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Horrific Visions of Stormwind: Full Event's City Guide

Updated 25 May 2025 | Author: Dmitro | ~28 min

Horrific Visions throw players into an eerie, corrupted reflection of Azeroth’s most iconic capitals, where everything familiar is warped by N’Zoth’s dark power. In Stormwind’s vision, the once-proud city is now a maze of shadows, crawling with horrors and twisted echoes of its people. Your main objective is to challenge Alleria Windrunner at the heart of the Cathedral, but true mastery of the Vision means pushing deeper — clearing every district and overcoming every challenge the city has to offer to maximize your rewards.

Success in Stormwind’s Horrific Vision isn’t just about raw combat prowess: you’ll need to balance speed, efficiency, and careful planning as you race against your ever-draining Sanity bar, all while contending with unpredictable Madness effects. This guide will walk you through a strategic path across each district, highlighting efficient routes, key dangers, and useful tips, so you can make the most out of each run.

Starting Point: Cathedral District

Horrific Visions Stormwind Map

You begin your journey in Cathedral Square on the west side of Stormwind’s grand Cathedral, the only Tainted zone of this vision. This starting area has the lowest ambient sanity drain (about 6 sanity per second), but there are several key preparatory steps to set yourself up for success. Before rushing ahead, make sure to:

  • Identify the "Bad" Potion: Near the fountain, look for the corpse of Morgan Pestel – by his body you will find a colored potion flask. That color indicates the corrupted potion for this run (drinking it will cost 100 sanity). Avoid that color in any potion you find. All other potion colors will provide beneficial effects or buffs, so feel free to use those when needed (they can restore sanity or grant short-term boons). This simple step at the start can save your sanity early on.
  • Check for Buffs: Two different friendly NPCs may spawn in Cathedral Square, but only one per run. Peek inside the nearby buildings: if Augustus Molaine (a ghostly chaplain) is present, defeat him to receive a 7% Versatility buff for an hour. If instead the Angry Bear Rug Spirit haunts The Argent Dawn tavern, slay it to gain a 10% Haste buff for an hour. These buffs persist through the vision and significantly enhance your survivability and damage, so it’s well worth taking this quick detour.
  • Collect Odd Crystals: As you clear the few hostile trash mobs in the square, keep an eye out for strange Odd Crystals glinting in corners. In this revisited version of Horrific Visions, an ethereal vendor named Zarhaal stands in Cathedral Square and will trade these crystals for Displaced Corrupted Mementos (the currency for talent research and rewards). The more crystals you turn in at once, the better the payout: for example, 5 crystals yield 150 corrupted memento, but turning in 10 at once yields 425 corrupted memento. Plan to hand them in only once, at the end of your run or when you’ve gathered as many as possible, but don’t forget to turn them in before finishing the vision or leaving (you lose unsubmitted crystals if the vision ends).

Also, don't forget to check out our complete Guide for Odd Crystals locations in both Stormwind and Orgrimmar:

Odd Crystals Locations

Once these tasks are done and the area’s minor enemies are dispatched, you’ll be ready to move on. The Cathedral District’s objective is simply to start the scenario; Alleria awaits here at the end, but you should leave her for last. A handy portal will remain here to quickly return after clearing other zones. Now, venture into the city proper following our recommended path.

Mage Quarter

The Mage Quarter is the first Lost Area we suggest tackling. Lost areas are more challenging, with higher passive sanity drain – about 10 sanity per second here without research upgrades. Entering the Mage Quarter plunges you into a warped arcane district shrouded in void. Your task in this zone is twofold: close all 5 Void Portals scattered around the quarter, and defeat the area’s boss, Magister Umbric, inside the mage tower.

Begin by methodically moving through the narrow streets to shut down the portals. Each portal is guarded by a pack of enemies that must be defeated to close it. We recommend a clockwise route around the quarter (as indicated in the map above) to efficiently cover all portal locations without backtracking. Notably, when you reach the westernmost portal, you’ll encounter Zardeth the Black Claw, a mini-boss warlock guarding it.

