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Posts with tag wailing-caverns

WoW Archivist: Two weeks as a noob in 2004

A tauren in Mulgore
WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold?

When I took on the WoW Archivist mantle last year, I wanted to tell some personal stories as well as provide in-depth looks into the game's past. My first column talked about an early but extraordinary world PvP experience. Today I'd like to tell you about my first weeks of WoW in 2004, in a very different Azeroth than our modern version, with a very different incarnation of the hunter class.

A hunter will rise

In December 2004, a hunter stepped forward in Red Cloud Mesa. He was new to the ways of Azeroth, but eager to learn. What followed would be painful. But when the narrator shut up and the hunter proudly accepted his first quest from the Navajo minotaur guy with giant punctuation over his head, this new hunter set forth. He had nothing but a bow and a hope that his trials would forge him into a hero.

He would become a hero, many months and scars later. His first two weeks, however, were marked with terror, failure, and shame in roughly equal parts.

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Filed under: WoW Archivist

WoW Archivist: 7 ways vanilla Wailing Caverns baffled us

Mutanus the Devourer
WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold?

We've come a long, long way, haven't we, since the days of Wailing Caverns? The dungeons of Pandaria are gorgeous, vivid, and varied. The bosses are dynamic and engaging. The best way to appreciate what Blizzard is doing now is to look back at what they were doing eight years ago.

Vanilla WoW's dungeons were not always so expertly crafted. Some dungeons, like Deadmines or Stratholme, were a big hit. Others, like Razorfen Downs, were not so warmly embraced. The popularity of vanilla's Wailing Caverns is not easy to nail down. For some, especially old school Horde players, they have fond memories of the place as the first real dungeon they experienced in WoW. For others, memories of endless hours wandering its unforgiving maze haunt them to this day.

One thing is certain: vanilla Wailing Caverns runs led to a lot of questions -- questions that we no longer have to ask today when we step into a dungeon. Here are seven of them!

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Filed under: WoW Archivist

The most wicked creatures in WoW

Warcraft is a game that seems fairly straightforward in faction division. Alliance is good; Horde is bad. But once you delve into it, that straightforwardness becomes muddled and marred. The Alliance may seem like good guys, but they have their bad moments, and the Horde may seem evil, but even they've got their shining examples of goodness buried within. And when you examine the story and lore closely, you begin to realize that there is no black-and-white division between good and evil; all characters are loosely scattered and somewhere in shades of gray.

Sure, you can argue that the orcs are evil -- and they absolutely were, back in the day. But when you start looking at the justifications for the orcs' actions, that label of pure evil comes into question. As for the Alliance, you can argue that the human race is a bastion of goodness and light -- but then you look at things like the Scarlet Crusade, at Benedictus' betrayal, and you begin to wonder whether the human race is inherently good or just as scattered as the rest of the world.

... Unless, of course, you look at the one place where evil characters always hang out: instances.

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Filed under: Analysis / Opinion

Breakfast Topic: Be honest -- did you make it over the Wailing Caverns jump?

I had a moment of pure nostalgia last night when I remembered what is quite possibly my favorite World of Warcraft memory of all time. Back when the game originally released (probably that very night, knowing us back in college), our adventurous little Horde band hit the Wailing Caverns, level-appropriate and everything. After killing approximately 9 billion Deviate Raptors and getting lost in the caverns for over an hour, we finally made it to the dreaded Wailing Caverns jump.

You know the jump. Right next to the waterfall about two floors up on the "right" side of the instance. It's easier to get to now that Wailing Caverns has essentially been cut in twain. You can still go to the jump and miserably fail like Gorgomite did.

Gorgomite has long since quit WoW, but he was my first guild master and good friend. We played Dark Age of Camelot together, and with the built-in guild community we created in other games, moved over to WoW. That fateful night, Gorgomite could not make it over the Wailing Caverns jump. Try as he might, he just couldn't make it. Lag? Maybe. Crappy laptop wouldn't let him jump at the right time? Most likely. We all laughed for a good 30 to 45 minutes figuring out how to get him over that jump. It was the best.

