Tag Archives: Westfall

Deadmines Preparation and Some More Travel

While we knocked out our first instance, we still are not quite settled as a group.  After running Jeepy the mage in Ragefire Chasm, Bung wanted to try out a druid.  This led to something in a shift of who was playing what.

Basically, what I will call the “small council,” Skronk, Ula, and I, decided that going without a mage would be bad.  Not only is the mage arguably the best DPS in a group, but there is also a ton of utility that comes with a mage, from food to transport to crowd control.  We would feel naked without a mage.

So Scscla, our Ragefire Chasm tank, was sent to the bench as Ula the mage came in for the team.

That meant we needed tank and the feeling is that only a warrior will do.  Until Earl is settled… still in transition to Japan with most of his stuff still in a shipping container on a boat somewhere… I pulled out my fourth alt, Viniki the gnome warrior.  Poor Chad was going to be on the bench as well.  Too bad.  He was feeling like he had a personality to me.

The changes, in turn, meant making sure we were on the right path to the Deadmines in Westfall.  With five active alts having run into the zone I am now a bit hazy on who has been where.  Viniki, it turned out, was reasonably far along.  He was at the Defias messenger stage of the lead in, which meant standing around in Moonbrook until he popped.

Outside the blacksmith’s shop

The first time I did this I ran it from memory.  But my memory was from a less busy time, when there wasn’t something of a queue waiting to kill the messenger, so he would actually have time to wander up and down the road between Moonbrook and the quarry.

There is also a bunch of running back and forth, both to keep you busy as well as to introduce you to another zone, Redridge in this case, before you get back to Gryan Stoutmantle.  At that point you might find yourself in a bit of a pickle if you don’t read his quest text… or maybe even if you do.  He doesn’t give you another quest, he just tells you to go talk to somebody.  But, if you’re like me and it is the last quest you do in the evening before you log out, you might not get what you need to do next.

I had to go do that step with a second character to get the quest text, as once it is gone it is gone.

The Defias Traitor

That isn’t a lot to go on, especially since the Defias traitor is likely nowhere in sight.

Just hanging about Sentinel Hill, nothing special here

It is another quest, like the Defias messenger, where there is one NPC and if somebody else is using him you’ll have to wait your turn.  It just seems odd that Blizz didn’t put in a linking quest from Gryan to the traitor, just to remind you of what you need to do.  I mean, the traitor isn’t too far off.

There he is, back from another walk to the Deadmines

And he does have a quest available marker above his head.  But if you’re like me and you’ve done all the other quests you’ve been handed, your quest log might be empty when it comes to Westfall, and some of us older players need a reminder.

Ah well, Classic is as Classic does.

The plan was to get everybody to the Defias traitor, as that is the lead-in to the instance if I recall right, and you want to be on that quest chain because otherwise Gryan won’t shout out your name to the whole zone.

Having gotten that lined up, both Viniki and Ula needed to get a couple levels as the guild target was level 18 to go forward.  With Westfall pretty much done we headed to Loch Modan with Skronk’s hunter in tow, since Skronk was already set in levels.

It has long been my habit to run both the Stormwind and Ironforge quest zones, and Viniki has a a few on the list there while Ula had a mage class quest in the zone as well.  So we spent some time slaying troggs, finding all of the tools Bingles lost, getting supplies to Ironband’s expedition, which has that odd surprise aspect that triggers an event when you arrive at the quest target, and a few other items along the way.

Then, for kicks, we decided to visit the ogres.  There are a couple of quests flagged as “elite” that involve bagging some elite ogres for one and a named ogre for another.  As there were three of us, we figured we could give it a try.

Flushing ogre brutes out of a cave

It was one of those things that, for the three of us, a single elite ogre wasn’t so bad.  The brutes were a bit brutal, but the others were no big deal.   Pairs of them though… well, when the tank yells “run” you should run.

And then run back to where it all happened

If we had had Skronk the priest along for heals it would have been a walk over, but a tank and two DPS meant getting things done with only a lesser healing potion for backup if there were adds or other issues.  Only one death, but we were dissuaded from going after the named ogre without heals.

We decided to take the path across Stonewrought Dam to turn in the quest, which had us stumble across another quest.  This is the thing about WoW Classic, there are proto-quest hubs, but there are a lot of rogue quests just out and about as well.  This had us checking up on the Darkiron dwarves hanging about the dam, then sent us off to the Wetlands.  So, after turning things in, off we went, letting the game guide our adventure.

