World of Warcraft: Burning Crusade – Aldor Quartermaster Vendor

The Aldor Reputation Quartermaster may be found at the Aldor Bank in the northern side of the Terrace of Light in Shattrath City.  Quartermaster Endarin sells tradeskill-profession recipes and armor for honored, revered and exalted players.  To gain Aldor reputation you should complete quests given by NPCs at the Aldor Rise on the northwestern side of Shattrath City. You may take the elevator to reach it.

There is a repeatable quest that increases Aldor reputation by turning-in Marks of Kil’jaeden up to 6000 Friendly.  Then Marks of Sargeras starting Honored.  The quest giver is Adyen the Lightwarden at the center of the Aldor Rise in Shattrath City.

Demons and Shadow Council also have a chance to drop Fel Armament.  Keep them.  Go to Ishanah (High Priestess of the Aldor) at the building in the center of Aldor Rise.  She takes the Fel Armament and turns it into Holy Dust which is used instead of gold to buy inscriptions.  The turn in of Fel Armament gives Aldor reputation. Shadow Labyrinth mobs drop it often.

Note: You get these marks from demons and Shadow Council anywhere in Outland, including dungeons such as Shadow Labyrinth. Demon locations: Legion Hold, Illidari Point and Warden’s Cage in Shadowmoon Valley; Forge Camp: Fear, Forge Camp: Hate and Twilight Ridge in western Nagrand; Forge Camp: Terror, Forge Camp: Wrath, Felstorm Point, Death’s Door, and Forge Camp: Anger in Blade’s Edge Mountains; and Forge Base: Oblivion, Forge Base: Gehenna in Netherstorm. You can find Aldor quests at the Inn of Area 52 (Netherstorm).

World of Warcraft: Burning Crusade – Tempest Keep: Arcatraz


To get attuned to Arcatraz and to obtain the key you must complete a series of quests with the Consortium.  The questline starts with Ethereal Nether-Stalker Khay’ji located at Area 52 in Netherstorm.  He asks you to kill some Braxxis faction Ethereals at The Heap, south of Area 52.  Once done, you may notice the Blue question mark on his head.  You can gain further Consortium reputation repeating that quest.  However, he sends you to an NPC in Midrealm Eco-dome in the quest titled: Request for Assistance.  This new NPC: Gahruj starts the quest Rightful Repossession where he asks you to collect 10 Boxes of Surveying Equipment from the Blood Elves at Manaforge Duro (NOTE: These boxes are by the walls within the Manaforge). Gahruj will ask you to deliver the supply boxes personally to Nexus-Prince Haramad at the Stormspire in northern Netherstorm (Quest: An Audience with the Prince).

Nexus-Prince Haramad starts the quest: Triangulation Point One and he gives you a triangulation device.  Click the item in your bag, and your character will point in the direction you need to go to find the triangulation mark which looks like a Hunter Mark.

Dealer Hazzin at the Consortium Camp to the north of Manaforge Ultris gives you the next quest: Triangulation Point Two. Click the Triangulation Device item in your bag and your character will rotate and point toward the direction you should fiind the next triangulation spot.  It is near Manaforge Ara.  When you find it, go to Wind Trader Tuluman at Tuluman’s Landing next to the bridge of Manaforge Ara.  Tuluman starts the quest: Full Triangle.


With the data from both the first and second points, I’m now certain that the crystal is at the top of the Ruins of Farahlon to the northeast.

Unfortunately, the data indicates that the crystal is moving, which means that it has already been discovered, probably by the Burning Legion!

Just in case, I recommend that you take some friends along.

Slay the demon that has the crystal and return it to Nexus-Prince Haramad.


Recover the Ata’mal Crystal and deliver it to the Image of Nexus-Prince Haramad at the Stormspire in the Netherstorm.

The NPC you need to kill is an elite dreadlord named Culuthas.  He is at the Ruins of Farahlon. You need at least two or three players to take him down and at least one of you needs to be a healer.  If you do not find someone to help—only if you are a caster—you can solo him by kiting and dotting him along the road.  If you have the Arathi Basin PvP boots or Terokkar Spirit Shard reward speed enhancement(meta gem) wear it for this. NOTE: I am a priest and soloed him using word: pain and word: death while running from him. Warlocks can do the same, and Mages could slow him down with frostbolts and frost nova.

Loot the Ata’mal Crystal from Culuthas and bring it to Nexus-Prince Haramad at Stormspire.  He gives you the quest: Special Delivery to Shattrath City.


I am an ethereal of my word. You have truly inspired me.

I am now going to give you the ata’mal crystal to hand over to the naaru. As it was your heroics that made this possible, I wish for you to deliver it.

You may use my personal teleporter to go directly to Shattrath City. Simply step through it and you will be transported there.

Give the crystal to the naaru known as A’dal on the Terrace of Light. May the trade winds be at your back.

A’dal will then offer you the quest to assemble the Arcatraz Attunement Key.


A message was embedded in the ata’mal crystal that you recovered. Nexus-Prince Haramad has given us information vital to our campaign against Tempest Keep.

He tells us that there are two pieces, shards to a key, which, when combined, will unlock the keep’s Arcatraz satellite.

One half is possessed by an ancient in the Botanica known as Warp Splinter. The other is held by Pathaleon the Calculator inside the Mechanar.

Bring both shards to me and I will combine them into the Arcatraz key.


A’dal has tasked you with the recovery of the Top and Bottom Shards of the Arcatraz Key. Return them to him, and he will fashion them into the Key to the Arcatraz for you.

Now that you are attuned to Arcatraz, you can open the gate with your Arcatraz key.  Alternatively, Rogues with high-lockpicking skill can open the Arcatraz door until you complete your attunement.  This is what you will face in Arcatraz—read the Walkthrough below …


You will find a two-way stairs.  One each stair-end you will find two Arcatraz Wardens (Blood Elf Archers).  There is a total of four, but are separate groups.  You can sheep one and kill the other one.  They have an arcane explosion (AOE).

Next you see a scene where three Arcatraz Defenders are killing Protean Horrors and a Protean Nightmare.  They keep coming every few seconds after the blood elves kill them.

Pull them after they have killed the flesheaters.  Mage should sheep one.  If there is a Hunter place a trap.  If no hunter, Warlock can use his succubis to charm.  Kill the one with the skull mark.

The Protean Horrors come next.  They are small white flesheaters.  They can be easily disposed.  The Tank should charge them to gain aggro.  The mage and warlock should AOE them.  The Tank should be expecting the Protean Nightmare to show up anytime.  It is a bigger flesheater with lots of Hit points.

They will usually debuff the tank with Incubation.  After the timer on the debuff is over, the target player will spawn two or three Protean Spawns (Larva / worms).  These worms have a crazy hit rate and like to aggro priests and mages mostly.  Their hit rate will practically make it impossible to cast.  Either AOE them or have some DPS player be on clearing worms duty.  Otherwise, you will get no healing for the tank because the worms interrupt casting.  Additionally, the worms infflict Acidic Bite –  Armor reduced by 575.  They can kill a cloth player fast if you leave them unattended.  Get those worms off your mage and priest ASAP.

On the next room, there are two patrols.  One patrol consists of a Protean Nightmare (Big Flesheater) and three Protean Horros (Small flesheaters), which roam clockwise.  The small room is circular and to the right is another doorway to a tunnel connecting to the next block.  They patrol around the room and move toward that far doorway.  Then stop in front of your doorway for 15 seconds before resuming their patrol pattern.

The second patrol consists of six Protean Horros packed together.  They follow the same patrol patterns except they do so counter-clockwise.  You decide wish patrol to pull. Just do so when the other patrol is far away.


Next block is packed with mobs.  Ask your team to stay on the previous block.  No one should be by the tunnel connecting both blocks.  These mobs have serious aggro range and you don’t want two coming at you.

Send in a Hunter, or if lacking one, the Tank should range with his gun to pull.  The first pull is a demon dog with two heads and many eyes.  They are exactly like the model of the demon imprisoned by the Prince in Dire Maul (West wing).  These dogs are named Soul Devourer.  The Tank has to rotate him toward the doorway so that the flame AOE he sprays from the mouth won’t affect the team.  They inflict Sightless Touch – Movement speed slowed by 40%.  Time between attacks increased by 50%.  Casting speed slowed by 50%.

Every few seconds an eye will spawn from him and pick a random player.  The eyes can be killed in two or three hits / spell hits.  There are at least two of this dogs in the room.

Stay on the Butcher’s Stand block, and pull the next mob … a Death Watcher (lvl 70 Elite).  They look like Giant floating brains with huge teeth a big eye and tiny eyes around the big one.  Underneath they have tentacles.  When the Death Watcher reaches 20% health it will cast an AOE debuff marking everyone with Death Count – Marked for death.  It will start a 12 seconds counter.  If you haven’t killed him by the time the timer is over, everyone will be afflicted with a bomb that will either kill everyone or cause massive damage.  Just DPS him down as fast as you can.  There are at least a total of three Death Watchers in the room.

Be alert … there is a single Protean Horror patrolling back and forth going upstairs through the ramp and down to the room you are at.  If you didn’t stay at Butcher’s Stand block as suggested and fight within the Stasis Block: Trion while fighting another mob—if he aggros while there are other mobs in the room, he will bring with him more mobs than you can chew.

Next pull might be a Protean Nightmare and three Protean Horrors.

There is another variety of Death Watchers – this one is called Entropic Eye.  Its abilities are different.  They debuff the tank or nearby targets he strikes with Fevered Fatigue (Disease):  Intellect reduced by 43.  Spirit reduced by 43.  Priests may cast Abolish Disease.  Another ability is Corrosive Poison – 722 to 928 Nature damage inflicted every 5 sec.  Armor reduced by 5000.  This one is definitely not nice for a tank.  If you have a druid in the team alert him to cure poison ASAP.