Be prepared for Zardeth’s abilities:

  • Shadow Bolt: A straightforward Shadow damage nuke he’ll hurl at you. This can be interrupted, and you should do so whenever possible to minimize incoming damage.
  • Rain of Fire: Zardeth blankets an area on the ground in fel flames. Standing in this fiery void zone deals continuous damage and, more dangerously, drains 30 sanity every 2 seconds for 12 seconds. The orange-red circle is large and persistent – move out of it immediately to preserve your sanity.
  • Summon Unstable Servant: Throughout the fight, Zardeth will summon small unstable minions. These little aberrations channel a spell that deals damage based on a percentage of your health. They’re weak but can stack up damage so eliminate them quickly with area-of-effect attacks before they chip away too much of your health.

With Zardeth down and that portal closed, continue deeper into the quarter. In the central plaza of the Mage Quarter, there are two portals in close proximity. Try to clear the enemies and close both portals before dealing with the giant aberration patrolling nearby. That aberration is the Boundless Corruption, a hefty void horror whose fight can be nasty, especially for melee fighters. If possible, pull other nearby trash first so you can face the Boundless Corruption one-on-one. When you’re ready, engage it and watch out for:

  • Expel Corruption: This ability causes multiple void pools to spawn under players feet continuously during the fight. Each pool inflicts moderate damage and sanity loss if you stand in it, so keep moving and position carefully. The arena can get cluttered; don’t back yourself into a corner.
  • Chaos Breath: A frontal cone attack that the Boundless Corruption bellows. If you’re caught in front of it, you’ll take very heavy damage and suffer a brutal sanity drain (around 30 sanity per second for 4 seconds if you remain in the cone). Stay to its side or back as much as possible, and dodge out of the cone when you see the telltale wind-up.

After defeating the Boundless Corruption and closing any remaining portals in the vicinity, only one portal should remain. Head to the last portal, tucked inside a building to the north. Clear it, and you’ll activate the final stage of this district: the showdown with Magister Umbric in the Mage Tower at the quarter’s center.

Magister Umbric

Entering the tower, Umbric will confront you with a mix of frost and void magic. This can be one of the trickier fights in Stormwind’s vision, because Umbric periodically becomes untargetable while assaulting you with spells that test your positioning and reaction time. Key mechanics to handle include:

Frozen Storm: At 80%, 45%, and 25% health, Umbric teleports to one end of the long hall and begins channeling a devastating blizzard down the length of the room. While he channels, frosty missiles cascade in straight lines. These Frostbolts deal moderate damage and drain about 30 sanity if they hit you. You can’t hurt Umbric from afar during this phase – you must chase him. The strategy is to quickly dodge or sidestep the patterns of bolts (they fire in intervals so watch the gaps) and run toward Umbric. Once you get within melee range (about 6 yards), you can hit him and interrupt the channel. Ranged players still need to move up somewhat, as line of sight might be an issue; essentially, push through the barrage to stop the channel ASAP. Avoiding or minimizing hits here is crucial to preserving sanity.

Entropic Missiles: This is a channeled spell Umbric will cast on you at random intervals. It inflicts continuous shadow damage and drains about 15 sanity per second for 3 seconds if not stopped. The good news: it’s interruptible. Treat this as a high-priority interrupt whenever it comes. If you’re silenced or unable to interrupt, use a defensive cooldown to mitigate the damage and sanity loss.

Tainted Polymorph: Umbric occasionally attempts to transform you into a helpless sheep for 4 seconds. If it lands, you’ll wander around, unable to act: a potentially deadly scenario if other spells or mobs target you. This cast must be interrupted or otherwise prevented (stuns or immunity effects can also stop it). If you’re playing solo and get Poly’d, there’s no ally to break you out, so be extra vigilant in stopping this cast.

Between these phases, whittle down Umbric’s health. Once you finally defeat him, the Mage Quarter is complete. A portal will appear just outside the mage tower, conveniently teleporting you back to Cathedral Square. Take a breather – two zones down, three to go. Back in Cathedral Square, replenish your sanity if needed (this might be a good moment to use a Sanity Restoration Orb, if your run has that resource available, or to simply catch your breath). When ready, head toward the Trade District.

