The Quest Bomb them! is one of the most fun among the ten daily quests.  You can bomb the Burning Legion’s Fel Cannon ammo piles using your own flying mount..  You get an item in the shape of a smily round-bomb.  Drag the item icon into your spellbar so that you may begin the quest with as much visual range as possible keeping your bag invetory closed.  Click the icon on the spellbar to bomb.

Here is the fun part.  As you get near the Burning Legion’s Forge Camp: Wrath, you are greeted by many Legion Flak Cannons aiming and shooting fel cannonballs at you to take you down from the sky.  You should make evasive-action movements to dodge the fireballs.  The target of your own bombs are not the fel cannons themselves.  You gotta look for the Fel Ammo piles which are nicely distinguihed by redish-glowing Hunter marks.

It is recommended to fly low.  If you go too high and a fireball hits you, you get auto-dismounted from your wyvern/gryphon/nether drake and you fall to the ground.  Depending how high you are it could be a lethal fall or a minimal one.  Make sure to bring healing pots or bandages with you if you aren’t a healing class.  Once you fall, the fel fire sticks on you for at least 6-8 seconds causing 383 damage per second.  If more than a Fireball hits you, the debuff stacks.

Another thing to note is to not fly too close to the inner areas surrounded by cannons.  Stay in the outer perimeter.  There are two Wrath Corruptors (warlocks) who cast shadowbolts at you – causing 583-624 damage each.

Depending where you land when you get shot down by Legion Flak Cannons, there are other mobs you should either fight or run from.  Wrath Hounds (think Magmadar in Molten Core),  Wrath Speakers (six-armed demoness), Furnace Guards (Fel Guards).  Destroy 15 Legion Ammo piles and return to Sky Sergeant Vanderlip.  You can do this quest again in 24 hours.






Skyguard Khatie is located at the Skyguard Outpost, northwest of Ogri’la.  By the Vortex Pinnacle – western Blade’s Edge Mountain.  Only players with a flying mount may reach this place.  You have to wrangle Aether Rays – a bigger version of the Nether Rays.  You can find them around Ogri’la.  Once they reach 20% health you can click the Wrangling Rope item in your bag to tame them.  Make sure to pull them on a safe spot.  There are Shard-Hard Boars lvl 71 (fel pigs) and Apexis Flayers lvl 72 (rockflayers) all over the place. Wrangle five Aether Rays and return to Skyguard Khatie for your 11g 99S reward.  Return to her in 24 hours to repeat the quest. Watch our video at the bottom of this page.






Fans who haven’t read previous Warcraft Game Manuals or Warcraft Novels (pocketbooks) are missing a lot of info and lore. Most fans focus more in the gameplay, others enjoy the in-game lore, yet ignore to pick the novels knowingly. In some cases, there are fans who do not know the novels exist. Either way, here is some incentive to start reading novels.

The first Warcraft novel was titled Warcraft: The Last Guardian—written by D&D/fantasy famed author Jeff Grubb. The novel was based on the events of the first Blizzard RTS game Warcraft: Orcs and Humans (1994). The novel was released on December 2002. To date there are over twelve novels and more are coming on 2008. On August 28, 2007 – barely a 8 weeks from now – Blizzard and Simon & Schuster Pocket Star Books will release World of Warcraft: Tides of Darkness by Aaron Rosenberg. And World of Warcraft: Beyond the Dark Portal on April 2008.

For now this article will focus on Medivh. To fans Medivh is dead since the First War. However, the first Warcraft novel already revealed Medivh would be alive again in the future. And he indeed is. Let’s recap what happened in Warcraft: The Last Guardian. Be warned there will be some spoilers.

Khadgar saw a vision of the past where Medivh fought his mother Aegwynn, defeating her. Sargeras within Medivh attempted to kill her, but Medivh seems to have regained some control over his own body and instead exiled Aegwynn to a place where she wouldn’t cause further trouble to his plans of conquering the Eastern Kingdoms.

After this vision, Khadgar grew concerned. Sargeras had revealed himself to Aegwynn in this vision. She did not kill him 800 years ago as she thought. It had been masterminded by Sargeras all along. Now Sargeras resides within Medivh’s body.