Entropic Eye has another ability named Withered Touch (Disease) – 463 shadow damage inflicted every 10 sec.  463 mana leeched every 10 sec.  This one is pretty bad too.  Priests need to be on their toes watching these debuffs.  Cast Abolish Disease.

Make sure that you have cleared the room, and I mean it … don’t start the boss event without clearing the room, including the area underneath the transparent semi-circle ramp.

Once the room is clear, drink up.  Ask the priest to cast shadow protection buff to the team.  Make sure to rebuff the whole team with Prayer of Fortitude, Arcane Intellect, Mark of the Wild and anything else depending the team configuration.

This is a hard-to-position boss, so make sure your team understand the strategy.  Your team has to walk in and position themselves on the right side of Zereketh the Unbound (A Voidwalker lvl 72).  His right side is your left.  That corner is good.  Everyone should have their back against the wall in a a semi-circle formation along that corner.  Spread just a bit.

The tank has to charge Zereketh and position him at least 15 yards away from the wall your team is standing at.  Rotate him so he faces your team.  So what’s the logic on this?  Zereketh has a massive knockback.  If your team is not hugging a wall he will knock them back at least 50 yards away.  And a healer tossed that far away from a tank means someone is gonna die because the healer (Priest, Shaman, Druid, Paladin) won’t be able to reach you in time.  So hug that wall.  If the tank is knockback against the wall, he should grab aggro again and VERY important. Position him again facing the wall your team is at.

If you don’t do so you will force your team to rearrange their positions and it may cause them to no longer be against the wall and get tossed far away.  The tank has to rotate the boss, not rotate the team.

The second thing you should be mindful about Zereketh the Unbound is that he summons void zones.  Think of the first boss of Hellfire Citadel: Shattered Halls.  However, the void zones are huge and do the same effect of Death and Decay.  If you stand on the disc you will get approximately 2,000 shadow damage per tick.

This is in part another reason why the tank has to position the boss 15 yards away from the wall.  If the tank was in a corner, he wouldn’t be able to see the void zone underneath his own feet.  Specially a druid tank wouldn’t see a thing with his big rear.  Being this far from the wall, the tank can position his camera in a way he can see his own feet—looking out for any void zones spawning beneath himself.

At this point if you manage to be alert on positioning, rotation and looking out for void zones, you may be successful in the event.  The third ability of the boss is to hit everyone in the room with a shadow volley.  Since everyone is in the same corner the priest can handle that with prayer of healing (AOE heal).  Healers—bring mana pots.  Melee—bring health pots.  If a non-tank druid is in the team, toss a innervate on the priest.  This fight can be long usually.

The last ability of Zereketh the Unbound is nasty.  He casts Seed of Corruption – causing 400 damage per tick.  There is no way to dispell it.  Cast a shield on the afflicted player, and a renew.  Druid Healers should toss a regrowth and rejuvenation. Shamans could help too.  This seed of corruption can last long enough to kill a player.

After killing the boss, go upstairs through the transparent ramp.  There you will see a damaged robot named Arcatraz Sentinel (lvl 70 – Mechanical Elite) and blood elf corpse or two.  The corpses can be hit, and they spawn two Protean Spawns (worms).  If a robot and a corpse are near to each other, never attack the corpse first.  Pull the robot instead.  Attacking the corpse will cause the robot to aggro.  However, if you pull the robot, the corpse won’t spawn worms.

Although they only have 30% health, they can be nasty.  They constantly pick a random target and discharge them with an electric bolt.  DPS him down fast.  After the Arcatraz Sentinel dies, move yourself at least 20 yards away from it.  They will keep discharging electric bolts after death for 10 seconds.  Each bolt can cause around 900+ damage.

Along the tunnel you will possibly find corpses.

Ask your team to stay on the back side of the tunnel.  The tank or a hunter will have to pull the next mobs into the back of the tunnel.  They are big voidwalkers.  There are two types you have to memorize:  Nexus Screamers and Nexus Warp-Master.  Here is why you have to stay on the back of the tunnel.  The Nexus Screamers fear the team and that room has at least six voidwalkers.  The Screamers also cast a single frost bolt to a random player, and also a frostbolt AOE.  Everyone is hit.

The Nexus Warp-Master (Voidwalker) doesn’t seem to have many abilities except they open a void zone underneath themselves.  This void zone increases their armor and strength.  In short, make sure your tank knows about this.  The tank has to kite him backwards through the tunnel and toward the ramp of the first boss if needed.  Do not let the Warp-Master stand still.  He will leave a trail of void zones and he won’t get what he wishes …  he will die pretty fast without his void zone to empower him.  If your tank lets him stand still for three seconds you will notice the difference.  He will chew the tank in no time with increased strength.

When you return to the voidwalkers room on your far right, by a hidden corner, you can find the container for the Karazhan Key quest: The Second and Third Fragments.


Khadgar: I hid the second fragment at the bottom of Serpent Lake, long before it was called that. The giant drain installed there after the naga took over has likely pulled the container into the depths of Coilfang Reservoir.

The third fragment will prove the most trying, as I left it inside Tempest Keep back when it was controlled by the naaru. Kael’thas now rules it and the chamber where I left it has become a prison.

Bring me these remaining fragments. Much depends on your success.

Once you have cleared the room, stay on that room.  The tank will go through the tunnel and pull an Eredar Deathbringer.  There are three Eredars in that room.  Two types:  Eredar Deathbringer and Eredar Soul Eater.  Both are melee types but they have different auras.  The Auras affect everyone within 40 yards.

Eredar Deathbringer – their aura does around 433 damage per tick.  I suggest conserving mana by waiting until everyone is 75% health, then cast prayer of healing.  Secondary healers should only mind the tank, while the priest uses Prayer of Healing AOE on the team.  Priests could also help with Mending on the tank.

The Eredar Deathbringer casts Diminish Soul on the Tank and lo and behold … it stacks – all damage taken by 150 per stack.  If it stacks four times that is damage taken by 600.  Watch your tank’s health.

The Eredar Soul-Eater has a different aura:  Entropic Aura – Time between attacks increased by 25%.  Casting speed reduced by 25%.  Movement speed reduced by 25%.

He can also cast Soul Chill (Magic) – Movement speed reduced by 50%.  It can be dispelled.  And casts frost nova encasing everyone’s feet in ice. Another ability is Soul Steal (Magic) – Physical damage done reduced by 45%.  All stats reduced by 45%.  It can also be dispelled by priests.  Although Eredar Soul-Eaters can be killed under a minute, they do have their box of surprises.

Once the Eredars are dead, inform your team to stay on that room on the back.  You will see an Arcatraz Sentinel (robot) and a corpse on both sides of the door.  Don’t pull.  The tank should go near the platform (back of the room) to the far edge.  Now you can carefully view a hidden Arcatraz Sentinel covered by the wall—on the left side of the door.  On each side of the door is a Arcatraz Sentinel and a corpse.  Don’t touch the corpses or both robots will aggro. Single pull the left robot.  When it dies, pull the corpse worms on the left.  Then the next robot, and the last corpse.

Once the door is cleared, ask your team to not stand in the tunnel nor near the door.  Stay on that room on the back, atop the platform (if you are a caster/ranger).  Next room is packed even when you don’t see many mobs.


The next room has two felguards titled Unbound Destroyer and Fel Overseer. Two visible Spiteful Temptress (Succubis) and possibly two or three stealthed Skulking Witches (Succubis).  The Fel Overseer has mortal strike—make sure to shield the tank when you see the mortal strike icon—and he has an AOE named Intimidating Shout.  You will be silenced for around 8 seconds.  That means … healers should toss heal-over-time spells on the tank, in preparation to the next shout.  When the silence is over, toss a shield on the tank to allow other healers to heal the tank while you cast your 3 second big heal.

The next pull is a Spiteful Temptress on the right of the door.  I recommend the rangers/casters going up the platform ramp on the back of the room to range the mob.  That will give you time to see when she is going toward you, to jump off the platform and run toward the tank—basically staying away from damage and kiting her until the tank regains aggro.

Skulking Witches are stealthed.  Only the Tank and the Priest should be in the tunnel connecting to the next room.  Cast a shield and mending on the tank.  The tank should move slowly in the next room attempting to catch the attention of stealthed Skulking Witches.  They are by the walls.  Once you get aggro pull them fast into the previous room toward your team.  The priest can cast renew and shield again if possible.  Skulking Witches can Gouge, incapacitating the target for few seconds.

The next room has a shape of a star with three sides. On the center it has an hexagone arena.  There may still be a Skulking Witch near Dallia the Doomsayer.  So be alert and let the tank do the scouting.  With stealthed mobs around you know how the saying goes … curiosity killed the cat.  Hunters could probably use their flare to detect stealthed units or Warlocks cast detect invisibility on the tank or paranoia with a summoned Felbeast.

There are two mini-bosses here: Dallia the Doomsayer and Wrath-Scryer Soccothrates.  Dallia is a six-armed female demon.  Soccothrates is a Wrathbringer demon.  Your first target should always be Dalliah.

Dalliah the Doomsayer is a straightforward tank and spank fight.  She will rarely lose aggro on the tank.  However, healers need to be careful in this fight and cancel their healing if they are fast enough.  She will cast a debuff on the tank.  As soon as you see it, stop healing or cancel an incoming heal immediately.  That debuff will heal her along with the tank.  Once the debuff is expired, you can heal the tank and toss renew/regrowth/rejuvenation on him so that he can recover until the next debuff.  If she gets no heals with her debuff, she will die pretty quick under 3 minutes.  The other ability should be important to melee players … as soon as she starts whirlwind, move away.  She will remain spinning for 8 seconds.  No problem … she won’t lose aggro while spinning.  Get back on her after she stops spinning.

