Location:
Eastern Side of Desolace
Related Quests:
-
-
| Quest |
Get it at |
Sharable? |
Available To |
| [42]
Shadowshard Fragments |
Uthel'Nay
(Mage trainer, Ogrimmar) or Archmage Tervosh (Dustwallow Marsh) |
No |
All |
|
[47] Viletongue Corruption |
Vark
Battlescar (Shadowprey Village, Desolace)
or Telendra (Northern Desolace) |
No |
All |
|
[47] Twisted Evils |
Willow
(Central Desolace, NE of Kodo Graveyard) |
Yes |
All |
|
[48] The Periah's Instructions |
Centaur
Periah (South Center Desolace) |
Yes |
All |
|
[49] Legends of Maraudon |
Cavindra
(Orange Crystal Caverns, Maraudon Exterior) |
Yes |
All |
|
[51] Corruption of Earth and Seed |
Selindra (Just
South of Shadowprey Village)
or Keeper Marandis (64,9 Desolace) |
Yes |
All |
Quest Quick Guide:
A Quick guide on each
quest
Shadowshard Fragments:
This is a simple quest that can
be done completely outside the instance. Shadowshard Fragments drop off Shadow
Shard Golems in the purple Crystal Caverns outside the Mauradon Entrance. The
good thing is that every drop can be picked up by all party members, so this
is a really quick and easy quest.
Viletongue Corruption:
This quest is actually slightly
out of the way in a single instance run, and is situated in the corrupted
caverns (See map Above). The quest involves purifying each of the water ponds,
which involves a fight against five mobs, each including a Noxion Elemental.
As the quest reward is not the great, I only recommend doing this quest if the
majority of the party is willing, as it adds about one extra hour onto the
already very long instance.
Twisted Evils:
The 25 Crystals drop off the
Satyrs and Stone Giants... collect them as you go. If more than 2 Party
Members have the quest, you'll want to hunt down Satyrs especially to get the
quest done in one run.
The Periah's Instructions:
This quest requires you to hunt
down all Five of the centaur Khans. The first 3 are in fact, outside the
instance, one by the Entrance, one in the Orange Cystal Caverns, and one in
the Purple Crystal Caverns. I recommend hunting down all 3 before proceeding
inside the instance. The last two Khan's are documented on the map. Killing
each Khan requires you to activate the amulet that's drop off the Nameless
Prophet, which is again outside the instance, in the Entrance of Maraudon.
Legends of Maraudon:
The quest given is a little
difficult to find, as he is actually in Orange Crystal Caverns in the outer
Maraudon Complex. Luckily, most people can share the quest. This quest is very
important, as it gives you a 'save point' allowing you to do the second half
of the instance at a later time. The quest itself is one of the main quests
and will be covered in depth.
Corruption of Earth and Seed:
The quest for the final Boss,
The Princess takes you into Inner Maraudon, and is basically like a second
instance in itself.
All quests except Viletongue
Corruption are sharable, and the former is easily available in your respective
village in Desolace. So getting the quests should not be too much trouble.
Party Makeup:
Maraudon Can be done with any
relatively balanced party that has a good warrior and one good AOE class, such
as the Mage or Warlock. In addition, the Shaman is highly recommended for his
ability to remove Poision constantly and Earthbind Totem. Rogues, however, may
find the instance difficult, as many of the monsters do close range AOE damage
that can be lethal to rogues, who are weak armoured, and yet must go into melee
to be effective. In fact, it is best to have no more than 1 melee centred class
for this instance (ie: the Warrior).
Finding Your Way
to the Instance:
Mauradon is located deep inside
the Mauradine Centaur Encampments, perched on the mountains North East of Shadow
Prey Village. To get there, Horde generally take a flight path to Shadow Prey,
go down, east, and up through the ravine filled with Centaurs. Alliance will go
down to Kodo graveyard, and run through the chasm west of there. A gate in the
hills signals the entrance to the dungeon.
Before you reach the instance
itself, there's a large network of tunnels to navigate. These basically branch
off as Orange Caverns, and Purple Caverns. Each one contains a Khan, and a
distinct entrance to the instance itself.
Maraudon Layout:
Maraudon is a large instance, and
a group that aims to get all the quests done can easily spend up to 9 hours!
Essentially, the instance is split into two almost separate portions. The first
portion ends with Legends of Mauradon, whereby players gain an item that allows
them to create a Portal to the second part of the instance. Every quest for the
instance can be completely within the first portion exception Corruption of
Earth and Seed, which is the sole quest for the second portion.
To make Maraudon more confusing,
it has two instance entrances. The Entrance from the cavern with Orange Crystals
leads you to the Corrupted Caverns, while the one Purple Crystal Caverns take
you to Lord Viletongue. I heavily recommend the Purple Entrance, as it allows
you to skip one of the most deadly mobs in the game, the Gelatinous Slimes.
 |
| Lord Viletongue is not difficult to kill at all... |
To Kill Lord Viletongue
Enter the instance via the Cavern
with Purple Crystals, though make sure you've killed the Khan in the Orange
Crystal Caverns and got the quest Legends of Maraudon there. After killing the
10 Shadowshard Golems for their Gems, hope inside the instance. You'll appear on
the Southern Instance Entrance on our map.
