- *NEW* allthough this suggestion is mainly about Gilneas, but I've also decided to include Hillsbrad, Arathi and Hinterlands questlines in this post. the reason was that with the introduction of a new zone one (especially starter zone) one should also suggest the next quest zones for the new starting zone. Arathi and Hinterlands are still WiP, I'll also write a suggestion about what high level players can do in Lordaeron to be involved in the storyline so that the storyline will involve both low level and high level players.
-This suggestion is a concept idea for Gilneas becoming a full Worgen starting Zone (and not just a phased level 1-10 that ends up with an unknown fate) and how it can hold the next Alliance major city without causing problem with the leveling progress. Also inside you will find what ideas I’ve implemented to keep this zone crowded and busy.
-Seeing as how certainly a lot of work was done to bring us the amazing zone of Gilneas, and the unique architecture of the buildings, the great scenery and the epic story that made Gilneas fans hungry for more. I feel like it is an insult not only to the fans but to the artists who spent countless hours on Gilneas itself, and the coders and level designers who worked hard on bringing us this zone just to see it becoming an empty zone devoid of life.
-after reading a lot of posts made by Horde players I’ve also realized that Undercity, a very popular city by Horde players, is left empty after Cataclysm introduced the portals to cata-zones. And the lack of important NPCs also serves to discourage people from going to Undercity. So in order for my suggestion to be beneficial to both the horde and alliance fans I’ve decided to write a scenario in which the starting zones of Worgen and Forsaken become the main focus of the game. This suggestion is about the Worgen side of the scenario.
-during this scenario the Worgen will retake Gilneas and the Alliance will initiate an invasion to retake Lordaeron, this event is known as “the Lordaeron crusade”. Gilneas and Undercity will both get portals to expansion continenets and will have all the services SW and Org provide as main cities. This way we will see more players spending time in these two capitals.
-also, one main goal of this suggestion is to suggest an alternate leveling zone for Worgen, in which they’ll take back their land from the Forsaken and will have a place in the game instead of having a tree in Darnassus.
-If anyone is interested in writing a horde version to the story that focuses on Undercity and Silverpine I’ll be happy to co-operate with you.
-earlier in this suggestion many people asked the reason for martial law at Gilneas, at first it was due to war but it was pointed out that this is not a very good reason for heavy martial law. so here is a new version :
Shortly after Tess Greymane and her royal guards arrived at Gilneas City and took control of Gilneas Mainland a group of human assassins disguised as city folks and town guards attempted to assassinate Tess. the attempt failed but the assassins managed to get away. With not evidence to point out who these assassins were Gilneas City is now under heavy martial law to prevent any similar attempts.
Overall layout :
Based on the problems the current zone of Gilneas can cause if it becomes playable I’ve decided to split the zone in two sections and turn Gilneas into two separate zones so that Alliance players will reach level 20 while inside Gilneas, and will go to either hillsbrad or silverpine forest for their 20-30 leveling.
Northern Headlands, Northgate woods and The Headlands with will become “The Gilneas Headlands” and will turn into a 12-20 leveling zone. Also, “The Headlands” will be bigger than what it currently is, in order to better represent how Gilneas was portrayed in pre-cataclysm maps. The Gilneas itself will be named “Gilneas Mainland” and will be the 1-12 leveling zone.
Major Alliance characters in these two zones are :
1) Princess Tess Greymane is the commander-in-chief of Gilneas forces in the absence of her father. Her troops form up the majority of the Alliance forces in the region and consist of mainly human Gilneans, worgen fighters mostly follow Darius Crowley and have refused to act against Sylvanas because of the truce their leader made. However after the forsaken attack the Headlands they will join the fight.
2) After the Sunreavers were exiled from Dalaran, Vereesa Windrunner has taken it on herself to deal with the atrocities of the forsaken and aid the Alliance forces however she can. She commands the silver covenant forces that are stationed at the Highlands, their air force and arcane strength serve to counter Forsaken air forces and the plague.
3) Lynore Windstryke commands the 7th Legion forces. Her forces include Dwarven siege machinery and the gunship Liam’s Vengeance which is built in honor of Gilneas’ deceased heir. The Gunship operates in the Highlands.
4) Calia Menethil is said to be hidden somewhere at Gilneas protected by the alliance's most trusted agents. She is sought after by Sylvanas, who wants to turn her into a forsaken and crush any hopes that lordaeron royalists have for a new kingdom.
5) Lorna Crowley resides in the Greymane Manor, seeking to create a poison that can be used against the forsaken.
6) Darius Crowley currently resides at Gilneas Headlands with what followers he has after the Gilneas Liberation Front disbanded. They are keeping a watch forsaken activities up north and countering any attempt by their agents to infiltrate Gilneas.
I'll try to create a map of this new zone soon.
Gilneas Mainland :
Gilneas Mainland is the first zone, I introduce the areas in the order of quest progression. You, unlike the previous Worgen character, are not among the refugees that left Gilneas for Darnassus and instead will be part of the militia that remained in your homeland. The story picks up right where Horde’s story in Cataclysm left off, Gilneas Liberation Front retreats back from Silverpine and is disbanded to make way for a more organized force led by Tess Greymane who has recently came back from Darnassus bringing fresh Alliance troops with herself.
Duskhaven Ruins: (levels : 1-5)
Area description :
Hayward Fishery, the only place that was left untouched when Duskhaven sank, is now taken over by the Naga who are using the site as a base of operations. Not only that but they are doing strange experiments which has caused the ghosts of the drowned to appear in the submerged ruins of Duskhaven. ghosts of those who have drowned when the village sank into the waters. If this case happens to be true then Gilneans will have more reasons to drive the Naga out.
This is your starting area, you and your quest giver captain Matthew Kinlan are tasked by Lorna Crowley to clear the waters and make preparations for an important delivery. The stagecoach stops on the hill overlooking the submerged town, you leave the stagecoach and Kinlan tells the driver to wait for them. then proceed to monitor the situation.
(Q1-1 ) Kill 5 Drowned Ghosts.
Although the Drowned Ghosts do not seem to be hostile towards the living, Captain Kinlan does not want to take any chances. you are told to clear some of them out while the Captain figures out the reason for their sudden appearance.
(Q1-2) Follow the essence of ghosts.
You noticed that upon killing the ghosts their essence leaves their bodies and floats into one of the submerged buildings. you decided to investigate.
-Destroy the strange device.
-Bring a piece of the device to Captain Kinlan.
You find that a device of unknown origins is harvesting the ghostly essence. can this device be connected to the sudden appearance of the drowned ghosts?
(Q1-4) Talk to Kinlan near Hayward Fishery
Kinlan recognizes that the device is of Naga origin as he has seen their equipment when he was a sailor. Kinlan tells you to follow him while he swims to Hayward Fishery.
once there both of you find out that the Naga are keeping a whole bunch of these devices at the Fishery. Kinlan tells you that the Naga are up to no good and no matter what their plans are we must stop them.
-Use the hand grenade to blow up the devices.
-Kill 8 Naga.
With the devices destroyed and a few of them killed the remaining Naga retreat into the waters and leave the fishery.
(Q1-6) Wait with Matthew for the delivery.
as you and Matthew wait for the delivery to arrive Matthew tells you that Lorna senses a traitor among us. and it is very likely that the details of this delivery is known by our enemies, in the end he tells you that you should be on your guard.
a small boat approaches from the myst, carrying three people. a cloaked figure with a hooded head and two members of the SI:7.
(Q1-7) Accompany Kinlan to the stagecoach.
After a brief dialogue the five of you proceed to walk to the stagecoach. only to find the driver dead and the stagecoach damaged. a group of hooded assassins appear out of nowhere and ambush you.
in the end both SI:7 agents end up dead and only you, the hooded figure and Kinlan remain.
(Q1-8) Hold off the assassins while Kinlan repairs the stagecoach. The hooded figure takes shelter within the stagecoach and you are left alone to defend it.
after killing the fifth assassin you ride shotgun with Kinlan and reach Greymane Manor with haste.
Greymane Manor : (levels : 1-5)
Area description :
After she was kidnapped and then used as leverage against her father, Lorna Crowley has taken the abandoned Greymane Manor as her new shelter. Guarded by Crowleys’ most trusted guards, she spends most of her time in the library of the Manor. reading books after books to try to develop new methods to be used against the forsaken.
Greymane Manor will now have a secret passage to the Headlands. Players will assist Lorna Crowley in developing new weapons against the undead while questing in The Headlands.
(Q2-1) grab a couple of books from the old library.
While Kinlan is busy making preparations for the journey to Gilneas City you will be tasked to accompany Lorna and help her with her study. this is where players actually have dialogue options to find out what happened to her and her father after the kidnapping. Lorna then asks you to grab some old books from the library for her to study, you will then find out that Lorna is working on a poison to use against the forsaken.
(Q2-2) Follow the guard.
Kinlan approaches the two of you and tells you he has found out that a guard is not keeping up to his schedule and leaves his post from time to time for unknown reasons. you will then ordered to follow the guard and see where he goes.
you follow the guard to the wine cellar and discover that he has been mesmerized by a dark ranger hidden at the wine cellar. The hypnotized guard tells her the details of the plan to deliver -her- to the Gilneas city, much to you surprise the dark ranger was already aware of your presence, a fight ensures but in the end she manages to stun you and then disappears before you can come back to the fight.
(Q2-3) Report to Kinlan.
you run back to Kinlan to report your findings but find Kinlan's second in command. the worried captain tells you that Kinlan left with the Stagecoach minutes ago and if you don't hurry they might be dead already. he then runs off to organize a search party to investigate how the dark ranger had infiltrated the manor.
Q2-4) Reach the Stagecoach.
you grab the fastest horse and ride to reach the Stagecoach only to find it broken and under attack at the fork just above the Queens' gate.
(Q2-5) Kill the assassins.
After your timely intervention the assassins run away and escape south towards Stormglen, The remaining guards abandon the stagecoach and take it's horses to escort the hooded woman to Gilneas. before departure she thanks you and departs with the rest of the guards.
Koroth’s Den : (levels :5-6)
Area Description :
South of Gilneas, on the hills overlooking Stormglen Village, the Ogres have blocked the road to the town demanding money from travelers. It appears that Koroth Hillbreaker is getting more and more greedy and has now forced his own henchmen to pay him tribute which has led the poor Ogres into beggary.
(Q3-1) Accompany Kinlan to Stormglen.
Captain Kinlan is relieved that the target is now safe on her way to Gilneas. but he tells you that he will not rest easy while those assassins are still operating this deep in Gilneas. so he asks you to accompany him to Stormglen and find out their whereabouts.
you cross the bridge south only to face a lone Ogre beaten badly and left near the road to die. upon asking the Ogre he tells you that their leader, Koroth the Hillbreaker, has trouble copping up with the lack of food that the "giant earthquake" caused and is forcing other Ogres to give him their food. sometimes he even eats Ogres that he doesn't like so Ogres are now desperately trying to grab whatever food they so that the Ettin doesn't eat them or their family.
(Q3-2) Grab 8 Crocolisk meats.
Kinlan comes up with an idea to get the Ogres on your side and finish the Ettin off for good. and sends you Hailwood Marsh to kill crocolisks and bribe the Ogres by the meat to get them on your side.
-Feed 5 Ogres.
-Kill 3 Ogre enforcers.
You are then sent to Koroth's lair to feed the weakened Ogres while fighting off Koroth's brutes. after coming back to Kinlan you'll see a group of Ogres gathered near him and awaiting your arrival.
-Confront Koroth the Hillbreaker.
-Liberate the Ogres.
the leader of the Ogre rebels gives you a couple of crudely-made torches and tells you that a few of his fellow Ogres are hiding on the hill atop Koroth's mound...and are ready to assist you by throwing boulders at wherever you throw the torches at. (this is your weapon against the ettin because the boulders will deal alot of damage.) backed by your new allies you go to Koroth's Den, where the ettin is waiting for you along with his brutes. a fight ensures between the two sides and you will need your torches to kite the hungry Ettin who is chasing you slowly.
after he is dead the Ogres all rejoice in their own way. and you and Matthew leave and continue to Stormglen, taking care of a serious local issue.
Stormglen Village : (Levels : 6-9)
Area Description :
With Gilneas becoming a respected member of the Alliance and King Wryn’s promise to aid the Gilneans in their battle, Stormglen Village is now turned into a major port to receive Alliance supplies from Menethil Harbor.
• A Harbor is now added to Stormglen, three ships will set sail from Stormglen Village, one goes to Stormwind, the second goes to Darnassus and the third goes to Menethil Harbor.
• The Dwarves of Khaz Modan have set up their camp near Stormglen Village, Dwarven transport ships can be seen anchored near Stormglen Village.
• Stormglen Village will have a portal to Darkmoon Faire Island.
• Stormglen Village will have all the trainers.
[I]• Non-worgen players who have just reached Stormglen via boats and have not yet leveled to 5 will receive a whisper from Bobby, a Gnome sitting on a chair at Stormglen tavern. Bobby will level non-worgen players to 5 so that they are able to quest at Gilneas easier, he serves to get non-worgen players to the minimum level requirements to start the rest of the questline at Stormglen. players argued that new players might abuse this system but rest assured, bobby wont level anyone past 5 and also bear this in mind that reaching level 5 is not really a hard task. the time that it takes to reach stormglen from other towns somehow equals to what you spend leveling to 5.