Trade District

Leaving Cathedral Square through the middle eastern gate will put you in the Trade District, a Tier 2 Corrupted Area with a moderate sanity drain of about 8 per second. The Trade District’s once-bustling marketplace is now filled with imprisoned citizens and crazed foes. The objectives here are: slay two mini-bosses and rescue 8 captured citizens. You can accomplish these in any order, but an efficient approach is to follow a looping path that naturally frees captives as you kill the minibosses.

On entering the district, you’ll notice immediately that many shops and the bank are engulfed in void corruption. Progress carefully down the main thoroughfare. We recommend entering from the north side (the gate from Cathedral) and then bearing right, following the street that curves toward the Auction House. As you go keep an eye out in the Stormwind Counting House (Bank) on your right. If the front door is open, you can duck inside briefly to find a Neglected Guild Bank. Defeating it grants you a 10% Critical Strike chance buff for the rest of the vision. It’s a free DPS boost – grab it if available (and if the bank door is closed in the vision, don’t worry, it just means that bonus isn’t up this run).

Proceed along the street. You’ll soon come across the first miniboss, Inquisitor Darkspeak, lurking near the flight master’s platform and auction house green. Darkspeak is a hostile faceless caster who specializes in shadow mind attacks. Key abilities to watch for:

  • Agonizing Torment: A channeled spell that inflicts heavy Shadow damage and rapidly saps sanity (around 10 sanity every 1.5 seconds for 6 seconds if fully channeled). This is interruptible, and you should stop it as quickly as possible. If you have a stun or silence, those work too – just don’t let him free-cast this or your sanity bar will plummet while you’re taking big damage.
  • Convert: Darkspeak attempts to mind-control a player, turning you (or an ally) hostile for a short time. Notably, he will not use Convert if you’re solo as it only comes into play with multiple players. In a group, if someone gets converted, quickly use crowd-control on the affected ally (a stun, fear, etc.) or just focus-fire Darkspeak down to break the spell. In solo runs, you won’t see this cast at all, which simplifies the fight.

Burn down Darkspeak and continue onward. As you push deeper, you’ll notice caged Stormwind citizens scattered around. You can start freeing them once nearby enemies are cleared. To free a captive, interact with their cage; there’s a short casting bar to pick the lock. Importantly, any damage you take interrupts the freeing process, so make sure the area is safe before channeling on a cage. You can save most cages for after the minibosses are dead, or free them one by one as you clear – just ensure you’re not under attack while doing it.

The second miniboss, Slavemaster Ul’rok, patrols near the center of the Trade District (by the fountain or where the Blacksmith shop would be). Ul’rok is the final objective here, a bulky ogre-taskmaster infused with N’Zoth’s corruption. He must be defeated after freeing all 8 captives, but in practice you can kill him whenever you find him and then finish clicking cages if any remain. Ul’rok has a couple of notable abilities:

  • Chains of Servitude: At 80% and 30% health milestones, Ul’rok unleashes this nasty attack. He lets out a roar that silences you and all players, then pulls everyone toward him. If you get dragged all the way to his feet, he’ll perform a crushing smash that deals massive damage, stuns you for 5 seconds, and obliterates 200 sanity. The key is to fight this pull — when you see the cast, run the opposite direction or use movement abilities to stay away from him. The moment the pull ends, get out of the danger zone around him. Avoiding that close-quarters smash will save your run.
  • Summon Tentacle: Throughout the fight Ul’rok will spawn void tentacles around the area. These tentacles slam the ground indicated by a purple swirl. Getting hit by a slam isn’t as catastrophic as Chains, but it will hurt. Keep moving to avoid tentacle slam areas, and kill the tentacles if they’re in your way. They have low health and removing them can simplify the fight.

