World Of Warcraft: Secrets, hints, useful tips for the arena. Protected secrets Wow game secrets

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Did you know that the sign of one of the Dalaran buildings is marked with a tiny figurine of a raven? This building houses the entrance to the Rogue Class Hall. If you're playing a rogue and constantly forgetting where to run, look for a sign with a figurine - it will lead you where you need to go!

Did you know that the Draenei and Blood Elf starting zones are located on the map of Outland? If not for fatigue, we could have reached these locations in a flying vehicle. The Eversong Woods and Azuremyst Isle differ from other locations in that they cannot be flown. There aren't many places like this left in the world of WoW!

On the screen, you see me flying towards the blood elves from the Netherstorm. I fly for quite a long time, and the fog does not allow me to see the location from afar. If the fog is removed, it immediately becomes clear what's what.

If you fly past the Dark Portal in Hellfire Peninsula, you can stumble upon the Ghostlands.

According to history, the starting locations of the draenei and blood elves are in Azeroth, but in fact there are teleporters that transport anyone who enters there to Outland. There is a certain logic in this, since both races and their corresponding locations appeared in the Burning Crusade expansion, but for some reason the starting location of the death knights is not in Northrend...

Now let's talk about the worgen starting location. Prior to patch 5.4, it was possible for worgen to drown themselves in the lake and resurrect in the Alliance Graveyard in Westfall. By the way, if you die in some strange way or force quit the game to get rid of glitches, you will spawn in one of the standard graveyards (Westfall for Alliance and Northern Barrens for Horde). Therefore, the next time you mysteriously find yourself in these places after death, do not be surprised - the game client just crashed.

So, about the worgen. Prior to patch 5.4, if a player managed to die in their starting zone and then end up in Westfall, they could level up to max level without completing any racial quests, including the worgen form. This is how people-druids appeared, who could not take on another form. If you use this move now, you will automatically gain all racial abilities upon entering your first fight.

In the alpha version of WoW, a model of Naxxramas hung over Stratholme without textures. In those days, the entrances to the raid dungeons were in regular dungeons. For example, to get to the Molten Core, one had to go through the Blackrock Depths, so Naxxramas over Stratholme did not surprise anyone. However, later Naxxramas was moved so that the entrance to it was outside of Stratholme, and then completely dragged to Northrend, but you know ... if you go to Stratholme and raise your head up, you can still see the same model without textures. It is impossible to fly into Stratholme from the outside by conventional means, because it is surrounded by an invisible wall. For the same reason, you can't approach Stratholme from behind, but if you do manage to get inside, you'll see an Alpha Nux. Why is it needed there, you ask. I'm not exactly sure, but it seems to me that in order to create a new dungeon, the developers simply copied the old version of Stratholme and forgot to remove something from it, and then simply blocked the old dungeon so that no one would notice anything.

By the way, in the alpha version, the Dark Portal model was used to mark the dungeons that were under development. Almost all of these Dark Portals later turned into raids and battlegrounds, with the exception of one. The portal that stood at the bottom of the sea in Azshara never became anything. What does it mean? Most likely, the developers had plans to create a dungeon with nagas and, possibly, Azshara herself, especially considering that this character is one of the oldest in the world of WoW, but at the same time his story was never fully told. No, seriously, Azshara is comparable to the Old Gods! The question of whether she would ever appear in the game was never raised, everyone was just wondering when it would happen. But now, what kind of addition is slipped to us only by the assistants of the naga queen, they are allowed to talk with her projection, and that’s all ... The developers tease the players with Azshara year after year, but they never showed her. There are rumors, but judging by what's going on in the Legion, it won't be long.

Again I digress, back to the alpha version of WoW. What was that portal at the bottom of the sea in Azshara for? Many players believe that this was the entrance to the battlefield. Initially, the location itself was designed like a map in DOTA or League of Legends. Teams of 5 players were supposed to fight each other in MOBA style and complete objectives at different points on the map, but ultimately the battlefield never saw the light of day. It’s also strange that the underwater portal leads to the battlefield, which takes place on the ground, so it still seems to me that there should have been a dungeon or a raid there ... such a shitty raid with idiotic mechanics, because in the days of classic WoW they didn’t make others . Perhaps that is why they decided not to open it. I mean… well, did you do the bomb quest in Hellfire Peninsula? It can be considered one of the early quests that remained in the game after the onset of the Cataclysm, which took the whole old world with it. So, the wyvern flies to the bomb site for ages, the bomb must be thrown directly from the bag, and the cooldown of that bomb is simply huge! But the idea seemed brilliant to the developers, because they made the quest repeatable - you know, suddenly someone will like it. Why am I? Oh yeah, most likely, that underwater dungeon was hardly up to the standards for game mechanics of that time. For some reason, no one remembers that now nothing prevents it from being completed and released.

