genn Greymane joined the Alliance during the Second War, out of necessity, when Orgrim Doomhammer’s Blackrock Clan seized Zul’Dare Isle (property of Gilneas) and adjacent locations. Greymane sought protection by the Alliance. Yet did not support the Alliance with military presence during the Second War.

It was Lord Genn Greymane who presented Lord Prestor of Alterac to the Alliance. This noble man wearing black armor was “supposedly” one of the refugees from Alterac and rightful heir to the Alterac throne after Lord Perenolde was deposed for treason.

Unbeknown to most, but Krasus, this charming man Lord Prestor wasn’t other but Deathwing, thought dead after Kul’Tiras took him down. Deathwing had charmed the leaders of the Alliance nations magically offering political deals to gain the throne of Alterac kingdom. With a finger snap King Terenas would be frozen still standing in place while talking to Prestor. Pawns they were.

Since it was Genn Greymane who introduced Prestor to the Alliance, it is not hard to guess that Deathwing had manipulated him first. Mysteriously, Genn Greymane abandoned the Alliance at the end of the Second War. He was against paying tax to maintain the Orc internment camps: Durnholde, Dalaran internment camp, Hammerfall, and other four.

From Warcraft RPG: Lands of Conflict—page 96

Last Known Speech
from Genn Greymane,
Recorded by Mystrum Runedance

“Damn the orcs, damn the Alliance, and damn
you! The last thing Gilneas needs is sponges from other nations drawing from our resources, Dalaran wizards meddling with our affairs, and someone else

World of Warcraft: Burning Crusade – Shattered Halls Key Attunement

At this point most of you are already level 70 or almost there. You have raided Shattered Halls often.  One day you run to the gate to zone-in into Shattered Halls just to discover and realize you can’t open the gate.  Always someone in the team opens it for you. So now you wonder … how do I acquire the Shattered Hall Key?

Not many know where is the quest to get it or what NPC starts the quest.  Now you will know. You need to be level 66 to loot the key mold.  However, you don’t get the quest activated until you are level 68.

1. Go to Shadowmoon Valley.

2. Find Smith Gorlunk at the Ata’mal Terrace in the Black Temple.  He is at a Blacksmith forge on the northwest corner of the Ata’mal Terrace (Coordinates: 67,36). If you don’t have a flying mount yet, take the ramp up toward the Ata’mal Terrace.  At the top of the entrance ramp, to your left is the Blacksmith forge. You don’t even have to go further inside the terrace.

3. Kill Gorlunk—he is pretty easy and you can solo him. Just make sure to pull him to a safe spot in the mountain side.  There is an elite Drakonid patrolling and he stops his patrol near the Blacksmith shop.

4. Loot the Primed Key mold from Gorlunk and click that item in your bag.  It begins a quest titled: Entry into the Citadel—asking you to talk to Nazgrel in the Barracks of Thrallmar (Hellfire Peninsula).

5. Nazgrel asks you to talk to the Thrallmar Grand Master Blacksmith Rohok—who in turn gives you the quest to find three ingredients for the key: 4 Motes of Fire, 4 Fel Iron and 2 Arcane Dust.

6. Once you gather the materials, Rohok will ask you to kill a Fel Reaver.  Your best bet if you can’t find someone to help is to wait on the east side of Thrallmar’s outdoor—by the Blood Elves that kill some Infernals.  Stay in that area and wait until a Fel Reaver shows up.  Pull the Fel Reaver and run toward the Blood Elves.  They help you kill the Fel Reaver.  Once death, click the Unfired Key Mold item in your bag near the Fel Reaver.  Return to Rohok to get your Shattered Hall Key.

World of Warcraft: Burning Crusade – Karazhan – Opera Hall Event

Skeletal Usher

After killing Moroes, if you return next day to continue, the hall room will be despawned and no more respawns happen on the hall. We adventured upstairs and no respawns were found there either. Kinda sweet. Worth the effort. So now you have two Skeleton Usher guards on the path to the Opera Hall. These are immune to shackles and hunter traps. They don’t seem to be tauntable either as they sweep through the players with ease with screwy aggro. Priests should be tossing shields on affected players, mending and renew until the tanks are able to grab them. It is recommended to be at max range, and kite if needed. The guards are pretty unpredictable.

