WOW Wailing Caverns Guide

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Beneath the heart of the land known as the Barrens by the creatures that inhabit it lies a twisting network of caves. These serpentine tunnels were laced with steam fissures that would issue a haunting wail when they vented¡ªbestowing upon the cave network the name, "Wailing Caverns."

In his journeys, a powerful Druid of the Night Elves discovered the Wailing Caverns, and hypothesized that one could harness the power of the underground springs there to restore lushness and fertility to the parched lands above. The druid, who was called Naralex, entered a deep sleep as he sought to focus the energies of the legendary Emerald Dream towards this task, but something would go terribly wrong¡­

There was a corruption in the Dream, a malevolent force that would be felt by many¡ªincluding the legendary Malfurion Stormrage and the great green dragon Eranikus. The corruption turned Naralex¡¯s Dream into a Nightmare. The very energies that Naralex had hoped to siphon to restore fertility to the Barrens began to twist and warp the labyrinthine caves, as well as the minds of most of the disciples that had followed the master Druid into the Caverns to watch over him as he lay dreaming. The less powerful druids were no match for the Nightmare, and became twisted into the vile Druids of the Fang.

Naralex lies in a fitful sleep, struggling against the power of the Nightmare. It will take courage and strength to free him from its grasp and wake him¡­ for the Wailing Caverns have become treacherous indeed.

While some may point to Ragefire Chasm as the Horde counterpart to the Deadmines, that title rightfully belongs to the Wailing Caverns (WC). Ragefire Chasm may be instancing on training wheels¡ªbut the Caverns take those training wheels right off. The Caverns are absolutely titanic compared to RFC, and are much more similar to the dungeons one will encounter in the rest of the game in terms of scope and style. There is a defined plot line, a general path to take, and a defined "final boss" of the dungeon, among other things.

While most of the gear obtainable in RFC is of the Bind on Equip green variety and will likely be replaced within several levels, WC contains some excellent Bind on Pickup items, both green and blue, that will serve you well for a while. The training wheels are off¡ªwelcome to the Wailing Caverns.

1. Finding it

Many of the quests for WC will come from the Crossroads, so I¡¯ll use that as a starting point. Head south from the Crossroads along the Gold Road. Within a minute or so you should see an oasis on your right (to the West). The entrance to the caves is readily visible.

However, before entering, there are some quests to get that are easy to miss if you don¡¯t know they¡¯re there. Continue to the west, going around the mountain until you find a slope that lets you climb to the top of the "skull" that forms the cavern entrance. If you inch to the edge, you can jump down to the right eye of the skull and get the quests inside. This part can be a bit tricky, so don¡¯t get frustrated if it takes you a few tries. It¡¯s also quite a bit easier to try and land on the long ¡°nose¡± and then fall down to the right eye. That little cave is also where the Journeyman Leatherworking trainer is, so Leatherworkers on Horde side should come to know that drop well.

Once inside the caves, keep heading on the path that points north (and then curves east) until you reach a large cave. Hug the right wall and be wary of a jump you¡¯ll have to make (there is a small bridge on the left side of the gap for adventurers not as comfortable with their jumping abilities), but if you miss it all it means is slightly more running and slightly more enemies to dodge. Enter the instance proper.

2. Quests

Deviate Eradication (21)
¡°Naralex had a noble goal.

Our great leader aspired to enter the Emerald Dream and help regrow these harsh lands back into the lush forest it once was. But something went terribly wrong.

Naralex's dream turned into a nightmare and corrupt creatures began to inhabit the caverns.

While some Disciples of Naralex seek to awake our master, my concern is with ridding these caves of the evil beasts.

Brave the caverns, , and eradicate the deviate spawn.¡±

Objective: Ebru in the Wailing Caverns wants you to kill 7 Deviate Ravagers, 7 Deviate Vipers, 7 Deviate Shamblers and 7 Deviate Dreadfangs.

This quest is given by one of the druids in the eye of the skull above the Caverns (see above). Assuming the goal of your party is to do a complete clear of the zone, you will have likely completed this quest by the time you leave. If not, the quest should definitely be completed within two runs.

When finished, you get your pick of: The Pattern for the Deviate Scale Belt, Sizzle Stick, or Dagmire Gauntlets.

Deviate Hides (17)
¡°As Naralex descended deeper into his nightmare, a strange breed of beasts arose from beneath the Barrens into the Wailing Caverns.