How many of you fell because of the Wailing Caverns jump? Be honest. I can tell who is lying.

Filed under: Breakfast Topics

Know Your Lore: The sorrow of Southern Barrens

The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how, but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft.

Cataclysm brought with it a lot of changes -- the face of Azeroth was forever changed as the landscape altered when Deathwing burst forth onto the scene. But along with the physical changes, there were plenty of political changes as well. For the Horde, Cataclysm saw the rise of a new Warchief in Garrosh Hellscream, as Thrall took his place beside the Earthen Ring and tried to repair the tattered land. The Alliance saw the rise of the Council of Three Hammers in Ironforge, as Magni Bronzebeard's sudden demise left a hole in the heart of the Bronzebeard dwarves.

It was the shattering of the land that saw both Alliance and Horde forces immediately move to reconfigure their borders and take whatever land and resources they could possibly get. Though the war rages on, some places are no longer war-torn and filled with the sounds of combat. Instead, these once-populated areas are filled with the silence of lives lost, of the cautious footsteps of looters looking to take whatever spoils of war they can carry.

Perhaps the most saddening of these is the once-peaceful settlement of Camp Taurajo -- now a charred version of its former self, left to wither back into the harsh lands of the Southern Barrens.

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Filed under: Lore, Know your Lore

Patch 4.1: New Wailing Caverns layout unveiled

Earlier in the patch 4.1 PTR cycle, Blizzard updated the PTR patch notes with an item indicating that the layout of Wailing Caverns would be streamlined. Certainly, without logging onto the PTR and running the instance, it was difficult to form an image of just how it had been streamlined.

With today's PTR patch, Wailing Caverns has been given a new map to reflect the changes. The entire maze-like structure on the eastern side of the instance has been removed -- completely scooped out, with the bosses therein relocated in the dungeon. This will eliminate a lot of needless back-and-forth through the instance, as well as the infamous leap in the maze that caused the demise of countless PUGs. You know what I'm talking about: The tank misses the jump, immediately gets lost, other members of the party jump down to help and then they get lost ... and then your party is no more.

[via Wowhead]



WoW Patch 4.1 is on the PTR, and WoW Insider has all the latest news for you -- from previews of the revamped Zul'Aman and Zul'Gurub to new valor point mechanics and new archaeology items.

Filed under: Cataclysm

Know Your Lore: Stormrage and the Emerald Nightmare, part 1

The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how, but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft.

The events playing out in game right now have long-lasting repercussions on future lore, but there are also events playing out that aren't present in game. The Shattering by Christie Golden details some of these events, but there's another book out there that also has an effect in upcoming events. I'm talking about Stormrage by Richard A. Knaak, which was released earlier this year and covered information regarding the Emerald Nightmare.

Even though the book was released some time ago, the effects of the book haven't been felt. This is because as far as timelines go, Stormrage hadn't really happened yet -- or has it? The book takes place somewhere between Wrath of the Lich King and Cataclysm, and though we don't see any of the events in the book played out in game, we see players from the book and the repercussions of the book's events. Today, we're going to give an overview of what's in the book and how it affects what's going to play out in Cataclysm.

Please note: The following post is all about Stormrage and contains spoilers for the majority of the novel as well as the upcoming Cataclysm expansion. If you're planning on picking up the book, turn away now, lest ye be spoiled for eternity!

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Filed under: Lore, Know your Lore

Spiritual Guidance: A shadowy work in progress

The Spiritual Guidance duo, Fox Van Allen and Dawn Moore, haven't always gotten along so well. While some attribute that to the natural way that the shadow abhors the light, the real reason is the time they were on The Price is Right together in 2003. I mean, two hundred dollars for a grandfather clock, Dawn? What were you thinking?

