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The War Within campaign

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The War Within campaign covers all of the story in the The War Within expansion, the beginning of the Worldsoul Saga trilogy.

Prelude: Hunt for the Harbinger

Added in patch 10.2.7 as part of the Dark Heart campaign, Khadgar has asked players to come to Dalaran to figure out what's going on with the Harbinger after they claimed the Dark Heart.

  1. N [70] The Harbinger
  2. N [70] Door to the Ren'dorei
  3. N [70] Riftwalker Reports & N [70] Cracks in the Void
  4. N [70] Galakrond's Unrest
  5. N [70] Walk a Mile in Her Shadows
  6. N [70] Dark Descension
  7. N [70] Legacy of the Void
  8. N [70] The Path Taken
  9. N [70] And Be One Traveler, Long I Stood
  10. N [70] Defend Telogrus Rift
  11. N [70] Null and Void
  12. N [70] Radiant Warnings

Intro: Visions of Azeroth

Journey to Silithus to investigate the mystery of the visions being experienced across Azeroth.

Magni tried to commune with Azeroth to learn what the Radiant Song was warning us about but fell unconscious during the process. Hopefully he can recover with the aid of the Dalaran archmages.

Magni awoke with new insight into the Radiant Song. Azeroth has been trying to warn us that Khaz Algar, a titan installation from legend, is in danger. Dalaran will teleport to the island to defend it.

Dalaran rushed to the aid of Khaz Algar, only for the Archmage Drenden to reveal himself to be Xal'atath in disguise! She attacked Dalaran with an army of nerubians at her command.

  1. B [68-70] The War Within
  2. N [68-70] A Poor Reception
  3. N [68-70] Azeroth's Voice
  4. N [68-70] Painful Lessons
  5. N [68-70] The Bronzebeard Family
  6. N [68-70] A Mysterious Warning
  7. N [68-70] Citizens of Dalaran, N [68-70] Meet the Team, N [68-70] Strengthen the Wards
  8. N [68-70] To Khaz Algar!
  9. N [68-70] Breach
  10. N [68-70] Rupture
  11. N [68-70] Departure

Leveling

Isle of Dorn

Main article: Isle of Dorn storyline

Dalaran has been brought down by Xal'atath and the nerubians, landing on the Isle of Dorn, surface of the continent of Khaz Algar. The local earthen are none-too-pleased by this turn of events, but they begrudgingly ask adventurers for help pushing the nerubian attackers out of their capital of Dornogal. After that, they need to get the Council of Dornogal back together after a schism splintered the four parties.

The Ringing Deeps

Main article: Ringing Deeps storyline

After reopening the Coreway in Dornogal down to the Ringing Deeps that was damaged in the initial nerubian attack, players come across the Machine Speakers also patching themselves up from a nerubian attack. The High Speaker hasn't been seen in ages, as he's too focused on restoring the Hall of Awakening, a device that wakens earthen from their stasis. Without it, the earthen numbers have been dropping precipitously over the years.

Hallowfall

Main article: Hallowfall storyline

After solving the High Speaker problem, players (and Anduin Wrynn) push through to Hallowfall, the light-filled cavern that the Arathi settled in to 15 years ago after getting teleported there while searching for the emperor's prophecy. Beledar has been shifting between Light and Shadow without rhyme or reason, which has not been helping the Arathi fend off against more nerubian attackers and the kobyss from the Undersea.

Azj-Kahet

Main article: Azj-Kahet storyline

The nerubians were, of course, prepared for an assault from the Arathi, as the webbed-up Reckoning airship can attest to, scattering the Arathi and Anduin across the zone. Help the fighters get their feet under them and gather some new allies to take down Queen Ansurek and Xal'atath.

The War Within

At level 80, the campaign continues, tracked in the  [The War Within] achievement:

Against the Current

  1. N [78-80] Surface Bound
  2. N [78-80] Renown of Khaz Algar
  3. N [80] The Fleet Arrives
  4. B [80] Embassies and Envoys
  5. N [80] There's Always Another Secret
  6. N [80] What's Hidden Beneath Dornogal
  7. N [80] Preparing for the Unknown
  8. N [80] Urban Odyssey

Ties that Bind

  1. N [80] After the Storm
  2. Dhar Oztan (quest)
  3. Totem of the Southern Storm
  4. Charging Up That Hill
  5. Heeding the Call (Isle of Dorn)
  6. Rook Rally
  7. Ground Pounders
  8. Goldbricking
  9. Metal and Stone
  10. Home to Roost
  11. Strays
  12. Flight Training 101
  13. Flight Training 102
  14. Flight Training 103
  15. Paying Respects (Isle of Dorn)
  16. The Edicts
  17. N [80] Titanic Failsafe

News from Below

  1. Gathering Intel
  2. A Spider's-Eye View
  3. Creeping Through Corridors
  4. Lab Access
  5. Making of a Monster
  6. The Queen's Chains
  7. Rogue Agent
  8. Go Loud
  9. Manufactured Mutiny
  10. News From Below

The Machines March to War

  1. N [80] A Mysterious Signal
  2. N [80] Small Friend, Big Plans
  3. N [80] Factory Recon
  4. N [80] Back to Base
  5. N [80] A Plan Comes Together
  6. N [80] To the Waterworks
  7. N [80] Putting the Works in Waterworks & N [80] Elemental Trepidation
  8. N [80] Shadowvein Extraction
  9. N [80] We Require More Minerals & N [80] The Motherlode
  10. N [80] Back to Where it Began
  11. N [80] It's Sabotage
  12. N [80] The Voice of the Speakers

A Light in the Dark

Template:A Light in the Dark

Patch changes

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