Once she is dead, ask your team to stand around the hexagonal arena at the center.  Three sides of the hexagon has a wall column.  Three sides are openings.  Pick one of the three walls and hug it.  The Tank and a rogue or feral druid (if any) should pull the mini-boss Wrath-Scryer Soccothrates into the center of the arena.

This mini-boss is pretty hard, no lie.  He does a knockback tossing you 40 yards away. That is why you are hugging the walls.  Now the reason each of the players are on one of the column-walls is that he will randomly charge a player—leaving a trail of fel fire on the ground.  That fel fire will cause you instant damage and also damage over time.  As soon as you see him charging you run toward the tank, and across the hexagon toward the healers.  Otherwise the damage over time will kill you.

Another tip—- don’t stand near the boss, he seems to have a fire aura of 15 yards.  Anyone going near him will be debuffed with a fire icon, taking damage over time.  It can be dispelled by priests.  Druids should be alert on the Priest’s mana and innervate them.  Your team needs to DPS this guy as fast as possible.  Healers won’t be able to sustain the healing of the team for too long.

Once he dies, the door field will be shut down, and now you can access the stairs toward the third floor.

Upstairs you will find a robot and 2 corpses.  Kill them—always pulling the robot first.  Don’t be wandering ahead of the tank.  By the bridge connecting Stasis Block: Maximus and Containment Core on the third floor—there is a patrol—a Protean Horror.  Across the bridge you will get an inevitable pull of two robots.  You might wipe here.  Keep your main healer alive if your team has a second healer.  When the first robot dies, the tank has to immediately pull the other robot away from the dead one.  Otherwise, the after-death discharge combined with the remaining robot will kill your team.  Electric discharges do 900 damage per bolt.

Inside the tunnel—past the bridge—there is another single robot and two corpses.  Kill the robot and later the worms.


Again ask your team to remain on the back of the tunnel.  This is to avoid patrols aggroing near the door during the fight. The tank should approach the door and position himself on the left side to see diagonally toward the right side of the door.  To the right is a group of four ethereals.

– Ethereum Life-Binder
– Two Ethereum Slayer
– Ethereum Wave-Caster.

Ask your mage to come to the front and to target the Ethereum Life-binder.  Once the mage has targeted it, ask him to move to the back of the tunnel.  If you have a hunter, ask him to trap an Ethereum Slayer.  Kill the Ethereum Wave-Caster fast, then a Slayer.  They infflict poison on a target to slow casting time.  Mages should keep the Life-Binder sheeped at all times.  A Mage shield and Priest shield on the mage would be wise periodically in case sheep breaks during the fight.  It will allow the mage to not lose casting time while getting hit by the Life-Binder, trying to re-sheep.

The next pull is a patrol of 4 mobs – same configuration as the first pull.  They patrol counter-clockwise.  Tank should charge them.  Mage can now sheep the Life-Binder.  Kill the Wave-Caster.  Rinse and repeat on the last pull standing on the other side of the room to the far right, by the door.

NOTE: You will find a corpse on the platform in this room.  It is Seer Udalo.  He is for a quest given by Akama in Warden’s Cage (Shadowmoon Valley).  You get Akama’s quest after doing some Aldor quests at the Aldor Village – northeast of Hand of Gul’dan.

Ask your team to stay in this room.  I recommend casters/rangers to stand atop the platform in the back of the room.  The Tank should walk through the tunnel with care and position himself on the left wall of the tunnel to see diagonally to the right edge of the doorway.  There are two satyrs on the right and two satyrs on the left.  Plus a Infernal is patrolling back and forth toward the door and away from the door.  Naturally pull the satyrs when the infernal is walking away.

You have now a two satyrs:  Sargeron Archer and Sargeron Hellcaller.  Kill the Hellcaller first.  As his name indicates he casts rains of fire.  The Sargeron Archer shoots poisoned arrows that slows your spellcasting time.  When you kill them, stay in the room and return to the platform on the back of the room. This is in case the tank loses aggro and the satyrs run toward you.  At least you can see him running around the platform.  Jump off the platform and run toward the tank.

Heal and drink and prepare for the Infernal pull.  This time all the players have to stack on the same spot by the door.  Stick together.  The tank will go pull the Gargantuan Abyssal (Infernal).  It has a fire damage aura causing over 300 damage per tick, but you would rather take that sticking together stacked on each other than what he will summon.

The Gargantuan Abyssal summons down a meteor crashing on the team.  Now for the sake of explaining why no one should stand apart from the stacked team players … if you stand alone away from the team (points at Hunters/Mages)  the meteor will strike you for 12,000 damage.  When everyone is stacked together, the 12,000 damage splash is split between each player.  In short, 12,000 divided by 5 players = 2,400 damage per player.  There are ways around this … depending on your team configuration.  For example, Hunters and Warlocks can summon a pet to take some of the damage while stacking on each other.  And a non-tanking druid could summon treants.  That would further split the damage caused by the meteor.

Priests must keep a pace of prayer of healing the team when they reach 75% health, while mending and renew on the tank.  Any other healers should only heal the tank and DPS the Gargantuan Abyssal.  DPS is needed to kill him as fast as possible.  The next pull might be a Doomguard.

The team needs to stand on the door of the previous room.  The tank should pull the Unchained Doombringer (lvl 71 Elite Doomguard)  to the door of the other end of the tunnel.  In short, casters/rangers should stay on the other side of the tunnel.  If the tank brings the doomguard toward the team, prepare for a wipe. ‘Nuff said! Stay at Max Range.

The next pull is another Gargantuan Abyssal.  Stack together for the meteor.


By now depending on how much time you have spent clearing the dungeon up to this point, you might have repops on the starting point—Butcher’s Stand section—after the zone-in.

You have a one-shot chance to succeed on this final showdown. Otherwise, you will have to clear trash mobs up to the third floor: Containment Core.  The third floor won’t have repops by the time you arrive after clearing.

Now to explain the Warden Mellichar event.

When you approach him he will bubble up. You don’t fight him.  He will cast a red spell toward the stasis cell (cage) on the left of the room.  The first mob is random.  It will either be an Imp or a Phase Hunter (Warpstalker).

One thing you should know is that this is a timed event.  Meaning:  If you don’t DPS him fast enough, the next cage will be opened and you will have two mobs instead of one.  If you kill him fast enough you will have a grace time to drink.

The second cage opens and a gnome named Millhouse Manastorm.  He is for a quest given by A’dal in Terrace of Light.  Your mission is to free him, which only happens if you are successful with the event.  The gnome will help you kill the next two mini-bosses set loose from the cages by Warden Mellichar.

The third cage opens to set loose a wind elemental named Akkiris Lightning-Waker.  This mob will do an AOE lightning hitting all players.  He will do this often every 10-15 seconds.  Mages and resto-Druids should be alert on this round on curse-clean duty.  Akkiris will cast Lightning-Waker’s Curse on the tank or a random target—Magical damage taken is increased by 100%.  Very dangerous curse.  The event depends on you cleaning the curse.

Right now I will tell you that you won’t have enough DPS on him if you have a Restoration Druid.  He is immune to Nature damage.  A resto-druid commented he usually hits for 2,600 damage.  His nature spells were doing merely 600 damage to him and sometimes he would miss.  A mage reported low DPS on arcane damage.  Restoration Druids should possibly have to fight him in bear or cat form.  Or simply stay at max range and dedicate to heal the team.  Priests and Paladins can go DPS on this boss.  He is not immune to Holy damage.  However, remember this is a DPS race against the timed-event.  If Akkiris doesn’t die fast, the next cage will be opened and you will have both mobs together on you.

If you were lucky to kill him in time, casters should drink fast before getting in combat mode.  The tank should be smart and move toward the spawning-spot on the left side of the cage-platform.  There is an explanation for that.  Blackwing Drakonaar will engage in combat as soon as he is set loose off the cage.  He does a warstomp that sets everyone flying on the air—a knockback.  In short, everyone that was rushing to drink to regain mana will be interrupted.  Tanks don’t want that to happen.  Therefore, run toward the left side to welcome him. Away from casters drinking.

Blackwing Drakonaar is mostly melee, but he does have the warstomp that causes damage to everyone nearby while knocking them back at the same time.  I recommend casters/rangers to move toward the wall he spawns at, with their back on the wall.  Treat this guy like you did the first boss of Arcatraz—Zereketh the Unbound, to avoid his knockback.  The tank needs to maintain him on the left side near his cage.  The team doesn’t want to get knockbacked from the healers, nor would healers wish to get slammed far away from the tank.

If you killed him fast enough, you might have some seconds to drink.  The last mob to be set loose is no less than a clone of Skeram—not literally a clone, but looks like him and does similar things.  The Naaru had imprisoned this Qiraji emissary that for some reason wished to conquer the worlds in the universe as a harbinger of the Old gods.  Warden Mellichar did not know what was inside this cage, and cost him his life when he set him loose.

The Qiraji has some very nasty abilities and I really wish you luck.  He mind controls a single target forcing you to spend some mana on your own teammates.  Fear and knockback. You can also see a ray casted on a player similar to mindflay … it will cause around 5,000 damage over 8 seconds.  Healers on your toes when seeing this mindflayer ray.  You become immobilized during the mindflay unable to cast.  The last two seconds of mindflay you regain mobility—you may cast shield on yourself those last two seconds—if by chance you are the Priest.