Khadgar and Garona found a secret doorway leading to the basement of the Tower of Karazhan. As they progressed down the stairway, Khadgar noticed it was a perfect match of the tower above .. a mirror tower beneath the original. As they reached the mirror copy of Medivh’s room at the very bottom of the mirror tower, Sargeras manifested himself through Medivh’s body and battled Khadgar and Garona.

Lothar arrived few minutes after Khadgar and Garona had engaged Medivh in combat.

Medivh was beheaded by Sir Lothar at the underground mirror-tower of Karazhan.

Khadgar buried the corpses of Moroes (the butler), the cook and Medivh. However, a faint image of Medivh was watching over Khadgar. Khadgar had sensed it since the first day he arrived to Karazhan after the Kirin Tor sent him to become an apprentice to Medivh.

That presence was all along Medivh … but this Medivh came from the future. Medivh talked to Khadgar:

Khadgar: “So what are you in the future? Magus? Guardian? Demon?”

Medivh: “Be assured. I am a better being than I was, I am free of the taint of Sargeras thanks to your actions this day. Now I may deal directly with the Lord of the Burning Legion. Thank you. There cannot be success without sacrifice.”—from Warcraft: The Last Guardian – page 304 .

This storyline of Medivh’s return after death has been foreseen ever since Warcraft: The Last Guardian (2002). Blizzard Entertainment released Warcraft III: Reign of Chaos on July 3, 2002. In Warcraft III: Reign of Chaos, Medivh made its return as the Prophet. No one knew he was Medivh until he revealed himself to Thrall and Jaina at Stonetalon Mountains. To Cairne Bloodhoof (Tauren) he was known as the Oracle.

Fans thought this Medivh was a ghost from beyond who returned to amend his past sins. And still consider Medivh dead. However, to lore fans who do read the Warcraft Novels, we know Medivh is not dead.

World of Warcraft: Cycle of Hatred serves as a prelude to the MMORPG storyline. The novel was written by Keith R.A. DeCandido—author of Star Trek, Serenity, Buffy the Vampire Slayer and Resident Evil fame. This novel tells the story of Thrall and Jaina’s fragile peace pact a year before the events of World of Warcraft (MMORPG). Aegwynn is still alive and joins Jaina Proudmoore to destroy an old evil she defeated 800 years ago. A demon named Zmodlor. Aegwynn confesses to Jaina, she resurrected her son Medivh. Medivh sought Thrall, Jaina and Malfurion to convince them to unite forces against the invasion. Making a stand together could prevent the Burning Legion from consuming all life in Azeroth.

Medivh is alive.

Now without the taint of Sargeras.

REFERENCES

• You can read the story of Aegwynn’s defeat by Medivh/Sargeras in Warcraft: The Last Guardian, and again in more detail at World of Warcraft: Cycle of Hatred (page 66-76).

• Medivh’s resurrection by Aegwynn in World of Warcraft: Cycle of Hatred (page 66-76)

Aegwynn’s Tale: Fall of Azeroth from Warcraft: Orc and Humans Game Manual

Medivh’s birth explained in Warcraft: Orc and Humans Game Manual

• Medivh’s death explained in Warcraft: The Last Guardian novel and in Warcraft: Orcs and Humans ( Read the Human Campaign mission 8).

• Warcraft: The Last Guardian Excerpt (Chapter 5: Sands in an Hourglass)

• Our interview with Keith R.A. DeCandido

Warcraft: The Last Guardian

Warcraft: The Last Guardian

World of Warcraft: Cycle of Hatred

Warcraft: Orcs and Humans (1994)

The Star of Xil’Yeh

An ogre in Alterac, Grel’Borg the Miser, was the last known owner of this gem, whispered to empower its owner with the ability to commune with other worlds. Sources tell us Grel’borg wanders the Ruins of Alterac in the Alterac Mountains searching the rubble and debris for more relics.

The Hand of Dagun

Dagun is a creature of the deep waters, worshipped by Murlocs in Dustwallow Marsh. They entice him to the surface with a special sea kelp, enchanted by their shamans. Hunt the Murlocs, gather their enchanted kelp, then place it on the Murloc’s altar. Dagun will come and you will be waiting.

