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1-60 Alliance Leveling Guide 

5-man Melee Cleave Dungeon Grinding Path 


By: Hakurai (​www.youtube.com/domeran​) 
Table of Contents:

Introduction
Classes, Talents, and Gameplay
...​Warriors
...​Priests
...​Paladins
...​Druid
...​Warlock
...​Hunter
...​Rogue
...​Mage
Resetting Dungeons
Professions
Tryhard Tactics
Items to Look Out For
Leveling Guide
Part 1: Level 1-11
Part 2: Level 11-17
...​Darkshore Cycle 1
...​Darkshore Cycle 2
...​Darkshore Cycle 3
...​Darkshore Cycle 4
Part 3: 17-18
Part 4: 17-19
Part 5: 18-20
Part 6: Deadmines 19-22
Part 7: The Stockades 22-25
Part 8: 25-27
...​Duskwood Cycle 1
...​Duskwood Cycle 2
...​Duskwood Cycle 3
Part 9: Gnomeregan 26/27-30
...​How to Grind Gnomeregan
...​Completing the Quests

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...​Summary of Gnomeregan
Part 10: 30-31
...​Non-Warriors
...​Warriors
Part 11: Scarlet Monastery 31-43
...​Scarlet Monastery Graveyard: 31-33
...​Scarlet Monastery Library: 33-37
...​Scarlet Monastery Armory 37-39
...​Scarlet Monastery Cathedral 38-43
Part 12: Uldaman Quest Run 43-44
...​Clearing Uldaman
Part 13: 44-45
Part 14: Maraudon 44-49
...​Maraudon Cycle 1 44-45
...​Maraudon Cycle 2 45-49
...​How to Grind Maraudon
Part 15: 49-50
...​Zul’farrak
...​Tanaris Cycle
Part 16: Blackrock Depths 50-55
...​Blackrock Depths Cycle 1 50-52
...​Blackrock Depths Cycle 2: 52-55
Part 17: Lower Blackrock Spire 55-58
...​Lower Blackrock Spire Cycle 1 55-56
...​Lower Blackrock Spire Cycle 2 55-56
...​Lower Blackrock Spire Cycle 3: 56-58
Part 18: 58-60
..​.​Western Plaguelands Cycle 1
...​Eastern Plaguelands Cycle 2
...​The Plaguelands Cycle 3
Level 60!
What should I do now that I’m 60?

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Introduction: 

W​elcome to my 1-60 Alliance leveling guide for Classic World of Warcraft, and
thank you for purchasing the guide and supporting my channel, it goes a long way in enabling
me to continue to pursue my passion of making videos and guides for the games I love.
This guide was intended to be used by Alliance players during Phase 1 of Classic World
of Warcraft, but can be used by all phases. It is designed around leveling in a group of 5 players
that are able to cleave down dungeons quickly. While it's ideally used by a group focused
around warriors, any group composition will work.
The estimated time to reach level 60 using this guide is anywhere between 72 hours(3
days) and 96 hours(4 days). The speed at which you level will be based solely on how fast you
clear the dungeons, but if you follow my instructions exactly you shouldn’t encounter any
difficulties. With a completely optimized group this guide does have the potential to be even
faster, but it takes a lot of focus and practice of all 5 members to pull that off.

The best way to get the most out of this guide is to have it on a second monitor or print it
out in front of you to refer to it as you go. I recommend reading through the entire guide at least
once before using it. The instructions in this guide are very precise down to when you should
train abilities and buy water and arrows. While many advanced and experienced players may be
able to make changes to the guide, I recommend against this unless you are truly confident in
what you are doing. There are many decisions and paths taken in this guide that I do not fully
explain the reasoning behind, but they are all taken for a good reason. Quests that I skip or
dungeons that I choose to go to, or not go to, are all a result of hours and hours of testing with
myself and my guildmates.
The guide does not require you to use it for the entire journey to 60. Unlike solo leveling
guides, each sections doesn’t require a previous one to be effective, so it is possible to jump in
and out of the guide and switch between solo-leveling and group leveling based on your groups
availability. Just be aware that if there are large gaps in levels between your group members,
the amount of experience you will get will start to suffer. For the most optimal usage of this
guide you should stay as a 5man party all the way until 60.

If you encounter any sections of the guide you feel could be improved or has mistakes,
make sure to send me a message on Discord Hakurai#9797, or an e-mail at
www.domeran@mail.com​. You can contact me about anything in the guide you find confusing
or you have trouble understanding and I’ll respond as soon as possible.

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Classes, Talents, and Gameplay

Each group composition will likely be different, so these builds are not one-size-fits-all,
but more of an outline of how each class should act and what roles they should fill in a 5-man
dungeon leveling party, keep in mind this is based around a Melee-cleave strategy, so
adjustments will need to be made for those using a more AoE-centric strategy.

Warrior
1-35: ​Talent Build
Gameplay:​ For this build its fairly easy to swap around parry talents for charge
talents, but you’re primarily going to be using Thunderclap as your main source of damage.
Initially I was unreasonably against this gameplay - but we don’t use cleave for the same reason
we don’t use heroic strike unless our rage is full: because it removes rage we get from weapon
swings. Your primary damage up until level 18 will be rend, then with R2 Thunderclap and the
talents it’ll offer you the most DPS in the dungeon clears on pulls with 4+ targets, with rend
coming in second, and sunder armor getting priority on single targets that will live long.
Make sure at least one warrior in the group is keeping up battle shout, and if your healer
has having continuous mana problems then make sure someone is using demo shout as well.
Once you unlock sweeping strikes at 30 it should be used on cooldown, and if you are having
trouble using all of its charges on a use (Parries/Misses) then consider throwing in cleaves to
get quick use of the charges, otherwise stick with Thunderclap. Obviously Overpower whenever
its available as well. Try to charge whenever you are out of combat to get extra rage, and
always be sure you are attacking targets that are not attacking you, so you can hit them from
behind, so that they cannot parry you, this is particularly important on higher level enemies.

36-60: ​Talent Build


Gameplay: ​At 36 we will be training and it's also when we learn whirlwind and it will replace
thunderclap as our primary rage dump along with Sweeping Strikes. We prioritize getting the
10% crit before going for mortal strike as Mortal Strike will be a single-target boss ability only,
otherwise you should swap stances to keep up sweeping strikes and overpower, and sit in
berserker stance for the crit, berserker rage, and whirlwind. Cleave only when rage is
excessively high.
Be aware that abilities like pummel and hamstring deal damage and therefore will
consume charges of Sweeping Strikes. At around 38 you should be obtaining the Ravager as
well which will be a huge damage boost, make sure to pay attention to your buffs and do not
interrupt the procs when they come up by jumping around or swapping stances.

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Bonus Tips:​ Hamstring and mocking blow are tools to use in dangerous situations, and anytime
you have retaliate off cooldown you should use it in combination with Challenging Shout for big
pulls. If it is going unused it is being wasted.

Priest
1-60: ​Talent Build
Gameplay: ​As a priest your main role should be to keep your allies alive and
maintain Spirit Tap uptime by last hitting mobs at opportune moments. Because a dungeon
grind group will want to be pulling quickly, you’ll want to maximize the use of the 5second rule
by frontloading healing in most situations, and then waiting until the last second to start healing
again, but this takes a lot of practice and game sense to get a feel of your allies incoming
damage, being too risky will result in many deaths.
Don’t be shy about telling your group when you need to drink, but it's your job to make
sure you always have enough water for the longer grinds - if you are having bag space issues
then ask the other members of the group to carry water for you, there are some sections of this
guide where we don’t visit a vendor for 10~ hours of gameplay.
Avoid shielding warriors unless it is a desperate situation, because hits on a shield do
not generate rage for them. Many mobs put out nasty diseases and magic debuffs, but some
are not so harmful. Dispelling is mana-intensive so always decide what needs to go, and what
can stay on your group.
There will be periods at which your wand damage will be too low to reliably get last hits,
during this time you should instead use mind blasts or smites in between. In a full melee-cleave
team it's likely you are the only cloth wearer, but regardless make sure all spirit loot is given to
you as a first priority to help lower the groups downtime.
Do your best to time your heals so that you don’t pull aggro. In some dungeons,
monsters behave strangely and aggro healers for no reason, but in the cases you can prevent it,
you should. A lot of mobs do deadly close range abilities so its best to keep them away from
yourself to avoid deadly debuffs like polymorphs, stuns, or silences. In addition, if the warriors
have to constantly chase down mobs that are running after you, it will lower their kill times
significantly.

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Paladin
Holy:
1-60: ​Talents
Gameplay: ​In addition to keeping your party alive you will need to make sure to
keep blessings up every 5 minutes to maximize your utility in the group. You will
need to try and be as mana efficient as possible, and in situations where it's
possible to auto attack, do so and keep your judgements up to help out with healing. You’ll need
a lot of knowledge of what the mobs do, and be sure to vocalize whenever you need to get out
of combat to drink.
Don’t waste mana on consecrate unless your group is doing very well and you have full
mana and be sure that the group funnels all spirit and intellect gear to you, regardless of the
armor type that it has.
Because of Paladins healing style, you generally favor single targets taking damage to
focus your heals, but often in a melee cleave group will all of the melee be taking damage. This
makes it hard to prioritize who to heal and when to take a break to let your mana regenerate
because Paladins simply don’t have any talents that let their mana regeneration tick in combat.
To be blunt, you will struggle and I only recommend taking up the healing roll if your group
cannot find a Priest to enable you to go Retribution instead. Healing a fast clearing group will
either require your party to all play very well with good gear, or for you to be very very good at
your class.

Retribution
1-60: ​Talents
Gameplay: ​Your main source of damage will be auto-attacks and SoC. You will not be able to
compete with the damage of the warriors and other cleavers in the group, so it’s important not to
try by draining all your mana, and focus on utility. Consecrating is deceptively bad for your mana
and not worth it overall, mana will be a constant issue for you as the other melee classes don’t
need to stop and drink.
Utilize HoJ and Repentance as a form on interrupt early on. Cleansing annoying debuffs
are important as it can be mana intensive for healers to try and heal and dispel all of the stuff
that enemies throw out, you also want to make yourself free to dispel polymorphs and stun on
the healer, and offheal anytime a pull is going badly. Casting blessing of might on cleaving,
whirlwinding warriors will generally be a bigger DPS increase than other spells like consecrate.
You’ll be priority for any mail or plate pieces with spirit and intellect, but otherwise you
should opt to hand over all strength and agility items to warriors in the group first. You’ll need to
bring a lot of water with you and take sips at every opportunity between pulls. Pulling off Ret
paladin well in a dungeon grinding group is difficult because you need to constantly jump
between healing, support, while keeping up relevant damage, so you’ll be getting your money's
worth out of Pursuit of Justice.

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Because of the length of dungeon grinding and the duration of blessings being so short,
for the sake of your own sanity I recommend an addon that helps you track your blessing buffs
and helps you re-apply them.

Druid
1-60: ​Talents
Gameplay: ​Starting out in the early levels with bear form, you will be the groups
highest damaging melee because of swipe. Throughout the 1-60 experience and through all
dungeon grinds you want to be in bear form and utilizing swipe as your main source of DPS, but
at the same time if you are tanking all of the enemies constantly you will reduce the rage that
the warriors will get, and overall reduce the groups DPS.
It’s important to realize that even though you are in bear form, you are not the groups
tank. You should only utilize taunt on extremely dangerous enemies or if they were going for
your healer, or if another group member is at risk of dying. It will be tempting to pull threat off of
the warriors, but remember that this will be a DPS loss for the group
After level 30, your damage may fall below what the warriors are dealing and you will fall
into a utility role, making sure to keep your buffs up and providing them with 3% crit, applying
faerie fire to targets, and using moonfire to pull distant mobs to the group when in the open
world questing.
While a druid won’t bring a ton of damage, they have to make up for it in utility, and they
have a lot of it in their kit. Use bash and feral charge on deadly enemies or to interrupt and cc,
Keep MotW and Thorns on the group and throw out innervates to keep the group pulling and
you will be able to make the runs go smoothly in ways outside of just adding to the pure DPS -
but that being said, you still need to contribute as much damage as possible.
Cat form will not be worth it at any point because of the rate of mobs being pulled and
dying and lack of AoE, so expect to be roaring along as a bear.

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Warlock
1-60: ​Talents
Gameplay: ​A warlock pumps out pretty decent damage and can carry their own
weight in a Melee cleave group as long as you master your DoTing technique. Knowing what
mobs are likely to live long enough to take full damage from your dots, and when to not bother
applying them is key, for example fully dotting a cloth target when 2 warriors are attacking it will
be a waste, whereas instead focusing your dots on heavily armored targets will likely have them
run their full course.
In difficult pulls you’ll need to manage your health by yourself using drain life and not
overdoing it with lifetap, but overall you should be able to hold your own with the melee groups.
Try not to compete with priests if they are your healer in your group to get last hits with
Improved Drain Soul, but do try to get it up when you can.
Your dots can easily interfere with a Priest’s ability to get Spirit tap from a last hit, so
make sure you communicate with the priest on what target they want to last hit, and don’t place
dots on this. This will be a constant thing as priests generally need to last hit something every
15 seconds.
Aside from DPS, you enable some extra tactics for your group with your summons,
allowing players to train key abilities at unusual times without much downtime between clears,
potentially speeding up the groups leveling speed by massive amounts. Using your summons to
their fullest will take a lot of creativity.
Providing healthstones to group members grants them an extra ‘uh oh’ button, and auras
from your imp will help keep the group healthy, and fear and death coil are decent forms of CC
in certain situations, just don’t overdo it with them.
A big problem you may have to worry about is pulling aggro. Many mobs do close-range
aoe stuns, cleaves, and silences, so you generally want to stand back with the healer, but if you
pull threat off of the warriors and cause the mobs to run to you, you will split up the mobs so that
the melee cannot aoe them and have to chase them down, so be cautious about how you open
up your damage and try not to pull threat, and when you do - be mindful of the mobs positions
and try to group them back up rather than running further away.

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Hunter
1-60: ​Talents
Gameplay: ​Using your pet early as your main damage will be key. Spamming too
many shots will render you OOM very often, so it's important to pay attention to what is doing
the most damage at different ranks as you level. You’ll want to avoid getting aggro on your pet
save for targets that use annoying abilities like disarm. Growling mobs that disarm can save a
lot of grief for the warriors.
Be mindful of your aggro in dungeons, pulling off of the melee will yank the mobs out of
cleave and whirlwind range. This is less of a problem later with feign death. Remember to stay
stocked up on arrows and mana, some of the dungeon grinds are long and will require a lot of
arrows so consider asking party members to hold arrows for you if you’re struggling with bag
space.
Your main source of damage will be multishot and typically using mana on anything else
will be a waste outside of single target bosses. If you find yourself going low on mana for pulls,
even consider downranking your multishot. Control your threat and drink as much as possible,
and make sure to utilize your ability to pull additional mobs from a distance quickly to keep the
group fighting.
As the group travels through certain zones, don’t be shy about taking short detours to
grab any pets that you want, for example seeking out Broken Tooth as the group is grabbing
quests for Uldaman in Badlands, they can then share the quests with you after the fact. While
your damage likely won't keep up with the melee in damage, you will not be far behind them.

Rogue
1-60: ​Talents
Gameplay: ​Rogues will arguably be the lowest damage in a melee cleave group
beyond level 20 because of the lack of AoE - to make up for this you will need to
focus your damage on threatening targets and use your interrupts on heals and other high
damage enemy casts.
The unfortunate high cooldown on Blade Flurry should still be used every chance
possible, as should stuns and lockpicking to help with the groups income and looting. Using
poisons such as crippling will help with fleeing mobs but will be troublesome when the group is
trying to move mobs with them as they clear, so make sure to keep track of what poison the
group will get the most use out of at each stage of the dungeon grinding process.
What you will lack in damage needs to be made up for by taking out and disabling
threatening targets to allow the group to pull more recklessly without having to worry about
certain enemies that heal or do deadly casts. Your talent build is flexible and can change based
on what weapons you get on the trip to 60, and what weapons you favor.

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Mage
1-60: ​Talents
Gameplay: ​Fire spec is an option here, but typical frost leveling specs work great,
your class will offer unique utility and damage regardless of spec. The pulls that a melee group
will make are not big enough to warrant much use of Arcane Explosion and Blizzard, so the
most effective AoE you should be using will mainly be Cone of Cold and Flamestrike, utilizing
the fast cast speed of Scorch and fireblast with a high crit chance giving chances of refunding
mana and triggering clearcasting, and trying to roll ignites on various targets.
Mana will be an issue for you, but rolling with a healing priest using Divine Spirit should
beef up your evocates later on. The utility you provide for a melee cleave far outweighs any
downside to your mana issues, you provide free water and food for the group, buffs, many forms
of reliable CC, and huge time saving portals to move around the map efficiently between quests
and Dungeons. Being in a melee group may not be as fast as an AoE spell cleave focused
group, but it will be much less stressful
Be mindful of your threat and avoid pulling mobs off of the melee and forcing them to
chase you down, if that happens then be sure to blink towards them if possible. Utilize
counterspell and sheep on annoying pulls and make sure to constantly be using cooldowns as
they become available.

Resetting Dungeons

In order to make the most of this guide you will need to know how to reset and teleport
back to a dungeon’s entrance. Some of these dungeon clears become massively inefficient if
you don’t do this, so here’s a simple step by step walkthrough of how to reset a dungeon and
teleport the party back to the dungeons entrance.
1. Form your party into a raid group
2. Invite a 6th member, this can be an alt, friend, or 2nd account
3. Make the 6th member the party leader of the group
4. Have all 5 members of the group logout of the game
5. Once they are logged out, the 6th member can reset the dungeon by right clicking their
portrait, and once its done should alert the other players.
6. When the 5 party members log back in, the dungeon should be reset and all players
should be back at the entrance ready to clear again.

Just remember that in Classic WoW, while you are in a raid group you will be unable to
complete any quests, so remember to reform the group into a normal party again before you
begin questing.

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Professions

To get the most out of this guide I recommend you skip professions while leveling and
instead level them up once the group has hit max level, with the exception of First Aid. All
non-healing members should be sure to pick up first aid in their starting zones and level it up
during any downtime. The dungeon clears should provide each member with plenty of cloth to
keep it up to date on the road to 60.
Cooking is worth taking at level 1, only to get it to level 10 and unlock a quest in
Darkshore. While there is some potential to keep cooking up to date while you level, it’s tricky to
find time to do so without having your bag space struggle.
Enchanting may be worth having for one member to disenchant the groups extra drops
to use for leveling enchanting at a later date, but I recommend simply vendoring extra items to
help pay for the mounts that will come up at level 40.
Tailoring has its use in that it is relatively easy to level using the excess cloth drops in
the dungeons and will be a great source of bags for the party early on, so it may be worth
considering having one of the less active classes pick it up and bring it along for the journey.
As for mining, skinning, engineering and blacksmithing, none are worth leveling while
dungeon grinding.