At levels 16-18 the Wetlands were not a problem, not for three of us anyway.  I wasn’t keen to go chasing herbs in the middle of the local orc camp that Skronk saw on tracking, but on the road we were fine.

True dat

We got the turn in for the dam quest, which sent us back to Loch Modan, but we had also picked up a quest along the way that sent us to Menethil Harbor.  Since two of us needed the flight point there anyway, it seemed like a good plan to just keep on running that way.  We could always fly back.

Across the Wetlands

At Menethil Harbor we picked up the flight point and turned in the quest, but also found another quest that sent us off to Theramore Island, the Alliance outpost on the eastern side of Kalimdor.  Well, the boat to Theramore was there, so why not keep on rolling?

Once there, we grabbed that flight point, turned in the quest, and then decided to see if the run to Ratchet from there was viable.  Going via Theramore was one of our possible routes to Orgrimmar for our Ragefire Chasm run.

Routes to Orgrimmar

We gave up on that route at level 13 as being too dangerous, but at 17 or so…  well, it was still pretty dangerous.  The mobs were still level “skull” to us, but so long as they picked on Viniki we seemed able to outrun their interest in us.  When they went after Ula though, things were less happy.

That did not go well

We were able to get through with just that one death, though we had to learn the lesson about just sticking to the road in the Dustwallow Marsh, as Ula tried to take a direct route as a ghost and ended up getting funneled the wrong way for a bit.  But we eventually arrived at the Shady Rest Inn, where the sign promised refreshments.

Viniki could go for a short beer

The inn itself however did not live up to the promise of the sign.

Not at all like the pictures on the Airbnb site

I especially like the skeleton against the tree, its skull pinned to the tree with a knife.

There is a quest that sends you to the Shady Rest Inn at some point, that shield on the chimney being part of it if I recall correctly.  But that is for later levels.  We were into The Barrens, just a simple run up to Ratchet.

That was when we were reminded just how big The Barrens really is.  This is a zone on the scale of a couple of the Karana zones in EverQuest.  There is a reason they split it into two distinct zones with Cataclysm.  Running from what was not nearly the southernmost point to Ratchet, which is well shy of the northern end, was a bit of a hoof.  We made it without incident, save for a level 24 hyena jumping us at the southern end of the run, and ran into Ratchet to pick up the flight point there and take the boat across again to Booty Bay.

The boat was pulling in just as we arrived… we missed it

Across the water in Booty Bay we picked up our last flight point for the day, rounding out another travel adventure.  However, on seeing the price of a flight from Booty Bay to Stormwind (6 silver? Am I made of coin?), we opted to use our hearthstone to return home.

Recalling from the roof

Viniki and Ula got far enough along to be in the zone for Deadmines and I was able to work on a bit of the warrior tanking skills.  The hope is to be able to run the instance this coming weekend.

And I still have to get back to Stonewrought Dam to finish off that quest line that sent us off across the world.

Our Ragefire Chasm Plan Falls Apart at the Meeting Stone

This story carries on from yesterday’s post.  If you need context, you should start there.

We left off with my rogue, Chad, sitting outside of the west gate of Orgrimmar, having scouted our route to the city with an eye towards our group running the Ragefire Chasm instance.

Bridge to Orgrimmar

We just had to get everybody together with me so we could begin working on getting to the instance.

Skronk and Ula both had characters on and were ready to go.  The Bung and his son logged on and we started to finalize the group.  Bung’s son, who I will call Nuget since that is his handle on Discord, had a level 13 warlock ready to go, which was perfect.  Bung on the other hand had been uncertain about which class he want to play.  In the face of that he apparently rolled up on of each option and played them to level 8 or 9.  He had decided on a mage, but he was only level 9 as of when he logged in on Saturday, so was well shy of the suggested level range of the dungeon.  Moreover, at level 9 he would be something of an aggro magnet trying to make the run to Orgrimmar.

We had to change up our plan.

We decided that three of us should run to Orgrimmar… I was already there… and get to the instance so as to use the meeting stone to summon Jeepy, Bung’s mage, to us once he had leveled up some.  Obama, Nuget’s warlock would help him with that while we got in place.

Now, before you rush to the comment section to tell me what was wrong with this plan let me get that out of the way.

The meeting stones in WoW Classic do not allow you to summon players.

That is probably the most direct comment on their functionality you can find on the internet right now.