Speaking of content that has been promised for a long time, but still never released, one cannot fail to mention the Emerald Dream. If you look at the early screenshots of the patch of the same name, released in 2008, you can see this statue. In Legion, after killing Xavius ​​in the Emerald Nightmare, players get rid of the nightmare and see a small part of the Emerald Dream. In this very dream, the same statue can be seen. Most likely, this is an ordinary Easter egg, but there is one moment. If you defeat Xavius ​​with a dark priest, enter the cave next to the statue and click on the flower that grows in it, you will hear a curious remark from your artifact weapon, Xal'atath ("The last prison will soon fall, and the Old God will be free") . Combined with Il'gynoth's lines, it can be assumed that this is about the upcoming battle with N'Zoth, because this is the only Old God that has not yet been in the game.

Krasarang Wilds of Pandaria has small island, which lacks NPCs and quests. But there are signs with red frogs depicted on them. If you look around, frogs on this island are found at every turn, and these are not fighting pets. Players who have been to this place call it Frog Island. There are few such players, since they are not sent to the island in the process of completing quests and achievements. It can only be found if you are interested in the world, and you wander through different nooks and crannies, looking around. If the frogs are killed, they will quickly reappear. If you constantly kill frogs for some time, a large frog named Kro'akan will appear, which only casts one spell - Toad Justice. Justice instantly kills the attacker. What is this island? Why are there so many frogs on it? Who put up warning signs there? Who is Cro'acan and why is he avenging other frogs? All this is very strange, and explanations have not yet been found.

If you have ever been at the entrance to the Scholomance, you have probably paid attention to the city of Caer Darrow surrounding the dungeon. The history of the Scholomance fully explains the appearance of ruins and undead in that area, but few people know that Caer Darrow is a whole city of ghosts, mainly because this city can no longer be entered. Earlier in the game there was a quest with a reward in the form of a special accessory, wearing which you could see ghosts and talk to them. One of the ghosts even sold rare recipes. After the release of the Cataclysm, the quest is no longer in the game, so if you did not manage to complete it in time, you will not see anything. Personally, I didn’t have time, but my priest kept an old accessory from Molten Core, the Eye of Divinity, which allows you to see almost all the ghosts in the game. So I took these shots for you. The Eye of Divinity has also disappeared from the game, and it only fell to priests, so I don't think many people can use it now. If the city of ghosts seems ordinary to you, I hasten to upset you. Despite the fact that the game is very popular these days, there are very few old players left. For a moment, the classic ended about 10 years ago, and almost 6 years have passed since the removal of the quest chain.

On the Isle of Thunder, in one of the corners of the Palace of the Lord of Thunder, there is ... a wall worm. You can get to it by jumping on the nearest tree. If you approach the worm and turn to it, an interesting dialogue will occur.

Did you mean to say "hello"?

Nope, Creved. But that's also nothing. Bye.

This character is a reference to the movie Labyrinth, which has a similar scene with a worm sticking out of a wall.

Have you ever seen the sea in the mountains? There is a large mountain range in the Arathi Highlands, southeast of Hammerfall. If you fly over the ridge on a flying mount, you can see a large plain covered with grass, and the map will indicate that you are not on mountain top and in the Forbidden Sea. Prior to the Cataclysm, when Kalimdor and the Eastern Kingdoms were unflyable, almost all mountain peaks were untextured. When everyone started flying, the developers did not redo the areas where no one goes anyway, but simply covered them with textures. Apparently, the mountain on Arathi got not the usual "top", but the texture with grass. By the way, this is a very large and comfortable platform where you can hold secret meetings and all that. Rest assured, no one is there - everyone is flying past on their own business!

If you move a little further southeast from the sea on the mountain, you can find a small farm where dwarves live. I'm pretty sure there aren't any quests (Alliance players, correct me if I'm wrong!). It's just a farm that few people have seen either.https://www.youtube.com/watch?v=NxUn4YAJjtY

That's all for today! Some of the secrets I've voiced are ordinary Easter eggs or even glitches, but almost no one knows about them - which means they are still secrets. Of course, there are other ghosts in the world besides the inhabitants of Caer Darrow. If you want to know more about them, follow the link in the description.

