Tag Archives: Feralas

Screecher Spirits and Feralas

Technically I can make the claim that the instance group got together this past weekend.  We were all logged into WoW Classic at the same time for a stretch and shared some information and made some plans.  But it was otherwise more an afternoon of parallel play than a group effort.

The plan was small.  There was one more quest to run down before we headed on towards Zul’Farrak, one from Steamwheedle port called Screecher Spirits.  We were all going to go do that quest at some point, and Skronk and Ula were going to try and pick up a bit more experience along the way to get to level 47.  We would then be about as ready as we planned for the instance.

I started out at the flight point in Tanaris with Viniki.

Desert air base of sorts

From there the nearest flight point for me was at the far end of Thousand Needles, the little Alliance camp at Thalanaar.

Through Thousand Needles

That borders on Feralas, and from there I headed into the forest mess that is the zone.

Green dominates the palette of the zone, so much so that I almost didn’t see the two Horde NPC guards standing on the road as I rode on, stopping short when I finally saw them.

The rain made it harder to see…

I had forgotten there was a Horde camp astride the main road into the zone, Camp Mojache.  I had forgotten a lot of things about Feralas.  I am pretty sure at that point I had forgotten much, much more than I remembered about the zone.  But being there and riding through revived a lot of them, the ones that had sunken below conscious recall, as landmarks and names and terrain awakened them.

I couldn’t really remember where the vale screechers, the mobs for the quest, were, but the quest text said the south central of the zone.  I made my way around the Horde camp, first attempting to go south, only to find the terrain… difficult.  So I went back around to the north and managed to pass by, picking up a few areas on the map along the way.

In the western of the two valleys, between the ogres and the yeti and in amongst the bears and gorillas, I spotted my first screecher.

The bear invited himself to the party

The screechers were a bit rare on the ground, at least relative to the other mobs that I had to clear though in order to find them.  But I was able to find my quota in not too much time, though it was helpful that I only needed three.  I had wondered if this would be a good quest for the group, but I suspect that the four of us together at once would have needed to find a dozen of them, so maybe we were better off solo.

Skronk had mentioned that he flew into Feathermoon Stronghold, the Alliance flight point on an island off the coast.  I had forgotten that was there, but since he reminded me I decided to exit from there rather than ride back to Thousand Needles.  Being me, I also made a point of trying to get all the map updates along the way.  I think I managed it.

Feralas revealed

I made it to the coast, mentioning I had gotten my screechers.  Skronk said he had found them there on the coast, and sure enough they were about.  Our dozen might have been manageable there as opposed to deeper in the zone.  I waited at the dock for the boat to show up and take me to Feathermoon Stronghold.  I seemed to recall that this was a slow boat and that people often opted to just swim the gap, but I decided to wait.  I was sort of surprised when the boat arrived.

The boat arrives

My memory was of an elven boat model, though on seeing the standard vanilla boat pull up, I seemed to recall that the elven boats only showed up later, during The Burning Crusade perhaps.

I took the boat across the straights to the point where in ran between the two islands, then jump into the water.  You don’t get map updates on griffons and apparently you don’t get them on boats either, and I wanted to fill out the map.

Having done that, I made my way to Feathermoon Stronghold, where the boat was still waiting.  It is a bit of a slow boat I suppose.

The boat docked at Feathermoon

I ran around a bit and scoped out some of the quests.  I wasn’t keen on doing them with Viniki, he was already level 47 and I didn’t want to get too far ahead, but with alts in tow I tend to be on the lookout for quests they can run.

From Feathermoon it was back to Tanaris on the bird.

A straight shot back

From there it was off to Steamwheedle for the quest turn in.

Over at Steamwheedle

That gave me a lineup of seven quest for Zul’Farrak.

My ZF quest selection

Having that all set I got out my hunter, Tistann, and did it all again with him, gathering up some of the quests I bypassed with Viniki.

Zapping shore striders

He also stumbled across the leatherworking quests at Feathermoon Stronhold as well, so he has those to work on as well.

Desolace, Feralas, and Thousand Needles

The Loremaster summer project continues.  I think I have been able to carry on with it as I have in part because of the nature of a quest driven goal.  It is very easy to log on, advance through some quests, then go away, only to pick things up again later.  And then there is the whole tourist aspect of running through zones to see how they have changed since back in the day.  That works well now, but once I advance into Outland and The Burning Crusade content, things having changed won’t be part of the picture.