These deviate creatures have strange, otherworldly properties. While evil in nature, it is my opinion that some good can come from their existence here in Kalimdor. I believe their hides will be of particular use in the ways of leatherworking.

If you feel up to the task, venture into the caves below and retrieve some deviate hides."

Objective: Bring 20 Deviate Hides to Nalpak in the Wailing Caverns.

This quest is also fairly easy, as the Deviate Hides can drop off any mob with ¡°Deviate¡± in the name. Most parties will be able to get this quest finished in one run for everyone, but if not a second run will complete it for sure.

Upon returning to Nalpak with the hides, he will give you your choice of: Slick Deviate Leggings or Deviate Hide Pack.

The Glowing Shard (25)
¡°The shard is a brilliant green, and although solid, what looks like smoke swirls just below the surface. You can't help staring into the depths of the crystal; at the same time, you know there is something very disturbing about it.

Maybe you should see if anyone in Ratchet can tell you more about this strange shard.¡±

Objective: Travel to Ratchet to find the meaning behind the Nightmare Shard.

The Shard that starts the quest drops off of the final boss of WC, Mutanus the Devourer. Bring it to a Goblin in Ratchet named Sputtervalve. He will not have a yellow over his head, nor will he appear on your minimap, but talking to him will start the next part of the quest. He will then send you to the top of the mountain that lies above the Wailing Caverns to converse with a female Tauren Druid, who will finally send you on the last leg of the quest. Alliance adventurers will be sent to Mathrengyl Bearwalker in Darnassus, while Horde characters will be tasked with traveling to Hamuul Runetotem in Thunder Bluff.

Both the Alliance and Horde versions of the quest yield the same rewards, a choice of: Talbar Mantle or Quagmire Galoshes.

(Chain) Leaders of the Fang (22)
¡°The druids in the Wailing Caverns, the Druids of the Fang, are an aberration. They were part of an order of noble druids whose plan was to heal the Barrens, but now seek to remake that land to match their own, twisted dreams.

The Druids of the Fang have four leaders, and each possesses a dream gem. Even now their faces haunt me! Defeat the leaders and bring me their gems, and the Barrens may again know peace.

Go, . You will find them lurking deep within the Wailing Caverns.¡±

Objective: Bring the Gems of Cobrahn, Anacondra, Pythas and Serpentis to Nara Wildmane in Thunder Bluff.

This is the main quest for Wailing Caverns, similar to how the quest ¡°Defias Brotherhood¡± is the main quest for the Deadmines. The initial quests in the chain are given by a Tauren near the south end of the Crossroads, and involve investigating some of the oases in the barrens. She will send you to Hamuul Runetotem on Thunder Bluff¡¯s Elder Rise, who will point you towards Nara Wildmane in the same tent. Nara Wildmane will give you the quest.

It¡¯s a fairly simple quest, since most parties will be killing the four Druids anyway for their drops. Bring the four gems back to Nara to receive one of two rewards: Crescent Staff or Wingblade, both of which are exceedingly good for their level.

(Chain) Serpentbloom (18)
¡°The Royal Apothecary Society, based in the great Undercity of Lordaeron, has sent me here for a very specific service, . Perhaps you wish to aid me, and in turn The Dark Lady in our efforts to advance the Forsaken.

Recently I studied a rare specimen of flora named Serpentbloom. I believe in greater quantities this herb has great potential.

Unfortunately Serpentbloom can only be found in the darkest recesses of the Wailing Caverns, a dangerous cave system located in the Barrens.¡±

Objective: Apothecary Zamah in Thunder Bluff wants you to collect 10 Serpentbloom.

The prior quests in the chain involve examining mushrooms from the oases in the Barrens and returning them to the Apothecary near the Flight Master in Crossroads. He then sends you on a timed mission to deliver the spores to Apothecary Zamah in the Spirit Rise of Thunder Bluff (in the cavern beneath the rise itself). If you have a high level Mage friend with the Portal: Thunder Bluff ability or the Flight Path to Thunder Bluff, this quest is a joke. As it is, it¡¯s still relatively simple even without them, though it requires a bit of leg work. Still, on your jog from XR to TB you can pick up the handy flight paths in Camp Taurajo and Thunder Bluff.