There are such subtleties of the game that not everyone even knows (and many mega fathers do not want to reveal their secrets), but which can sometimes tip the scales in battle in your favor.
You will say that there is a lot on the forum and only the lazy did not find it all, but perhaps many (like me) would like to see it in one (preferably attached topic) in order to save our precious time with you, and someone will be able to find it for themselves something new.

I invite everyone (especially our favorite folders and mothers) to share their secrets, tricks, etc.

I will try to somehow systematize the information that you add

Secrets available to all classes

Hint No. 1, according to the very withdrawal from the sheep, the Hunt block: take 1 of 2 spawning pebbles in any arena (to search for players in stealth) - the debuff will be received within 20 seconds. inflict a penny damage on you, while taking you out of the sheep.

Secrets Available to All Managers

Hint #1, good way breed a magician for a CS, a varr for a pummel, a horn for a kick, etc. - this is known to many fake heal. The cast starts and resets halfway through. Oddly enough, sometimes it works even at high ratings.

Hint number 2, paradoxically - many do not know that you can drink water in the arena. Bought in NE in barracks

Hint number 3, you have a lock dog with an autocast dispel, and you need to hang an important buff on yourself? first you hang a buff of 1 rank (I use a fade for this for 30 mana or so), the dog eats it and you can safely hang the already desired buff, cd to dispel the felhunt for 8 seconds.

Hint #1 that can be used by any warr, in any build, and in any stance. The situation is this: You know that in a couple of seconds they will control you, for example, they will make you a cute lamb and you will not be able to resist this, but "Oh! Miracle!" next to you (within a radius of 10 yards) hangs out an elemental mage, then you use a rarely used, but nevertheless wonderful instant cast ability: Challenging Shout:
thottbot.com/s1161
in fact, you taunted the element on yourself and he is forced to attack you, which will immediately knock you out of the sheep
you can also taunt hunter's pets (if Hunt has used an ozverin, the pet does not taunt), lock's pets, druid trees.

Hint No. 2, from games with a pet, you can add a fire discharge not to a lock / hunt, but to a pet. In the same way, you can mock with a shamik - defuse the fire into the totem. Advantages - firstly, there are usually no pillboxes on the pet, which will allow you to bandage, and secondly, if you are not going to bandage, you can pick up the enemy for free for a while while he runs around in the fire.

Hint number 3, if for some reason you find yourself with a shield in your hands (a hard focus is on you, or you decide to reflect something, or you just love shields very much) and at the same time you are in a battle or defense stance and next to you is some impudent the caster is trying to cast some kind of bug, then using the Bash ability:
www.thottbot.com/s29704
then you will interrupt the cast and shut down the school for 6 seconds (Pummel shuts up for 4 seconds), while unfortunately the cooldown on Pummel will increase from 10 seconds to 12 (Pummel and shield bash on the same cooldown).

Hint #4, disarm in stun - the meaning is that CD disarm for a minute, and in order to definitely disarm the enemy (remove doji/parry and not be afraid to waste stew and global CD) before planting disarm, do an intercept into him, and only after that this disarm.

Hint #1, under varr - cast MK. Having received a pummel, you can safely charge the GH, for example, if you don’t receive it, you can throw the varr off the bridge or take it away beyond the LoS.

Hint #1, under frostmage - cast xl rank 1 to get an additional magic buff. After hitting the nova - BoF cast and instant BoK/BoV recast. The BoK/BoV rebuff on top of the BoF is only needed for one thing - to prevent the mage from getting a BoF. (It's easier to make a macro like /cancelaura Blessing of Freedom, because if the mage is just waiting to sninz with freedom, then 1.5 sec GCD is enough for him.)

Hint No. 2, if the pet does not allow the palu to drink, and at the same time you have to run after the pillars a lot, then you can hang a pet on the pet and regenerate mana on the run.

Hint #3, here is one (albeit little used) paladin trick: against commands like afflicter + rogues, if there is time between heals (or if you run from rogues, and freed on cooldown), then it makes sense to use not cleanse, but purify. Then the winding and creeping pozones will be removed without the risk of receiving a debuff from the dispelled AA.

Hint number 1, if the warrior uses a reflex, and you have and will have a fel armor - cast a siphon life. As a result, the warlock receives his own pillbox, which heals him, and the healed out exceeds the taken away thanks to the fel armor. Plus, such a "hot" removes many types of control.

