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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.

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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