Anyway, since last time I have managed to pop through three more zones with my rogue, starting with Desolace.

Desolace Map

Desolace Map

I apparently have to open each of these zone descriptions with a statement about not having fond memories.  So much Kalimdor hate.  I think, deep down, I resent that Kalimdor has a name, while The Eastern Kingdoms is just a description.

My earliest memory of Desolace involves running.  This is a mid-30s zone, so back in the day it might have been one of the last you went through before you got a mount.  I remember running from Ratchet in The Barrens through the Stonetalon Mountains, to Desolace, and realizing that the trip took me nearly 45 minutes.  That is almost an early EverQuest length cross-continent trip.  And then once you got there, you ended up running all over the zone again and again.  I particularly remember that skeleton infested canyon down in the south end of the zone.

Now though, there are several flight points in the zone, you get a mount at level 20 so you don’t have to run, and upon entering the zone, you even get a free lift to Nijel’s Point, the Alliance base in the zone.

Why walk when you can fly?

Why walk when you can fly?

The zone itself, despite being one of the featured “changed” zones for the Cataclysm expansion, hasn’t changed as much as you might think.  Yes, there is the big green patch in the middle now, and you spend more time with the nagas and less time with the centaurs (and that “choose a faction” deal is all history), but as a whole it still has something of the same feel it had for me.  And, for the most part, the quest chains have been tightened up and improved.  There are fewer “just go kill some things” quests, though a few of the old ones still linger at the start of the zone.   And there are the requisite vehicle quests, which I often find a pleasant change.

Centaur as vehicle

Centaur as vehicle

The zone also feels a bit more tied together with a story.  Cataclysm might not have added any new zones that I really like, but if you wanted zones to feel more cohesive in terms of story, you got that at least.

The zone ends up with a minor boss fight that uses a creature model from The Burning Crusade if I recall right.

Was she ever in vanilla

Was she ever in vanilla?

Nicely, I got the quests achievement just as I was wrapping up the last few quests in the zone, so I did not have to trace back my steps to find the missing quest.

DesoQuestAchi

That put me on the road south out of the zone and into Feralas.  Though first I had to head back to Darnassus, as I also hit level 40 at the end of Desolace, so I was due for a mount upgrade.  But then it was off to the green zone of Feralas.

Feralas Map

Feralas Map

Of Cataclysm updated zones I have been through far, Feralas has seen the least changes.  The zone is pretty much intact from pre-Cataclysm days.  Yes, the west coast and Sardor Island were damaged, there are more flight points, and the storyline there has changed, but a fair number of the old quests remain.  You will go hunting for yeti pelts.

But other aspects have been trimmed quite dramatically.  You are flown out to Sardor Island for a couple of quests that barely last long enough for you to make a Thomas the Tank Engine reference before you are winging your way back to the mainland.

Farewell Thomas!

Farewell Thomas!

The majority of the quests are concentrated in the stretch of land between Feathermoon and Camp Mojache, the Horde base that straddles the main road through the zone.  As is custom, I managed to wander into range of the Camp Mojache NPCs and get myself killed.

I did run into one quest issue.  I do not think the quest was bugged, but I could not figure out how to get Might of the Sentinels to complete.  I gave it a couple of tries, dropping it and picking it back up again, but it never wrapped up for me.  So I kept it in my quest log to return to if I needed one more quest to finish the zone.  The quest itself is memorable in that it features a globe of Azeroth, which seems to be missing Northrend.

The globe in Feralas

The globe in Feralas

As it turned out, the quest was not on the main thread through the zone and I ended up at New Thalanaar just two quests shy of the 40 needed, and there were four quests waiting for me at that end, so I was able to get the achievement without having to return for the unfinished quest.

FeraQuestAchi

Which put me on the boat to Thousand Needles.  Literally.

When you wrap up at the eastern end of Feralas the lead-in quest puts you on a boat that runs you through most of the zone… submerged in water since Cataclysm… out to Fizzle and Pozzik’s Speedbarge.

Thousand Needles Map

Thousand Needles Map

If you can question how much Desolace and Feralas really changed with Cataclysm, with Thousand Needles it would be tough to find much that remained the same.  Once a dry, desert area of tall mesas and a salt flat that was home to the Mirage Raceway, the whole thing is now a lake, and the speedbarge, floating in the middle of it, is the first quest hub.  Occupied by goblins and gnomes who have an uneasy truce, you end up helping them secure themselves from the pirates on the east coast of the lake.  Oh, and you salvage things for them.

