The War Within Alpha - Hallowfall Main Story Quest Preview

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The War Within Alpha - Hallowfall Main Story Quest Preview
Today we are looking at the main story quest for Hallowfall. Keep in mind this quest chain is missing context and will likely change over time. MASSIVE SPOILERS AHEAD!

The Guiding Star

  • Anduin previously left with Adelgonn, one of the Earthen leaders, during the events of the Isle of Dorn questing. The two were intent on traveling to Hallowfall to seek aid from the Arathi against the Nerubians.
  • You meet Anduin and Adelgonn near Hallowfall's entrance. Upon entering and seeing the crystal in the sky, you eventually reach the town of Dunell's Kindness and meet Faerin, an Arathi lamplighter, and General Steelstrike.
  • The general recently ordered a retreat that caused a lamplighter and many troops to be placed in harm's way. Faerin wants you to help her recover them.
  • You take a lynx cart to the Aegis Wall while Faerin explains their situation to you and Anduin.
  • The Arathi here call the crystal in the sky a "star." They named it Beledar, meaning the "Emperor's Vision" of holy light.
  • These Arathi are known as the Hallowfall expedition of the Arathi Empire. They followed the Emperor's sacred vision across the sea to fight in Renulash, the final battle between light and dark.
  • However, they were caught in a storm and enveloped in golden radiance. The entire armada was transported here in a flash and has been fighting the Nerubians ever since.
  • Faerin was the only child transported with the Armada and grew up fighting the Nerubians, losing her arm and one eye in the process. She then explains that lamplighters are trained to charge into the darkness to save the lost and keep the dawntowers lit.
  • You find the missing lamplight, Great Kyron, at the Aegis Wall. You are tasked with dealing with the Nerubian presence here while gathering shattered remnants to empower the Aegis Keyflame.
  • We deal with the Nerubians there and stop their onslaught coming up from the depths. With the threat dealt with, you next head to the Dawnbreaker airship parked at Tenir's Ascent.
  • The Nerubians are also attacking this location, so naturally you must stop them. After destroying their siege units, you defeat the leader, Siegelord Xerosh. Alleria comes out of the shadows to aid you in this task. She says the Arathi remind her of her son, and she will do whatever it takes to keep them from harm.
  • Anduin tells you Faerin and Kyron went to the location's dawntower. These keep the Sacred flame shining upon Hallowfall. He suggests you help them light it up.
  • As you do, the crystal in the sky shifts to a void form. Faerin explains that this is normal, and the Arathi know what to do until it shifts back to light.
  • Alleria hears the whispers of Xal'atath telling her to search in the shadows. She decides to scout ahead alone.





