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. |
Once you've
reach the chamber, the Disciples will begin his ritual. Gather around, plant
down totems, and be prepared to find waves of monsters. First Aid becomes
exceedingly useful here for the brief respite between waves, as you want to save
your mana for the final boss, a gigantic Murloc! Once you kill it, the instance
is complete.
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