In this page you can browse through all The War Within 11.0 campaign questline videos. The quests are divided into campaign chapters for easy navigation.
Magni tried to commune with Azeroth to learn what the Radiant Song was warning us about but fell unconscious during the process. Hopefully he can recover with the aid of the Dalaran archmages.
Magni awoke with new insight into the Radiant Song. Azeroth has been trying to warn us that Khaz Algar, a titan installation from legend, is in danger. Dalaran will teleport to the island to defend it.
Dalaran rushed to the aid of Khaz Algar, only for the Archmage Drenden to reveal himself to be Xal'atath in disguise! She attacked Dalaran with an army of nerubians at her command.
1. The War Within |
2. A Poor Reception |
3. Azeroth's Voice |
4. Painful Lessons |
5. The Bronzebeard Family |
The War Within expansion launch
1. Slept like a Rock (only Players that completed Visions of Azeroth before The War Within launch get this quest onscreen) |
2. A Mysterious Warning |
3. Citizens of Dalaran |
4. Meet The Team |
5. Strengthen the Wards |
6. To Khaz Algar! |
7. Breach |
8. Rupture |
9. Departure |
After Dalaran's crash on the Isle of Dorn, the city's survivors worked to repel a waiting nerubian ambush. Stormward Baelgrim and his Stormriders thwarted Queensguard Zirix's attack, but an explosion in the earthen city of Dornogal called them and Dalaran's survivors to investigate. Dalaran's survivors reached Dornogal and found the earthen in disarray due to an ongoing nerubian attack. They also found the Coreway, an earthen-forged passage to Azeroth's core, had been sabotaged in the attack. After assisting the Stormriders with the nerubians, Dalaran's survivors regrouped in Dornogal and went their separate ways: Jaina and Thrall to call reinforcements, Alleria to hunt Xal'atath, and the rest staying to help the earthen. |
1. Urgent Recovery |
2. Slay the Saboteurs |
3. Shattered Spires |
4. Erratic Artifacts |
5. Secure the Beach |
6. To Dornogal! |
7. They Come From Below |
8. Impossible Odds |
Baelgrim asked you to rescue earthen and clear the path to the Archive. Once there, you met the rest of the acting Council of Dornogal, Speaker Brinthe and Councilward Merrix, and deposited a memory gem into the Archive. The Council of Dornogal realized they could not rebuild the Coreway without the Unbound. Councilward Merrix heeded Moira's advice and ordered you and Baelgrim to seek out the Unbound leader, Adelgonn. In Freywold, Adelgonn rebuffed Baelgrim. You and Moira gained her trust by rescuing her people from the delves and healing them. Baelgrim admitted his past mistakes and helped the Unbound, causing Adelgonn to pledge the Unbound's assistance in fixing the Coreway. A nerubian swarm was spotted flying towards the Proscenium and the earthen wounded. At the Proscenium, you found Zirix, Baelgrim, and Alleria locked in combat. While fighting nerubians, you discovered Wenbrandt's cinderbrew is an effective weapon against them. |
1. Hypocenter |
2. The Archive |
3. Stones of Dornogal |
4. State of the Union |
5. The Fourth Seat |
6. Delve into the Earth |
7. Building Blocks |
8. A Natural Remedy |
9. Echoes of Compassion |
10. The Proscenium |
11. Fire in the Hole |
12. The Cavalry is Here |
13. Convergence |
Adelgonn rejoined the Council and the Unbound and Oathsworn began working together again. The Unbound started repairing the Coreway after receiving orders from Merrix. Baelgrim wanted to rally the Stormriders to protect the Unbound from another nerubian attack on the Coreway, and went to the Stormperch in Storm's Watch to do so. Baelgrim found the Stormriders in the Stormperch had been corupted by some dark power. With their forces almost wiped out, the Stormriders cannot protect Dornogal. Baelgrim devised a new plan to battle the nerubian threat at the Cinderbrew Meadery. After preparing the Cinderbrew Meadery to defend against the nerubians, Baelgrim enacted his plan to lure the nerubians into the meadery and then ignite the explosive cinderbrew kegs. Finding the fuses inoperative during the defense of the Cinderbrew Meadery, Baelgrim had no choice but to ignite the kegs himself. Queensguard Zirix was slain, but Baelgrim gave his life to enact his plan. |
