Tag Archives: Wailing Caverns

Wandering the Wailing Caverns

The Wailing Caverns felt like a bit of a let down for me.  I imagine this is largely because, for an Alliance player at least, it comes after the Deadmines in the order of instances run. And if you’re high enough level to get through the Deadmines then you’re likely past the point where WC is going to be a huge challenge.  They occupy similar spots in the level curve.

Wailing Caverns from the Outside

They also make for an odd compare and contrast when it comes to early Blizzard dungeon design.  They both share some similar features, like an open world area before the instance populated by elite mobs complete with its own quests.  But where the Deadmines is a very linear ride… you literally come in the front and exit out the back with no real way to go astray… WC is much more sprawling and open.  You can get lost in there.  You can also create an unrecoverable screw up of a run in there.

But that is all getting ahead of myself.  First you have to get WC, something I started thinking about once we decided to carry on so long as our subscriptions remained active.  We had done some groundwork previously on getting to The Barrens and Ratchet back when we did our run to Ragefire Chasm.  We took the time to get flight points along the way so as to ease our return.

And then we shook up the group so now three of the characters who went to Ragefire Chasm have been replaced by three new characters.  We did a bit or work on that as well, though the fact that my character, Viniki, had been to Ratchet via Theramore had slipped my mind.  The problem with juggling alts… and I have too many now… is that I cannot always keep clear who has done what.  And I was worried that I had not been there with Viniki because I took the boat from Menethil Harbor to Auberdine and got several discovery messages, meaning I hadn’t been there before.

So Saturday morning I got Viniki out and carried on from Auberdine, making the run from there to Astranaar and on into The Barrens where I discovered, upon opening up the map, that I had been to Ratchet already.  Still, I did pick up some flight points and with how classic works, you need some of those to get where you’re going.

I got myself to Ratchet, then decided to make sure I knew where WC even was.  I had a vague memory of it, but decided to explore a bit just to get it on the map.  No point in wandering in The Barrens as a group.  Fortunately I was able to stumble on it without too much effort.

Wailing Caverns, Ratchet, and the Crossroads

I didn’t recall it being quite so close to the Crossroads, but memory is a strange thing.  Then it was back to Ratchet to clear out my bags at the bank and hole up at the Inn for the night.  I knew Skronk could get there, and Obama as well.  They had both been out for Ragefire Chasm.  And with three of us around we could use Obama’s warlock summoning skill to bring Ula and Moronae to us.  I think Ula had made the run, but Moronae would need a summon or have to do it the hard way.  Fortunately Obama had a couple soul shards handy for the summoning.

Warlock utility in action

Gathered, we began the trot over to the instance across the very orange land that is The Barrens.

On our way through the big orange

Our group lineup for the run was as follows:

  • Ula – level 23 gnome mage
  • Viniki – level 22 gnome warrior
  • Skronk – level 21 dwarf priest
  • Obama – level 21 human warlock
  • Moronae – level 21 night elf druid

We grabbed the quests from outside the instance… they are in the left eye (as you face it) of the skull that forms the entrance to the the place.

We were all up a level or so from the Deadmines run the weekend before, which made most of the mobs in the caverns on the way to the instance, the foyer of WC I guess, gray to us.  Still, there was a bit of comedy to be had as I, running ahead of the group, fell into the hole in the final ramp that leads down to the instance.

Seriously, somebody should put up a sign

That never fails to get a laugh.

Once I got out of the hole, we carried on the few yards to the instance where things began in earnest.

I could probably write a detailed, blow by blow narrative of the trek through WC, but I am not sure it would be good for either you or I.  A run consists of a lot of fighting groups of two or three, with the local druids gone bad making up a good portion of the mobs.  Sleep is their theme, as they kept putting a sleep charm on people throughout the run.  But even with that things went okay.  Occasionally we had adds or a bad pull, but even six deep into the trash mobs we managed not to lose anybody.

Having looked up the instance before hand, I knew that the “correct” method was to go west, slaying the two bosses that way, Lady Anacondra and Lord Cobrahn.

Arriving at Lord Cobrahn

They both dropped leather items from the fang set, the belt and the leggings.  Since we only have Moronae who wears leather, he was doing pretty well for openers.

Then you loop back and head east to get into the meandering ways of the dungeon.

The path starts off easily enough.  We ran across Kresh, the turtle who drops a shield that would have been a huge upgrade for me.  But he can also drop a crap shield, and the crap shield is what we got.

