Wailing Caverns
- Level
- 15–24
- Location
- The Barrens, below the Lushwater Oasis
- Group
- 5 players
- Bosses
- 8
- Items
- 32
- Quests
- 7
Entrance. The cave mouth is in the ravine south of the Lushwater Oasis, at /way 46.0 36.3. The path winds down to a cavern with a pool, where the portal is.
12345678Getting there
Horde. Travel southwest from the Crossroads to the Lushwater Oasis. The cave mouth is in the ravine south of the oasis, at /way 46.0 36.3. The path winds down to a cavern with a pool and the portal. Elites patrol that outer cave.
Alliance. Travel east from Astranaar in Ashenvale, cross the river and take the road south into The Barrens. The boat from Booty Bay to Ratchet works too; from Ratchet, ride west.

The route
A maze on several levels. Some drops cannot be climbed back up, so stay together. The numbers match the map above.
- West of the portal. Lady Anacondra (1) stands where the river ends. Further west, Lord Pythas (4) waits in the Pit of Fangs and Lord Cobrahn (2) in the cave below it.
- The river. Kresh (3) swims in the water between the two halves. He is optional.
- East of the portal. Verdan the Everliving (7) and Lord Serpentis (6) stand in the caves on the east side. Skum (5) waits lower down, in the Crag of the Everliving, and is optional.
- Naralex. With the four Lords of the Fang dead, the Disciple of Naralex at the start of the dungeon offers to wake his master. Escort him to Dreamer’s Rock, where Mutanus the Devourer (8) appears.
The Deviate Faerie Dragon, a rare, wanders the eastern caves. It drops
Firebelcher and
Feyscale Cloak.


Important trash
Druids of the Fang. Their Druid’s Slumber puts a player to sleep for up to 15 seconds, the healer included, and they heal with
Healing Touch. Fight one at a time, crowd control the rest and interrupt every cast. Once they take
Serpent Form, they cannot cast.
Raptors. At low health they call nearby monsters. Clear around them before the pull.
Bring sleep and poison removal if the group has it: most wipes in this dungeon start with a sleeping healer or a stacked poison.
The bosses
Lady Anacondra
Lightning Bolt, Sleep, Healing Touch and a
Thorns aura. Interrupt the heal every time; a second druid in the pull is a reason to crowd control it at once.

Lord Cobrahn
Three non-elite Deviate Pythons stand around him; kill them with area damage first. He casts Lightning Bolt, Druid’s Slumber and Healing Touch. Below half health he turns into a serpent that poisons: cure it and keep interrupting.

Kresh
A turtle with a lot of armor and no real mechanic. Casters do the most damage. Pull him out of the water to the bank.

Lord Pythas
Comes with a Druid of the Fang and a Deviate Shambler. Crowd control the druid, kill the Shambler, and keep someone on Pythas to interrupt his Sleep and Healing Touch. Thunderclap hits everyone in melee.

Skum
A thunder lizard that is immune to Nature damage. His Chained Bolt jumps between players who stand close together, so spread out. At low health he runs: keep him in place.

Lord Serpentis
The only Lord of the Fang without trash in the pull. Interrupt his Sleep and Healing Touch.

Verdan the Everliving
Grasping Vines roots everyone within 10 yards for 10 seconds and knocks them down for 2. It cannot be interrupted. Ranged players and the healer stand at maximum range; shields and heals over time keep the tank alive while he is down.

Mutanus the Devourer
During the ritual, waves of oozes and Deviate Moccasins attack the Disciple. Kill them first. Then Mutanus rises from the water: Thundercrack hits everyone nearby, Terrify fears a player and
Naralex’s Nightmare puts one to sleep. Interrupt the Nightmare and keep him away from the Disciple. If the Disciple dies or the group wipes, the event is over until the dungeon resets.
What is not known yet
- The drop rates of the boss loot.
- The quest rewards may still change before the launch.