Spectral Patron

Once dealt with, make sure everyone stays away from the Opera Hall. There is a single Skeleton Usher patrolling around the Opera and passes through the front of the doorway. The next part is the Opera Hall benches. There are around 8 mobs that are easy to AOE by mages. Make sure to keep your mages and warlocks constantly healed as they get most of the damage on AOE aggro. There are about 5-6 pulls of Spectral Patron npcs in the benches area.

There is a Skeleton Usher guard on the left and right corners after you clear the benches area. Both are individual pulls. There is an friendly NPC named Sebastian on the left side, by the Opera organ piano. He says the following:


Sebastian: “Greetings! Behold one of the finest musical instruments in all of Lordaeron. It’s a true honor to perform for the Master and all his guests. Take a seat in the audience. I hear a show is starting soon.

I am honored with the Violet Eye faction, and didn’t get a quest from Sebastian. Unless he is there just to inform, there is no quests from him. Instead of going around the passegeway on the far right corner, you can just jump down the front of the Opera Hall to the lower level. Everyone should stay in that lower level. Send a hunter with Priest shield and prayer mending on to pull. The hunter will go through the door in the lower level, and will go up the ramp to the Opera Stage’s basement. There are at least three packs of mobs. Some are Spectral Performers or Spectral Stagehand. The Stagehand hit harder and none of both types are shackable. All healers should be on healing duty with the Tank, and anyone who gets aggroed.

Spectral Performer

Once cleared, you can enter the basement of the Opera Stage. On the back of the room there is a door. Send a rogue stealthed or a hunter to take a look. There should be a patrol walking back and forth through the stairs. Get rid of him. You will find Barnes to the far right of the door. He is the Stage Manager.

Make sure no one in the group talks to him out of curiosity. He starts the Opera House event.


Barnes: “Finally, everything is in place. Are you ready for your big stage debut?

A dialogue bubble represents what you reply: “I’m not an actor.

By now everyone should be inside the Opera Stage, and the team leader will talk to Barnes to initiate the event. Barnes slowly walks toward the center of the stage – on his black tuxedo – and the spotlight drops on him, to announce the following:


Barnes: “Welcome ladies and gentlemen, to this evening’s presentation! Tonight we plumb the depths of the human soul as we join a lost, lonely girl trying desperately—with the help of her loyal companions—to find her way home! But she is pursued … by a wicked malevolent crone!

Will she survive? Will she prevail? Only time will tell. And now … on with the show!

Spectral Performer says: “It’s so cold, so dark … I’m not overacting, am I ?

Barnes will leave the stage and … the door is closed behind him. There is no escape for you, and it seems you can’t jump out of the stage either. After 15 seconds, the curtains are lifted up to show four NPCs on stage: Strawman, Dorothee, Roar and Tinhead.

Yes, by now you should have figured out this is an Easter Egg / Pop culture Reference to The Wizard of Oz (Film
1939) with Judy Garland. The Strawman is a Westfall Scarecrow. Dorothee is a human female, Roar is a Zul’Gurub Cat-man, and the Tinhead is a Human warrior wearing plate armor.

Dorothee: “Oh Tito, we simply must find a way home! The old wizard could be our only hope! Strawman, Roar, Tinhead, will you – wait … oh golly, look we have visitors!

Opera Event

This is the queue to start the fight. She will become targetable. The Main Tank should be next to her when this happens to grab initial aggro. She is the first that need to die … and there is an explanation to that. She is a Frostshock Vixen … she hits random targets with Water Bolt doing around 2083 Frost damage. It would be good for priests to throw Prayer of Mending to the affected party member to conserve mana. Next time they get hit, depending on your spec, they heal for 1700 health.

Off-Tank player should be in front of Roar to grab aggro, then pull him to the right to the side of Tinhead.  Start swiping both Roar and Tinhead, until Tinhead becomes targetable and aggroes you.  A Warlock should see the off-tank getting both’s aggro as a queue to fear Roar.  That way the offtank stays with Tinhead until the mage is ready to kite Tinhead.