The Serpentbloom in question can be found either outside or inside the instance. It is a finite resource, so there might be competition amongst party members¡ªso it may take you several runs to complete it if you¡¯re unlucky. Herbalists with Detect Herbs can find the Serpentbloom on their minimaps, but the rest of us will have to recognize it¡ªit¡¯s small and green, with a dark flower in the center, and grows by the walls. Though there are lots of small and green plants near the walls in WC, Serpentbloom will have a use icon when you mouse over it.

The reward is Apothecary Gloves, which are fairly nice gloves for casters but are useless to most other classes aside from the money you¡¯ll get for vendoring them.

(Chain) Smart Drinks (18)
¡°Ok, so the raptor horns didn't work so well. But that's all right -- no one got rich on their first try! And besides, I think I found something that'll work even better in my smart drinks!

There is a substance called Wailing Essence, and I think it is the cause of the strange plants and animals in the Barrens. Get me some and I'll try it in my drink!

I heard the essence gathers in ectoplasmic creatures in the Wailing Caverns to the west. Hunt those creatures and gather the essence.¡±

Objective: Bring 6 portions of Wailing Essence to Mebok Mizzyrix in Ratchet.

The prerequisite for this quest involves the hunting of the Barrens raptors for their horns, which is fairly easy to do and quick to complete. The Essence drops off of the slime creatures, both inside and outside of the instance. There are no rewards from this quest other than some reputation gain with Ratchet and some experience.

Trouble at the Docks (18)
¡°Oops!

Had a little mishap, as you can see! The morning cargo shipment from Booty Bay was huge. Huge I say! Never seen so many crates. Well, I was trying to expedite things so I started unloading a bit more than I could handle. That's when everything came tumbling down.

Before I knew what was going on, I saw that menace, Mad Magglish, go running off with a bottle of 99-year-old port. Chased him all the way to Wailing Caverns. No way I was going in there.

Maybe you're brave enough to find him ¡±

Objective: Crane Operator Bigglefuzz in Ratchet wants you to retrieve the bottle of 99-Year-Old Port from Mad Magglish who is hiding in the Wailing Caverns.

Mad Magglish can spawn in a few places, all of them outside the instance and close to the cave mouth itself. When the path forks and you would normally continue going north, he can be on the left or the right paths. He¡¯s elite, so make sure you¡¯ve got a few people before taking him on. There are no real rewards for this quest other than some experience and some reputation.

3. Bosses and Loot

Lady Anacondra ¨C Casts Thorns on herself, will cast Lightning Bolt for Nature damage and melee. She can drop the Belt of the Fang.

Kresh ¨C Very high armor, no other abilities. Can drop Kresh¡¯s Back, a very nice shield for the level.

Lord Cobrahn ¨C Lightning Bolt, melee. Will cast poison on his target and turn into Cobra form at low health for damage boost (but reduced attack speed). He can drop Leggings of the Fang, Robe of the Moccasin, and Cobrahn¡¯s Grasp.

Lord Pythas ¨C Casts Lightning Bolt and melees. Will use Thunderclap to slow attack speed and deal minor Nature AoE damage. Heals himself for minor amounts at low health. Can drop Armor of the Fang and Stinging Viper.

Skum ¨C Uses Chain Lightning on several targets in front of him, has no other abilities. Can drop Glowing Lizardscale Cloak and Tail Spike.

Lord Serpentis ¨C Lightning Bolt, fairly strong melee. Heals himself for a high amount at low health. Can drop Savage Trodders, Venomstrike, Serpent Gloves, and Footpads of the Fang.

Verdan the Everliving ¨C Extremely powerful melee, at low health casts a root spell on his target that temporarily clears aggro. Can drop Seedcloud Buckler, Living Root, and Sporid Cape.

Mutanus the Devourer ¨C Decently strong melee, will use an AoE nature spell called Thundercrack with an attack speed reduction component. Can drop Slime-encrusted Pads, Deep Fathom Ring, and Mutant Scale Breastplate.

Note: the fifth piece of the Embrace of the Viper set, Gloves of the Fang, are Bind on Equip and can drop off of any Druid of the Fang in the instance.

4. Guide

Enter the Caverns. You will immediately see a Disciple of Naralex¡ªbut don¡¯t worry, this one¡¯s a good guy! Talk to him to get some information on what has been happening in the Caverns (and a free Mark of the Wild for parties with no Druid). He mentions that if you slay the four Fanglords he will be able to awaken Naralex¡­ but that¡¯s for later. Continue on into the zone.