Some days, I wish Spiritual Guidance was a TV show. Not only would the world be better able to appreciate my own physical beauty, but I'd be able to do one of those "Last time, on Spiritual Guidance" opening montages, filled with dramatic clips that tell you exactly what happened last week.

"Fox, we need to get to level 10, and fast! Before the orphanage explodes!"

"But if you're the Priest trainer ... then who's that?"

"You're not casting Smite enough! Faster! Faster! More Smite NOW! Hurry, there's not much time!"

KABOOM!


"The orphans, they're on fire! Quick, cast Renew!"

Things are often a lot more awesome in my head than in real life, I'm afraid. Still, last week, we did address the process of starting a new priest, getting him geared up with heirlooms (or heaven forfend, green items) and the basics of the early spells (Smite, lol). This week, we're digging a bit deeper, getting to 20, rocking some instances and doing some PvP -- that's right, life as a priest is finally ready to begin.

Follow me after the cut. And don't mind the random explosions and orphan debris -- they're just there for next week's opening montage.

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Filed under: Priest, (Priest) Spiritual Guidance

The Queue: Again and again

Welcome back to The Queue, WoW.com's daily Q&A column where the WoW.com team answers your questions about the World of Warcraft. Alex Ziebart will be your host today.

In this edition of The Queue, we answer a couple of new questions, and a couple of questions that we've answered approximately seventeen thousand times. Okay, not that many, but it certainly feels it. Hopefully between the new and the old there's something for everyone.

cactusham asked...

"Can Horde queue up for Stockades and Deadmines, and can Alliance queue up for Ragefire Chasm and Wailing Caverns?"

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Filed under: The Queue, Cataclysm

The Queue: Can't get enough pony


Welcome back to The Queue, WoW.com's (almost) daily Q&A column where the WoW.com team answers your questions about the World of Warcraft. Alex Ziebart will be your host today.

I'm taking a break from piecing together the video from WoW.com's recent run of the Forge of Souls to whip up a brand new edition of The Queue for you guys to read this afternoon. I went to Twitter for most of today's questions, so don't be surprised if they're pretty short!

AngerFork asked...

"Theory time: Since Deadmines and Shadowfang Keep are coming back as Heroics, do you think any other dungeons will come back as Heroics? If so, which?"

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Filed under: Analysis / Opinion, The Queue, Cataclysm

Time is Money: Capitalizing on Patch 3.2

Kebina Trudough here, offering you the best gold making secrets they don't want you to know about! I was like you once, poor and homely, before I discovered my patented system. Now you too can fill your pockets with the good stuff without ever breaking a sweat! Why spend all your time toiling when you could be vacationing in the Hot Springs? I'm not offering these tips for 100 gold, or 90 gold, or even 50 gold! No, not even 20 gold! My system is yours for FREE! Satisfaction guaranteed or I'll give you a full refund (handling charges may apply).

New patches always bring unique and often limited-time-only opportunities to cash in. To take advantage of them you have to be aware, come prepared, and be willing to invest in anything from materials to spending some quality time with the Auction House.

So what can you get out of patch 3.2? Scanning through the latest PTR notes, here are some potential gold-making highlights. Remember, results may vary:

Glyphs
Strangulate, a Death Knight ranged ability that silences, will soon also apply a 3 second Interrupt effect on non-player controlled targets (read: not for PvP). While a few other abilities are also getting this buff, you might note that there is actually a Glyph of Strangulate, which skims 20 seconds off its cooldown.

Considering how many fights depend on the tank and DPS to constantly be interrupting effects (General Vezax anyone?), this particular glyph might become more popular.

Frustrated Paladins everywhere probably have dropped Glyph of Exorcism from their PvP specs, but with 3.2 making it usable on players again, they may be wanting it back.

Glyph of Claw is being added to the game, and you can expect pretty much all ferals pre-level 50 (when they train Mangle) to pick it up. Although you won't be able to make this pre-patch, you could farm the materials.