I want that hand.

The Legacy Heart

Old texts say that he who posseses the Legacy Heart fears not the grave. Perhaps this is true, for the owner of the heart, the troll Mogh, is known as Mogh the Undying. A witchdoctor of the Skullsplitter Tribe. Mogh dwells in Strangelthorn in the Ruins of Zul’Mamwe.

Bring me these items, the Star, the Hand and the Heart, and I will give you a copy of the Yagyin Digest.

The Keeper.



Kegan Darkmar, leader of the small group of undead who came to us in search of asylum from their brethren, defies our common attitudes toward his kind.  His skin may be rotting and blood may have long stopped flowing through his veins, but he acts very nobly and seems to care more for his compatriots’ safety than his own.

Indeed, there is a humanity within him that, I confess I sometimes see lacking in the humans around me.

But why do I mention this?  I do so to give credence to what I am about to write.  For these words came from Regan’s lips and it is my hope that my colleagues will.  Upon reading this journal, know why I believe what he said.

Remnants of the Old gods still linger in the deep hollows of the world.  New forces seek to harness that ancient power, and those who succeed will have a terrible weapon against their enemies.

That is what Kegan uttered as he handed his bloodstone pendant to me.  And there was fear, and maybe reverence, in his eyes as he did so.  And as his hands met with mine they lingered, as if reluctant to give up the pendant.  Revulsion swept through me.  Yet to this day I know not if I reviled against his dead flesh pressed to mine, or if the pendant itself made my skin crawl.

For I felt a power within it.  A deep hidden hungry power.  And one yearning for release.

Although my colleagues in Dalaran were cautious to study the bloodstones that Kegan and his followers brought with them, instead quarantining the four refugees and leaving the bloodstones on their persons, the sincerity of Kegan obliged me to study his bloodstone pendant.

My hopes were to verify for my colleagues tha this type of stone did possess magical properties.  And if we wizards of Dalaran did not wish to exploit the power of bloodstones, we should at the least learn their properties, since our foes may one day use them against us.

And so my studies began.

I started my tests with the assumption that bloodstone was a type of rock like quartz or obsidian.  So I began a series of procedures to determine what minerals were contained within bloodstone.  What forces were applied to produce its color and hardness, and other properties common to rocks, and ore.  But the bloodstone pendant, to my frustration, did not react to my procedures as would normal ore.

In fact, it often acted in precisely the opposite fashion as expected.  It was almost as if the pendant was deliberately fouling my experiments.

Like it was thinking, and alive.

Angered but not discouraged, I switched from assuming the pendant was an inert piece of rock, to assuming it was a living thing.

But again, I failed.

None of my new tests brought to light any revelations of the origin of bloodstone.  At the time the only riddle I solved was that bloodstone was neither living, nor dead!

But it was then, at the brink of failure, that a breakthrough was made.  My latest test involved a glass beaker, whose brim was chipped.  Leaving a small, jagged space along its edge.  When the test was over again revealing nothing, I went to clean my worktable and cut myself on the beaker.

The cut was not deep but nevertheless bled fiercely.  Before I could wrap my injured finger in a bandage, a good deal of my blood had spilled on my worktable.

And as I was cleaning up this new mess, I noticed the strangest thing.

The blood that had spilled near the bloodstone pendant was slowly moving toward the piece of jewelry.  As if gravity had somehow bent itself toward the bloodstone, the blood that touched the pendant seemed to disappear, and the red color of the stone deepened as it drank more of my blood.

After seeing this, my head grew light.  Perhaps from my recent injury (though I did not believe I had lost that much blood) or perhaps because I had finally, after so much frustration uncovered one of the bloodstone’s properties.  I reached behind me for my work stool and sat down, pondering.  Thoughts and questions raced through my head dizzying and threatening to topple me.

Does bloodstone drink blood?  Does it crave blood?  Does it attract blood?

Or, is bloodstone made of blood?  And if so, then whose blood?  Mine?  The blood of any human?  Any animal?