If your group is in our range of
recommended levels, the first part of the instance will be breeze. You'll engage
groups of Satyrs that feature 1-2 elite mobs, with 4-5 non elites. Have the
tanks engage the elites while Mages and Warlocks AOE everything else to hell. As
the Satyrs are found of using poison, Poison Cleansing Totems are especially
useful here.
Head east towards Viletongue.
Along the way, you'll spot the Fourth Khan, an easy kill. Lord Viletongue isn't
much harder himself, but beware, he does have two invisible adds when you engage
him. Have the tank taunt and aggro all 3 mobs. The other four group members
should pull out each individual add in sequence, kill them, then focus on the
boss. No problem.
When he dies, he drops half of
the Cerebrian Rod, the half is with his pet, Noxion.
Fighting the Creeping Sludges:
 |
| Kiting is by far your best bet in killing Creeping Sludges. |
Continue West from your current
location, but be very careful as you turn the corner, Creeping Sludges! For
Level 46 elites, these guys do insane damage, that is, each hit poisons you for
170 damage per second... and its cumulative. The poison takes several castings
to remove, and can wipe out weaker members of your party within a few seconds.
As Poison attacks completely ignore armour... it while be very unwise to have
your Warrior tank any more than 2 of these creatures.
So what's the solution? Allow me
to introduce a new combat model, which you will use against these sludges....
kiting. You must take advantage of the fact that slims are very slow. If you
have a Shaman in your party, drop an Earthbind Totem. Now, have your mage and
warlock AOE these guys to hell.... Instant Arcane Explosion is by far the spell
of choice, as you can move around while casting it... however, any ranged spell
is fine. With Earthbind, the Slimes should be slowed to a point where they're
easy to avoid.
The key thing to note is which
person each slime is chasing after. Classes such as the Warrior and Rogue should
only attacks slimes that are chasing after someone else, effectively getting
free hits. Hybrids, such as Shamans, in this case should forgo melee combat and
save their attention for heals and curing the odd poison. Do not try to engage
sludges directly, you will die!
To reach Noxion:
To reach Noxion, continue
following the blue path. Jump down the Posion Falls to avoid fighting more
sludges, then turn right to follow the path upwards. Fight your way through the
carnivorous plants, who are best dealt with using either mass AOE (If you have
two plus mages and warlocks), or standard Warrior tank, kill mobs one at a time.
Eventually, you'll reach Razorlash, a giant named plant. The standard Boss
Killing technique will work on this guy. Once Razorlash is dead, he fifth Khan
should appear outside its layout, kill him to complete The Pariah's
Instructions.
Continue till you reach the
Noxous Hollow, and clear out the swarms of maggots. Earthbind + AOE works
wonders here. Once the cavern is clear, it's time for face Noxion.
Noxion is not a easy boss! During
battle, he will split himself up into up to 8 Noxxion Spawns numerous times.
Each time, all Noxion Spawns must be killed for Noxion himself to reappear.
During each transformation, Aggro is reset, which makes it impossible for the
warrior to retain aggro on every spawn. The greatest cause of wipe is when the
Spawns decided to swarm your primary healer, causing instant death.
To combat this, you will need a
sharp mage. It is always much better for a mage to gain aggro than the priest.
Whenever Noxxion transforms, freeze all spawns with Frost Nova, and slow them
with Earthbind. Proceed to mass AOE them till death. The priest should shield
the mage and focus all his healing efforts on the primary caster. When Noxion
respawns, the Warrior replies taunt and continues the fight.... you'll win.
Grab the second part of the
Celebrian Rod.
Viletongue Corruption:
Now you have a decision to make.
Viletongue Corruption occurs in the corrupted caverns, east of where you are.
However, it adds one hour to the already long instance and can be done just as
easily by entering the instance entrance the other way. if you do choose to do
the quest, then the Corrupted Caverns features various plants in states of
decay. Each time you cure one, you will summon one elite Noxious Elemental and
around 7 Non Elite Adds. Have the Warrior tank the elite mob while the party AOE
kill the non elites.
During the process, you'll also
face a lot of creeping sludges. Remember the technique from before, and use it!
Once ready, backtrack to Poison Falls, and continue downstream.
Curing Celebras:
Celebras is a corrupted Keeper of
the Grove situated on an Island downstream from Posion Falls, you can't miss
him. While it may appear that he has four Treants as adds, you can actually pull
them off separately! Run past Celebras till your on the Southern Side of him,
and use a Gun to hit one of the Treants. Celebras doesn't aggro!
