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Azuarc's level guide, Act 12: TFH, part 2 (levels 46-50)


This section of the guide will hopefully complete the push all the way to 50. We start with Tanaris and Zul'Farrak. I apologize for the length.


Scene 1: Sandsorrow Watch (level 46)

In the northwest corner of Tanaris lies Sandsorrow Watch, a region guarded by many elite trolls. Head out this way, but go around the trolls to the pool of water at the west end of the area. Click your Untapped Dowsing Widget and immediately run away from the 3 bugs that spawn. Return to Gadgetzan afterwards.

Quests completed: Gadgetzan Water Survey


Scene 2: Zul'Farrak (level 46)

You have SEVEN quests for Zul'Farrak, and 46 is a decent level for the zone. Since other options are questionable, with a full quest log of scattered quests and tasks over your head, your best bet is to try to get a Zul'Farrak group at this point so you can complete:
 

Zul'Farrak is located in the back of Sandsorrow Watch. The zone is basically a big circle. You enter from 6 o'clock. Hydromancer Velrotha's pool is at 8 o'clock. The Ziggurat area (and the Chief's throne) is at 10 o'clock. Another fairly meaningless event is at 12 o'clock. Most of the scarabs in the zone are at 2 o'clock along with Thekal the Martyr. There's one other boss that's behind Thekal, but I don't recommend going after him.

Quests completed: everything listed up above, hopefully, although you might run out of scarabs


The Run-around (level 47)

Turn in the quests from around Zul'Farrak. Run down to Steamwheedle and finish the tablets quest, but do not bother picking up the follow-up. Then fly to Dustwallow and find Tabetha again. Hearth back to Gadgetzan.

Grab your non-Tanaris quest items and your Elixirs of Fortitude. Walk up to the racetrack where you maybe have Gahz'rilla to turn in. You should also have An Orphan Looking For a Home. We did this after the other turn-ins because you're about to be on a timer. Quentin will ask you for 2 Elixirs of Fortitude. After you hand them to him, he will send you off to race to the Hinterlands.

So you need to be in Aerie Peak within an hour. Fortunately, we have everything set to fly there…we are, however, going to make one or two quick stops along the way. Fly to Ratchet and take the boat there so you can return to Nethergarde Keep and hand in Nekrum's Medallion. The follow-up is the second time you will have been asked to enter Jintha'alor, and the second time that we will not be accepting the quest. Jintha'alor simply isn't worth the time, unless you've got a group that's raring for an adventure.

After that, you can head up to Aerie Peak, stopping at Stormwind to train if you need to. Don't lollygag at the auction house though, that timer is still ticking. (By the way, if you log out, the timer does stop. If you need to suddenly leave, just quit. You'll need to pick up where you left off when you come back though!)

You should reach Aerie Peak with a little over 20 minutes to spare if you don't waste any time.


Scene 3: Putting the Hinterlands Behind Us (level 47)

We're going to make one quick trip and finish the last of Hinterlands while we're here. First follow the north wall back to Rhapsody Shindigger above the Quel'Danil Lodge and give him his cocktail.

After that, follow further east to Agol'watha or Skulk Rock and beat up on some oozes there. (Herbalists: go to Skulk Rock. The cave is about the only place you'll see Ghost Mushrooms outside of Maraudon.)

Finally, start walking further east. Emphasis on walking. You are going to wander about looking for stealth mobs that are not very observant of you. If you race by on your mount, you'll often miss them. Kill enough Silvermane Stalkers to get the flanks you need for Food For Baby.

After finishing these three tasks, we can say goodbye to Hinterlands. Congratulations on becoming a parent…sorta. Return to Aerie Peak on foot, and then fly off to Ironforge.

Quests completed: Rhapsody's Kalimdor Cocktail, Skulk Rock Clean-up, Food For Baby, Becoming a Parent


Scene 4: Searing Gorge (level 47)

It's time to head to a new zone for a bit. Searing Gorge has an entrance by Loch Modan, however it's locked, so unless you get lucky and someone opens the gate, you'll have to go west. There's also no town, so you might as well set your hearth in Ironforge. Oh, and bring 15 Silk Cloth (or as much as you have) with you…for…for nothin'.