Tryhard Tactics

For those of you interested in not just going fast, but going the fastest, there are some
additional tactics you should employ that add to the complexity of this guide.
1. Layering:​ Take advantage of layering if you are encountering some of the quest mobs
being killed by other players at launch. The further ahead you get, the less this will be an
issue - but there are cases of high value quests not being completable on a single
spawn cycle. In those cases, use an alt or guildmate to find a new layer, then bring your
party to it to clear a second spawn of those same enemies.
2. Dedicated Support Players: ​If you have any guildmates or friends that will be playing at
launch but are not in a rush to level, consider asking them to bang out some professions
for the party and send the group useful consumables and items to help your party level
faster. This can include wands from enchanting, or tons of elixirs from Alchemy - and
even quest items such as Frost Oil or Murloc Fins
3. Second Accounts: ​Registering a subscription for a second WoW account will enable
you to play classic and log in on another character. This character can be used for
numerous things:
a. Camp the second account character near high valued vendors that sell limited
stock items, such as the Bronze tubes or the green shoulders in Southshore
b. Use the second account character to help reset the dungeons using the tactic
mentioned in this guide
c. The second character can constantly seek out layers different than the one the
party is on so that a new layer is always readily available to be swapped to as
needed

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d. Camping the second character outside of dungeons during long dungeon grinds
can serve as a mule to trade vendor trash to and sell it at the vendor, so that the
group can keep their bags clear and keep their arrows and water stocked without
having to leave the dungeon

Items to Look Out For

Throughout this guide we’ll encounter a few quests along the way that utilize non-quest
items that can be obtained from vendors or by farming beforehand, or simply looting a lot of
chests. Keeping an eye out for these items and having them on hand will have nice boosts of
experience.
1. Bronze Tube: This will enable the party to do a very valuable quest chain at level 25.
There are three ways to obtain one for each member. A) Use a second account to camp
Engineering Vendors, utilizing the layering system B) Check every vendor as you are
leveling 1-25 and buy them every chance you get, utilizing the layering system. C) Loot
the boxes during the deadmine grind in the foundry. Because of the value of the Bronze
Tube quest, this guild will progress on the assumption that you were able to get 5 by the
time they’re needed at level 25.
2. Silver Bars: There are two quests that ask for Silver bars, 1 is needed with 1 Moss Agate
at level 30, the other needs 4 silver bars at level 44. The only way you’ll get these is from
looting chests, so try to assign one member who has a less active role to keep looting
chests for these. In total the party will need 5 for everyone to complete both quests.
3. Moss Agate: Needed in the same quest as 1 Silver bar, this will also likely be found as a
random drop or from a chest.
4. Murloc Fins: These drop early on in Darkshore, and can be turned in for easy experience
at level 20, so be sure to hold onto them
5. Silk Cloth: A quest after stockades will require 3 silk per party member. This shouldn’t be
any trouble to obtain, just remember to hold onto it for the quest beforehand.
6. Buzzard Wings: These can be used to turn in a quest at level 44 which, when completed,
will enable the completion of some other high value quests. The buzzard wings are hard
to obtain by the party, as you’ll only have chances to kill them in Badlands or Arathi, but
if you’re able to get some from a guildmate or off the AH, make sure to do so. The group
will need 4 each, so 20 in total

There are other items the group could make use of while leveling, but when playing at a
server launch it's unlikely to see them, so I won’t include them in this guide. (Frost Oil, Thorium
Bars)

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Leveling Guide

N​ow that we’ve covered all you need to know on how to play your class through this
group grind, and the extra tactics you should utilize to maximize your efficiency, it’s time we
jump into the actual guide. Remember you can jump in and out as needed based on your
groups availability, but I recommend against second guessing my instructions and deviating too
much unless you are a very experienced and confident Classic WoW player.

Part 1: Level 1-11

Starting out at level 1, it's highly likely that each of your party members will be playing
different races and therefore will be starting in different parts of the world. The time lost to
switching zones is not worth it early on, so it's best to quest through the starter zones in order to
reach level 11 or 12 as fast as possible. Generally the starter zone quest culminate in sending
you to your capital city, which all have easy access to each other.
For leveling through the starter zones, you should consider utilizing the layering system
and leveling alone if your members are able to stay ahead, as generally speaking leveling alone
will be faster for most classes. I recommend practicing solo or duo routes through the zones
prior to launch using private servers or repacks, such as Kronos or Silverhand who have a
relatively accurate starting experience, I won’t specifically cover it in this guide.
In addition to hitting level 11 and finishing the zone you should try to complete any
key/relevant level 10 class quests such as Fear Ward, Defensive Stance, Tame pet, ect. Any
class that doesn’t have healing should also pick up first aid and start leveling it along the way as
it will be very helpful to have throughout the leveling process.
The ultimate goal at the end of the starting zone is to position yourself to easily reach
Darkshore and group up with your party members there. Anyone who gets to Darkshore early
should use the time to start working on 2 loot based quests while waiting for their allies to catch
up: ​[Buzzbox 827]​ and​ [Bashal’Aran]​. Doing these before your party arrives will save the
group time without putting your fellow party members behind you.
Humans​ should make sure to grab the Westfall and Lakeshire flight paths as they quest
through Elwynn forest. I recommend you follow my leveling guide, or Joana’s, or focus on your
own efficient route that incorporates these, and plan ahead for how you will deal with situations
where you are stuck in the zerg of other players. Once you are 11, ride the tram to Ironforge, do
the jump over the western Dun Morough mountains and suicide to spirit res in Menethil, and
then ride the boat to Darkshore.
Dwarves​ and ​Gnomes​ should quest up until Loch Modan and get the flightpath as well
as do the Flight Path tutorial quest, then return to Ironforge and do the same jump over the
mountains as the humans to reach Menethil, then ride the northern boat in Menethil to
Darkshore. ​Night Elves​ should arrive in Darkshore naturally.
Video of the Dun Morogh - Wetlands Mountain Skip:

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Part 2: Level 11-17

Why Darkshore?
Darkshore is one of the most efficient questing zones in Classic World of Warcraft. Many
of the quests are complete-able in one or two actions that are uncontestable, be it interacting
with objects or exploring areas. There are a few loot
quests that may be difficult to deal with on a server
launch, but even when skipping them, the XP/Hour of
Darkshore is too high to ignore if you are trying to speed
level. In addition, for melee cleave specifically, we want to
target a quest at level 15,​ [WANTED: Murkdeep!] ​for an
easy green mail belt for the warriors and spirit bracers for
the healers.

Darkshore Cycle 1

1. When you arrive in Darkshore, run along the pier accept


accept ​[For Love Eternal]​(1)​, then go inside the inn
upstairs and accept ​[Buzzbox 827]​(2)​ - ​Also set
Auberdine as your Hearthstone Location.​ Next run
south to grab the Darkshore Flight path and ​[Washed
Ashore]​(3)​, and jump onto the beach south
2. Kill the ​crawlers​ for ​[Buzzbox 827] ​but do not expect to
complete it yet in a party, focus on talking to the Beached
Sea Creature to complete ​[Washed Ashore]​(4)

3. Go back to Auberdine and turn in ​[Washed Ashore]​(1)​ for


the followup, then run down the pier and jump into the
water and swim towards the turtle corpse​(2)​ to complete
the quest.
4. Return to Auberdine, turn in the last part of ​[Washed
Ashore]​(1)​, then do a loop around Darkshore to gather
the quests:​ [Cave Mushrooms]​(3)​ ​[The Red Crystal]​(4)
[Strider Stew]​(5)​ [Tools of the Highborn]​(6)
[Bashal’Aran]​(6)​ [Deep Ocean, Vast Sea]​(7)​ [How Big
A Threat?]​(8)​ [Plagued Lands]​(8)​ [The Tower of
Althalaxx]​(8)

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5. Go north out of Auberdine through the lodge building to
reach the beach, clear all the crabs along the beach to
continue work on ​Buzzbox 827​ until you arrive at another
Beached Sea Creature​(1)​ - talk to it to get the quest.
6. Go East through the wilderness, kill all striders in sight for
Strider Stew until you arrive at ​Bashal’Aran​(2)
7. Go to the Night Elf Gazebo glowing blue in
Bashal’Aran​(2)​ to turn in the quest, and accept the follow
up to collect Grell Earrings. ​!!!WARNING!!!​ This quest can
be a huge bottleneck for a 5man party, decide whether
completing this quest and the followup for the Moonstone
Seal is feasible for your group at this time. Skipping it is a
good option unless it is uncontested.
8. Continue southeast along the mountains until you
encounter the red crystal to complete ​[The Red
Crystal]​(3)​ - then keep going south west to the road towards Ameth’Aran. Kill striders
along the way to keep working on Strider Stew for all members.

9. Find the Sentinel on the road and accept ​[The Fall of


Ameth’Aran]​(1)​ ​- then work your way into Ameth’Aran
and complete the quests. The tablets for the ​[Fall of
Ameth’Aran]​(2)​ ​are south and east, Anaya Dawnrunner
[For Love Eternal]​(3)​ ​patrols the path, and all ghost mobs
drop the ​[Tools of the Highbourne]​. If you did the
[Bashal’Aran]​ quests, the flame​(4)​ ​for the next part is on
the south side.
10. When the quests are finished, go back to the road and
turn in​ [The Fall of Ameth’Aran]​(1)​, then traverse the
wilderness and have each member use a trap on a
Diseased bear to complete ​[Plagued Lands]​(5)​.
11. Go north and walk around the Firbolg camps to complete
[How Big A Threat?]​(6)
12. Continue to the beach and look for the rest of the crabs needed for your group to have
everyone finish ​[Buzzbox 827]​(7)
13. Go back to Auberdine

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Darkshore Cycle 2

1. Turn in ​[Buzzbox 827]​(1)​ at the base of the flight path


platform, then run around and turn in: ​[Beached Sea
Creature]​(1)​, [For Love Eternal]​(2)​, [The Red
Crystal]​(3)​, [Tools of the Highbourne]​(4)​, [How Big A
Threat?]​(5)​, [Plagued Lands]​(5)​, ​ - accept all follow-ups
including ​[Thundris Windweaver]​ and turn that in as well
for​ [The Cliffspring River]​(4)​, turn in [​ Strider Stew]​(4)​ as
well if it's done and make sure to use the vial in the
moonwell​(6)​ for ​[As Water Cascades]
2. Swim out North into the deeper water and kill Darkshore
Threshers​(7)​ as you swim north east to get all of the
Thresher Eyes for your party, the drop rate is fairly high.
You should swim in the direction of the sunken ships for
[​Deep Ocean, Vast Sea]​(8)
3. Go into the two boats and loot the chests to complete ​[Deep Ocean, Vast Sea]​(8)​)​.

4. Go east on the coast to turn in the ​Buzzbox quest​(1)​,


take the followup, then continue north east along the shore
to find a Beached Sea Turtle​(2)​, clear to it accept the
quest.
5. Clear south east towards the Bridge, Kill all Moonstalkers
for their fangs and all Bears for ​Cleansing the Infected​(3)
as you move.
6. Drop down to the waterfall and use the vial to complete
[The Cliffspring River]​(4)
7. Follow the river southeast into the cave and move inside
to loot the Mushrooms, you will need to clear deep into the
cave​(5)​ to complete this as a group of 5 but it should be
doable
8. Go south west back towards ​Bashal’Aran​(6)​ if you
completed the quest, and turn it in - keep killing bears and moonstalkers​(3)​ along the
way
9. Hug the mountains southward back to​ ​the Red Crystal​(7)​, and interact with it to turn in
the quest ​[As Water Cascades]​ and take the followup

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10. Go further South west over the road back to the Firbolg
Camps and kill them to complete ​[How Big A
Threat?]​(1)​, then grind southward along the wilderness to
make sure to complete ​Cleansing the Infected​(2)​, try to
near the completion of Buzzbox Quest too if possible, if
not close then skip.
11. Make your way along the shore south and pass by two
Beached Creatures​(3)​, loot them, and after the 2nd one,
Hearth back to Auberdine.

Darkshore Cycle 3

1. In Auberdine, turn in [​The Beached Creatures]​(1)​, [Cave


Mushrooms]​(2)​, The [Fragments Within]​(3)​, [How Big
A Threat?]​(4)​, [Cleansing the Infected]​(4)​, [Deep
Ocean, Vast Sea]​(5)​, [The Cliffspring River]​(6)​, ​Accept
all followups except for ​[The Lost Master]​!!It’s unlikely
to complete!!​ - also accept​ [Fruit of the Sea]​(1)​ from the
fisher under the flightpath - You should be able to accept
this quest now and be 15, if not skip it. Also take The
[​Absent Minded Prospector]​(7)​ and ​[Wanted:
Murkdeep!]​(2)​ ​from the wanted poster
2. Fill the Cleansing bowl at the Moonwell​(8)​ - then run
North east to the Firbolg camps

3. Collect the 3 barrels of food stores​(1)​. Combine the food


with the bowl and use it at the bonfire​(2)​ on the eastern
camp and complete the quest.
4. Run south in the mountain path and kill the Den
Mother​(3)
5. Keep killing Moonstalkers if needed, go north east to the
[​Tower of Althalaxx]​(4)​ and turn it in for the follow up,
then kill the cultists for everyone to complete the quest. If
you run out of spawns, double back here after the next
parts.

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6. Stop by the bridge to turn in the ​Buzzbox Quest​(5)​ if it’s done, then run to the shore.
7. Wipe out the crabs on the shore here to try and complete​ [Fruit of the Sea]​(6)​ -​ !!Hard
to finish, can be done later though so don’t linger!! ​- instead focus on the beached
sea turtle​(7)​ on the east side of the river and loot it for its quest.

8. Go along the shore to find the gnome and accept his


quest ​[Gyromast’s Retrieval]​(1)​, go east and kill
striders​(2)​ to get 1 key part and more strider meat if
needed - go west in the water and kill murlocs​(3)​ for the
next key, then south and kill crabs​(4)​ for the third key.
Make sure all party members turn in​(1)​ before doing the
next part.
9. Talk to the harvest robot​(5)​ south of the gnome, escort it
back to him and kill the level 20 elite in your 5man group,
and turn in​ [Gyromasts Revenge]​(1)​ for the potions - be
sure to save them.
10. Do another pass on the crabs​(6)​ for the meat, and
another pass at the [​Tower of Althalaxx]​(7)​ ​for the
parchments and complete this quest - then turn it in for
the followup and ​Hearth or run back to auberdine.

Darkshore Cycle 4

1. Turn in all of the quests. ​[Tharnariun’s Hope]​(1)​, [The


Blackwood Corrupted]​(2)​, [Fruit of the Sea]​(3)​ if it’s
done, ​Beached Creature​(3)​Your party should be nearly
level 16, or at 16.

2. Go south along the shore and round up the beached


creature bones, there should be 4 in total​(1)​. Along the
way, clear Murkdeep’s Hut to start the event until you are
able to ​Kill Murkdeep​(2)​ himself
3. Go to the excavation site and turn in [​The Absent Minded
Prospector]​(3)​, do the escort and complete it
4. If you have the ​[Buzzbox Quest]​(4)​ for the Grizzled
Bears, massacre them, the drop rate isn’t that bad but its
still unlikely your group will complete this one as we won’t
be here long, so consider skipping it.

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5. Run east to Onu and turn in​ [Onu]​(5)​, accept the​ [Master’s Glaive]
6. Go south west into the Glaive​(6)​ and use the scrying bowl from the quest to complete it,
talk to the north book to complete that, then massacre the mobs to try and get the quest
starting item to drop​ [The Powers Below] ​as you do the escort quest​ [Therylune’s
Escape]​(7)

7. Go back to Onu​(1)​ and turn in the quest - if the party is 17


you can do [​The Sleeper Has Awakened]​(2)​ ​quest, make
sure everyone loots the box - don’t take Onu’s follow up
though.
8. Run south east along the mountains and find the sentinel,
accept the quest [​One Shot, One Kill]​(3)​, and complete it.
9. Continue to Maestra’s outpost​(4)​.

10. Turn in all three quests that are possible (​[One Shot, One
Kill] - [The Sleeper Has Awakened] - [The Tower of
Althalaxx]​) - accept no follow ups.
11. Follow the road south west and turn in ​[Therylune’s
Escape!]​(5)
12. Continue east to Astranaar to get the flight path​(6)​, then fly
back to Auberdine

13. Turn in All quests, this should have you ding 17 easily if you are not already, only take
the followup to​ [The Absent Minded Prospector]
14. Take the boat to Darnassus (Night Elves should train here now). Get the flight path in
Rut’theran Village and turn in the [​Absent Minded Prospector]​ on the outside of the
temple of the moon in Darnassus, on the south western side. Take the Followup, then fly
back to Auberdine and ride the boat back to Menethil and turn in ​[The Absent Minded
Prospector]​ in the tavern upstairs, don’t take its followup though.
15. Fly to Ironforge (Night Elves should run directly to Loch Modan to meet the others)
16. In Ironforge, train abilities ​!!Make sure to train 2handed Maces!!​ and turn in ​[The
Powers Below]​, then all members head to Loch Modan

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Part 3: 17-18

Why Loch Modan?


At level 17, Loch Modan offers a quest ​[WANTED:
Chok’sul] ​that will reward warriors and paladins with their first set
of shoulders - almost as much armor as equipping a shield.
Shoulders are hard to come by at this level and it will greatly
improve the quality of the deadmines run coming up. In addition,
the same quest rewards a ring with spirit on it for healers, rings
are also hard to come by at this level. We can also complete
some fast XP/Hour quests along the way to help us reach 18
which is the level we want to be at or close to being before going
towards Redridge.

1. Take the quest from the Dwarf patrolling the middle of


Thelsamar:​ [Rat Catching]​(1)​ ​and​ [Mountaineer
Stormpike’s Task]​(1)​. Also accept ​[Wanted:
Chok’sul]​(2)​ from the poster, and accept
[Mercenaries]​(3)​ from the mayor
2. Go north to Dun Algaz tower on the top floor and turn in
​ lso accept
all quests, accept​ [Filthy Paws]​(4)​, a
[Stormpike’s Order]​(4)
3. Go east to the Silverstream mine and massacre the
kobolds within and loot the crates to complete ​[Filthy
Paws]​(5)​ ​and​ [Rat Catching]​ !!Warning: Drop rate on
Rat catching ears is low, consider skipping!!

4. Run along the Dam and accept​ [A Dark Threat


Looms]​(1)​, then turn it in at the barrel at the end of the
dam​(2)​ ​for the followup.
5. Clear into the Ogre mound and into the middle cave and
kill ​Chok’sul​(3)​ and complete ​Mercenaries​(4)
6. Make your way back across the dam and turn in ​[A Dark
Threat Looms]​(1)​, don’t take the followup
7. Go back to Stormpike and turn in​ [Filthy Paws]​(5)​, make
sure you have ​[Stormpike’s Order]​(5)
8. Go back to Thelsamar​(6)​ and turn in ​[Rat Catching]​,
[WANTED: Chok’sul],​ and​ [Mercenaries]

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Once all of the quests are completed and turned in, our next target is Redridge Mountains.

Part 4: 17-19

Why Redridge Mountains?