Then the way begins to wander.  You get choices in direction and it is not always clear which way you should go.  I recall at some point being told to follow the mushrooms, that they would not steer you wrong.  But at one junction the mushrooms seemed to be going in the wrong direction, so went the other.  And that brought us to Lord Pythas, who looks like just another druid of the fang hanging out in a cave.  He too coughed up an item from the Fang set, our druid continuing to do very well for himself.

From there we had a few paths and both Skronk and I started looking at maps.  There was a momentary threat of wife/mom aggro again, so it seemed like expediting our travel might do us well.  However, WC is a very three dimensional instance and two dimensional maps are not always helpful.  We thought about simply bypassing Skum, the next boss.  However, it looked like we had to pass right by him in order to get to the big boss we needed, so we stopped to take him down.

Die rebel Skum

He dropped the glowing lizardscale cloak, which again seemed like a good druid item.

From Skum it looked like a straight path up to the two bosses at the end of the trail.  We were actually able to bypass some mobs along the way, WC caves being broad enough to just slip by some clusters at our level.  There was a moment of anxiety when we reached the part on the path where you have to jump over a gap in the path.  Everybody made it, but we could all imagine somebody falling and needing to be retrieved.

From there it was just up the path a ways to the big open platform.  At one end was Lord Serpentis, at the other Verdan the Everliving.

On the platform

Lord Serpentis has two mobs near him, but one of them wasn’t even close enough to be bothered to join the fight.  You can see the errant druid at the right side of the screen shot above.  Bringing down Lord S got us the savage trodders, a pair of mail boots that were actually an upgrade for me.

After that we turned to Verdan the Everliving, who is a very big boy indeed.  It was here that we had the most difficult fight.  Verdan isn’t complicated, he doesn’t have any special mechanics, but he does hit hard.  I had to use a heal potion not too far into the fight, which made me a bit nervous.  Later, looking at Recount stats, Verdan hit me for more damage than any other boss by a fair margin.  In fact, he hit me for 3% of the damage inflicted on me for the whole instance, and we fought a lot of mobs along the way.

In the end though, we brought him down.  He dropped the seedcloud buckler, which was a pretty big shield upgrade for me.  It is actually much better than the shield off of Kresh, though it doesn’t have the distinctive look that the turtle shield does.  Still, I was happy to get the upgrade.  We took a group shot at that point since there was some concern that wife/mom aggro might return unexpectedly.

Verdan down after the fight

From Verdan you then have to work your way back to the start of the instance to speak with the NPC, the Disciple of Naralex.  I think one of the reasons that WC brings up memories of drudgery is that back in the day, back in 2006, back during our first run, we turned around from Verdan and walked all the way back the way we came.  And that can be a long walk.

Had we poked around a bit back in 2006 we might have noticed the hole… another hole… in the floor well behind Verdan that drops through into a pool of water not far from where we set out, about where we ran into Kresh.  That shortens the way back considerably.  Fortunately, here in 2019, we had since learned about this exit and so took it directly.

Back at the entrance we found the Disciple of Naralex.  He doesn’t have a quest, which is an odd mechanic, but once you’ve slain the other bosses in the instance you can interact with him to start the big event of the dungeon.

Starting him on his way

This is an escort event… not a quest… which leads you around to the final boss.  Once we started it I remembered that the general no fail plan was to go clear out the path first, then go back and set him in motion because if he dies then the run is over.  You cannot revive him and restart the event, you have to reset the instance and start from scratch.

And the Disciple of Naralex has some of the usual quirks of NPCs being escorted.  He is more in the Sarah Oakheart category when it comes to speed, but with an annoying tendency to ignore mobs the group is fighting around him.  That means he keeps on going while you’re engaged, walking straight into the next group of completely obvious mobs just down the path.  We had him wander off a couple of times and at one point I had to run from the fight we were having to taunt mobs down the way off of him.

Clearing the path ahead of time is clearly the pro tactic.  However, we made it, leaving behind unlooted mobs in the scramble to keep him safe.  He gets down into the final room and starts his ceremony.

Cover me while I do some stuff

That brought us to the final stage of the event, which was actually shorter than I remembered it.  You get two waves of mobs coming at you before the final boss appears.

Mutanus Arrives as we stand amid the viscera of the opening acts

Mutanus has an extra powerful sleep charm he uses during the fight, one that cannot be broken by players, but other than having to wait down the timer on that, things went pretty smoothly.  Mutanus was down soon enough.  He dropped the Deep Fathom Ring, which had the casters all salivating.