Ul’rok hits hard, so use a defensive cooldown if needed and don’t be afraid to kite him around a bit, especially if you’re melee and need to dodge tentacles. Once Slavemaster Ul’rok lies dead and you’ve freed all 8 prisoners, the Trade District objective is complete. A portal will open back near the district’s entrance, but since you came from Cathedral, you’ll likely just exit the way you entered. Now it’s time to enter the looming Old Town.

Old Town

Old Town is the second Lost Area in Stormwind’s vision, draining sanity at roughly 12 per second – the highest rate in this city. It’s a dark, tangled quarter of narrow alleys where the city’s rogues and soldiers once trained. In the vision, Alleria’s brother-in-law Mathias Shaw has become the powerful corrupt boss here, but you’ll need to get through a gauntlet of sub-objectives first.

As you enter Old Town from the Trade District side, you’ll be joined by Valeera Sanguinar, the stealthy Blood Elf rogue, who assists you in this area’s quest. Old Town’s task is to collect two hidden keys and then use them to unlock the stronghold where Shaw awaits. Valeera’s presence is mainly for story flavor – she’ll accompany and help a bit with enemies, and crucially, if you’re solo she will handle one of the two locks for you when it’s time to open Shaw’s gate.

Follow the twisting lane into Old Town. Our suggested route leads you first to Armsmaster Terenson, the zone’s first miniboss, who is typically found sparring in an open courtyard (where training dummies usually stand). Terenson is a former Knight of Stormwind turned murderous thrall of N’Zoth. She has a couple of highly dangerous melee attacks:

  • Blade Flourish: A quick, circular sword sweep that hits all targets in melee range around Terenson. If you are caught in this flurry, it will inflict significant physical damage and, worse, drain 30 sanity per second for 4 seconds. To counter this, keep your distance when you see her winding up (stutter-step out of melee range) or use a stun to disrupt it. Ranged fighters have it a bit easier here, but be mindful if she runs toward you.
  • Roaring Blast: Terenson’s other big move is a fiery frontal cone attack. She will face a player and unleash a blast of flame. This is extremely lethal: it can deal massive fire damage and instantly rip away 120 sanity if it hits you. Fortunately, it’s avoidable as the cone has a narrow shape. Sidestep or move out of her line of fire when she begins to roar. Even if you have to stop DPS to run, it’s worth it, because one direct hit could end your vision attempt. Remember, you can’t fight if you’ve gone insane!

Upon defeating Armsmaster Terenson, the first key automatically drops into your inventory (you won’t need to loot it manually). With one key secured, proceed further into Old Town. Around the bend, near the area where SI:7 operatives once trained, you’ll encounter Alx’kov the Infested, the second miniboss. Alx’kov is a grotesque abomination pulsating with void insects. He doesn’t have a weapon like Terenson, but he has his own bag of nasty tricks:

  • Corrupted Blight: Alx’kov inflicts a disease on his current target. This DoT effect ticks for shadow damage and, importantly, it can spread to other nearby players if you’re grouped up. In a solo run, it’s just on you. If you have the ability to dispel diseases, use it to remove this debuff quickly. If not, you may just have to heal through it – but avoid kiting Alx’kov into teammates while infected, to prevent spreading it in group play.
  • Lurking Appendages: Throughout the fight, shadowy tentacles will spawn in the vicinity of Alx’kov. These remain stationary but create zones of silence and shadow. If you step into their area, you’ll be silenced, take damage, and lose 30 sanity per second. The appendages essentially zone you out. Keep moving to find safe spots from which to attack Alx’kov. If you have strong AoE, you can quickly kill these appendages when they appear – they aren’t very durable. Just don’t stand in their suppressive fields.

When Alx’kov falls, you gain the second key for this area. Now it’s time to unlock the boss’s lair. A short distance ahead, you’ll find two large locks on a fortified door. If you’re alone, click one lock and Valeera will automatically run to the other and sync with you. (In a group, you’ll need a bit of coordination: have two people click simultaneously, or count down to ensure both keys turn at once). With a satisfying thunk, the door opens and you can step into the training grounds of SI:7, where Overlord Mathias Shaw awaits.