1. Group Effort |
2. Calling the Stormriders |
3. Lasting Repairs |
4. To the Meadery |
5. Lay the Trap |
6. Evacuation Area |
7. Poking the Spider Nest |
8. Bring the Thunder |
9. Return to the Coreway |
10. Recompense |
You arrived in the Ringing Deeps with Speaker Brinthe to meet the Machine Speakers, her enigmatic subterranean kin. Outside the Coreway, workers and foremen were still recoving from a nerubian ambush, the latest in a series of catastrophes. The local leader, the High Speaker, was obsessed with restoring a titan Awakening Machine that shut down milennia ago. Unable to recharge their life force, long-lived earthen are shutting down one by one, and their loyalty is being tested. |
1. Into the Deeps |
2. Underground and Overwhelmed |
3. Getting Off Track |
4. Pomp and Dire Circumstance |
Nerubian skitterlings have sabotaged worker golems, and we've found evidence of a skardyn incursion. We approached the High Speaker, asking for help, but his highest priority was restoring the Awakening Machine. Talking to Gundargaz citizens, we learned of other problems he's neglected. After debating our options with Moira and Brinthe, we decided to investigate an incursion of kobolds. |
1. Cogs in the Machine |
2. Speaking to the Speakers |
3. Leave No Stone Behind |
4. Broken Memories |
5. Kobold Shoulder |
6. Death and Waxes |
7. Cracking Cogchewer |
8. Engineering Destruction |
A kobold regent called the Candle King has been bullying and oppressing his people. We challenged his authority by stealing his crown. We found a new home for beleaguered peaceful kobolds and formed an alliance with them. Returning to Gundargaz, we listened to more earthen citizens. Recalling events on the surface, Dagran suggested we should investigate suspicious events in a mining town called Taelloch. Moira returned to the surface to inform Adelgonn and her warriors. |
1. Retaking the Mines |
2. Manifesto Destiny |
3. Ko-Boldening |
4. Not Waste. Not Want |
5. Tackling Torchsnarl |
6. Wax On. Pot Off |
7. New Candle. New Hope |
8. Back to Gundargaz |
We arrived in Taelloch with Magni and Dagran. Fog filled the streets, and the town appeared deserted, save for primal encroaching wildlife. Brinthe had sent us to find the local foreman, who is suspiciously absent. Searching for clues with Dargran, we found frightened survivors sequested in their homes... and evidence of earthen transforming into skardyn! |
1. A Wrench in the Works |
2. The Tunnel's End |
3. We Don't Go To Taelloch |
4. Ghost of a Company Town |
A series of disturbing journals led us to an obtenebrated cave. The foreman sealed herself inside before transforming into a tormented skardyn. When we granted her mercy through destruction, we found a memory gem with further revelations: the foreman witnessed the High Speaker and Xal'atath discussing the Awakening Machine's "perfection." Their plan: "reawaken" all the earthen as skardyn! |
1. The Truth in Chalk |
2. Controlled Demolition |
3. Buried in Stone |
4. Find the Foreman |
5. What She Saw |
The High Speaker must pay! We learned that Xal'atath gave the High Speaker an artifact to restore the Awakening Machine... but earthen are reawakening as skardyn! We rushed back to Gundargaz, facing a conspiracy of Machine Speakers firmly loyal to the High Speaker, despite any evidence to the contrary. As Brinthe rushed ahead, we fought our way to the Hall of Awakening in pursuit of the High Speaker. |
1. The High Speaker's Secret |
2. Absent Speaker |
3. Sympathetic Speakers |
4. Battle of the Earthenworks |
5. Dark Iron From Above |
After fighting our way past Loyalists and defenses, we confronted the High Speaker again, giving him a chance to turn back. Instead, he reactivated the Awakening Machine with Xal'atath's artifact... and an overload suffused him with Void energy! Transformed and overwhelmed, he fled. At that moment, Magni realized a new potential within himself: he entered the Awakening Machine... emerging transformed by the World Soul. His actions allowed a new generation of earthen to awaken, led by the first among their kind: Dawn. |
