Thunder Bluff Zeppelin

Travel from Thunder Bluff to Orgrimmar

This is how you get from Tauren territory (Thunder Bluff, Mulgore) to Orc and Troll territory (Orgrimmar, Durotar).


As of patch 3.2.0 you can take a zeppelin between the two cities. Thunder Bluff's departs from the northwestern dock onSpirit Rise; Orgrimmar's departs from the western dock of the western zeppelin tower atop the Orgrimmar Skyway. Waiting for the zeppelin can take up to 10 minutes, though, so it requires a bit of patience to use.

By foot
  1. There is a road south from Thunder Bluff that T's at Bloodhoof Village.
  2. Go east at the T and continue east as you see a pass through the mountains to the west-most edge of theSouthern Barrens and Ruins of Taurajo.
  3. Follow the road through the ruins east until you hit a T just east of them and go north. Watch out, because the Barrens creatures can be quite dangerous to low level characters.
  4. Continue north passing into the Northern Barrens and to the Crossroads (where there is a Flight Master). In Crossroads you will pass a road branching east to Ratchet (where there is a Flight Path too as of 1.11), if you want to take a boat to Booty Bay.
  5. At the Crossroads take the road north until it is intersected by a road from the east.
  6. Take the eastern road and continue east, past Far Watch Post and over the bridge across the Southfury River, until you get to Razor Hill.
  7. Razor Hill is where the road from the Northern Barrens hits the main north-south road.
  8. Take the road north to Orgrimmar or south to Sen'Jin Village.

Also, if you have the flight path from Thunder Bluff to Orgrimmar, you can just fly there for an affordable 50 copper.


Thunder Bluff is composed of four towering mesas, or rises. The only entrances from the plains below are elevators leading to the central platform. The central rise is connected to the others through large wooden bridges.

Thunder Bluff is located in the far north of Mulgore, among the sprawling flatlands of the Golden Plains. The weather is almost always warm and sunny, with intermittent breezes carried in from The Barrens.


The various rises in Thunder Bluff act a bit like neighborhoods or quarters in a human city [5], or the valleys and keeps of the orcish city Orgrimmar.

Thunder Bluff has a central mesa divided into three rises, surrounded by three additional mesas with distinct names:

  • Central Rise (In-game is split in to the Lower Rise, Middle Rise and High Rise)
    • Lower Rise (southwestern lifts from main north road)
    • Middle Rise (northeastern lifts from plains)
    • High Rise (east from wind rider roost)
  • Elder Rise (rope bridges from middle and high rise)
  • Hunter Rise (rope bridges from lower and high rise)
  • Spirit Rise (rope bridges from lower and middle rise)
    • Pools of Vision (cave entrance from Spirit Rise)

Points of interest

  • The Bank is on the southeastern side of the Lower Rise.
  • The Wind Rider Master Tal is located on the top of the wind rider roost in the central totempole.
  • The inn is on the southern part of the Lower Rise.
  • The Auction House is located on the Lower Rise, just west of the entrance to the wind rider roost.
  • The mailbox is located just outside the bank.
  • The Fishing hole is located on the lower rise smack dab in the middle.
  • The zeppelin dock is located on the west of Spirit Rise.