The one quest that remains from the old days of Thousand Needles involves salvaging rocket car parts.  You only need to find 10 now, as opposed to 30 back in the day, but they are the same parts strewn about the same raceway.  It is just under water now.

Once I ran a raceway...

Once I ran a raceway…

Water is the focus of the first half of the quest chain in the zone.  Fortunately, they give you underwater breathing so your many ventures at the bottom of the lake that is Thousand Needles are a little easier to deal with.  You also get a boat.

On a boat yeah...

On a boat yeah…

This is your zone-specific mount for Thousand Needles.  And while I had the azure water strider, the water walking mount, to get around on, the boat seemed to be faster.  I was passed by a couple of people.  That included Horde players, because Thousand Needles looks like the point where the Alliance and Horde quest lines unite.  The achievements for previous zones were separate for Alliance and Horde.  From Thousand Needles forward both sides get the same achievement.

There is much to be zone around the speedbarge.  As I mentioned, there is salvage and pirates, plus some more centaurs who are sitting on some oil reserves that the combined gnome/goblin forces want to exploit.  And there are plenty of sights to see.

That is a big, dead whale shark

That is a big, dead whale shark

Eventually, about 30 quests in, the speedbarge quest chain runs out and you are done there.  That puts you at the half way mark for the quest achievement.  Fizzle gives you one more quest, which sends you back up the lake towards Freewind post.  There, the war against the Grimtotem tauren commences… though I could have sworn the Alliance was supporting them back in the Stonetalon Mountains quest chain.  You end up fighting across the various mesas and then across the south bank of the lake from Highperch, where you free some adorable baby pridelings, down to Twilight Withering.

A dozen pridelings in tow

A dozen pridelings in tow

The quest chain on the mesas includes an NPC tagging along for the whole trip, so as a rogue you want to stealth past things, but you have this fully visible dolt next to you who might as well be shouting, “Hey, are you being stealthy? That is sooo cool! I can barely see you sneaking up on that Grimtoten warrior!  Hey, warrior, can you see my friend here?”

Still, she was a good fighter as well as being a mobile quest dispenser, so at least I did not have to do a lot of back and forth to advance the quest chain.  Along the south bank you lose your NPC shadow and the situation becomes ideal for a rogue.  There are a number of quests where you can just slip on past all the bad guys and ambush the one guy you want.  I ran down the quest chain and hit the 60 quest mark only a couple quests shy of being done.  Again, excess quests, so no need to go back and find quests I missed.

Achievement and level

Achievement and level

I also hit level 47 with that turn-in.  I ran down the last couple of quests, which ended up back on the speedbarge, where Fizzle gave me a nice blue item.  In addition to going for the quest achievements, I have also done the whole thing so far with gear from quests or drops.  Every time I think I might want to buy a new weapon, I go look at the auction house and the prices drive me away.  My sense of value in the game has not kept up with inflation I am sure, but I still don’t think 300+ gold for a level 50-ish weapon that my character will out grown quickly is a good deal.  I am tempted to just get him an heirloom dagger this weekend when Darkmoon Faire pops again.

The final quest pointed me towards Tanaris.  But I already have the quest achievement for Tanaris via my monk, who is almost ready to wrap up Un’goro Crater as well.  So my rogue will be heading to Felwood next and then to Winterspring.  And when those two are out of the way, I will only have the Draeni starting zone, Bloodmyst Isle on my list for Kalimdor.  I had originally thought I would roll up a Draeni to run that… in fact, I already rolled him up… but with only that zone on the list, I might just go back and twink it with the rogue.  Or maybe not.  I still have a bunch of work in the Easter Kingdoms before I move on to Outland and The Burning Crusade zones.

Preparing for Sunken Temple

Well, that sounds silly, doesn’t it?

I mean, we did Sunken Temple the previous week, why would we then start preparing for it?

Well, we’ve been big on doing all the quests for instances and seeing all the sites as we make what might be the last run through pre-cataclysm Azeroth, and Sunken Temple has a couple of important quests.

Sunken Temple has the level 50 class quests.  Remember those?

Maybe not.

There were a set of quests, one for each class, that finished up in Sunken Temple.  But you have to be level 50 to get those quests, and as you can see, our line up for the night was just a bit shy of the mark.