• A group of Naga has taken residence on the shores around Stormglen, players will be tasked to kill them and make the way safe for ships that travel to Stormglen.
Stormglen Village is designed to become an equal to Goldshire. Players will have enough reasons to stay there and will have an easy way to travel to other cities using ships if need be. It will be a busy port town full of NPCs.
(Q4-1A) Talk to Willa Arnes.
Finally arriving at Stormglen, Kinlan tells you to get some rest at the Inn while he talks to some of the soldiers to see what he can find about about the assassins.
a tired looking Willa smiles slyly when she sees your face and tells you how today has been so chaotic and bad. apparently old Hamond's leg has been bitten off by a giant shark, and just hours after that a drunk Dwarf stormed inside the tavern and caused a mess talking about his friend being bitten by a giant spider...and now a group of drunk sailors are causing a stir upstairs arguing loudly about something. She gives you a pint of Ale and walks away tending to other customers.
(Q4-2A) Drink the Ale and wash the tiredness of you journey away.
upon drinking the ale the screen blurs out, once the screen becomes vivid again you'll be phased out of the Worgen-exclusive phase and will be able to see other non-worgen players. from here non-worgen players can also join you in your quests.
--from here on the zone becomes unphased, meaning that worgen and non-worgen players can see eachother and quest together. non-worgen players can also start the rest of the Gilneas quest chain by talking to Matthew at Stormglen and he will update them via a dialogue (of the things that happened.) and will give them quests. --
(Q4-1) Speak with Kinlan.
Now, you are either a new player just joining the questline or a worgen player continuing the storyline.
* if you are a new player you'll receive this quest by a recruitment ad that tells you captain Kinlan needs a hand dealing with a group of professional murderers.
* if not then you'll receive this quest after drinking the Ale and you'll walk right to him.
Matthew Kinlan tells you that a scout named Clive Hart has spotted some hooded men running into Blackwald. and you should speak with him at the newly reconstructed Bradshaw Mill.
- Old Hammond's son is standing at the docks, enlisting help to help kill the man-eating shark that had bitten his father's leg off.
- A drunk Dwarf named Gherren is sitting upstairs at the Inn, asking travelers for help. when talked to he will tell you that his little brother Degner is stung by the matriarch of the vilebrood spiders (Rygna) and the medic has run out of anti-venoms, so the only way to help his brother is by bringing the medic a few poison glands. when asked why doesn't he do it himself players find out that he is actually terrified of spiders. (arachnophobia)
-- After you help Gherren cure his brother the three of you will go to Rygna's lair and slay her. With Rygna killed Gherren finally overcomes his fear of spiders.
- A Draenei priest named Nilea, introduces herself as a skilled herbalist but new to Azeroth and asks you how she can reach Blackwald. Once you give her directions you can find her again at Blackwald.
- A group of Kul'tiras sailors are locked in an arguement with Menethil sailors. you can side with one of the sides and start a fist fight with the leader of the other group. once the other group is beaten and their argument is rendered -invalid- the side that you supported will cheer and it's leader will give you it's tabard as a unique reward. (This is the only way to obtain these tabards. the appearance of Ku'tiras tabard will be different from the rep tabard from Kul'tiras faction if they are ever introduced.)
Blackwald : (Levels : 6-9)
Area Description :
previous home and hiding place of feral Worgen, Tal'doren was briefly abandoned after the liberation of Gilneas and the mass exodus of Worgen to Darnassus. Most banshees have left Blackwald, instead Blackwald is now mostly inhabited by mutated plant life and a few feral Worgen who have turned insane and cannot be helped. Currently Tal'doren houses young Gilnean druids who are studying their druidism in seclusion.
(Q5-1) Speak with Scout Clive.
you make your way through Bradshaw Mill where Clive resides. once asked about the whereabouts of the assassins he will tell you that he saw a group of well equiped hooded men heading towards the abandoned Wood's Witch Cabin with haste but warns you that Blackwald is being haunted recently by monstrous plants that devour travelers whole.
(Q5-2) Find the assassins at Wood's Witch Cabin.
Much to your surprise, you'll witness a bizzare scene upon entering the Cabin : A lone white worgen with glowing blue eyes and fully dressed in black plate armor is sitting in the middle of room, silently meditating. laid around him are the corpses of the assassins that you were chasing all this time.
"Do not be alarmed brother." he says in a cold, chilling voice. he then slowly stands up and approaches you, you can smell the stench of undeath filled around him. The white worgen introduces himself as Arash, a Death Knight who has recently returned from Northrend. And that he has chosen to become a monster hunter, traveling around the world and protecting innocent people from dark magic and the horrors that it causes. once asked about the assassins he responds by saying the assassins attacked him without warning, but they underestimated the power of a death knight.
you loot a letter from one of the assassins, and find out that they were hired by someone at Tempest Keep to kill someone named "C.M" in the letter, probably the hooded woman you defended earlier.
(Q5-3) Report to Kinlan.With the fate of the assassins revealed you can then choose to stay and help him with his job or go back to Kinlan and report your findings.
-If you have given her directions at Stormglen, you will find Nilea being attacked by a mutant plant. once helping her deal with the dangerous plant she will thank you and asks for your help in harvesting five bloodthorn flowers for her research. Once they are harvested she thanks you and departs for Stormglen.
-Margaret of the harvest is a gilnean druid residing at Tal'doren. You can ask her about the reason for the sudden appearance of the mutated monsters to which she replies that she thinks this mutation has something to do with what the Night Elves refer to as the emerald dream, and because Tal'doren is linked to the emerald dream the nature that sorrounds this place reflects the current state of the emerald dream, which hints that something evil is brewing there.
She will ask you to accompany her fellow druid, Patricia of the harvest, to search the blackwald and kill some of the plants for examination that sheds some light into the details of this problem.
-Arash will ask you to gather a few ectoplasms from the few banshees that roam around the place.
-- Upon gathering the ectoplasms he will then tells you the story of Woods Witch Cabin. A haunting story of Elspeth the Witch who sacrificed her own family to an unknown being in order to gain unholy powers, and when her powers started to fade after decades she started kidnapping many young Gilneans to drain their life and stay immortal, when she was finally discovered she made a deal with whatever unholy power she served and banished from this plane of existence. But despite her disappearance her soul still lingers around here, seeking a way to return and walk the plane of living once more, And he intends to end her evil once and for all.
--- After hearing the story you can tell him to initiate the summoning. after she is summoned you will use all your strength and kill the Witch. But she is too strong to just die like that. Arash will tell you that she will come back to life each time she dies, unless you behead her and bury her separately from her body. He picks up the body and gives you the head, telling you that you should go and bury her at Aderec's Repose while he goes to bury her parts around Gilneas.
Note : You will carry the head for a while until you reach Aderec's Repose and bury it there. but every once in a while you'll hear whispers in your head, telling you to just "throw it away." "why carry such burden?" "rejoin us together." your character will also post an emote from time to time, indicating that he/she feels as if he/she is being watched.
Major Event : Upon your arrival at Stormglen you will see a worried crowd gathered around a crier who will announce that the forsaken have invaded the Gilneas Headlands en-masse, Gilnean troops have retreated back into Gilneas and the battle for Gilneas Headlands is currently being lead by the Silver Covenant and the 7th Legion, with gilnean troops regrouping back at the city.
Tempests’ Reach : (Levels : 9-12)
Area Description :
Ruled by Godfrey’s son Rupert Godfrey, Tempest’s Reach is an isolated town that refuses to accept Alliance rule. They also see Worgen as a threat and have begun to systematically hunt them down and execute them. Rupert is a young man driven to the edge of insanity when he heard rumors that his father was murdered by Genn Greymane, he has since then bunkered himself down at the Lighthouse at Tempest's reach and ordered his father's loyal guards to carry out his orders.
(Q6-1) Go with Kinlan to Tempest's Reach.
a now worried Kinlan is reading a letter from Greymane Manor when you approach him. News from Greymane Manor is that with the truce between the forsaken and Gilneas broken, Darius, along with the remnants of Gilneas Liberation Front, have now rejoined battle and are leading skirmishes in Gilneas Headlands. With her father fighting the forsaken Lorna is getting more desperate to complete her research, and has asked Kinlan to find Krennan Aranas who was last seen departing for Tempest's Reach. Kinlan then continues to tell you that ever since Krennan returned from Teldrasil he and Lorna don't see eye to eye about the ethical nature of Lorna's experiments.
Once you hand him the assassins letter he states that this is more reason for them to go to Tempest Reach, they need to find out who ordered the hit.
upon walking the road to Tempest's Reach you will find a few Worgen hanged on a tree near the road. Shocked by the scene, Kinlan will tell you to be on your guard and change back to your human form for safety.
Note : Tempest's reach citizens will attack you when you are in Worgen form. more than that their guard dogs can sense you, so you have to steer clear of them.
(Q6-2) Find Aranas at Tempest's Reach.
Once you arrive at Tempest's Reach you will see several dead Worgen hanged in the middle of the town. it seems that Rupert has declared Tempest's Reach an independent town and has refused Alliance calls to let their troops inside his town. more than that he see the Worgen as mindless beasts that killed his father, and just recently he has ordered his men to hunt the Wogen down and execute them. Kinlan will comment that Rupert is beyond saving now, and that Gilneans tolerated his actions before when he expelled the Worgen from his town but executing them in public is a red line that he has foolishly crossed.
You'll find Aranas standing on a corner, watching the dead Worgen from afar. he'll fill you in on the recent events that took place at Tempest's Reach, players can also ask him about Teldrassil to which he replies that the place was magnificent and the Night Elves are centuries ahead of us in druidism, but he couldn't sit there and enjoy the scenery while his fellow Gilneans were suffering at home.
Once told about Lorna's call, Aranas will agree to help and leaves for Greymane Manor, leaving you and Kinlan to solve the problem at Tempest's Reach.
(Q6-3) Find the Worgen imprisoned at Tempest's Reach
Kinlan tells you that they should stay at Tempest's Reach and find a solution to end this situation, and it doesn't serve both sides any good if Alliance forces attack and take Tempest's Reach by force because many civilians might die as a result.
He will then tells you to search and find where Godfrey's men are keeping the rest of the Worgen prisoners.
(Q6-4) -Cause a distraction.
-Free the Worgen.
You'll find the worgen prisoners north of the town and inside a giant cage and well-guarded. so Kinlan tells you to distract the guards while he sneaks past them and uses his rusty lockpicking skills to pick the lock and open the cage.
*you'll need to click on a special crate near the prison cage.
*once clicked you'll stand on it and shout something to attract the guards.
*a vehicle panel will open up. and you can use three buttons to keep the guards busy. a metter shows up next to you telling you how intrested the guards are to your ranting. you'll need to keep them on a certain level so that Kinlan can sneak behind them and open the cage with no obstacles.
(Q6-5) Confront Godfrey at the Lighthouse.
further away from the town Kinlan is talking with the Worgen prisoners, they agree to help you sneak into the Lighthouse and kill Godfrey.
you'll move to the Lighthouse, seeing a few checkpoints and guards along the way. however, you'll have to trouble getting past them because upon approach the worgen prisoners will jump on them out of nowhere and will silently kill the guards.
once you reach the Lighthouse you'll find Godfrey coming out of the building followed by the very same dark ranger that you encountered at Greymane Manor, and you'll realize the truth : Godfrey never went mad, nor did he believe the rumors of his father's murder. all this time he was being controlled by the banshee queen.
the dark ranger forces Godfrey to attack you and after a hard fight you manage to subdue Rupert and knock him unconscious. But you realize that the dark ranger has fled the scene once again, Your Worgen companions storm into the scene and attempt to kill Rupert for what he did to them. But you manage to convince their leaders to hand him over to the Alliance forces, after a few dialogues they agree to spare Rupert and hand him to the Alliance forces.
you will loot a letter from Godfrey's body, much to your surprise and shock it is revealed that Godfrey not only ordered the assassination which you prevented but he also ordered Tess Greymane's failed assassination.
(Q6-6) Go back to Kinlan.
News of Godfrey's deeds travel fast, Once you return to Tempest's Reach you'll see that Alliance soldiers have arrived at the town and are now patrolling the streets with no complaints from the townsfolk. The area will become unphased and you'll see Tempest's Reach as a friendly Alliance town. You make haste and reach Kinlan, handing him the letter you've just found.
As the two of you are trying to piece together the evidence you have you see Alliance forces dragging Rupert and taking him to Gilneas City to be tried as traitor. a half-conscious Godfrey sees and begs you to tell them that he's innocent. You and Kinlan interfere and try to convince the captain that the forsaken were behind this and Rupert is innocent but you don't have the evidence to prove it, unable to help Godfrey you watch helplessly as they take Godfrey into a stagecoach and take him to Gilneas.
judging by the evidence you have gathered so far Kinlan concludes that the assassinations were carried by Tempest Keep assassins by Godfrey's order who was at that time under the spell of the dark ranger. but the forsaken did a very good job by hiding any traces of their involvement : at the moment you have no evidence to prove the assassinations were in-fact carried out by forsaken.
