Cataclysm Zone Review: Wetlands

Editor's Note: This post contains spoilers for the upcoming Cataclysm expansion. Read at your own risk!
Looks like the Wetlands just got a little wetter. (What the -- who took my sunglasses?!) The swamplands of Khaz Modan have gotten some updates -- some for the better, some for the worse, and some for the downright awesome.
Dun Algaz The familiar twisting tunnels leading from Loch Modan to the Wetlands have remained intact, including the halfway-point town of Dun Algaz, still overrun by the Dragonmaw. Like many areas that haven't changed a whole lot, the questing here has been changed up slightly but mostly made shorter. In this case, your objective is retrieving some precious cargo -- and if you didn't guess alcohol was involved, you've forgotten that you're in dwarf country.
Slabchisel's Survey
Waiting for you at the bottom of the tunnels is a new outpost, flight point and quest hub. Forba Slabchisel is unhappy with the work ethic of her fellow dwarves. Sounds like an opportunity for you! The water itself is a little peeved at taking such a long tumble, so you have to put down some elementals on the way to killing another Dark Iron leader named Drungeld Glowergare and a large water spirit named Torrention.
Having restored Slabchisel's faith in dwarvenkind (or whatever race you happen to be), you are rewarded with an express ram trip all the way across the zone to ...
Menethil Harbor

Captain Stoutfist now sends you out into the middle of the swamp to a small outpost that has actually existed since vanilla but had little to offer until now. The station's founder and namesake is joined by one Shilah Slabchisel, doubtless a blood relative of Forba, and James Halloran, whose life took a turn much for the worse with the cataclysm.
They'll have you running a lot of the quests you would previously run out of Menethil, killing raptors, gnolls, and crocolisks. Then Shilah notices that the Dark Irons are kidnapping the gnolls. Since the Dark Irons are unlikely to be doing us a favor, it must be right to free the captive gnolls. Don't argue, just do it! Finally, after you take out the local Dark Iron leader, Yorla Darksnare, Shilah directs you back south where some familiar folks are waiting.
Whelgar's Retreat
Prospector Wheglar thought he had his problems licked. He'd killed all the raptors. It's not his fault they didn't stay dead! Or that his whole excavation site erupted in earth elementals, for that matter. Oh, well, that's why they have you to clean out the place. After you finish that, Whelgar has one more thing for you to do: kill the leader of the Angerfang orcs next door, and a whole slew of his underlings while you're at it. Just on principle.
The orcs taken care of, Whelgar tells you it's time to report in at ...

What was once just a weird, huge moss guy with a hangup about gnolls developing technology has been built up by the druids of Darnassus into a full-blown quest hub. Or at least, so it appears at first.
First, you go kill some orcs that are kidnapping dragon whelps, while the Greenwarden himself sends you to kill some mini-me versions of himself, in spite of the fact that they appear to be helping kill off the Dark Irons. Then you get a pair of quests to deal with some fire elementals and the blazes they're setting off in the marsh, which seems like a good trick, even for a fire elemental. And then ... you're given a care package and sent off to a new region. That's it. Whole big town there, inn, flight point and everything, and only four quests. Hunh.

They're still shooting at each other up at the far north end of the Wetlands, but the big news is that you get to meet a celebrity in the form of Thargas Anvilmar, Defender of the Thandol Span. There's also a flight point here, but it's not clear why, because you won't be here long. Thargas informs you that the Dark Irons of Dun Modr have joined up with the Twilight's Hammer. (You might be sensing a pattern by this point -- the last stop in a zone always seems to involve these guys having some new converts.) The first step is a simple, boring one: go into Dun Modr and kill 12 converts.
The grand finale is something else, however. Thargas has you join him in The Battle of the Thandol Span. It's a grand melee with you and the other heroes you've met in the Wetlands on one side, and the various villains you thought you slew on the other, led by one Calamoth Ashbeard, the Twilight's Hammer leader for the zone and the one you must take out one-on-one to win the battle.
Victory in this battle may be sweet, but there's little time for celebration, as Thargas essentially tosses you a blue quest reward and tells you to keep pressing north, across the bridge and into the Arathi Highlands, to see what's going on in that hole in the ground they amusingly refer to as a stronghold up there.
Apart from the quests being easier to acquire and the hidden subzone of Faldir's Cove being much easier to find now, almost nothing about Arathi Highlands is new from an Alliance perspective, and in fact the player is encouraged to go visit the Scarlet Monastery and a much-improved Gnomeregan, and move on to the Hinterlands as soon as possible, rather than tarry in what is currently something of a dud of a zone.
Final thoughts
This was supposed to be one of the zones with the biggest changes, but although pretty much everything has gotten some sort of update in Cataclysm, the overall feel of the zone isn't all that much different. The express trip to Menethil is massively welcome and smooths out the flow of the zone significantly. There are some indications that they're still developing content (Ironbeard's Tomb, for example, still exists, but as of now is no longer part of any quests), which may explain why questing seems to peter out towards the end, but what is there currently is well worth playing through.
Filed under: Guest Posts, Cataclysm