Mathias Shaw, master of spies, has been twisted into a formidable adversary by the void’s power. He opens the fight in stealth, so don’t be surprised if you don’t see him immediately – he’ll likely get the first strike in by design. This encounter can feel like fighting a rogue with Old God enhancements. Shaw’s critical abilities include:

  • Eye of Chaos: Shaw summons an Eye of Chaos that floats around the area. These disembodied eyes will fix their gaze on you, indicated by a beam or line. If you look directly at an Eye of Chaos, it channels Dark Gaze, which deals shadow damage and drains 20 sanity every 2 seconds as long as eye contact is maintained. It’s a bit like a creepy game of "Red Light, Green Light" – avert your camera or character from the eye to stop the drain, or better yet, destroy the Eyes quickly. Over time Shaw will spawn multiple eyes, which can overwhelm you with sanity loss if you’re not careful. A useful tactic is to periodically spin your character away to break LoS until you can target and kill each eye.
  • Vanish and Ambush: Periodically Shaw will Vanish mid-fight, dropping off your targeting and sneaking around. Shortly after, he re-appears behind you with a devastating strike and throws down several void zone swirls on the ground at the same time. The ambush hit hurts (use a defensive if your health is low), and the dark swirls left behind will explode for damage and sanity loss if you stand in them. As soon as Shaw disappears, start moving to avoid being an easy target. When he reappears, quickly get out of any swirls under your feet to minimize damage. If you’re very quick, you can face him and stun or disorient him right as he appears, to mitigate some of the burst.

Throughout the fight, keep the Eyes of Chaos under control and dodge those swirl puddles, and Shaw will eventually fall. Upon his defeat, you have conquered Old Town. Another portal will materialize to send you back to the Cathedral District fountain. Take a moment – at this point, you’ve cleared the two hardest areas (Mage Quarter and Old Town). Only one side-district remains before you face Alleria, and it’s comparatively a bit easier.

Dwarven District

The Dwarven District is the final Stormwind zone on our route, a Corrupted Area with an ambient sanity drain of roughly 8 per second. Even in the vision, this district retains its industrial flavor: expect forges, machinery, and some explosive surprises. The objective here is to plant 8 bombs at specific locations throughout the district, then defeat the area’s boss, Therum Deepforge.

Upon entering the Dwarven District from Cathedral Square, you’ll immediately encounter an event: three Brainwashed Gnomes attacking Kelsey Steelspark (a gnome NPC ally). Quickly dispatch these crazed gnomes to "rescue" Kelsey. She doesn’t accompany you afterward in any significant way, but freeing her is required to proceed and she might toss a bit of flavor commentary. With Kelsey safe, the path into the district opens and the bomb-planting quest begins.

The bombs are large, sparkling explosive charges that you need to interact with at various points in the Dwarven District. Essentially, you must make a circuit of the area, clearing hostile groups and clicking each bomb placement. We suggest a clockwise route following the outer edges and then the inner areas of the district, ensuring you don’t miss any bomb spots. The locations are typically at key structures (forge entrances, near stacks of barrels, etc.). A handy tip: you can plant bombs while out of combat, so if you clear a pack near a bomb, plant it immediately to save time.

One notable foe in the central workshop is Forge-Guard Hururl, a large anvil-wielding warrior. Hururl is technically optional as you don’t need to kill him to plant all bombs – but practically, he stands right next to one of the bomb sites, so you’ll likely have to engage him. If you can slip by or distract him you might skip the fight, but most players end up facing Hururl. His abilities:

  • Void-Tainted Blades: A weapon strike that deals Shadow damage and afflicts you with a movement speed slow (20% for 18 seconds). This isn’t too dangerous on its own, but it can make dodging other mechanics harder. If you have a way to remove slows, use it; otherwise, be mindful that you’ll be a bit sluggish and position accordingly to avoid getting caught in bad spots.
  • Entropic Leap: Hururl will occasionally leap at a player, smashing down with void energy. This hit does hefty shadow damage and causes a 30 sanity drain if it connects. It’s a quick jump so try to side-step or keep moving when he starts to leap so he lands just off-target. If you do get hit, heal up and hurry to finish him before too many leaps can add up.

