At this current point, you have the hardest third of the quests remaining in Stranglethorn, plus some quests out of Uldaman. Level 41 is plenty high enough to move on into the "TFH" zones – Tanaris, Feralas and Hinterlands – but there's only a small set of quests we could do there right now. So let's clean out those Uldaman quests.
Scene 1: Outer Uldaman (level 41)
Travel to Thelsamar, and run down into the Badlands. Right where the zone begins, with the Maker's Terrace, is the entrance to outer Uldaman. There is a lot of area in the digsite before you make it into the instance, and most of the quests for Uldaman are actually in this outer region. The mobs are still elite, but they start as low as level 35, so just be patient and you can clear through here on your own. Because they're elite, they'll die slowly, but they'll also be worth much more experience. However, because this will still be difficult, and you will sometimes have to fight two at once, it might be best not to go completely alone. It can be done, but it will prove irritating.
Before heading in, make sure you have the following quests:
- A Sign of Hope (Badlands dwarves)
- Power Stones (Valley of Fangs)
- Agmond's Fate (Ironband's Expedition)
- Solution to Doom (Badlands far south)
- Uldaman Reagent Run (Thelsamar alchemist)
- Reclaimed Treasures (Ironforge Hall of Explorers)
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When you finally get to the Maker's Terrace, head into the cave in the back. The goal is not to fight as many things as possible, but do pull anything that looks like it might add. In particular, be VERY careful around Ruffians; they are extremely overpowered compared to the foes around them.
The digsite will consist of an opening tunnel past a campfire into a large open cavern. This cavern has a tunnel in the center of it leading to the rest of Dig One. Along the way, you will find Hammertoe Grez face down at a second campfire, who you need to talk to for A Sign of Hope. Past that, you will be able to see the massive hallway that marks the entrance to Uldaman itself from along this ridge, but don't jump. Follow the path and stay to the left past the first intersection. At the second, clear out the area to prepare for the two patrols coming down the road. One of these is Magregan Darkshadow, the dwarf holding Hammertoe's Amulet. The other is a surveyor.
Note that there are troggs off to the right. We will return to here. For now, head down the path where Magregan came from, and this time when the road forks, go right. This cavern has the Tablet of Ryun'eh in the center of it, in a stone vault. Work carefully along the left edge of the room to reach it. There is one three-pull to contend with.
Return to the trogg tunnel mentioned before, and claw your way into the large open room at the end. At the back of that room will be Stoutarm's Treasure. Grab that, and then clear your way back out. Talk to Hammertoe Grez along the way. Hopefully you should finish every quest except Power Stones along the way, if you grab all the mushrooms and urns you see.
Once you are topside, return to the dwarves on the south side of the other digsite's hill. Run all the way south past Agmond's End to Theldurin the Lost. Then ride back up to Loch Modan and talk to Ironband at his excavation site and Gharak Healtouch in Thelsamar. Fly back to Ironforge. The Shattered Necklace is returned to Talvash del Kissel in the north end of the Mystic Ward.
Quests completed: A Sign of Hope, Amulet of Secrets, Solution to Doom, Agmond's Fate, Uldaman Reagent Run, Prospect of Faith, Passing Word of a Threat 1-2, Reclaimed Treasures, To Ironforge For Yagyin's Digest, The Shattered Necklace
Intro to the TFH Zones (level 41/42)
You are now welcome to make the optional trip to Uldaman and/or finish the remainder of your Badlands quests (Ambassador of Evil, Study of the Elements: Rock.) In fact, I encourage you to do so, especially if you are an enchanter that needs to go to Uldaman for your Artisan trainer. But considering these are all group activities you may not have the time or interest for, drop any quests you have that are not from Stranglethorn when you are ready to move on.
We will also clean out the remainder of Stranglethorn Vale eventually, but you can drop any of the quests to make room in your log if you like. (Except Raptor Mastery.) Unfortunately, the next set of zones – Tanaris, Feralas, and the Hinterlands, or "TFH" – are extremely spread out and force you to travel between them frequently. The main goal of a leveling guide at this point is to reduce travel time and ensure that you are heading to the best choice of these three at any given time. We will begin with the F: Feralas.