Here, you¡¯ll encounter several types of enemies. Deviate Ravagers (needed for Deviate Eradication) are red raptor-looking dinosaurs. They attack fairly weakly, and their only special ability is the chance to gain two extra attacks with an ability called Thrash, similar to the Shaman¡¯s Windfury. Deviate Guardians are blue raptors, slightly bigger than the Ravagers¡­ who fight exactly identical to their smaller kin yet without the Thrash ability. When they¡¯re low on health, they¡¯ll call for help and aggro any enemies around them, so be careful to fight them away from big groups you don¡¯t want joining the fight. Evolving Ectoplasms are slime-type monsters. Their only attack is a melee, weaker than that of the raptors. However, if hit with enough damage of one elemental school, they have the ability to briefly become immune to that school.

After the small initial cave, you¡¯ll come onto a wider area with a river running through it. Here, you¡¯ll encounter a new sort of enemy¡­ the corrupted Druids of the Fang. Druids will cast Lightning Bolt for Nature damage as their main attack. They will occasionally shapeshift into Snake form to get a stronger and quicker melee attack, yet they cannot cast spells. When they are low on health, they will cast Healing Touch, but it can be kicked, earthshocked, or counterspelled.

Lady Anacondra, the first Fanglord, can spawn in any of the torch-circles around this first area, but she is usually to the circle all the way on the right when you enter the chamber. Clear the monsters around her and prepare to fight! Anacondra will cast Lightning Bolt like the lesser druids, and will buff herself with Thorns, doing 20 damage to anyone who strikes her in melee. Other than those abilities and a rather weak melee ability, she has no aspects worth mentioning. Kill her and take her gem, if you need it. Jump down into the little river and head to your left. You¡¯ll encounter non-elite crocodiles called Deviate Crocolisks that have a weak melee attack and no other abilities other than a slight snare called Tendon Rip. There¡¯s also a neutral turtle named Kresh here, he¡¯s a boss but won¡¯t aggro unless you attack him, so there¡¯s no worry about being ambushed while fighting anything else. Deal with any crocolisks and slimes on your way. If you want, you can fight Kresh now or fight him later (or not fight him at all, if you want).

Kresh has lots of armor, so your melee will be doing less damage than normal. However, he has no special attacks or abilities, and doesn¡¯t hit too hard¡ªso you¡¯ll be able to outlast him much more easily than he can outlast you.

Move left into the Pit of Fangs. Here you¡¯ll encounter Deviate Vipers, which are needed for the Deviate Eradication quest. They don¡¯t do anything particularly nasty, as their melee is negligible, but they will cast Localized Toxin, a minute long poison debuff that stacks, but doesn¡¯t do much damage at all. In addition to the Vipers (and druids and slimes that you¡¯ve encountered already), you¡¯ll also fight Deviate Adders, which are similar to their Viper cousins, only their poison is slightly more powerful (and their melee weaker). Deviate Pythons are non-elite snakes that come in tight packs, but they¡¯re easy to kill and hit very weakly.

Keep moving up the caves, following the path. Fight your way through the Druids and various snakes (by the end of this section you should have the Viper requirement for Deviate Eradication complete)¡­ and face off with Lord Cobrahn.

Cobrahn starts off fighting almost identically to Andacondra or the other Druids of the Fang. His melee is slightly faster than Anacondra, but he won¡¯t buff himself with Thorns, either. For most of the fight, he¡¯ll simple melee and cast Lightning Bolt, though he will apply a poison to his target at lower health. At 20% he will transform into cobra form, which boosts his melee damage by 50, but reduces his attack speed by 30%. Finish him off and loot his gem.

Jump down (you should be able to survive it if you¡¯re above 70% health) and make your way back into the underground river. This time head to the right, to the Crag of the Everliving. Here, you¡¯ll have to contend with Deviate Shamblers (which you need to kill for Deviate Eradication), which will cast a heal over time spell on themselves when they get to low health, healing for about 70 HP every 2 seconds.

Continue up, following the path up and to the right. You¡¯ll meet some Deviate Lashers, non-elite enemies that come in packs and use a frontal Cleave ability, and they can kill cloth wearers surprisingly quickly. But, they die just as easily. Continue on to reach a fork in the road, and head to your left. Fight more packs of Shamblers and Druids and Lashers.

