Showing posts with label Dungeon. Show all posts
Showing posts with label Dungeon. Show all posts

Tuesday, January 25, 2011

Lessons in Lore: The Vortex Pinnacle


The Vortex Pinnacle resides in the Skywall, the elemental plane of air. Fortunately for you, the only trick to getting there is being able to fly above the zone of Uldum. The instance itself is in the skies in the Southeastern portion of the zone. 

In Uldum you will come across the city of Orsis while helping the Ramkahen. Orsis was attacked by wind elementals, servants of Al'akir, who has aligned himself and his armies with Deathwing. Orsis is now left in ruins, but you are able to help out some of the buried citizens in the sand and report back to the Ramkahen on what happened. You also learn that the air elementals took at least one prisoner, and it's up to you to go to the Vortex Pinnacle and save him. 

Essentially, the Vortex Pinnacle is just a staging ground for the armies of Al'akir to attack the citizens of Uldum. Thankfully you and your flying mount can take the fight to the army's doorstep and take out some high ranking officials before you eventually make it to the Throne of Four Winds to take on Al'akir himself. 

The lore is very sparse on the bosses of the dungeon. The first boss, Grand Vizier Ertan is a standard sentry, telling you that you're not welcome in the Skywall.  The last boss, Asaad, Caliph of the Zephyrs seems to be a high ranking member of the elementals calling on Al'akir's aid during the fight.  The title, Caliph, is an old title of Islamic leaders, and translates as successor. This fits with the Arabic theme that Blizzard has gone with for the denizens of the Skywall.  Asaad is classified as a Djinni or Djinn, which are akin to genies. The middle boss of the dungeon is a dragon named Altairus. Altair means the flying one, or bird of prey in Arabic. Altairus drops Reins of the Dragon of the North Wind and starts the fight facing North.  It makes sense that Al'akir would have flying creatures in his armies, as well as the many elementals. 

Vortex Pinnacle introduces us to the Skwall, the armies of Al'akir, and the danger the pose to the land of Uldum and the rest of the world.  When you go in to the instance, take some time to look around. It's actually quite beautiful. 

Friday, January 21, 2011

Lessons in Lore: The Stonecore

Blizzard actually gives us a fair bit of lore information on The Stonecore, which you can read at the official site here.  The information was released as a build up to the Cataclysm expansion to introduce people to the kinds of things they should be getting excited about as the release date got closer. Here's a quick summary before we expand on it a little.

The Stonecore is the heart of Deepholm, the elemental plane of earth.  Before Deathwing was corrupted by the Old Gods, he was the Earthwarder, the Dragon aspect of earth, alongside the likes of Malygos and Alexstrasza. So Deepholm and Deathwing are well connected. Sometime before the start of World of Warcraft, Deathwing suffered a defeat at the hands of the other aspects. They presumed him dead, but in reality he had just retreated to the Stonecore, where he rested, regained his strength, and spread his influence throughout Azeroth via the Twilight's Hammer Cultists.

When he got better, Deathwing took off like a dragon out of Deepholm and broke into the mortal plane of Azeroth where he proceeded to burn everything he could set his eyes on. In the process he destroyed what we know as the World Pillar, a significant piece of planet supporting architecture that you'll spend the majority of your time questing in Deepholm to repair.

With Deathwing now gone, the Twilight's Hammer Cultists regard the place of his recovery as sacred. They will protect it with their lives, and use it to perform dark rituals in service to their lord and the Old Gods.

When you first enter the Stonecore, you'll be tasked with chasing down a Twilight cultist who is transporting some important documents. If you've quested in Deepholm at all, you'll recognize the carrier as Millhouse Manastorm. Millhouse was first seen back in The Burning Crusade as part of the final boss battle in the Arcatraz.  He was a prisoner there that when released, assists you in defeating the final boss. We don't really learn how Millhouse got involved with the Twilight's Hammer cultists, but he's here now, and it's up to you to stop him. After chasing him for awhile, Millhouse decides to put a stop to your shenanigans and begins to cast the spell Impending Doooooooooom! Fortunately, you never find out what exactly the spell does because Millhouse gets eaten by Corborus before he can finish casting the spell.

Corborus is a gyreworm, similar to the many other stone worms you see throughout Deepholm.  After eating Millhouse, it's up to you to stop the worm from eating you and your party as another snack.

