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World Record
Holder's Guide Page
|
Wailing Caverns
Guide courtesy of
http://www.infoceptor.com
Recommended Level:
17-24
Time Required:
100-180
minutes
Number of Quests:
6
Related Quests:
-
[17] Deviate Hides
(Nalpack, Above Wailing Caverns)
[18] Serpent
Bloom (Apothecary Zemah, Undead Cavern,
Thunderbluff)
[18]
Smart Drinks (Mebox
Mizzyrix, Ratchet)
[21]
Deviate Eradication (Ebru,
Above Wailing Caverns)
[22]
Leaders of the Fang (Eldar
Rise, Thunderbluff)
[22]
Waking Naralex
(Disciple of Naralex, Wailing Caverns)
To complete wailing
caverns is not a very difficult achievement.... but to complete it
in one go and hence get the bonus boss and powerful items is. The
challenge of Wailing Caverns is its sheer size, length, and the
ability to get completely lost in its twisting passages.
Getting All the
Quests:
First, make
sure you have all five quests listed.
Serpent Blooms:
Collect 10
Serpent Blooms
Serpentblooms are dotted both outside and inside the
instance. This quest is a lot easier if you're a herbalist, as
Serpentblooms are highlighted on your
minimap. We have highlighted positions of Serpent
Blooms within the instance on our map.
If everyone has this quest, you won't be able
to collect all your blooms in your first attempt. However don't
worry, there are plenty of serpent blooms in the cavern
leading to the instance. During peak
hours, the caves are general cleared, and you can just run in
solo and collect the herbs.
Smart Drinks:
Wailing Essence drops from most mobs
inside the instance. This is another quest that you do on the
go. This quest requires you to have collected Raptor Horns for
the goblin first.
Deviate Hides:
All Deviate
Creatures have a chance of dropping deviate hides, you'll need
40 to complete the quest. Again, do this quest on the go. The
quest giver for this quest can be very hard to find. He lives in
a alcove just above the entrance to the Wailing Caverns, to each
him, you'll need to climb the mountain, and drop down ontop the
top of the Cavern Entrance. There, you should find a secondary
entrance that'll lead to the NPCs that give you Deviate Hides
and Deviate Eradication. And yes, a 10 Slot Bag is worth it!
Deviate Eradication:
You are required to kill 7 of each
deviate monster. Again, this quest is done on the go as you'll
need to kill a lot more than 7 of each creature time to complete
Leaders of the Fang.
 |
| Use Shocks,
Kicks or Shield Bashes to disrupt the spells of the enemy
druids. |
Leaders of the Fang
This is the main
quest you should for. All four Leaders of the Fang are
highlighted on our mini-map. Note that Lady Anacondra can either
be at locations C, or F, so you'll need to check both.
To obtain this
quest, you will need to do the prerequisite Stagnant Oasis quest
chain. You will be able to start this chain by talking to the
Tauren Druid in Cross Roads. After the third quest of the chain,
where you kill some turtles, he will send you to Thunderbluff.
Waking Naralex
After you complete
Leaders of the Fang, do NOT leave the instance, there is still a
major quest left! Once all four Druids are dead, the Disciple of
Naralex at the entrance will give you a quest that requires you
to escort him to the Chamber of Naralex. The reward for this
quest is a boss that drops two blue items. Unfortunately, it is
a difficult quest to complete, since Naralex does not respawn if
he dies.... you have one shot at this.
IThe
only major quests listed that requires prior work to get is Leaders
of the Fang and Smart Drinks. Make sure you have got it and other
players can quest share everything else.
Account of Wailing Cavenrs:
One of the best ways to see what problems and what's involved in an
instance is to read a first person account of an adventure. We have
one right below!
Killing the Enemies:
Most enemies in Wailing Caverns are fairly standard melee mobs. Use
the same pulling strategies as in Ragefire Chasm.
 |
| Fire Nova
Totem provides good AOE when against multiple enemies. Make
sure to cast a Stoenclaw Totem first so no one attacks if
your Fire Nova Totem. |
The Druids deserve a special mention, they'll engage first with
lightning bolts, and then polymorph into Cobras to engage in melee.
When heavily damaged, they'll morph back to heal themselves. Each
Druid is also capable of putting a party member to sleep. If you
have a Shaman, tell him to use a Tremor Totem whenever someone's
asleep, and use Earth Shock to disrupt a druids initially lightning
to force them to charge. Also save a kick, shock or counterspell for
their final heal. The same technique can be used to fight each of
the Leaders of the Fang.
Deviate Shamblers later can cast regeneration on themselves, purge
utterly counters this.
Finding your Way:
When you enter the instance, first talk to Naralex for a free druid
buff. Now continue towards the main cavern. You should spot Lord
Anacondra on one of the two ritual circles, either left or right of
you. Kill her.
Jump down into the water and follow the green trail to Lord Cobrahn.
Slay him, and jump of the cliff, you'll return to F, whereby you can
now follow the river east. Somewhere along this river, you'll meet
Kresh, a neutral turtle minding his own business. Slay him, he has a
small chance of dropping 'Kresh's Back, a Level 15 blue shield.
Now the dungeon really becomes confusing. As you pass through the
Craig of the Everliving, the instance is split into three vertical
levels. Lord Serpentis lives at the very top, right above your head.
So, whenever you reach a fork in the path, the general rule is to go
up. You want to be moving upwards the whole time! The only
exceptions when you reach to fork just before Lord Pythas, where you
should take a detour and kill him.
Continue moving upwards, you'll know your on the right track when
you meet a chasm that you need to jump over at D, and a waterfall at
E. Eventually, you'll find Serpentis, kill him.
To
your East is a shortcut back down to the entrance of the cavern.
However, guarding it is a giant elemental, Verdane the Everliving!
This Level 22 Elite mob is probably the hardest creature in the
instance, capable of entangling you and then smashing you for up to
200 damage. He does drop good items and so you should engage him.
The trick here is that Verdane is kind of stupid, and lacks AOE
attacks. Send the warrior to taunt him and have healers heal the
warrior constantly (and I'm talking about non-stop). Provided the
warrior is alive, you'll kill him. Now jump through the hole behind
him to go back to the first cavern.
Note: Don't worry if you die against this guy, just run back into
the instance, you don't need to kill him for any quests.
Waking Naralex:
Now, the part that no one knows about! Don't leave the instance, but
instead, talk to the Disciple at the Entrance. Now that every Leader
of the Fang is dead, he can go wake up Naralex. You'll need to
escort him along the yellow path. There some fairly tough fights,
but nothing harder than what you've encountered. Let the Disciple
take most of the hits, he's very tough and will not die.
 |
| The Giant
Murloc is a tough opponent, but possess no significant
special attacks. Provided your tank can taunt and keep the
mob on him, and healers are healing, this is not a tricky
fight. |
|
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