One the Treants are dead,
Celebras isn't so tough. Though he can summon more treants in battle, he has
comparatively low health of armor. Have all party members focus of Celebras, the
key is into disrupting his spells. Use a Combination of Shield Bash, Shock and
Counterspell to make sure he never gets off his summons and heals. Ignore any
adds his does manage to summon and kill him first. Once Celebras dies, he's
spirit appears. Talk to the Spirit and follow the instructions. You'll be awards
with a Rod that allows you to create a portal to inner Maraudon...
Is it 3am? If so, this is a good
place to stop. To summon a Portal, simply return to where the First Khan is in
Out Maraudon. There, you'll spot a mat with four fires, use the rod to create
the portal, it teleports you to Earth Song Falls. If you do have extra time,
head south, and jump down the Waterfall, you'll be at the same place.
Rockgrip:
A great two handed axe, as well as
good Cloth gear.
 |
| AOE Is by far the best way to kill groups of serpents. |
Inner Maraudon has just one
quest, the Princess.... but it has 3 other bosses that always drops Blue loot.
Therefore, it is highly recommended that you kill them all.
Tinkerer Gizlock:
A Blue Shield that is awesome for
Shamans, and a Blue sword designed for mages.
Rockgrip:
A great two handed axe, as well as
good Cloth gear.
Landslide:
Uber Plate for Warriors and
Paladins, as well as an excellent Hammer for Shamans.
To reach them head south of the
falls. You're first encounter are wondering Hydras. Pool them into the safe spot
to avoid aggroing more than one! These guys are tough and deal AOE Melee damage.
Fight them as you would Aku'mai in Blackfathom Depth. That is, everyone apart
from primary melee damage dealers should stay well out of the Hydra's range...
yes, that includes Shamans. These Hydras can also throw characters as far as 20
yards, which is why you should pull them. Fortunately, they're also slow, and
can be kited reasonably well.
The caverns you traverse are
filled with groups of serpents, Rock Elementals and Demetridons. Use standard
AOE against the Serpents, and Elementals. Just keep in mind that the
elementals patrol, and you should always keep an eye out to kill these
patrollers first. Demetridons, you'll need to be more careful, as they have AOE
silence. Mages and healers should stay far back as a warrior tanks the hits.
Here, Sheep is more effective, as you don't want any of those Dinos near you,
and remember, a Warrior cannot taunt while silenced.
The blue path details the direct
route to the Princess, but you may wish to make a detour via the yellow path.
That we, you can kill the Tinkerer and Rockgrip.
The Trinkerer is fairly easy, and
is a standard melee mob other than the ability to breath fire. Once again, his
AOE melee attack means that only essential melee classes should remain within
range. Have Priests heal the warrior, while Shamans cover the AOE damage using
chain heal.
When you reach the bridge, jump
into the water below from the Easter side, stay near the edge! Pull each of the
hydras carefully and wait for Rockgrip to patrol near you. Pull him and kill him
like a standard melee mob. He's tough, but any boss with no special abilities is
easy.
Swim to the Eastern Shore, follow
the passage back up across the bridge, and backtrack till your on the Blue path
again. Now take a detour upwards along the Red Path. You'll be fighting mountain
giants!
Mountain giants are tough, and
deal heaps of damage, but as you'll fight no more than two at a time, they're no
problem provided the Warrior retrains the aggro. Just make sure everyone is
attacking the same giant the warrior attacks. At the very top of the Spiral Ramp
is Landslide.
Landslide is like a typical
mountain giant, except that he can hurl you a lot farther, and summon rock
elements. When you engage him, have all party members run behind him, so they're
between him and the wall. That will prevent you from being hurled off the cliff.
Kill Landslide before dealing with his adds.
Run back down and turn right at
the first opportunity.
The Princess:
The Princess is quite difficult,
more no more so than Noxian. As such, if you got this far, your party should be
perfectly capable of defeating her. And yes, she is ugly.... and no one knows
who made her princess, but that's not the point!
The Princess is a melee mob, with
a few abilities. The first is an AOE fear that will send melee players
running, giving her a chance to kill the casters in the back lines. The second,
is an AOE blast, that knocks all players backwards and dealing huge AOE damage
to every person caught within 20 yards range. The final ability to to hurl a
rock at a healer, disrupting their spell.
 |
| Beware the Princess's Ability to deal large AOE damage to everyone within 20 yards of range.
Anyway who can be effective outside melee should stay outside melee. |
Due to the mass AOE damage, all
players should definitely stay back except the warrior! Have the warrior tank
the princess, while Hybrids just sit there and use heals and DOTs. The princess
is also immune to Lightning, so don't bother. Shamans and Druids should never
venture within range of the Princess, as any damage you do will be far
outweighed the extra damage she does with her AOE attack.
When the Princess uses her AOE
fear, the designated off tank (normally Shaman or Paladin) should step up to
take the hits, giving the warrior time to run and taunt the mob. And if under
the effect of her AOE, run away from the process rather than towards her...
you'll take far less damage.
Provided everyone played as
above, you should be able to Princess out using DOTs and Nukes. Just don't all
charge in and try to melee her!
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