Redridge quests are not particularly good, we are here
targeting 2 quest rewards that will greatly improve the initial
Dungeon clears from the quests ​[Howling in the Hills] ​which
grants strong mail boots and another spirit ring for the healers,
and more importantly ​[Tharil’zun]​ for a very powerful 2h
mace. Because Warriors are gear dependant, if you attempt to
start Dungeon grinding without the weapon from Redridge your
clear speeds will be very poor. In addition we want to work on
getting the quest to kill Vancleef for very powerful blue pants
that will last us awhile.

E​ach race should be attempting to reach Redridge while completing various tasks on the
way. If you are lacking certain races you will need to compensate by making sure at least one
person does each task.

Humans:​ Fly to Westfall and accept ​[The Defias Brotherhood]


Night Elves:​ Get to Ironforge
Night Elves/Dwarves/Gnomes:​ Ride the Tram to Stormwind and do the​ [Me Brother Nipsy]
quest along the way if you haven’t. When you arrive in the dwarven district, turn in ​Stormpike’s
Order​ and accept the​ ​three deadmines quests ​[Underground Assault] [Oh Brother…]
[Collecting Memories],​ then grab the Stormwind flight path and run to Lakeshire, Redridge. On
your way to Redridge on the road, accept the quest from Guard Parker, ​[Encroaching Gnolls]​,
then turn it in near the flight path in Lakeshire for its followup.

Once humans have obtained the ​Defias Brotherhood​ quest, they should go to Lakeshire,
Redridge and gather up all of the quests. Humans should use this time to complete easy object
quests: ​[Hillary’s Necklace], [The Lost Tools]

Once all party members arrive in Lakeshire, Redridge, Humans must share​ [The Defias
Brotherhood]​ quest and then all members turn it in and​ Set their Hearthstones to Lakeshire,
Redridge​.

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Redridge Mountains Cycle 1

1. Accept the quests ​[Assessing the Threat]​(1)​, [Blackrock


Menace]​(2)​, [The Lost Tools]​(2)​, [Hillary’s Necklace]​(3)​,
[Selling Fish]​(4)​, [A Free Lunch]​(5)​ [An Unwanted
Guest]​(6)​, [The Price of Shoes]​(7)​, [Messenger to
Stormwind]​(8)

I​f everyone has their hearthstone available, then the next


step should be taken, otherwise begin working on completing these
quests.

Next Step:

H​umans should run to Darkshire in Duskwood simply to get the flight path which will be
needed later, while ​Ni​ ght Elves, ​Gn
​ omes, and ​Dw
​ arves should use this time now to get the
Westfall flight path by flying to Stormwind and running there. Make sure to turn in ​[Messenger
to Stormwind] ​on the way out of Stormwind and stop by Goldshire to turn in ​[The Price of
​ ​umans will fly to westfall.
Shoes]​ for their follow-ups. From Darkshire, H

In Westfall, the group will turn in ​[The Defias Brotherhood]​ for the followup quest, then
all fly to Stormwind

In Stormwind, turn in​ [The Defias Brotherhood]​ quest in the barracks, in south eastern
Stormwind, then Non-humans may ​Hearthstone back to Lakeshire​, but humans will then turn
in​ [Messenger to Stormwind] ​at the gates of Stormwind, then run to Goldshire and turn in ​[The
Price of Shoes]​, and then ​Hearthstone back to Lakeshire​ - if anyone arrives early they
should try to do ​[Hillary’s Necklace]​ or​ [The Lost Tools] ​if they haven’t yet.

Turn in inside the town hall ​[Messenger to Stormwind]​ and accept​ [Messenger to
Westfall]​, and turn in [​Return to Verner] ​which should unlock two quests, accept ​[A Baying of
Gnolls]​ and ​[Underbelly Scales]​.

Make sure you have these quests, or you have completed them already (I assume
[Hillary’s Necklace]​ is done already): ​[The Lost Tools], [Underbelly Scales], [A Baying Of
Gnolls], [Assessing the Threat], [Blackrock Menace], [Selling Fish], [An Unwanted Guest],
[A Free Lunch]

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1. Start by going south across the bridge. Kill the gnolls to
complete ​[Assessing the Threat]​(1)​,​ and kill the whelps to
work on Underbelly Scales - go towards the western
crossroad and turn in​ [A Free Lunch]​(2)​ for the follow up,
then clear eastward.
2. When you arrive at the murlocs​(3)​, kill as many as possible
to get progress on the quest ​[Selling Fish]​, it’s unlikely this
will be completable easily if it is contested but there are
many spawns around the lake to target after. Just clear the
camp and move on to the next step for now.
3. Note:​ ​Save any Murloc fins you get, so that each party
member has 8 if possible- you will be back in lakeshire at
level 25 where a quest asking for 8 fins will be available.
The fins are tradeable, so the fins can be used for free XP then.

4. Go east through the valley and kill whelps​(1)​ until you


reach the blackrock orcs.
5. Destroy the orcs and make sure everyone in the party
completes​ [Blackrock Menace]​(2)​ - this can take awhile
and will require killing all the big camps most likely, but this
quest is important to complete for its follow-up.
6. Go back west and this time try to make sure all members
complete ​[Underbelly Scales]​(1)​ - ​it can be done later.
7. Go back to the Murlocs​(3)​ and massacre them, while
swimming around the lake (multiple spawns) - at the same
time be sure to dip down into the water to complete ​[The
Lost Tools]​(4)​,​ beware of the elite swimming around

8. Go back to Lakeshire and turn in all of the quests.


9. When you turn in ​[The Lost Tools]​(1)​ accept the
[Everstill Bridge]​(1)​. When you turn in​ [Blackrock
Menace]​ accept the follow up elite quests ​[Tharil’zun]​(1)
and ​[Shadowmagic]​(1)​.
10. Go west in the hills and kill ​Bellygrub​(2)​ for ​[An
Unwanted Guest]​, then go north into the mountains and
kill the gnolls until you complete​ [A Baying of Gnolls](3)
and​ [The Everstill Bridge](3).​ ​!!skip the everstill bridge
if the drop rates are too bad!!
11. Go back to Lakeshire and turn those quests in​(4)​(1)​, take
the follow up to ​[A Baying of Gnolls]​, ​[Howling in the
Hills]​(4)​.

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12. Go north into the mountains and seek out Yowler​(1)​ in the
gnoll camps and kill him for ​[Howling in the Hills].
13. Go east and keep killing whelps​(2)​ if needed if ​[Underbelly
Scales]​ is not finished yet,
14. Go towards the elites. Clear through the elites until you find
[Tharil’zun]​(3)​,
15. Kill the shadow casters along the way to get ​[Shadow
Magic]​(4)​ - the orbs drop from Blackrock Shadowcasters
spread around the fortress - if it’s taking too long then skip
this quest.
16. Go back to Lakeshire and turn in the quests.​(5)
17. Fly to Sentinel Hill, Westfall

Part 5: 18-20

Westfall Goals:
We’re fully equipped and high enough level to cruise through Deadmines even without
level 20 cleave. All that's left is to finish the prerequisite quests for the Vancleef quest, The
Defias Brotherhood, so we may as well do some easy quests along the way that follow the
same path at the same time.

1. Fly to Westfall, ​Set Westfall as Hearthstone Location


turn in​ [The Defias Brotherhood]​(1)​ ​and​ [Messenger to
Westfall]​(1)​, skip the followup to the messenger. Grab the
Quests ​[Patrolling Westfall]​(1)​ and ​[The Killing
Fields]​(2)​.
2. Go north on the road killing all Harvest Watchers​(3)​ in the
farms and looting flasks of oil, then follow the road until you
find the messenger​(4)​ and kill him.
3. Continue killing harvest watchers​(3)​ and go south
westward, try to make sure all members get 5 flasks of oil
(25 in total). ​!!If drop rate is low, skip oil, it's just a
bonus - or as an alternative, funnel the oil to any
players that are behind on XP as a way to help them catch up with the group!!

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4. Along the coast, massacre the camps of gnolls to get
progress on [​Patrolling Westfall]​(1)​, does not need to be
completed yet, just head towards the Lighthouse​(2)
5. At the Lighthouse, accept and turn in ​[Keeper of the
Flame]​ if you had 5 flasks of oil, and accept​ [The Coastal
Menace]​, then kill Old Murk-eye​(3)​ nearby, he patrols up
and down the coast.
6. Turn in the quest ​[The Coastal Menace]​(2)​ right away,
then​ Hearth back to Westfall

7. Turn in ​[The Defias Brotherhood]​(1)​, start ​[The Defias


Brotherhood]​(1)​ escort once all party members have
turned in the previous part. The escort starts from the
Defias Traitor that spawns at the base of the tower. If he
isn’t up, it means someone else is doing the escort - use
the time to turn in ​[The Killing Fields]​(2)​, then start it so
that all party members get the quest.
8. Escort the traitor to the Entrance of Deadmines​(3)​, and
once it completes, on the way back go east and massacre
the gnolls until ​[Patrolling Westfall]​(4)​ completes, harass
any mages trying to Aoe Farm them cause screw mages.
9. Turn in​ [The Defias Brotherhood]​(1)​ ​quest for the final VC
follow up and get ​[Red Silk Bandanas]​(1)​ from Atop the
tower that should be available now.
10. Make sure the group stocks up on arrows and level 15 water and food beforehand using
the vendors at the tents on the road through Sentinel Hill.
11. Head into the Deadmines​(3)

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Part 6: Deadmines 19-22

Deadmines Cycle 1 Goals:


The objective of our first runs in Deadmines is to
complete the quests and get enough experience that the
quests will get your party to level 20. The 5 deadmines
quests collectively reward ​8300xp​, so once your group is
13 000​ / 21 300 ​ ​towards level ​20​, we will be leaving
Deadmines to turn in the quests for the item rewards(Great
blue mail pants for the Warriors and Paladins, great staff for
casters) and to train cleave in Stormwind before returning
for the second cycle of Deadmines grinding.

1. Start by completing the quests outside the dungeon.


Kill the undead mobs for the miner cards to complete
[Collecting Memories]​(1)​, and at the end of the
undead tunnel you’ll find the named ghoul Foreman
Thistlenettle to get his badge for ​[Oh Brother. . .]​(2)​ -
If the mobs are all dead, go for a full clear first instead
and check again afterwards when your group resets
back to the entrance.
2. Make your way to the Entrance of Deadmines​(3)
3. Fully Clear the Deadmines and get to ​13 000​ / 21 300
xp to Level 20. Make sure to complete the quests
along the way by looting Silk Bandanas from all of the
mobs, looting the Shredder for ​[Underground
Assault]​ and killing Vancleef for his head, looting the letter for the quest from it as well.
The xp may take multiple runs, if you finish fast, keep going until your hearthstone is off
CD.
4. Note:​ ​While you are clearing Deadmines, its best to jump down off of the foundry directly
to the boss and door below using the chains of the forge, this allows you to skip most of
the mobs in the foundry. The foundry mobs summon mechs that die slow and give less
experience than normal elites, so trying to clear through them normally will just slow
down the groups experience per hour. Pulling off the jump is risky though as the goblins
flee, and the jump alone will usually pull 4 mobs - still doable if everyone plays properly.
Make sure to dismiss any pets before attempting the jump.
5. When the group has all quests done and is at least ​13 000​ / 21 300​ towards level 20,
Hearth back to Sentinel Hill and turn in the quests, take the Chausses for warriors
6. Fly to Stormwind and turn in the quests, be sure to train cleave and ​Set Stormwind as
your Hearthstone location​. Repair and buy Level 20 Arrows and level 15 Food/Water

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7. Return to the Deadmines. This time around the goal is to just grind the dungeon out for 2
more levels. This will take approximately 5-6 runs, or 2 hours, depending on how
efficiently your group is clearing. You should aim for sub-30minute clears.
8. Once the group hits 20, the XP gained from the majority of mobs will dip significantly,
and we have easy access to our next grind spot in Stormwind, so it's best to ​Hearth to
Stormwind​ immediately unless you are near to killing Smite / VC

Part 7: The Stockades 22-25

Why Stockades?
Stockades mobs do have some annoying abilities for melee, and there is no loot
upgrades for us here, but the alternatives require too much travel and the XP/Hour in stockades
is still extremely high, we just need to target the lower leveled mobs and avoid the High HP
Bosses.

Note: ​Before the group has finished with the Stockades, you’ll want to get all of the quests at
the first opportunity, but because 2 of the quests are in other cities, it is ideal to wait until our
hearthstone is off cooldown before going to get them.

1. [The Unsent Letter]​ quest from Vancleef, once turned in at the Cathedral District should
turn into ​[Bazil Thredd],​ which turns in outside of the stockades for the quest​ [The
Stockade Riots]​ - You should already have this quest on-hand.
2. [Quell The Uprising]​ is available right outside the stockades
3. [The Color Of Blood] ​comes from Nikova Raskol, who patrols around Old Town in
stormwind, warriors on their way to train abilities should be able to grab this and share it
with other members.
4. Once hearthstone is available, one party member should fly to Lakeshire, Redridge, and
grab the quest from the entrance of the tavern: ​[What Comes Around…] ​- then ​Hearth
back to Stormwind ​and share this with other members and resume clearing Stockades.
5. Once Hearthstone is available, a human party member who had grabbed the Darkshire
flight path around level 18 should use it to fly to Darkshire and go into the townhall to
accept the quest ​[Crime and Punishment] ​- then ​Hearth back to Stormwind​ and
share this with other members and resume clearing Stockades.

1. Grind on the stockades until 25 and make sure you complete all of the quests but ​!!DO
NOT TURN IN THE QUESTS UNTIL YOU ARE 25!!​. The early levels are tough and its
important to manage the disarm debuff, don’t pull more than you need to at first, stick to
3-4 man pulls and take it slow. The quests do not need to be completed right away, its
recommended to grind optimally until level 24, then attempt to kill the bosses for the
quests

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2. Grinding in Stockades does not mean you want to fully
clear the dungeon, but rather repeatedly clear the western
side including only the boss Targor, and avoiding Dextren
Ward at the end. The eastern wing has 3 high hp
minibosses that slow the clear speed as well as higher level
elites that will take longer to kill. If you are clearing the
western side faster than 12 minutes, then start adding a few
pulls in the early eastern hallway before going down the
western path.
3. Only go for a full boss clear at level 24 when you are
preparing to finish with Stockades, otherwise skip the
bosses. Expect to be Grinding in Stockades for roughly 3-4
hours, or 15+ clears. Make sure to save Silk Cloth from the
mobs in order to do some of the quests that will come up after 25.
4. Once the group has hit level 25, begin turning in all of the quests in Stormwind. The
quest​ [The Stockade Riots]​ will chain into the quest​ [The Curious Visitor] ​- this quest
will chain several times and send you around Stormwind. It may feel a bit tedious, but
once you complete the chain it will result in a powerful blue ring. The running around
takes roughly 20 minutes, and the quests in total reward 8400xp, so it equates to 25
200xp/hour, which isn’t much less than we were getting in Stockades, so it is worth
doing. Just make sure that your entire party turns in the apples and silk together and
starts the quest ​[The Attack!]​ when everyone is ready - it functions as an escort.
5. While running around Stormwind, make sure the group trains level 24 abilities, buys level
25 water and food, and turns in ​[The Color of Blood]
6. Fly to Lakeshire, Redridge and turn in the quest​ [What Comes Around…] ​- while the
group is in Lakeshire, if you still have the 8 Murloc fins, accept the quest from
Dockmaster Baren ​[Murloc Poachers] ​and turn in the 8 fins for free experience.
7. Fly to Darkshire, Duskwood if you are human - otherwise the other members will need to
run south west along the road to reach Darkshire. Humans can help save time of the
other members by rounding up the quests while they wait.

Part 8: 25-27

Why Questing?
The XP/Hour for Darkshire quests is very high and offers a good way to break up the
repetitiveness of Dungeon Grinding. While the initial quests to ding to 26 are definitely worth it
before moving on to Gnomeregan, you may consider skipping out after 26 and passing on the
rest of the zone if you find there are already too many players questing in Duskwood. Almost all
of the quests are kill quests though, so as a 5man party they will go extremely fast. In addition,
at the end you will get a 10 slot bag, a new wand for casters and a spirit cloak, and it will enable
us to get more free experience later on.

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Duskwood Cycle 1

1. Set Darkshire as your Hearthstone Location


2. In Darkshire, accept ​[The Legend of Stalvan]​(1)​ and
[Totem of Infliction]​(1)​and turn it in at the clerk in the
town hall for the followup, then accept ​[The Night
Watch]​(2)​ and ​[Worgen in the Woods]​(3)​. Also accept
and turn in ​[Look to the Stars]​(4)​ for the Follow up if
your group managed to obtain 5 Bronze Tubes.
3. Go west over the hills and kill shadow weavers for
[Worgen in the Woods]​(5)​, then turn in​(3)​ for the follow
up and repeat, but this time kill Darkrunners​(5)​. Turn it in
for the followup​(3)​.
4. Go south east to the Banshee and turn in​ [Look to the
Stars]​(6)​, then go south to Tranquil Gardens Cemetery
and kill the undead and the ghoul to complete ​[Look to the Stars]​(7)​ ​and ​[The Night’s
Watch]​(8)​ ​- you should start getting the bones for the Totem of Infliction quest off of
these undead, - be sure to loot them but don’t worry about getting them all yet.
5. Go west to the cave in the mountains and kill vile and tainted ones to complete​ [Worgen
in the Woods]​(9)​,
6. If you are planning to quest to 27, a fast member of the group should head west to the
fork in the road and accept ​[Eight-Legged Menaces]​(10)​ - share it with the party as
soon as possible. If you are planning to go straight to Gnomeregan at 26, skip this step
7. Return to Darkshire and turn in all quests, accept the followup to ​[The Night Watch]​(2)
and the follow up to ​[Look to the Stars]​(4)​, as well as the followup to​ [Worgen in the
Woods]​(3)​ ​that turns in immediately. this should ding the group to well over 26.

Choose:

The group should decide whether Duskwood is too contested and will be slow or not. If it
is not contested, the XP/Hour is higher than grinding Gnomeregan at 26 by about 25%. If you
would rather continue dungeon grinding, skip ahead to the Gnomeregan section and fly to
Ironforge, otherwise continue on with Duskwood.
Those that are deciding to leave duskwood now can safely abandon ​[The Legend of
Stalvan]​ and ​[Totem of Infliction]​ quests, and dump any relevant quest starting items from
your bags.
Also keep an eye out for the quest starting item that drops zone-wide in Duskwood
called An Old History Book, it’s a bit out of the way to turn it in normally but if you continue with
Duskwood it will end up being convenient, free XP.

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Duskwood Cycle 2

1. Grab the Quests: ​[The Hermit]​(1)​, ​[Deliveries to


Sven]​(1)​, ​[Raven Hill]​(1)​, Fly to Westfall
2. Run to Moonbrook and turn in ​[The Legend of
Stalvan]​(2)​ for the follow up by talking to the crate
inside the Townhall, the large building on the
northwestern side.