Based on observation, the Qiraji needs to be pulled by the tank to a corner near the cages, and everyone non-melee should stay at max range.  He seems to pick on anyone near him.  When he reaches approximately 30% health, he will split into two Qiraji.  The tank—if he is team leader—or a hunter should mark him before he splits.  That way you know who is the original and who is the copy.  This is the last boss in Arcatraz.  As for Heroic-mode this place is hellish.  It is easy to get a team to disband on the first room of the dungeon.  You better have good gear before coming to Arcatraz Heroic-mode.

World of Warcraft: Burning Crusade – Nazgrel welcomes you to Thrallmar

Nazgrel: So you’ve recently arrived from Azeroth, eh?  You’d best steel yourself – there are perils in this land unlike anything the Horde has faced before.  I am Nazgrel – right hand to our mighty warchief, Thrall.  He honored me with the task of safeguarding this brave expedition and – by all the spirits – I shall!

> Tell me more of our mission here, Nazgrel.

Nazgrel: Once our warchief heard that the Dark Portal had been reopened, he immediately gathered his advisors to plan this daring expedition.  Though a few of his councilors have their doubts, Thrall holds out the hope that we might discover new insights into the history of our people.  He believes that somewhere amidst the wreckage of this world, the true tale of the orcish people lies hidden.

I must admit that in my darkest moments .. I fear that that tale should remain untold.

> (Keep Listening)

Nazgrel: The Horde has risked much to venture into Outland – resources, manpower – even the tactical defense of our land is at stake.  Despite all else, Thrall believes in the promise of this ravaged land.  There is a strange light in his eyes these days – as if he senses some stirring revelation the rest of us do not.

Still, he is my warchief and my blood-brother.  I would follow him through the gates of the abyss itself.

World of Warcraft: Burning Crusade – Tempest Keep : Mechanar

Nethermancer Sepethrea is the second boss of Tempest Keep: Mechanar dungeon-wing.  Once you take the elevator to the second floor, you will have to clear the room first and kill the trash mobs.  Be mindful of the robot patrolling.  Pull the robot to the corner of the elevator area.  Remember that robots call for help.

Tell your team to not step into the next hallway.  It starts the last boss event, and you don’t want to do that yet.  Once the room is clear, you are ready to fight Nethermancer Sepethrea.

Your tank has to charge Sepethrea.  Immediately, she will summon two fire elementals.  They are immune to fear. The fire elementals are slow.  They will chase two random players.  You have to kite them around the room.  However, be careful.  They leave a trail of fire on the ground.  Don’t step on the trail.  The second thing you should be mindful of … the two fire elementals will stop chasing and cast hellfire.  It is a firewave spam that last approximately 5-8 seconds.  Anything caught within the expansion wave will get extreme damage.

That means that tanks have to keep an eye on their back while tanking Nethermancer Sepethrea.  Sometimes the fire elementals lose aggro and go back to the tank.  If they do hellfire near the tank, basically … game over.

Sepethrea will melee the tank with her huge sword.  The casters should place dots (Damage Over Time Spells) on Sepethrea while kiting the Fire Elementals.  The healers should place some renews/regrowth/mending on the tank if they are forced to kite around the room.  If you are a priest and need to toss a big heal on the tank, while getting chased by one of the fire elementals you must put a shield on yourself first to avoid spell interruption and damage while casting a big heal. Then run away from the fire elemental.

This is another DPS race.  Simply burn down Nethermancer Sepethrea.  Use Bloodlust near the beginning-middle of the fight. Fire protection potions come handy too—however, I used none as shown in the video.  Nethermancer Sepethrea usually knockbacks the tank and she will lose aggro to pick one or two random players.  Shield them up.  The Tank has to charge her and do anything to grab aggro back. Once she dies, the fire elementals despawn. So don’t waste time fighting them. She shouldn’t last more than 3 minutes.  Below you can see a video of the event. She lasted approximately 2:32 minutes.

World of Warcraft: Burning Crusade – Auchindoun: Shadow Labyrinth


These guys should be neutralized.  A shadow protection buff would be helpful before engaging a group with a Deathsworn.  Spread to counter his black cleave which affects 3 nearby targets.


Sheep them.  If no mage is in the team, kill it first.  Optionally, Cabal Acolytes are fun to mind control to use their own mana to heal your tank. However, be cautious.  Their heal have a long cooldown.  Note they have a nice buff for your whole team.



Assassins are very dangerous.  They attack while least you expect in stealth mode.  They can be found at the room of Blackheart the Inciter (Ogre Boss).  They usually go for mage, hunters and priests.  Priests should be alert and toss a shield on the victim.  If it is safe, be ready to fear them away from your teammate.  There are two and they respawn every few minutes.







Cabal Summoners should be dealt with either sheeping or killing them as your first target. They summon two mobs during the fight.  The Cabal Summoner may be found at the last room—Murmur (Boss)


Cabal Spellbinders can additionally mind control.  This can be dispelled by a friendly priest player.  Shamans might have totems to counter mind control.  Spellbinders can be found at the room of Murmur (Boss).

World of Warcraft: Burning Crusade – Caverns of Time: Mount Hyjal

Note: The original article was posted on 12-26-06 by myself (Medievaldragon) during closed beta. The one posted by a fan at the Worldofraids forum was a copy/paste of my original unedited article. It wasn’t pasted by the Worldofraids staff. Not the other way around in case anyone wonders. The forum thread mentions source: Blizzplanet at the head of their thread. This is to clear it up for whoever claims this is a copy from worldofraids or elsewhere.  This article is also linked to by wowinsider since 12-27-06 (thanks, buddies) and by our friendly Wow-Europe MVP Schwick. This article has been revised and edited to add new info (2-28-07). On with the show!

By Medievaldragon

Caverns of Time: Mount Hyjal shipped with World of Warcraft: Burning Crusade expansion at retail launch. The dungeon requires a 25-player raid group. However, not everyone can enter the dungeon right away. This dungeon requires many pre-requirements:

1. You must be level 70

2. Complete Caverns of Time: Durnholde (Old Hillsbrad) available at lvl 66, and Complete Caverns of Time: Dark Portal (Black Morass). You get access to the Mount Hyjal Quest after you finish Old Hillsbrad dungeon. However, you need to finish Dark Portal (Black Morass) to get the Master’s Key to Karazhan from Medivh when you beat the last boss in Black Morass. Which in turn, allows you to complete the Lady Vashj’s Dungeon quest which requires to kill Nightbane. You will read more throughout this guide.

3. Talk to Soridormi (Adult) – the consort of Nozdormu. You may find her roaming around the clockwork in Caverns of Time. She will give you a quest titled: The Vial’s of Eternity.

However, this is no 1-2-3 immediate quest. To acquire the two vials of eternity requires the completition of many quest chains that will take months to accomplish and good gear. You must have the Dungeon 3.5 gear-sets such as Hallowed (Priest) and Assassination (Rogue) from Arcatraz, Shadow Labyrinth and similar dungeons to prepare you for Karazhan, Gruul’s Lair and Magtheridon’s Lair (Check out 10.3Q Dungeon 3 sets—by Schwick). In those three high-end 25-players raid dungeons you may in turn acquire tokens for the Tier 4 Armor Set that will prepare you for Kael’Thas and Lady Vashj’s dungeons. Tempest Keep: Eye of the Storm (Kael’Thas Dungeon) and Serpentshrine (Lady Vashj’s dungeon) are rumored to drop Tier 5 Armor Set tokens. Blizzard recently revealed Tier 6 sets will drop at the Black Temple in Shadowmoon Valley.

The Tier 4 and Tier 5 set armor are acquired from Vendors in Shattrath City. If you are Aldor faction, you can find them at the Shrine of Unending Light in the Aldor Rise—where you find Ishanah (High Priestess of the Aldor). Tier 4 is sold by Kelara (Keeper of Sha’tari Heirlooms) and Tier 5 is sold by Asuur (Keeper of Sha’tari Artifacts). Blizzard recently announced the Tier set itemization will be revised to make a wider gap between the stats of Tier 4 and 5.

If you are Scryer faction, go to The Seer’s Library at the Scryer’s Tier in Shattrath City. Tier 4 set armor is sold by Veynna Dawnstar (Keeper of Sha’tari Heirlooms), and Tier 5 is sold by Arodis Sunblade (Keeper of Sha’tari Artifacts).

Tier 4 Chest = Magtheridon (25-man, 1 token)
Tier 4 Leggings = Gruul(25-man, 1 token)
Tier 4 Shoulders = Maulgar(25-man, 1 token)
Tier 4 Gloves = Karazhan: The Curator(10-man, 1 token)
Tier 4 Helm = Karazhan: Prince Malchezaar(10-man, 1 token)


The quest to become attuned for Arcatraz, as requirement for the Kael’thas dungeon key starts in Area 52, Netherstorm. Find the Consortium Ethereal Nether-Stalker Khay’ji in Area 52 and complete his quest. He sends you to Gahruj at Midrealm Eco-dome, who asks you to gather some supplies from Manaforge Duro. Thereafter Gahruj sends you to Nexus-Prince Haramad who starts the Triangulation quest-chain that leads to killing Culuthas the Dreadlord (located at Ruins of Farahlon). The chain ends when Nexus-Prince Haramaad sends you to A’dal with a crystal. (Read the Arcatraz Key Attunement Walkthrough)

A’dal will give you the Arcatraz Key quest. The Arcatraz crystal key is divided in two halves. The first half is held by the last boss of Tempest Keep: BotanicaWarp Splinter. The second half is held by the last boss of Tempest Keep: MechanarPathaleon the Calculator.