Figuring that out, however, was not straightforward.  The meeting stones are there in their long standing locations outside of each instance.  They had been there since WoW 1.3 or so and had been used for a couple of things on the way to the WoW Classic version of 1.12.

However, the actual “three players can summon somebody to the stone” aspect of them was not put in until The Burning Crusade launched.  I have distinct memories of us using the stones to summon people in the group, but we formed the group in September of 2006, just a few months before TBC launched.  So we were able to summon as we worked our way though the instances in vanilla.  Given that was more than a dozen years ago, all of that has blurred together in the mix of time in my own brain.

Finding something that definitively stated whether or not you could summon was something else.  There is a lot of stuff out there about the meeting stones, but not so much specifically about WoW Classic.  People in General Chat said the meeting stones were there and I visually verified this.

Meeting Stone outside the Stockades

But we didn’t try summoning anybody to make sure that feature was in place.

So cool your jets on that and just smile knowingly as I tell our tale.

Skronk and Scscla (pronounced “shizz-la”) made the run and caught up with Chad.  We were levels 13, 16, and 15 respectively, stripped down with our gear in our bags, and ready to take our first run at Orgrimmar.

Ready to go

Here is how you get this done.  You run into the city until the guards kill you.  Your ghost runs back from the graveyard (which is way down at Razor Hill in Durotar in this case) until you get with in resurrect range of your corpse.

Paths back to your corpse

For the first part of the run you want to go back via the bridge you came in over.  After a you get into Orgrimmar proper it becomes easier to just run in through the front gate… though you do have to know a bit about Orgrimmar to find the spiral ramp up to the level where your corpse hopefully is.  Also, watch out for that canyon area along the Southfury River in Durotar on the run back.  Falling in is annoying, requiring you to run out the end of the canyon.  Also there are gaps that humans can clear in a jump that gnomes and dwarves cannot.  Some gnomes and dwarves at least.

Once back to your corpse there is a circular area in which you can resurrect which is generously sized… you can laugh at the locals standing right on your corpse… so you go to the point the furthest along your intended path, hit the button to revive yourself, and start running again until you die or get to your objective.  In our case that was the Ragefire Chasm instance portal in the Cleft of Shadows in Orgrimmar.  Through that we were safe.

The route to Ragefire Chasm

Being a rogue with all my rogue skills, I volunteered to be the first to run at the guards, hoping that some combo of stealth, evasion, and sprint would get me at least across the bridge.  While I attracted the attention of the guards Skronk and Scscla could get past and get some distance in.

That didn’t quite go the way I thought.  Stealth did nothing for a start, save for slow me down.  The guard quite obviously saw some human in his skivvies hunched over and tip toeing up to his position, so ran right at me swinging his axe.  But at least I provided the distraction.

First corpse of the assault

After we were dead Scscla and Skronk both said they had gotten flagged PvP, which is what happens automatically when you enter an enemy home city.  I did not get so flagged.  You can see my corpse behind the guard on the right, which fell just shy of the bridge.  I didn’t even make it into Orgrimmar on the first run.  Skronk at least made it onto the bridge, while Scscla managed to scamper over the crown and down the other side a ways.

And with each death we had to come back from the graveyard at Razor Hill in Durotar, which was a good five minute run.  But at least that let the cool down on my perhaps less than completely useful rogue skills run down.

But with each death, even if we only made it a few steps, the revive radius let us get somewhat more forward.

Over the bridge!

We just had to keep going until we made it into the Cleft of Shadows and the instance, so we revived, ran, died, returned to the scene, and did it all again.

Running back as ghosts just to die again

Sometimes we made a good run.  Sometimes we died just a few steps from our last corpse.  But every death carried us forward.  There was a nice moment at that button-hook turn where we found that you could go up the path, get out of revive range, turn the corner and come back, only to be back in range again.

It took Scscla 8 deaths before she made it into the instance.  Skronk took 9 deaths, while Chad had to die 10 times before he made it in.  That last death was a heartbreaker too, coming pretty much on the one yard line.  But on revive he was able to jump on in.

Into the instance at last

There we were, in the instance at last, ready for the next step of the plan.

Commemorative “We Made It!” screen shot

Jeepy was already level 11 at that point, so we figured we might as well try to summon him.  Our plan was to step out of the instance, take the few steps to the meeting stone, and try to do the summon thing as quickly as possible.  We hashed out the dynamics of how to do that aloud, refreshing and correcting our flawed memories of the days before the Dungeon Finder.