3. Run to Duskwood and Sven’s Camp and turn in


[Delivery to Sven]​(1)​, accept ​[Sven’s
Revenge]​(1)​ and ​[Wolves at our Heels]​(1)
4. Run east to Ambercrombie and along the shore
and kill all the Spiders and Wolves you see for
[Wolves at our Heels]​(2)​ and ​[Eight-Legged
Menaces]​(2)​ ​- try to finish the wolf quest now but
do not worry about the spider quest yet. Kill
Spiders in excess even if they are not for the
Eight-Legged Menaces quest in order to get the
6xGooey Spider Leg cooking materials, and the 5
Vials of Spider Venom for each member to
complete the ​[Totem of Infliction]​. Neither of
these need to be done yet - but get started on it
now. If the drop rates are bad, instead funnel the
quest items to anyone behind on XP as a way to
let them complete the quests and catch up to the others.
5. When you reach Ambercrombie turn in ​[The Hermit]​(3)​, accept ​[Supplies from
Darkshire]​(3)
6. Run southwest through Raven Hill Cemetery and kill all horrors and fiends possible for
[The Night Watch]​ ​(4)​.Its likely not all will complete the quest, so be prepared to kill
more later
7. Go west to the shoreline and kill all of the spiders to complete ​[Eight-Legged
Menaces]​(5)​ - there are just enough spawns to get this done in one cycle, so if it is
contested and you cannot kill them, consider skipping this quest as its not worth that
much xp, nor are the mobs.
8. Stop by Raven hill and talk to Jitters to turn in​ [Raven Hill]​(6)​, you can take the follow up

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9. Go south east to the Ogre mound and clear inside
to the back and kill the named mob to complete
[Look to the Stars]​(1)
10. Go east over the road into Sven’s farm and loot
the mound to complete ​[Sven’s Revenge]​(2)​,
take the followup
11. Go to the fork in the road and turn in
[Eight-Legged Menaces]​(3)​ ​- if it’s not complete,
then abandon it now.
12. Go back towards through Raven Hill Cemetery
and finish ​[The Night Watch]​(4)​ but along the
way make sure to kill spiders in excess to
continue work on Totem of Infliction and obtaining
6 Gooey Spider Legs per member.
13. Go back to Sven’s camp and turn in the Sven
quest and ​[Wolves at Our Heels]​(5)​, accept the follow up ​[The Shadowy Figure]​(5)
14. Hearth back to Darkshire

1. Turn in ​[The Night Watch]​(1)​ for the follow up,


[Look to the Stars]​(2)​,​ [The Legend of
Stalvan]​(3)​ ​for the Follow up,​ [Jitters Growling
Gut]​(4)​, - If you have the 6 Gooey Spider legs
now then accept and turn in ​[Dusty Crab
Cakes]​(4)​ and snag the followup - if not you will
have time to get the legs still but you will not be
doing the followup.
2. Run around doing ​[The Shadowy Figure] ​quests
until you get the quest ​[Find the Shadowy
Figure]​,
3. Turn in ​[Supplies from Darkshire]​(5)​ and accept
the follow up ​[Ghost Hair Thread]​(5)
4. Dip south east to the Banshee again and turn in
[Ghost Hair Thread]​(6)​ for ​[Return the
Comb]​(6)​, then turn that in for the quest​ [Deliver the Thread]​(5)
5. Fly to Westfall

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Duskwood Cycle 3

1. Run south east into Duskwood towards Raven hill


and turn in ​[Find the Shadowy Figure]​(1)​,
accept the followup
2. Return to Sven’s camp and turn in, accept
[Proving your Worth]​(2)
3. Kill all of the undead to complete ​[Proving your
Worth]​(3)​, and kill all of the Plaguespreaders to
complete ​[The Night Watch]​(4)​ - it is unlikely
there will be enough alive in one sweep of the
area, so once you’ve killed all you can find, do
steps 4 and 5 and then come back to this step
until both quests are complete. The warders are
only found in the crypt, which has a tunnel that
links into the tomb where the Plaguespreaders are, so it’s a good idea to clear through
the underground to get progress on both quests. Be sure to kill the ghouls in excess to
get the parts for ​[Totem of Infliction]
4. At this time, actively try to get the Gooey Spider Legs and any missing materials to
complete Totem of Infliction from the ​(5)​Skeletons and ​(5)​Spiders around Raven Hill - ​!!if
some members are not even close to completing these two quests, then skip
them!!
5. Talk to Ambercrombie to turn in ​[Deliver the Thread]​(6)​ and accept ​[Zombie Juice]​(6)
followup.
6. Once all of the killing quests are done, go back to Sven and turn in ​[Proving your
Worth]​(2)​ ​and​ ​accept ​[Seeking Wisdom]​(2)
7. Run north into Elwynn to Goldshire. Turn in​ [The legend of Stalvan]​(7)​, get the follow
up and loot the page upstairs in the chest in the master bedroom.

8. Run to Stormwind, go to the western Canals and


turn in ​[The Legend of Stalvan]​(1)​, then talk to
the box for the follow up.
9. Go to the Cathedral District and turn in ​[Seeking
Wisdom]​(2)​ for the follow up. While you are here,
also talk to Brother Samo for the quest
[Tinkmaster Overspark]​(2)
10. If the group was able to get the Old History Book
drop in duskwood, go to the Stormwind Keep
Library and turn in the quest ​[An Old History
Book]​(3)
11. Fly back to Darkshire, Duskwood​(4)

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12. In Darkshire, turn in ​[Zombie Juice]​(1)​ but don’t
take the followup, and ​[The Night Watch]​(2)​,
then run north to the Eastvale logging camp in
Elwynn Forest
13. Turn in​ [Legend of Stalvan]​(3)​ ​at Haggard, go
upstairs to loot the box, then talk to Haggard
again and turn it in for the follow up
14. Run back to Darkshire and turn in​ [The Legend
of Stalvan]​(2)​, it will have you talk to a few npcs
around Darkshire until you get the quest to kill
Stalvan
15. Go north east to the farm and kill ​Stalvan​ to
complete ​[The Legend of Stalvan]​(4)
16. Return to Darkshire to turn in​ [The Legend of
Stalvan]​(2)​ for a cool 4.1k experience, all that
running around paying off.
17. At this point the group should be well over level 27, if there are any incomplete
Duskwood quests, you can abandon them now and Fly to Ironforge as we prepare for
the next dungeon grind.

Part 9: Gnomeregan 26/27-30

Why Gnomeregan?
Simply put, there aren’t better options for us alliance
players that don’t involve excessive travel. The quest to kill the
last boss rewards good leather pants that give essentially 2%
crit, and the spirit robes are very powerful for the healers. The
XP per/hour is good, made better by being able to turn in the
quests at the end to get a nice bump in XP/Hour. Because the
later mobs in Gnomeregan are high level though, we’ll resort
to grinding the early half and only go for a full clear for the
quests when we’re preparing to leave.

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1. When your group arrives in Ironforge, set ​Ironforge as your Hearthstone Location
2. Round up the quests for Gnomeregan in Tinkertown - If you got the quest ​[Tinkmaster
Overspark]​ from Stormwind, then turn it in for the quest​ [Save Techbot’s Brain!] ​- also
accept ​[The Day After]​, ​[The Grand Betrayal]​, ​[Data Rescue]​, and ​[Essential
Artificials]
3. Train any abilities at your class trainer, and make sure to stock up on level 25 food,
water, and level 20 arrows.
4. Leave Ironforge through the main gate and go south to Kharanos, and in the Bunker on
the Northwestern side of Kharanos turn in the quest​ [The Day After]​ and accept the
quest ​[Gnogaine]
5. Make your way west and ride the elevator down into Gnomeregan
6. Kill the Lepers and Troggs outside the dungeon to try and get a White Punch Card for all
members, whenever you get the White Punch Card be sure to go north and use it in the
machines on the platform to turn it into a Yellow Punchcard. ​!!If you kill the mobs/they
are all dead and people still don’t have the white punch card, don’t linger - you will
be resetting Gnomeregan a few times and each time you can kill a few mobs to try
and get it before going back in to grind further!!
7. Just west of the Punchcard machine platforms you’ll find a side room with Techbot. If
you have the quest ​[Save Techbot’s Brain!]​ then make sure to drop in and kill him for
his brain.
8. Zone into Gnomeregan
9. Note:​ ​As you grind in the next few steps, make sure to always loot the corpses to try and
get a Grime Encrusted Object, at least one per party member, as these are free
experience that can be turned in inside Gnomeregan.

How to Grind Gnomeregan


Grinding Gnomeregan 26/27-29 will consist of
killing the troggs on the upper level towards the upper
level, skipping the boss event (Takes too long, even
though it rewards very nice mail gloves). Then taking the
back ramp down through the troggs to the lower levels
and killing every trogg in each of the cubbies.
The troggs cast diseases and they themselves do
irradiated damage to all nearby enemies if they are
glowing green, so pulling more is not better. Your goal
should be to aggro 3 per pull, at max 5 and at minimum 2
for cleave.
Everytime you finish clearing the lower level of
troggs and are preparing to reset, make sure your group

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peeks out into the main large room on the lower level that is filled with slimes. The boss,
Viscous Fallout, roams around these lower levels and drops a really strong set of cloth boots for
your healer, so anytime you see him nearby or patrolling close at the end of a clear, be sure to
pull him for his boots or Hydrocane. You’ll get a few shots at this so no rush.

Completing the Quests


[Gnogaine]​ - This quest is done by using the Empty Leaden Collection Phial on any of
the troggs that are glowing green - do this at any time while you are killing the troggs.The hard
part is turning this quest in efficiently which we’ll go over with the​ [Grime Encrusted Ring]
quest.
[Essential Artificials]​ - These 12 items needed per member are found in rectangular
wiggling boxes along the main path and inside the side-rooms where you’ll be grinding the
troggs. Each member should take turns getting 12 while the other members focus on clearing so
that it doesn’t turn into a race where multiple people are wasting time chasing these things.
Since the group will be clearing the troggs many times, it should be easy to complete for all
members.
[Grime Encrusted Object] ​- Drops a lot off of the troggs, easy to find - turn it in at the
machines in the Safe Area just before the Troggs lower level. The first turn in rewards 2450
experience so do it asap, subsequent completions give no XP and cost 3s, so don’t bother with
them.
[Data Rescue!] ​- This quest is broken up into several steps.
1. Get the White Punch card from the mobs outside of the dungeon
2. Place the White Punch card in the machine north of the Entrance to Gnomeregan to get
the yellow punch card
3. Use the yellow punch card on the lower level of where you are grinding the troggs to get
the Blue Punch Card
4. When the group is level 29 and is executing their full clear of Gnomeregan, clear through
the slime room and down the long hallway west. When you reach the round room with
non-elite pilots, clear to the platform in the middle and kill the Electrocutioner 6000 for a
potential ring and Workshop key. Use the machine behind him to turn the Blue
Punchcard into the Red Punchcard
5. Jump down carefully to the lower levels of the Launch Bay room, and take the southern
path towards the final boss. This hallway will branch into a tiny small hallway about
halfway through leading to the Gnomeregan Backdoor. Clear down this backdoor
hallway through 2-3 mobs and at the end of it will be the last machine, use it to turn the
Red Punchcard into the Prismatic Punchcard to complete the quest.
[The Grand Betrayal] ​- Simply kill the last boss of the Dungeon, wait until the group is
all level 29 before attempting this
[Grime-Encrusted Ring] ​- This object only drops off of the Dark Iron Agents at the end
hallway of the dungeon, with a roughly 30% Drop-rate. Its recommended if for some reason you
don’t get it for all members in your first clear, you go for a backdoor clear rather than returning to
grind troggs on your way to 30 as this Ring and its 2 follow-ups give 5400xp, potentially 8100xp
and they are very easy to complete. Once your group has the ring and finishes a full clear of

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killing the boss, reset the dungeon and clear through the troggs again to turn in the Grime
Encrusted Ring at the Sparkle-o-matics, the same things used to clean the Grime Encrusted
Objects, and accept the followup quest ​[Return of the Ring]

Summary of Gnomeregan
Grind on the Troggs while working on all of the
quests until the group is level 29. At level 29, Do a full clear
of Gnomeregan to complete all of the quests and obtain
Grime-Encrusted Rings for the party off of the Dwarves.
If after the full clear there are members still without
the Grime-Encrusted Ring, do another clear using the
Workshop key through the Backdoor
When all members have the Grime-Encrusted Ring,
do another clear through the troggs to clean the ring on the
Sparkle-o-matic and take its followup quest ​[Return of the
Ring]

A​s soon as your party has enough experience to hit 30 from the quest turn-ins, you
should leave, regardless of the status of any incomplete quests. In order to figure out when your
party is ready to leave, check the list below and calculate how much experience is waiting for
your group outside of the Dungeon.
2700 ​[Return of the Ring]​ (Possibly Skipped)
2650​ [Save Techbot’s Brain!]​ (Possibly Skipped if group didn’t complete Duskwood)
3650 ​[Data Rescue!]
2750 ​[The Grand Betrayal]
3050 ​[Essential Artificials]
2200 ​[Gnogaine]
44300 Experience Needed to go from 29-30
24 850​ / 44 300 ​Experience needed to ding 30 from all quest turn ins.
It will depend on whether your group is able to get all done or not how much you need to hit 30,
make sure to not stay longer than needed as the next sections will juice up your XP/Hour
massively - but also do not leave Early.
When the group is ready to leave Gnomeregan, do so by committing suicide - this will
send you to the Kharanos graveyard. Spirit res and run to the north western house to turn in the
quest ​[Gnogaine]​, then use your ​Hearthstone back to Ironforge

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1. Turn in​ [Return of the Ring] ​in the Mystic Ward- if the group was able to acquire
1 silver bar and 1 moss agate, you may turn in the followup for a decent blue
ring. You can also do this up to level 40 and still get XP
2. Turn in all of the Gnomeregan quests in Tinkertown.
3. In the Hall of Explorers accept the two quests: ​[Ironband Wants You!] ​and
[Mythology of the Titans]
4. Train your level 30 abilities and respec as needed. Warriors accept the class
quest:​ [The Islander]
5. Buy level 30 arrows and stock up on level 25 food and water, but also buy a
some level 35 water for the healers/mana users.

Part 10: 30-31

Why are we Travelling so much?


We have a lot of mini-objectives to complete at level 30 that
will improve the next 10 levels drastically, but are spread through
many places around the world, some require teamwork, some can
be done alone. The goal is to get weapon upgrades for melee, bow
and wand upgrades for the ranged, berserker stance for the
warriors, and to reach Scarlet Monastery while completing as
many easy quests as possible along the way.

1. Fly to Thelsamar, Loch Modan


2. Run south east to Ironband’s excavation site and turn in
the quest ​[Ironband Wants You!]​(1)​ ​and accept the
followup quest
3. Run south through the badlands. The mobs will all be
red, they don’t hit hard they just take awhile to kill, so
simply hamstring kite them as you make your way to
southern badlands.
4. Clear around the corpse and interact with it to turn in the
quest ​[Find Agmond]​(2)​ - accept the follow up quest
[Murdaloc]​(2)
5. Kill the troggs around Agmond’s End including Murdaloc
who sits at the outhouse to complete the quest​(2).
6. Run back north through badlands to the Excavation Site
in Loch Modan to turn in ​[Murdaloc]​(1)​ to get a powerful 2handed mace, equip it
7. Return to Thelsamar​(3)​ and fly to Menethil Harbor
8. In Menethil turn in the quest the ​[Doomed Fleet] i​ n the tavern and buy a flagon of mead
from the innkeeper, then talk to the NPC outside the tavern and accept the quest ​[The
Third Fleet]​ and turn it in, do not take the followup

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At this time, the group will split off based on class
Non-Warriors:

1. Take the quest from the upstairs room in the tavern,


[The Absent Minded Prospector]​(1)​ - then accept
[The Fall of Dun Modr]​(2)​ ​at the entrance of Menethil,
and on the bridge accept ​[In Search of the Excavation
Team]​(3)
2. Go east into wetlands until you reach the Excavation
Site, go up the eastern path to the cave and accept the
quests ​[Uncovering the Past]​(4)​ ​and ​[Ormer’s
Revenge]​(4)
3. Loot the fossil on the ground in the cave for ​[The
Absent Minded Prospector]​(4)
4. Head out of the digsite and west and kill all of the
raptors until you complete ​[Ormer’s Revenge]​(5)​ and
[The Absent Minded Prospector]​(5)
5. Go back to Wetlands and turn in the quests ​[The Absent Minded Prospector]​(1)​ ​and
[In Search of the Excavation Team]​(3)​ - you might not get another chance to turn them
in later
6. Go back to the digsite and turn in ​[Ormer’s Revenge]​(4)​ ​for the follow up
7. In the digsite, kill the raptors for ​[Ormer’s Revenge]​(6)​ ​and loot the fossils around the
site to complete ​[Uncovering the Past]​(6)
8. Turn in both quests up top for the final follow up of ​[Ormer’s Revenge]​(4)
9. Kill the named raptor up the hills on the western end of the site to finish ​[Ormer’s
Revenge]​(7)​ ​and turn it in for bow and wand upgrades for the non-melee types.