49 Blood Elf Paladin – Enaldie (Ula)
49 Tauren Druid – Hurmoo (Vikund)
49 Tauren Druid – Azawak (Skronk)
49 Orc Shaman – Earlthebat (Earlthecat)
49 Undead Mage – Bigbutt (Bungholio)

Hurmoo actually got on earlier in the day to get to 49 to try and keep up, so he still had nearly a full level to go before 50.

Anyway, the class quests each end with a nice blue item as a reward.  This was fine back when you had to be level 50 to have a hope of finishing Sunken Temple.  Our first run at the instance back on the alliance side ended badly when faced with the level 55 Eranikus.

And then came the great November nerf of 2007 on the Tuesday after that first run.  And suddenly Eranikus was level 50 and we walked all over him.  Well, we didn’t wipe in any case.

But they didn’t change the levels of the quests associated with the instances.  So despite being able to finish Sunken Temple, we weren’t high enough level to get the quests.  We decided to work on that.

The quests aren’t simple, talk to the NPC and head into the instance variety either.  No, we had an evening of prep work to do.  First it was off to Steamwheedle.

Taurens on the Beach

There to pick up Screecher Spirits, a quest line that runs along through a couple instances.  This required us to run out to to the Feralas coast to kill three flying snakes, talk to their spirits, and then head back to Steamwheedle.

Flying through Thousand Needles

Once complete, we had to then run off to Zul’Farrak to knock off a couple of bosses for their tablets.

But first we had to engage in a bit of at-level PvP.  A slightly higher level shaman and priest were on the dock at Steamwheedle.  Enaldie rushed right in to tackle them and promptly died.  Then we managed to continue to squander our numerical advantage by joining in one by one until we were all dead.  It took a while, and Earl, Azawak, and Hurmoo keep them busy for several minutes, but in the end we were all dead.

Fortunately for us, they had other tasks to take care of and they didn’t hang around to camp our corpses or otherwise make us any more miserable.  We took our meager revenge on an alliance player hanging around at the Zul’Farrak entrance.  That will show them we’re serious!

Back here again

Once in Zul’Farrak, we made our way reasonably quickly to the first boss.  We managed to bypass quick a bit of the troll trash on the way, but on defeating the first boss somebody, who shall remain nameless, did not get the tablet.

They did not get the tablet because they did not have the quest.  In tracing things back, in turned out that they had not picked up the initial quest.  So it was break time for some of us while others returned to Steamwheedle then flew to Feralas to kill wind serpents, then came back, updated the quests, and finally returned to Zul’Farrak where we reset the instance and started over again.

Fortunately, as I said, the effort to get in and find the bosses was not substantial.

Finishing up our time in ZF

We actually stopped, rang the gong, and killed Ghaz’rilla again, just to do it.  Then it was back to Steamwheedle and off to the next destination, the Hinterlands.

At least we have a mage in our group, so we could get a portal to the Undercity from Tanaris.  However, once there, it seemed that only two of us had the flight point way out in the Hinterlands.  Tarren Mill seemed to be the closest point we all had, so it was off to Tarren Mill.

Luck was with us in that it was Saturday night and we managed to fly in during one of the few moments that Tarren Mill wasn’t under siege by high level alliance players.  We were able to fly in and head to the Hinterlands unhindered.

Through the Hinterlands

We had to head to the far end, both to get the flight point, but also to visit Jintha’alor, where our next quest objective lay.  Hurmoo happened to have a couple of other quests for that area which were sharable.  As on our past visit, we did the slogging fight into Jintha’alor to get to the pinnacle and grab the ancient egg, but on the way out we did the wild ride through everything.

Airborne Kodos!

The ride is not without danger.  But we managed to get down mostly intact.

Post-ride Health

Once clear, we headed down to Raventusk Village, the horde encampment in the Hinterlands, turned in the extra quests we had for the area, then looked towards getting back to Steamwheedle to turn in this leg of the long quest line.  A portal to Orgrimmar and a flight down to Tanaris, then a ride out to Steamwheedle took care of that.  We turned in the quest and got the next segment that leads us to Sunken Temple.

Which left Hurmoo one final task.  We quickly ran out to knock off one more quest which, when Hurmoo turned it in, made him the last one in the group to get this particular achievement.


We were all now ready for our individual class quests in Sunken Temple.  We’ll have to do a bit more preliminary work on a some of them, but we should be ready for our final assault on Sunken Temple come Saturday night.

Oh, and with level 50, Hurmoo can now be a tree.

Make like a tree!

Another advance in healing.