Your next encounter is with Slabhide, a stone drake who, under the control of the cult, tries to keep you from getting closer to the inner sanctum of the Stonecore.  Not much else is known about the drake, but you have to vanquish him to move further into the dungeon.

Ozruk is a stone giant, and is a child of Therazane, the Stonemother. She tells you that he did not return from the Stonecore when she called to him. She believes him to be under the power of the dark magics of the cult and requests that you return him to the earth. You do what you have to do and open the way to the World's Heart at the center of the Stonecore.

And in that heart is High Priestess Azil, who along with her hundreds of followers,  is preparing a ritual of some dark origin.  After putting a stop to that, you may want to take a look around the room behind her altar.  This is the very place that Deathwing lay before he burst into the world above.  If you recall the opening cinematic of Cataclysm, it shows the cultists reinforcing Deathwing's armor plating before he takes off.  This is the place where that happened.  And thanks to you, it's now out of the hands of the cultists. For now.

Thursday, January 20, 2011

Lessons in Lore: Throne of the Tides

The Throne of the Tides is located in Vashj'ir. More specifically in the Abyssal Maw within a large, hard to miss, whirlpool. It's important to note that while the instance is available immediately at level 80 you don't have a lore reason to go there until you've completed the entirety of Vashj'ir. So much of this post will be a spoiler for what you experience while questing in that zone. If you have quested in that zone, hopefully this will sum up what you experienced and fill in anything you may have missed. Again, spoilers for Vashj'ir if you have not completed the zone.

If you get the quest from your major city to Vashj'ir, you'll be put on a boat and shipped off over seas to get there.  But it doesn't take long before you're attacked by a giant squid. That's Ozumat. Remember him, you'll be seeing him again.  Lost at sea, you're rescued by the Earthen Ring, specifically by a shaman named Erunak Stonespeaker.  He'll set you and your buddies straight, teach you to breath and walk under water, and put you on the path to go through the rest of the zone. After a few more quests, you'll be attacked by a force of Naga and get the general idea that the Naga are after something here and are building an army and taking prisoners to accomplish that something.

A little later on, Erunak will have you go on a sort of vision quest in which you act out events that happened sometime in the past as a Naga Battlemaiden under the command of Lady Naz'Jar. Lady Naz'Jar and her battlemaidens are fighting against the Vry'kul who have taken up residence in the ruined city of Vashj'ir. It is here that you begin to learn of the Naga's intentions. After taking back the city of Vashj'ir, the Naga intend to mount an attack upon Neptulon, Elemental Lord of the Water. This is where things get interesting.

Neptulon is one of the four elemental lords, along with Ragnaros, Therazane, and Al'akir, all of which make appearances in Cataclysm. We know that Ragnaros and Al'Akir have sided with Deathwing, whereas Therazane becomes friendly with players during the events in Deepholm. It is well known that the Naga were once Night Elves who were drowned after the events of the Sundering 10,000 years ago, including Queen Azshara herself, and it was speculated that Neptulon, under the Old Gods influence had initiated that transformation.  But with the events of Cataclysm and Vashj'ir, it seems more apparent that the Naga were transformed directly by the Old Gods, and now they seek to overthrow Neptulon and take his place as rulers of the water.

So all of this culminates in an epic battle where you, Erunak, and Alliance and Horde forces face off against the Naga as they attempt to destroy Neptulon.  The Naga, with the aid of faceless ones and Ozumat (the squid who shipwrecked you) are able to push Neptulon down to the Throne of Tides through the Abyssal Maw.  Erunak is captured and taken down there as well.  Lady Naz'jar, who spearheaded the Naga attack on Neptulon now has him imprisoned in his own throne room, and it's up to you to free him and make sure the realm of water stays under control of the elements and not the Naga.

So now we finally have an understanding of what all of these people are doing within the Throne of the Tides.

Lady Naz'Jar is the first boss, and was the one who organized the Naga attack upon Vashj'ir and Neptulon.  While she wasn't able to destroy him, she was able to push him back to the Throne of the Tides. Thankfully you'll be able to get rid of her before she's able to cause further damage.

Commander Ulthok, The Festering Prince is a faceless one, which further seems to implicate the Old Gods and the Naga are in cahoots. He appears after you get rid of Lady Naz'Jar, attempting to stop you from getting any further than you already have.

You find Erunak Stonespeaker within, but he's being mind controlled by Mindbender Ghur'sha, who also happens to be attached to Erunak's head. Your goal here is to rescue Erunak and hopefully not have to kill him in order to get rid of Ghur'sha.