As we recalled, one person had to select the person to be summoned, then click on the summoning stone, after which the other two people had to click on the summoner in order to complete the process to bring the person to the stone.  We repeated that a few times, Skronk said he would be the summoner, we got Jeepy and Obama in the group, and we got ourselves right to the edge of the portal back into town.  Then Skronk said “Go” and we stepped through.

And nothing happened.  We were there, the meeting stone was in front of us, but we couldn’t summon.  We ran back in the instance.  We thought maybe Jeepy was too low level.  If you moused over the meeting stone it said the instance name and the level range, but the cursor did not change to the expected activate cog wheel.  We decided to try Obama instead, who was 14.

We stepped out again, but we couldn’t summon.  no cog wheel.

Meanwhile the locals, hanging around on the city side of the instance portal, started to take notice of the three Alliance characters in their underwear stepping in and out of the instance.  On a third try a couple of the names out there went red as they took shots at us, flagging themselves PvP.  We were already flagged ourselves, since you get flagged the moment you step into a hostile city.

More research ensued as we tried to figure things out.  In the end I finally found a definitive “no summoning” statement mixed in amongst the many opinions about meeting stones and out of date references concerning their behavior or functionality.  Summoning was not a thing.  So what to do?

Reluctant to give up our hard won gains, we stepped out of the instance and let the locals have a free kill.  That made us ghosts with corpses right on the instance line.  Then we logged out.

Ghost character

We were set so that we could run back to the instance if we wanted and jump back in.  Our corpses would stay there.  I wasn’t sure if they would stay forever, but I seemed to recall we were good for a few days.

Then we logged alts back in and went off to Westfall to go help Jeepy the mage get a few more levels.  If he was going to make the run we figured more levels would be good.

In a group of five you can take on many gnolls

And if we were going to give up, well, the next instance was the Deadmines, and we would need to be around level 18 or so in order to go after that… plus we would want to get to the right spot in the main Westfall quest line in order to be sent there… so more levels would, again, be good.  After doing that for a while we called it a night.  We had been playing WoW Classic pretty much all day and into the night at that point.

The next morning Scscla ran back to the instance and recalled home, either to help escort our two missing group members if they wanted to make the run or to just get on home if they were not.  Skronk and I decided to revive at the graveyard there at Razor Hill in Durotar, take the durability hit (hiding gear in your bags doesn’t help if you let the angel revive you), wait out the PvP flag, and make a run to Ratchet.

Chad stealthing away from the graveyard

However, I managed to stumble over a guard and get killed, so had to do the revive at the graveyard twice, for a double hit to my gear.  Eventually though the ress sickness passed and the PvP flag dropped and we were able to trot safely across Durotar to the Southfury River and follow it south to Ratchet, which ended up being closer than I imagined.

We grabbed the flight point there, figuring that might be useful in the future, then ran down to the dock to take the boat to Booty Bay.

Skronk was still wandering around in a state of undress

After sailing to Booty Bay we were able to run up and grab the flight point there.  Since that connects directly to Stormwind we now had a way to get directly to Ratchet without having to run the gauntlet of Stranglethorn Vale or the long way around from Darkshore through Ashenvale.

Now we just had to decide what we were going to do next.  Bung said he and his son would be on around 1pm the next day.  We decided to figure it out then, which is where the next post will pick up.

Everybody Comes to Westfall

We are now past the two week mark for WoW Classic and I feel like I haven’t gotten very far along.  People are moving along, I see people past level 30 in Stormwind regularly and “that guy on the horse” has become a regular feature. (Was it Ethic who named that concept, the person on their mount in town sitting there to show it off?)  Beside that I feel like I am poking along so slowly.

This is somewhat self-imposed as the instance group hasn’t been ready to ride yet, with moves, business trips, and end of summer vacations keeping people away.

And moving slowly isn’t all that bad.  I am not in any crazy race, nor was I ever likely to be in contention for any “world first” in the game.  There is lots to explore and see and do while keeping characters down in the level range for the first dungeon, Ragefire Chasm.

Plus, there are always alts.  I’m prone to making too many alts to start with, so keeping in the right level range has gotten me to four characters now in the level 14-16 range.  I have all four alliance races covered as well, as I now have:

  • Level 14 gnome warrior
  • Level 14 human paladin
  • Level 16 night elf druid
  • Level 16 dwarf hunter

That warrior might be my first gnome character in WoW.