NOTE: Five players can enter Arcatraz if one player has the gate key. Optionally, a rogue with 360-lockpicking skill can open the gate. However, all five players need the heroic-mode key to access Arcatraz Heroic-dungeon to complete another requirement for Kael’thas dungeon key. Which means you gotta be revered with the Sha’tar faction to buy the Arcatraz Heroic-mode key from the Sha’tar Quartermaster vendor Almaador (he is next to G’eras at the Terrace of Light, near Khadgar).

(Prince Kael’Thas Dungeon)

To start the Kael’Thas dungeon Attunement questline you need to go to Shadowmoon Valley. You must complete the Cipher of Damnation quest-chain – which starts at the Hand of Gul’dan, where you see Earthen Ring NPCs and the avatar of Gul’dan. And you must complete a Stormspire quest in Netherstorm.

Brace yourself – – you need to be revered with the Sha’tar Reputation faction to obtain the Tempest Keep Heroic-Dungeon key, Revered with the Lower City to obtain the Auchenai Key to unlock the Auchindoun Dungeons in Heroic-mode, Revered with the Cenarion Expedition to unlock the Heroic-mode for Coilfang Reservoir dungeons, and Revered with Thrallmar/Honor Hold to unlock the Heroic-mode Difficulty for Hellfire Citadel dungeons. Hope you have had fun reading this far.

Complete Trial of the Naaru: Mercy; Trial of the Naaru: Strength; and Trial of the Naaru: Tenacity. No easy task … for you have to complete the three trials in Heroic-mode. Trash mobs hit for 15,000 non-crit damage at Shadow Labyrinth and Arcatraz (in Heroic Mode), no less. You have to kill Murmur in Auchindoun: Shadow Laberynth to loot his essence, retrieve an unused Axe of the Executioner from Hellfire Citadel: Shattered Halls (an NPC and two assassins spawn behind Kargath Bloodfist when he dies—get the axe from that NPC), Kalithresh’s Trident in Coilfang Reservoir: Steamvaults, and to rescue Millhouse Manastorm (gnome) after killing the last boss of Tempest Keep: Arcatraz (a Qiraji resembling Skeram). Once you have completed those four dungeons in Heroic-mode, return to A’dal.  Someone told me A’dal sends you to Magtheridon Lair and afterward A’dal grants you the Tempest Key to enter Prince Kael’Thas dungeon—which requires 25 players. Kill Kael’Thas and loot his Vial of Eternity.

(Lady Vashj Dungeon)

Another requirement for Caverns of Time: Mount Hyjal is to kill Lady Vashj and to loot her Vial of Eternity’s remnant. To start the quest chain to acquire Lady Vashj’s dungeon key you must enter the Coilfang Reservoir: Slave Pens dungeon in Heroic-mode. I was able to get this quest from a Naga named Skar’this the Heretic, who is held prisoner inside one of those weird-shaped cages. He spawns in Heroic-mode by the area where you jump down a platform into the water. To the far left of the pool you can find this Naga NPC inside the cage. He starts the quest: The Cudgel of Kar’desh.


Skar’this the Heretic in the heroic Slave Pens of Coilfang Reservoir wants you to bring him the Earthen Signet and the Blazing Signet.

Earthen Signet: 0/1
Blazing Signet: 0/1

Bring me the Elemental signets that the cudgel requires!

The earthen signet is held by Gruul the Dragonkiller. Gruul can be found inside his lair in the Blade’s Edge Mountains.

The second signet is the blazing heart of a creature known as Nightbane. This mythical beast is said to reside in the hallowed halls of the prophet, Medivh.

Make haste!

The Mark of Vashj – Allows the wearer to enter Serpentshrine Cavern: Lair of Lady Vashj. (50,000 yd range)

NOTE: Obviously, you need to have completed the Karazhan Attunement to kill Nightsbane. Arcatraz has one of the three-fragments to assemble the Karazhan Key, and you need to complete Caverns of Time: Dark Portal in order to get the Karazhan key from Medivh (Master’s Key). Gruul’s Lair is open to anyone and doesn’t require attunement.

By now you should be Friendly with the Scales of the Sands faction in order to enter Caverns of Time: Mount Hyjal..

In this dungeon you go back in time 4 years into the past to fight alongside Malfurion Stormrage, Tyrande Whisperwind, Thrall, and Jaina Proudmoore against Archimonde and the Burning Legion. Your mission is to stop the Infinity Dragonflight from altering time.



Soridormi: The Battle of Mount Hyjal is one of the most well-guarded events of this timeline. Should an intruder alter its outcome, the impact would extend to all subsequent moments in history.

As the Aspect’s prime mate I’m far more in tune with the flow of time than other bronze dragons. I recently sensed a minute ripple in time emanating from the events surrounding the Battle of Mount Hyjal. Someone or something is attempting to change this timeline and they must be stopped.

Soridormi: Seven vials were drawn from the Well of Eternity by Illidan. He poured three into the lake on top of Mount Hyjal and a second Well of Eternity was created. For years the rest were believed lost.

With the opening of the Dark Portal, we’ve come to know that he gave one each to his lieutenants Kael’thas and Vashj. Retrieve what remains of them; we wil need them as foci to open a gateway to any events tied to Mount Hyjal, recent or ancient. The outcome of the Battle of Mount Hyjal must be preserved.

I’ve asked the impossible of you, yet I expect you to succeed. Much depends on it.


Soridormi at Caverns of Time wants you to retrieve Vashj’s Vial Remnant from Lady Vashj at Coilfang Reservoir and Kael’s Vial Remnant from Kael’Thas Sunstrider at Tempest Keep.

Rewards: 24g 60s

Thanks to the following contributors:

[email protected] – Correction

[email protected]’Thuzad – Correction

[email protected]—provided Tier 4 token locations

World of Warcraft: Burning Crusade – Caverns of Time: Black Morass – Dark Portal

The first thing you would notice is that the region is named Black Morass. Swamps of Sorrow and Blasted Lands were one region, until the magics unleashed by the Dark Portal turned the surrounding swamp terrain into red clay. Black Morass is the original name shown in early Azeroth Maps. It is also known as Swamps of Sorrow back in Warcraft: Orcs and Humans.

If you wish to initiate yourself into Warcraft lore, you should read Warcraft: The Last Guardian – which covers the events of Warcraft 1: Orcs and Humans.  The book tells the story of Medivh, and the opening of the Dark Portal that gave entry to the orcs into Azeroth. Khadgar—in Shattrath City—was Medivh’s apprentice by the way.

To enter Caverns of Time: Dark Portal dungeon you must have completed Caverns of Time: Durnholde (Old Hillsbrad). This is a 5-players dungeon. The dungeon is open for level 66 players. However, I recommend your team to be between level 68-70.  The last boss is level 72. After completing the first dungeon of Old Hillsbrad, talk to Andormu – outside, near the clockwork of Caverns of Time. He will provide a new quest, asking you to talk to Sa’at – an agent of the Scales of the Sand faction (Bronze Dragonflight). You can find Sa’at at the entrance of the Dark Portal dungeon after you zone-in.

This is the quest offered to complete the Dark Portal Dungeon:


Sa’at: The Infinite Dragonflight have abandoned all pretense of subtlety. They plot to destroy the Guardian, Medivh, and prevent the Dark Portal from ever opening. While outwardly, this may appear a boon to the forces of the Alliance, it is in actuality catastrophic and will result in your world ending.

You must venture through the timeway leading to the Black Morass. Go west and then south, past my future self, until you reach the tunnel that houses the swamp specimens. Cross over and speak with Sa’at.


Travel through the Caverns of Time to the Black Morass during the opening of the Dark Portal and speak with Sa’at.

First, you must clear your way to the southern area of Black Morass.  Once you see Medivh on the horizon, warn your team members not acquainted with the event to not approach Medivh.  Kill all the stealthed leopards, crocs and spiders in a semi-circle around Medivh’s surroundings.  You will know why.

You don’t need to clear the whole dungeon, only your way toward the south and the semi-circle around Medivh.  Once you are satisfied there aren’t any trash mobs in the nearby area, walk in to Medivh.

The event will start when Medivh begins to talk.  This is a time-scripted event.  The dungeon’s goal consists in killing the Rift Lords and Time Keepers to seal the Time rifts.  There are eighteen portals to be opened during the scripted event.  One at a time will open if you are fast enough.

The time rifts open in one out of three random locations.  Left, center or right.  Sometimes the next rift will open at the same spot.  So be sure to look back to double check.  As soon as you see a yellow rift open, your tank needs to rush in and grab aggro.  Time is of the essence.  Don’t waste time.  Engage the Rift Lord or Time Keeper that keeps the rift opened.  Dragonkin and whelps will start pouring in through the rift.  Mage and Rogues do a good duo to take care of any mobs coming through the rift. The Tank, healer and another teammate should take care of killing the Rift Lord / Time Keeper.  When the mage and rogue are done, they should assist the Tank.

This is a DPS race.  The event is timed. If you do not get rid of the rift in an allocated time, you will get two rifts opened.  And that is not a good thing.  You should give up and restart the event if you see two rifts opened due to lack of DPS.  You do not need to abandon the dungeon to reset nor need to kill all the animals again.  Let Medivh die, and he will be respawned within 5 minutes.

The female dragonkin can be somewhat nasty.  They do firewave AOE, frost bolts to a single target, and sheep polymorph among other abilities.  The huge winged Rift Lords do a lot of damage.  Priests must cast a shield on the Tank as soon as the mortal strike debuff icon shows up, then toss a renew, and a big heal.  The Rift Lords do Nature AOE damage with their warstomp.  However, they are easier than the female caster.