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Filed under: Patches, Analysis / Opinion, Tips, Economy, Features, Making money, Time Is Money

Choose my Adventure: Insert funny title about being level 25 here


WoW.com readers, it's up to you to decide the fate of Turpen the Gnome Warlock with Choose My Adventure. Help test the site's new features by participating in this event, casting your vote toward the many aspects of Turpen and following his exploits on Alex Ziebart's WoW.com profile!

Well, you guys wanted me to run Deadmines. As you can see, I ran Deadmines. Many thanks go to Urse (Healer), Child (Tank), and Sneafoo (Noob Rogue of Doom) for 4-manning the thing with me. Urse was pretty overleveled for the place so healing was hilariously easy, but Sneafoo made up for it by starting the run at level 12 and aggroing Gruul from the pirate ship.

I went further than that, too. I didn't stop at Deadmines, I did Wailing Caverns, Blackfathom Deeps and Shadowfang Keep as well. I was kicking around the idea as soon as someone suggested Deadmines, but I didn't think I would manage to land a group for either of them. When I went out to the Barrens to get my Succubus (Angva) at level 20, that sealed the deal for me. I picked up the quest The Orb of Soran'ruk, and despite the fact that its quest rewards sucked, it gave me more reason to try and get the groups together. I put out a call to all of the various resources I knew, LFG and community chat channels (your server probably has a few good ones) and all of that, and managed to score a few groups.

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Filed under: Warlock, Analysis / Opinion, Instances, Leveling

The end of vanilla WoW

We've heard about suggestions of vanilla servers before (and Blizzard has flatly stated that they have no plans for them), but here's a new twist: Nomnom on Korgath says that Blizzard should finally, once and for all, abandon the old world. He says that leveling from 1-60 is a pain, even with the changes and recruit-a-friend (and on that, I agree -- my Paladin is level 50 and staying there, because leveling is boring), and that Blizzard should just start all new characters at level 55, especially if you've already got a 70+ character. They already did it with Death Knights, and those have worked their way into the endgame just fine.

That idea's definitely been batted around before, and anyone leveling an alt can definitely see the benefits. But think of what you're giving up with a new rule like that: Deadmines, Wailing Caverns, Scarlet Monastery. All of the epic quests and reputations, all of the great old-world vistas and settings. Plus, new players to the game will find the old world even emptier than it already is -- everyone who has a high level character will already be leveling through Outland or Northrend.

Do we really want to abandon the old world for good? Blizzard doesn't think so -- Palehoof unofficially suggests that Blizzard is happy with the subscription fees for the two weeks it takes you to level your character, and Bornakk officially says that Blizzard is happy with the way things work now, and if they see a problem, they'll fix it. You have to think that they'll eventually allow this kind of "powerleveling" in some way -- as we move closer to level 100, it'll just be silly bothering with the lower levels considering how far ahead the new content is. But for now, you'll have to stick to leveling the old-fashioned way, because vanilla WoW isn't going anywhere.

Filed under: Patches, Analysis / Opinion, Blizzard, Buffs, Death Knight

Breakfast Topic: Musing on old-world instances


When we first heard about heroic level instances in the Burning Crusade, many of us were thrilled at the thought of revisiting our favorite low level instances. We would have them boosted to an end-game level and resurrected into regular play. Then we found out that only the dungeons in Outland were geared up for heroic levels. At least one player was pretty disappointed by this news. One of our readers, Sean, asked to open up a dialog about old-world heroics.

Running the old world dungeons as actual five-man instances seems pretty rare these days. Sometimes we skip past them due to decreased leveling requirements, and an ability to gear our alts with gold earns on our mains. Often when we actually venture into these instances at the appropriate level, we are tailing a capable level 70 character. It's kind of a waste of space and programming effort for Blizzard to leave these instances gathering dust.

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Filed under: Analysis / Opinion, Fan stuff, Breakfast Topics, Instances, The Burning Crusade

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