
Wailing Caverns Guide — Dungeon guide · WoW Forever
- Level
- 17–24
- Group
- 5 players
- Bosses
- 8
- Difficulty
- Normal
- Location
- The Barrens
- Key
- None needed
How the run goes
A winding cave run built around the four Fanglords: Lady Anacondra, Lord Cobrahn, Lord Pythas and Lord Serpentis. With all four dead, the Disciple of Naralex at the entrance leads you to Naralex and the run ends with Mutanus the Devourer. Kresh, Skum and Verdan are optional.
Group: A tank, a healer and three damage dealers around level 20. The Fanglords sleep players and heal themselves, so bring interrupts (a rogue's Kick, a warrior's Shield Bash, a shaman's Earth Shock) and someone who can keep an eye on a slept healer.
Route
The game has no interior map of Wailing Caverns we can draw on, so the route is written out below.
1.The first caverns
From the entrance go down into the caves. Lady Anacondra stands in the first big cavern; Kresh the turtle wanders the water nearby and Lord Cobrahn waits up the path beyond Anacondra.
2.The upper caverns
Head back toward the middle of the caves and up into the far caverns for Lord Pythas, then cross toward Lord Serpentis. Skum swims in the flooded tunnels off this route and Verdan the Everliving guards the grove near the end.
3.Awakening Naralex
With the four Fanglords dead, return to the Disciple of Naralex at the entrance and talk to him. He walks to Naralex and starts a ritual: defend him from waves of deviate creatures until Mutanus the Devourer appears.
Boss by boss
The first caverns
On the way: Druids of the Fang sleep and heal: interrupt them and kill them first. Raptors and deviate creatures come in pairs.
- Level
- 20 · Elite
- Health
- 2,214
- Mana
- 2,871
- Armor
- 836
Classic Era's values, not yet confirmed in Forever.
Healing TouchHeals a friendly target for 195 to 243.
SleepPuts the enemy target to sleep for up to 20 sec. Any damage caused will awaken the target. Only one target can be asleep at a time.
Thorns AuraCauses 20 Nature damage to any creature that strikes a nearby party member. Players may only have one aura on them per paladin at any one time. The aura lasts 1 min.
Lightning BoltBlasts an enemy with lightning, inflicting Nature damage.
A druid Fanglord who casts Lightning Bolt, heals herself with Healing Touch, puts players to Sleep and has a Thorns aura.
- Tanks
- Pull her guards away first. Hold her where everyone can reach her and expect Sleep to interrupt your threat.
- Healers
- Sleep is the danger: if the tank is slept, damage still comes in. Wake slept players with a damage-over-time effect if you have one, or dispel if you can.
- Damage dealers
- Interrupt every Healing Touch. Melee take Thorns damage: ranged can carry more of the work.
- Level
- 20 · Elite
- Health
- 1,452
- Armor
- 4,180
Classic Era's values, not yet confirmed in Forever.
A large turtle wandering the water. He has no special abilities and is optional.
- Tanks
- Pick him up and hold him; he hits steadily but has no tricks.
- Healers
- Easy healing. Use the fight to judge how much mana the route ahead will need.
- Damage dealers
- Kill him if you want his shell drop; otherwise skip him and save time.
- Level
- 20 · Elite
- Health
- 2,279
- Mana
- 2,871
- Armor
- 836
Classic Era's values, not yet confirmed in Forever.
Healing TouchHeals a friendly target for 363 to 445.
Cobrahn Serpent FormShapeshifts into a serpent for 5 min., increasing attack damage by 50, and increasing the time between attacks by 43%.
Druid's SlumberPuts the enemy target to sleep for up to 15 sec. Any hostile action will awaken the target. Only one target can be slept at a time.
Lightning BoltBlasts an enemy with lightning, inflicting Nature damage.
A druid Fanglord who casts Lightning Bolt and Druid's Slumber, heals with Healing Touch and turns into a giant serpent at low health.
- Tanks
- When he becomes a serpent he switches to melee and hits harder; stay on him and keep him faced away from the group.
- Healers
- Watch for Druid's Slumber on the tank and prepare for more tank damage in serpent form.
- Damage dealers
- Interrupt Healing Touch above all, then burn him through the serpent form.
The upper caverns
On the way: There is a jump down near the later caverns: regroup at the bottom before pulling. Deviate ravagers and lashers hit harder here.
- Level
- 21 · Elite
- Health
- 2,320
- Mana
- 510
- Armor
- 872
Classic Era's values, not yet confirmed in Forever.
