Monday, September 01, 2008

Dustwallow, The Barrens and Thousand Needles

By following a first-aid profession guide on WoWWiki I was able to push my skill level from something like 80 all the way up to 225 fairly quickly, mostly without having to go outside Ironforge - the only exception being that at 125 I had to make a quick trip out to Stromgarde Keep to buy three books from Deneb Walker and fly back to Ironforge, which I think took less than ten minutes. Once I hit 225 the next requirement was to see the same Trauma Surgeon in Theramore that Kate needed to see for her own advancement, and by the time I was at that point Kate was ready to go so off we went.

In Theramore the surgeon had me run the same "Triage" quest that Kate had already been through. It took me four attempts to get it, which from what I've been told isn't too bad, and that got me to Artisan level with a new maximum level potential of 300.

With that out of the way we headed out into Dustwallow Marsh and east to the coast to take care of two quests - one to gather turtle tongues and the other to find Razorspine and get the sword that "Swamp Eye" Jarl wanted. With those out of the way we took the road north, west then south around the bay so that we could finish up mapping the southwestern part of the marsh.

We made our way back to Tabetha's Farm and then east to find Tidefury Cove and Nat's Landing, which is on a small island out in the bay. Nat Pagle had a little job for us - to smear his experimental shark bait all over ourselves then swim out to a wreck a little way away to see if it worked. We were in the water whacking huge lobster-like Makrura for a while, waiting for something to happen, before we realized that Nat's bait was sitting in our backpacks unused. We smeared it on and sure enough it attracted the Lurking Sharks. Luckily we only had to whack one each to complete the quest, then swim back to Nat to close it out. He gave us the next quest in the chain, to talk to Major Mills at the dock back in Theramore about the legendary sea monster Tethyr. With that done we swam back west to carry on exploring the marsh.

We found the little goblin outpost called Mudsprocket where we were able to open up another flightpath (there's a neutral flightmaster there) and close out the quest begun at the Zeppelin crash site by handing over the supplies we'd picked up, then we went back north to meet Inspector Tarem at the burned-out Shady Rest Inn on the road to The Barrens.

At the Inn Tarem asked us to check the area for clues to who committed the dirty deed; there were three clues, each of which opened an individual quest and all of which meant going back to Theramore. Before we did that we went up the road to take a look at The Barrens. I wasn't thinking of doing more than taking a quick look, but we went in a little way and found Bael Modan, a small Alliance settlement. We looked around a bit - we didn't see anything useful, such as traders or a repair shop, and we were going to move on when Kate noticed that we were close to Thousand Needles. We had a long-outstanding quest to find someone near the Thousand Needles/Feralas border to the southwest so it was too good an opportunity to miss and we headed down the Southern Gold Road.

What we found there was pretty incredible - the border between The Barrens and Thousand Needles is marked by a huge drop over a cliff. Getting down is easy - at the same spot is The Great Lift which is just a simple elevator. (Actually there's an easier way - jump. You'd get killed, of course, but as it happens there's a boneyard very close to the base of the lift, which is almost certainly where you'd resurrect.)

Both the Barrens and Thousand Needles are Horde-controlled but the good thing is that they're low level. One thing we've noticed is that for the most part hostile mobs have the sense to not attack things that are way higher level than themselves. It's not always true - some don't like it if you get too close, such as one or two of the centaurs whose camp we went through as we headed west through the area, but in general it seems to hold true.

We found the guy we were looking for - and another neutral flightmaster - so we closed out that quest and hit up the flightmaster for a quick trip back to Theramore.

At this point we had a bunch of quests to close out - the three clues from the Shady Rest, a little chat with Major Mills, and one or two others (some of which I may not have mentioned - it's not always easy to remember every little detail by the time I come to write this).

Major Mills gave us the task of taking down Tethyr. The plan was that Mills' men would fire up the lighthouse, which would lure Tethyr in, then twelve of his marksmen would be shooting him while we had to run around and blast him with the three mortars mounted around the dock. They began, the sky turned dark and stormy, and Tethyr appeared. He's a level ?? monster (I found at that any hostile marked as level '??' is at least ten levels above you or has a dynamic level three more than yours - in my case, that meant that Tethyr was at either level 48+ or maybe no more than 41, dynamic) and he has a kind of frost-blast attack that knocks you back. In any case thanks to the mortars he wasn't too tough to deal with and once he'd gone there was a little fireworks display to celebrate.

By the time we'd closed out all our quests in Theramore we were both close to new levels so we decided to head back out to the beach to whack some murlocs for the extra XP. It took a little while but Kate hit level 40 fairly quickly then helped me out while I got the extra three or four thousand points I needed for level 39.

There was one other thing we wanted to do - we had an outstanding quest in Darkshire so we took the boat from Theramore to Menethil and flew out to Darkshire. However by the time we got there we were both tired and decided to call a halt until next time; we checked into the inn in Darkshire and packed it in for the night, and we'll close out that last quest later and head back to Ironforge to take care of the usual tidy-up.

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