So I have not been idle.  And they have all stepped into the zone where we’ll be headed, the zone where most people end up in at some point or another; Westfall.

Westfall – This Way

Westfall is one of the quintessential zones of Azeroth.  For the Alliance it is where a lot of players converge as the quest lines there lead to the Deadmines instance.  If you want to have Gryan Stoutmantle shout your name out to the zone you have to get on board the quest train.

He’s just hanging out waiting for you to show up

And, of course, Horde players have to find their way there as well if they want to do the instance.

While some of the starter zones have calmed down quite a bit… they are not dead, but I got my gnome warrior through the Coldridge Valley part of the dwarf/gnome starter zone in about 20 minutes because there were no more lines… Westfall feels like it is still full tilt crowded a lot of the time and very much alive with players.  And NPCs of memory.  Running into the zone you are greeted with the first quests right away from familiar faces.

Welcome to Westfall! How about a few quests?

Those are the Furlbrows, with Old Blanchy, who features in a couple other places in the game, including an appearance in the Old Hillsbrad dungeon in the Caverns of Time.  It was a bit of a shock when Blizz killed the lot of them for Cataclysm.

But there is no time to hang about there.  There are so many semi-overlapping quests in the zone that you might as well get them all.  One of the quests sends you to the next location anyway, Saldean’s Farm, where you pick up a few more. (And maybe stand around clucking in hopes of getting a chicken pet.)  Then it is off to Sentinal Hill to turn in the quest from Goldshire sending you to check in with Gryan Stoutmantle, who also has a quest for you, as does a couple of other NPCs.  Don’t miss the one down the hill by the inn… and don’t forget to grab the flight point.  Running is all fine and dandy, but sometimes you just want to get places.

The list of quests alone brings up a small wave of nostalgia.

Some of the early Westfall quests

Here the game starts to stress your inventory management.  Half of those quests need you to collect things.  You need four stacks of ingredients for Westfall Stew, another stack for Goretusk Liver Pie, gnoll paws for another, Defias bandanas for yet another, bags of oats for Old Blanchy, and a pocket watch for Ted Furlbrow.  It isn’t quite Green Hills of Stranglethorn level of inventory management, but when you are likely rocking six slot bags, things start to fill up fast.   And that doesn’t even start to count the random drops you’ll get.

Then you have to find the mobs for the drops.  That isn’t too hard.  They are often in handy camps.  The problem is that the camps are often well camped by players.  But the pick up group cooperation spirit of WoW Classic, or at least the Bloodsail Buccaneer server, continues on.  With a couple of characters I was able to find groups to hunt with.

Slaughtering the Defias at one of their camps

Grouping up is a great way to knock out the quests where you have to kill 15 of this or 20 of that, since everybody in the group gets credit.  And a group can hold and wipe out a camp that might be a bit much to take on solo.  Mobs, especially the gnolls, spawn close together so you often cannot pull just one.  With a group you can do the whole village.

Waiting for gnolls to pop again

The problem is the quests that require drops dole them out one at a time.  A good group will swap to free-for-all looting and people will stick around until everybody is covered.  Or mostly covered.  Sometimes somebody leaves and another joins and they’re just starting and there is a cycle through the group that could last all night if you stuck around.

And some of the drop rates kind of suck.

Welcome to the gnoll hunt

I get that maybe every Defias isn’t following dress code or maybe left their bandana on the dresser at home in the rush to get out to Westfall, but Gnolls would seem to have four paws, and boars at least one liver per.  Yet we ran across many a pawless gnoll or heavy drinking goretusk whose liver had decayed to the point of being useless for cooking.

I remember a late 2004 Lore Sjöberg article over at Wired from back in the day that spoke of the “kinder, gentler” ways of World of Warcraft (which is a bit of a time capsule point of view you can find here), that included a reference to how, if you slew a named mob for a quest that required you bring back their head, the corpse would nicely provide a head for everybody in the party.

And that is the case certainly, for a specific named quest mob.  But for a run of the mill Defias or gnoll, it is a maximum of one per corpse, not guaranteed.

Not that it is a huge burden.  I have always toyed with the idea in the back of my mind that this was on purpose back in the day, that in order to off-set the reduced experience you get for grouping Blizz makes you slay more mobs.  And, in the end, when you need eight or fifteen drops and you have none it feels like it will take forever, but it never takes too long until you’ve just got one left.