Reader Comments (Page 2 of 2)
Sean Nov 6th 2010 6:41PM
Doesn't sound too bad, but you still have to move onto Arathi afterwards, which I hate almost as much as STV (which looks like it isn't any good in Cata, either). I'll be leveling Horde characters, anyway, so this won't affect me too much.
RedMosquito Nov 6th 2010 7:18PM
Are you kidding? STV was changed a lot, and it is awesome in Cata. The "baby raptor" quests leading up to Zul'Gurub, in Northern Stranglethorn, can't be missed. And the final Cape of Stranglethorn quest, in Booty Bay (no spoilers), was one of the most epic questing moments I've ever witnessed in Wow.
KJP Nov 6th 2010 7:21PM
One other thing I omitted from these reviews for space reasons: particularly starting in Loch Modan, the mobs start to use fight and spell mechanics that you might not expect. Just for example, the Dragonmaw Orcs you deal with at Dun Algaz will, appropriate to their name, cast Dragon's Breath. Yes, as in the mage spell with the stun effect. Complete with the dragon head graphic.
Evelinda Nov 6th 2010 10:43PM
thats actually exceedingly cool; i love it when you run into mobs who mix it up a little, instead of just casting frost/fire/shadowbolt on you
MrJackSauce Nov 6th 2010 7:55PM
I think the amount of Flight Paths added are great. Being able to move quickly from one place to another, even in a zone, is nice when you just gotta drop this off there and that off over there etc.
themightysven Nov 6th 2010 8:35PM
maybe greenwarden's grove is for Grim Batol
Lemons Nov 7th 2010 1:00AM
Sill pretty ridiculous to have a giant town and only 4 quests in it, but yea that is a good point as to why it exists in the first place.
Danny Nov 6th 2010 8:49PM
Another awesome article, thanks!!!
7Seti Nov 6th 2010 9:13PM
It's a real shame that nothing has been done with Arathi. I always liked the look of the zone, but it looks like the new content barely fills a paragraph. After seeing the massive changes that the horde get in Hillsbrad, I would have expected something similar in Arathi.
It doesn't seem to fit with the story now. The forsaken have just conquered everything to the north and are now moving in on Arathi, but the alliance are more concerned with the Scarlet Monastery and Gnomeregan?
Jason Nov 6th 2010 11:34PM
I just quested in Menethil on an Alliance alt today...I had no idea it would be underwater... *Sniffle*
Kar Nov 7th 2010 2:22AM
It's not really underwater, just sort of *in* water - flooded but not submerged. Think sandbags, not scuba gear.
navyjames6 Nov 7th 2010 12:13PM
Isn't there supposed to be a large dungeon being issued in the east of the Wetlands? (sorry, not great at lore names, but I know the portal to it is there, and it is guarded by some Lvl60+ elites at present.
If this is opened up in Cata, is it likely that the greenwardens town exists as a point for groups to form up in, do repairs and log out of? I know most people will hearth, but it would make sense to have a location close in to the instance.
Tyeton Nov 7th 2010 2:15PM
Didn't get a beta invite this year either, and I echo the sentiments of someone posting earlier. I appreciate the overview given of the changes to come!