The main tank and DPS players should listen to Dorothee summon Tito – a dog.  It dies pretty fast, but if uncared for and let loose, he can cause a wipe.

The whole event is decided on how fast and efficient you take down Dorothee since she is who does the most damage in the first minutes. And how efficient the mages and warlocks were fearing Roar, kiting Tinhead and keeping Strawman disoriented.  From the moment Barnes starts his spotlight presentation until the Crone died took 9:22 minutes.

Roar: “I’m not afraid a’ you! Do you wanna fight? Huh, do ya’? C’mon! I’ll fight ya’ with both paws behind my back!

Strawman: “Now what should I do with you? I simply can’t make up my mind.”

Tinhead: “I could really use a heart. Say, can I have yours?


Set your warlocks to fear Roar constantly and to dot Dorothee. I don’t recommend warlocks to do any channeling spells such as shadowbolt. You need casting cooldowns ready for when you need to fear. If Roar is not fear for just 2 seconds, he can one-shot kill one or more players with a swing of his paws. He hit me (Priest) for 3149 physical damage. Besides, Warlocks need to conserve mana to keep Roar feared through the whole event. Roar dies last.

Roar: Go ahead and take forty winks.

When the event begins, the off-tank should be on Tinhead so that he won’t aggro any other players. After that, a frost-specced mage should take care of Tinhead. He moves very slowly while affected by frostbolts. Therefore, the mage should kite him around the room but making sure he paths along the back of the room. Tinhead is very dangerous for the team … he casts a two second silence AOE … which is deadly for main tank. Healers can’t heal him while silenced. On logs, I was able to see Tinhead gaining Rust (rank 6) and (rank 7). Not sure what it means, but I heard the tank complaining about cleaves and raid wipes. So keep Tinhead kited afar from the team.

Tinhead: “Guess, I’m not so rusty after all.

The third boss to take care of is Strawman. This one will require the entire dedication of a mage and/or Warlock. He becomes disoriented when you hit him with fire spells, and will be out of fight while disoriented.

In the meantime, everyone should be DPSing Dorothee. Shamans must summon mana spring totems and making sure there is one of those totems active through the event. After Dorothee dies, the next target should be Strawman. Main tank has to corner him away from tinhead so that no one gets affected by silence aoe. Next, the tank has to aggro Tinhead to a corner until he dies. Now the Main tank can take Roar the lion-man.

By now, one of the priests should stay on the back of the room not casting at all. Regenerate to full mana. Since that priest is on regeneration-mode, the team is lacking healing on the main tank. Warlocks need to rotate and decide to fear Roar when the tank is 25% health. Any of the healers should take care of healing the tank to full, and anyone able to bandage the tank while Roar is feared should do so when his bandage timer cooldown is over.

Roar has a lot of Hit points. DOT him while he is feared. Sometimes he bugs when he is feared into doors and can’t be attacked until he returns back to the main tank. When Roar is about to die, everyone should move to the back-center of the stage. Once Roar dies, the main tank should already be standing on the back-center. There spawns the wicked Crone.

The Crone: “Woe to each and everyone of you, my pretties! Ha-ha-ha-ha-ha-ha!

She is a female troll who casts lightning bolts. The whole team needs to move along with the tank and the Crone at all times. Don’t get away from her. If anyone gets too far, she is able to cast the lightning bolt. Sometimes she will cast some sort of cyclone that suspends a player high above the stage. She is kinda easy, once everyone has regenerated mana during the fearing on Roar.

Once the Crone dies, the door to the left of the stage opens giving you access to the upper floor. The rewards on the Crone are very tasty to some classes.

The Crone: “Fixed you, didn’t I? …  How could you?  What a cruel, cruel world …

At the time of this Opera House run, I had provided both tanks an Elixir of Major Defense (+550 armor) and an Elixir of Major Agility (+35 Agility and +20 critical strike rating for 1 hour). I was wearing 4/5 Hallowed set (Tier 3.5) minus the leggings. 427 spirit unbuffed. With Mark of the Wild, Spirit buff from the second priest, and a consumable food adding +20 spirit I had around 511 spirit. Trinket: Bangle of Endless Blessings: Equip – Spell casts have chance to allow 15% mana regen for 15 sec. Use – Increases spirit by +130 for 20 sec. Second trinket: Scarab of the Infinite Cycle.