Anyway, I am through that first wave of quests in Westfall on a couple of characters, and into it with the others.  The hope is that we’ll be able to get a group together to try Ragefire Chasm this weekend.  That it is located in the back end of Orgrimmar will make this comedy gold I am sure.  But if we need to stall some more I am going to have to start another alt, and I am well down the list of options.  I only have rogues and cloth wearing casters left.  Or I could go Horde I suppose.  We’ll see.

Addendum: I noticed that I used the title of this post before.  I cannot resist an obscure allusion I guess.

Stonefield in Fifteen Achievements

I wrote about my current Rift goal last week, my desire to get one character of each of the class archetypes, warrior, rogue, cleric, and mage, to the level cap.  Already there with a rogue and a warrior, and well on the way with my cleric, that left only a mage to level up.

And my mage, Solyndro, was only level 8.

If this had been EverQuest of 1999 I might have despaired and passed on this goal.  Even WoW of 2005 or so would have made grinding another character to level cap a chore.

But this is 2012, and we don’t hold with that tough grind to level cap any more.  So Solyndro is already level 38 as of last night.  He only has 12 more levels to climb and 60 days in which to make the goal.  Not tough at all.

It became obvious pretty quickly, as I burst out of Freemarch after only a couple evenings, that running the 7 round Instant Adventure quest every night plus doing a bit of questing was going to make the level cap goal very attainable.  So I decided to add an additional side goal.

I decided I was going to play the hell out of certain zones, run down their full quest chains, explore all of their nooks and crannies, and leave only when I felt I was well and truly done.  Even if I started to level out of the content, I would use the mentoring system to level myself down and keep on playing.

And the first zone on the list was Stonefield.

Stonefield had the obvious advantage in that it stands as the next zone on the list of progression, so I could start right away.  Also, Instant Adventures run in Stonefield, so I could run that daily task in the zone as well.  And Stonefield is a zone that I haven’t really “finished” in the past.

Though I might say that about most zones in Rift.

The rate at which you level, if you are moving at a casual pace and building up a bit of rested experience between sessions, is such that you are usually ready for the next zone when you are somewhere between the half way and three quarter point in the quest chain.

Even before Instant Adventure came along, I think the only zone I felt I had really finished, aside from the intro zone, where you do not have much choice, is Freemarch.  In Freemarch I ran back around to root out the final quests to finish up.  And after Instant Adventure… well, you can go pretty far without too many zones.

So I did it.  I ran the Stonefield quest line from start to finish, even running down the end quests that lead you on to Scarlet Gorge.

And when I was done, did I “feel” done?

I suppose.

The gold standard for this sort of connected zone is the old Westfall, where you followed a story that started with Old Blanchy and lead you through the zone to the natural conclusions, the Deadmines.  You did the zone, got to the end, then found a group to do the instance.  When you turned in the quest that sent you to the zone, the Gryan Stonemantle announced your accomplishment in a zone-wide shout.  That was one of the great early points in the game, getting that shout.

Stonefield does not feel that well connected.  The story line gets broken up and the instance, Deepstrike Mines, which our group did back in March, comes along about two thirds of the way into the zone.  Once you hit Granite Falls, you have the quests to go do it and in past runs that is about where I have stopped.  And the instance, which is about fighting the Endless Court diverges from the Eth/Titans lore of the main zone.

On the flip side, you can get too tied into story.  Recall the post-Cataclysm version on the Redridge Mountains, a zone so dedicated to keeping you with the story that other players become an annoyance.  Of course, pop culture references ran amok in Redridge as well.

Ah well.  But I did get achievements.  And thanks to my enabling the social media aspect of Rift (though I gave the feature its own Twitter feed so it doesn’t spam the few followers on my main feed), the game automatically takes a screen shot every time I get an achievement.  This got me in the habit of trying to “pose” or at least face towards in an interesting direction when they hit.

That, in turn, ended up being kind of a nice little montage of my time in Stonefield.  Fifteen achievements all in a row.  I actually ended up getting all of the achievements that you can just “do,” aside from the one about killing giants.  The remaining ones involve rare spawns and completing collection quests.  I so rarely complete collection quests that I will probably never get that zone meta achievement, the achievement for getting all the achievements.

The only hitch was getting the achievement for doing quests, Playing the Field in Stonefield.  I was stuck at 86 out of 87 for a while until I looked up the quest list and found one I missed.  There is a quest giver on the rocks above the entrance to  Deepstrike Mine.  That actually opens up a couple more quests.