Searing Gorge is like Badlands in that there isn't a town anywhere, but fortunately there is a flight point and a quest hub, so our first priority is to reach it by staying along the north wall until we reach Thorium Point. It's far to the west. Between the wanted signs and the NPC questgivers, you should find 7 quests in Thorium Point:

 

Then leave Thorium Point (TP) and shortly to the southeast you should find Kalaran Windblade in a camp with his squire and a bunch of Dark Iron corpses. He'll tell you a tale and then give you a story. At this point we're ready to actually begin.

Start killing your way back to the east. You have quests for Golems, Fire Elementals, Greater spiders, and all kinds of dwarves. Take your time getting back toward the zone-in, but also don't rush to finish any particular quest right now.

South of the Badlands entrance is the Grimesilt Dig Site. Loop around it completely and look for the outhouse toward the rear. Talk to it. (Yes, the outhouse talks.) Then start mopping the floor with the Dark Irons. You'll also notice Dorius Stonetender face down in the middle of the camp. Feel free to pick him up and send him on his way. This is an easy escort quest that leads to some other stuff. After he dies, pick up the paper next to his body and return to the Dig Site to complete Caught!

After that, go south and up into the southeast mountains. In the far back corner, you will find Martol the Rager, a level 48 elite Thunder Lizard. Martol is immune to nature damage, but otherwise isn't TOO tough for an elite. Considering she's also one level over you, this one might not be too doable, but it's only for the key to the zone gate…and you've got a flight point to get you here from Ironforge.

Casually finish your loop around the zone, trying to get the elemental kills you need for The Flawless Flame. You'll also need some golem kills for that one, but don't focus too much on the dark irons. If you stay around the perimeter of the zone, you should not only finish Flawless Flame, but also get most of the kills you need for Curse These Fat Fingers.

Back at Thorium Peak, fly to Thelsamar to talk to Mountaineer Pebblebitty at the Searing Gorge gate about Margol's horn before making a return to Ironforge. You'll have two quests to sort out in the Hall of Explorers.

Quests completed: Divine Retribution, Suntara Stones, The Flawless Flame, The Horn of the Beast, Proof of the Deed


Scene 5: The Cauldron (level 47/48)

Assuming you killed Margol and turned in the successive quests, fly to Thelsamar and talk to Mountaineer Pebblebitty. Either way, head to Thorium Point next.

During your last scene, you should have finished The Flawless Flame and gotten another quest to kill dwarves. We're going to kill some dwarves now. We mostly want to be looking for Slavers and Taskmasters, plus Heavy War Golems, but any dwarves are good, so move into the dwarf camps to the south. To begin with, find the large machine with the rotating wheel, and kill the Steamsmiths around it until you get a Smithing Tuyere. We'll worry about the spyglass later.

Hop on one of the lifts to the south that take you down into the Cauldron, and find the cave entrance for the Slag Pits. It's along the northern face on the lowest of the three levels (other than the ground.) Move very carefully through the Slag Pits, as the area isn't difficult, but one bad pull can lead to many others. There aren't many truly safe spots to rez in, so it's best to just not die in the first place…which means pulling everything in front of you, not letting anything run, watching for patrols, all that jazz. You know the deal by now, but be extra careful with the slaves. It's annoying they aggro, but their greatest weapon is their feet – they run early, they run quickly, and then run if anything else in the battle dies.

In the north end of the mines will be a large open chamber with Obsidion, an elite elemental lying on its side. Next to that is a Dying Archaeologist, who you talk to to complete Dwarven Justice. From there, work your way up the ramps on the far side of the cavern.

The room at the top has two entrances, and just goes straight back to another cave exit, however on the right is Overseer Malfurious. Unless you're here with other people, there is no way you're going to take him, so just leave him and the Fiery Flux Plans next to him alone. Instead, go to that back exit, and follow the platform around into another cave entrance where all the Incendosaurs live. Kill 20.

Run out the way you came in, move forward, and head out the southern ramp leading out of the Cauldron. Kill Lookouts near the towers for the spyglass, and then come around the west side of the gorge to find the spiders and golems you need to finish your other two quests before finding your way back to Thorium Point. Talk to Kalaran Windblade on the way.