Healing TouchHeals a friendly target for 195 to 243.
SleepPuts the enemy target to sleep for up to 20 sec. Any damage caused will awaken the target. Only one target can be asleep at a time.
ThunderclapInflicts 71 to 79 Nature damage to nearby enemies, increasing the time between their attacks by 43% and slowing their movement by 40% for 10 sec.
Lightning BoltBlasts an enemy with lightning, inflicting Nature damage.
A druid Fanglord who casts Lightning Bolt and Sleep, heals with Healing Touch and uses Thunderclap on everyone around him.
- Tanks
- Thunderclap slows attacks and hurts melee: hold him away from his guards and keep him still.
- Healers
- Thunderclap damages everyone close to him; heal melee through it and watch for Sleep on the tank.
- Damage dealers
- Interrupt Healing Touch. Melee can step out when Thunderclap comes if the healer is struggling.
- Level
- 21 · Elite
- Health
- 3,906
- Armor
- 872
Classic Era's values, not yet confirmed in Forever.
Chained BoltStrikes an enemy with a lightning bolt that arcs to another nearby enemy. The spell affects up to 3 targets, causing 28 to 32 Nature damage to each.
A thunder lizard in the flooded tunnels who throws Chained Bolt, a lightning that jumps between players standing close together.
- Tanks
- Pull him out of the water onto dry ground and hold him there, where the whole group can reach him.
- Healers
- Spread out from the group so Chained Bolt can't jump to you, and keep the tank and anyone hit topped up.
- Damage dealers
- Spread out so the bolt jumps less. A simple fight otherwise.
- Level
- 21 · Elite
- Health
- 2,784
- Mana
- 1,530
- Armor
- 872
Classic Era's values, not yet confirmed in Forever.
Healing TouchHeals a friendly target for 742 to 894.
SleepPuts the enemy target to sleep for up to 20 sec. Any damage caused will awaken the target. Only one target can be asleep at a time.
Lightning BoltBlasts an enemy with lightning, inflicting Nature damage.
A druid Fanglord who casts Lightning Bolt and Sleep and heals himself with Healing Touch.
- Tanks
- Clear his guards first and hold him where everyone can reach him for interrupts.
- Healers
- Watch for Sleep on yourself or the tank and keep a damage-over-time effect or dispel ready.
- Damage dealers
- Interrupt every Healing Touch; the fight is short if he never heals.
- Level
- 21 · Elite
- Health
- 4,168
- Armor
- 872
Classic Era's values, not yet confirmed in Forever.
Grasping VinesInflicts Physical damage to nearby enemies, knocking them down and immobilizing them for 10 sec.
A huge plant elemental with heavy melee swings that roots players with Grasping Vines.
- Tanks
- Save a defensive cooldown for his heaviest swings and keep him still.
- Healers
- His damage is big hits on the tank. Stay out of melee range so the vines don't trap you next to him.
- Damage dealers
- Ranged stay out of melee range. Kill him quickly before the tank runs out of cooldowns.
Awakening Naralex
On the way: The waves come from several sides. Stay together near the Disciple so the tank can pick everything up.
- Level
- 22 · Elite
- Health
- 4,496
- Armor
- 906
Classic Era's values, not yet confirmed in Forever.
ThundercrackInflicts 94 to 106 Nature damage to nearby enemies, stunning them for 2.5 sec.
Naralex's NightmarePuts the enemy target to sleep for up to 15 sec. Any hostile action will awaken the target. Only one target can be slept at a time.
TerrifyTerrifies an enemy, causing it to flee in fear for 4 sec. Only 1 target can be terrified at a time.
The final boss, summoned at the end of the Naralex ritual. He casts Thundercrack, fears with Terrify and puts players to sleep with Naralex's Nightmare.
- Tanks
- He arrives after the last wave: be at full health and pick him up immediately. Fears move him: pick him back up after each.
- Healers
- Keep mana for him, not just the waves. After a fear or a nightmare, top everyone up first.
- Damage dealers
- Kill the waves quickly but hold cooldowns for Mutanus himself.
Before you go
- Bring a way to remove Sleep or assign a player to watch for slept healers.
- The route includes a small jump near the later caverns. Regroup after it instead of pulling while someone is still finding the path.
- Speak to the Disciple at the entrance only after the Fanglords are dead and the party is ready for an escort.
- No key. The Naralex event depends on defeating the four Fanglords during the run.