*Rupert's questline will continue at Gilneas City, but I'm still working on this part so it's not written here yet.*
*from here on you'll have 3 options :*
1) go north and do Emberstone Mine quests that are not linked to the main storyline.
2) go to Gilneas City and talk to Kinlan and start the rest of the main quests.
3) go to Aderic's Repose to do the side quests there which are also not linked to the main storyline.
Optional Quest :
- Once you have brought Tempest's Reach under alliance rule and the area becomes unphased. A fisherman appears at the town in need of help. he tells you that a small band of Naga have set up their outpost on the islands east of Tempest's Reach and their experiments are scaring the fish away. you can use the fisherman's boat to get to the area where the Naga are located.
You make your way to the site and find the shipwreck of a Dwarven transport ship... realizing that the survivors are being enslaved by the Naga, you decide to rescue a few of them.
- Once you "fish" a few survivors out of the sea the last rescued survivor turns out to be the captain of the ship. the two of you come up with a plan to kill some of the Nagas while destroying their equipment on the small islands. once the nagas are driven away the captain thanks you and takes one of the devices from you for further study. you can ask him about the reason of the sudden Naga activities and find out that the Naga in general are becoming more active, with reports of Naga sightings coming out from accross Azeroth.
Emberstone Mine :(Levels : 9-12)
Area Description :
Emberstone Mine is now a fully operational mine under the control of Khaz Modan Dwarves. Gnome workers are working day and night extracting the minerals from the mine. Although it is said that deep within the mine the forsaken have left a dangerous monster lurking around before surrendering the mine to the Alliance. Emberstone town is filled with miners now, and will have a couple of khaz modan guards.
Quest List :
(Q7-1) Gather six deer meat for bait.
Once you’re at the Emberstone village you’ll find out that the mine has just been shut down after a couple of Gnomes went missing last day. You will then be approached by Arash who enlists your aid in finding the monster deep within the mine. first of all you will need a big and enticing bait to lure the monster out, Arash then tells you to bring him six deer meat.
(Q7-2) Follow Arash to the mine.
Once in position, Arash tells you that the creature appears to be a San'layn as he is feeling his stench in this place. Once asked about their lore he will reply that most of them were slain during the siege of Icecrown but it is highly likely that pockets of them survived.
the San'layn comes out of the shadows when the bait is placed on the ground. after killing the San'layn vampire you go back to Emberstone foremaster and receive your reward.
(Q7-3) Tame the big stallion.
On your way to Emberstone Mine you'll see Nilea arguing with the stablemaster, the stablemaster is furious and refuses to sell her any horses, stating that his hordes are not strong enough to support her weight and she will break their backs if she mounts them. you can agree to help the stablemaster by taming the big stallion that roams on the plains east of Gilneas.
Gilneas City : (Levels : 9-12)
Area Description :
Gilneas City is the command center of the Alliance Forces in the region and thus serves as the new major city for Alliance. Currently due to martial law, Gilneas City is being ruled by Tess Greymane who is the commander-in-chief of the entire gilnean forces.
Shortly after Tess Greymane and her royal guards arrived at Gilneas City and took control of Gilneas Mainland a group of human assassins disguised as cityfolks and townguards attempted to assassinate Tess. the attempt failed but the assassins managed to get away. With not evidence to point out who these assassins were Gilneas City is now under heavy martial law to prevent any similar attempts. Thieves and bandits are executed en-masse without trials and every little crime is dealt with extreme force.
Gilneas itself is now fortified and sand bags are at every corner of the city, city guards have set up checkpoints to search people by random and bystanders are warned to move along. Despite the situation, gilneans support their forces whole-heartedly and every week more ships arrive from Darnassus carrying not only gilneans but night elves and draenei who have volunteered to aid the alliance in their fight with the forsaken.
Gilneas will have portal to BC/Cata/MoP/new expansion continent and will have a portal to Dalaran in order to encourage players to stay in the city. it also has every service that Stormwind provides including PVP and raid vendors.
* Gilneas city boss is Tess Greymane who is located inside the Cathedrial guarded by elite royal guards.
Quest List :
(Q8-1) Investigate the strange house.
Residents at the merchant district are hearing strange voices from one of the houses, you're asked by a concerned neighbor to go inside and investigate because, apparently, the guards are not listening to their complaints. You'll find the house abandoned and in total silence. however you also feel that there is something mysterious, something wrong, about this place. you start to investigate the objects of the house when you come across a perfectly clean portrait hanging on the wall, what's odd about it is that the entire house is covered in dust but the portrait is so new and clean that it feels out of place.
the portrait shows a seated young and pretty noblewoman, yet the woman seems to carry a deep sadness within her eyes. on the bottom of the frame you see the placard "June Aldred".
(Q8-2) Show the portrait to the concerned neighbor.
You show the neighbor the portrait and ask for further information. the neighbor is taken by surprise and tells you that the woman in portrait is June Aldred. apparently months ago she disappeared at the night of her wedding with no trace, and months of investigations by the guard captain had no results.
you are then sent to her family's house to investigate more.
(Q8-2) Talk to June's family.
After telling her family about the portrait in the abandoned house the enraged family tells you that the house belonged to a man called Basil Dixon. whom June complained about several times of stalking her. but Basil went missing weeks before her disappearance under circumstances similar to June's. You will then go to the guard captain to report your findings.
(Q8-3) Talk to guard captain.
You speak with guard captain Trevor Macer who harshly scolds you for meddling in the city guard affairs and takes away the portrait, warning you not to interfere with the investigation again. realizing that something is off about this you decide to investigate the captain's house. upon entering the basement you'll find 3 portraits hanging on the wall. you'll look at each of them
(Q8-4) Find evidence in Trevor Macer's house.
At the basement of his house you'll find three portraits hanged on the wall above a table filled with maps and notes. looking at the portraits you'll see the portrait Macer took from you, the other is a drawing of a handsome man with blonde hair and blue eyes with the name Basil Dixon written on it's placard... and the last one depicts a brown haired girl no older than 17, the name on the placard reads Fiona Macer. you are suddently ambushed by an angry captain Macer, after a brief fight and upon subduing him you threaten him to tell you the whole story.
apparently the killer is a very skilled artist, who paints very detailed, artistic and expensive portraits of his victims. you find that Fiona Macer was the killer's first victim, the matter was so personal for Macer that he chose to work on it alone. but it bore no fruit as the killer is very skilled at hiding evidence and disappearing completely.
you agree to report anything you find in the future to Macer.
(Q8-5) Give the box of candles to Horadio at Aderic's Repose.
A candle merchant at merchant district asks you if can you deliver a box of candles to Horadio, the cemetery caretaker.
(Q8-6) Question the townsfolk about the sewer monster.
You'll find Arash sitting in a dark corner at the tavern in merchant square, ignoring the curious looks from the townsfolk. he tells you that he is seeking the infamous Gilneas sewer monster, the monster is said to be responsible for a few nightly disappearances but the guards do not believe in his existence. he, however, senses the monster lurking around beneath them, but apparently the townsfolk are too afraid of him to answer his questions and he does not wish to gain the city guard's attention. (he is, afterall, a death knight).
so you will question several people at his behest, in order to gather information about the monster.
(Q8-7) Go into the sewers and slay the Geist.
Upon telling Arash of your findings, he will conclude, judging by the description you gave him. that the monster in-question is a Geist. the corpse of a hanged criminal returned to life with the help of dark magic. you will accompany Arash as he decends into the sewers and look for the beast.
upon killing it Arash gives you a vial of blackfire, saying that Geists must be burned completely so that they don't return to life. you burn the Geist and leave the sewers.
* If you encounter June (a rare monster described below in the rare monster section) Arash tells you to leave her alone, stating that though she was raised by dark magic he does not sense any evil in her and instead the player should aid her find permanent peace in some way. if the player kills her he will state this is a temporary solution, and she will find back demanding the answers she seek.
(Q8-8) Speak with Kinlan at the Cathedral Square.
You meet with Kindan at the square and just infront of the Cathedral, which is now turned into Tess Greymane’s headquarters. Kinlan tells you that Lady Greymane has summoned both of you to the Cathedral.
(Q8-9) Accompany Kinlan to the audience with Lady Greymane.
You kneel before your queen, who on the other prefers a more informal approach. She asks you both to accompany her to the old basement beneath the Cathedral.
You, Kinlan, Tess and two SI:7 agents make your way into the basement where a blonde haired lady, guarded by a few bodyguards, is awaiting your arrival. She looks at you with her blue eyes and introduces herself as Calia Menethil, the last Menethil heir and the very person that you saved from the forsaken assassins.
Players have several dialogue options to gather more lore info about her, she talks about how she went to hiding and how she ended up in Gilneas. Calia then departs with her guards to an unknown place and wishes you luck in your battle with the forsaken.
(Q8-10) Appeal to Tess Greymane to release Godfrey.
Before you depart, you and Kinlan appeal to lady Greymane and tell her about your version of the story. Tess is lost in thoughts, and after a while tells you that she does not believe in these crimes either but they do not have much evidence to get him out of jail, she however can delay the execution until you find some solid proof.
She then tells you to go to Halford Ramsey, the famous detective living at Court District.
(Q8-11) Speak with Halford Ramsey.
You arrive at Ramsey's house and find him studying about the worgen curse. Ramsey agrees to help you find evidence to prove Godfrey's innocence.
-Accompany Ramsey to Godfrey's cell.
-Speak with Godfrey.
The two of you go to the prison where Godfrey is being kept. Ramsey starts questioning Godfrey of what he remembers while he was under the influence of the dark ranger. after a little questioning he tells you that he remembers something about a house in Gilneas allthough the details are not vivid, the basement of a house in the military district.
(Q8-13) Investigate the house.
You and Ramsey go to the house Godfrey mentioned, inside the basement you find a trapdoor leading to the sewers. Ramsey picks the lock and the two of you decent down to the sewers.
at the center of the canals you find a small camp, guarded by hooded men of unknown affiliation. you kill the men and loot the body of their leader. inside his pockets you find a letter written by an unknown person telling them that Godfrey is taken prisoner by the Alliance and ordering the agents lay low until a new opportunity rises, but there is also something else inside his pockets : an insignia of the Alterac Syndicate.
You give the items to Ramsey, and he will return to his house to continue his investigation.
Gilneas Headlands (12-20)
The Headlands is a mountainous new zone located north of Gilneas and south of Silverpine, it is formed by merging Northern Headlands, Northgate woods and The Headlands together and will be bigger than what it currently is in game.
The zone is evenly controlled by the Alliance and the Horde, but by the end of the quest-chain Alliance will take full control of the zone and prepares to launch a massive invasion into Lordaeron. Northern Headlands is the final area of questing just along the wall in which the players will assist NPC fighters take control of the southern side of the wall, in the end the battle is officially won by the Alliance but Silverpine proves to be heavily defended, and player will be sent to Purgation Island at Hillsbrad instead to continue questing.
Aderic’s Repose : (Levels : 12-14)
Area Description :
The first place you go when you're at Gilneas Highlands, Aderic's Repose is where Gilneans come to bury their dead, Aderic's Repose is left forgotten and unattended recently due to the war. with the staggering costs of wartime normal people prefer their dead either burned to buried with no costly ceremony, with the exception of the aristocracy who can still afford it. It is now said that a group of necromancers have taken residence in the long forgotten catacombs of Aderic's Ripose.
Quest List :
(Q9-1) Bury Elspeth's head.
after a long journey it's time to bury the head of Elspeth the witch. you dig a grave deep enough and throw the head in, feeling an unknown force threatening you to stop.
you start to pour piles of dirt on her head while ignoring the whispers in your own, the voices fade away slowly with each pile of dirt that you throw back into the hole. and fade away completely after you pour the last pile of dirt, hopefully her evil powers will fade in time.
(Q9-2) Question Caretaker Horatio about the necromancers.
on your way to the cemetery you'll encounter a man who warns you about going into the cemetery. uppon further questioning the man introduces himself as Horatio, caretaker of the cemetery. he then tells you about a group of young gilneans who went deep into the catacombs days ago, they talked about trying to raise the dead and command them to fight the forsaken. Horatio warned them not to tamper with the dead, but he really doubted that the young boys had any necromantic knowledge so he left them to their business. but last night he noticed a strange green light coming out of the catacombs, followed by a couple of terrifying screams. and then after a few minutes the dead came crawling out of their graves, one by one.
(Q9-2) Kill 8 restless corpses and burn their bodies using Horadio's torch.
you agree to help Horatio clear the cemetery by killing some of the corpses and burning their bodies while Horadio goes to his house to bring his prayer book.
(Q9-3) Venture into the catacombs and deal with the necromancers.
With his book in hand the cemetery partialy cleared you escort Horadio into the catacombs. you'll find the necromancers, now turned into monsters, circled around a bloody altar in a dark hall.
description of the necromancers : pale skin, burning red eyes. these necromancers do no serve the scourge but an unknown power evil and unholy in nature.
(Q9-3) Bring the strange tome to Kirin Tor agents at Gilneas City.
After killing the necromancers you'll find a bloody altar in the middle of the hall. on top of the altar you find a book of unknown origin written in a different language. Horadio tells you to take the book to the Kirin Tor agents at Gilneas City so that they can shed some light about the origin of this book. You'll give the book to kirin tor agents who recognize the tome to be written in demonic language.
