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Alliance War Campaign

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The Alliance War Campaign is a questline involving an Alliance campaign against the Horde during the Blood War.

Story

Tides of Vengeance

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Preparation

Before executing their grand plan, the Alliance had been busy preparing for it. They littered the Zandalari Fleet with explosives at the ships' keel and recovered the  [Abyssal Scepter] which had previously been stolen by the Horde. However, even with all the advantages on their side, Halford made it clear that a frontal assault would see result in a loss. With the help of Mathias Shaw, he set up a meeting with other Alliance commanders to discuss luring the enemy out of their capital.[1]

Inside the maze at Proudmoore Keep, Genn, Mathias, Jaina, Halford, Telaamon, and the adventurer discussed how the plan was to be handled. With the hopes of destabilizing the relationship between the Zandalari and the Horde, Mathias explained that a distraction at Nazmir would be needed. Using the Abyssal Scepter, the Alliance would create a fog to keep them distracted for as long as possible, while the Alliance fleet would charge from the south. He explained that some would not return alive, something that Telaamon knew and had long accepted while talking to Halford.[1]

The invasion

The Alliance decoy force landed on The Far Reach. With an army of humans, night elves, worgen, dwarves, and void elves, they assembled into three groups.[2]

Firstly, Jaina ,Shaw, and the adventurer supported the army by taking Zalamar from the blood trolls. They killed them all and planted several Dark Iron mole machines for them to spawn.[3][4]

With the village in their control, Brother Pike, who came with the expedition, set up Abyssal Scepter and created a fog.[5] With this, they moved on to the next part of their plan, to take as much land as possible to make their enemies believe the fleet has landed in Nazmir. Their next target was Zul'jan Ruins, a Horde outpost.[6]

Arriving at Zul'jan Ruins, Jaina gave the adventurer a water elemental to join the main force to successfully take ruins. With all their might, Zul'jan Ruins fell to the Alliance.[7]

The following target was the Fallen Outpost. From the place, they slaughtered the Zandalari, stole their direhorns to assault the Blood Gate, while also taking out the Gob Squad's machine, the A.M.O.D, forcing the Gob Squad to run away. Thanks to these valiant efforts, Fallen Outpost fell too.[8][9][10]

Finally, the final phase to convince the Horde of the attack, taking the Blood Gate. Using their captured direhorns, they assaulted the Blood Gate, leaving a trail of dead trolls behind.[11]

With everything in place and the Zandalar falling for the trap, Telaamon marched to his end with pride, with him and Jaina giving a final goodbye.[12]

The bait

On The Banshee's Wail, Nathanos received word that the Alliance was attacking Nazmir. He sent a Horde adventurer to discuss an attack with Princess Talanji and King Rastakhan.[13]

At the great seal, Rastakhan agreed to a counter attack alongside the Horde. Talanji mobilized the fleet. She sent the adventurer to Captain Rez'okun with orders to mobilize the Zandalari Fleet, to General Rakera with orders to send her troops to Nazmir, and to Hexlord Raal to send his riders to Nazmir.[13][14]

Retaking Nazmir

Under the leadership of Princess Talanji, the Alliance at the Blood Gate had been taken out and Rokhan was rescued from Blademaster Telaamon, the leader of the Alliance. Telaamon managed to escape in time, leading the Horde inland into Nazmir.[15][16]

With the Blood Gate cleared, General Rakera sent the adventurer to the Fallen Outpost to aid Haxlord Raal. Arriving at the fallen outpost, they found Raal grounded, unable to fly due to the fog.[16] To fix this, they came up with the idea of fixing the A.M.O.D and bring the Gob Squad back together. Patch, the only goblin still around sent the adventurer to find the members of the Gob Squad back together and bring back the A.M.O.D part which were stolen by the Alliance.[17][18]

With the whole team recovered, Talanji calls on the Loa, Akunda, to jump start the A.M.O.D. Having done so, the princess allowed the adventurer to ride on A.M.O.D to lead the charge to retake Zul'jan Ruins.[19]

With Zul'jan Ruins secured, Talanji marched onto Zalamar, with the idea to push them back to the coast.[20] At Zalamar, the Zanalari kill engaged and killed the Alliance forces, destroyed their mole machines, and destroyed Telaamon's mirrors. While all of this was happening, Rokhan went in search of Telaamon.[21][22][23]

Rokhan managed to find Telaamon at the Sanctum of Midnight. With Witch Doctor Kejabu, Jo'chunga, and the adventurer, Rokhan confronted Telaamon and brought him down.[24]

Up on the surface, Talanji finds the source of the fog, the Abyssal Scepter. Along with the rest, she rides to its location and destroys it. To her utter shock, she does not find the Alliance fleet and realized that she had been tricked.[25] With haste shed rushed back to the capital, but it was too late. The Battle of Dazar'alor had begun.[26]

Quests

The Battle for Lordaeron

  1. A [110 - 120] Hour of Reckoning
  2. A [110 - 120] The Battle for Lordaeron

The Heart of Azeroth

Magni bears a gift, but with it, terrible news: Azeroth is dying.