And that was the end of that, instance complete.

We still had a bit to clean up afterwards.  There was the Trouble at the Docks quest, which has you looking for the goblin named Mad Magglish.  He spawns outside of the instance, in the elite area, even though the quest is flagged as WC.  But the outside counts as well.  He is also stealthed when he spawns, but we found his corpse in looking for him, so that gave us a clue as to where to camp him.

There were also the quests we had.  We only finished one of the pair from the left eye, and that one sent us back to Ratchet.  Once there Obama and Moronae signed off while Skronk, Ula, and I went to track down the final quest.  We had to head back out into The Barrens to find the final turn in.

Orange sunset over an orange land

One of the interesting things about The Barrens is that you can run all the way up a lot of the hills in the middle of the zone, something you may not even notice if you’re grown accustomed to the “hills are zone walls” methods common in the genre.

The final quest turn in ended up being in a house at the top of one of those hills.

Great view, but a long commute

And with that we were done for the day.

Only after the fact did I go back and check out my posts about our past runs through WC.  They were illuminating to some extent.

October 22, 2006 – We do the whole thing, but with only four players.  Earl was missing, so I am not ever sure who was the tank with a mage, priest, rogue, and warlock.  The voidwalker I guess.

November 19, 2009 – We return to the instance as part of our run on the Horde side.  We fail to clear the path for the disciple ahead of time and he dies, scrubbing the end of the run.

January 13, 2011 – We use the dungeon finder to transport our new all worgen (plus a gnome) group to see what changed for Cataclysm.  We earn the achievement, the guild achievement, and get a special prize for completing the instance.  Also, Kresh dropped his shell shield.  I have a screen shot.

Another round to add to our history with this dungeon.  It is interesting to see what I mention and what I don’t as time goes by.

Next on the list is Shadowfang Keep.  There is probably another travel adventure in that.

No Need to Wail About the Caverns Any More

So there we were with time still to play and sitting in Lakeshire, Redridge, having just completed the new version of the Deadmines.

We decided to immediately hit up the Dungeon Finder for a random dungeon, just to see what we would get.

Just get me out of Lakeshire already

So from Lakeshire we were transported to The Wailing Caverns.

And there was an audible groan at being transported to this instance.  If there was an instance that was the opposite of the old Deadmines, which was tight, linear, action packed, and very story driven, it could be argued that Wailing Caverns (WC) was it.

WC was long (3 hours easy, making no mistakes), meandering, packed full of trash which would respawn by the time you had to get back to the entrance, and while it had a story, you could easily lose it in the vast expanse of the place.

In some ways, WC was probably more like what one would imagine as a real dungeon.  You could get lost, or disoriented very easily, especially since there were no built-in maps for the place.  I am sure it is an instance a lot of people tried once.  People fawn over the Deadmines and grumble about WC. We say we want a dungeon until we’re really given one.

That was the pre-cataclysm WC.  The one we failed to finish our last time through.

WC has been revamped some as well with the coming of Cataclysm.  As discussed at BlizzCon, WC was targeted for a trim in order to make it a more manageable dungeon experience.  Unlike some of the other instances, WC does not have special areas for a number of its bosses, so they could be moved around so as to allow Blizz to trim down the size of the instance.

And trim down they did.

I think.

It is hard to tell.  I will have to get out an old map somebody made of the instance to compare with the new map.

But the whole thing took us a lot less than the standard 3+ hours it used to.

It starts the same old way, at the foyer with a few quests, one for deviate hides, one for some flowers, and one to kill four of the key bosses in the instance, the four corrupt druid leaders.  This ends up taking you on a tour of the instance where you run into a series of bosses in addition to the four in the quest.

Lady Anacondra was right up front for us in one of her old spawn locations.  If the map is to be believed, and I have no reason not to believe it, she sticks to that one spot now.  Like most of the fights for us, this one went quick.  I am beginning to note the ascendancy of the importance of DPS in these early dungeons.  We seemed to be able to just burn stuff down quickly as opposed to needing to tank and heal as much as before.

Of course, with a boomkin-in-training druid and a priest on hand, there was some doubling up on healing when it was needed, so it is hard to tell how our group is going to end up playing as we get into tougher instances.

One ability that the numerous druids in the instance have is the ability to put players to sleep temporarily.  With the other races, this ends up with a standing posture with the “Zzzz” graphic and a wobble similar to the dazed posture that Prince Duncan used get in Dark Castle. (Those who remember the game are probably, even now, making some of the sound effects from the game.)

