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Quest

The War of the Ancients

A World of Warcraft quest in Malorne's Nightmare. Facts and objectives from the current retail game data.

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Top Comments

The highest voted Wowhead comments for this page. They are community notes, not TheWoWDB comments.

1
CallMeNoa+26via Wowhead (opens the original comment in a new tab)

Seeing all the Wild Gods fighting on Hyjal like this was an incredible experience for me, personally. I was disappointed at first that Goldrinn wasn't there, but then I remembered that of course he wasn't; during the WotA, Goldrinn was defending Eldre'Thalas (what we now call Dire Maul). He wasn't part of the main army.

As for Malorne fighting Archimonde, Malorne stepped in during the war to save his son Cenarius when Archimonde appeared on the battlefield. Archimonde killed him by snapping his neck, which explains why it's his worst nightmare that the Emerald Nightmare trapped him inside.

3
asmindria+16via Wowhead (opens the original comment in a new tab)

If you abandoned this quest or left the scenario without accepting it, you can re-enter the scenario from the portal in the Nightmare area of the Emerald Dreamway at coordinates 80,39 - the quest will be available once you're inside!

Read all 14 on Wowhead ↗

Quest facts

LevelLevel 45
CategoryDruid Campaign
Quest ID42053

Check whether you have already completed this quest in-game: /run print(C_QuestLog.IsQuestFlaggedCompleted(42053))

Requirements

ClassDruid

Read from the Blizzard quest API.

Description

To free Malorne, we must win the War of the Ancients. A millennia ago, this battle took the combined efforts of the greatest defenders of our world. To win now, we must do the same. Go upon the battlefield and defeat Legion foes, rescue and revive our allies, and free the innocent who have been caught in the battle. Every enemy defeated and every ally saved will help turn the tide in our favor!

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Where to go

Pins are the quest’s own POI points from the current retail client, projected onto the in-game zone map. The game marks one blob as the quest’s turn-in; the rest are objective areas. Points that fall outside a map’s window are dropped rather than guessed at.

Malorne's Nightmare Quest turn-in 38 mapped points
Malorne's Nightmare map showing where to go for The War of the AncientsTurn-inObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective area

In-game waypoint: /way #760 61.4 65.7

Coordinates

  • Turn-inMalorne's Nightmare 61.4, 65.7/way #760 61.4 65.7
  • Objective areaMalorne's Nightmare 65.1, 62.1/way #760 65.1 62.1
  • Objective area (centre of the marked area)Malorne's Nightmare 55.7, 38.1/way #760 55.7 38.1
  • Objective area (centre of the marked area)Malorne's Nightmare 59.0, 43.3/way #760 59.0 43.3
  • Objective area (centre of the marked area)Malorne's Nightmare 55.9, 36.1/way #760 55.9 36.1

Map coordinates of the pins above. An area the client draws as a shape is given by the centre of its points.

Getting there

From the turn-in, the objective areas lie:

  • Objective areaabout 60 yards north-east
  • Objective areaabout 260 yards north
  • Objective areaabout 200 yards north

Straight-line distances in yards between the quest’s own map markers (QuestPOI) and the client’s flight-point positions (TaxiNodes); flight paths and terrain are not modelled.

Related
Money20 gold22 silver
Experience6,150 XP

Storyline

The Eternal Dream III

Part 7 of 11.

Previous: Defenders of the Dream · Next: Archimonde, The Defiler

  1. 1Powering the Portal
  2. 2Focusing the Energies
  3. 3Focusing the Energies
  4. 4Defending the Isles
  5. 5Enter Nightmare
  6. 6Defenders of the Dream
  7. 7The War of the Ancients
  8. 8Archimonde, The Defiler
  9. 9The Demi-God's Return
  10. 10Champion: Remulos
  11. 11The Emerald Nightmare: The Emerald Nightmare

Storyline order is the client’s own QuestLine data from the current retail build.

Where this quest fits

Before this quest

Taken from the storyline's own step order.

  • Defenders of the DreamLevel 45

    Never has our order faced such a difficult challenge. To succeed, we must rely on each other's strengths. However, we only have a few defenders to spare for the battle ahead. Broll, Sylendra, Zen'tabra, and Mylune have all volunteered to accompany you into the valley below, but I can only spare one.

After this quest

Taken from the storyline's own step order.

  • Archimonde, The DefilerLevel 45

    We have turned the battle, <name>! The Burning Legion is greatly weakened. Only one task remains. Malorne is locked in battle with Archimonde, the demon that slew him ten thousand years ago. Remember, <name>, we are trapped in Malorne's nightmare.

The storyline at a glance

The Eternal Dream III has 11 steps, from Powering the Portal to The Emerald Nightmare: The Emerald Nightmare.

Maps its steps are placed on (steps per map): The Dreamgrove (7), Malorne's Nightmare (4).

Steps of this storyline count toward:

Other storylines on The Dreamgrove map

Steps, storylines and map placement from the client’s QuestLine, prerequisite and QuestPOI data; neighbouring quest text is Blizzard’s own (quest API), shortened to its opening sentences.