Check out the video of this event – onscreen video-recording software courtesy of Gamecam.

Lantresor of the Blade -half-orc – Leader of the Boulderfist

To access this chain quest you must complete all quests from Jorin Deadeye at Garadar.  Jorin is son of Kilrogg – Warchief of the Bleeding Hollow.  He will eventually send you to Lantresor of the Blade. He reveals to be a half-breed: orc and draenei lineage.

Lantresor is leader of the Boulderfist Ogres in Nagrand and used to serve under Blackhand and Orgrim Doomhammer as a veteran Blademaster of the Burning Blade.  He presummably fled to Draenor during the Second War when Blackrock Spire fell to Turalyon and the Alliance forces.

Lantresor: Who so boldly stands before Lantresor of the Blade? Do you not know death by sight?

You: I have killed many of your ogres, Lantresor. I have no fear.

Lantresor: Then you are a fool. Do you not know what I am?

You: Should I know? You look like an orc to me.

Lantresor: An orc ..

(Lantresor scoffs.)

I am a blademaster of half-orc descent.

You: And the other half?

Lantresor: Draenei … And because of this, I am neither. Not orc, not draenei. My own kind are a rare breed. Most having been killed decades ago … I live because of my strength of will.

You: I have heard of your kind, but I never thought to see the day when I would meet a half-breed.

Lantresor: Bite your tongue. I have seen things in my lifetime that you have only heard about it in legends. I have killed man, woman and child without remorse. Under the banner of two Warchiefs of the Horde I have served … And now, I rule Boulderfist.

You: My apologies. I did not mean to offend. I am here on behalf of my people.

Lantresor: And what do your people want of Lantresor?

You: My people ask that you pull back your Boulderfist ogres and cease all attacks on our territories. In return, we will also pull back our forces.

Lantresor: (Lantresor laughs heartily)

Do you know where you are, fool? This is ogre land. Before orc, before draenei, there was ogre. Yet, you wish to start a war that you will inevitably lose? Boulderfist does not destroy you. Warmaul will …

But I think your leaders already know this …

You: We will fight you until the end, then, Lantresor. We will not stand idly by as you pillage our towns and kill our people.

Lantresor: (Lantresor glares at you as if he were looking through you.)

Perhaps there is another way … I will agree to your leader’s demands, only if you do exactly as I ask.

With your assistance, we may be able to help each other out greatly.

You: What do I need to do?


Lantresor: So what is your decision? Will it be war or will you lend your assistance?

You will stage a series of events that will lead the Kil’sorrow orcs of Kil’sorrow Fortress to believe that the Warmaul ogres have attacked their base and then another series of events to make the Warmaul ogres believe the Kil’sorrow orcs are attacking their base.

Do this and you solve both of our problems.

The Boulderfist will have their territory back and your people will be free from attack from Boulderfist, Warmaul and Shadow Council.


Lantresor: You will need to steal Kil’sorrow armaments from Kil’sorrow Fortress if my plan is to work.

Search the fortress for crates of Kil’sorrow armaments. Bring whatever you can find to me.

Kil’sorrow Fortress is located directly south and a little to the west of the Burning Blade Ruins.


Lantresor of the Blade at the Burning Blade Ruins in Nagrand wants you to collect 20 Kil’sorrow Armaments.


Lantresor: We will ignite a hatred heretofore unseen between the two clans!

Excellent!  Our next target will be the Laughing Skull Ruins.


(Lantresor hands you a pack full of banners.)

Lantresor: These are Warmaul ogre banners that I recently acquired.

I want you to travel to Kil’sorrow Fortress, directly south of here, and kill as many of the Kil’sorrow filth as you can find. Drive a Warmaul ogre banner through the heart of each fallen Kil’sorrow soldier. Return to me when you have completed this task and the other that this plan requires.


Lantresor of the Blade at the Burning Blade Ruins in Nagrand wants you to drive 20 Warmaul Ogre Banners through the bodies of Kil’sorrow members at Kil’sorrow Fortress.