1. Into the Machine |
As the High Speaker fled from his position of authority, Brinthe became the next High Speaker, pledging the Machine Speaker's support against the nerubians. As High Speaker Brinthe contemplated her plans to resolve the unresolved dillemas of the Ringing Deeps, we marched with our martial entourage towards Hallowfall. |
1. The Machine Speakers |
1. Orientation: Gundargaz |
Travelling down into the Hallowfall cavern with Anduin you encountered a crystal as bright as the sun. Anduin once more heard the Radiant Song. You and Anduin encountered a lamplighter named Faerin who recruited you for a mission to rescue soldiers at the Fallen Aegis Wall. At the Aegis Wall, you helped Faerin, Anduin, and Kyron light the keyflame and blunt the nerubian assault. You went beyond the wall and recovered the remains of Arathi soldiers and fought against the nerubian attackers. You left the Aegis Wall and headed to the airdocks at Tenir's Ascent to defend against the nerubian forces. You destroyed the nerubian siege equipment and gathered intelligence on their assault against the Arathi. Alleria reappeared and with her help you defeated the nerubian leader of the assault. You learned she had been tracking the nerubians who attacked Dalaran. The Lamplighters ignited the dawntower at Tenir's Ascent just in time. The star Beledar shifted to shadow, bringing darkness to Hallowfall. |
1. The Hallowed Path |
2. Where The Light Touches |
3. Tunnel Trouble |
4. Igniting Hope |
5. Rekindled Memories |
6. The Only Good Spider |
7. Rally on the Dawnbreaker |
8. Siege Weapon Sabotage |
9. For Their Eyes Only |
10. Zero Out Xerosh |
11. The Light of the Dawntower |
You travelled across the shadow cloaked canyons of Hallowfall with Faerin and Anduin and faced the dangers of a Hallowfall night. Faerin asked for help in the rescue of villagers captured by the kobyss on the shores of the undersea, defying the orders of General Steelstrike. You assisted the Arathi army in safeguarding the fishing village of Sina's Yearning from an attack by the kobyss. A blast of shadow energy swept across the land, dousing all traces of the Sacred Flame. You aid Faerin in investigating the cause. You, Faerin, and Anduin entered the cave to stop the order of Night's shadowy ritual to corrupt the Sacred Flame. The cult of the Order of Night summoned an apparition which needed to be destroyed. You escaped the confines of the cave with Faerin and Anduin, who revealed the grief they each struggle with. Fearin and Anduin performed a ritual that cleansed the dawntower of corruption and restored the Sacred Flame. |
1. A Lamplighter's Duty |
2. Tricks of the Dark |
3. Fickle Fiendish Fish |
4. Blades of the Arathi |
5. Realease the Beasts |
6. Something's Fishy |
7. Shadow Upon Shadow |
8. The Darkened Flame |
9. Ever Deeper Shadow |
10. The Final Resistance |
11. The Light at the End of the Tunnel |
12. Restore the Flame |
Travelling to the Arathi city of Mereldar, you informed General Steelstrike of the Order of Night's plot to corrupt the dawntowers. You explored Mereldar and discovered that the Order of Night had been recruiting Arathi who gave into their fear of Beledar's Shadow. You helped train the reservist troops and entertained the orphans in Mereldar, raising their spirits in Beledar's light. At the Veneration Grounds you and your allies defended Mereldar against a kobyss attack drawn by an Order of Night ritual. After Alleria destroyed Aleric Leid's shadow barriers, you faced him in combat and slew the cult leader. The Arathi were given no time to rest. The nerubians assaulted the town of Livia's Patience. You accompanied Faerin, Alleria, and Anduin to evacuate the town. You held back the invading nerubians long enough to give the townspeople time to arm themselves and fight their way to board the Reckoning. |
1. To Mereldar |
2. The Bastion of Hallowfall |