And then I did the Titan’s Well dive, slew the beast that resides therein, and it dropped another quest starter.  So there are enough quests to do the achievement.

My next zone focus is the Moonshade Highlands, where Solyndro has already started.  From there I think I will wrap up in Shimmersand, a zone in which I have done almost no quests.

But that is for later.  For now, here is my Stonefield adventure, in achievement screen shot form.

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Westfall Story

When you’re a Defias,
You’re an expendable pawn
From your first red bandana
To your final respawn.

-Defias Song, Westfall Story

When last we checked into Westfall, Gryan Stoutmantle had a big question mark over his head and I was certain that we would be getting stuck into the Defias.

Gryan Waits For Us

The Defias, curse their name, were all over Sentinal Hill, attempting to burn it down while engaged in ritual combat with the Westfall Brigade… combat that looked rather like an awkward and slow motion version of the Jets taking on the Sharks in West Side Story.

What task would Gryan Stoutmantle have for us.

As with last week, I’ll answer that after the break so as not to spoil Westfall for those who have not done it yet.

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Westfall Ablaze!

It was Saturday night and after our previous interview with the King in Stormwind, (Varian Wrynn, not Elvis) it was about time to head back to Sentinel Hill in Westfall.

But to avoid revealing any spoilers I will put what happened after a break.  If you want Westfall to remain a mystery until you see it for yourself, go no further.

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Werewolves of Westfall

I saw a werewolf with a Chinese menu in his hand
Walking through the streets of Soho in the rain
He was looking for a place called Lee Ho Fook’s
Going to get himself a big dish of beef chow mein

Werewolves of London

Back to Westfall with four worgen and one gnome.

After last week’s character roll-up and parallel play experience, it was time to form up and start running through the world as a group.

In Stormwind, at the bulletin board in the middle of town, there is a quest that leads you to Westfall.  There has been a crime committed, a murder most foul… which seemed a bit silly given the huge amount of killing going on all over Azeroth, but you follow the story where it goes.

And Westfall has been re-wrapped into a new story.  There always was a story to Westfall, one that lead you eventually to the Deadmines.  There were also many side-quests.  Now though, almost everything leads you down the path that is the new story in Westfall.

Old Blanchy is dead, along with the Furlbrow’s.  That is where things start, which was a pretty emotional moment for some, since we combine a group of animal lovers with the nostalgia prone, and poor Blanchy, whose shared his (her?) blanket with us, and was a fixture in Westfall from the beginning tugged the heart strings of both factions.  The Furlbrow’s and Blanchy were usually the firsts quests people found in Westfall.

The scene of the crime

With the Defias gone, who could be behind this?  Yes, sure, there are lots of cutpurses and thugs running around… but they are unaffiliated criminals.  The Defias had been broken with the death of Edwin VanCleef and exist no more.

We arrived at the crime scene are were immediately drafted to help out.

Our group for the investigation was:

  • Ethelred (the Unready) –level 13  Worgen druid
  • Earlthedog – level 14 Worgen warrior
  • Maloney – level 14 Worgen mage
  • Nancyboy – level 14 Worgen priest
  • Xula – level 15 Gnome warrior

The quest line include both new and reworked original quests.  There are quests related directly to the investigation, like eavesdropping on some thugs.

Go on talking, don't mind me and my dogs

While at other points we were killing murlocs and gnolls in order to gather evidence of dubious value.  What the hell do murlocs know? (Though they still drop that pirate treasure map… maybe that is why they send you off to kill a few.)

We did still have to make Westfall Stew, though collecting the Okra was a bit easier.  However, now when you finish the quest, you end up with a whole cauldron of stew which you then use to help feed the Stormwind refugees who are now all over the zone.

And while we did have to kill many harvest bots, as before, we did get a chance to ride around in our own bot to do at least some of the work.

Lining up the group to clear the field of harvest bots

Gone are some of the more annoying quests from the original zone.  Specifically, the ongoing series of quests where you have to kill x number of Defias type A and B, then C and D, then E and F, the G and H and a few of I.  Those are gone and good riddance to them.  While we could have knocked those out easily enough with the five of us, it is a lot of running back and forth and the like.

One side quest that is still there is the one to get the Westfall chicken pet.  We got distracted by that for a while as we made chicken noises at the local chickens we had an annoying tendency to get killed by the local coyotes at just about the point when their quest opened up.  Macros were soon deployed to assist in this.

Che cosa e lo succiacatori dei polli?

We kept up with that until four out of five of us had the chicken, then it was back to the main quest line.