Once Forge-Guard Hururl (if engaged) is dealt with and you’ve placed all 8 bombs, get to a safe spot because Therum Deepforge will emerge. Therum, a deranged Ironforge dwarf, is the bomb specialist who serves as the Dwarven District’s final boss. He appears near the south end of the district (not far from the tram entrance). Fighting him is a dynamic dance of fire and dodging:

  • Explosive Ordnance: True to his name, Therum hurls explosive barrels at random locations around the fight area. After about 5 seconds, each barrel detonates in a fiery blast. If you’re within the explosion radius, you’ll take massive fire damage and suffer a 90 sanity drain – definitely avoid this! The explosions also leave behind burning patches of fire on the ground that linger, dealing damage and about 30 sanity per second to anyone standing in them. Your play here is to keep moving: watch for where barrels land (they’re marked by a red-orange indicator or the barrel itself) and run out of those zones before they blow. As the fight goes on, space will be littered with fire patches, effectively shrinking your safe areas. Try to fight near the edges of the existing fire pools so you have open space to retreat into when new barrels come down.
  • Empowered Forge Breath: Therum also unleashes a flaming cone attack in front of him, akin to a dragon’s breath of fire. This deals heavy fire damage and drains 25 sanity per second for 3 seconds to anyone caught directly in front of him. Much like other frontal cones, the solution is simple: don’t be in front of the dwarf when he breathes fire. Tank him facing away from you if possible, or move out of the cone’s path quickly when you see him inhale for this cast.

Keep chipping away at Therum’s health while nimbly avoiding the barrel bombs, and he will eventually blow himself up (figuratively). With Therum Deepforge defeated, the Dwarven District is clear. A final portal appears to take you back to Cathedral Square’s starting midpoint. Take a deep breath – all four side districts (Mage, Trade, Old Town, Dwarven) have been completed. It’s now time for the ultimate confrontation in Stormwind’s vision.

Alleria Windrunner (End Boss)

Returning once more to the Cathedral, you can now enter the Cathedral itself to face Alleria Windrunner, who awaits within as the climactic boss of the Horrific Vision of Stormwind. Be prepared: Alleria gains strength from each district you cleared. For every side area completed, she receives a 10% increase to her health and unlocks an additional ability themed after that area’s boss. If you cleared everything (which yields the best rewards), Alleria will have four extra powers on top of her base kit. The fight is challenging, but knowing her mechanics will allow you to emerge victorious.

Alleria’s baseline abilities (present in every fight) are rooted in void magic and can rapidly drain your sanity if not handled properly:

  • Darkened Sky: Throughout the encounter Alleria will fire volleys of void energy into the air, which then rain down as swirling void zones on the floor. These zones aren’t huge, but there will be many of them. If you stand in one when it lands, you’ll take significant shadow damage. Keep moving and watch the ground – much like dodging Therum’s explosives, step out of the marked circles promptly. Think of it as a void version of a rain of arrows; constant movement is your friend.
  • Void Eruption: At intervals, Alleria will begin casting a long spell. When the cast finishes, she emits a catastrophic burst of void energy that hits anything in line of sight for massive damage and a whopping 240 sanity drain. This attack can single-handedly end your run if you’re caught by it. Fortunately, you are fighting Alleria inside the Cathedral, a room with large stone pillars. The counter: as soon as you see her casting Void Eruption, break line of sight by ducking behind a pillar or wall. Make sure you’re fully hidden – even a sliver of exposure can nail you. If you have movement abilities, use them to get to cover in time. You’ll feel the screen shake as the eruption goes off, but if you’ve positioned correctly, you’ll be safe. The moment it ends, come back out and continue the fight. Missing an opportunity to DPS her is far better than eating a Void Eruption, so never risk it.

