Showing posts with label Deathwing. Show all posts
Showing posts with label Deathwing. Show all posts

Tuesday, May 31, 2011

A New Journey Begins: Level 1 - Wednesday, May 11, 2011

And, we're back!  I'd like to first express my appreciation to everyone who participated in the polls that determined my new character's race and class, in addition to the appreciation that I have for people who stop by the blog daily or subscribe, for their ongoing support.  

While the vote for goblins was fairly one-sided, (and I'm happy about it, since it means that I get to not only play one of the two new Cataclysm races, but also experience Horde content for the first time) the class vote was hotly contested until at the end, mages won out.  
Ah mages, those fragile, yet lethal damage-dealing machines.  What's more fun than toying with your enemy before finishing them off, whether it's turning them into a sheep, or freezing them in place as you charge up a spell that they know is going to obliterate them?  Nothing, for my money!  Now, what name to give to my greedy, *ahem* "self-interest protecting" goblin with a full arsenal of magic tricks? 
ILLUSIONS, MICHAEL

Exciting news for this 1-85 journey!  All screenshots will be taken by me, personally, so you will be able to click on any of them for a larger, detailed view.  

The expository fly-over of the starting area, (which every race gets) explains that the Goblins are ruled by the greedy, power-hungry Trade Princes, and keep mostly to themselves, choosing not to pick a side in the ongoing conflict between the Horde and Alliance, (why do that, when you can cater to both sides and get double the profit?)  They inhabit the seedy city of Kezan, in the shadow of an active volcano (foreshadowing!) and have, over time, become extremely shrewd, due to their exposure to kaja'mite ore, which they harvest from mines underneath the volcano.  At first, they were made to harvest the ore by the local trolls inhabiting the area, but after prolonged exposure, they become intelligent enough to turn the tables, and enslave the trolls.    


As we join the story, we discover that the ruthless Trade Prince Gallywix controls Kezan, and is keeping an eye on our character, knowing that we want nothing more than to supplant him and take over.  Our character owns a kaja'mite mine, and has come up with the brilliant idea to manufacture it as a beverage that gives the imbiber intelligence.  You run the KTC (Kajaro Trading Company) and have a number of staff at your disposal, none more indispensable than your executive assistant Sassy Hardwrench.  

She gives you the troubling news that the kaja'mite cola production has slowed down, so you head to the mine and talk to the supervisor to see what the problem is.  Turns out that not only have the trolls grown lazy and refuse to work, but the mines are also under attack from some unpleasant gyreworms.  After killing about six of them, I hit level 2.  (You gain levels very quickly early on.)

Thursday, March 3, 2011

Level 18: Wednesday, February 23, 2011

Just couldn't get on the bike.

Loch Modan is an alternative to Westfall, and is the first zone available outside of the introductory one for Dwarves. You reach it by travelling through a mountain tunnel and emerge from snowy Dun Murogh into an area that's downright tropical in comparison.

Every character's first stop in the area is Thelsamar, where the dwarf residents have dug homes beneath the earth.

There's a lot to do here. There are a number of threats to the small town, including stone troggs and a camp of ogres in the eastern part of the zone.

The Farstrider Lodge is in the southeastern corner of the area, and houses a housing party of dwarves and one night elf, who give you increasingly difficult hunting tasks to prove your worth.
The centerpiece of the zone is the Stonewrought Dam, which spans almost the entire northern border. The dam was built to contain all of the snowmelt from the mountains from cascading down into the Wetlands, located in the valley below. A series of quests involves stopping a group of evil Dark Iron dwarves from blowing the dam up.

However, like so many things in the game, the dam is no match for Deathwing when he arrives, and it is soon history.


Friday, February 25, 2011

Level 13, Wednesday, February 16, 2011

Back on track.

Night elves and draenei both get dumped out of their starting experience in the Northern part of Darkshore, via a boat from each of their capital cities. Before Cataclysm, they'd come down the dock from the boat and immediately find themselves in the main quest hub of the zone, Auberdine.

However, as shown in the cinematic introduction for Cataclysm, Deathwing did a flyby and completely torched the place.

Now, the old quest hub is in ruins, and the survivors have relocated further north. Where the old version of the zone had you dealing with encroaching naga (villainous fish people) and furbolgs (bear-like creatures), now there are trolls feeling encouraged by the elves' setback who are making their way up the coast. It's your job to rescue survivors, find supplies, and fight off the trolls, among other things.