Hint #1, a hunter can scare beast another hunter's pets if they are not psychotic. Drul in "animal" form and a shaman in a dog can also be faked.

Hint #1, the druid can hibernate hunter pets if they are not psychotic. Drul in "animal" form and a shaman in a dog can also stick together.

Comment from Drudatz

Someone else just did the quest? Bad luck for you! Wait for the respawn of the shields:) Which is a waaaaaaaaaay to long respawn time......

Comment from doorley210

At first this quest seems easy enough. There are nice large indicators on the mini-map to show where the shields are located for the first three or four. Then it becomes mind-numbingly tedious. The indicators run out and you must go inside each of the buildings to find these shields. I didn't have coordinates on my avatar or I would give them.

Comment from LucklessGeek

The shield text sometimes bugs out and doesn't appear. In case you missed it, here it is:
(NOTE: The order you find the shields doesn't matter, the text is always in this order)

1.
The engravings on the shield depict a goddess of the shieldmaidens, watching over them in battle.
Above her is inscribed the name "Eyir".

2.
This shield appears to show various trials undergone by the warriors of Skold-Ashil.
A depiction of the nearby temple adorns the center.

3.
An image of a shieldmaiden is carved on this shield, kneeling before an elaborate spear.
The priestesses of the temple stand nearby, silently observing the rite.

4.
The scene on this shield shows one of the shieldmaidens hovering above a statue of an ancient champion of Skold-Ashil.
The shieldmaiden is glowing with a radiant aura, and is held aloft by golden wings.

5.
Upon this shield, an engraving of Eyir stands at the entrance to the titan vault.
She appears to be welcoming a winged champion of the shieldmaidens inside.

6.
This shield bears an image of a winged shieldmaiden lifting the body of a fallen vrykul from a battlefield.
The shieldmaiden"s image appears eerily similar to that of a Val"kyr.

→ Secrets of World of Warcraft - discover them

One of the biggest selling points of World of Warcraft is the huge game world. This cannot be denied. Moreover, with each new addon, this world is constantly expanding and growing. With Burning Crusade we got a whole new world“Draenor, with the advent of the Lich King, we have a new continent in Azeroth - Northrend, and when Deathwing flew to us, several new locations opened up in the old world.

In general, the rules of world of warcraft tell us that you can explore this world almost endlessly. And do not think that "achievements" in research can say what you have already seen. As soon as the mounts and wow helper appeared, all areas "open" almost in an instant. You just fly over the location at a very high speed, except for the clouds you see nothing, and new areas in the location open up. And after seven or eight minutes of flight, the entire location is already open. But this was not originally laid down in the rules of world of warcraft. The developers have been diligently creating a world where there are many additional and interesting things. Literally every area carries some secrets of world of warcraft.

Try to explore

In order not to miss interesting places, try to explore the world very carefully, look not only at the helper wow signs, but also at the area itself. Then your chances of revealing a few secrets of world of warcraft will be much greater. You will be able to see new places that hold the history of World of Warcraft.

It's just that few people do it. For most players, the main task in the game is character leveling, raids and dungeons, pvp, etc. In general, just following the standard rules of world of warcraft.

But, thank God, there are special gaming communities that prefer to play a role-playing game. This approach includes full immersion in the game world. Not in the gameplay itself, but in the atmosphere and history of the game. A great achievement for a role player is considered to be fully aware of himself as a game character. It's pretty exciting, but you have to have an edge. After all, it's not far from addiction.

Such players do not use the helper program in WoW, they completely read the text of the quest and delve into what is happening in the game. Even when quests in certain zones become "greyed out" because your level is already too high, players still complete them. Despite the fact that the rules of the world of warcraft game say that experience is not given for such quests.

In terms of research, such players rarely use any mounts. Both on the ground and in the air (except for those places where, except on a mount, it is impossible to climb in any other way), they go the full way on foot in order to see all the secrets in the world of warcraft game with their own eyes. Often such players are active participants in thematic forums. There they discuss various places they find in the game, the history of the world, etc.

Of course, given the approach to the game and not using a wow helper, such players take quite a long time to reach the maximum level. But it doesn't bother them at all. Despite the fact that there are quite a lot of interesting historical events in the top raids, role players do not strive to get the highest level as quickly as possible in order to get there.

Some can rise from the first level to the maximum for a whole year. As a rule, such players spend 5-6 hours a week in the game. They open several secrets of world of warcraft and are quite satisfied with themselves!

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