Scene 2: Feathermoon Stronghold (level 41/42)
Pop over to Kalimdor and fly to Theramore. Stop in the barracks to do the First Aid quest. You'll return here periodically as your skill increases toward 300, but for now you need to talk to the doctor to get past 225.
After that, ride to Thalanaar. Our destination is the Alliance quest hub in Feralas, which is on the northern of the two islands all the way across the zone. You *can* ride straight down the road and through the Horde outpost, but its safest when you approach it to veer off to the right and go around it to the north. Once you are past it, get back on the road and follow all the way to where the road bends to the north. At that point, there will be a ramp that leads down to the shoreline, and a dock at the water. If you can levitate or walk on water, you might not want to wait for the boat, since it just takes you a very short distance and takes a very long time. But not quite as long as swimming.
In Feathermoon, you should find the following quests:
If you still need room in your log, you can drop quests from Booty Bay that are easy enough to pick back up later.
The first of these quests is nearby. Just go to the south end of the island. In particular, you will need to inspect a gazebo that is in the western half of the ruins. It is marked by a small building on your map. Return to Feathermoon and you will be asked to kill naga. Head back to the Ruins of Solarsal, and start killing any random snake-elf you see. You'll get another follow-up when you return, but we aren't ready to chase after Lord Shalzaru quite yet.
Quests completed: Triage, The Ruins of Solarsal, Return to Feathermoon, Against the Hatecrest 1-2
Scene 3a: The Missing Font (level 42)
Ride or swim back to the mainland, and head down the beach south, weaving your way between the giants and elementals. When you get to the very south end of the beach, keep your eyes open for a wrecked rowboat in the shallow waters. A small piece of the ship is on land, but most of the ship is underwater.
Inspect the boat, run away from the elemental that spawns, and get back to Feathermoon.
The Missing Courier, The Knife Revealed, Psychometric Reading
Scene 3b: All Creatures Great and Small (level 42)
On the mainland once more, get back on the main road and ride back toward Thalanaar. When you reach a small lake in the Woodpaw Hills, stop and turn off the road to the south. Go around the lake to its southern tip, and walk *due south* from that spot. You should see a gnoll camp on a ridge next to a huge tree. Clear it out, and tacked to the tree, you should find the backpacks of the missing courier.
From here you are sent into the Writhing Deep. We aren't quite prepared for that, so turn back to the road and head back west. Before entering the High Wilderness, turn right (north) into the Grimtotem Compound. Go to the far west end of the compound, and just past the cage with the sprite darters in it should be a large tree. Around the back of this tree is a path up to Jer'kai and Kindal Moonreaver.
Kindal will ask you to clear into the camp and set the sprite darters free. You have 6 minutes to make good their escape. Hop down, clear a little around the back of the cage, and then simply run for the door and open it. The sprite darters will come out and attack the Grimtotems that come after you. Defend yourself and whichever sprites you can, and then follow a few of them as they flee. Eventually you'll get the quest complete message, and you can go back to where you met the Moonreaver sisters behind the tree.
After that, you will get (rather predictably) a quest to kill a whole bunch of the Tauren. You may want to range up to the actual compound area in the north for more naturalists. When you finish, return to Jer'kai, and then to Feathermoon.
The Woodpaw Gnolls, Freedom For All Creatures, Doling Justice
A Trip to Darnassus (level 42)
You should now have two quests that want you to travel to Teldrassil: Doling Justice 2 and In Search of Knowledge. One of these has a follow-up in Tanaris, where we are going next. There's also a quest we will pick up there for Hinterlands. So this is not a waste of a trip.
Before passing through the teleporter, go to the one building in Rut'theran Village and talk to Erelas Ambersky and Daryn Lightwind. Pick up the book in the back of the second floor for Daryn and hand it to her, and then go into Darnassus and talk to Tyrande herself.