Out of the eighteen rifts to shut down, three will spawn bosses.  You get a boss at rift 6, 12 and 18.  Onscreen – at the top-center – you will see a counter such as Time Rifts Opened: 0/18.  The first boss is Chrono Lord Deja – a biped-humanoid with dragonlike features.  He does mortal strike, and warstomp.  Those are the two abilities that you need to care the most.  Prayer of Healing is useful here.  However, rangers should help by bandaging themselves at max range and try to avoid the AOE (Area of Effect).

The second boss at rift# 12 is Temporus – an Infinite drake.  He is the most hated of the three bosses.  Temporus inflicts a debuff that can be compared with Kurinaxx’s in Ahn’Qiraj (20) dungeon.  Temporus stacks this debuff up to 8 times and further on the tank.  This is overkill, and healers will be strained and drained of mana in no time to keep the tank alive.  The simple way to handle this is to kite Temporus.  The tank will have to watch his own debuff.  Once it hits 4 stacks, the tank needs to run around while throwing a few hit and run attacks.  Enough to keep aggro while the rangers take care of DPS (Damage per second).

The last boss, at rift# 18, is an Infinite dragon named Aeonus – and he hits pretty hard.  The dangerous part is his Time Stun.  Everyone is immobilized and unable to cast during 5-8 seconds.  Healers need to keep throwing renew, regrowth or rejuvenation on the tank before the Time stun afflicts everyone.  When the stun is over, make sure to spam the shield button on the tank, and recover by throwing a mending and big heal.  Once the last boss dies, the rifts will stop opening and Medivh will say his final words.  The Orcs will enter through the Dark Portal and retreat to deliver the news to Gul’dan.  You should go back to Sa’at, who will send you to talk with Andormu outside of the dungeon.  You will now be able to talk to Soridormi who has a new quest for you titled The Vials of Eternity.

Below is the dialogue on general chat where Medivh, the Rift Lords, Time Keepers, and the three bosses talk.  Read the transcript and don’t miss the video footage:

Medivh: The time has come! Gul’dan, order your warlocks to double their efforts! Moments from now the gateway will open and your Horde will be released upon this ripe, unsuspecting world!

Rift Lord: History is about to be rewritten! You will never defeat us all! No! The rift …

Rift Lord: Let the siege begin! You will accomplish nothing!

Chrono Lord Deja: Why do you aid the Magus? Just think of how many lives could be saved if the portal is never opened, if the resulting wars could be erased …

If you will not cease this foolish quest, then you will die! Time … is on our side.

Time Keeper: Carry on! Victory at all costs!

Medivh: The shield is nearly gone! All that I have worked for is in danger!

Time Keeper: There is no time to waste!

Temporus: Your days are done.

Medivh: Champions! My shield grows weak! My powers must be concentrated on the portal! I do not have time to hold the shield!

Temporus: You should have left when you had the chance.

Why do you persist? Surely you can see the futility of it all. It is not too late! You may still leave with your lives …

So be it … you have been warned.

My death means … little.

Aeonus: The time has come to shatter this clockwork universe forever! Let us no longer be slaves of the hourglass! I warn you: those who do not embrace the greater path shall become victims of its passing! We will triumph. It is only a matter … of time.


Medivh: No! Damn this feeble, mortal coil! (Medivh dies.)


Medivh: I am grateful for your aid, champions. Now, Gul’dan’s Horde will sweep across this world like a locust swarm, and all my designs, all my carefully-laid plans will at last fall into piece.

Orcs of the Horde! This portal is the gateway to your new destiny! Azeroth lies before you, ripe for the taking!

(Row upon row of Orcs enter Azeroth through the Dark Portal)

Shadow Council Enforcer: Gul’dan speaks the truth! We should return at once to tell our brothers of the news! Retreat back through the portal!


World of Warcraft: Burning Crusade – Alliance Expedition Force in Outland

The Heroes of the Alliance Expedition force escaped through one of the rifts of Ner’zhul to safety, before Draenor was torn apart by the catastrophic energies unleashed by the rifts. According to Khadgar, they met the Naaru 5 months ago and convinced them to come to Outland in an attempt to clash with the Burning Legion in their own staging grounds. The rifts of Ner’zhul were used by the Burning Legion to invade other worlds. Below you can read the epitaphs found at the Valley of Heroes, entrance of Stormwind City. Screenshots and Outland locations where to find the heroes are provided below.


Former apprentice of Medivh.
Supreme Commander of the Alliance Expedition that marched into the orc homeworld of Draenor.

Presumed Deceased.

Never did one so selflessly delve into the dark heart of magic and warfare. We wish you well bold wanderer. Wherever you are.

– Antonidas – Archmage of Dalaran

NOTE: Khadgar may be found alive at the Terrace of Light in Shattrath City – western edge of Terokkar Forest (Outland).

Read his tale about what happened last twenty years. And why they have come to Outland recently.


Renowned Dragon Fighter
Gryphon Master of the Aerie Peak

Commander of the Gryphon Rider Division attached to the Alliance Expedition that marched into the orc homeworld of Draenor.

Presumed deceased.

We will hear Sky-Ree’s calls upon the winds. We will hear your hammer thunder across the mountaintops. Ride hard into the hereafter, brother. The Halls of our ancestors await you!

High Thane Falstad Wildhammer

Flashback: Kurdran and Sky’ree found Auchindoun – stronghold of the Bleeding Hollow Clan during a recoinaissance. Thanks to this report, Turalyon and Danath were able to raid Auchindoun to halt a possible attack on Azeroth. However, Kurdran and Sky’ree were captured by the Horde and held prisoner at Deathwing Lair Island where Kurdran would be given in sacrifice to Deathwing. Khadgar and Alleria rescued Kurdran from that fate.

NOTE: Kurdran Wildhammer can be found alive at the Wildhammer Stronghold, in the southern edge of Shadowmoon Valley (Outland).


Former Lieutenant to Lord Anduin Lothar.
Knight of the Silver Hand.

High General of the Alliance Expedition that marched into the orc homeworld of Draenor.

Presumed Deceased.

Esarus thar no Darador – By Blood and Honor we serve.

You were the right hand of justice and virtue, old friend. Your name will be honored in our halls always.

– Lord Uther the Lightbringer – Knight of the Silver Hand.

NOTE: Turalyon married Alleria the Ranger and procreated a son named Arator the Redeemed. Turalyon is presumed missing. Rumor is he will be in the prison beneath Black Temple. Warcraft RPG: Shadow and Light mentions heroes held prisoner there. Time will tell.


Renowned Troll Hunter of Quel’Thalas.
Lead Scout and Intelligence Agent for the Alliance Expedition that marched into the orc homeworld of Draenor.

Presumed deceased.

Your heart flew straight as any arrow upon the wind, sister. You were the brightest of our Order. You were the most beloved of our kin.

– Sylvanas Windrunner – Ranger General of Quel’Thalas

NOTE: Alleria is sister of Sylvanas and Vereesa Windrunner. Vereesa is wife of Rhonin – both characters in Warcraft: Day of the Dragon and War of the Ancients Trilogy books. Alleria married Turalyon and had a son named Arator the Redeemed. Alleria is presumed missing alongside with Turalyon. Rumor is that they might be held prisoner at a prison in Black Temple.  Her forces can be found at the Allerian Stronghold – southeastern edge of Terokkar Forest. East of the Bone Wastes.


Militia Commander of Stromgarde.
Tactical Advisor to General Turalyon.

Force Commander of the Alliance Expedition that marched into the orc homeworld of Draenor. Presumed deceased.

We honor your memory, nephew, and your sacrifice. Since the founding of our glorious empire, the path to valor has always been drenched with the blood of heroes.

– Thoras Trollbane, Lord of Stromgarde.

NOTE: Danath is alive in Honor Hold, at the second floor of the Barracks. Honor Hold may be found in Hellfire Peninsula (Outland).


Gryphon companion of Kurdran Wildhammer.
His loyal gryphon accompanied Kurdran in battle along with the Alliance Expedition to the orc homeworld of Draenor.

Kurdran and Sky’ree found Auchindoun – stronghold of the Bleeding Hollow Clan during a recoinaissance. Thanks to this report, Turalyon and Danath were able to raid Auchindoun to halt a possible attack on Azeroth.

However, they were captured and held prisoner by the Horde and offered as sacrifice to Deathwing the black dragon aspect. Khadgar and Alleria rescued Kurdran and Sky’ree.

NOTE: Sky’ree can be found alive at Wildhammer Stronghold in Shadowmoon Valley (Outland).

World of Warcraft: Burning Crusade – The Naaru and Durotan’s Mother

Medievaldragon: This is a lengthy collection of quests that unfold an epic-storyline … the mysterious revelation concerning the Naaru … and the origin of Light and Shadow – the inevitable cycle of the Naaru from void to light. The storyline … specially D’ore the naaru – repeats the same words of Commander Mograine in Caverns of Time: Old Hillsbrad at the moment of planning Ashbringer … there can be no light without the void.  (Read the Origin of Ashbringer to connect both stories).  The origin of the Burning Legion’s Voidwalkers is revealed. Oshu’gun the diamond mountain in Nagrand is revealed to be the crash landing site of the Draenei on planet Draenor. Below, You will as well read the revelation of Greatmother Geyah … mother of Durotan. And the visit of Thrall to Outland to seek out his greatmother. Watch the video at the end.  Enjoy!


Garrosh (Son of Hellscream): The Greatmother has asked that I seek you out and deliver a message.  She wishes to speak with you at once.

My will has been sapped but make no mistake.  If you anger the Greatmother, I will come down upon you with all the force that I can muster.  She is in the main hall.


Speak to Greatmother Geyah and listen to what she has to tell you.