Observing and reporting back is now one of the key parts of the quest line in Westfall.  You go observe some of the story unfold, then head back to report in on what you saw.  At one point we were given the classic box disguise to use to observe a meeting in a mine that involved a shadowy figure and Glubtok the mine foreman.

Just ignore those five extra boxes behind you

This sort of thing lead us all over the zone. Between the few side quests and the main quest line, we were pretty close to having the exploration achievement complete.  We ended up all over, from the lighthouse at one end of the zone to the tower, from one of the rogue class quests, at the opposite corner.  (You even get to sneak like a rogue through that tower, while being covered by a sniper in a ghillie suit who will bail you out with a well timed head-shot if you get in over your head.)

Eventually though, you have to head to Moonbrook.  And in the spirit of reworked Azeroth, Moonbrook has its own flight point now.

Can't we see the Sentinel Hill flight point from here?

Moonbrook is the center of the Westfall experience, housing as it does everybody’s favorite instance.

I discovered this more than five years ago

The Defias sign is still on the door I guess, in foot high letters saying “Hideout Here” to anybody who gets within range.

A bit of phasing goes on in Moonbrook.  In fact, it goes on throughout the quest line.  However, Blizzard seems to have gone with a much lighter touch when it comes to phasing.  It seems more organic to the zone than it did in some of the Northrend phases when a tower suddenly appeared or an army was suddenly wiped from the field before an outpost.

For example, in Moonbrook, we collected a few bits of evidence and went to turn them in.  Then we were told to infiltrate a gathering in town.  And when we turned around to face Moonbrook, we could see the edge of a crowd that had formed in front of the old Inn in town.  We went off to infiltrate.

Worgen and Top Hats... we fit in well with this crowd

There the shadowy figure, quite clearly female by this point, harangued the masses with a decidedly leftist agenda.  I’m surprised she didn’t adopt Lenin’s “hailing a cab” pose, so often replicated in the former Soviet Union.

We listened, got our update, and reported back to… well, the Stormwind version of the Okhrana I suppose (though without the fancy hats which generated such hate towards the Tsar)… probably SI:7.  They never really identified which organization they represented.  A bunch of patsies we are, I suppose.  They say go spy for us, or kill for us, with some sort of unlikely cover story, and we go do it without question.

We were the directed to actually go to the Deadmines.  We were told we could find it by following the trail of homeless people.  So there might be a reason that Marxism is gripping the masses in Westfall.  The social safety net of Stormwind seems pretty tattered.  Heck, they are getting random strangers to make food to feed the homeless rather than setting up some sort of organized food relief program.

And the foyer to the Deadmines was, in fact, teeming with homeless.  But eventually we reached the instance.

Follow the right wall and you'll get there every time

Inside though, the place was another crime scene.  It was crawling with Stormwind guards.

But we weren’t there to comb the scene.  We had been given a magic dingus that would allow us to travel in time so that we could view past events in the Deadmines.  Specifically, the defeat of Edwin VanCleef.

A grey and misty view of the battle played out before us, made more compelling by the fact that the group fighting VanCleef looked very much like our group from the first time we brought him down, back in 2006.

Battles from the Past

We watched a human warrior, dwarf rogue, gnome mage, along with a hunter and a priest, fight that famous battle.

And, as the victorious group looted and left, something else happened in the scene.  Somebody else was present, and we (along with everybody else who ever did the instance successfully) missed them.

We took this information back to Sentinel Hill and reported in.  But we were too late with our news.  The mysterious figure stood revealed… the figure we saw at the end of the scene from the past, only changed… and not for the better as far as Stormwind was concerned.

Unleashing revolutionary terror at Sentinel Hill

She challenged the authority of Stormwind. (We tried that once.)  But who was she? And how many people will dress up like her for BlizzCon next year?

No longer shadowy, but still a mystery

Well, you find out who she is right there, but I won’t spoil it.  Not yet, anyway.

As Sentinel Hill in Westfall burned, we headed back to Stormwind to inform the king of these events.

Back in Stormwind with the King

Of course, the King wanted us to go investigate further, which meant a trip into the Deadmines.

Only we were about done for the night at that point, so we will get to the Deadmines on our next outing I hope.  Though with Christmas and New Years covering the next two Saturdays, it might be a while until we can follow up and get to the heart of what is going on in Westfall.

And then we’ll have the answer to who killed Old Blanchy!  Old Blanchy is core!