Going south eventually you run into mountains where you will see a gray monolith. Don't go down to the river where the crocs are, stay on the desert where you will run into scorpids, pigs and raptors. There's a bridge over the Southfury river between Durotar and The Barrens. This is especially difficult for Taurens who aren't already familiar with the landscape of Durotar because they did their initial adventuring in Mulgore. Hope that helps, I wasted an hour fighting in skull cave and 2 hours running around on that spot on the map not realizing that you could get up on the ravine faces. The only burning blade people it lists are the ones from skull cave.
The map listed here is correct, but what it fails to show you is that there are two levels of terrain, the ravine/road level and the above level where you are actually up on the cliffs which look down on the ravine/road.Īlso, the map of Durotar in the commercial strategy guide doesn't show this cave nor does it list the correct burning blade people. On top of these ravines is where the cave you need to go to. The ramp takes you up onto the top of the ravines, over looking the road that goes north out of razor hill. You do not go into skull cave which has a different type of Burning Blade people - it is the wrong place - way too far north.Īs mentioned, you have to find the ramp right outside of Razor Hill, it is immediately north east of the town. * Scar of the Worldbreaker - see Angor above it seems three notable NPCs have been relocated here at a small camp of their own: Lucien Tosselwrench, Martek the Exiled, and Theldurin the Lost.Комментарий от ThottbotYes, I wasted a lot of time at the wrong cave. * Lethlor Ravine – above the ravine is a neutral Goblin outpost with flight master (Fuselight) following the path outside of town and across the opposite side of the ravine leads to a Goblin transporter that connects to another goblin-themed town over the hill and along the coast - Fuselight-by-the-Sea the ravine appears to have been widened in some places and near the opening is a small camp, Rhea's Camp, manned by the Goblin, Rhea
* Kargath – buried by an avalanche, and the Ruins of Kargath are now inhabited by black dragon whelps New Kargath has been rebuilt nearby with updated architecture and fortifications in the area formerly known as Apocryphan's Rest to the southeast of New Kargath is an Alliance quest hub, Dragon's Mouth * Hammertoe's Digsite – the dwarf camp south of the site now contains an Alliance flight path and has been named Dustwind Dig Hieronymous Blam who seems to have created a number of Blam Turrets nearby * Agmond's End - most of the mobs in the camp proper have been slain and the camp is now home to the Gnome, Dr. * Angor Fortress – from just south of here all the way to the SW corner of the Badlands is a swath of destruction (named Scar of the Worldbreaker), with charred desert and the tops of mountains sliced off and glowing with lava – former areas included in the destruction include Camp Wurg, much of The Dustbowl and most of Mirage Flats The storyline jumps across the zone with some surprising twists. A landslide has destroyed the town of Kargath, and Deathwing's passage through the zone has left a swath of destruction in its wake. The Badlands will be a 45-48 zone in Cataclysm.