Quests completed: In Search of Knowledge, Feralas: A History, Doling Justice 2
Scene 4: Noon Shade in the Desert (level 42/43)
Now we move on to Tanaris. Set your flight point in Gadgetzan, note that there is a bank here, and grab a few quests (see below.) Two are from the sign in front of the big cage in the center, and a few are from people hiding in the spaces between alleys. Most of the zone's quests are in Gadgetzan, (including one that goes back to Rut'theran Village where we came from,) but there is one other place to grab a few. Travel down the road to the east. At water's edge, you will arrive at Steamwheedle Port, which has a few of its own. Because your quest log is near full, do not bother grabbing the Zul'Farrak quests yet.
Don't forget to run up to the racetrack for News For Fizzle, either. Quests in hand, let's start off with a small trip. Halfway between Gadgetzan and Steamwheedle Port, north of the road, is Noonshade Ruins. Kill 10 bandits and 10 thieves here, and hang out until you get at least 5 water pouches. Return to Gadgetzan when complete.
There are not many spawns in the ruins. If you find yourself fighting competition, you can also cross the road to the south and poke around in Waterspring Field. Some areas of this region are for the follow-up quest, so stay away from other Wastewander types that are more difficult to deal with. (Unless you really want to, of course.)
Quests completed: Wastewander Justice, Water Pouch Bounty
Scene 5: Wasting Time Wandering (level 43)
Speaking of that follow-up quest. March back out to Waterspring Field and stay on the western half of it. There are a few wandering mobs, but your best bet is to cautiously approach the various camps. If one seems too clustered, skip it. And be very careful to scout the camp closely before pulling or you might end up with two rogues in addition to the shadow mage you meant to fight.
Speaking of two rogues, Caliph Scorpidsting wanders this area, moving between the camps intermittently. He is guarded by two rogues, so it looks like he's walking alone. Very clever, Blizzard. Keep your eyes open for Caliph, and attack him before he attacks you. If you ambush him well, you can certainly at least bring him down before dying.
More Wastewander Justice, WANTED: Caliph Scorpidsting
Scene 6: Lost Rigger Cove (level 43)
From Steamwheedle Port, go south along the water's edge. You'll have to cut in-land around a large rock formation once. (Zalashji's Den) Beyond that, the next obstacle along the beach has a tunnel through it that leads into Lost Rigger Cove. Home of the Southsea Pirates, you have four quests to finish here. You might consider bringing a friend along, as some of these pulls are not especially pleasant, but there's usually quite a few people here to keep things fairly subdued and you might just team up with somebody there.
Outside the encampment, you will find only Pirates and Freebooters. Granted, you need 10 of each for Southsea Shakedown, but that can be addressed later. Head inside the compound and note the fire in the center. If he hasn't been killed recently, Andre Firebeard should be hanging with his homies by the fireside. If it looks like you can pull him somewhat safely, kill him. If not, call for back-up.
In the meanwhile, try the first building on the right. There are 3 pirates in the first building that often come together, but a lucky pull might only get 2. Beyond that, there's another room with 3. At the top, you will find Stoley's Shipment.
Once you have Andre's head and Stoley's shipment, you just need to kill pirates en masse to complete Southsea Shakedown and to collect 20 hats. Return to Steamwheedle and Gadgetzan when you are done.
Stoley's Shipment, Deep Sea Shakedown, Pirate Hats Ahoy!, WANTED: Andre Firebeard
Loose Ends (level 43)
There's nothing to do in Tanaris at this point that won't just be frustrating. There's some Feralas we might be able to go back for. Hinterlands has a few quests that are doable at this point. But rather than doing any of that, the best thing to do now is clean out all those Stranglethorn quests eating up space in our log.
Before we do so, a couple quick trips we will run. First, travel south to Broken Pillar. (Coordinates 52,45.) Marvon Rivetseeker has a quest called The Stone Circle to pick up. You can get Gahz'ridian as well if you have log space. Then fly to Ratchet and pick up an item from the front of the house nearest the dock to the south, hearth back, and return to Marvon so you can get the follow-up, Into the Depths.
Head back to Ratchet again to leave for Booty Bay.
- The Ruins of Solarsal
- The Missing Courier
- The High Wilderness
- The Mark of Quality
- In Search of Knowledge (requires level 42)
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