However, Worgen have different posture.  And so, when they get put to sleep, they pitch forward on all fours in a manner that made me immediately announce to the group, “I’m driving the porcelain bus!”

I knew when I saw him eat grass...

Yes, Worgen posture makes them look like they are about to throw up.  So, of course, throwing up metaphors were thrown out by certain individuals every time they were put to sleep.

Lady Anacondra out of the way, we turned around to see Kresh the turtle scurrying along.  We lit out after him and managed to snare him and take him down in quick order.  The drops from Lady Anacondra and Kresh ended up being two big items for Xula, our tank.  There she is with the worn turtle shield and and a snake themed mace of which I cannot recall the name.

Xula and her reptile gear

Our tank armed, we continued on through the instance.  It feels about the same.  There does seem to be considerably less yard trash to wade through, which probably explains the fact that we finished up in well under three hours. Just under two hours, actually.  And, of course, the new in-game map of the instance, with the boss locations marked on it was a big help.  I think this might have been the first time we didn’t get lost or end up having to back track or otherwise find our way to some location we missed.

And so we made our way through the instance, ending up at Verdan the Everliving.  He certainly always seems to be alive when we get to his location.  He is also one of the first truly giant bosses you are likely to run into when doing the instances.

Our Champion Runs Out to Verdan

Note the tiny gnome who is barely a third of the way to the giant Verdan.

Verdan went down fairly easily.  He is big, but he is straightforward.

In fact, all of the boss fights up to that point were pretty easy.  In addition to trying to balance the fact that we’re experienced in working as a group without our taking on new roles, we were also leveling up pretty quickly.

By the time we hit Verdan, we were all level 20 and out of blue bar double experience.  Quite a jump from most of us, with the exception of NB, being only a short way into 17 when we headed for the Deadmines earlier in the evening.  I thought Blizzard cut the experience for dungeon mobs to keep people from leveling out before they were able to do the zone content.

Anyway, being a few levels stronger no doubt added to the ease of things.

Verdan down, all of our required druid bosses slain, all of our deviate scales obtained, and all of our flowers picked, we had to do what you have always had to do in Wailing Caverns, walk back to the front door to Naralex and turn things in.

This was always the turning point.  Dealing with Naralex was just an interaction, not a quest.  You had to escort him through the likely respawned yard trash, get him to his location, then defend him while he summoned the final boss, Mutanus the Devourer.

However, now your interaction with Naralex is through a quest, which implies that you might get a redo if he dies, rather than having to reset the whole instance and start over again… which is what happened to us last time.

He did not die on us this time though.

The fact that we spent much less time getting to this point meant that we didn’t have to battle through respawns.  Instead we just had to follow him… or, rather, chase him to his destination.  He has to be the fastest escort mob I have seen to date.

Wait Up!

Once there, the event began.  It was a bit more challenging than the previous boss fights, but not dramatically so.  Again, we were close to out-leveling the instance, which no doubt helped.  Mutanus was soon down and there were achievements all around.

And the whole thing was done in just under two hours.  There was a time when doing Wailing Caverns was an all-evening affair.  You could do WC AND go to bed, but not much else.  This time around, we did the Deadmines and Wailing Caverns in one night.

Which I am sure says something.  You tell me what.

Wailing Caverns Victory Shot

Of the two, WC is certainly more true to its old self and probably the most improved.  It is still a huge, sprawling place, and you could still get lost if you don’t pay attention.  But it has been retuned to be less of a slog, less of a nightmare.

While the new Deadmines left me longing for the old version, the revamped Wailing Caverns is really what the instance probably should have been from the start.  There are no instant quests pop-ups, no new gimmicks, just some changes to iron out some of the slog and suck.

Experience-wise, the group is all levels 20 and 21 now, which means that next week we will probably want to start off with Ragefire Chasm, since the cap for that in Dungeon Finder is level 21.

So we’ll tackle that, and maybe another instance.  We shall see.

Return to Wailing Caverns

We decided where to head on Saturday night based on where we were all initially located.

I’ll give you a hint where we were.

Ah yes, Barrens chat at its finest.  And on a roleplay server too, so who knows what was going on.

Anyway, there in the Barrens is Wailing Cavern, but you probably knew where we were going from the title of the post.

It has been a little over three years since we last delved into the Wailing Caverns.  Most of us just remembered that it took a long time to complete.