Or maybe bloodstone is the blood of some unknown thing, the very thing that Kegan had both feared and revered when he handed me his pendant.

That is the question that must be answered.  It is the key.

Fire rekindled within me.  I then dove back into my experiments.  This time I made no assumptions.  Methodically performing every test at my disposal. This increased my required efforts tremendously. But I would be more likely to make discoveries.

And, although my lab here is small and I have no subordinates to spare to aid, I did find one more intriguing quality of bloodstone.

In addition to blood, there are elemental forces fused within the stone.  Fire, water, thunder, and rock are mixed with the blood (But again, the blood of what?).  And although this mixture is outwardly inert, all these forces seem to rage inwardly against each other.  So many more questions were then raised about this amazing and foreboding material.

But to answer those questions, more studies and experiments must be performed on the pendant, and I fear tha the Lordamere Internment Camp cannot marshal the manpower nor the equipment for the task.  So I sent the bloodstone pendant with a courier to Dalaran with specific instructions on how to test it, so they may avoid my earlier frustrations.

As I waited for the results of these tests, I spent my time speaking to Kegan.  Although I constantly pressed him for what he knew about bloodstones, he never told me more than what he said the day he gave me his pendant.  And he did not often speak of his time within the fold of what he called “The Forsaken”, which is the name he calls his clan of undead.

But Kegan was very eager to speak on other subjects, particularly his time growing up in Lordaeron before its fall.

He still holds much love for that lost kingdom.  Even though it is now ruined and dead.

My growing fondness for Kegan gave me patience as I waited for my test results.

But after weeks of no news my patience faltered, and upon further inquires to Dalaran, I learned that the bloodstone never reached my colleagues.  My courier was somehow lost on the way, and the bloodstone pendant was lost with him!

This is grave news for although Kegan and his followers still have bloodstone specimens with which we may experiment.  I fear the pendant may fall into unsavory hands.

I have sent another messenger to Dalaran, and hear that even now they are scouring for the pendant, in the ruins outside our protective sphere.

I only hope we’re not too late.                                                                                                                     



(Only portions of the journal are legible through the stains)

ULDAMAN. DAY 3

I cannot believe how foolish I was.  To be blind-sided by the foul Shadowforge dwarves was a novice’s feat.  My wounds heal slowly. Surely I am poisoned.  I feel my energy sap away.  I must scout ahead nonetheless…

… Make matters worse.  The necklace the gnome made for me has been shattered!  Three of the largest gems set into it have been lost.  I must find them.  Without them the necklace is powerless.

ULDAMAN. DAY 4

First clue revealed itself deep within Uldaman.  As one of the most savage troggs I have ever seen was brandishing about a large sapphire—one I wager that would fit perfectly into the necklace.  I overheard one of the Shadowforge dwarves mention the beasts name: Grimlok.  The cadre of guardians this brute Grimlok has, however …

ULDAMAN. DAY 5

… the trogg, then taking the topaz from his slain “brethren”, marched into the side cave near the front of the hall.

…Quick to place the topaz in a large conspicuous urn toward the back of the chamber…

… Of all things, dwarves!  Three of them, to boot.  They’are barricaded against the troggs currently.  Calling to them would have been a call for suicide.  Lest I be overran by the foul troggs in my weakened state.  Once I know the third gem, however, I shall.

ULDAMAN. DAY 6

… so very hungry.  I am out of supplies.  And would consider moldy bread to be at least at this point.  I witnessed a trogg’s head turn into a juicy steak right in front of my very eyes …

ULDAMAN. DAY 7

… Last chance at redemption for my failures.  I believe the ruby is in the last barricaded area the dwarves have against the troggs.  Their battles, no doubt over the gems and the other artifacts from this site, rage continuously.  It would be just like those vile dwarves to hide it somewhere there.  Regardless, I must make a move one way or another.  Perhaps a mad dash to the surface is the best course.



Helgrum,

My compliments to whomever issued the order to establish our base of Kargath in the Badlands.  It is an ideal locale to train our troops.  Its harsh weather, vicious wildlife, warlike natives and complete lack of outside support make this place a crucible from which only the finest warriors and scouts will emerge.