Quests completed: Dwarven Justice, Forging the Shaft, JOB OPPORTUNITY: Culling the Competition, Incendosaurs? Whateverosaurs is More Like It, Curse These Fat Fingers, Fiery Menace


And Back to T-F… (level 48/49)

Searing Gorge is a lovely zone and all, but the remaining quests you have are all group-oriented. You're welcome to do them. If so, clear out the cultists west of Thorium Point (for 3 quests, one of which is there,) and then return to the archaeologist team inside the slag pit, and kill the Overseer while you're there.

However, we're moving on. We've finished up Hinterlands. We're going to wrap up the other two now, and we've still got plenty to do, so we're going to bang out Feralas next. Feel free to stop at Stormwind along the way to turn in Rhapsody's quest. While you're there, you might want to think about buying bigger bags. If you're using anything smaller than a 12-slot for any of your slots, do yourself a favor and upgrade. It's worth the money to spend 7 gold on a 16-slot bag that you will probably never truly replace. (It might become a bank bag some day.)

Your quest log at this point should include from Feralas:


We're going to do all the Feralas quests remaining at once. Swim or ride the boat to shore, and start beating up on the water elementals and the giants. (Make sure to zap the giants with Zorbin's Ultra Shrinker.) Range up and down the coast until you are able to finish both quests. Return to Zorbin to complete both quests.

Ride up toward the road and turn north. After you follow the road past the shoreline areas, turn off the road to the east and look for a cave on the zone map. This marks Feral Scar Vale, the home of the tougher yetis in Feralas. You'll probably have to kill a good many of them to get 10 hides. Along the way a Pristine Yeti Hide will also probably drop, good for another quest turn-in in Feathermoon.

After you finish, head west across the road to the Twin Colossals and look for Rockbiter, a giant in a small valley, who has another quest for you. With The Giant Guardian in hand, head back to the road and go to the far north end of the zone to enter the Ruins of Ravenwind.

You need four flames from this harpy-infested area. The first is in the very northeast, so just follow the north wall and you'll find the Flame of Imbel easily. The hardest of the bunch to find will be on the tall ruins to the south of Imbel, as you actually have to jump carefully and find your way onto the top level for the Flame of Samha. Hop off and run under the bridge to the north, turn left and follow the upper ridge to the Flame of Lahassa. Rather than jumping to the area below, go around the large tree and the pillar behind it to find the Flame of Byltan. (Remember this path.) The central monument is northeast from here, so clear out the area, and then use Troyas' Stave so you can access the Equinex Monolith and finish the quest.

Retrace your steps to get back up the ridge above you to the northwest. Chances are, you noticed Shay Moonrunner on the minimap as you went by that corner. There is a path to reach her behind the third flame. The quest Wandering Shay is named so for a reason. Make sure you pick up the bell from the chest once you start it, and keep a close eye on her. She can easily run off without you noticing, and she also liked to attack whatever's nearby. Guide her back to Rockbiter if you can, following the west wall until you are out of the ruins, and then avoiding all the other giants along the way. (There were once non-aggressive, but now if you go near one you essentially fail the quest automatically even though Shay is friends with the giants. Figure that one out.) You'll also need to come east a bit in order to reach Rockbiter. He is at coordinates (42,21). Return to Feathermoon.

Quests completed: Fuel For the Zapping, Zapped Giants, The Mark of Quality, Pristine Yeti Hide, The Staff of Equinex, The Giant Guardian, Wandering Shay


Scene 7: The Ogre, The Oasis and the Insects (level 49)

Head for the west end of Tanaris, south of Sandsorrow Watch, to the Noxious Lair. Kill bugs dead. Avoid swarmers when you can help it. Get 5 parts.

Go southeast to the Dunemaul Compound. Ogres are everywhere, although most of them are frequently deceased. The named guy is in the cave.

Travel southwest to Thistleshrub Valley. There are three creature types here. Two are for one quest, and the other has a rare drop for another. Finish The Thirsty Goblin and Thistleshrub Valley before leaving.