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Warriors:

1. Take the boat from Menethil to Theramore


Isle
2. Grab the flight path in Theramore, then go
to the trade vendor on the south west end
and buy 3 Soothing Spices​(1)
3. Outside of the Tavern accept the quest
[They Call Him Smilin’ Jim]​(2)
4. Follow the road north out of Theramore
until you reach Witch Hill, then go to Jarl
and accept his quest ​[Soothing Spices]​(3)
- turn it in immediately, then talk to the
grave next to his house and accept the
quest ​[The Orc Report]​(3)
5. Go north east through the hills to the shore,
then swim through the water north towards
The Barrens while avoiding the Murlocs, then make your way to​ [The Islander]​(4)
island, and turn in the quest to accept the followup ​[The Affray]​(4)
6. Go onto the arena pit near the NPC and fight through the enemies until all warriors have
the quest ​[The Affray]​(4)​ completed - turn it in for Berserker stance and accept the
followup ​[The Windwatcher]​(4)
7. Continue north along the coast until you reach Ratchet, grab the flight path and fly back
to Theramore Isle
8. In Theramore, on the north side turn in the quest ​[The Orc Report]​(5)​, accept the
followup ​[Captain Vimes]​(5)
9. Go into Theramore Keep and turn in ​[They Call Him Smilin’ Jim]​(6)​ and​ [Captain
Vimes]​(6)​ ​for some easy experience
10. Ride the boat back to Menethil Harbor and rejoin with your party members

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W​hen all party members are back together and have gotten their weapon upgrades/berserker
stance done, it’s time to make our way to Scarlet Monastery
1. Run towards Dun Modr in northern Wetlands
2. At Dun Modr, turn in the quest ​[The Fall of Dun Modr]​(1)​, accept the three quests ​[The
Thandol Span]​(1)​ [The Dark Iron War]​(1)​ [A Grim Task]​(1)
3. Start killing the Dark Iron dwarves​(2)​ of various types
around Dun Modr while seeking out the named Balgaras
the Foul. Balgaras has many spawn locations, inside the
buildings of Dun Modr or near the camps to the east.
You’ll also find most of the Demolitionists and Saboteurs
inside the buildings in Dun Modr. If you do not have a
hunter with track humanoids or a warlock that can use a
target macro and send their pet after him, you’ll have to
be thorough in finding Balgaras the Foul, but the quest
gives 3350xp for a single mob kill, so it’s worth hunting
him down.
4. Once you have finished both of the quests, turn them in
but do not accept the follow up ​[The Fury Runs Deep]​ -
it's a Stockades quest that's poorly placed.
5. Go north across the Thandol Span and in the eastern
tower. Drop down the staircase and clear the mobs to talk with a Dwarven Corpse on the
ground to turn in ​[The Thandol Span]​(3)​ for the follow up, this will spawn 2 elites, kill
them
6. At this time, there is a letter in the water​(4)​ that has a short respawn timer that starts a
quest, your group should work on staggering sending members down while you
complete the next tasks. Consider sending one person down right away to get the letter
while everyone else runs to turn in ​[The Thandol Span]​(1)
7. Once you have the followup, move back north across the bridge - again consider
sending another person down for the letter now. On the opposite end of the Thandol
span is a wooden Bridge, clear across it for the path of those that dropped in the water,
and interact with the crate to complete ​[The Thandol Span]​(5)
8. Go back south and turn in​ [The Thandol Span]​(1)​, accept ​[Plea to the Alliance]​(1)
9. This is the last chance to get the letter in the water, this next step is hard. Cross the
bridge and on the north side, go down the leftmost half of the bridge (The broken half). A
chain is hanging off of the side, it is possible to jump onto the chain from a certain angle
even though there is no ground beneath your feet. From this chain it;s possible to jump
onto the broken section of the Thandol Span bridge and accept the quest there, but this
is a timed quest so be prepared to do the next set of actions quickly.
10. Accept the quest from the man in the middle of the bridge, ​[MacKreel’s Moonshine]​(6)
11. Jump into the water and loot the letter under the water if you haven’t already, then you
have two options: you can drown yourself and spirit res next to refuge point - ​!!NOT
TESTED ON BETA!! ​Or run up the cleared path and follow the road north to refuge
point.

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12. Turn in ​[Plea to the Alliance] ​in Refuge point and grab the flight path
13. Run west along the road into Hillsbrad Foothills, then cut through the hills and over the
river to reach Southshore, and inside the tavern quickly turn in ​[MacKreel’s Moonshine]
14. Note:​ If you did the suicide method or you have some form of movement (Aspect of the
Cheetah, Travel Form) then you should opt to stop by Stromgarde to get the First Aid
books for the party, otherwise relegate this to alts on secondary accounts or guildies.

15. In Southshore, go into the town hall and accept ​[Syndicate Assassins]​, then inside the
tavern accept ​[Down The Coast] ​and north of the tavern turn in ​[Southshore]​ if your
group has it, skip the followup. And accept ​[Costly Menace]​ - also snag the flight path at
your earliest convenience
16. Make sure at this point you are stocked up for the long SM grind ahead of you, buy 30
and 35 water/food, and 30 arrows. We will be staying in SM until level 36, roughly 6
hours of grinding.
17. Go south west and kill 10 murlocs of each type to quickly complete the quest ​[Down the
Coast]​, then go back to Southshore and turn it in, don’t take the followup
18. Follow the road north out of southshore into Alterac, and travel along the hills west to kill
the lions needed to complete ​[A Costly Menace]​ - we do not need all the Hulking Lions
here but get as many as possible
19. On the eastern cliffs, kill the Syndicate needed to complete Syndicate Assassins. At the
same time, clear to the middle of the camp and interact with the paper to accept the two
quests ​[Encrypted Letter] ​and ​[Foreboding Plans]
20. If you run out of Syndicate to kill, there are more across the road east, Finish killing them
then travel east towards the river, hop off the road. The land around the water should
have more Hulking Mountain Lions to complete the quest. Warriors can dip over the
ruins to turn in ​[The Windwatcher]​, do not accept the followup.
21. Run north to Chillwind Camp and grab the flight path. Clear your bags as much as
possible here
22. Travel west on the road until the bridge reaches Andorhol, then jump into the water and
swim up on the northside and run to the Bulwark. Stay as a group and hamstring kite any
enemies that aggro you until you reach Tirisfal Glades, and be wary of some aggressive
horde npc’s here.
23. Go north into the Scarlet Monastery

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Part 11: Scarlet Monastery 31-43

Why Scarlet Monastery?


Scarlet Graveyard is not particularly efficient in and of itself, but all of the other dungeon
sections have a great level spread in such a tightly packed area while having fairly easy mobs to
grind on. At this point we have sweeping strikes to AoE grind dungeons, so questing is no
longer going to be able to keep up with our XP/Hour save for a small selection of quest hubs.
SM Armory in particular has one of the most vital weapons for the dungeon grind, Ravager, as
well as many other great gear upgrades for the party. Library and Cathedral in particular will
have XP/Hour reaching above 50k if done efficiently because of the amount of squishy enemies.
It’s here where we will leave solo-questers in the dust.

Scarlet Monastery Graveyard: 31-33

At this point it's likely your group has hit 31 from


the quests just getting to Graveyard which is ideal
because Graveyard kind of sucks. It’s filled with
non-elites that don’t give good XP/H, it has rarely any
good drops, and the mobs put an annoying curse debuff
on us. When pulling mobs in SM Graveyard, be mindful
of the curse from the Anguished dead if you do not have
someone in your group that can decurse, be sure to help
your healer by kiting whenever you have this debuff.
The ideal way to clear the dungeon is to clear
through the humanoids in 4-5 pulls using LoS to group up
the casters, because we don’t have Ravager or
Whirlwind yet, it’s still not particularly smart to pull more
than 3-5 enemies, it does give us more rage from incoming damage but makes it more hectic for
healers. Beyond the humanoids, clear up one side of the graveyard, then clear into the crypt,
and then clear back down one side of the graveyard.
There is no reason to use instance reset tactics here because you will likely be edging
on the 5 dungeon/hour limit - if you find your group is cutting it too close you should take the
time to kill the boss down below - he is lower xp/hour and only has 1-2 drops your healer may
need. So otherwise you should just skip him.

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Scarlet Monastery Library: 33-37

The moment the group hits 33, it’s time to grind SM


Library. The xp/hour for this place is one of the first insane
spikes in your leveling journey - if cleared properly should
net over 50k/h. The reason SM Library is so effective is
because of the amount of casters with low armor, and how
easy it is to avoid their incoming damage using LoS.
To clear Library, the group should manage
reasonable pulls. While the casters are quick to die, you
must LoS them and focus down the healers first - if you pull
too many and don’t utilize LoS, you will take too much
damage. While managing these pulls, be wary of several
large monk pulls - try to never pull more than 1-2 monks at a
time and focus them down while dragging them out of LoS of their healers. The monks have a
thrash ability that will hit hard, and we are not geared out yet from Armory.
While clearing Library, be sure to loot the book on the shelves(1) - and kill the boss at
the end at least 5 times so everyone can get the Scarlet Key. While the boss is technically a
drop in XP/Hour, he is easy and drops items that vendor for gold and we’re coming up on the
mount purchase. So decide based on your clearspeed whether or not you want to add him into
your pulls. You should be using the reset trick to save time running back after each clear.
Once the party hits level 36, everyone should ​Hearth back to Ironforge​ and complete
the following tasks.
1. Train your level 36 abilities and restock on level 35 water/food, and 30 arrows - any
hunters should use this time to buy at least 1000 level 40 arrows as well as we won’t be
back in town for awhile.
2. Turn in ​[Mythology of the Titans] ​in the Hall of Explorers for a necklace, possibly your
first necklace
3. If you haven’t already, accept the quest from the letter we got at the thandol span ​[Sully
Balloo’s Letter] ​and turn it in in the war district, accept the follow up ​[Sara Balloo’s
Plea]
4. Go to Magni in the throne room and turn in ​[Sara Balloo’s Plea]​ and accept the followup
[A King’s Tribute]
5. Go to the commons in Ironforge and on the south west side turn in​ [A King’s Tribute]​ -
don’t accept the followup
6. Fly to Southshore and in Southshore, turn in ​[Costly Menace]​ ​[Foreboding Plans]
[Syndicate Assassins] [Encrypted Letter] ​- only accept the followup to Encrypted
Letter, ​[Stormpike’s Deciphering]
7. Fly to Chillwind Point and run back through WPL into Tirisfal, and return to the Scarlet
Monastery, continue grinding Library now until the group reaches level 37. While we do
want many gear upgrades from Armory, the mobs are high armor and use a lot of heals,
so its better we get higher level to clear through it faster, and the xp/hour of Library is still
insanely high up until level 37.

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Scarlet Monastery Armory 37-39

The experience per hour in armory is not that great, in addition


to having many high armor mobs, a lot of them heal and the warriors
will not have pummel yet. As a result, its best to limit the pulls to 4-5
until the group has obtained some Ravagers. When clearing, focus
down healers and try to interrupt them with intercept or other stuns, but
it isn’t worth weapon swapping for warriors. Be wary of the Myrmidons
that will enrage at low hp and do a lot of damage, focus them down as
well.
Your goal isn’t to hit 39 exactly in Armory, you can start
Cathedral as early as 38 and the xp/hour is way higher there - the goal
here is to simply get a Ravager for every melee member of the party.
This can take awhile, even as long as level 41, but because of how strong Ravager is and how
big of an upgrade it’ll be, the group has to get Ravager - its almost integral for the rest of this
leveling guide that all warriors have this weapon. You’ll need to clear armory roughly 20-30
times to get to level 41, so the chances of not everyone having it before then is really slim.
Prioritize it to warriors over paladins and shaman and other classes.

Scarlet Monastery Cathedral 38-43

The cathedral is the money shot of SM. It has a lot of high level
caster mobs that will get shredded by ravager and whirlwind. When you
come here with a full ravager squad of melee, you can handle pulls of
7-8 mobs and aoe them down very quickly. You’ll need to practice not
interrupting ravager procs, and at this time be wary of the Wizards and
their blizzard casts. Use the pillars outside to LoS and group up casters
and don’t sit in Blizzards.
Try to keep your pulls to around 6-8 unless you’ve gotten many
armor upgrades already, and be wary of the same mobs - some will
heal, some will enrage. The largest pull will be the side rooms on the
left side before the boss. In the case of Cathedral, it's good to clear up one side on the outside
courtyard, clear inside the Cathedral and kill the boss, then clear back out down the opposite
side, removing the need to reset the dungeon.
Try to avoid killing Fairbanks as he doesn’t drop anything good and puts an annoying
10minute curse on someone that increases their damage taken - unless your group can remove
curse.
When the party hits 43, the XP/Hour will dip significantly, but we want to be able to hit 44
before we head to Kalimdor, and a full Uldaman clear will only grant us roughly 62 000
experience with quests included, so continue grinding SM Cathedral until the entire group is at
least ​40 000​ / 10 6300​ experience towards level 44. Once you reach this point, it's time to
Hearth back to Ironforge

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Part 12: Uldaman Quest Run 43-44

Why Uldaman Quest Run?


Uldaman’s XP/hour is low, but the amount of quests there bump it up to 70k xp/hour, it is
one of the highest possible xp/hour in Vanilla WoW if you can clear the dungeon in under 1
hour. There are a few potential gear upgrades in the dungeon but that isn’t the priority, its simply
to do a full clear, with the added bonus of getting a 14 slot bag and another big chunk of
experience down the line when we’re in Tanaris.

1. Back in Ironforge, train your level 38, 40, and 42 abilities


2. Go to the Hall of Explorers and turn in ​[Stormpike’s Deciphering] ​but don’t take the
followup, instead accept ​[Reclaimed Treasures]​ and​ [Find the Lost Dwarves]
3. At this time, manage your parties gold so that you can each buy your mounts. Warlocks
and Paladins should trade gold to members to help this happen. If you’ve been looting
and vendoring thus far you should be able to afford mounts for all members. Each party
member should set out to obtain their mounts from various start locations. Because of
the close proximity for Dwarves and Gnomes.
4. Whenever the group has obtained their mounts, they should make their way to
Thelsamar, Loch Modan by flying, then head into the badlands. The group should still
have the quest ​[Agmond’s Fate]​ from earlier, but if you are missing it, pop by the
excavation site in Loch Modan on the way to Badlands.
5. In Badlands, go straight south of the Hammertoe Digsite
and on the hill accept ​[A Dwarf and His Tools]​(1)​ and
[Mirages]​(1)
6. Drop into the Hammertoe Digsite and kill all of the
dwarves to get Rydol’s Lucky Pick to complete ​[A Dwarf
in His Tools]​(2)​ its a random drop but it drops for
everyone and should drop before you clear the place.
Your main target is the parchment on the upper levels of
the digsite. Talk to it for the quest​ [A Sign of Hope]​(3)
7. Go north east of the digsite to the Ogre camp and clear
around the crate, have the party loot it one by to
complete ​[Mirages]​(4)​ ​one while other members kill the
ogres
8. Run back to the dwarves south of the digsite and turn in​ [Mirages​(1)​],​ ​[A Sign of
Hope]​(1)​, [A Dwarf and his Tools]​(1)​, accept the followup to​ [A Sign of Hope]​(1)
9. Run south through Badlands to the dwarf on the southern mountains, accept the quest
[Solution to Doom]​(5)​, then grab the quest from Martek in the middle of the badlands
[Power Stones]​(6)

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10. !!​5​H​E​A​D​ ​P​A​T​H​I​N​G​!! ​A potential quest in STV down the line requires 10 Barbecued
Buzzard Wings, but rewards a 1% dodge trinket and 5000 experience. This quest is hard
to obtain as it comes from a mob drop, the mob has a 2hour respawn timer. If you’d like
to 5head this quest, you can prepare for it by obtaining the 10 Barbecued Buzzard
Wings now. The quest near Martek the Exiled ​[Barbecued Buzzard Wings](​ 6)​ rewards
2 cooked wings upon completion - if all 5 members complete the quest you will have the
10 Barbecued Buzzard wings to complete​ [Facing Negolash]​ later on in STV, if your
group is able to obtain the quest. [​ Barbecued Buzzard Wings]​ requires looting 4
buzzard wings or buying them off the AH beforehand, they drop off of all the vultures in
Badlands with a 30% drop rate, so your group would need 20 in total. If you are
somehow able to prepare for this quest beforehand by gathering Buzzard Wings by
other means, I recommend you do this, as a 1% dodge trinket will be nice to have in an
otherwise empty loot slot.

11. Head into Uldaman from the front Entrance


12. As you begin working on the next tasks, kill the Dark
Iron Dwarves in excess to get the power stones
needed to complete ​[Power Stones]​ for the group,
they only drop from Dark Irons and there are not that
many inside the dungeon. Also clear towards any
Urns you see along the walls to complete ​[Agmon’s
Fate]​. In addition, all mobs in Uldaman have a
chance to drop a quest starting item ​[The Shattered
Necklace] ​- be sure to loot and accept this quickly - it
has a very high drop rate.
13. After the first tunnel, find Hammertoe and turn in ​[A
Sign of Hope]​(1)​ for the followup ​[Amulet of Secrets]​(1)
14. The Amulet of Secrets drops off of a dwarf called Magregan Deepshadow, he spawns all
throughout the tunnels outside Uldaman. Use a target macro or track humanoids and be
on the lookout for him. If you clear through the entire outside and don’t find him,
remember to look for him again after you’ve cleared Uldaman - the ​[Amulet of Secrets]
quest gives massive experience so you really don’t want to skip it
15. Clear into the south where the path will split. The southmost path with Dark Irons
houses a chest at the bottom of their digsite loot it to complete ​[Solution to Doom]​(2)
16. In the southern trogg section you’ll find the chest needed to complete ​[Reclaimed
Treasures]​(3)
17. Once these two quests are done, continue killing dwarves for ​[Power Stones]​, looting
urns for​ [Agmond’s Fate]​, and hunting down Magregan Deepshadow for ​[Amulet of
Secrets]
18. Whenever ​[Amulet of Secrets] ​completes, turn it back in at Hammertoe​(1)​ for the follow
up before zoning into the dungeon.
19. Zone in​(4)​ once you have these quests complete: ​[Agmond’s Fate] [Reclaimed
Treasures] [Power Stones] [Solution to Doom] [Prospect of Faith]

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Clearing Uldaman

The enemies at the entrance of the dungeon


should be pushovers, just be sure to interrupt heals
from the Oracles and destroy their wards - this should
be easy now that the warriors have pummel.
Clear towards the south western tunnels at
the end of the first hallways to find the 3 dwarves.
Turn in the quest ​[Find the Lost Dwarves]​(1)​ and
take the followup ​[The Hidden Chamber]​(1)​ - also
make sure that someone loots the chest on the table
for the medallion.
Follow the path westward and kill Revelosh​(2)
for the Shaft of Tsol, combine it with the medallion.
Then cautiously pull the large map room. Don’t over-aggro here trying to pull the whole room,
just stick with humble pulls of 5-6 mobs, and whenever the room is nearly cleared the group
should put the staff in the map device to start the event. The event will take a few seconds to
open the door so it's good to do it early.
When the door opens, Ironaya will run out. Kill her, then be sure to have everyone in the
group pop into the room Ironaya came out of in order to complete the quest​ [The Hidden
Chamber]​(3)
From here, the goal is to clear the dungeon to get the quest at the end. There are
several side bosses that can give good gear upgrades, so consult with your group members
how much they could use the loot off the bosses. Warriors in particular benefit greatly from
killing the Ancient Stone Keeper​(4)​ as he can drop powerful plate gloves, but not at 100%, and
the stats are randomized. Remember that the XP/hour in here is not great aside from the
quests, so the faster you clear to the end the better.
If you do decide to kill the Ancient Stone Keeper​(4)​, respect his tornado ability and pull
him solo, It slows and silences and chases the healer and can wipe the group, as can pretty
much everything in the latter half of the dungeon.
When you encounter the Earthen Packs, focus down the white casters. They die quickly,
but if you let them freecast they will stack flame buffet on someone and it does more damage
the more they get hit.
When you reach the higher level 45 troggs, pull them extremely cautiously with no more
than 2-3 at a time. Focus the casters first, and anytime the melee troggs get low HP they will
enrage - the enrage is very deadly so they need to be kited or killed quickly during this time.
As you are clearing to the final chamber, try to leave some troggs alive just outside the
main hallway so that you can use them to suicide after - otherwise be sure to kill all the golems
and earthen in the halls leading up to the last boss or they will join the encounter.
Once you’re in the halls up to the final boss and in the first summon room, be prepared
to utilize hamstring kiting to deal with the heavy crushing blows that these higher level mobs will

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be hitting your group with. The final boss himself isn’t that hard though as long as you manage
the adds with whirlwind and ravager procs and keep them off the healer.
Once the final boss dies, move into the chamber behind him and talk to the disks to
accept the quest ​[The Platinum Discs]​(5)​ - then talk to the nearby NPC and go through his
dialogue to complete the quest. You can then turn it in at the same discs and accept the
followup.
You are now done with Uldaman, so its time to turn in the quests outside in the
badlands. You can exit the dungeon by either committing suicide on Troggs you left alive, or
using the dungeon reset tactic. Suicide is faster, then spirit rez back in badlands.