> Hello, Greatmother.  Garrosh told me that you wanted to speak with me.

Greatmother Geyah: Hello, dear.  I am Geyah, matron of the Mag’har.

(Greathmother Geyah coughs)

If you are here, it would be safe to assume that the portal has opened.  Most of the orcs here were too young or too sick to remember the Dark Portal.

(Greatmother Geyah points to the orcs around her.)

Many of them were orphans or would soon become orphans.  Aye, Blackhand would have it no other way.  Keep the sick from the healthy.  Only the strong would survive … Or so they say.

> You raised all of the orcs here, Greatmother?

Greatmother Geyah: They have grown up here. We kept them safe from harm.  We did the best that we could in nursing them back to health.  Many perished but many, many more grew strong.  Like Garrosh …

(Greathmother Geyah sighs.)

He has lost his heart, you know.  He tells me that I am his balance.  That without me, the blood lust that consumed his father and ultimately cursed our people would take him over.

> Do you believe that?

(Greatmother Geyah laughs weakly)

Greatmother Geyah: Of course not, dear.  But it’s not me that has to believe.

Garrosh can lead the Mag’har.  He is strong and wise.  All of the spirits approve of him.  He just needs to believe in himself.  He fears so much … He fears so deeply that if he lets himself go, his rage will consume him and all that would be near him.

> What can be done?  I have tried many different things.  I have done my best to help the people of Nagrand.  Each time I have approached Garrosh, he has dismissed me.

Greatmother Geyah: I wish I knew, dear.  He will not listen to you nor will he listen to me.  In truth, it is why I am still here.  It is why I have not left with Mother Kashur.  He must find his heart.  Our people will not survive through the winter without leadership.

> Left?  How can you choose to leave?

(Greathmother Geyah smiles)

Greatmother Geyah: I am old.  It is my time.  When I pass, my spirit will move on to the spirit realm.  It is there that I will stand with my ancestors.  It is there that we will watch over our people.

When Garad was alive Mother Kashur’s duty was the same as my duty now.

> What is this duty?

Greatmother Geyah: The duty of a clan mother is to listen.  To listen to the wind and the water and the fire and the earth.  To gather information for her clan in the way others gather furs to stay warm.  It is the spirits that I commune with … In my dreams, Mother Kashur speaks to me like the spirits that spoke to her once … When I pass, I will speak to Draka and Celestine in this manner.

(Greatmother Geyah smiles)

Is there anything I can do for you, Greatmother?

Greatmother Geyah: We must first expand your mind so that you may commune with the ancestors.


Greatmother Geyah: Mother Kashur wishes to speak with you.  Before this becomes possible, you must collect the herbs required to create a potion that will expand your mind, allowing you to commune with the spirits.

You must gather Olemba root from Terokkar, marshberries from Zangarmarsh, Telaari fronds from Nagrand and dragonspine from the Blade’s Edge mountains.  I have written down instructions on this parchment as to the cultivation of these herbs.  Return to me when you have gathered the materials.


Greatmother Geyah at Garadar in Nagrand has asked that you collect 1 Olemba Root, 1 Marshberry, 1 Telaari Frond, and 1 Dragonspine.

(Right click to Read)

The Olemba root is a fairly common root found in the Terokkar Forest.  Search near the Olemba trees that compromise the bulk of Terokkar’s forests for upturned roots.

The Marshberry only grows in Zangarmarsh.  It can only be found at the Ango’rosh Stronghold, located in the northwestern region of the marsh.  Beware the ogres that fervently guard the precious berries.

The Telaari Frond is perhaps the most easily attainable of the herbs on this list.  South of Garadar in the Talaari Basin, you will find the fronds.  They grow near the water.

The last herb on the list is unique to the Blade’s Edge mountains.  You will find Blade’s Edge north of Zangarmarsh.  Dragonspine grows upon the ends of the jagged rock formations that guard the canyons of Blade’s Edge.  You will know what I speak of when you first see Blade’s Edge.  The rock formations look like row upon row of sharp and pointed teeth.

Greatmother Geyah: You are very resourceful.  Our greatest gatherers would have taken twice as long to collect the herbs.

(Greatmother Geyah mixes the herbs into a potion and then places the tincture to your lips, forcing you to drink.)

Do not be afraid.


Do not be alarmed by what you might see once the effect has taken hold!  These spirits are all around us – always.  The potion allows your mind to be able to understand and ultimately see the spirits.  You will need to be under its influence if you are to speak with Mother Kashur.

You will find her a great ways to the southwest, at the Ancestral Grounds.


Greatmother Geyah wants you to speak with Mother Kashur.

Mother Kashur: The potion that you drank has no real effect.  You can only see a spirit if they allow it.  The potion is merely a symbol of your belief and dedication.  It was a test and you passed …


Mother Kashur: Do you see them walking around us?  The Ancestral Grounds are normally quiet and undisturbed.

As of late, the ancestral spirits have risen and are extremely agitated.  Something is causing a great disturbance to the spirits.  We must discover what that something could be, but first, we must put the immediate threat to rest.


Mother Kashur has asked that you put to rest 15 Agitated Orc Spirits.

Mother Kashur: It’s no use.  They continue to rise.  There must be something more insiduous underway.


Mother Kashur: I need for you to journey to the villages of the ancestors.  Seek each one out and see if the ancestors remain.

Visit Sunspring Post to the north, visit the Laughing Skull Ruins far to the north against the mountains, visit Garadar to the northeast, and finally, visit the Bleeding Hollow Ruins on the borders of Nagrand and the Terokkar Forest, to the east.

Return to me once you have observed the ancestors in their homes.

NOTE: When you ride through the center of those villages you will see a small blueish naaru hologram pop up, and you will see onscreen a message confirming you were successful. The ancestors are no longer in these villages. You can see them all around Nagrand walking through the roads. All of the spirits of Nagrand are marching toward Oshu’gun. You will know why as you keep reading the quests chain.

Visit Sunspring Post: 1 / 1

Vision of the Forgotten whispers: They lack control … Oshu’gun calls to them … It is a beacon.  A remnant of a forgotten era.

Visit Laughing Skull Ruins: 1 / 1

Vision of the Forgotten whispers: Turn back, mortal … This is not your battle.

Visit Garadar: 1 / 1

Vision of the Forgotten whispers: We are infinite … eternal.

Visit Bleeding Hollow Clan Ruins: 1 / 1

Vision of the Forgotten whispers: You cannot stop them …

Mother Kashur: This is very troubling.  You say that none of the ancestors were at their villages?  That they were all moving south?


Mother Kashur: Oshu’gun – the diamond mountain – was once sacred to my people.  It was there that the clans would gather every year to celebrate the springtime festival.  It was there that our shaman communed with the honored ancestors.  It was the center of our culture – until the shadows overtook us.  When the clans became a horde, the spirits of Oshu’gun fell silent.  The ancestors turned their backs on us.

Yet something now draws them from their rest.  Venture to Oshu’gun and discover what could trouble the spirits so.


Mother Kashur at the Ancestral Grounds in Nagrand has asked that you seek out the vision you had.  Find K’ure in Oshu’gun.

NOTE: The quest is rather vague, as Oshu’gun is big and there are many ethereals, voidwalkers and other mobs surrounding Oshu’gun mountain. To complete this quest you go to the north side of Oshu’gun.  There you will find a doorway that leads to the interior of the mountain to reveal it is not really a diamond mountain … but a naaru technology vessel … it is similar to Tempest Keep and its satellites such as Exodar, Botanica, Arcatraz and Mechanar.  Within you will find demons, so don’t get in unless you have a companion player or else you will be running for your life or end up dead.  There are doomguards.  When you go deep into Oshu’gun’s interior you will find the final chamber—a 6-armed demoness named Subjugator Vaz’shir is holding prisoner K’ure (a naaru entity).  4 Kil’sorrow Ritualists are channeling through Subjugator Vaz’shir who in turn channels the ritual magic toward K’ure.


(A gentle, melodic voice fills your mind.)

K’ure: I am K’ure of the naaru.  You stand within the heart of my ancient vessel.

Oshu’gun, as the orcs named it, is the ship that first brought the draenei to this world.  Though we fell from the heavens and crashed here many hundreds of years ago, my weakened energies have remained trapped within this wreckage.  Regrettably, I am the source of the orc spirits’ pain.


K’ure: As my energies bled away over the centuries, a void slowly grew in my place – devouring the souls of those nearby.  Helplessly, I watched as generations of orc souls were drawn into the vortex.  Recently, my enemies harnessed the vortex and used it to draw countless void minions into their Burning Legion.

Now, the key to ending this cycle and freeing the orc spirits lies with another naaru – A’dal.  I have sensed his essence within the ancient city of Shattrath in the Terokkar Forest.


Speak with A’dal in Shattrath City.

(A soothing light fills you as you approach the naaru A’dal.  Slow musical chimes echo within your mind and, though a word is not uttered, you feel an assurance of safety.  You are welcome in Shattrath City.)

A’dal: K’ure was wise to send you here.  While we cannot assist you with the suffering of the orc ancestors, there is one that can.

One that is soon to be reborn of Light …


A’dal: Deep within the Auchenai Crypts is a tomb: A tomb unlike any that exists on this shattered realm.  It was from this tomb, the first tomb, that the vast mausoleum of Auchindoun was born.

You must venture to the Auchenai Crypts of Auchindoun and find this tomb.  Slay the guardian of the crypt to release the captive spirit within.  The spirit holds the key …


Travel to the Auchenai Crypts in the Bone Wastes of Terokkar Forest and slay Exarch Maladaar to free the spirit of D’ore.

NOTE: After killing Exarch Maladaar, D’ore—a naaru—shows up. Talk to him.