And leave to the east, looking for either the Southmoon or Eastmoon Ruins. Both sets of ruins are surrounded by ogres, and have gahz'ridian buried around them. Work your way around until you have the 30 pieces of Gahz'ridian you need.

Ride to Gadgetzan.

Quests completed: Noxious Lair Investigation, The Dunemaul Compound, Thistleshrub Valley, The Thirsty Goblin, Gahz'ridian


Scene 8: The Gaping Chasm (level 49/50)

After finishing the quest with Alchemist Pestlezugg, Senior Surveyor Fizzledowser on the hill behind him will have a quest for you to grab, the Scrimshank Redemption. As much as you probably just lu-uved those bugs from the Noxious Lair, there are nastier ones to contend with in the Gaping Chasm in the far southeast, but that's where we're going.

Ride as far into the Gaping Chasm without aggroing as you can. You'll need to go into one of the underground tunnels. Find the downward spiraling ramp that leads into 2 tunnels. They both meet in the same large central room where Scrimshank's gear is hiding in the south corner. Kill all Swarmers you encounter here – they are the patrols and they WILL add and kill you later. Hearth out of here once you've grabbed the gear – you don't want to fight both in and back out.

Quests completed: The Scrimshank Redemption, Insect Part Analysis


A Trip to Darnassus, part 3 (level 49/50)

Yes, one more time. You need to do two things when you get there for future questing. First, finish Rise of the Silithid in the main temple. Second, go to the Cenarian Enclave and talk to Arch Druid Staghelm at the top of the central building. Also see if you can buy a Mithril Casing from the auction house. (Engineering-made item.) These will all build up to Un'goro Crater, which is the next zone we will look at in earnest.

But first, you need to get to level 50, preferably 51. Un'goro can get ugly quickly, and while we aren't making a beeline there, the difference between 50 and 51 is pretty noticeable.

So the next place to go is the Blasted Lands. Near the zone-in are a pair of blood elves with quests for killing the random stuff in the zone. So kill the random stuff in the zone – the basilisks, the scorpids, the vultures, the boars, and the hyenas. Focus on the basilisks and vultures since their drops will be most in demand. Do not go all the way east to the cultists, or far to the south. This is mostly grinding, but it's focused grinding, and if you should get a Draenethyst Crystal, (perfect or imperfect,) there's a fellow named Kumisha that will collect that for you in exchange for some "junk". He's west of the road a bit to the south, and moves around a little.

Other alternatives for getting to 51 include going to Azshara – there's two quests in the zone, and a third you can get from Ironforge – and running Sunken Temple or Maraudon. Maraudon in particular is generally pretty good return on the investment, although you should have 3 or 4 Sunken Temple quests.

  • Scarab Shells – kill any of the non-aggressive scarabs in the zone, most of which are in the back
  • Troll Tempers – drop from any troll in the zone
  • Tiara of the Deep – kill the hydromancer in the southwest corner of the zone
  • Divinomatic Rod – complete the ziggurat event in the northwest, and then kill Sergeant Bly
  • Nekrum's Medallion – complete the ziggurat event
  • The Prophecy of Mosh'aru – kill hydromancer, and the martyr in the northeast
  • Gahz'rilla – kill Gahz'rilla in the southwest corner. You need a special mallet to summon Gahz'rilla, so this one might not be doable for your group. 

     

  • JOB OPPORTUNITY: Culling the Competition
  • STOLEN: Smithing Tuyere and Lookout's Spyglass
  • Curse These Fat Fingers
  • Fiery Menace
  • Incendosaurus? Whateverosaurus is More Like It
  • WANTED: Overseer Maltorius
  • What the Flux? 

     

  • Fuel For the Zapping (from the goblin by the docks)
  • Improved Quality
  • Zapped Giants (also from goblin, you will need to drop and re-accept for the shrink ray)
  • The Staff of Equinex

    And from Tanaris:

  • Noxious Lair Investigation
  • Gahz'Ridian
  • The Dunemaul Compound
  • The Thirsty Goblin
  • Thistleshrub Valley

    Scene 6: The Twin Colossals (level 48/49)




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