1. Turn in ​[Solution to Doom]​ in southern Badlands for the followup.


2. Turn in​ [Power Stones] ​at Martek in the middle of badlands
3. Turn in ​[Prospect of Faith]​ south of the Hammertoe Digsite on the side of the mountain
4. Turn in​ [Agmond’s Fate]​ at the Ironband Excavation site in Loch Modan
5. Hearth back to Ironforge
6. Go to the Hall of Explorers. Turn in ​[The Platinum Discs]​ for the followup, ​[Reclaimed
Treasures] [The Hidden Chamber] [Prospect of Faith]​ - this should unlock ​[Passing
a Word of Threat]​ - accept and turn this in nearby for its followup, then turn that in as
well for some quick easy experience.
7. Go to the Forlorn cavern and turn in ​[To Ironforge for Yagyin’s Digest]​ - don’t take the
follow up
8. Go to the Mystic ward and turn in ​[The Shattered Necklace]​ - the followup requires 4
silver bars, if you’ve been able to acquire them through looting chests, turn this in for free
experience, don’t take the followup
9. Go to the Ironforge Bank and turn in ​[The Platinum Discs]​ for your 14 slot bag.
10. Stock up on level 40 arrows and 35 as well as a lot of 45 water and food, we will not be
coming back to a major city for a long time

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Part 13: 44-45

Why not go Straight to Mauradon?


The next few quest hubs are extremely fast and efficient if done right, but they do go
faster if you have some method of water walking (ex: A priest with Levitate). They have a few
good quest rewards and they set us up for huge chunks of experience down the line.

1. Fly to Menethil harbor and ride the boat to Theramore Isle


2. In Theramore, make sure at least one member heads up the tower in the middle to
accept the quest ​[Shadowshard Fragments]​ from Archmage Tervosh.
3. Our next target is Gadgetzan. Swim straight west over the water to mainland Dustwallow
and ride through the swamp into the Barrens - run through southern Barrens and ride the
elevator into Thousand Needles. Go west to the edge of Thousand Needles to get the
Thalanaar flight path, then run through Thousand Needles to Gadgetzan

4. In Gadgetzan, get the flight path and accept the quest ​[Waterpouch Bounty]​(1)​ and
[Wastewander Justice]​(1)​ as well as​ [Wanted: Caliph Scorpidsting]​(2)​ and​ [Wanted:
Andre Firebeard]​(2)​ from the wanted poster on the big fenced arena.
5. Ride west to Steamwheedle port. Accept, ​[Screecher Spirits​(3)​]​ ​[Southsea
Shakedown]​(3)
6. Ride south into the Pirates cove​(4)​ through the cave
and kill every Pirate you see to complete all of the
quests. ​[Stoley’s shipment]​(5)​is located inside the
pirate camp in the first house on your right. Andre
Firebeard​(6)​ is located in the middle of the camp.
Keep killing all of the pirates until everyone is
finished every quest.
7. When the quests are complete, run out of the cove
and west a bit into the wastewander camps. Kill all
the wastewanders you need to complete
[Wastewander Justice]​(7)​ ​and loot pouches for
everyone to get ​[Waterpouch Bounty]​ completed,
and use a target macro to hunt down Caliph who
patrols the southern camps of the Wastewanders.
Kill him to complete ​[Wanted: Caliph
Scorpidsting]​(8)
8. Once the quests are finished, run back to Steamwheedle Port and turn in all of the
quests,
9. Run back to Gadgetzan and turn in ​[Wanted: Caliph Scorpidsting]​(1)​ ​[Wastewander
Justice]​(1)​ - accept the followup, and​ [Waterpouch Bounty]​(1)
10. Fly to Thalanaar

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11. Ride west on the road through Feralas, when you
pass the horde town and reach the bridge at the large
waterfall near the sprite darters, dip north off the road
and find the NPCs on the hill looking over the
Grimtotems. Accept the quest ​[Freedom For All
Creatures]​(1)
12. Quickly clear around the cage​(2)​ and open it and
protect the darters until the quest completes, then run
and turn it in for the followup ​[Doling Justice]​(1)
13. Kill the Grimtotems around the camp south and north
east until ​[Doling Justice]​(3)​ is finished, then turn it
in for the followup

14. Follow the road westward through Feralas, but be on


the lookout for Screechers, they spawn north and
south of the road, there are roughly 22 Screechers in
Feralas and the group needs to kill 15 for everyone to
finish Screecher Spirits. Most of them will be found on
the coast, dropping down and going north. Everytime
you kill one, use the quest item for ​[Screecher
Spirits]​ and talk to the ghost to get it done for all 5
members

15. Follow the Feralas road north to the Twin Colossals,


but dip off the road west when you are just south of
the western Colossal. You should encounter a giant
named Rockbiter. Take from him the quest ​[The
Giant Guardian]​(1)
16. Run straight north of Rockbiter and clear through the
Harpies and ruins to find Shay atop a tower at the
back. Turn in​ [The Giant Guardian]​(2)​ and accept
the followup ​[Wandering Shay]​(2)​. Once you accept
the quest, everyone must loot the box next to her in
order to turn in the quest later.

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17. Lead Shay back to Rockbiter the same way you came, use the bell on her if she gets
distracted. Once the quest completes, turn in ​[Wandering Shay]​(1)​ for plate gloves and
an easy 4.5k experience.
18. Continue on the road north into Desolace. When you enter Desolace, go east off the
road and check the path towards Mannoroc Coven for an npc named Centaur Pariah.
He can sometimes go up the hill as well. Take from him the quest ​[The Pariah’s
Instructions]​(3)
19. Go north west into the valley of spears and enter Mauradon’s gate

Part 14: Maraudon 44-49

If you thought SM was fast…


You’ll notice we’re entering Maraudon before we’ve gathered all the quests or gone to
Nijel’s point, the quests require a higher level so we’ll be rounding them up later. The XP/hour in
Maraudon is insanely high, it peaks at 60k an hour but stays at 50k/hour up until 49. However it
requires a very specific clear path, and you may be tempted to go after certain powerful loot
drops in the dungeon, which we will not be doing. The group will only kill Princess once for the
quest - unfortunately Princess and Rotgrip drop our XP/hour drastically low and are not worth it,
Ravager will be perfectly fine in BRD and ZF, so there’s no need to try and replace it. You’ll just
have to hope the one kill you get on Princess drops good things. Mauradon will be introducing
mobs that have some deadly mechanics, so hopefully your group is awake for this next grind or
you may struggle.

Maraudon Cycle 1 44-45

1. Start by seeking out the Nameless Prophet​(1)​ that


spawns randomly in the first tunnel of Maraudon.
She has a 5s respawn timer so she should be easy
to find, but has 5 spawn locations. When she dies,
everyone should loot her for the Amulet of Spirits.
2. At the first fork in the road, take the path between
two statues and follow it to the lowest area where
you’ll find the first Khan​(2)​. use the Amulet of Spirits
on the Khan and kill him for the Gem of the First
Khan.
3. Go back up and enter Orange Maraudon, at the first
bend talk to the Dryad and accept ​[Legends of
Maraudon]​(3)
4. Continue clearing Orange side taking the upper ramp and going left until you find the
next Khan​(4)​ hiding away in a cubby hole, use the amulet of spirits on them and loot the
gem

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5. Go back to the fork and enter Purpleside Maraudon, drop down at the ledge once you
reach the large room, between the broken archway pieces to the path below, and behind
you will be the next Khan​(5)​. Use the Amulet of Spirits and kill the Khan for the next
gem.
6. Kill the elementals around the outside of the dungeon to complete ​[Shadowshard
Fragments]​(6)​ - it is loot based but shared between all members.
7. Once it’s completed, enter purpleside Maraudon.
8. Clear towards the middle section - the goal here is to grind a bit, so kill the mobs around
in Excess, only avoid pulling the Stompers excessively. They have an aoe 6 second stun
that they’ll cast after being in combat for a few seconds, so it's a good idea to run out of
melee with good timing and slows, or use stuns and burn them down before they can
use the stun ability. Once you reach Lord
Vyletongue, kill him to get the quest item for
[Legends of Maraudon]​(1)
9. As you clear through the Purple side you should
encounter a Khan that patrols the entire area,
when you find him, make sure to use the Amulet
of Spirits on him for the next gem.
10. Continue clearing through the green river, opt for
the river pulls of the elementals instead of the
pulls of the bubble oozes - they pulse close
range nature damage and are a pain for melee to
kill. Do not jump down the waterfall, instead clear
your way towards the Orange side over the top
ledge, but keep an eye out for a Rare spawn that
can appear atop the waterfall.
11. When you reach orange side you will start facing lashers, the large ones will do an AoE
knockdown, so do your best to avoid pulling more than one at a time and skip as many
as possible - they’re extremely annoying. We’re only going to Orange side for the quest,
its otherwise a horrible place to grind.
12. You’ll first encounter a boss named Razorlash​(2)​ that drops good healing gear and agi
leather so take it out. Also keep an eye out for the last Khan that patrols Orange side,
when you see him, use the Amulet of Spirits on him to kill him to get the last Khan gem,
and then combine them to complete ​[The Pariah’s Instructions]
13. When you reach the room with the larva and Noxxion​(3)​, clear them for decent
experience, then make quick work of Noxxion and loot the last object for ​[The Legends
of Maraudon]
14. Run back to the waterfall section, and this time drop down. Kill everything on this path as
you make your way towards Celebras - and familiarize yourself with these mobs as
you’re going to be grinding them for the next 8 hours.
15. When you reach Celebras​(4)​, kill him (He’s a pushover, just interrupt his casts). Upon
death his spirit will spawn and you can talk to it to turn in ​[Legends of Maraudon]​. The

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followup quest is an escort so make sure all members turn in the first part before starting
it. After some RP, Celebras will give up the staff and complete the quest again.

If your group is now level 45, move on to the next step, if you aren’t 45, reset the
dungeon and grind through purple side again until everyone is 45, then move on. Whenever
your group is ready and level 45 the group should commit suicide somehow, either by drowning
or pulling a bunch of enemies and being naked.

Maraudon Cycle 2 45-49

1. Spirit rez outside the instance, start by running


south and turn in ​[The Pariah’s Instructions]​(1)
for a powerful trinket in southern Desolace.
2. Run north to the hut just off the road and take the
quest from the goblin inside ​[Twisted Evils]​(2)
3. Go north to Nijel’s point, grab the flight path and
accept the two quests​ [Vyletongue Corruption]​(3)
and ​[Corruption of Earth and Seed]​(4)
4. Use this time to restock. Buy 45 water, 45 food, and
40 arrows, and repair.
5. Return to Maraudon​(5)
6. When you enter this time, dip into Orange side and
find the first large red pool of water surrounded by
crystals. Use the Cerulean Vial on it to fill it for
[Vyletongue Corruption]
7. Backtrack through the middle path of Maraudon towards where you killed the first Khan,
through the two statues rather than orange or purple side. At the altar behind the Khan,
use the Maraudon staff to open a portal to inner Maraudon

How to Grind Maraudon

When you land in the water, run around the cavern


to the path that leads back up to Celebras, killing the
worms along the way with AoE ravager procs. At the upper
levels you can pull the turtles as well if your clears start
risking you hitting the instance reset timer.
Once you get back to Celebras, kill him, then clear
up the river to the waterfall killing everything in your path.
The mobs here spawn in large packs but none do anything

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particularly deadly as long as you remember to stay out of the gas clouds they leave behind.
When you reach the top of the ramp at the waterfall, both directions will be blocked by the slow
moving, pulsing slimes - this is where you’ll use the dungeon reset to get back outside and start
again.
Logging out and Resetting the dungeon will teleport the group back to the entrance of
either Purple or Orange side, so it’ll be a little 20s run to get back to the altar and use the portal
again to get back into Inner Mauradon.
The Oozes ​that spawn in packs of 5 are not hard to kill, but on death will drop a poison
cloud that does a lot of damage. As long is your group is awake and keeps moving when they’re
about to die, these oozes give really high XP per hour.
The Dryad​ 4 packs are annoying only in that they use ranged attacks, but you can move
them fairly easy if you stay close to them.
The large elementals​ do a knockdown and entangle but pose no real threat. These
three types of mobs are your targets for the grinding, but first we’ll need to complete the quests,
so let's continue.

Quests:
We do still have 3 quests to complete that will require us to break off of this path.
[Vyletongue Corruption] ​- Once the group is 46 or higher, start clearing beyond the
sludges at the end of the Waterfall to Razorlash and use the Cerulean vial on any red flowers
you see to get quest credit. You’ll need to do this a few times to complete it, because of the
annoyance of clearing through the pulsing slimes and the AoE knockdown Lashers, I
recommend you get all of this quest done in one clear so you don’t have to go through the mobs
more than once
[Twisted Evils]​ - These drop off of everything in Maraudon, so it shouldn’t be a problem
to finish by the time you’re done grinding.
[Corruption of Earth and Seed]​ - This quest is a P.I.T.A - a melee group will kill
Princess very slow, and the xp/hour for inner Maraudon is extremely low, you only want to do
this once to get the quest done. If your group has a hunter, you should prioritize completing this
quest right away at 45 to get them the bow, otherwise I would put this off until the group is at
least 48 to make it go faster. Ignore the temptations to boss farm if you want to keep leveling
quickly - trying to farm the bosses will slow you down -massively-

If you continue to grind middle Maraudon, your group should be able to go from 45-49 in
roughly 8-9 hours. Not quite as long as the SM grind, but this grind has no variety to it, so
buckle in. Unfortunately there is nothing that competes with the XP/hour of middle Maraudon, so
we want to milk it until its dry.
Once the group hits level 49 you should grind just a bit more to get the group ​at least
20k​ experience towards ​50​ - and also make sure the group has completed all of the quests.
Then commit suicide somehow. Spirit res in Desolace and run to the goblin hut to turn in
[Twisted Evils]​, then go to Nijel’s point and turn in​ [Corruption of Earth and Seed]​ and
[Vyletongue Corruption]​ - once that's done, ​Hearthstone back to Ironforge​. Hallelujah it's
time to train!

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Part 15: 49-50

Why Zul’farrak now?


Zul’farrak, for all its annoying mobs, still gives decent XP/hour, especially at 49 where we
can cruise through a clear in 30 minutes and turn in 20k worth of quests. It also puts us in a
position to complete some really fast, easy quests in Tanaris and Un’goro, giving us a huge
boost in XP/hour, once again flying us close to the 70k xp/hour dream. Some of the loot drops
and quest rewards are nice as well.

1. Train your abilities in Ironforge. Restock on arrows and 45 water/food


2. Go to the Hall of Explorers and accept the quest ​[Portents of Uldum]​, then turn it in
nearby for​ [Seeing What Happens]
3. Fly to Menethil Harbor, then take the boat to Theramore Isle. In Theramore, climb up the
tower and turn in ​[Shadowshard Fragments]
4. Fly to Gadgetzan
5. In Gadgetzan, accept ​[Scarab Shells]​!!Might be unavailable!!​ [Troll Temper]
[Gadgetzan Water Survey] [The Divino-matic Rod]​ and grab​ [More Wastewander
Justice]​ if you dropped it - ​[Thistleshrub Valley] [The Thirsty Goblin] [The Dunemaul
Compound]
6. Set Gadgetzan as your Hearthstone Location
7. Ride south east of Gadgetzan and kill the Wastewanders needed to complete ​[More
Wastewander Justice]​ - it should be easy at this level in a 5man group to round them
up and cleave them down
8. Run north east to Steamwheedle Port and turn in ​[Screecher Spirits]​ for the quest ​[The
Prophecy of Mosh’aru]
9. Run back to Gadgetzan and turn in ​[More Wastewander Justice]
10. Run west towards Zul’farrak. Just south of the dungeon at the pool of water, use the
quest item for ​[Gadgetzan Water Survey]​ to complete the quest, the bugs that spawn
don’t give experience so just kite away from them.
11. Enter Zul’farrak

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Zul’farrak

The goal here is to just full clear the dungeon as fast as possible while completing all 4
of the quests. The mobs themselves are a pain but luckily we out level them so it should be
smooth sailing. Make sure to keep Mortal Strike on the Blooddrinkers and interrupt heals and
shadowbolts as much as possible while killing the wards. Manage the hexes the Shadow
Hunters put out as well by dispelling.
For the Troll Temper quest it's likely you’ll need to kill 100+ trolls to get it done for
everyone, so kill the trolls excessively. Focus on the Scarabs where they are concentrated
around the boss and you should be able to get the shells needed to complete ​[Scarab
Shells]​(1)​ ​near the named enemy that drops the first tablet for ​[The Prophecy of Mosh’aru]​(2)
To complete​ [The Divino-matic Rod]​(3)​ the group
will need to clear to the large altar in southern Zul’farrak
and kill the Executioner at the top, loot him for his key and
then use the key to open the cages to start the event. The
Friendly NPC named Sergeant Bly must survive the event
so that your group can kill him at the end and loot him for
the quest item. The event itself should be very easy for your
group at level 49. Once it's completed and you kill Bly for
the rod, the goblin should open the door to the final boss
Dispatch the last boss atop the ramp south of the
altar for a chance to get some decent gear upgrades, then
clear the western path to kill the Hydromancer for the last
tablet to complete​ [The Prophecy of Mosh’aru]
At which point just continue to kill trolls/ect. until the
quest​ [Troll Temper]​ is complete, then run out of the dungeon to Gadgetzan.
In Gadgetzan, turn in ​[The Divino-matic Rod] [Scarab Shells] [Troll Temper] ​and
[Gadgetzan Water Survey]​, accept the follow up ​[Noxious Lair Investigation] ​- then ride to
Steamwheedle to turn in ​[The Prophecy of Mosh’aru] b ​ ut don’t take the followup. In the
southernmost building accept the quest from the female goblin ​[Yuka Screwspigot]​ while you
are here.

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Tanaris Cycle

1. From Steamwheedle, run south west through


the desert until you reach the Dunemaul
compound and kill all of the ogres you need
including the named ogre inside the cave to
complete ​[The Dunemaul Compound]​(1)
2. Go further south and west to Uldum and avoid
the elite giants to reach the pedestal near the
gate. Interact with it to turn in ​[Seeing What
happens]​(2)​ and take the followup ​[The Stone
Watcher]​(2)​ and talk to the Figure that appears
until the quest completes, then talk to the
pedestal again to turn in the quest and accept
[Return to Ironforge]​(2)
3. Go west into thistleshrub valley and begin killing the elementals. The group will need to
kill all three types, the quest ​[The Thirsty Goblin]​(3)​ requires a fairly rare drop off of the
dew collectors so after you have killed the entire valley and completed ​[Thistleshrub
Valley]​(3)​, if you haven’t gotten the laden dew gland yet, then skip this quest.
4. Ride North east around the entrance of Un’goro to the Noxious Lair and kill all of the
insects until the group gets the parts they need to complete ​[Noxious Lair
Investigation]​(4)
5. Drop down west over the cliffs carefully into Un’goro crater until you find the Tauren at
the entrance of the zone, and accept from him the quest ​[The Fare of Lar’korwi]​(5)
6. Go directly north and then west over the water a bit to find a Threshadon Carcass
surrounded by Ravasaurs. Clear around it and loot the Carcass to complete ​[The Fare
of Lar’Korwi]​(6)​ and then quickly run back to the tauren to turn it in for the followup ​[The
Scent of Lar’korwi]​(5)​.