(A cool breeze caresses your face.  Gentle, melodic humming resonates throughout the chamber.)

D’ore: The memory is vivid.  My energies were wholly drained from the crash.  I was only a dim speck of void energies when the Prophet Velen and his draenei compatriots lifted my remains and brought them here.  After much ceremony, my diminished form was laid to rest within this sarcophagus.  I have been regenerating for nearly a thousand years.  The cycle is almost complete …


D’ore: For several centuries, the spirits of Auchindoun coalesced into my darkened essence.  Many of the catastrophes that befell this crypt were a direct result of my weakened state.

Regrettably, there is nothing that can be done to stop this cycle.  It is a facet of the naaru condition – without the void, the Light cannot exist.

Your only recourse is to destroy the ancient spirits of Nagrand before they transform into creatures of the void.  Use the soul mirrors found throughout this crypt to free them…


Locate a Soul Mirror somewhere in the Auchenai Crypts and use it to call forth a Darkened Spirit from Ancient Orc Ancestors in Nagrand.  Destroy 15 Darkened Spirits so that the ancestors may rest in peace.

Return to Mother Kashur at the Ancestral Grounds when this task is complete.


Soul Mirror – Use: Exposes the reflection of an ancient orc ancestor, causing a soul spirit.  Beware the darkened spirit … ” Used by the Auchenai priesthood to commune with spirits”.

NOTE: You can use the Soul Mirror on spirits that walk through the roads of Nagrand and some are found at the villages you visited before.  The best concentration of spirits are found at the north side of Oshu’gun.  All the spirits are walking toward the doorway of Oshu’gun—drawn to the void of K’ure.

(Mother Kashur is visibly upset.)

Mother Kashur: These naaru are wise beyond all manner of life on this world.

You have completed a long and dangerous journey, risking life and limb to ensure the safety of the Mag’har and the serenity of our ancestors.  For this I am thankful beyond what words could convey.


Mother Kashur: Return to Greatmother Geyah at Garadar with news of your victory.  This will surely lift the spirits of the Mag’har.  Perhaps even the young Hellscream will be lifted from his malaise.


Return to Garadar and speak to Greatmother Geyah.

Greatmother Geyah: I want you to personally deliver this news to Garrosh.


Greatmother Geyah: You have done so much for the Mag’har.  Your accomplishments are known to all including Garrosh.  Go to him now and tell him of your latest victory.  Tell him that you do what you do for him and his people.  Surely he will be lifted by your words.


Greatmother Geyah at Garadar has asked that you speak with Garrosh.

Garrosh: Everyone is proud.  Proud that our people will live to see another winter.  But beyond that?  What is there?

Maybe you should lead this clan.  Maybe then I will be allowed to die when the Greatmother passes.  Allowed to finally erase the shame of my family name.  I long for such peace.


Garrosh: You are an honorable undead.  You have done much for the Mag’har.  No one could ever deny your service to my people.  Alas, the time of the Mag’har is at an end.  You have shown me, more than anything that I am unfit to lead these people.  My cursed blood runs too deep.  I will not … I cannot become the second Hellscream to damn my the orcs.

Please, return to the Greatmother and tell her what I have told you.  I am too ashamed to see her … to look into her eyes.


Speak to Greatmother Geyah and tell her what Garrosh told you.

Greatmother Geyah:  What did Garrosh told you?

> Garrosh is beyond redemption, Greatmother.  I fear that in helping the Mag’har, I have convinced Garrosh that he is unfit to lead.

(Greatmother Geyah nods, accepting your answer.)

Greatmother Geyah: I can no longer fight the spirits.  My time has long since passed.  Once again, I must thank you for all that you have done.  While Garrosh may be unmovable, many of my people have been lifted by your accomplishments.  They are now willing to fight for our rights as a united clan.

> I have done all that I could, Greatmother.  I thank you for your kind words.

(Greatmother Geyah smiles at you.)

Greatmother Geyah: You remind me of my son.

He was an immovable mountain: A pillar of strength and honor.

(Geyah’s eyes well up with tears.)

He sacrificed himself so that we could survive.  So that generations of orcs after him could be born into a world without the blood curse …  Without Guldan and his dark Horde …

(Geyah stares into the distance, lost in thought.)

Oh Durotan, how I wish you could be here.  Your people so desperately need you …

> Greatmother, you are the mother of Durotan?

(Greatmother Geyah nods.)

Greatmother Geyah: Did you know my son?

> Greatmother, I never had the honor.  Durotan died long before my time, but his heroics are known to all on my world.  The orcs of Azeroth reside in a place known as Durotar, named after your son.  And … (You take a moment to breathe and think through what you are about to tell the Greatmother.)

(Greatmother Geyah’s violet eyes lock onto yours.)

Greatmother Geyah: Yes …

> It is my Warchief, Greatmother.  The leader of my people.  From my world.  He … He is the son of Durotan.  He is your grandchild.

(Tears stream down Greatmother Geyah’s face.)

Greatmother Geyah: I … I … Durotan survived to have a child?  The child of Draka told me of before they left … It was their greatest fear … To raise a child in this world.  On the other side of that gate was their only hope.  I dared not tell Durotan, but secretly, I begged the spirits to watch over them – to protect their child and to give them strength.

I … I must see my grandchild.  I must see him.  Please, I am too weak.  You must tell him.  Before I leave this world …

> I will return to Azeroth at once, Greatmother.

(Tears stream down Greatmother Geyah’s face.)

Greatmother Geyah: Seek out your Warchief.  Tell him that I await him here …


Greatmother Geyah: Return to your world.  Go to my grandchild and tell him that his blood is here – on this shattered world.

Tell him that his father’s legacy lives on.

Tell him everything …


Venture to Orgrimmar and deliver Geyah’s message to Thrall.

NOTE: You return to Orgrimmar and go to the Grommash Hold to talk to Thrall.

(Thrall’s voice takes on the hollow essence of a storm cloud.)

Thrall: I … I have a grandmother?  She lives?


Thrall: I must set things in order before I leave.  Return to the Greatmother and tell her that her grandson comes.


Return to Greatmother Geyah at Garadar in Nagrand.

Greatmother Geyah: You are truly the hero of the Mag’har.  If not for you, we would have surely been overrun by the ogres and Broken.  We are a poor people but we do have some artifacts of power.  Please, I insist that you take from our coffer.

NOTE:  When you talk to Greatmother Geyah, you will see many of Thrall’s Kor’kron elite guards aligned in two rows of wolfriders at the entrance of Garadar.  Thrall will appear by Garrosh, and will start walking uphill toward the Main Hall.  There Thrall kneels down in front of Greatmother Geyah, and sits.  Thrall will stay there for a few hours talking to her.  The Horde gets buffed.  You will see thunderbolts spreading and jumping from player to player throughout Nagrand.

After reading the epic story shared above … you may now clean up the drool.  Thanks, Metzen / Blizzard.  FOR THE HORDE!

Can’t get enough kick for your lore craving?  Read Warcraft RPG: Shadow & Light and recent World of Warcraft RPG Books (by White Wolf Publishing licensed by Blizzard Entertainment).  And read World of Warcraft: Rise of the Horde – a book written by Christie Golden, author of Warcraft: Lord of the Clans – containing the story of the Draenei as they departed planet Argus … their arrival to the red orb known later as Draenor.  The early story of the Horde as Kil’jaeden contacts Ner’zhul, later recruits Gul’dan.  The book has Horde characters such as Durotan, Orgrim Doomhammer and others – before they arrived to Azeroth.


World of Warcraft: Burning Crusade – Codex of Blood

The musty pages of the codex seem to magically turn themselves, guiding your attention to a specific chapter past horrors no mortal eyes should ever perceive.

The book opens to a page that somehow feels ‘right’, yet so very wrong.

>  Read on, if you dare …

Long ago, in a dimension of the cosmos unfathomable to mortal minds, there was born – if such a term can be used for it – a being of such unbelievable power that its very entrance into existence shattered all reality around it.

Known only as Murmur, it was the essence of sound.  And to hear it speak was to know death eternal!

>  Read on, if you dare …

Existing only for chaos, its slightest whisper meant the destruction of whole worlds!

Yet still, there were those that would try to worship this mindless being.  There were even those more insane who dared to think to control it!

>  Read on, if you dare …

And lo, how the mighty fell trembling at its feet, fearful that it might direct its words upon them.

But still did these charlatans, these worshipping pretenders to a non-existent religion, rail against the inevitable in a vain attempt to control their ‘god’.  Uncaring, and likely not even noticing them, Murmur yawned and they knew oblivion.

Yet one somehow managed to survive, and in his insanity found a way to bring Murmur into the world.

>  Read on, if you dare …

A mortal possessed of arcane and dark knowledge that none could surpass, he devised a method to enhance his summoning through the capture and use of souls untold.

Whole civilizations were brought to extinction through his soul devices to fuel the ritual through which he and his conspirators would bring Murmur into their world.

>  Read on, if you dare …

And summon forth Murmur they did.

Powerful magics of containment and silencing were employed, held together by the constant supply of souls being fed into them.  Yet still they could not control the beast, could not bend it to their will.

These mortals began to devise different strategies, and one after the other they all failed.  And in so doing, they weakened the rituals, accidentally giving Murmur the slightest modicum of freedom.

It was all that was needed.

>  Read on, if you dare …

Only this book survived the cataclysm that destroyed their world.  Those proud and foolish men who thought to control a cosmic being of untold power.

Would you, the possessor of the codex, do the same?

Have you devised a foolproof method to summon forth Murmur, or any of the other entities cautiously whispered of in these unhallowed pages?

We shall see.