(Q9-4) ask Arash for help.
Sensing the burning legion's hand at this the leader of the Kirin Tor agents tells you to go to the Death Knight residing at the Tavern and with his help find the person responsible for giving the tome to the necromancers, The Death Knight agrees to help and tells you to meet him at Keel Harbor.
NOTE : once you've given the tome to the wizards every once in awhile a dialogue is initiated them in which one of them notifies the group that he has managed to decipher some of the texts in the book, the text seems to be mention a group called The Argus Wake but the details are still unclear. he then returns to his table and continues to translate the rest of the book.
Keel Harbour : (Levels : 12-14)
Area Description : Serves as your first town at Gilneas Headlands and is now guarded by Alliance ships and Gnome submarines. Keel Harbor appears to be the main station for Alliance naval ships to dock.
Quest List :
(Q10-1) Speak with Anahita Bishop at Keel Harbor.
After the brief meeting with Calia you and Kinlan leave the cathedral , Kinlan tells you that his presence is required at Greymane Manor. But you should go to Keel Harbor and speak with his old friend, Anahita Bishop, at Keel Harbor regarding recent disturbance at the headlands northwest of Keel Harbor.
You arrive at Keel Harbor and find Anahita inside the guardhouse, after a brief greeting the two of you hear alarm bells ringing outside and head out to see what’s going on.
(Q10-2) Defend Keel Harbor from the undead.
You head outside Keel Harbor and find the guards fighting an army of mindless undead with glowing red eyes. You meet the 7th legion commander Lynore Windstrike who tells you to help them defeat the invading undead waves.
there are various races among the undead attackers, Forsaken, Orc and even some critters such as Murlocs.
after finishing off the final wave Lynore Windstryke and her lieutenants head inside the guard house. you speak with Lynore and find out that there are strange activities happening on the northwest, where a huge fight took place years ago between the Gilnean forces and Horde forces. Lynore Windstryke tells you to accompany Anahita to their watchtower overlooking that area and find out what is happening there.
(Q10-3) Talk to Arash.
Arash resides at the tavern at Keel Harbor, trying to convince the local population that the "trinkets" they've bought from the local hermit does not repel the undead and they are fooled by a greedy charlatan. He tells you that he has managed to get some people to talk and it appears that there's an old lady at Keel Harbor who sells ancient tomes and charms, however her stuff does not seem to be working and he senses that she is just an old lady selling junk.
(Q10-4) Talk to Lady Fiona.
You go to Fiona's shop and ask her if she sold any books to a couple of young men, the old lady scratches her head and tells you she has, in fact, sold a book to the boys you have mentioned. you ask about the origins of the book, to which she replies that she bought it from the old fisherman west of here, down a road that descends through the cliffs and leads to a small fishing hut.
(Q10-5) Go to the fishing hut.
You go to the fishing hut and find it abandoned. you enter the house and search the house, finding a trapdoor concealed underneath a rug. you enter the basement and find a bloody altar similar to the one you found at Aderic's Repose.
You approach the altar, and find another copy of the book. you pick the book up and leave, only to find old Fiona awaiting you outside. she cackles maniacally and goes through a metamorphosis. (she's a warlock)
Suddently Arash storms into the fight from the shadows, but his surprise attack was anticipated by the warlock. she sends out a wave of chaotic energy and stuns the death knight.
The two of you get locked in a fight. Arash will help you from time to time, though he is in no shape to fight he helps you by casting anti-magic shield on you when she sends you a chaos wave and dispells her DOTS when she casts them.
after her death you help Arash up and the two of you inspect the dead warlock, finding a strange stone on her. The death knight tells you to get the stone to Kirin Tor agents.
(Q10-6) give the stone to Kirin Tor
you give the stone to Kirin Tor agents and tell them of Fiona and what happened at the hut, the agents thank you for thwarting the burning legion's attempt to gain a foothold in the region.
-continuation of main story-
(Q10-7) Go to the watchtower.
You reach the watchtower only to find it overrun by the same type of undead that attacked Keel Harbor. the undead roam mindlessly and do not seem to be in any way organized. you're approached by scout Greg, a survivor of the Watchtower guards. he tells you that the forsaken are raising the corpses of those who fell at the battle of headlands and send them to harass Alliance forces at Keel Harbor.
(Q10-8) Kill the forsaken necromancer on top of the Watchtower.
You're tasked to kill the forsaken necromancer who is overseeing the undead from atop the watchtower while Anahita and Greg kill the roaming undead. after the necromancer is killed the area will be unphased and undead corpses are lying around the tower.
(Q10-9) Kill forsaken necromancers at the old battlefield.
Scout Greg tasks you to kill more of these necromancers while he and Anahita go to Keel Harbor and bring Alliance reinforcements. you'll then go to the Headlands battlefield, a new area filled with corpses of dead soldiers and broken siege machinery. This was the site of the previous battle between the Horde and Alliance during the Cataclysm questline. Forsaken necromancers are wandering the area and reanimating corpses to send to Keel Harbor.
(Q10-10) Operate the Demolisher and destroy the Forsaken Camp.
While killing the necromancers you notice a single working Demolisher parked at the center of Battlefield, you come up with the idea to use this machine and level the camp that forsaken use as their headquarters.
(Q10-11) Report to Anahita at the watchtower.
you destroy the necromancers camp and send them running to wherever they came from, you decide that it is time to report to Anahita and tell her that the forsaken problem is dealt with.
Lorna's Camp : (Levels : 12-14)
Area Description :
Into the hills on the western part of Headlands and just north of Greymane Manor a lies secret passage from the Manor into the Headlands, built by the masons by the order of the Greymane family, this passage had been all but forgotten during the years. but recently however one of the forsaken found the passage and used it to spy on Gilneas activities, but she was caught before she could do more damage. Now Lorna has become aware of this passage and is using it to sneak into the Headlands to do her experiments.
Quest List :
(Q11-1) Speak with Lorna at her camp.
You return to watchtower and find one of Crowley's men waiting for your arrival, he asks you to accompany him and meet with lady Crowley immediately, the two of you take a horse and arrive at the camp with haste. there you see Lorna sitting near a cave with a couple of her bodyguards, there are various equipments around the small camp including a cage and an examination table.
(Q11-2) Use the tranquilizer on a forsaken herbalist.
Lorna gives a tranquilizer dart and tells you to use it to catch a forsaken for her to test her poison on. you go north and use the dart to capture a forsaken. (carrying him/her using a wagon attached to you via a rope.)
(Q11-3) Speak with Aranas.
You return to the camp and find Aranas and Lorna arguing. Aranas warns Lorna that she is passing a red line by experimenting her toxins on the forsaken, Lorna brushes off his warning by saying the forsaken have no remorse for the living and they do the same to humans. Aranas asks you to convince Lorna to abandon this experiment, stating that they should not lower themselves to this level to defeat their enemies.
(Q11-4) Gather 5 gloom mushrooms.
You convince Lorna to lay off the experiments. Aranas thanks you and talks to you both into helping him develop a medicine to strengthen the Worgen against the forsaken plague. You're sent north again to gather gloom mushrooms which Aranas needs to develop his medicine.
(Q11-5) Bring the anti-venom to Darius.
Aranas gives you a vial of the mild medicine and tasks you bring the vial to Darius, who now resides at his camp on the outskirts of Northgate Forest.
* After convincing Lorna to abandon her experiments you'll hear a dialogue between her and Aranas in which Lorna asks him of the consequences should the medicine is administered in high doses. Aranas will then reply that the medicine serves to buff Worgen physiology and it's beastly traits and probably any Worgen who is injected with high doses of this medicine enters a brief period of savagery.
Crowley’s Retreat : (Levels : 14-16)
Area Description :
Trying to weed out a group of forsaken dark rangers, Darius and his loyal followers have set up a camp on the outskirts of Northgate Forest. Crowley's Retreat now serves the main barricade that prevents the undead partisans from reaching Gilneas City. Darius, familiar with forsaken tactics due to his experience at Silverpine, is hunting these rangers down one by one. but for every member they kill, the group becomes harder and harder to deal with.
Quest List :
(Q12-1) Get briefed on the situation.
Darius Crowley has become colder and less merciful after the deal with Sylvanas. he feels as if his love for his daughter has rendered him weak and unworthy among his men, he has lost a bit of his self confidence but does not try to show it infront of his followers.
Once you reach Darius he tells you to talk to your friend Kinlan and get briefed on the situation.
The dark rangers have not been seen for a couple of days, which probably means they are up to something bad. you and Kinlan are told to go with Darius and his men into the woods and scout ahead for anything unusual.
(Q12-1) Find signs of Forsaken activities.
Upon searching the forest you trigger a trap and fall unconcious, you wake up hanging upside down in the forsaken camp along with Darius and several of his Worgen. realizing that Kinlan is not with you, you conclude that he either evaded capture or was killed in the ambush. you endlessly try to free yourself but the iron chains around your feet and hands prove to be too strong to break.
The dark ranger leader, accompanied by the dark ranger you encountered at Tempest Reach, approaches Darius and mocks him for his failure. a brief dialogue ensures between Darius and the ranger leader and in the end the camp is ambushed by a group of feral Worgen. outnumbered and overwhelmed, the dark rangers retreat back to the woods.
Among the feral Worgen you notice Ivar Bloodfang approaching your group, he unchains your group but the dialogue between Darius and Ivar is not very friendly in anyway. Ivar scolds Darius for his failures, blaming their defeat and the forsaken victories on his weakness and the deal he made with Sylvanas. after exchanging a few stinging words Darius watches Ivar depart to the front lines, You are then approached by Kinlan who was responsible for warning Ivar of the ambush.
(Q12-2) Hunt down a few dark rangers.
Angered by Ivar's words, a now ticked off Darius briefly tells you find any Forsaken you can around and finish them off. You advance into the woods, and kill a few of the dark rangers before returning to him.
(Q12-3) Disarm a few traps.
Kinlan tells you to disarm a few traps while you're in the woods so that no Worgen falls into them again.
(Q12-4) Beat down the individuals spreading disloyalty.
You return to Crowley and talk to Kinlan, who tells you that he is concerned about some individuals at camp spreading words about Crowley's weak leadership. Kindlan then tells you to beat down three of these individuals and stop them before they can instigate a mutiny.
Northwatch Front: (Levels : 16-17)
(Q13-1) Speak with Lynore Windstryke at the Northwatch Front.
Area Description :
Located to the west of Northgate woods near the cliffs overlooking the western shores of Gilneas. Northwatch front is the main frontline for Alliance forces in their fight against the forsaken. recently however with the retreat of Gilnean regular troops the 7th Legion is tasked to hold the front until reinforcements arrive. these reinforcements include the newly constructed gunship Liam's Vengeance along with Silver Covenant forces. the Worgen are not well-organized as most of them either follow Ivar Bloodfang, who does not like to have contact with Alliance forces, and Darius Crowley who has just joined the fight, although the men under him have some morality issues.
Quest List :
With his mind at ease and the rumors of mutiny disappeared Kinlan thanks you and tells you to report to Lynore Windstrike at Northwatch Front, the headquarters of the 7th Legion and the main alliance frontline against the forsaken. He himself stays at camp and keeps a watchful eye on Darius.
(Q13-2) Destroy Artillery Positions.
You arrive at Northwatch front and find it under heavy attack. after speaking with Lynore Windstryke she tells to ride with one of her best Hippogryph riders, Alalea Swiftwind, and drop bombs at forsaken artillery positions, halting the forsaken advancement.
(Q13-3) Speak to Nimzy.
You return to Lynore but find her busy planing for the battle ahead, she assigns you to assist a high-ranking (but annoying) gnome Tinkerer called Nimzy with her test flight project.
(Q13-4) Help Nimzy in her test flight.
You find Nimzy in the southern corner of the camp, away from battle and safe from harm. She is walking around her flying machine, checking it's parts and testing some of it's capabilities. She greets you in the similar "cheerful gnome" fashion (which is really annoying) totally ignorant of the fight that's happening, she tells you to sit on the gunner's seat and help her test her -next generation fighter jet-.
Once you sit on the gunner's seat, the UI will be replaced with vehicle UI.
there are four buttons on the new bar :
1) Machine Gun fire : fires machine guns at the target the jet is locked on.
2) Flare : fire a flare and distract enemies, making it harder for them to aim
3) Missle : Fire a missle at a target of player's choice.
4) Evasive Maneuvers : signals the pilot to initiate evasive maneuvers.
once everything is tested she thanks you and tells you to return to Lynore.
-Help Arcanist Viora contain the plague sludges.
-Retrieve the 3 shore canons for Nimzy.
-help master mason Ghandan fortify the walls.
You return to Lynore awaiting her orders, who tells you that the forsaken is preparing for a major assault and the legion is planning to hold the attack off until Gilnean forces and Liam's Vengeance arrive. she thentells you to assist Alliance personal around the camp for a final throwdown.
- Arcanist Viora (High Elf Mage) is sent by the silver covenant to study the plague, she can fill you in regarding the plague at Gilneas and the status of their project to find a counter for the plague. once you report for duty she hands you a vial and tells you to use the substance on the plague pits caused by the forsaken chemical bombardment and clean them from the plague. you will need to fight your way through numerous super squishy oozelings and reach the pits. after all 4 of them are contained the oozelings will spawn no more.