7. For this next quest,​ [The Scent of Lar’korwi]​,


the group needs to find raptor eggs and run
over them to spawn a Lar’korwi wait to kill it for
the scent gland. There are about 15 eggs​(1)
that spawn the Mates to drop the quest item,
but not all of them always work. The group
should quickly run over all spawn locations on
this map until everyone gets the glands they
need. Do the next step in between gathering
the glands.
8. On the southwestern end of the marshes is a
broken ship hanging on a pool. Interact with it

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for the quest​ [It’s a Secret to Everybody]​(2)​, then search in the water below the boat
for a bag to turn in the quest for the followup, do not open the bag yet.
9. If you were not able to complete ​[The Scent of Lar’korwi]​(1)​ for everyone after running
over the eggs, go back to the first egg you ran over and try again, just grind the raptors
nearby until the eggs work again, they have roughly a 5minute replenish timer, You can
also try to use the Venomhide Ravasaur to apply poison to your weapons.
10. When the quest is complete, turn it in for the followup ​[The Bait for Lar’Korwi]​(3)​, then
hug the east mountains up the path near the pylon and use the bait and scent on the
rock to Summon Lar’Korwi​(4)​ and kill him to complete the quest.
11. Go back south and turn in the quest at the Tauren​(3)​, then run north to Marshal’s Refuge
and unpack the bag from ​[It’s a Secret to Everybody]​. When you get to Marshal’s
refuge, turn it in, then ​Hearth back to Gadgetzan.
12. In Gadgetzan turn in ​[Noxious Lair Investigation]​ [​The Dunemaul Compound]
[Thistleshrub Valley] [The Thirsty Goblin]​ - two of the quests give quick follow ups
that can be turned in nearby, but further follow-ups should not be taken.
13. Fly to Theramore Isle, ride the boat to Menethil Harbor, then fly to Ironforge
14. In Ironforge, turn in ​[Return to Ironforge]​ and accept ​[A Future Task]​ in the Hall of
Explorers, then turn that in nearby as well.
15. Go to the throne room and talk to the NPC next to the king and accept ​[Smoldering
Ruins of Thaurissan]​ and talk to the npc to complete it and accept the followup quest
16. Your group should be 50 now, so train level 50 skills, buy level 50 arrows, repair and
stock up on 45 food and water
17. Set Ironforge as your Hearthstone Location
18. Fly to Lakeshire, Redridge Mountains

Part 16: Blackrock Depths 50-55

Why Blackrock Depths?

The dungeon is extremely efficient XP per hour in the early sections, it is also home to
many quests and a lot of pre-raid BiS gear, though in order to level efficient we will not target all
of them specifically, as many bosses are time sinks and slow down your experience per hour - if
you wish to start deviating from leveling in favor of gearing, BRD is the place to start though. We
will be working on getting attuned to The Molten Core and Onyxia’s Lair in the process so we’re
that much closer to being raid ready the moment we hit 60.

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1. When you land in Lakeshire, run along the road east
and the north and enter The Burning Steppes, then
go around the east mountains into Morgan’s Vigil
2. In Morgan’s Vigil grab the flight path then accept:
[Extinguish the Firegut]​(1)​ [Fifty! Yep!]​(1)​, [The
Good Stuff]​(1)​ [Overmaster Pyron]​(1)​ [Dragonkin
Menace]​(1)
3. Go just north of Morgan’s Vigil to Dreadmaul Rock
and clear around it and into the caves of the ogres
to complete ​[Extinguish the Firegut]​(2)
4. When its complete, continue north to Flamecrest
and talk to the two goblins under the tent to accept
the quests ​[Broodling Essence]​(3)​ ​[The Heart of
the Mountain]​(3)​ [Tablet of the Seven]​(3)​, then in
the back of the cave turn in ​[Yuka Screwspigot]​(3)
for the quest ​[Ribbly Screwspigot]​(3)
5. Run east of Flamecrest until you find elite dragons. Kill the dragons you need to
complete ​[Dragonkin Menace]​(4)​ while looping back south, and have one member in
your party using the device on Whelplings and get your group to loot the Broodling
Essences. The group will need to kill quite a few to get everyone to finish this quest, but
it doesn’t need to be done just yet and can be done at level 52.
6. Once ​[Dragonkin Menace]​ is complete, go back to Morgan’s Vigil. Turn in ​[Dragonkin
Menace]​(1)​ and accept ​[The True Masters]​(1)​ - then turn in ​[Extinguish the
Firegut]​(1)​ and accept the followup ​[Gor’tesh the Brute Lord]​(1)

7. Fly to Lakeshire, Redridge. Enter the townhall and turn in ​[The True Masters]​ for the
followup, then fly to Stormwind
8. Go to the Stormwind Keep and turn in ​[The True Masters]​ at Bolvar, the followup has
you talk to Lady Prestor, then turn it in again for the follow up which sends you back to
Lakeshire, so fly there again and turn it inside the town hall once more for the followup
9. Fly back to Morgan’s Vigil, turn in [The True Masters] and accept the followup.
10. Run north to Flame crest and turn in​ [Broodling Essence] ​but don’t take the followup.
Then have a conversation with Ragged John to complete the quest ​[The True Masters]
11. Go back to Morgan’s vigil and turn in ​[The True Masters] ​and take the follow up
[Marshal Windsor]

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12. Go North west out of Morgan’s Vigil and clear
around the Ruins of Thaurissan, looting the stone
tablets on the ground for all members to complete
[The Smoldering Ruins of Thaurissan]​(1)​. This
can take awhile but this is a prerequisite to a BRD
quest that gives quite a big chunk of experience and
a very very good ring for all classes (32 000xp in
total), so use that to hold you over as you suffer
through this quest. While here, navigate to the big
dwarf statue and talk to the stone in front to
complete ​[Tablet of the Seven]​(2)
13. Go south west of the main road in Burning Steppes
and make your way to the bunker on the western
side where Gor’tesh resides and kill him for his head
to complete ​[Gor’tesh the Brute Lord]​(3)​ - while
doing this be sure to massacre all of the orcs around here so that everyone can
complete ​[Fifty! Yep!]​(4)​ - there are hundreds of spawns but they will be a bit high level,
so if you are having trouble with them you can skip this until when we come back later

14. Run into Blackrock mountain and immediately upon entering the center room, jump off
into the lava and hop towards the north side. Right before you reach the platform, let the
lava kill you. Release spirit and run back to Blackrock mountain, but as a spirit this time
use the chain to get to the center structure, and inside talk to the ghost NPC Franclorn
Forgewright for the quest ​[Dark Iron Legacy]​ Once you have the quest, resurrect on the
platform near your body.
15. Make your way towards the entrance of BRD. In the entry hall just before the dungeon
portal should be a wandering fire elemental named Overmaster Pyron, kill him to
complete the quest aptly named ​[Overmaster Pyron]​, then zone into the dungeon

Blackrock Depths Cycle 1 50-52

The focus of this grind will be to clear through the


prison and farm the​ Arena​(2)​ for the Savage Gladiator Chain
for your warriors as well the ​High Interrogator Gerstahn​(1)
for a nice cloak and healer shoulders. You can also add the
Houndmaster Grebnar​(3)​ into your clear path if you are
clearing too fast or need an item off of him, but generally the
packs towards him are more difficult, and the focus is mainly
on trying to get the Savage Gladiator Chain so as many arena
clears as fast as possible while keeping really high experience
per hour. Also be sure you are looting the Dark Iron Fanny
packs for the quest ​[The Good Stuff]​ as you clear, but this
should complete very easily.

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During your first run be sure to loot the Prison Key from High Interrogator Gerstahn and
use it to open the cell with Marshal Windsor inside to turn in ​[Marshal Windsor]​(4)​ and accept
[Abandoned Hope]​(4)
The density of the prison area is great, but if the group isn’t wearing up to date plate
gear they can hit really hard without a shield, in addition Ravager isn’t as powerful here so be
conservative with your pulls, try to keep them back around the limit of 5-6 and be sure to respect
the Fire Elementals if you encounter one.
The Arena event will likely be difficult to complete at level 50, if your group fails it, wait
until 51 or try putting a shield on a warrior to be a real tank - but it is definitely doable if everyone
plays well and utilizes CC effectively.
You’ll be running this cycle for awhile, it will take roughly 4 hours to go from 50 to 52, be
sure to collect coffer keys and black diamonds and runecloth, all are things you will use for a
long time throughout your Classic WoW career.
During the run that your group hits level 52, it’ll be time to finish a few quests - this next
section will be difficult so make sure your group is awake and ready to focus - consider skipping
this next section until a higher level if you are concerned with your parties performance.

1. Clear the Arena as you usually would. After the


arena boss dies, go through the Western gate
instead of resetting.
2. Be careful of multiple patrolling Fireguards​(1)​ at
the top of this ramp, pull them and make a hard
right up the next ramp to the upper levels of the
arena. Clear around the Spectators on one side
to the east end of the arena, and again down this
ramp be wary before you make any pulls of the
patrolling Elementals - use LoS to pull the casters
back and cleave them down with the non-elites,
then take a left and clear in this direction.
3. Make sure you are doing pulls with full HP and
Mana when it comes to the elementals on the
bridge ahead​(2)​. Cross the bridge and enter the room on the other side. Turn left and go
straight until a ramp opens up on the right side with a small doorway at the bottom. Use
the LoS of the doorway to pull and group up the next packs, but again be wary of the
patrolling Fire Elemental in the room beyond the door. Once you’ve cleared the entire
balcony that overlooks Incendius, you’ll have access to two more doors.
4. The middle door​(3)​ is technically optional, it will complete a quest for us and give us
several chances at loot that all party members can use, but this event is hard, it involves
5 level 54-55 elites at once, and that the group has accumulated by now at least 12
coffer keys. To do this, pull the mobs in the room on the sides to get a clean pull of the
first boss, Warder Stilgiss and his pet Verek. These two, while higher level, are nothing
special and should be killed regardless. Your group then has the option to try and
complete the quest ​[Heart of the Mountain]​(4)​ -

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to do this, open all 12 of the relic coffers inside the vault. When the 12th coffer opens, all
4 golems will activate and an Elite Dwarf will spawn. They hit hard so utilize any cc
available to your group and focus them down one at a time as fast as possible, don’t be
shy about kiting as piercing howl should be available to you at this point. When you
manage to kill all of them, you’ll see that the middle coffer is open with the heart of the
mountain and a chest with loot in it sitting inside. As each member loots the Heart of the
mountain to complete the quest, it’ll need a few seconds to respawn.
5. Go back out to the same balcony, this time go to the furthest door and clear inside
through the first few constructs. Our target is ​Fineous Darkvire​(5)​. He patrols from the
bottom of this room to the top, so if you are patient you shouldn’t need to clear more
than the first pack in the room to pull him. He does aggro with a single Construct, but the
two of them shouldn’t be too difficult. Once he dies, loot from his body the quest item for
[Dark Iron Legacy]​(5)
6. Back track from the way you came towards the arena, right as you get to the ramp
leading back up to the arena you should instead continue on through the hallway.
Eventually you should reach a dead end with a statue and Pyromancer Loregrain with
two adds. Kill them, use LoS and interrupts to trivialize the encounter, then interact with
the statue to complete the quest ​[Dark Iron Legacy]​(6)​ ​and get your Shadowforge Key.
7. At this time you should ​Hearth back to Ironforge​ - but if you’d like to take your shot at
some fire resist gear, you can go back to the balcony again and jump down into the
forge to kill ​Lord Incendius​(7)​ first, then ​Hearth​.

8. In Ironforge, train your level 52 abilities, repair and restock, then go to the throne room
and turn in ​[Smoldering Ruins of Thaurissan]​, this should unlock the quest from
Magni, so accept ​[Kharan Mighthammer]​ from him.

9. Fly back to Morgan’s Vigil. Turn in ​[Abandoned


Hope]​(1)​, [Overmaster Pyron]​(1)​ for the quest
[Incendius!]​(1)​, turn in ​[The Good Stuff]​(1)​ and
[Gor’tesh The Brute Lord]​(1)​ for ​[Ogre Head On a
Stick = Party]​(1)​, also turn in ​[Fifty! Yep!]​(1)​ ​if you
completed it already.

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10. Run north to Dreadmaul Rock and clear to the top. Use the stick on the mound to
complete ​[Ogre Head On A Stick = Party]​(2)
11. Run north east of Dreadmaul Rock into the mountains and you should find a cave in
north eastern Burning Steppes. Talk to the NPC inside and accept the quest ​[A Taste of
Flame]​(3)​ - he will then give a prompt to let you prove yourself, which will spawn a 54
elite dragon outside the cave. Kill and loot it to complete ​[A Taste of Flame]​(3)​ ​and then
turn in the quest for the followup.
12. Run west to Flame crest and turn in ​[Heart of the Mountain]​(4)​, ​[Tablet of the
Seven]​(4)
13. It’s time to head back into BRD for part two.

Blackrock Depths Cycle 2: 52-55

Our rotation will change slightly this time around. For


the first clear, do the Prison as usual, kill the Interrogator for
the Prison key in the first hall and use the key to open the
prison cell containing ​[Kharan Mighthammer]​(1)​. Turn in the
quest and listen to his dialogue for the followup, then turn that
in as well and accept ​[The Bearer of Bad News]​(1)​. As you
are clearing BRD in the next few runs, be on the lookout for a
random item drop​ [A Crumpled Up Note]​, whenever you get
it be sure to take the quest and turn it in at Marshal Windsor
in his prison cell for its followup​ [A Shred of Hope]​(2)
Clear to the arena, and this time clear a full cycle
around the other side. The other half of the prison mobs are
generally higher level up to 50-52 and have more elites, they’re much easier to handle for us
now at this level and will continue to be efficient in XP/Hour. Keep in mind that doing the arena
event is not XP efficient persay, so if all group members get everything they need from it, you
should stop doing it.
Continue to grind through the arena prison strip until the group reaches level 54. At 54,
you should have ​[A Shred of Hope] ​by now, so start by using the Shadowforge Key to open the
door north of the entrance and reach the Dark Iron Highway, The goal is to kill Bael gar to
complete​ [A Taste of Flame]​(3)​, but the mob packs here suck so pull cautiously. There are
several patrolling elementals to watch out for, the Anvilrage medics should be focused. The
officers will divine shield at low HP making these pulls a pain in the ass, hence why we only
clear here once.
Follow the Highway west and pull as few packs as possible to reach Bael’gar. Kill him
and use the quest item on his corpse to complete the quest. Then clear east over the highway
through the large gate and beyond until you reach Incendius, and kill him to complete
[Incendius!]​(4)​, then reset the dungeon.

From here, the group should swap to doing


Angerforge​(1)​ runs until level 55. Angerforge has a chance to

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drop a good Ravager replacement and is easily doable at level 54. The mobs on the way to him
are fairly dense and are a bit higher level so it’ll keep up your XP/hour, if you are clearing too
fast then start adding more prison mobs into your rotation.
Once the party does hit 55, on your next Angerforge run it will be time to kill Golem Lord
Argelmach​(2)​ to finish the quest ​[A Shred of Hope]​. Argelmach is in the room just north of
Angerforge but he can be fairly difficult for level 55 players because he comes with 2 golems.
Start by clearing the room in front of him as otherwise the enemies will aggro once you engage
the boss. When you fight Argelmech, find a way to take the golems out of commission using
some forms of CC like frost traps or kiting them with piercing howl, try to not let all 3 targets get
attacks off simultaneously.
When Argelmach dies, loot him to complete ​[A Shred of Hope]​(2)​, ​then go north east
over the bridge to enter the Grim Guzzler. The bridge leading to hit has some large Fire
Elemental pulls but you should be able to handle them at 55. Immediately upon entering the
Grim Guzzler you’ll see a goblin named ​[Ribbly Screwspigot]​(3)​, talk to him to make him
hostile and pull him into the side room to kill him for his head to complete ​[Ribbly
Screwspigot]​(3)​.
Reset the dungeon and clear through the prison area, getting the key from the
Interrogator. Once the prison area is clear you should talk to Marshal Windsor and make sure all
party members turn in the quest ​[A Shred of Hope]​ before you start the next quest, ​[Jail
Break!]​, because it is an escort. ​!!WARNING!! Doing this escort while the prison area is
already cleared will be a loss in XP per hour, but if you try to do the escort with all the
enemies still alive you will risk failing the escort. It’s up to you what you think your group
can handle, but I recommend against skipping this quest even though it may not be that
efficient, because it is part of the Onyxia attunement quest chain.
Once the escort is finished and the quest completes, ​Hearth back to Ironforge

1. Train level 54 abilities, stock up on 50 arrows and be sure to buy lots of 55 water and
food now
2. Go to Magni and turn in​ [The Bearer of Bad News]​ and accept ​[The Fate of the
Kingdom]
3. Look for a Courier roaming around Ironforge as you train and take from him the quest ​[A
Call to Arms: The Plaguelands] ​if you can grab it, but not a big rush for this yet.

4. Fly to Morgan’s Vigil in the Burning Steppes.


When you land, turn in ​[A Shred of Hope]​(1)​ ​for
the followup​ [Stormwind Rendezvous]​(1)​ ​and
[Incendius!]​(1)​ ​and accept the quest ​[Put Her
Down]​(1)
5. Run north east to the cave in eastern Burning
Steppes to turn in ​[A Taste of Flame]​(2)

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6. Go to Flame Crest and accept ​[Mother’s Milk]​(3)​ from Ragged John, then inside the
cave accept ​[Kibler’s Exotic Pets]​(3)​ and [​ En-Ay-Es-Tee-Why]​(3)
7. Run back into Blackrock Mountain and this time head up the chain from the middle
platform, jump off onto the ledge and follow it to the balcony to find the entrance to
Lower Blackrock Spire, and head inside.

Part 17: Lower Blackrock Spire 55-58

Why LBRS now?

We’re setting ourselves up for a very fast last 2 levels, there are a few quests in LBRS
that give big chunks of experience, and we’d also like to get the items needed to form a UBRS
key for at least one member to assist with doing UBRS quickly when we are 60. UBRS is
required to finish the Onyxia Attunement chain as well as the chain that will give us the
Quintessences to summon Ragnaros, but the key can be a bit of a pain to get. In addition,
LBRS has some very powerful BiS gear and the mobs in here have a chance to start dropping
the BoE tier0 set pieces which will tremendously increase clearspeeds and help us out at 60. As
an added bonus, the density in LBRS is high and it gives high XP/hour, the only downside being
that some of the mobs can be deadly if not dealt with correctly.

