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Showing posts with label world of warcraft. Show all posts
Showing posts with label world of warcraft. Show all posts

Thursday, June 10, 2010

Cataclysm Video Update: Twin Peaks Battleground

Located within the Twilight Highlands, the Twin Peaks remains a crucial point of high ground for staging effective and debilitating attacks against the black dragonflight and the Twilight's Hammer, who dominate this foreboding environment. And now, two previous occupants of the nearby city of Grim Batol vie once again for control of the peaks' defenses. The Wildhammer clan, architects and original owners of the once-great fortress city, maintains some operations in forested outposts of the highlands. The Wildhammers now call upon heroes of the Alliance to help claim the peaks and fend off the Dragonmaw orcs. The Dragonmaw clan, having spent years working to enslave red dragons, once again provides strategic importance to the Horde. As the Dragonmaw and Wildhammers fight for territory they once called home, the Alliance and Horde carry out the struggle to control the Twin Peaks.


Capture the Flag


Twin Peaks is a new 10 vs. 10, capture-the-flag-style battleground. Much like in Warsong Gulch, players must work to dominate variable terrain, infiltrate the enemy base, and steal the enemy flag, returning it to their fortress while remaining in control of their own flag. The first faction to capture three enemy flags before time expires will win the battle.


Dominating the Terrain


Although the Wildhammer and Dragonmaw bases are virtually identical, the terrain surrounding each base is not. Players will need to work to control an asymmetrical field where the mountain peaks are divided by a valley river. A single bridge over the river serves as a choke point in the center of the map; although deep, the river can be crossed. On either side of the river sits an outpost where temporary character enhancements can be claimed. In addition, tree stumps and rocks throughout the valley create strategic points for you to use line of sight to your advantage. To prevent absolute domination by one faction through its control of the enemy graveyard, the Horde and Alliance players resurrected in Twin Peaks will spawn from one of two graveyards per faction.


Wildhammer Longhouse


Serving as the Alliance stronghold in the north, the Wildhammer Longhouse hovers above the valley, atop a series of plateaus. With three entrances to the complex, players have two primary means of reaching the longhouse: scaling the plateaus to the northwest, or using the stairwell up the middle in order to access any of the three openings. Be careful, though! Falling or being knocked off the cliff can not only cause damage, but it can also hinder a successful offensive against or defense of the base.


Dragonmaw Clan Compound


Acting as the Horde base in the south, the Dragonmaw Clan Compound sits over a body of water into which the valley's river feeds. With three entrances to the compound, players have a few means of getting inside. One entrance on the southeast side requires riding up an incline and crossing a knee-deep river. A second entrance is through a water pipeline leading from the surrounding lake, while the main entrance can be accessed via a bridge over the waterfront. You'll want to be aware of your surroundings when you use the main entrance, though, because players can be knocked down into the water, slowing their advance or crippling their defense.


Those who seek to control Twin Peaks will face an intense battle. The lands surrounding this ever-troubled location are key strategic strongholds of Deathwing and all of his followers. The Twilight Highlands are as rich with history as they are fraught with disaster and tragedy. Will the Dragonmaw clan, reinforced by Garrosh's Horde, take control? Or will it be the Wildhammer dwarves, reunited with their Ironforge brethren and accepted into the Alliance, who seize the peaks?




Monday, May 10, 2010

Cataclysm Update: Halls of Origination

As with Uldaman and Ulduar, Uldum houses one of only a few of the known titan constructions, the existence of which predates that of mortal life on Azeroth. For years historians have explored southern Kalimdor for a means of entry into this ancient titan land, searching for more evidence of Azeroth's origins. But the Cataclysm will change everything, for the façade behind which Uldum has been tucked for millennia will be ruptured, leaving powerful mysteries vulnerable to discovery by the bravest, smartest, or perhaps even most brutal explorers.


The Halls of Origination in Uldum is a level-85 five-player dungeon available in World of Warcraft: Cataclysm, featuring an unparalleled journey through the timeless titan construction and seven unique boss fights. Hidden deep within its halls lies an ancient treasure that, if placed in the wrong hands, could endanger all life on Azeroth. Should players survive the perils of Uldum, they will be called to help Brann Bronzebeard unlock the mysteries within these treacherous titan halls and protect the titans' ancient secrets.



Entering the Halls


You will immediately learn the gravity of your situation in the Maker's Overlook when stumbling over the bodies of those who have entered the Halls of Origination before you, seeking power... and failing. Those who survive beyond the entrance of these ancient corridors will be greeted by Brann Bronzebeard just outside the dungeon's transport system to the upper reaches. It will require more than the guidance of Brann to advance upward, however, as the secrets of these halls must first be unlocked.


Chamber of Prophecy


The column-strewn Chamber of Prophecy is truly a testament of time. In a room adorned with the relics of an ancient culture, two arks await investigation, protected by ever-faithful servants. Those who meddle with the titan relics must answer to Temple Guardian Anhuur, the overseer of this chamber and a master of holy magic and devastating hymns.


Tomb of the Earthrager


Across from the Chamber of Prophecy and just outside the dungeon's walls lies the Tomb of the Earthrager, entrenched within a pyramid sun-scorched and bombarded with sandstorms. Littered with the bones of the long deceased, the tomb waits to collect more unprepared victims. It is, after all, the resting place of Earthrager Ptah. Those who disturb his tomb disrupt an eerily quiet place before Ptah shakes the ground beneath you in a Tumultuous Earthstorm, bringing to life the weathered bones of the deceased and unearthing vile Scarabs.


The Vault of Lights


With walls weighted by priceless titan artifacts, the Vault of Lights will serve as a chamber of punishment for your intrusion. Anraphet, a haunting statue of titan composition, awakens to serve his fellow keepers and eradicate all mortals who enter. Make no mistake: his long slumber will not prevent him from showing absolute wrath.


Seats of the Keepers


Survivors of the halls' depths will gain access to the upper reaches. With help from Brann Bronzebeard, you must uncover the mysteries of Uldum. Your journey will lead you to areas of ultimate consequence: the Seats of Magic, Life, Chaos, and Radiance. Here you will be confronted by the construct of magic Isiset, construct of life Ammunae, construct of chaos Setesh, and construct of radiance Rajh. You will be tested by these constructs of Uldum, who will not easily give up their thrones or the secrets of the titans.



Only by exploring Uldum's Halls of Origination in World of Warcraft: Cataclysm will you have a chance to uncover their dangerous powers, and perhaps even the mysteries behind the origins of life on Azeroth.

 

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