Go to the left when the path branches again to enter the Winding Chasm. Here, you¡¯ll find Deviate Dreadfangs (For Deviate Eradication). Dreadfangs don¡¯t really do much other than melee. Their green-colored cousins, the Deviate Venomwings, have a main attack called Toxic Spit, which is simply a direct damage Nature spell. However, before you encounter either of those two types of enemies, you¡¯ve got a Fanglord to kill¡ªyou¡¯ll see Lord Pythas on your left.

Pythas, like his two previous comrades, will cast Lightning Bolt and melee. He hits slightly faster than Cobrahn, but his physical strikes do more damage. He¡¯ll also use Thunderclap for some minor nature AoE damage and melee attack slow on anyone who gets hit by it. At low health, he¡¯ll use Healing Touch on himself to heal for about 225 health, but you can Counterspell, Kick, Earth Shock, etc. to stop it from going off. Kill him and loot his gem.

Keep going on and hug the left wall. Not to avoid any monsters, but to head in the right direction. If you follow the left wall, you¡¯ll head where you want to go¡ªany of the other paths will take you back to where you¡¯ve been. Follow the left wall until you see a big stegosaurus-like creature named Skum, guarded closely by two elves. Kill the elves (it won¡¯t aggro Skum) and engage the beast.

Skum will primarily cast Chained Bolt, which does Nature damage and will jump to up to three targets in front of him, so its wise to not be near your tank. He does no melee abilities, and will simply cast Chained Bolt until dead.

Continue forward, following the left wall (or simply going straight, as the only other fork is a sharp right). After passing through a large chamber dotted with rock piles, you¡¯ll have to make a jump¡ªor else fall all the way down to the very bottom of the Crag of the Everliving. Fortunately, it¡¯s not a very hard jump to make at all. Kill a few more enemies, and you¡¯ll find yourself at the top of the Crag¡­ and face to face with the final Fanglord, Lord Serpentis.

Lord Serpentis is the Serpent King; he can do anything! Well, so he claims. His melee is slower than that of his three followers, but more powerful. He¡¯ll cast Lightning Bolt like the other three, and like Pythas, will heal himself when he gets low. Unlike Pythas¡¯ Healing Touch, however, Serpentis¡¯ heal can restore a surprisingly high amount of health, up to healing 1000 HP. Fortunately, it consumes a large amount of mana, and since he¡¯s busy burning his mana away by spamming Lightning Bolt, he won¡¯t have a chance to cast it more than once unless luck is against you. Kill him, take his gem, and the Disciple of Naralex will shout for assistance in awakening his master¡­ but before you can do that, there¡¯s a towering mass in the way. It¡¯s called the Crag of the Everliving, and Verdan the Everliving is staring you right in the face.

Verdan hits hard. VERY hard. About four times harder than Serpentis did. Fortunately, that¡¯s pretty much his only attack. At low health he¡¯ll cast Grasping Vines, which will root his target in place, and he¡¯ll go off to find some other soul to beat on, so be wary of that. Kill him¡­ and jump. Free fall into the water below, and exit to find yourself back in the underground river.

Go back, talk to the Disciple of Naralex, who will mention that he needs protection as he goes to waken his master. When you¡¯re ready, talk to him and select the option to begin the event. He walks slowly, so there¡¯s no danger in losing him. When he stops to talk, prepare yourself for two Deviate Ravagers to attack. Thankfully, the Disciple isn¡¯t useless and will cast Sleep on monsters attacking you. Follow the Disciple to the left.

He¡¯ll stop in one of the torch circles, protect him from the two Deviate Adders and lone Deviate Viper that spawn while he casts Serpentine Cleansing, and follow him onward into Dreamer¡¯s Rock. The almighty Naralex, in all of his level 25 glory, lies slumbering within. As the Disciple attempts to awaken him, you must defend him¡­

Initially, three Deviate Moccasins spawn, they don¡¯t do anything too special. The second wave consists of seven Nightmare Ectoplasms¡ªbut despite their numbers, they are weak and die easily.

Something evil stirs in the depths¡­ and Mutanus the Devourer attacks. He hits about as hard as Serpentis, and does an AoE called Thundercrack that reduces your attack speed. Other than that, there¡¯s nothing really special about this fight, other than the fact that it¡¯s a gigantic Murloc. When he dies, Naralex wakes up from his fitful sleep, and thanks you and your party for everything you¡¯ve done.

Perhaps now, the Caverns will return to normal, at last¡­ and Naralex¡¯s work to restore the Barrens will continue. He and his Disciple turn into birds and fly away safely.


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