Gathering Shadows
  • Anduin asks how long the darkness lasts and Faerin says it can span a few hours to several days. The Arathi lost many the first time it turned. She suggests we travel by air as monsters arise in the darkness.
  • You are forced to fight off void monsters as you travel, including a giant squid-like behemoth. Faerin explains that these creatures can be large enough to take out a warship.
  • The Arathi impose the Shadow Curfew during Beledar's void shift. All citizens must get inside to safety. As their numbers dwindle, some Arathi have lost hope and turned to the whispers in the darkness.
  • You arrive at Lorel's Crossing to find Kobyss (deep sea fishmen) raiding a location nearby called Sina's Yearning. You decide to help out.
  • General Steelstrike is there, and she wants to secure the village before rescuing the captives. Faerin doesn't like this plan as she believes they will die if not rescued immediately.
  • Faerin tells you these Kobyss lurk in the murky water and use numbers to attack and eat victims alive. She wants you to stop them.
  • You rescue citizens by the water. They thank Faerin, revealing her last name is Lothar. Anduin is shocked by this. Faerin then tells you to light the Holy flame in the center of Sina's Yearning to inspire her people. You also deal with some Kobyss leaders.
  • A wave of shadow surges past you and surprises Faerin. She wonders if the dawntower here is in trouble, and you discover it is corrupted by void.
  • The Order of Night cult is responsible. As you approach, Alleria reappears to deal with their leader, Aelric. He has heard whispers of her from the Harbinger and flees before she can defeat him.
  • Alleria tells Faerin that this cult claims allegiance to Xal'atath. They have done a ritual to turn the tower, and she wants you to investigate.
  • Faerin tries to use the light to stop the corruption, but it's too much for her. Alleria tells Anduin to call on the light and help her, but he refuses.
  • You search for clues to discover that the Order of Night has taken refuge in the Gloomcrag caves below the tower. While the Arathi sealed them years ago, the cultists must have dug their way in to target the dawntower from below. They have also infiltrated the Arathi ranks.
  • You enter the caves while Alleria holds back some shadow monstrosities. A void beast comes through a portal after you fail to stop a ritual summoning. Anduin is too reluctant to call upon the light, so you must fight it.
  • Faerin uses a flame to help guide you out of the darkness. During this time, she sheds light on Anduin's struggles. She relates to Anduin's plight, but her failures only cause her to fight harder to be worthy of the light. She reveals that she stowed away on the ship transported to Hallowfall to escape her cruel family.
  • Anduin says he hurt people and part of him liked it, but Faerin suggests he embraced the loss of control, not the pain. Faerin explains that doubt and mistakes don't make one unworthy. They light your path forward.
  • Alleria dispels the void illusion blocking the exit and we find that Beledar's light has returned.
  • We return to the dawntower to restore the flame. Faerin invites Anduin to help her, and he reluctantly helps, seemingly using the light again.








Hope in Solidarity
  • Faerin has you reconvene in Mereldar, the Arathi capital in Hallowfall, to tell General Steelstrike what happened at the dawntower. There, you are given the privilege to explore the city.
  • You meet everyone at the inn and buy them a round of drinks. Alleria reveals that the citizens have been talking about propaganda being put up around Mereldar. She tasks you with getting rid of it.
  • If you find Anduin and Alleria on the walls, she will tell the former king she wishes he didn't come here. They argue for a bit before Anduin reveals the radiant song has shown him Beledar in visions. He wishes Khadgar were here to piece it together, and Alleria agrees.
  • The two realize that the crystals in the Arathi flames are similar to Azerite, and Beledar shifted to its void cycle for the first time the day Sargeras plunged his sword into Azeroth. It must all be connected.
  • After meeting General Steelstrike in the barracks, she has you spar with some soldiers and play with orphans at the orphanage.
  • Soon, the alarm bells ring and you discover the Kobyss are attacking the nearby Veneration Grounds, something they don't normally do during Beledar's light phase. Faerin suspects Aelric is behind it.
  • We assault the forces while Aelric taunts us. Beledar starts to turn to void again. Alleria brings down his barrier and we fight him. During the battle, he reveals that the Harbinger has specifically taken an interest in us.
  • After his defeat, Faerin rallies her troops to bring their light to the darkness, and they push the enemy back, causing Beledar to shift back to light in the process.
  • After checking in on everyone and cleaning up Veneration Grounds, you reconvene with the troops only to find Regald Hornfyre shouting that the Nerubians have opened a new front at Light's Redoubt. Looks like we have more work to do.
  • There you reconnect with Kyron and take the fight to the Nerubians.
  • As you take to the sky on an airship to assault the forces, the Nerubians bring out a ballista capable of destroying you. Anduin stays behind, finding his resolve against the enemy. He is overwhelmed and you lose sight of him.
  • You rain destruction down on the forces from the airship, taking control of Faerin and Alleria to use their abilities. When enough of the enemy is dead, Alleria wants to return for Anduin.
  • Faerin wants to wait for reinforcements but reluctantly agrees. As the ship heads to find him, it gets caught in Nerubian webs and is pulled down into Azj-Kahet, ending the Hallowfall main story quests.







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