3. Nightwatch |
4. Spar Day |
5. Mereldar's Light |
6. The Bell Tolls |
7. The Shadow Rising |
8. Crossroads of Twilight |
9. A Candle in the Dark |
10. Consecrated Cleanup |
11. The Flame Still Burns |
12. The Final Front |
13. Trapdoor Sprung |
14. Running on Reserves |
15. The Rise of the Reckoning |
In an attempt to bring the fight to Azj-Kahet, you discovered that the nerubians were prepared for an airship invasion. The Reckoning was entrapped in webs, and the Arathi forces are now scattered below. After saving the soldiers you could, Faerin Lothar sent you to look into the mysterious figure who aided you during the airship attack. You encounter her underground, where she is investigating a substance known as Black Blood. Orweyna asks for your help in cleaning things up -- but it appears that the haranir, as her people are called, aren't happy with her efforts at diplomacy. Orweyna bid you farewell, unable to travel with you further. Suddenly, a small spider arrived with a message for you -- a request that you follow it to the sender. When you arrive, you meet the Widow Arak'nai, otherwise known as The Weaver -- and she has a deal for you. If you help her try to take out the dark forces infuencing Queen Ansurek, she'll help you find your friends. |
1. Chasing the Light |
2. Heroes Never Die |
3. Friends in Low Places |
4. For Naught, So Vial |
5. Fear the Old Blood |
6. Alone in the Dark |
7. A Guiding Thread |
8. The Tangled Web |
9. A Seeming Respite |
After familiarizing yourself with the Weaver's Lair, she offers you the first of her favors -- if you investigate the goings-on in and around the military headquarters known as Siegehold, she'll give you the location of some of your allies. The Weaver is in search of allies of her own, and if you follow her lead, perhaps you can find another similarly-minded nerubian to ally with. You arrived at Faerin's Advance, where Faerin Lothar is collecting refugees from the nerubians. Oddly enough, these people have been escaping on their own. You are then tasked with meeting up with Flynn Fairwind. Together, you find vital intel about what's been going on -- and you decide to sneak into Siegehold to investigate further while Flynn meets with the Weaver. In Siegehold, you meet with the General Anub'azal. His position has been usurped by one of the "ascended" named Zev'kall. Anub'azal asks for your aid in ruining Zev'kall's reputation, offering to help you escape Siegehold with the other refugees in return. Upon successfully escaping, you return to the Weaver with news of this potential new ally. |
1. The Weaver's Gift |
2. Rations and Revelations |
3. Scrappy Straggler |
4. Force Your Way |
5. Strategic Edge |
6. Let Fly! |
7. Not Quite Dead |
8. I Think I'm a Drone Now |
9. Specific Personages |
10. General Admission |
11. Stolen Influence |
12. Dalaran's Most Distressed |
13. Just Act Casual |
14. The General's Consensus |
The Weaver has a message for you from a mysterious figure known as The Vizier. The Vizier has important matters to discuss, and requests your presence in the City of Threads -- the nerubian capital city. Using pheromones that you obtained in Siegehold, you manage to make your way into the city without being attacked. The Vizier is revealed to be Executor Nizrek -- Queen Ansurek's closest advisor, in theory -- and he has Anduin Wrynn with him. You are tasked with viewing the Ascension Day speech and witnessing Ansurek's willing embrace of darker powers. After a whirlwind battle out of the City of Threads and an intense encounter with Xal'atath, you returned to the Weaver's Lair to let her know what you learned. There is no redeeming Queen Ansurek -- she is willingly working with Xal'atath. The Weaver thanks you for finding her another ally, and requests your presence when she reaches out to the General and Vizier, while Alleria and Anduin return to the surface. |
1. A Most Intriguing Invitation |
2. Into a Skittering City |
3. Rewriting the Rewritten |
4. Like a Spider on the Wall |
5. Kaheti Hospitality |
6. What We Still Have |
7. Uniting Severed Threads |