With Lady Naz'Jar defeated, Erunak rescued, and all other obstacles removed, your last task is to rescue Neptulon who has been weakened and trapped in the throne room.  It's important that you free him because the Naga's pet squid, Ozumat, is out to finish the job he started at the Abyssal Maw.  With a little help from Neptulon, you should be able to get rid of Ozumat and ensure that Neptulon remembers what you did for him when the time comes to fight Ragnaros in Patch 4.1.

I wish that I had been able to finish Vashj'ir before I did Throne of the Tides for the first time. The design seems a bit wonky in that you can easily finish Vashj'ir and out level the instance before you even know about it, or have the quests for it.  And it's a shame too, since the way the story of Vashj'ir culminates in a huge battle and a dungeon where you assist the Tidehunter in a fight against a giant squid is pretty epic. When I went in for the first time, I had no idea who Naz'JarVasj'ir.

Tuesday, December 29, 2009

Finding Dungeons in Azeroth

This seems to be the hottest topic among WoW blogs the last few weeks. It only makes sense. The new Dungeon Finder tool has pretty much changed the whole atmosphere of PuGing and gearing up. I'm pretty sure everyone has used the Dungeon Finder tool in the game by now either for the daily random heroic and two frost emblems, or as a tool to chain run heroics and quickly amass a large pile of triumph emblems. And some of us have even used it as a way to level up low level characters and get some nice rewards along the way to 80.

With Elionene, I usually do the random heroic for the frost emblems, and I usually do it with guild members. Occasionally we'll need to fill one or two spots in the group, and it's almost always been a not unpleasant time. It helps when your wife plays a healer and can pretty much carry a group through any instance, regardless of their gear, or when you have tank friends with a Heroic Block set of armor that pretty much prevents them from ever taking damage. Of course, there was the one PuG tank who ran in and aggroed ten mobs at the beginning of Utgarde Keep and died. Nothing Lal can do about a stupid tank, just the under-geared ones.

So Elio is farming the frost emblems. She picked up the Recovered Scarlet Onslaught Cape last week as her first piece of frost emblem loot which finally replaces her cape from Ulduar. Some might question my choice of getting a cape first in stead of tier pieces or higher item value loot, but I was really tired of having a cape that was two tiers of loot behind. And there are lots of tier equivalent stuff to drop from early Icecrown bosses to hold me over until I get the emblems to by Tier 10 things. I'll get there.

I've run the random heroic and the new Icecrown heroics with both Salthier and Khristin a few times for emblems and for gear drops. I've gotten to heal with my Shaman quite a bit more than I had been, and I'm still enjoying it. I put her in Veritas so that I wouldn't have to make an excuse to want to bring her as a healer to guild runs. Salthier is pretty much exclusively for tanking now, and Khristin for healing, even though they both have off specs. Again, most of the time we're just filling a spot or two with PuG Members.

Lal has been running randoms like crazy. She's got multiple toons she's trying to gear up as well, and she's a little more intent on getting lots of badges than I am. There was a time not too long ago when she would make a face and "ewwww!" noises at the mere mention of a PuG. And now she's doing them daily with random folks from all over the place. She wants the pet, but she also wants the gear, so that's what's driving her. She's had her number of bad pugs too, with some pretty rude people in them. Still, she powers on.

Probably the most interesting time I've had with the Dungeon Finder has been on my Tauren Death Knight. He's only level 72 now, but around level 70 I started doing the random normal daily as a tank. You not only get experience and gold for doing it, but two emblems of triumph to jump start your level 80 set when you get there. Not too shabby. Him being on another server though means I have to go with four strangers, and I'm still learning how to tank. I've had multiple groups fall apart because something happened that someone didn't like. Before I got some defense gear, I made a couple healers mad. But I guess my overall experience has been pleasant, unlike some of the horror stories you hear out there. I guess I've been lucky.

But it's like I've been telling other people, when they opened up PuGs to the battlegroup, and not just the server, you now have an easier time finding groups from the people wanting to run dungeons. You're not only pulling from a larger group of people, you now have a larger pool of idiots and jerks to pull from too. You win some, you lose some, and hopefully you win more than you lose.

For now, I think I enjoy the ease of finding a PuG more than I dislike the chance of getting some rude people in my group. I'm still waiting to see if a couple bad PuGs don't change my mind.