- You approach Nimzy and find her jumping up and down from excitement. she tells you that she has found the location of three of Nicholas Taylor's famous "shore canons". these canons were made by the genius Nicholas Taylor by King Greymane's order before the famous Tinkerer went mad and disappeared from Gilneas. this is considered his last innovation : a very high caliber rifle able to hit like a canon artillery and destroy small boats or tear through infantry ranks.
Greymane ordered them built when the wall was being constructed in order to deal with any smuggler boats trying to reach Gilneas, these canons however were rendered inoperable due to their recoil as their sheer-recoil kick would break the operator's bones. but she believes that with a little tampering these canons can be very useful if wielded by a handful of strong and tough Worgens. Source of inspiration.
The 3 nearby shore canons are located on small bunkers on the edge of the cliffs overlooking the sea to the west. you go and check the abandoned bunkers one by one, killing some forsaken spies along the way who are snooping around the bunkers for anything useful.
- Master mason Ghandon is a very grumpy Dwarf but his skills in masonry are unmatched. he tells you that the walls have sustained heavy damage to forsaken bombardment, in order to repair them he needs high quality stones. he gives a few sticks of dynamite and tells you to plant them on top of giant stones around the base and then bring him 20 huge chucks of stones. (each giant stone creates 2-3 stone chunks.)
(Q13-6) Bombard Forsaken Positions.
You and Alalea Swiftwind take to the skies again to bombard the forsaken positions once the battle starts, but on the way your hippogryph is hit critically by a forsaken batrider. your hipogryph falls to the sea northwest of the headlands and near Galewatch Lighthouse.
Galewatch Lighthouse : (Levels : 17-18)
Area Description :
Galewatch is used by Gilnean forces to signal the incoming ships coming through the Bite and guide them to pass it safely. due to the foggy seas of Gilneas and the very dangerous passage of the Bite Galewatch Lighthouse is considered to be the only way a ship can reach north of Gilneas safely. Recently however the lighthouse is left poorly defended due to lack of man-power Gilneas has, many just fled when the forsaken invaded only a handful of people loyal enough to the crown are now operating the lighthouse.
Quest List :
(Q14-1) Investigate Galewatch Lighthouse.
Swimming out of the sea with Alalea and reaching the small body of land Galewatch is located on, The two of you notice that forsaken agents have occupied the Galewatch Watch and killed the handful of humans working there. Alalea tells you that she can use the flare Nimzy has given to hippogryph riders and notify alliance forces of their position but that would also alert the forsaken at the lighthouse, and suggests that the two of you should investigate the lighthouse and find out what they are up to.
You kill the forsaken captain stationed inside the lighthouse and loot his body, Alalea finds a letter on his body saying that the forsaken are using the lighthouse to signal their small ships containing huge loads of plague inside. if those ships pass the bite they can inflict devastating damage on the alliance fleet stationed in Keel Harbor.
(Q14-2) put the signal light out and sink the plagueships.
The two of you reach the top of the lighthouse and kill the forsaken operators, Alalea suggests that you should take out the lighthosue signal light and sink those small ships. you put out the fire and the signal light is no more.
(Q14-2) Wait for rescue.
as the two of you reach the entrance of the lighthouse Alalea takes out her flare and fires it to the sky. the two of you speak about the future of battle and a few dialogues are initiated between you.
suddently an arrow pierces her throat.
Alalea falls on the ground, chocking in her blood. before you can react the second arrow rips through your leg, you kneel on the ground from pain. incapable of moving, you feel a strange numbness in your leg. your arch-enemy appears before you : the dark ranger responsible for Godfrey's death creeps out of the shadows and finally introduces herself as Lady Rochelle.
She slowly circles around you as you're helplessly trying to take the arrow out. she admires your tenacity but tells you that your journey will end here and you will trouble the forsaken no more. she takes out her knife and approaches you to finish you off right before Nimzy's fighter jet interrupts her. Nimzy's trail of machine gun fire rips through the space between you and Rochelle, she dodges the bullets and vanishes before Nimzy can fire her rockets on her.
You force yourself into the fighter jet, and the two of you take off and head towards Northwatch Front. On the way to Northwatch Front Nimzy directs you to use her med-kit and take the arrow out, she then tells you to slap some of the "pink gel" on the wound and let it dry.
(Q14-3) Defend Northwatch Front.
once you reach the sky above Northwatch you see a vast army of Forsaken troops attacking the base, supported by several small but powerful frost wrymns. Nimzy tells you to use the gunnery skills she taught you during the test flight and help her destroy the wrymns.
--- Jet Fight ---
You operate the Jet's guns to destroy the wrymns and weaken forsaken troops.
part one : bombing the forsaken.
Nimzy tells you to use the radio and contact her Gnome partner down the base, while you were away Nimzy had managed to tamper with the shore canons you brought and a group of Worgen's can use the canons as artillery provided they know the co-ords of enemy positions.
Bombard Mode buttons :
1) Send Co-ords : You select the area forsaken catapults are located and send their co-ords through the radio. resulting in bombardment of that position and the destruction of the catapults.
2) Flare : every 10 seconds or so a wrymn targets you and attempts to shoot a frost bolt at your position, you need to fire flares and distract it which leads to the wrymn's frost bolt missing you.
Fighter Mode : Once the catapults are destroyed Nimzy speeds her Jet up, and you enter "Fighter Mode" Nimzy chases the wrymns and you use your buttons to hunt it down.
1) Machine Gun : Fires machineguns on the wrymn you're currently chasing, you don't have to target the wrymn. once the wrymn takes enough damage it falls to the ground and Nimzy chases after another wrymn.
2) Missle : Fires a missle at the forsaken bat riders around you, the bat riders damage you slowly by firing at you.
3) Flare : the wrymns you're not chasing will occasionally try to shoot you down by firing a frost bolt at you, you need to shoot flares before they can fully aim at you.
4) evasive maneuvers : occasionally bat riders try to mount the jet and damage it using melee attacks, you need to signal Nimzy to use evasive maneuvers and shake them off.
Once you hit enough wrymns a big forsaken Zeppelin appears before you and shoots you down.
A cinematic starts, the scene fades in from your viewpoint, your Jet has crashed into the ground somewhere near the battlefield. you wake up facing the sky, barely alive and too weak to move. you see a massive forsaken gunship floating in the sky above you, firing it's plague canons at Northwatch Front. Northwatch Front disappears in a green cloud of plague, as you hear distant screams from the alliance base you notice forsaken batriders circling above you.
But as the batriders close in to finish you off they've hit and killed by several white hipogryphs charging into them, you notice the forsaken gunship taking a quickturn and aim it's canons towards an unknown threat but before it ready itself canonfire rips through it and it comes crashing down somewhere in a distance. you gather what energy you have and turn your head a bit to where the canonfire came from, and then you notice Liam's Vengeance approaching the Northwatch Front protected by dozens of silver covenant hipogryph riders.
your vision starts to blur out, but you fight it to stay alive... a massive hairy figure appears standing before you. allthough you've rarely seen him in his Worgen form but you recognize Kinlan's voice telling you to hold on just a little longer and that help is coming.
Liam's Vengeance : (Levels : 18-20)
Area Description :
A gnome gunship built in honor of Liam Greymane, the deceased heir of Gilneas. Liam's Vangeance is planned to spearhead the assault on Lordaeron and is commanded by captain Bob Schnitsky, A very skilled gnome admiral known for his huge stylish mustache and his oversized cocked admiral hat.
Quest List :
You wake up in the gunship's infirmary. along with Nimzy, who's badly hurt but alive. Upon your awakening you're greeted by Kinlan, the very person who saved you and Nimzy after your crash. you ask him about the situation of the war, the 7th Legion suffered heavy losses at Northwatch Front which itself is now badly contaminated by the forsaken plague. the soldiers inside the base are now turned into horrible monstrosities and there's no chance that the Alliance can use it anytime soon. luckily a portion of 7th Legion managed to evacuate before the bombardment. among them commander Windstrike, Arcanist Viora and Ghandan.
Kinlan tells you that Commander Lynore is awaiting you on the deck of the ship, he then leaves the gunship to aid Darius' men in the fight below.
(Q15-1) Get down and meet with Darius.
Lynore Windstrike notices you entering the room, she congrantulates you on your effort and thanks you for assisting the legion where it was heavily needed. Since this is the first chance you have since the Lighthouse event to talk with Lynore you inform her of the forsaken attempt to pass from the bite, how you destroyed the lighthouse signal and how Rochelle killed Alalea. Lynore nods and tells you the forsaken have grown reckless with their use of the plague, and this will make the war harder. she tells you that the alliance has sent special forces behind forsaken lines to sabotage the plague but whether or not they have succeeded is unknown.
Captain Schnitsky enters the room and asks Lynore if she wants Liam's Vengeance to divert from it's current path and take out the last forsaken stronghold in Gilneas, located to northwest. Lynore tells the captain that Liam's Vengeance is needed to provide a much needed air support to Hillsbrad and thus sends you down to speak with Darius regarding the last forsaken stronghold.
You take a hipogryph down and meet with Darius near the ruins of Northwatch Point, Who is at the moment organizing the pack again to reform the Gilneas Liberation Front. he seems more confident than the last time you met him, perhaps the fighting is bringing his mind to shape. he tells you that the forsaken are holed up in a small abandoned manor to the northwestern part of Gilneas, on the edge of the cliff overlooking the sea. but before we initiate the attack we need to clean up Northwatch a little bit, he directs you to go to go to Kinlan and accompany him to Tal'doren to summon the druids of harvest and enlist their help with cleansing Northwatch hold. He also tells you that Arcanist Viora also needs help killing the aggresive plague carriers, infected soldiers who have turned into horrible monstrosities and are now attacking the areas around Northwatch.
-Go with Kinlan to Tal'doren and summon the druids of Harvest.
-Help Belysra in her quest.
-Help the druids cleanse the nature around Northwatch Point.
-Help Arcanist Viora contain the plague carriers.
-You meet up with Kinlan again and the two of you set to go to Tal'doren. (game just teleports you there.)
-You find the newly arrive Belysra Starbreeze inside Tal'doren who is carrying the scythe of elune and talking with druids of the harvest. she greets you and you can ask her to help cure the Northwatch Front, she in return asks you to help her in her personal quest first.
She has grown wary of the Scythe and it's recent unstability, and has taken it on herself to find out what it is. recently the Scythe behaving weird and unstable due to unknown reasons. she feels as if an invisible hand is trying to force it's way from the other dimention, the emerald dream. you agree to help her in her ritual regarding opening a temporary gate to the dream and see what comes out of it. when asked about the reason for her traveling to Gilneas she states that Tal'doren is very closely connected to the dream and she has noticed that the scythe is more powerful around Tal'doren, they might be connected to each other in some form.
You have dialogue to ask her about the Scythe, once asked about the recent unstable behavior and it's possible reasons she answers that the abnormal behavior started after the spirit of her lover, Arvell, appeared to save her from Ralaar. and in her opinion Arvell's appearance could've been only caused by the Scythe. The Scythe has the ability to summon Worgen from the emerald dream and Arvell, who used to be a Worgen, was accidentally summoned into this world. but with his physical, night elf form long dead he could not sustain himself and disappeared. She suspects that when Arvell was summoned into this World something else tried to come out too but it became trapped somewhere between the emerald dream and the physical world.
You agree and make preparations for Belysra to tap into the powers' of the scythe and see what happens, after killing a few mutated plants that crawled out from the portal and just when Belysra is attempting to close the portal a shadowy figure jumps out of the portal and screams in a womanly voice which alerts the entire tal'doren druids. she relentlessly bolts forward and knocks Kinlan out of her way. you and Belysra fight the insane Worgen and manage to subdue her and knock her unconscious.
Belysra attemps to check the unconscious Worgen while you help a dizzy Kinlan get back on his feet, You realize that Belysra is amazed by what she is seeing : The Worgen is a woman wearing a rusty and torn out Night Elven armor. Tal'doren druids are quick to gather around the beast and use their magic to entangle her, Belysra moves away from the black worgen. noticing that the staff is now calm, she concludes that the worgen was trying to open a portal from inside the dream. however how she got there and more importantly, who she is, is a question that needs to be answered.
Tal'doren druids tell Belysra that the worgen cannot be talked to at her current state and they should wait for her to wake up. Belysra tells the druids to guard her very close and then agrees to aid you cleanse Northwatch Point. you, Kinlan, Belysra and a small group of druids of the harvest make your way to Northwatch Point.
-Once some members of the druids of harvest and Belysra arrive at the alliance camp near Northwatch Point you help the druids and Belysra heal the nature around the Northwatch Point by healing the animals and killing the fungi growing around the camp.
-You approach Viora and accompany her in killing infected soldiers who have now turned into monstrosities with huge fungi grown on their backs. these poor souls are now spreading the plague by attacking the areas around Northwatch Point and spreading the fungi around them. many animals around the base are now infected by the plague.
(Q15-3) Help Nimzy kill the huge plaguebringer inside Northwatch Point.