Good planning.  Well done.

I will describe the surrounding lands as the scouts of Kargath have surveyed.

Red, rocky hills and dry flats that offer little support for life.  A blazing sun and severe winds.  No lakes or streams.  Not even scattered pools.  To find water denizens must dig deep, muddy wells.  Or suck scant moisture from the rare cactus or spiny weed.

In short, hot, hard living.

The Badlands are filled with enemies.  Ogres roam the blistering sands ambushing the unwary.  Dark Iron Dwarves inhabit a barracks east of Kargath and battle their lighter-skinned cousins in Loch Modan to the north.  Brutal, primitive beasts called Troggs haunt any scrap of shade they find and defend it savagely.

And in Eastern Badlands in the Lethlor Ravine there are dragons.  We don’t know how many and we don’t know how big, since scouts who get too close never return.

It need not be said that we —those garrisoned at Kargath—are quite happy with our assignment.  We stay tough here, because if we get soft then we die.

And I wouldn’t have it any other way.

Neeka Bloodscar
Head Scout, Kargath



REPORT TO HELGRUM

Bring Neeka’s Report to Helgrum the Swift in Stonard.

DESCRIPTION

I wrote a fresh report to Helgrum in Stonard.  Bring it to him.

And if you consider yourself an outrunner, then don’t lose your way.  Or fall to an enemy.

Helgrum the Swift: Thank you.  From Neeka’s report, I see the Alliance is not without its own problems.  And we may find that some enemies are shared between us.

Our first day went as well as one can expect first days to go.  Most of our time was preoccupied with making the necessary arrangements to establish a base camp.  I located an ideal setting by a freshwater river inlet.  Judging by the old, abandoned docks nearby this site was inhabited sometime ago.  As for the original inhabitants, only time can tell that tale.

For this expedition I have assembled Ajeck Rovack, and Sir S. J. Erlgadin, along with my trusted servant Barnil Stonepot.  I fought alongside Ajeck’s father’s side in many battles in defense of the Alliance.  Seeing her grown is quite special.  Her father schooled her well in the ways of weaponry.  Her skills with a bow make me wonder if there is elven blood running through those veins.

Sir S. J. Erlgadin comes from human aristocracy.  His father, Count Erlgadin, was renowned for his generosity.  It was the Count who lobbied for improved working conditions for the Stonemasons Guild during the restoration of Stormwind after the Second Great War.

In the years that followed after Stormwind betrayed the Stonemasons Guild, Sir Erlgadin grew bitter about the role of the nobles within the Kingdom.  He no longer wished to uphold the position that his father’s bloodline had earned for him in the House of the Nobles.  But I digress.  The purpose of his story is not to act as a political treatise or a biography.  This is the account of my experiences hunting big game in the Green Hills of Stranglethorn.

We rose with the sun.  Barnil began to prepare the morning meal.  I noticed Ajeck’s attention was somewhat distracted.  The day’s trek would be long and our hunt would bring us close to danger.  A lack of focus could easily lead to an errant mishap.  Yet Ajeck seemed unable to divert her gaze from Barnil who stood by the edge of the river rinsing out his mess kit.

Just as I was about to question Ajeck’s lack of interest in the day’s hunting strategy, she reached for her quiver, drew an arrow and unleashed a shot right towards poor Barnil.  But it was not Barnil that Ajeck was shooting at.  For when Barnil stepped aside, mouth agape, a large river crocilisk floated to the surface with Ajeck’s arrow perfectly placed between his two large eyes.

We set out toward the west through the thick overgrowth of the tangled jungle.  Moving with slow deliberate steps we paced through thick foliage in search of prey.  The morning passed in frustrated silence.  Nothing was stirring in the Vale, not even a breeze.  By the afternoon, the expedition had grown restless. Barnil no longer strode with the cautious steps of a predator tracking prey.  Rather, he clumsily clomped along the path often stepping noisily on dried leaves or fallen branches.