(Lantresor’s eyes open in bewilderment.)

Lantresor: Is it done?

Can you imagine their puzzlement over what is happening?  This will be glorious.


Lantresor: Now you must plant the seed of war in the fat, useless heads of the Warmaul.  To the northwest, near the mountains, you will find the Laughing Skull Ruins.

(Lantresor points into the crate of armaments you brought him.)

Do you recognize those banners?  They are Kil’sorrow banners.  I want you to take a stack of Kil’sorrow banners and plant them on the corpses of Warmaul ogres.  Remember, northwest is where you will find the ogres.


Lantresor of the Blade at the Burning Blade Ruins in Nagrand wants you to drive 20 Kil’sorrow Banners through the bodies of Warmaul ogres at the Laughing Skull Ruins.

Return any unused Kil’sorrow Banners.

You will receive 7g

Lantresor: Can you predict what will happen next?

The plan is perfect.  I am already seeing the fruits of your labor.


Lantresor: Your rampage through Kil’sorrow Fortress has provided us with a special opportunity.  We have enough bodies to make it appear as if a great battle has taken place.

Travel to the Laughing Skull Ruins and find the Laughing Skull Courtyard.  There should be a blazing pyre in the courtyard.  Make sure the area is secure and then use this blanket to send up smoke signals.  When my ogres see the smoke, they will sneak in and plant the bodies of slain Kil’sorrow soldiers.

That should be the final straw!


Lantresor of the Blade at the Burning Blade Ruins in Nagrand wants you to use the Damp Woolen Blanket at the Blazing Warmaul Pyre in the Laughing Skull Courtyard to signal his ogres.

You will receive: 7g

Boulderfist Saboteur# 1: I killeded anoder Warmaul ogre!  I am Shadow Council! Come get me!

Boulderfist Saboteur# 2: Shut up, stupid!  Why you yell?

Boulderfist Saboteur# 1: Me wanted to make it belive … Me wanted to make it real.  Dey tink for shure it Shadow Council now!

Boulderfist Saboteur# 2: You so smart.  Let’s do dis now before more come.

Boulderfist Saboteur# 1: Your dead orc sound ok.  Mine better.

Boulderfist Saboteur# 2: Last mont, me won da dead orc sound campi … champichi … me won da dead orc sound contest.

Boulderfist Saboteur#  1: You make dat sound pretty good.  Sound like da orc dieded.

Boulderfist Saboteur# 2: My dead orc sound is da best!

Boulderfist Saboteur# 1: Dat’s all of dem!  Dese Warmaul be so mad!  Hooray!

Lantresor: Do you now understand why you could never win a war against me?

I must admit.  I have not felt this alive in decades.  You have performed well.


(Lantresor points to an unmarked crate.)

Lantresor: Take it.  It is my offering to your people.  You have single-handedly saved my clan from extermination.

You may tell your leader that I Lantresor of the Burning Blade and his Boulderfist ogres accept the offering of peace.

(Lantresor bows.)


Take the Burning Blade Peace Offering to Garrosh at Garadar.

You will receive:

Burning Blade Cultist Band
Lantresor’s Warblade
Burning Blade Devotee’s Cinch

You will also receive:

(Garrosh seems unmoved by the offering.)

(Garrosh kicks the crate aside.)

Garrosh: You waste your time.  Take whatever you desire from the crate.  I nor Garadar have any need for these useless trinkets.

World of Warcraft: Burning Crusade – Lower City Reputation Rewards

The Lower City faction is composed of multi-race citizens that fled to Shattrath City to seek sanctuary from the onslaught of the Burning Legion and the forces of Illidan.  The Lower City faction has Human war veterans and haggards, Broken Ones, Arakkoa exiles, renegade orcs, ogres and other races.

Their precarious situation and some lack of action from the Sha’tar and the Aldor have led the Lower City to take action on their own.  Lower City is sending spies to the Shadow Council and plan to attack them.  You gain reputation by killing Shadow Council members in Kil’Sorrow Fortress (Nagrand), Deathforge (Shadowmoon Valley), and Shadow Labyrinth—the southern dungeon-wing of Auchindoun in the Bone Wastes (South of Terokkar Forest).