You go back to the camp and notice Nimzy standing near two massive Gnome Steam suits (similar to shredder mounts SoO introduces.) she tosses you a gas mask and tells you to mount up one of the suits. These two Steam Powered suits are prototypes from Gnomeregan, built after Gnomeregan was irradiated to act as toxin-immune suits used by Gnome fighters to infiltrate Gnomeregan. she has tweaked them to stand against the forsaken plague. you mount up and close the windshield, the suit powers up and your vehicle UI pops up again.
you mount up and accompany Nimzy as she goes into the destroyed base, passing through the green gas harmlessly. you start killing any plague monstrosity that attacks you with ease. at the center of the base and exactly where the gunship canons landed you find a huge plague slime, Nimzy concludes that this is the monster that is spreading the plague and if we kill it the plague will dissipate after awhile.
Once the monster dies you go back to Darius and tell him the plague is dealt with, after the quest is turned in the lethal green cloud around Nothwatch Point disappears and you can safely go inside the base, allthough plague oozelings still lurk around the base. hopefully they all die out after a while.
Northpoint Manor : (Levels : 18-20)
Area Description :
An abandoned old Manor on the northwestern part of Gilneas headlands, it's on the edge of the cliff overlooking the sea. the forsaken have holed up in the manor and are using it as their headquarters.
Quest List :
(Q16-1) Make way to the Northpoint Manor.
You, Kinlan, Darius, and Nimzy march with Gilneas Liberation Front towards the last forsaken headquarters. and set up somewhere near the Manor. Darius sends his men to scout the area while the rest of the people prepare for a final confrontation with the forsaken forces.
-Pick Up the Smoke Grenade and signal the location of Plague Tanks.
-Kill 8 Forsaken Plague Troopers.
Nimzy tells you to destroy forsaken tanks and kill 8 of their plague troops guarding around the manor before the main forces of Darius move in to take the manor, those tanks will prove to be disasterous if used by the forsaken.
(Q16-3) Burn down the plaguefields.
Kinlan talks with you about a forsaken "plaguefield" which the undead have built on a once fertile farm field. it was used by the forsaken to test and improve their plague, which was then used on Northwatch Front. he gives you a torch and tells you to burn that plaguefield to the ground.
-Storm the gates.
-Kill the forsaken leader.
-End it all.
*A cinematic starts in which Darius leads his pack towards the manor.*
the scene fades in and you find yourself before the manor gates, fighting the remaining forsaken forces before the gate opens and a huge abomination named "RotGut" enters the battle . You along with other alliance heroes present will fight fiercely to bring the undead monstrosity down.
each hero will play a role in the entire fight.
Darius is the main tank.
Nimzy is the medic.
Kinlan is the melee dps.
You make your way inside the manor courtyard, only to find Lady Rochelle blocking your path. a brief dialogue takes place before Rochelle summons several banshees to fight you, during the fight the banshees temporary possess one of the heroes and you along with rest of the team have to fight them to make them leave the hero. as banshees posses each hero and you defeat them to save them from possession they fall to the ground weakened and unable to fight.
in the end only you are left standing, along with Rochelle. the two of you fight each other but Rochelle clearly has the upper hand, she knocks you into the ground, and mocks your efforts to stop the forsaken. but then a female Worgen enters the fray, rallying behind her are the remaining Worgens of Gilneas Liberation Front. you stand up for a final attack.
Rochelle is finally overwhelmed by the Worgen forces who knock her to the ground and tear her to pieces. Once the last forsaken fighter falls in the courtyard Darius stands up and looks at his daughter who has turned herself into a Worgen.
The entire courtyard falls silent. Darius, not willing to talk with his daughter infront of his men, goes into the manor building... his daughter follows him into the manor and the rest of you are left outside the courtyard.
you, Kinlan and Nimzy leave the courtyard and reach the gates where a 7th legion courier greets you and hands you a letter. The 7th Legion forces have requested your presence at Purgation Isle--now turned into a fortress.
you say your farewells and depart to Hillsbrad Foothills.
With Gilneas taken and the Forsaken forces crushed the quest line will be finished.
* Many Gilnean NPCs will appear human at morning and Worgen at night. some will always appear Worgen, and some are not afflicted by the curse thus they always remain human.
* The Bite will be updated to cover a wider area along the northern coastline.
* Livery Outpost will sell Horses.
*The Queens Gate will now be open.
Rare NPCs :
title : The Wailing Woman
Type : Monster, Killable
Rumor has it that north of Tempest's Reach on the hill overlooking the eastern shores of Gilneas, Abigail, a sea hag, is forever starring into the ocean awaiting her lover to come back.
title : Traveling Merchants
Type : Vendor, Unkillable.
A rare carriage slowly rides around Gilneas and travels from town to town. Sitting behind the carriage are three vendors, a hatter, a cloth vendor that sells nobleman clothes of various colors and a vendor that sells rapiers, shields and other weapons with Gilneas crest on them,These serve as transmog items.
Title : The Dead Bride.
Type : friendly, hostile and killable when angered.
Down at the sewers of Gilneas City, the wandering corpse in bridal dress wanders the dark sewers. humming sweet songs and completely oblivious to her current dead state, once players talk to her she will invite them to her wedding which is planned to take place "soon". players have the option to tell her that she is dead, which angers June. upon insisting June will enter a frenzied state and attacks the player, which will likely result in her death.
note : there is a trapdoor entrance from Basil Dixon's house into the sewers, players cannot enter the sewers from the trapdoor as it is locked (rogues can picklock.) from time to time June will enter the house through the sewers and heads towards her portrait, talking loud with herself while cleaning the portrait. (this is the source of the strange sounds that neighbors were complaining about.). judging by what she tells to herself players will understand that Basil Dixon was her true love and the rumors of Basil stalking June was made-up by her family who wanted her to marry a wealthy albeit cold man, upon killing her players can loot the key from her body and unlock the trapdoor.
The Loch Monster
Title : Legend of Loch Amber
Type : Killable
Fishermen tell tales of a monster residing deep beneath Loch Amber to the north of Emberstone Mine. The Legend of loch Amber is generally used by Gilnean folks to scare children and keep them away from swimming too far from land (and possibly drowning) but many folks who reside near Loch Amber believe the monster to be very real, and very dangerous.
The Dutchess :
Type : Humanoid, Killable
A group of all female bandits called "The Black Widows" have taken control of the now-abandoned Queen's Gate. their leader, The Duchess spawns at the Queen's Gate every once in a while along with her fellow bandits.
Nicholas Taylor :
Title : Mad Genius
Type : Humanoid, Vendor, Defeatable
A brilliant yet unstable scientist who resides west of Keel Harbor in a small house. his house is filled with grotesque machinery and creepy inventions. upon approaching him he will threaten you to stand back, mistaking you for one of the peasants who intend to lynch him. after defeating him in battle he gives up and tells you the whole story.
Nicholas used to be a famous inventor, a well known genius across Gilneas. his inventions ranged from mechanical toys for children to huge machinery such as cannons and doors, but after his wife died he dabbled into necromancy trying to find way to bring his wife back. but after awhile he lost interest in it, the peasants however blamed him for recent townsfolk abductions and the serial murders that happened at Gilneas (misdeeds that the Wolf Cult caused.) they even tried to lynch him at some point believing the Worgen to be his creation.
and thus he retreated here hoping to get away from all his troubles.
He sells a some rare toys and other "fun" items for players to use. (like fireworks.)
Basil Dixon :
Title : Master Painter
Type : Friendly, Hostile once true identity uncovered.
On your travels around Gilneas Headlands/Mainland you may find a rare friendly NPC who sells portraits, he may even propose to paint your portrait someday. if you have completed the murder quests at Gilneas City your character knows that the true Basil Dixon is dead, you also notice that the portraits are very similar to ones you found at Macer's basement.
upon seeing June and Fiona's portraits you'll know for sure that this painter is the killer you've been looking for. once you uncover his identity and accuse him of murder he transforms into a Succubus/Incubus and attacks you. once killed you'll loot June's locket from the monster. you can bring the locket to June (The wandering bride) at Gilneas Sewers which will free her from her torment and rewards you with a "spectral chest" (a gift from ghosts) which contains some nice loot.
(doing so will unlock an achievement, similar to the demon hunter achievement at darkshore.)
Title : Rabid Worgen Alpha
Type : Hostile, Killable
over the river separating Gileas City from the southern parts of Gilneas, and near the cliffs overlooking the Blackwald a group of rabid Worgen roam freely in the remote mountains, tearing the flesh of anyone who stands in their way. lead by a savage Worgen called Bloodpaw, these rabid worgen are presumed to have killed at least twenty people since their first appearance a few months ago.
Lady Talyshea :
Title : Forsaken Assassin
Type : Hostile, Killable
Lady Talyshea is a rare invisible mob that creeps around the northern parts of Northgate Woods, she is a level 20 rare mob and is very dangerous if encountered by low level characters and because she is invisible players are very likely to be ambushed by her when walking around the woods. she is tasked by Lady Rochelle to kill any of Crowley's scouts that lurk in that area.
Title : Deranged Shapeshifter
Type : Hostile, Killable
Sorcha is an old Gilnean druid that managed to learn about the secrets of druidic shapeshifting, but due to her inexperience she could not maintain the balance between her feral form and her human self. after years she lost what sanity she had left and became a deranged shapeshifter. she stalks the area south of the forsaken manor in her cat form and feeds on anything that she can find.
Hillsbrad Foothills (20-26)
With the alliance conquest of Gilneas complete they've now gathered their attention at retaking what they've lost at Hillsbrad and perhaps more. The goal of this suggestion is to return this zone to it's former state, that is a contested territory fought over by Alliance and Horde. I suggest that wetlands should be turned into a contested zone too to further encourage PVP interaction between Alliance and Horde players.
Purgation Keep : (Levels : 20-22)
Area Description :
The Island itself is protected by a newly constructed wall and cannon towers are set up on the corners to keep forsaken ships at bay.
Purgation Keep includes a Tavern, a Barracks, a mage tower along with a few huts and small buildings.
The Keep’s construction was overseen by Vanndar Stormpike, but is now commanded by the newly arrived Grand Marshal Afrasiabi. Some of Ivar Bloodfang’s Worgen are also present at the keep who act as messengers between Purgation Keep and Ivar’s pack. But more than that it appears that the Keep has some issues regarding evil spirits, due to the history of the ground it was built upon.
There are several human ships docked on the southern side of the Isle, a small fisher boat travels between Purgation Keep and mainland which is used by SI:7 agents to sneak spies and scouts in and out.
Upon arriving you see several familiar faces from your previous adventures.
- Nilea has set up shop in Purgation Keep and sells herbalism/alchemy ingredients.
- Hearing rumors about the Keep’s haunted past, the death knight Arash is now searching for a way to put the spirits to rest. But he suspects there’s something more to the matter.
- Belysra Starbreeze, along with a few Druids from Tal’doren. Has arrived at Purgation Keep, she has brought the deranged Worgen that came out of the Scythe to the Keep and has managed to secure a prison cell for her. She is found inside the Keep’s prison, doing research about the identity of the Worgen.
- Kinlan is seen speaking with Ivar’s pack members. Apparently Darius is trying to convince Bloodfang to aid the Gilneas Liberation Front in their offense.
- Nimzy’s steam suits are parked near the Tavern, she can be found inside the tavern playing hearthstone with Halford Ramsey.
(Q 17-1) Speak with Kinlan on Purgation Keep.
You meet with Kinlan and get briefed on the situation. Darius’ worgen have uncovered something sinister in the former Hillsbrad Fields, now turned to an Internment Camp. It appears that the forsaken are keeping prisoners there as test subjects, and Darius has taken it on himself to save the poor souls at all costs. Ivar on the other hand sees this as nothing more than a waste of resource, arguing that Tarren Mill should be their focus as it is the main Forsaken foothold in the region. Kinlan tells you that the two packs need more time to settle their old differences, and tasks you to aid the scouting mission while they do. you are ordered to take the boat and arrive at the mainland, and once there meet up with another member of Ivar’s Worgen called Scout Runt.
Side Quests :
(Q 17-2) find the herbs the alchemist needs.
Nilea has made a list of ingredients she needs from the Hillsbrad mainland but no one seems interested enough to risk going out of the keep to find them. You pick up the note laid on the table beside her and agree to deliver the herbs that she needs.
(Q 17-3) convince the high mage to co-operate.
You find Arash arguing with a mage inside the mage tower. The mages inside the tower are refusing to let the death knight use their equipment in banishing whatever evil that is haunting the keep. The frustrated Death Knight asks you to speak with the high mage and convince him that it is for the best to work together and find a solution.
Upon speaking with the high mage you find out that he holds a grudge against Death Knights, due to the fact that his whole family was killed by one of the Death Knights serving Arthas. He is also wary of Worgen due to their savage nature and the deaths caused by them. And unfortunately Arash is both, so the high mage is quite uncomfortable with him “creeping around” inside his mage tower. You convince him to let you use his equipment in return for the Death Knight’s departure from the tower.
(Q 17-3) Assist Arash in setting up the devices.
You bring the equipment to the Death Knight and the two of you depart to setup the trap. Arash is irritated by the high mage’s prejudice towards his kin and tells you that, provided he had the choice, he wouldn’t have let Arthas raise him as a Death Knight. But nonetheless he is convinced that the fallen knights of Acherus will find their rightful place in the world someday.