During one such misstep, Erlgadin laid a heavy hand on Barnil’s shoulder.  Ajeck and I gave a casual glance.  Assuming the man was simply giving Barnil a much-needed scolding for his carelessness.  Erlgadin, however, gestured slowly with his head toward a nearby fallen tree.  Gazing back at us were two piercing black eyes just above a mouthful of razor sharp fangs.

The beast was a male strangelthorn tiger.  Before I could cock my rifle, Erlgadin raised his crossboaw and fired upon the beast.  The bolt missed its mark and caught the beast heavily in the left flank.  The tiger made a futile attempt to flee but its wound was too grave.  The beast stumbled for a few tragic seconds until Barnil finished the kill with a thrown axe.

The kill brought about a festive mood amongst the expedition.  Barnil poured mead for all to enjoy.  But our festivities were short-lived.  As we were preparing the corpse for transport back to base camp we were all caught off guard by a horrendous growl.  In all my years I have never heard anything so blood curdling.

On a rocky precipice above, silhouetted by the setting sun, I could make out the largest cat of prey I have ever laid eyes upojn.  I was able to loose one clumsy volley with my rifle.  But the cat held his ground.  He growled once again.  This time louder than the first, and vanished.

We gathered our belongings and headed solemnly back to camp.

I had promised the expedition that we would spend the next day hunting panthers, as their furs are in high demand throughout Azeroth.  It only makes sense that such demand should exist with all of the able-bodied hunters, trappers and fur-traders off giving their lives so valiantly in the name of the Alliance.

Ajeck, and Sir Erlgadin were anxious to learn how to hunt effectively with a Dwarven Rifle.  I had the two humans leave their primitive range weapons at base camp.  Barnil and I outfitted them with some of Ironforge’s finest firearms.

On this day we ventured to the south following some fresh panther tracks.  Soon we reached a ravine spanned by a tremendous rope bridge.  I could not help but to think of Brann’s descriptive writings of this region when I saw the engineering marvel.  So often it was assumed that th enative trolls were a primitive and uneducated race.  Yet as I gazed upon the master craftmanship of the bridge I was able to recognize the skill with which the Troll builders overcame the seemingly impossible feat.

Before long, Ajeck tracked the panther to the southwest.  We walked quietly, guns at the ready, in anticipation of our prey.  A snapping of twigs from a nearby copse of trees drew our attention immediately.  Something was in there.  One stern glance at Barnil was enough to convey my thoughts.  Barnil slowly lowered his rifle.  This kill iwas not for us.  It was for our Human companions.  Countless panthers had lost their lives in front of our smoking barrels.  This kill would be for the Humans.

Both Ajeck and Sir Erlgadin stood poised, guns leveled at the bristling overgrowth at the base of the swaying trees.  The midday sun beat heavily upon us.  A slow trickle of perspiration trailed down from Elrgadin’s temple as he pulled the pin back.  Upon the sound of the click, the thick flora parted and a large black panther—a beautiful specimen—darted out onto the plain.

The humans trained their sights on the panther as it ran along the edge of the tree line.  The barrels of their guns moved in perfect parallel tandem.  Barnil gave me an urging glance, but I shook my head no.  This hunt was for the Humans.  Not Barnil or me.  Erlgadin fired a booming shot, missing the panther altogether.  Apparently he was unprepared for the violent kickback of the rifle blast.

His gun tossed back violently in his arms.  The barrel swooped sideways and came up beneath Ajeck’s rifle.  Ajeck had chosen that exact moment to pull her trigger.  The rifle, th eaim now knocked clumsily toward the tree line, went off with a distinct boom.  A flock of birds screamed out of the canopy, scattering in every direction.  A plume of smoke rose from the tree.  We watched in awe as a tremendous branch fell squarely on the fleeing panther, breaking its back.

As the weeks passed our stockpile of panther, and tiger skins grew immense.  I decided it was time for the expedition to shift our focus to a new challenge.  Raptors.

The Humans, while appreciative of the training Barnil and I offered, decided to refrain from hunting with firearms.  Ajeck was much more comfortable with a finely strung bow and Sir Erlgadin never left camp without his sturdy crossbow.

