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1-01-2012 @ 1:53AM
Here are a few submissions:Kolramas- empty undead flying fortress in Zul'Drak fit with plague materials for your necromantic or demonic (fusing demons together like an abomination) needs. Questers will be phased so it's private.ZG- enough said.Black Temple- secluded and hard to get to. Blocked off by an invisible wall that can only be bypassed in one spot. Empty and requires flying. Perfect for planning your invasion of ShattrathKara Cripts -Must fly under world. Spacious enough to run as your own instance and have warriors of the light assault it. The view is one of the best in game. Perfect for plotting your sinister actions against Stormwind or the surrounding areas. Also a nice tribute to the attrocities you have committed towards your enemies.Zul'Aman- Jump through cieling trick required. The desecrated land of the Amani warriors. You conquered this chaotic nation and stole their lands in order to annialate the elves and the undead, your mutual enemy. You can literally paratroop into Silvermoon from the void zone here if you are a mage, priest, or engineer.Stratholme- Must fly under world. This place is no easy task to get to. Not only do you have to fly under the world but you also have to bypass the spherecal barrier surrounding the city. The place is almost completely intact with no mobs whatsoever. This is the perfect point to plan another scourge attack on the Light's Hope or those ruthless Scarlet Crusaders. For the berserk scourge who broke away from Bovar's grip or those still loyal to Ner'zhul or Arthas, this would be their land of opportunity.Zul'Farrak- Flying or mountain climbing skills needed. What better place could you ask for to start terrorizing Gadgetzan or Thousand Needles from? It provides a vast area to start roleplaying an oversized sand imp hellbent on ruining trade caravans and plundering those little cabage monsters. Stormgarde- easy to get to as long as you're not low level. Loyal to the Syndicate, your base in Arathi is optimal for ruining the battle for the Basin by stealing supplies from both factions in order to fuel your attack on Ravenholdt. You can use this pretext for both Alliance and Horde characters to work together and terrorize the lands.Cave networks: There are random caves around the world that can be accessed. There are a few in the mountains above Redridge, on the coastline of AQ 20, near the upper logging camp in Stonetalon, above Mulgore, and many more. It is unlikely that you will be disturbed in these places.Outer instances- Climb, Wall trick, and others needed. You can climb out of various instances and use some of these places. It offers pure seclusion at the cost of capacity, yet these areas can offer story twists like your characters have been imprisoned by a mage and the blue wall is the only thing standing between you and the outer world. There may be an artifact within that the characters have to find (Ex; Nightbane) in order to shatter the walls and ruin the worthless sap who caused you so much trouble. It can also be used as a visable flashback to show others why a character hates a specific zone. Others may offer twisted lands and dream worlds at your disposal to further the plot.
1-01-2012 @ 7:49AM
I'd like to take this opportunity to remind everyone that 'tricks' is another word for 'bug' or 'exploit'. While it's not likely to get you in trouble, it is technically against the EULA. That being said, Kara crypts is freaky deaky.
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