The 16 rewards offered by the Lower City Quartermaster Nakodu appeal to the following tradeskills:  Jewelcrafting, Alchemy, and Tailoring.

Classes: Priests, Warriors, Paladins, Shamans.  Druids get a ring with Feral combat skill rating by 20, which isn’t useful for rogues, but could optionally get it for its + 20 dagger skill rating if the overall stats are an upgrade.  Priests get a nice trinket: Lower City Prayerbook.  All classes could use the Glyph of Shadow Warding for Heroic-mode dungeons such as Shadow Labyrinth, Shattered Halls and Arcatraz.

Just remember that to enter Kael’Thas 25-man raid-dungeon and Caverns of Time: Mount Hyjal, you need the Auchenai Key available at revered with the Lower City to complete the quest from A’dal, which requires you to kill Murmur in Shadow Labyrinth (Heroic-mode).

World of Warcraft: Burning Crusade – Keepers of Time Reputation Rewards

The Keepers of Time are a faction of the Bronze Dragonflight – loyal to the Dragon Aspect of Time, Nozdormu the Timeless One.  The Keepers of Time Quartermaster Alurmi can be found at the Caverns of Time, near the reagent vendor.  To gain reputation with the Keepers of Time you may go to Caverns of Time: Durnholde (lvl 66) and Caverns of Time: Dark Portal (lvl 68-70).  Caverns of Time is located in Tanaris (Kalimdor).

The Keepers of Time Quartermaster offers 15 items ranging honored, revered and exalted.  The items appeal to the following tradeskill/professions: Jewelcrafters, Enchanters, Alchemists and Leatherworkers.

Some socketed-gear may appeal to the following Classes: Paladins, Mages handling swords, Rogues, and Priests.

Glyph of Frost Warding adds resistence to a head slot which may be used by any character class.  The Glyph of Defense is a most to any Warrior.  The Timelapse Shard trinket looks good for priests and mages to reduce threat. However, any class will really love the +25 stamina on the trinket, so go for it.

World of Warcraft: Burning Crusade – Consortium Reputation Rewards

The Consortium Quartermaster Karaaz can be found in Netherstorm at Stormspire, near the elevator.  To gain reputation with the Consortium you must complete quests in Terokkar Forest by the northern dungeon wing of Auchindoun.  Other quests can be found in Nagrand at Aeris Landing, Shattrath City, and Netherstorm at Area 52, Eco-dome Midrealm, Echo-dome Sutheron, Protectorate Watch Post and Echo-dome Fairfield.  A great way to increase reputation with the Consortium is to play many runs killing mobs in Auchindoun: Mana Tombs dungeon-wing located at the Bone Wastes in Terokkar Forest.

You should worry to increase reputation with the Consortium if you are a Jewelcrafter, Enchanter, Tailor or Leatherworker. There is only one enchant formula at friendly, and a tailor recipe at honored.  The gear appeals mostly to rogues, hunters and cloth-casters.

World of Warcraft: Burning Crusade – Cenarion Expedition Reputation Rewards

There are 34 rewards ranging Honored, Revered and Exalted. You gain reputation with the Cenarion Expedition by completing quests in Cenarion Post (Hellfire Peninsula), Cenarion Refuge (Zangarmarsh), and Ruuan Weald (Blade’s Edge Mountains). Additionally, killing mobs and bosses in Coilfang Reservoir dungeon wings: Slave Pens, Underbog, Steamvaults, and Lady Vashj’s Serpentshrine Caverns.

There are two repetitive quests to increase reputation with the Cenarion Expedition:  The first quest only available until up to Honored 12000/12000 – Plants of Zangarmarsh, given by NPC: Lauranna Thar’well – where you have to bring to her 10 Unidentified Plants – which drop from all mobs through Zangarmarsh, or a random drop from herbing plants or herbing Fungal Giants (found at the Dead Mire and the Spawning Glen) in Zangarmarsh.

The second repetitive quest, requires gathering Coilfang Armaments which drop randomly from naga in the dungeon wing: The Steamvaults (lvl 68-70).  The quest is titled:  Preparing for War, by NPC: Ysiel Windsinger.