We set out at first light, heading south past the Tkashi Ruins.  Barnil voiced concern that we might encounter members of the Bloodscalp Tribe.  I reminded Barnil that the Bloodscalps were more concerned with destroying their tribal enemy, the Skullsplitters.  Needless to say, Barnil was not comforted in the least.  I, however, had a loaded rifle, a satchel full of gunpowder and three deadly hunters with me to ease any concerns of an unfriendly ambush.

I’ve stood before a towering Infernal on the battlefield, the army of the Burning Legion advancing from all directions.  An unruly band of Trolls seems as harmless as a jackrabbit in the hills of Dun Morogh.

We passed the Tkashi Ruins without event, much to Barnil’s relief.  The party proceeded to head westward toward the Great Sea, skirting the Ruins of Zul’Kunda just to the south.  As we ascended the high sea bluffs we spotted our first raptor.

The beast never so much as detected our presence.  In fact, the only greeting he received from the expedition was a bullet between the eyes.  Sir Erlgadin let out a hearty “hurrah” as Ajeck nodded toward me with keen approval.  I sifted through my pack in search of my pipe hoping to ejoy a celebratory smoke.  Barnil began to scurry up the hillside to retrieve the Raptor’s corpse.  I stared at the fallen beast with the satisfaction that accompanies every big kill.

But I could not bask in the glory of th ekill for long.  For when I turned my eyes toward the horizon, several silhouettes appeared cresting the hill, just above poor Barnil.

“Flee, Barnil!”  I shouted.  Ajeck, Sir Erlgadin and myself loosed a volley of bullets, arrows and bolts over Barnil and toward the pursuing raptors.  One of us landed a kill amidst the confusion.

Our hastily aimed shots were enough to buy Barnil’s escape.  Barnil clamored back down the hill and rejoined the party.  We scurried off into the jungle, a pack of ferocious Lashtail Raptors stalking our every move.

The Hunters were now the hunted.

I led the party toward the sea, hoping the shoreline would provide refuge from the raptors.  In our haste we had drifted too far north to a precariously high elevation.  The mistake was made.  The fault was mine.  We stopped just short of a sheer cliff.  The raptors just a few paces behind.

I stepped slowly forward, gun raised.  I had led these brave hunters to their death.  I would die defending them.  Lashtail Raptors are particularly fierce.  Known for their unrelenting blood-thirst.  They far outnumbered us.  But I would be damned if I let them kill me and my comrades without shedding some of their own blood first.

Ajeck and Sir Erlgadin readied their weapons, flanking me on either side, our backs to the sea.  Barnil let out a defeated sigh and drew his axe.  The lashtails were almost upon us.  Their steady stride had slowed.  They were stalking their prey now for they knew they had us trapped.

And then something miraculous happened.  From off to our side we heard the distinct and terrifying roar of the great white tiger.  Despite their numbers, the raptors turned and scattered in all directions.  We saw but a brief white flash as the tiger darted past us and pounced on one of the raptors.  No command needed to be given.  All four members of our party knew it was time to run.

We sprinted all the way back to base camp, never slowing.  Later that night we sat quetly around the campfire, knowing our lives had been saved by a bizarre twist of fate.  Such are the risks of the big game hunter.  We toy with fate by delivering it.  Yet each of us at some point will face fate’s razor sharp teeth.  This Dwarf is just glad that moment did not come upon the Green Hills of Stranglethorn.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

/p SHIELD WALL ON

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

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

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

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

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

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

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

Watch a


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

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

Blackwing on the other hand brewing the chromatic dragonflight.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

There are four possible places Deathwing might be hiding at:

1. Gilneas

2. Mount Kajaro (Isle of Kezan – Undermine)

3. Outland

4. Grim Batol

GILNEAS

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

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

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

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

From Warcraft RPG: Lands of Conflict—page 96

Last Known Speech
from Genn Greymane,
Recorded by Mystrum Runedance

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

© 2018 Blizzplanet - Read our Privacy Policy; and Terms and Conditions

©2004-2018 Blizzard Entertainment, Inc. All rights reserved. World of Warcraft, Warcraft and Blizzard Entertainment are trademarks or registered trademarks of Blizzard Entertainment, Inc. in the U.S. and/or other countries.