  1. A [110 - 120] A Dying World
  2. N [110 - 120] The Heart of Azeroth
  3. N [110 - 120] Infusing the Heart

A Nation Divided

A partnership with the island nation of Kul Tiras would grant us access to their legendary navy... and a military edge over the Horde.

  1. A [110 - 120] The Speaker's Imperative
  2. A [110 - 120] Tides of War
  3. A [110 - 120] The Nation of Kul Tiras
  4. A [110 - 120] Daughter of the Sea
  5. A [110 - 120] Out Like Flynn
  6. A [110 - 120] Get Your Bearings
  7. A [110 - 120] The Old Knight
  8. A [110 - 120] Sanctum of the Sages

Mission from the King

You can't win this war all by yourself. Gather allies who can support you in the battle against the Horde.

  1. A [110 - 120] A Nation Divided
  2. A [110 - 120] The War Campaign
  3. A [110 - 120] The War Cache
  4. A [110 - 120] Time for War
  5. A [110 - 120] Mission from the King
  6. A [110 - 120] War of Shadows
  7. A [110 - 120] Reinforcements

Footholds

The first foothold can be chosen at level 110. The second requires level 114, and the third level 118.

  1. A [110 - 120] The Zandalar Campaign
  2. A [110 - 120] Deeper Into Zandalar
  3. A [110 - 120] The Ongoing Campaign
  4. A [110 - 120] Pushing Our Influence
  5. A [110 - 120] The Final Foothold

Mole Machinations

The Dark Iron dwarves have set up camp in Zuldazar, near the Zandalari capital. They've discovered Azerite, and need your assistance securing the area.

  1. A [110 - 120] Foothold: Zuldazar
  2. A [110 - 120] Zuldazar Foothold
  3. A [110 - 120] The Troll's Tale
  4. A [110 - 120] Granting a Reprieve & A [110 - 120] Disarming the Cannons & A [110 - 120] Save Them All & A [110 - 120] A Lack of Surplus & A [110 - 120] That One's Mine
  5. A [110 - 120] Xibala
  6. A [110 - 120] Mole Machinations & A [110 - 120] Rocks of Ragnaros
  7. A [110 - 120] Fragment of the Firelands
  8. A [110 - 120] Champion: Kelsey Steelspark
  9. A [110 - 120] Return to Boralus

Nazmir Foothold

  1. A [110 - 120] Foothold: Nazmir
  2. A [110 - 120] Heart of Darkness
  3. A [110 - 120] Dubious Offering
  4. A [110 - 120] Blood of Hir'eek & A [110 - 120] Honoring the Fallen
  5. A [110 - 120] Zealots of Zalamar
  6. A [110 - 120] Flight from the Fall
  7. A [110 - 120] Zul'Nazman
  8. A [110 - 120] Nazmani Cultists & A [110 - 120] Offerings to G'huun
  9. A [110 - 120] Captain Conrad
  10. A [110 - 120] Lessons of the Damned
  11. A [110 - 120] Champion: John J. Keeshan
  12. A [110 - 120] Return to Boralus

Vol'dun Foothold

  1. A [110 - 120] Foothold: Vol'dun
  2. A [110 - 120] Voyage to the West
  3. A [110 - 120] Ooh Rah!
  4. A [110 - 120] Establish a Beachhead
  5. A [110 - 120] Honor Bound
  6. A [110 - 120] Unexpected Aid & A [110 - 120] Poisoned Barbs
  7. A [110 - 120] Antidote Application
  8. A [110 - 120] Friends in Strange Places
  9. A [110 - 120] Defang the Faithless & A [110 - 120] Break the Siege & A [110 - 120] Breaking Free
  10. A [110 - 120] The Keepers' Keys
  11. A [110 - 120] Reporting In
  12. A [110 - 120] Champion: Magister Umbric
  13. A [110 - 120] Return to Boralus

Island Expedition

  1. A [110 - 120] The Azerite Advantage
  2. A [116 - 120] Island Expedition
  3. A [116 - 120] Island Expedition

Uniting Kul Tiras

  1. A [120] Uniting Kul Tiras

Blood on the Sand

Requires friendly with the 7th Legion

  1. A [120] Overseas Assassination
  2. A [120] The Vol'dun Plan
  3. A [120] Comb the Desert
  4. A [120] Dirty Work
  5. A [120] Keep Combing
  6. A [120] Classic Reliquary
  7. A [120] Never Stop Combing
  8. A [120] Improvised Survival & A [120] A Message to the Zandalari & A [120] They Have Alpacas Here
  9. A [120] Splitting Up
  10. A [120] Full of Arrows & A [120] Delayed Deathification
  11. A [120] Report to Wyrmbane
  12. A [120] The Big Boom
  13. A [120] Blood on the Sand