You set up the equipment and make note of its readings. Judging by the results Arash concludes that someone is dabbling in necromancy inside the keep, and it is agitating the souls that linger around this place. He then tells you of the Islands haunted past. Purgation Isle, as its name holds, was used by the locals to keep people with rare and un-curable diseases. Many people died on this island in agony, forsaken by everyone including the ones they loved. Their spirits still linger in this place, and as a result of their tormented past they become easily agitated by those who attempt to disrupt their rest.
(Q 17-4) Assist Arash in finding the troublemakers.
You setup the magical device in different parts of the keep, and calculate the place where the readings are the highest. You arrive at a small hut, and question its denizens about any strange behavior. The hut’s inhabitants drop on their knees and plead for their lives, upon further questioning they confess that they are responsible for the recent disruptions but claim that they did so at the demand of an Ogre necromancer, who is holding their friend hostage somewhere in the mainland. Arash takes them all as prisoners and thanks you for your assistance, he will also mention that he will look into this matter on his own.
(Q 17-5) Steal herbs for Belysra.
Belysra is busy taking care of the imprisoned Worgen. Once talked to she informs you that the Worgen is deeply lost in her feral state and in order to communicate with her you need to calm her first. The fastest way to do so is by using the herbs Ivar’s Worgen use to control their feral side. But Ivar’s men are not giving the herb to anyone outside their pack, so it falls onto the player to steal a small amount of them from Ivar’s men.
You make your way to the few Worgen messengers setting camp on the corner of the keep. The herbs are inside a sack, a Worgen watchman patrols the camp and you have to loot the sack at a perfect time. This quest is similar to the dark portal quest in the blasted lands, in which you had to steal Horde/Alliance plans while avoiding their guards.
(Q 17-6) Speak with the Worgen.
Once you arrive with the flowers Belysra will use them to brew a potion, the Worgen starts to calm down after Belysra administers the potion. You can then speak with the Worgen. She puts a lot of effort and makes a few words to communicate. She seems to hold herself guilty over “all that has happened” as she puts it. You push her for more information, and understand that she was trapped inside the Scythe In a state that she started to lose her senses, a very uncomfortable feeling similar to living inside complete darkness for eternity. But she then sensed a disturbance, to her it was a ray of light, and ever since she felt that she tried fiercely to reach it and come out of the magical prison that she was bound to. You ask her for a name but she cannot remember…all that she remembers is a tunnel, a Worgen ambush, and then an invisible hand that tried to protect her but it felt like it failed to do so, and then complete darkness.
Belysra is aghast at your finding, she thanks you for your efforts and asks you to check back soon when the Worgen is more stable. And then maybe they can pinpoint exactly the location of where the Worgen is speaking of.
Azurelode Mine : (Levels : 22-24)
Area Description :
A former alliance mine taken over by forsaken during the cataclysm, The mine was one of the main sites that was constantly harassed by Ivar’s Worgen. The mine has since been abandoned due to high forsaken casualties. Ivar seems to think that the abandoned mine is a good forward base and is trying to retake it to be used as his own HQ. there are domesticated forsaken spiders roaming inside the mine, which are proving troublesome for Worgen scouts entering the mine.
(Q 18-1) Meet up with Scout Runt.
You take the small boat to Hillsbrad and find a Worgen taking a nap under a tree near the mine, you start a conversation with the Worgen and find out Runt used to be called Farren Orienelle when he was human, the Southshore quest giver managed to survive the forsaken attack on the town and made his way to Fenris Isle. He now serves the Alliance as a Worgen. His laziness is still a trait that he carries through his Worgen form which has earned him the nickname Runt. Runt tells you that the forsaken are keeping the living in the sludge fields alright but what is strange that there are not only humans, but Orcs among the prisoners aswel, something that has peeked Darius’ curiousity. If word of this gets to Vol’Jin there will be grave consequences for the forsaken. Darius plans to liberate the sludge fields so that they can win support from Horde leadership too. But attacking the sludge fields is going to require a lot of preparations.
- Kill some forsaken scouts around the mine.
- Kill some of the forsaken spider pets.
Runt then tells you to aid Ivar’s pack take the mines by killing some of the forsaken rangers that patrol the area near it and also to kill some of those creepers they've left to infest the mine.
After the deed is done You return to Runt who is back to his nap under the tree. He gives you a letter and tells you to give the report to the Grand Marshal. But suddently the two of you are ambushed by hooded men, a fight ensues between you. After killing them you rifle through their bodies and find insignias similar to the ones you found inside the Gilneas sewers : insignias belonging to the alterac syndicate. Runt seems to have sustained only minor injuries. You add the insignia to your findings and go back to the keep.
(Q 18-3) Speak with Grand Marshal Afrasiabi.
You arrive at the keep and hand the grand marshal your report, along with the insignia you found. He is baffled by the situation, the syndicate seems to be closely connected with the forsaken, can the two of them be working together? he tells you to inform Halford Ramsey of the situation as the detective is better at solving the puzzles, additionally he recalled that the detective approached him days ago and told him about his findings regarding Tess Greymane’s assassination attempt, and the syndicate’s apparent role in it.
(Q 18-4) Speak with Halford Ramsey.
Detective Ramsey seems quite annoyed by Nimzy’s streaks of wins in the board game. your cheery gnome, along with the disgruntled detective greet you once you approach them. You give Ramsey your findings, he listens carefully to your report and gets lost in his thoughts, trying to connect the dots. He asks you to find more evidence about the connection. You have the option of asking him about Godfrey’s current situation to which he replies that with your aid the detective managed to convince princess Greymane to delay the execution until further notice. But they still need to bring solid proof about Godfrey’s innocence.
( Q 18-5) Rendezvous with Kinlan at Azurelode Mine.
Kinlan approaches you and asks you to accompany him to a meeting between Ivar and Darius which is set to take place inside the newly captured Azurelode Mine, the two factions have agreed to work together to some degree but nothing is yet finalized.
(Q 18-6) Witness the negotiations.
You make your way to the rendezvous point, several Worgen are standing Guard outside a cave. the two of you approach them and ask to be let in. They nod and lead you into the cave, you see Darius and Ivar locked in a heated debate regarding the Sludge Fields.
Ivar calls Darius a fool for trying to sacrifice him and Ivar’s men and take over the sludge fields while Forsaken can regroup and initiate an attack on Alliance forces from Tarren Mill. Darius hits back by reminding him of what the Alliance stands for, and that they should care about saving lives rather than just warfare and conquering. He then warns Ivar that by attacking Tarren Mill they will doom the innocent lives currently trapped at Sludge Fields.
The meeting is interrupted by scout Runt, who informs Ivar that his men have captured a blood elf who wants to speak with Darius. Ivar motions for his men to let the prisoner in. the blood elf rogue is brought inside the cave with her hands tied, Darius quickly recognizes Valeera Sanguinar as an Alliance agent and barks at his his men to untie her. But it seemed that the blood elf had already managed to untie her hands by herself and awaited only for the situation to be diffused to break herself free.
She approaches Darius and informs him that the forsaken are using some kind of mind controlling spell on the frostwolf Orcs in Alterac Valley to keep them in check. However some of the Frostwolves appear to have resisted the mind control and as result they’re sent to Sludge Fields in Hillsbrad to be used in forsaken experiments. Captain Galvangar seems to be one of the frostwolves held inside the prison along with several high ranking members of the frostwolf clan. Furthermore she notes that there are Syndicate messengers entering and leaving Tarren Mill on a regular basis, it seems that the syndicate and the forsaken are co-operating closely for unknown purposes.
Crowley uses the information provided by Valeera to his advantage, and pushes Ivar further to help him liberate the frostwolves from the forsaken, thus gathering more allies in their fight against the forsaken. Ivar reluctantly agrees to send his Worgen to liberate the prisoners but warns that should his pack sustain casualties he will call them off no matter what.
(Q 18-7) Reach the SI:7 listening post.
With Crowley able to extract a shaky promise from Ivar Kinlan orders you and Runt to accompany Valeera to the SI:7 camp located at Sofera’s Naze overlooking Tarren Mill.
Sofera’s Naze : (Levels : 23-24)
Area Description :
A camp previously inhabitated by syndicate agents, Sofera’s Naze has been taken over by SI:7 agents shortly after Southshore’s destruction. SI:7 has been using the camp to spy on Tarren Mill every since.
(Q 19-1) Assist Valeera in retaking the camp.
You arrive at Sofera’s Naze along with Runt and find the camp overran with syndicate agents, with a few SI:7 agents captured for questioning. The syndicate are busy scouring the SI:7 documents for information and interrogating the prisoners. Valeera catches up with the two of you and together you attack the unsuspecting syndicate agents.
A brief fight ensues and you, Runt and Valeera manage to kill the Syndicate leader. The rest of the Syndicate run away upon seeing their leader fall. Valeera unties the agents and you get to meet Valeera’s team of infiltrators.
(Q 19-2) Scout the area around Dalaran crater.
While the spies are busy with ditching the camp and making a base somewhere else you are tasked with looking into forsaken activities around the Dalaran Crater, and then report your findings to Valeera at the new SI:7 base which is planned to be setup south of the crater. You and Runt hitch a horse ride to the outskirts of the crater and monitor the forsaken activities. You notice dozens of frostwolf orcs working relentlessly in forced labor, moving out carts of dirt one after another from the crater. It appears that the forsaken are doing some excavations in the crater though the purpose of their work is yet unclear.
(Q 19-3) meet up with Valeera north of Sludgeguard Tower.
You notice someone sending light signals to you from a tree near the tower to the south. You make your there and meet up with the blood elf.
-Infiltrate the tower.
-Capture the forsaken captain.
Once you meet up with her and report your findings she asks you to grab one of the forsaken captains for questioning. But that would be no easy task, To do that you need to be as discreet as possible, Valeera comes up with a plan of her own.
Valeera ties you up with and disguises Runt, herself and several of her infiltrators as Syndicate agents. (Runt transforms into a Human) and makes way for the Sludgeguard Tower, the forsaken guards let her, you and Runt in after exchanging a series of suspicious looks while her infiltrators remain outside. You make your way to the top and meet with the forsaken captain, once there she cuts your bindings in an instant and rushes towards the forsaken captain. She successfully manages to neutralize the captain while you and Runt kill the rest of the guards. From the sounds coming down from the entrance you realize that the infiltrators have also managed to kill the forsaken guards down below.
A cinematic is shown with Valeera physically torturing the forsaken captain and extracting information out of him. the forsaken captain tells her that the forsaken have found a weapon that will soon be used to wipe the alliance scum off Lordaeron forever. With the information extracted Valeera finishes him off and orders her men to turn the tower into their base of operations.
The cinematic ends and you will now see the forsaken tower taken over by Valeera and her infiltrators. A table is added on the top floor with a map of Hillsbrad on it. Valeeras infiltrators have set up forsaken dummies around the tower to fool forsaken scouts that approach the tower from afar. Inside, Valeera and her agents are devising a plan to sabotage forsaken activity in the north. Valeera thanks you and Runt for the assistance and tasks you to report back to Kinlan back in Purgation Keep.
(Q 19-5) Report back to Kinland at Purgation Keep.
Once you make your way to the keep you see Darius making the final preparations for the assault. It appears that Nimzy’s successful decontamination of Northwatch Hold has earned her praise from Gnomeregan and as result several more steam suits have arrived with gnome pilots to assist her with decontaminating Southshore. If she can successfully decontaminate the plagued town then Grand Marshal’s forces can land in Southshore to distract Tarren Mill’s forces, and provide the Gilneas Liberation Front and Ivar’s Pack with a window of opportunity to strike and liberate the prisoners at Sludge Fields.
(Q 19 -6) Speak with Nimzy and arrive at Southshore.
You climb up into the steam suit and close the windshield, Nimzy has made a few adjustments to the suit to make it more durable underwater. The scene fades out and you’re teleported to Southshore after a brief cutscene.
Southshore : (Levels 24-26)
Area Description : A plague-infested town full of slimes and forsaken plague spreaders. The forsaken seem to have done a great job at making the town uninhabitable for years to come, but if Nimzy’s decontamination agent proves to be successful then perhaps there will be a slim hope for the town’s restoration yet.
-Kill X forsaken plague spreaders.
-Destroy Y plague tanks.
-Decontaminate the plague zone.
A cinematic plays out, showing a lone forsaken guard patrolling the coast of southshore and spraying the sand with his plague sprayer. Several plague spreaders are seen in the distance doing the same thing to the ground inside the town, the forsaken guard notices something strange about the water. he stares closely into the water, trying to find any trace of anomaly. But she is taken by surprise when several giant steam suits unmerge and march out of the sea. Before he can react Nimzy’s steam suit saws him in half using it’s giant buzzsaw. The giant walkers march into the town taking down forsaken guards that attack them and spraying chemicals at the ground.
The scene fades back in with you standing on the beach with Nimzy overseeing the operation beside you. She tasks you with killing forsaken agents and spraying the decontamination agent at areas that seem to be hit worst with the plague. You work your way up to the forsaken camp and manage to route them from the area, after the plague is decontaminated alliance forces land in Southshore to secure a foothold in the ruined town.
-Assist Darius and Ivar in attacking Sludge Fields.
-Free the prisoners.
-Speak with Galvangar.
