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Key Quest Guide

The Eye

This is where things start to get interesting. Or, to put it another way, this is where things start to make you wonder if the game designers are actually unhinged.

The Eye is the central structure of Tempest Keep ATW (the one that the Botanica AHW, Mechanar and Arcatraz AHTW all float around). Inside is Kael'thas Sunstrider, one of the two targets of the Vials of Eternity quest. Getting into the Eye is the single most complicated task in the game as it stands: you'll need six different keys, and you'll visit four different instances and one raid zone before you get your hands on the coveted Tempest Key that unlocks Kael'thas' flying fortress.

Important: As of patch 2.1.2, Blizzard have completely removed the attunement requirement for The Eye. As far as we know, you can still do the quests listed here, but they are no longer needed in order to enter the instance.

Big Trouble in Shadowmoon Valley

  • A journey of a thousand miles starts with a single step, and your first step towards the Eye is to visit Shadowmoon Valley and find Earthmender Sophurus AHT at Wildhammer Stronghold W. He'll send you northeast, to find his colleague Earthmender Torlok AHT at the Altar of Damnation.
  • Torlok is concerned at the plight of various elementals throughout Shadowmoon: so concerned, in fact, that he wants you to go out and kill them. He'll give you a Totem of Spirits AHT, which will capture the essence of each elemental you defeat. Over a series of quests, you'll collect spirits from elementals of each type.
  • Once you've bagged all the elementals, a more of them will approach the Altar and discuss matters with Torlok. At last he decides to send you to see Oronok Torn-heart AHT, who he suspects might be able to help. Oronok lives up on the Shattered Shelf in the far north of Shadowmoon (reaching him is far, far easier if you have a flying mount).
  • Oronok is a farmer, and in exchange for his help, he wants you to go out and dig up some tubers, with the help of a trained boar. Seriously. Bring him ten tubers and he'll offer you something tasty to eat, then send you out again to wipe out the eggs of the flayers in the valley. Finally, once he's sure he can trust you, he reveals that he's not a farmer at all, and tells you the story of the Cipher of Damnation AHT.

The Cipher of Damnation

  • Of course now it's your task to acquire the Cipher. As always seems to be the case, the Cipher has been split into several pieces, and you'll need to find all of them to proceed with the chain. This involves finding each of Oronok's three sons and helping them recover their fragment. You now have three quest lines to choose from, and you can do these in any order. Borak's final quest is the only one that needs a group, and since the follow-on from these three lines also needs a group, it's probably a good idea to leave Borak until last if you can, and keep the same five people together.
  • Grom'tor, son of Oronok AHT is the only one of the three who actually seems to have done something useful about recovering his fragment. He's at Coilskar Point W just southwest of Oronok's Farm. Having interrogated a naga, he's discovered that the fragment is hidden in one of the chests scattered around the naga grounds. Kill naga for their keys, and keep trying chests until you find the fragment. This is by far the easiest of the three sons' quests: so easy, in fact, you're forced to wonder why Grom'tor didn't just get the fragment back for himself.
  • Ar'tor, son of Oronok AHT is a 'hunter of remarkable skill and an expert tracker'. He set out to recover his fragment from Illidari Point W, and got himself killed in the process. Find his body (its in the middle of glowing circle held up by four beams of light) and get it down to get further quests from his spirit AHT. These are all fairly easy to solo, except the last one, which involves finding and killing a demon called Veneratus the Many. The demon himself isn't too tough to kill, but Ar'tor insists on sending a 'Spirit Hunter AH' to help you. This 'helper' keeps running out from the fight to get range for his bow, pulling in more and more adds in the process. Actually, the Veneratus fight tends to be easier without his help, but he's not easy to get rid of - especially since he needs to be with you before Veneratus will spawn in the first place.
  • Borak, son of Oronok AHT is, it turns out, completely useless. You'll find him cowering near a bridge close to Eclipse Point W, where he remains throughout his quest line (which is, incidentally, the longest and hardest of the three). The series of adventures he sends you on involve a 'complete and total barf-o-rama', a trip through Eclipse Point in disguise, and finally an encounter with Ruul the Darkener. You will need a group to defeat Ruul, who you'll find wandering the road that leads across the Netherwing Fields to the Dragonmaw Fortress.
  • Once you have all three fragments, return to Oronok (or, you can hand them in as you finish each quest line, if you prefer - he's not fussy). Once you've recovered all three, you're ready to use the Cipher to call on Cyrukh the Firelord AHT.
  • Take Oronok's quest The Cipher of Damnation AHT and head over to the Altar of Damnation. Use it there to summon Cyrukh, a huge elemental, out of the lava. Cyrukh is incredibly tough, even for a five-man group, so the trick is to wait for Oronok and his sons to arrive and take on the brunt of the fight. With their help, you should be able to defeat Cyrukh and claim some very nice prizes from Earthmender Torlok nearby.

The Trials of the Naaru

  • Once you've overcome Cyrukh, you'll find a letter waiting for you in the mail. It's from none other than Khadgar AHTW, who summons you urgently to Shattrath. Once you arrive there, Khadgar will pass you on to the naaru A'dal AHTW, who has vital news.
  • It seems that the Cipher of Damnation is also in the hands of Kael'thas Sunstrider W of Tempest Keep, who might use it at any moment the lay waste to the whole of Outland. This is a bad thing, and you might expect A'dal to want you to do something about it fairly quickly. Instead, he first wants to test that you're up to the job of saving the world, by setting you four trials. The first three trials can be completed in any order - each of them involves completing a task within at least one Heroic mode instance.
  • The Trial of the Naaru: Mercy AHT requires you to clear the Shattered Halls AHTW on Heroic mode (all three bosses must die), and recover the Unused Axe of the Executioner AHT from one of the Shattered Hand Executioners AH in the instance. To achieve this, at least one party member must have the Shattered Halls Key, and all five must have a Flamewrought Key.
  • The Trial of the Naaru: Strength AHT has two components: you'll need to recover both Kalithresh's Trident AHT and Murmur's Essence AHT. These are held by Warlord Kalithresh and Murmur, both of whom are end bosses, so this quest is essentially to clear out the Steamvault AHW and the Shadow Labyrinth AHTW on Heroic mode. To do this, each member of the party will need a Reservoir Key and an Auchenai Key to access the Heroic level content, and you'll also need at least one Key to the Shadow Labyrinth for the Murmur part of the trial.
  • The Trial of the Naaru: Tenacity AHTW is a rescue mission. If you've been through the Arcatraz AHTW before, you can hardly forget Millhouse Manastorm AHTW, the gnome who appears out of the second prison pod opened by Warden Mellichar AHTW. Now, your task is to head back to that instance and rescue Millhouse on Heroic mode. The gnome must survive the encounter, which will require at least one Key to the Arcatraz to get into the instance, and a complete set of Warpwrought Keys to turn it up to Heroic level.
  • The final trial is the Trial of the Naaru: Magtheridon AHT. This last trial is not unlocked until you have completed the first three: it involves going to Magtheridon's Lair AHTW in Hellfire Citadel AW and slaying the demon Magtheridon AHTW. Unlike the other trials, this is a 25-man raid, rather than a 5-man instance. No keys or attunements are needed for this final trial.
  • Once you've completed all the trials, A'dal will judge you ready to save the world. Go back to him to receive both the Tempest Key AHTW, which will let you into the Eye, and also a nice ring: the Phoenix-fire Band AHT. Now you're ready to enter the heart of Tempest Keep and face Kael'thas himself.

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