Chasing Darkness

Requires 4,500/6,000 friendly with the 7th Legion

  1. A [120] Operation: Blood Arrow
  2. A [120] Crippling the Horde
  3. A [120] How to Kill a Dark Ranger
  4. A [120] Tortollans in Distress & A [120] The Savage Hunt
  5. A [120] Ending Areiel & A [120] One Option: Fire & A [120] They Can't Stay Here
  6. A [120] Meeting of the Minds
  7. A [120] Target: Blood Prince Dreven

A Golden Opportunity

Requires 3,000/12,000 honored with the 7th Legion

  1. A [120] Operation: Cutpurse
  2. A [120] Our Next Target
  3. A [120] The Void Elves Stand Ready
  4. A [120] Bilgewater Bonanza Go Boom & A [120] The Void Solution & A [120] Find the Paper Trail
  5. A [120] A Greedy Goblin's Paradise
  6. A [120] Chasing Gallywix
  7. A [120] I Take No Pleasure In This
  8. A [120] We Have Him Cornered
  9. A [120] Gallywix Got Away

Blood in the Water

Requires 7,500/12,000 honored with the 7th Legion

  1. A [120] Operation: Gryphon's Claw
  2. A [120] Intercepted Orders
  3. A [120] Hunting Blood Prince Dreven
  4. A [120] Behind Enemy Boats & A [120] Broadside Bedlam
  5. A [120] The Wildhammer Specialty
  6. A [120] An Unnatural Crew & A [120] Foul Crystals for Foul People & A [120] Kings' Rest
  7. A [120] Ending the San'layn Threat
  8. A [120] A Clean Escape

The Strike on Zuldazar

Requires revered with the 7th Legion

  1. A [120] Operation: Heartstrike
  2. A [120] Bringing Down the Fleet
  3. A [120] How to Sink a Zandalari Battleship
  4. A [120] Under the Cover of Swiftwing
  5. A [120] Sabotaging the Pa'ku & A [120] Ship Logs
  6. A [120] The Enlarged Miniaturized Submarine
  7. A [120] My Enemy's Enemy is My Disguise
  8. A [120] Intelligence Denial & A [120] Void Vacation & A [120] Right Beneath Their Nose
  9. A [120] Victory is Assured
  10. A [120] Victory Was Assured
  11. A [120] Leave None Alive & A [120] Silencing the Advisor
  12. A [120] An End to the Killing
  13. A [120] Champion: Shandris Feathermoon

War Marches On

Requires Alliance [Ready for War]

  1. The Calm Before
  2. To Anglepoint
  3. Stand Fast
  4. Zero Zeppelins & Squad Goals & Repel the Horde! & Besieged Allies & Outrigger Outfitters
  5. Masking For a Friend & Gunpowder Plots & Free Plumeria
  6. Shots Fired
  7. Stopping the Sappers
  8. Express Delivery
  9. War Marches On

The Sleeper Agent

Requires 7,500/21,000 revered with the 7th Legion

  1. Sensitive Intel
  2. This is Huge!
  3. A [120] A Beast with Brains
  4. Out of Options & Freedom for the Da'kani
  5. Bittersweet Goodbyes
  6. The Needs of the Many
  7. Bring the Base
  8. A [120] Fit for Grong & Calibrate the Core
  9. The Embiggining
  10. Total Temple Destruction
  11. A Nice Nap
  12. The Sleeper Agent

Mischief Managed

Requires 14,000/21,000 revered with the 7th Legion

  1. The Abyssal Scepter
  2. The Treasury Heist
  3. Mischief Managed

He Who Walks in the Light

  1. A [120] The Fall of Zuldazar
  2. A [120] The March to Nazmir
  3. A [120] Repurposing Their Village & A [120] Dark Iron Machinations
  4. A [120] Fog of War
  5. A [120] Lurking in the Swamp
  6. A [120] Zul'jan Deluge
  7. Showing Our Might & Taming their Beasts & The Mech of Death
  8. Taking the Blood Gate
  9. A [120] He Who Walks in the Light
  10. A [120R] Battle of Dazar'alor
  11. A [120] As the Dust Settles
  12. A [120] Dead Reckoning

A Gathering of Foes

  1. A [120] Loose Ends
  2. A [120] Ashes to Ashvane & A [120] Correspondence Conundrum
  3. A [120] Getting a Clue
  4. A [120] Reporting In!
  5. A [120] Don't Shoot the Messenger
  6. A [120] My Brother's Keeper
  7. A [120] Spy Versus Spy
  8. A [120] The Gathering Storm
  9. A [120] Retaliation Coordination
  10. A [120] Lost in the Field & A [120] Reassembly Required
  11. A [120] Seeking Higher Ground
  12. A [120] Listen up!
  13. A [120] Shaw's Shank Redemption
  14. A [120] A Gathering of Foes

Stay of Execution

Requires A [120] A Brief Respite

  1. Payment in Kind
  2. Stay of Execution (Alliance)

Important individuals

See also

References