A transport ship is seen docked at Southshore with a Gryphon Master onboard the ship. You take a gryphon to Azurelode Mine and meet up with Darius and Ivar. The Worgen are shown flooding into the Sludge Fields and attacking forsaken in great numbers. Darius tasks you to reach the center of the Sludge Fields and kill the captain holding the key, then use it on the giant cage located in the center and free the prisoners being held there.
You use the key and the prisoners march outside without hesitation. Captain Galvangar rushes out of the cage but is hesitant to aid you but eventually he joins you in fighting the forsaken when a flesh-giant is seen attacking Worgen forces.
But Ivar takes no chances upon seeing the prisoners freed and sounds the retreat to avoid further casualties, leaving you, Galvangar, Darius and a handful of Worgen to deal with the flesh-giant.
With Galvangar’s help you manage to bring the monstrosity down but not before it kills a bunch of Darius’ Worgen. After the monster is taken down Galvangar grudgingly checks your team out, Darius asks the Orc about the reason his men were taken prisoner. But Galvangar lashes out and blames the alliance for his people’s capture. Upon further inquiry he reveals that before he was captured he suspected strange behavior in Drek’thar after his apparent peace talks with the syndicate, his search took him lead him to believe that Sylvanas ,out of desperation, has ordered one of the Horde commanders close to her to sign an alliance treaty with the Syndicate and use their assistance to hold on to Hillsbrad Foothills and prevent Alliance forces from passing through Alterac in exchange of forsaken providing them with arms and turning a blind eye to their activity in Alterac.
But the Syndicate seems to have goals of its own. After the alliance with the forsaken they tricked the frostwolf orcs into a peace treaty but with use of some foreign magic they have managed to mind-control Drek’Thar and his companions. (The Syndicate always wanted Orcs for slavery.) he then spoke about a mysterious group called The Argus Wake that is closely working with the Syndicate deep within Alterac Valley. Before he was captured he found out that the syndicate are preparing to take over Stromgarde with the help of an agent of the Argus Wake, a powerful warlock by the name of Darbel Montrose.
Darius promises Galvangar that the Alliance will look into the Argus Wake issue and will also inform Vol’jin of Frostwolves current state, Galvangar huffs and sarcastically wishes him good luck. He then departs to somewhere unknown along with a few of his fellow clan members.
Darius, furiated by Ivar’s untimely retreat, meets up with Ivar in Azurelode Mine. But Ivar mentions that it was Darius’ fault for trying to play the hero. It seems that the two are now more hostile towards another than ever.
Side Quest :
(Q 20-4) Find the Ogre's Den and kill Kormok the necromancer.
Arash approaches you inside Purgation Keep after Alliance forces takeover Azurelode Mine. and tasks you to assist him in killing Kormok the Ogre necromancer and free his human hostage. the cave is located west of Azurelode along the coastal mountains separating Gilneas and Hillsbrad, a narrow passage will take you to the remote cave. inside you find Kormok preparing a sacrificial altar for his hostage, apparently he is not pleased that his henchmen have stopped summoned souls into Purgation Keep and is about to gut his hostage and send him in pieces. you and Arash interfere on time and stop him from killing the poor hostage, but he provides to be too tough to be killed. he teleports away before any real blow can be dealt to him. Arash mumbles some curses and laments the missed opportunity to take care of the local menace. but is assured that the Ogre may flee the area for good now that there is a huge Alliance presence in the area.
(Q 20-5) Assist Runt in a personal matter.
After the liberation of prisoners at Sludge Fields a deeply disturbed Runt approaches you and asks you to do him a favor while keeping it off the record, you question him about the matter but he only tells you that this is a personal matter. He, however, tells you that he will very much appreciate your help and will owe you a great debt if you agree to aid him. You accompany him to a small cave on the western part of Sludge Fields, inside the cave you see an undead woman crudely tied up and imprisoned. As the two of you enter the cave she mocks Runt’s cowardice and his refusal to finish the job himself.
Runt pauses briefly and whispers to you to stand with him as he does what he has to do. Runt then takes on his human form. And attempts to reach out to the undead Julie. Julie, unmoved by Farren’s words, harshly scolds him and calls him nothing but a liar. From the dialogue between them you find out that Farren, before making a run for Fenris Isle, promised Julie to accompany her and take her away from Southshore but did not live up to his promise. Julie and many others were killed and then raised as forsaken, but Julie blames Farren for her death.
You have the option to ask him where he found Julie, to which he replies that Julie was one of the forsaken scouts he stumbled upon during Darius’ attack on Sludge Fields. But he was unable to kill his former lover so he took her somewhere remote and chained her until he could find the courage to do so.
He slowly approaches his lover with his blade unsheathed, Julie bombards him with constant taunts and insults until he finally uses the dagger and cuts off her bindings. The forsaken girl pauses for a brief second, then cackles maniacly and walks past them. before her departure she tells Runt that his action has changed nothing, she then vows to find him and make him pay someday, but it won't be today. After her departure he transforms into his Worgen form and approaches you, trying to hide his shaky hands. The two of you depart the cave and Runt leaves your company without saying a word.
(Q 20-6)Speak with Belysra Starbreeze before her departure.
Belysra has managed to steal some more of the herb Ivar's Worgen use, and with her prisoner mentally stable she has decided to depart for Stormwind. you have the option to ask her about her recent decision, she informs you that the evidence the Worgen has provided points out to the haunted human land of Duskwood. She then asks you to meet up with her at Darkshire if you ever traveled there. She bids you farewell and wishes you luck in your journey.
Zone Conclusion :
(Q 21:1) Report back to Grand Marshal.
After the attack on Sludge Fields you arrive at Purgation Keep to inform Afrasiabi of your success. While there you receive word that the forsaken have managed to hold the Alliance off at Dun Garok. it is said that Alliance forces retreated back to Southshore after suffering heavy casualties.
Although Alliance forces have successfully managed to take control of Southshore, the forsaken still maintain their control over much of the Hillsbrad foothills: Dun Garok, Tarren Mill and Sludge Fields (retaken shortly after the prison break) are still in forsaken control. Alliance forces have made little to no progress and only control Azurelode Mine, Southshore (turned into a forward base) and Purgation Keep.
Afrasiabi reads your report and is deeply disturbed by this “Argus Wake” that you mentioned in your findings. With no way of marching the troops deeper into Alterac he is convinced that the only way to advance further is to reinforce their current holdings and wait for the outcome of the Khaz Modan campaign in arathi highlands.
Just as Afrasiabi is getting ready to prepare a full report of the invasion of Hillsbrad a member of SI:7 enters the room and hands you a message from Valeera. her search has uncovered evidence of an insider sent not long ago to sabotage the attack on Stromgarde. hearing the grim news he instructs you to make haste and join Lynore at the deck of Liam’s Vengeance. Thus taking part in their naval invasion of Stromgarde, and make sure that their attack can bear better fruits and compensate for Stormwind's defeat at hillsbrad.
(Q 21-2) Speak with Halford Ramsey regarding your findings.
you speak with Darius Crowley and he agrees to testify to the validity of the Syndicate's involvement and their close co-operation with the forsaken. you then inform Detective Halford of your findings and provide him with the sealed letter of testimony from Darius Crowley regarding Galvangar's information. Halford Ramsey thanks you and departs for Gilneas to brief Tess Greymane of your findings, hopefully your findings can help secure Lupert's freedom and prove his innocence.
(Q 21-3) Speak with Nimzy and catch a ride to Liam's Vengeance.
With Afrasiabi's letter in hand, you approach Nimzy at the docks. she is located at the end of one of the piers. upon reaching her you notice that she's working on a brand new fighter jet : a floatplane with fighting capabilities. The two of you take the new prototype for a spin, eventually arriving at Liam's Vengeance, which is scheduled to join the naval invasion of Stromgarde shortly.
Arathi Highlands Prelude : Liam's Vengeance
Area Description :
after taking a stroll with Nimzy’s jet the game teleports you to an instanced Liam’s Vengeance hovering above sea, somewhere south of Stromgarde. There are dozens of Dwarven Transport Ships sailing underneath the mighty Gunship, Liam’s Vengeance acts as air support to destroy any forsaken fleet that threatens the Khaz Modan ships.
The deck of the Gunship is pretty much alive and busy when you land on the deck: there are silver covenant mages strengthening the Gunships’ magical forcefield generators, and hippogryph riders fly around the Gunship like wasps guarding their precious hive, on the deck dwarves and humans alike are rolling barrels of gunpowder to the lower decks to feed the gunship cannons and every once in a while flying machines land on the deck of the gunship, and their pilots are seen handing out their scouting report to a lieutenant of the gunship.
Quest List :
(Q 22-1) Report to Lynore Windstryke.
A bad tempered deckhand approaches Nimzy and gets locked in an argument with her over her Jet’s landing permit, while the two of them are busy you make your way to the gunship’s command room and meet with Captain Schnitsky and Lynore Windstryke.
Lynore Windstryke reads your report, and seems concerned enough about this “infiltrator” that SI:7 agents have discovered. She tells you to report your findings to her night elf friend on the bridge deck.
(Q 22-2) Speak with The Iron Raven.
Upon reaching the bridge deck you notice a nervous helmsman steering the ship while a fully armored night elf is watching him, after a few seconds you understand why the helmsman seems so stressed : even the gaze of this warden is enough to fill you up with a chill. You speak with the warden, who introduces herself as “The Iron Raven” and an old friend of Lynore Windstryke. (The Iron Raven is, in fact, one of the random night elf wardens in Warcraft 3)
After listening to your report the warden nods, as if she was suspecting something similar. Apparently she too was investigating suspicious activity on Liam’s Vengeance. She gazes at the nervous helmsman and then back at you. And hands you a letter she found on the deck, the letter mentions that a few gunpowder kegs which have gone missing have not been found after thorough searches.
(Q 22-3) - Eavesdrop on the crew members.
- Gather evidence of conspiracy.
- Report back to Iron Raven.
Raven tells you to make your way downstairs and listen to the crew, as they are cautious around the warden or anyone associated with her. You, on the other hand, are new and thus less likely to raise suspicion. You make your way downstairs to the gun deck. You listen to a few sailors and immediately notice that one sailor is talking about an event that is set to happen “soon”. You question the sailor, and when enough of his buttons are pushed he attacks you without warning. You slay him with ease and search him, and find a strange device that appears magical in nature. You bring the device to Raven and she takes a look at the device, the device is a cloaking mechanism designed to hide small items and make them reappear once used near the hidden area.
(Q 22-4) - Use the cloaking device in the following places :
- The Command Deck.
- The Main Deck.
- The Lower Deck.
Raven gives you the item and tells you to use it inside the command room, at the lower deck and then at the main deck to figure out what it is hiding. You use the device at the mentioned areas and find the kegs deployed near the shield generators, near the ships’ engine and inside the command room. You bring the kegs to Raven, who gives you a simple nod and thanks you for your effort. But she tells you that the sailor couldn’t have done it alone as the device seems magical and that the command room is off limits to workers… she then loudly throws a hint that the helmsman was thrown out of the command room a few days ago when he was found strolling there without permission.
You notice that the helmsman is barely maintaining his composure now, and sweat is trickling down his face. But he finally breaks and his hand goes for his dagger, but the warden carefully predicted his move and teleports infront of him in an instant using her blink ability, she disarms the helmsman and lifts him up by grabbing his neck with one hand. Raven tells you to quickly grab the ships’ wheel while she “handles” the helmsman. You grab the wheel and hold it firmly while Raven starts questioning the sailor, asking him for the name of his mage associate, the sailor laughs in stress and tells her he’d rather die than giving information. But Raven, being a cold-hearted interrogator, tells him that he knows a squealer when she sees one. And without hesitation throws him at the ships’ wooden rail, he hits the rail and falls down on his knees, only to find Raven standing above him again in an instant, she grabs him from the leg this time and hangs him from the fence upside down.
Screaming for mercy, the helmsman tells Raven what he knows including the name of the traitor mage. Raven thanks him, and releases him from her clutches… which results in him falling down to his certain death. She then pushes you aside and holds the ships’ wheel, she looks at you and calmly notifies you that she has learned how to handle it by watching the helmsman for a time. Raven then orders you to find the traitor mage strike down him down when he shows his true colors.
(Q 22-5) - Kill the traitor mage.
- Report to Lynore Windstryke.
You make your way to the main deck and notice the mage is trying to catch a ride on one of the flying machines, apparently tipped off by the fighting at bridge deck. You call out his name and warn him to surrender, but he simply laughs and casts a magical projectile at you. A fight is ensued which results in his ultimate death.
(Q 22-6) - Speak with Lynore and arrive at Arathi Highlands.
You make your way to the command deck and inform Lynore that the traitor is dealt with, Lynore scolds you for killing all the three and criticizes Raven’s method of playing judge, jury and executioner at once. But nonetheless thanks you for taking care of the problem.
You talk to Lynore and ask her what the next phase is, she informs you , provided you’re up for it, that she’s planning to send you along with a few others somewhere on the coast of Arathi Highlands to scout ahead and gather information about the nature of resistance Alliance is expected to face.
Upon accepting the quest you are teleported outside of the instanced gunship and inside Arathi Highlands.
Arathi Highlands is a WIP.
* I'll add more to this concept work from time to time.
* I'm working on adding images to this idea so it becomes less hectic.