As for a line up, this week we had a substitution.  Out was Azucar the troll rogue and in was Bigbutt the undead mage.  Too much melee DPS and not enough crowd control, so the week was spent getting the new mage into approximately the right level range.  We kicked off with:

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

We got ourselves to the meeting stone to prepare for the run.  Azawak, Hurmoo, and Earlthebat were there first and got to illustrate how a ghost wolf does look like a druid using prowl in cat form.

One of these is not stealthed

No, I’m not going to let that go any time soon.

We got ourselves together and into the instance where we spoke to the Disciple of Naralex, who is the NPC that pretty much drives the whole story around this instance.  He first sends you off to defeat the four corrupt druid leaders in the instance.  That was clear enough, so off we went.

With the Disciple of Naralex

We managed to get through the first couple of bosses, learning to deal with the counter-crowd control that comes about from druids fighting druids.

Sleepy Time

We were making progress, moving through the instance about as fast as you can at our level and this were looking good.  We got a few good drops including Kresh’s Back and two Gloves of the Fang off of consecutive pulls.

Eventually though, time started to tell.  Enaldie, who had been up early, was too tired by midnight to go any further, so dropped out and went to bed.

The remaining four of us pressed on and continued to do well enough.  We took down the last of the preliminary bosses and then headed back to the Disciple.  Of course, we found that the first part of the instance had respawned.  Still, we did not think much of it.

We got back to the Disciple and kicked off the last stage of the instance, escorting the Disciple through part of the instance so he could summon the final boss.

We did okay to start, but then at the area just before the first bridge, one of the raptors we were fighting did its cry for help and managed to summon five more raptors in the middle of our fight.  Things went downhill rapidly from there.

They Saved Bigbutt for Last

As you can see in the picture above, three of us are dead, the Disciple is dying, and the mass of raptors is just about to turn Bigbutt into Purina Raptor Chow.

And that was the end of things.

Unfortunately, once the Disciple is dead, the instance is done.  Your interaction with him in not a quest that comes in segments that can be resumed.  No, the Disciple only allows you to escort him after you have cleared the four initial bosses.

Our only option at that point was to reset the instance and start over, or call it a night.  Since it was already 1am Pacific Time, we went to bed.

No achievement.

But we’ll (hopefully) remember next time to clear the path for the Disciple first, then do the escort.

For next week though, I think we will be venturing into contested territory to face the Deadmines.

Wailing Caverns – Round 1

Originally we were not going to try Wailing Caverns this Saturday. One of the team was going to be out of town so we thought we would push it off at least one night and perhaps to the following week.

Because of this, I did not get on the computer until a little after our usual start time of 10pm, having spent the evening watching a movie with my wife. When I logged on to WoW, just to see if anybody was around, I found most of the team there and ready to explore WC.

So I shouted, “Hey! Me too!” Fortunately our warlock was one of those about, so I got a summon to the group rather than having to travel from Stormwind to Ratchet.

The lineup for the night was:

22 Warlock – Bungholio
22 Priest – Skronk
23 Rogue – Blintz (me)
24 Mage – Ula

This instance took longer than I thought it would. It is rated a little lower level than Deadmines and with the four of us at the high end of the recommended levels, I was correct in thinking it would not be a desperate battle in general.

However, we did not know the instance, which meant we took time finding where we needed to go. Also, WC is bigger and not as linear as Deadmines, so there was a lot more travel along with the deciding where we needed to be.

We also had some bad intelligence. We entered with the belief that WC did not respawn, except for the slimes roaming the place. We found out that WC does, in fact, respawn. This meant that our decision, after killing Lady Anacondra, to clear the way down to Naralex in anticipation of having a clear run to him later was flawed. By the time we had slain all of the other named mobs and were on our way back to the Disciple or Naralex, the whole route to Naralex had respawned and we had to clear it again.

There are not a lot of useful details from most of our crawl through WC. We used Bung’s voidwalker as the tank. When we faced a pair of casters, Ula would sheep one. If we faced three, I got to sneak in and use my sap skill. I had not actually used sap before, but it worked very well. I have put all my skill points into subtlety, so I never got caught sneaking up and sap seemed to last about as long as sheep.

Lady Anacondra, Kresh, Skum, Lord Pythas, Lord Serpentis, and Lord Cobrahn all went down in battles that were not very dramatic.

They also did not drop many items of interest. We got two rare shields, but they were both bind on pickup and we did not have any shield happy classes with us, so they ended up getting disenchanted. Lady Anacondra was probably the most disappointing, dropping a pair of common shoulders.