If you did not clear a particular side area, Alleria simply won’t have the corresponding ability, making her slightly easier. Assuming a full clear, however, here are the extra abilities she gains (and how to handle each):

  • Tainted Polymorph (Mage Quarter cleared): Alleria borrows Magister Umbric’s polymorph trick. She will attempt to cast Tainted Polymorph on you, which would turn you into a sheep for 4 seconds. Just like in Umbric’s fight, interrupt this cast at all costs. If it goes off, you’ll be vulnerable and losing control while other mechanics can pummel you. Keep an interrupt ready, or use abilities like Cloak of Shadows or other immunities if you absolutely have to, but don’t get sheeped.
  • Explosive Ordnance (Dwarven District cleared): Echoing Therum Deepforge’s style, Alleria will lob explosive void barrels that detonate after 5 seconds. The effect is identical to Therum’s bombs: anyone caught in the blast takes massive fire damage and loses about 90 sanity, and lingering fires remain. Treat these exactly as before: move out of impact locations and avoid standing in the fires. The Cathedral’s interior can get cluttered with void zones from Darkened Sky and fires from barrels, so positioning becomes critical. Try to kite Alleria to a clear section of the room after each wave of explosions, so you’re not cornered by flames.
  • Chains of Servitude (Trade District cleared): She inherits Slavemaster Ul’rok’s deadly pull. At roughly 66% and 33% health, Alleria will cast Chains of Servitude. This silences you and pulls you toward her, just like Ul’rok did. The difference here is that Alleria will follow up by punishing anyone who ends up at her feet with the same massive damage, stun, and 200 sanity loss combo. The strategy remains: the moment you notice her casting this (or see your character sliding toward her against your will), run away. Use movement boosts, defensive cooldowns – whatever it takes to not be sucked in too close. If you are silenced, you can’t use abilities, but you can still run. The area is a bit more open than Ul’rok’s space was, but also has more hazards (pillar layout, fires, etc.), so be very aware of your surroundings when Chains hits.
  • Eye of Chaos (Old Town cleared): Alleria calls forth an Eye of Chaos to assist her. This behaves like a smaller version of Shaw’s eyes. It will float around and apply a gaze debuff if you look at it, draining 20 sanity every 2 seconds. The eye will stick around until killed, so prioritize destroying it when it appears. While it’s alive, either avert your camera from it or keep it behind a pillar as you fight Alleria to mitigate the sanity drain. Interrupting your DPS on Alleria to kill the eye is usually worth it, because otherwise you risk running out of sanity in a prolonged fight.

Alleria will cycle through these abilities, making the fight a final exam on all the mechanics you’ve learned: interrupt dangerous casts, move out of AoEs, break line-of-sight when required, and keep control of adds like the Eye. With each area’s power she wields, recall the tactic that countered it and you’ll gradually bring her down. It’s a tough, hectic battle – don’t hesitate to use offensive cooldowns to burn her quickly and defensive abilities or even a sanity orb (if available) to survive through her high-damage phases.

After a grueling showdown, if Alleria falls, congratulations – you have completed the Horrific Vision of Stormwind! Loot the Corrupted Chest reward, savor the moment, and get ready to head to Orgrimmar for the next challenge (or just bask in your victory if you’re done for the day).

Final Thoughts

The Stormwind vision demands a balance of speed and caution (especially for a solo player). By following a smart route and keeping an eye on the most dangerous mechanics (those big sanity-draining attacks), you can systematically conquer each district. Remember to use buffs and restoration items to your advantage, and don’t be afraid to take a second to reposition or recover: better to play it safe than lose all sanity to one bad pull. Over time, you’ll get familiar with each enemy’s patterns, and Stormwind’s twisted streets will feel almost routine. Persistence and planning are key. Good luck, and may the whispers of N’Zoth fall upon deaf ears as you claim victory in the vision of Stormwind.

And if you’re looking to dive deeper into the Horrific Visions event itself — whether you want to understand its unique progression systems, discover what’s changed since the original 2020 version, or explore the wide range of new rewards now up for grabs — be sure to check out our comprehensive Horrific Visions Revisited guide. There, you’ll find everything you need to get started, tips for maximizing your runs, and a detailed breakdown of all the fresh features and loot that make this revamped event worth your time:

Horrific Visions Guide
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