Our big drama was in our battle with Verdan the Everliving. We slew Lord Serpentis and his two minions pretty easily and we were eager to keep going and knock off Verdan as well. When Skronk put a raid target icon up on Verdan, it seemed to be out of scale. The icons are usually bigger than the mobs head by a large margin, but on Verdan it was tiny. But it wasn’t the icon that was not to scale, it was our own perception. Verdan is huge.

Still, he was only level 21, even if he was a named elite, so we sent Mezzmon in after him with me trotting along in stealth mode to get behind for a garrote opening.

Verdan hits hard, so he is to scale for his offensive capability, which is big. Mezzmon’s hit points dropped fast. Skronk started laying heals on him while Bung and Ula were unloading their offensive spells on Verdan. This set up the next chain of events.

I got behind Verdan and got my garrote off, but then Mezzmon went down. All of the casters had built up a lot more aggro than I had, so Verdan began to run around in a game of “stomp the casters” while I ran behind him, back stabbing when ever I could.

Bung went down, then Skronk, then finally Ula. But they had done their damage. By the time Ula went down, Verdan was down to under 300 hit points and I was as yet undamaged. I did not need to take a potion of use my health stone. I just chopped up what remained and, two weeks in a row, I was the last survivor of a fight.

Skronk used his soul stone to revive, then ressed Bung and Ula up. At that point we were pretty much out of named mobs to kill and so we tried to find our way back to the Disciple of Naralex in hopes of a quick last fight as it was getting late.

We ended up jumping off of a couple of cliffs before we found our way back to a location we recognized, which was the water where we picked up Kresh. Following that back we got our unhappy surprise. We found that all of zone before that point had respawned. We would have to fight our way back to the Disciple then all the way to Naralex with the Disciple in tow.

It was about 1am at this point and there was a feeling that perhaps we should just call it a night. But this close to the end, we decided just to rough it out and see how far we could get.

We fought our way to the Disciple, spoke to him, and then began to escort him to Naralex.

I hate escort quests. Partially because they are slow, but partially because the NPC you are escorting can behave erratically. The Disciple, in the true tradition of escort missions in WoW, walked into bad situations, proximity pulled extra aggros, attacked sheeped mobs, and failed to assist or engage with several groups of mobs that were all over us.

Still, somehow we kept him alive until we got to Naralex. He got in a fight with several serpents that we arrived just in time to assist with, then he disappeared. We almost missed the emote from Naralex that indicated things were still going forward. Then a group of non-elite slimes began to wander around where Naralex lay. We watched them for a little bit while we healed up. Then, deciding that nothing was going to happen until we killed them, we killed them.

Then Mutanus the Devourer wandered up on shore. The last fight was at hand. In went Mezzmon and the fight was on.

I slept through a lot of the fight.

I must have been causing a lot of damage, because Mutanus kept turning around to me and putting me to sleep. Skronk had his dispell magic handy though, so I got enough wakey-wakey to keep me in the battle most of the time.

Finally Mutanus went down. He also dropped one of the better items of the night, one which we could actually use, the Deep Fathom Ring, which Ula won.

We took our end-of-instance screen shot. Here we are by the corpse of Mutanus the Devourer.


[This was a difficult screenshot to take as two of us saw Mutanus facing this direction while the other two said his corpse was facing the other way.]

The screen shot was taken at 1:45am, so we had been in WC for quite a while. Yet we still had a bit to do. As part of our time in WC, we wrapped up a few quests from Ratchet and The Barrens. We wanted to turn those in before we retired for the night. And here we had a little more trouble. We went back to the entrance and left the instance. Unfortunately, by nearly 2am Pacific Time, the usual Saturday night crew of level 60, who had cleared the route into WC for us, had gone to bed and now the route to WC was fully populated.

So we tried to run for it. I made it, using my second potion of the night and my health stone. Bung made it as well. Skronk died however, and Ula fell in that hole on the cliff side of the bridge right outside the instance and ended up just going back into the instance. The warlock summon came in handy again. Skronk angelled back to life at the grave yard and met us at one of the quest givers where we summoned Ula to us.

Tired, we wrapped things up, logged off, and headed to bed. I took one detour out into the back yard, in the 46 degree weather in my sweats and a T-shirt to watch a couple of meteors from the Orionids. Once I saw a really good one, I headed back in side and went to sleep. Time: 2:30am.

Our next target is Shadowfang Keep, but we may do Wailing Caverns one more time for our warrior.