Lower Blackrock Spire Cycle 1 55-56

1. As we clear into this dungeon, keep an eye out for a drop that can come off of every
enemy, an Unadorned Seal of Ascension - this will be important for the UBRS key but it
has a low drop rate, each member who wants a key will need one, and the UBRS key
quest can’t be done until 57, so you’ve got some time to get it.
2. The majority of the pulls in this dungeon are packs of 4-6, so we don’t need to pull more
than one pack at once. The wolves are non-elite so can be cleaved down, but the
Scarshield Warlocks need to be focused first in any pack they are present. They will
attempt to open portals that summon swarms of demons, so kill them and interrupt them.
Second kill priority will be the Spellbinders just because they die quickly. Be wary that
the Legionnaires have two types, some are wielding shields and some are dual-wielding,
and you should focus down the dual-wielders first as they hit harder and have less
armor. .
3. Clear the first room and go down the southern ramp for your first big pull of 6, the pull will
be made into 7 if you are not mindful of the patrol, but if you have at least a few
members with BRD weapons and gear then you should be fine handling them. You can

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go up the ramp in this room for more easy small pulls, then make your way down the
ramp around the corridor into a large room.
4. The large room has a drop off with 2 big pulls, because of our aggro radius we’ll want to
pull everything cautiously and use LoS around the
corners to get the packs separated rather than trying
to charge in. Take note in this room that if you hug the
northern wall up the dirt ramp onto the upper platform
you will find a friendly orc, this will turn himself into
Vaelen for the UBRS key quest ​[Seal of
Ascension]​(2)​ - remember this for later as this quest
won’t be available until 57, but we can start gathering
the items for it now, which drop off of the bosses in
LBRS but with only a 30% drop rate.
5. Clear to the wooden bridge and talk to the wandering
trogg Warosh for the quest ​[Urok Doomhowl]​(3)​.
When you move over the wooden bridge, try to pull
the first pack back using the pillar near the bridge on
your side, if you charge them you’ll end up aggroing 8 elites, but as soon as the warlocks
start casting you’ll need to intercept in to stop them. This is really the only hard pull to
deal with in here so make sure to handle it properly.
6. When you clear across the second bridge, you should find a weapon rack against the
eastern wall with a Roughshod Pike - be sure to loot this for the quest ​[Urok
Doomhowl]​(4)​ - this will help us summon a boss later in the dungeon, you may want to
do this every run if you can handle him, as he drops some really good gear.
7. Next, clear south through the ogres. They hit harder and are up to level 58, but they
come in smaller pulls of 2-4, so it's easier to cleave them down. When you reach the
back room be sure to LoS pull groups with Ogre Magus until you can pull ​Highlord
Omokk​(5)​ with his two guards in the back. You can charge him and use fears or other cc
on his adds until he dies, he himself just does an annoying threat-clear knockup but
since everyone is melee it shouldn’t matter much. Once he dies, check his body, we
need two items off of him. He has a chance to drop the first Gem, Gemstone of
Spirestone for​ [Seal of Ascension]​(5)​, and he’ll also drop his head for the ​[Urok
Doomhowl]​(5)​ quest. This combined with the Roughshod Pike will summon the boss we
need to kill later.
8. Next is to go north along a narrow ramp downward until you start seeing trolls. For the
trolls, LoS is key to get them grouped and pull into the next few rooms before moving in.
Like the orcs, the trolls will flee at low HP and they will use ranged attacks unless you
force them into melee. In addition they cast hex, so try to keep your healer out of LoS of
them if possible and be dispelling like crazy. You’ll need to do a few pulls around the
door before moving into the room itself.

9. When the first room is clear you’ll see a ramp


going up south, and a ramp down east. The ramp

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south is a boss​(6) ​that drops BiS ranged weapon for all warrior specs, rogues, and
hunters, as well as some other great gear, so I recommend killing her each run. Start by
pulling the mobs in the room down the ramp until it's clear for all but the boss in the
back, ​Vosh’gajin​(6)​. When you fight her and her two adds, decide if you can cc the adds
or if you want to kill them, if you are full melee cleave the best bet is to kill them, but
make sure to tank them far far away from your healer. The boss will cast an AoE hex on
everyone periodically that needs to be dispelled, so any dispellers should stand at max
range to avoid getting hit by the hex. If you can manage that, she should be an easy
fight.
10. Clear down the ramp east, these next pulls have no easy access LoS but you can
charge them, just make sure you hamstring slow to stop them from fleeing, pull them
back as much as possible. Before you clear down the bottom of the ramp south, clear up
east on the opposite end and kill the pack at the top, and around the corner you should
find a friendly goblin with the quest ​[Bijou’s Belongings]​(7)​.
11. When you get to the bottom of the ramp we want to clear west, try to seperate berserker
pulls from the caster pulls as they hit hard. Once you get access to the western room,
the next few pulls are easy leading up to War Master Voone. War Master Voone himself
hits hard and will enrage at low HP, but else nothing big. Once he dies, check him for the
Gemstone of Smolderthorn for ​[Seal of Ascension]​(8)​, ​also scan over the room for a
brown looking suitcase/chest and loot it for ​[Bijou’s Belongings]​(8)​ ​if you find it, if it's
not here it will be deeper in the dungeon, so don’t worry.
12. Clear around the large troll room to the north east
side, you can turn in ​[Bijou’s Belongings]​(7)​ now
for the follow up if you’d like, but we’ll be running
through here again so no need yet. When you get
through the north eastern door you’ll begin
encountering the Firebrand enemies. Focus down
the Darkweavers and interrupt their painful
shadowbolts as priority. They will put an annoying
curse on the group that does damage every 60
seconds, remove if it possible but if not just be
aware of its damage. It can be interrupted but
there’s a lot of interrupts for this next part. Another
cloth mob here to focus are the Invokers, they
spam hard hitting fire spells but also cast
Flamestrike. Whenever you pull these groups, use LoS to gather the casters and then
cleave them down, then deal with the melee types after. Some of the orcs patrol and
move around as you do these pulls, but as long as you pull them back with LoS and deal
with the fleeing mechanic, this place is dreamland. This is the area that gives the highest
xp/hour to 58 - if you are not interested in any of the gear at this time then you can use a
skip in the first room to jump down here, grind, and reset once we finish the initial quest
clears. As you clear through these orcs, look in the tents for the brown luggage to
complete​ [Bijou’s Belongings]​(9)​.

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13. At the end of the hall is a ramp upward into some Spiders. Only the big ones are elite,
but these non-elite spiders hit hard and fast. These pulls need to be respected, as the
large spiders will do close-range 8second stuns and on death spawn more spiders.
a. Make sure you pull with full HP and mana on each of these packs
b. The melee need to keep the elite spiders away from the casters as much as
possible, and focus down the small spiders first. Make sure you are using demo
shout and thunderclap on these
c. Be sure to dispel the stuns as much as possible if you have a dispeller
d. When the tiny ones die, kill the big ones one by one
e. If your group cannot handle these spiders, which is a possibility, you should stop
and reset here and reclear for XP until 56, then try again.
14. After the first pack, right up the ramp is a boss spider, Mother Smolderweb. Make sure to
pull her down the ramp to avoid aggroing a patrolling spider on the scaffolding. She
herself doesn’t so much special apart from putting a very, very annoying poison debuff
on the group. This poison is required for a quest, but we don’t need it yet, so dispel it if
you can once she’s dead. If you cannot dispel this poison you’ll just have to suffer
through its annoying snare effect as we move on.
15. Clear through the spiders up the ramp and be mindful that sometimes a rare spider can
spawn named Crystal Spider that hits harder and spawns more babies on death. Once
the area is clear, the group should loot all of the eggs to complete
[En-Ay-Es-Tee-Why]​(10)​ ​- it can take more than the single run to get this done but you’ll
be through here a few times. Be careful as you loot the eggs as they have a chance to
spawn baby spiders that hurt and should be killed fast.

16. When you get up the next platform, you’ll almost


exclusively be dealing with level 58 mobs, if you
aren’t 56 it can be rough but we’ll be turning in
quests soon after we finish this cycle so it's worth
toughing it out. In the corner of this platform is a
skull pile that is used to summon Urok for ​[Urok
Doomhowl]​(2)​ ​by using Omokk's head with the
Roughshod Pike. This event is extremely difficult at
55, and while it is technically doable now, if you
are not confident in your groups ability you should
wait until 57 when we are almost done with LBRS.
The event consists of waves of ogres spawning
around the pike that will try to destroy it. They can
easily overwhelm your group, but clicking on the
pike that appears will kill any ogre you have targeted every 30 seconds, so make sure to
assign someone to do this on cooldown, try to focus on using it on the Urok Enforcers.
After awhile, Urok will appear, he like all the ogres hit hard but can be hamstrung and
kited, so even if their numbers go up be sure to juggle threat and kite and you should be
able to get them all down. ​!!Not tested!! ​If the summoned ogres give experience, it will

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be worthwhile to repeat this event every run, if not then this event will be a waste of time
beyond the quest completion.
17. Move up the hall and clear through the large packs of scorpions along the way. In the
next halls are a few patrols so be aware of them as you step in. the eastern path leads to
a potential rare spawn that is usually there, ​Quartermaster Zigris​(3)​. You can use track
humanoid or a target macro to check if he’s up, the mobs towards him are easy to kill so
it's usually worth pulling them for XP anyway. For these Bloodaxe packs, the summoners
will nova and the Evokers will blastwave, both very annoying abilities, I recommend
taking out summoners first, then evokers, then the others. Beware that at low HP the
Warmongers will enrage and hit really hard, so focus them down whenever they get low.
Try not to pull more than 3-4 of these guys at this time because we are under level, but
you should still be able to manage to the end, we’re almost done the last 2 quests in
here for now.
18. When you clear down the western hall to the end, the southern room houses some
wolves and the boss Halcyon for ​[Put Her Down]​(4)​ ​- before you aggro them and enter
the room, make sure to use the Empty Worg Pup Cage on the pups from a distance so
everyone can complete ​[Kibler’s Exotic Pets]​(4)​, then move into the room and kill
Halcyon who doesn’t do anything interesting. Once she dies, another boss will run up
the hallway, Gizrul the Slavener, a 60 elite, but still killable.

19. At this point, you should make a judgement call as a


group. At lower levels, these later sections are
dangerous. If you have been handling the dungeon
fairly well, you can clear up through the last rooms to
Overlord Wyrmthalak for the last gem to complete
[Seal of Ascension]​(5)​. If you have been struggling,
reset the dungeon now and move on to the next step,
but basically the rest of the instance is more of the
same, but all of the enemies will be 58-59 and some
in odd combinations of pulls. Clear through them
cautiously business as usual. At this time we have no
quest for Overlord Wyrmthalak, so we’re only doing
this for his loot. When you reach him, he’s similar to
Omokk in that he just does a knock up that clears
threat. When he gets low HP he will summon 2 mobs that run in from the entrance of the
room, so rotate cc on them to keep them out of the fight while you focus on Wyrmthalak.
Once he’s dead, loot him for the last Gem for ​[Seal of Ascension]​(5)​, and you’re ready
to reset the dungeon. He should also drop a quest starting item for the quest ​[General
Drakkisath's Command]​(5)

Lower Blackrock Spire Cycle 2 55-56

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After you’ve gone through once, the goal of the 2nd clear is to only go up to Mother
Smolderweb, the spider boss. If you finished ​[Urok Doomhowl]​ you can turn it in at the
wandering trogg on the way, but we mainly want to turn in ​[Bijou’s Belongings]​ at the female
goblin if we haven’t yet for the followup ​[Message to Maxwell]​, then we want to reach Mother
Smolderweb, and while killing her make sure that she applies her poison to everyone in the
group but do​ -not-​ dispel it. Once she’s dead, loot her and her eggs if anyone still needs to work
on​ [En-Ay-Es-Tee-Why],​ then we will ​Hearthstone back to Ironforge​.

1. Train 56 abilities if you are 56, restock on arrows and water, clear up your bags
2. Fly to Morgan’s Vigil. Turn in ​[Message to Maxwell]​ and accept ​[Maxwell’s Mission]​,
then turn in ​[Jail Break!]​ for the quest ​[Stormwind Rendezvous] a ​ nd also turn in ​[Put
Her Down]. ​Also turn in from the letter, ​[General Drakkisath’s Command]​ and take the
followup ​[General Darkkisath’s Demise]​. This is UBRS quest you can do at 60 for a
BiS trinket.
3. Go north to Flamecrest and turn in ​[En-Ay-Es-Tee-Why]​ and​ [Kibler’s Exotic Pets]​,
inside the cave turn in ​[Ribbly Screwspigot]​. Then talk to Ragged John and let him
‘Milk’ you of the poison to complete the quest and turn in ​[Mother’s Milk]
4. Go back to LBRS

Lower Blackrock Spire Cycle 3: 56-58

At this point, all we want to do is complete​ [Urok Doomhowl]​,​ [Seal of Ascension]​ for
at least one member, ideally everyone because of how nice of a QoL it is to have the UBRS key
for classic wow, and also complete ​[Maxwell’s Mission]​ which basically asks us to kill every
boss in LBRS. Aside from that, it’s grinding. The density of the mobs and their level is ideal up
until the spiders, but the spiders themselves slow down the XP/Hour - if you can pull them
efficiently then go for full clears, especially if your group wants some of the great pre-raid gear
off of the later bosses. Make sure you get enough gems for at least one completion of ​[Seal of
Ascension]​ and turn it in at your earliest convenience.
The group can also considering dipping out to turn in​ [Maxwell’s Mission] ​at their
earliest convenience if they want the gear upgrade that the quest provides which will likely be
significant, if not, we’ll be handling it with our real dipout at 58
When the group hits 58, continue grinding until you are at least ​135 000​ experience
towards level ​59​, this will guarantee that the rest of this guide will get you to 60. When you have
this amount of Experience we will be dropping by BRD, but make sure you have turned in ​[Seal
of Ascension] ​and ​[Urok Doomhowl]​ inside the instance first. If you are interested strictly in
hitting 60 as fast as possible, skip the next section and hearth to ironforge and fly to chillwind,
otherwise follow the next steps for a BRD Lava Run.
1. Make your way towards BRD in lower Blackrock Mountain. On the way there, near the
entrance should be an elf with the quest ​[Attunement to the Core]​ - accept it.

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2. Zone into BRD and do a BRD lava run, it should be possible without much difficulty at 58
in roughly 20 minutes, which makes it efficient XP/hour because of the 3 quest turn-ins
we’ll get.

3. To do a BRD Lava run, clear as though you are going


towards Angerforge, but no need to open the gate. When
you reach the gate, jump through the window to get on
the bridge below with fire elementals, and slip past them
until they start aggroing you in the direction of Incendius
while avoiding the patrol.
4. Kill Incendius, then drop down into the lava and swim
north, hugging the western wall and jumping to take as
little damage as possible from the lava. Be wary of
elementals in the lava that may aggro.
5. Once the party reaches the ramp up to the bridge, clear
through the 2 packs of 3 elementals, they shouldn’t be
too hard as you are likely very geared now. Then move to the entrance of the Molten
Core raid dungeon and loot the for fragment to complete ​[Attunement to the Core]​(1)
6. Clear through the Lycium cautiously as a group and light the torches to open the doors
on the eastern side to reach Magmus.
7. For ​Magmus​(2)​, the easiest way to deal with his mechanic is to put your backs against
the section of the wall between the two doors, then have someone pull Magmus to the
group. The doors will close and you should be safe from
the fire by standing here. Magmus himself hits hard and
has a lot of HP, so here’s a good fight to use Demoshout,
Thunderclap and Sunders, and have the tanking warrior
equip a shield in defensive stance for extra safety.
8. Once big boy dies, run through the room dodging the
flames to the Imperial Seat. This room is filled with
several trash pulls, if you leave any of them alive they will
aggro once you pull Emperor, so be sure to clear the
room. Use LoS to group up the mobs and clear them 1
pack at a time and you shouldn’t have any trouble with
anything here. Just a warning for those of you who have
killed Emperor many times, remember that you are level
55 so your aggro radius is much bigger than usual.
9. Once the room is cleared out, you may want to consider shield-tanking Emperor for the
pull. Make sure to interrupt Moira and kite/los her but do not kill her or we’ll fail the quest.
The Emperor shouldn’t cause too much trouble compared to everything else thus far
though, so once he goes down, loot your Ironfoe and talk to Moira to turn in ​[The Fate of
the Kingdom]​(3)​ ​and accept the followup ​[The Princess’s Surprise]​(3)

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10. Run out of Blackrock Mountain to Morgan’s Vigil and turn in ​[Maxwell’s Mission]​, then
fly to Stormwind
11. In Stormwind, go to the gates and turn in ​[Stormwind Rendezvous]​ by talking to the
squire to summon him, and accept the followup ​[The Great Masquerade]
12. Follow Windsor through stormwind, watch as the low level players awe in how fast you
got to this point on a fresh server as you walk him through the streets to the keep. It
takes a few minutes, but the experience at the end makes up for it a bit and you’ll need
to do this at 60 anyway.
13. When Windsor reaches the keep, stay far back and let all of the elites aggro onto Bolvar,
he should be able to manage killing them all, but to speed things up your group can pick
them off one by one. Once Bolvar’s done being sad, turn in ​[The Great Masquerade]​ for
the followup, also accept the quest from him​ [The First and the Last]
14. Run to the barracks in stormwind and talk to Mathias Shaw to turn in ​[The First and the
Last]​ for​ [Honor The Dead]​, then talk a bit more to turn that in for ​[Flint Shadowmore]
15. Set your ​Hearthstone to Stormwind
16. Train any level 58 abilities, try to find a wandering npc called the courier in stormwind if
you haven’t yet for the quest ​[A Call to Arms: The Plaguelands]​ - the quest doesn't
give much experience though so it's not a huge priority to find it.
17. Fly to Ironforge and stop by King Magni to turn in ​[The Princess’s Surprise] ​then fly to
Chillwind Camp for the final stretch.

Part 18: 58-60

Why questing here now?


In a 5man party you can mow down these quests and they give high experience each,
making it the fastest XP/hour. You should anticipate that these last two levels will faster than
you’ve been gaining levels since level 35. In addition, they set you up for more end-game
quests for best in slot gear, getting you that much closer to wreck face.

Western Plaguelands Cycle 1

1. When you land in Chillwind Camp turn in ​[A Call


to Arms: The Plaguelands]​ if you were able to
grab it from the Courier in Stormwind or
Ironforge.and accept ​[Clear the Way]​. Also make
sure to get an Argent Dawn Commission and
equip it so that you can loot scourgestones, and
turn in ​[Flint Shadowmore]​ for the quest [​ The
Eastern Plagues]
2. Go east to Sorrow hill and kill all of the undead
needed in order to complete ​[Sorrow Hill]​(1)​,

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then return to Chillwind and turn it in to accept ​[All Along The Watchtowers]​ and ​[The
Scourge Cauldrons]​, then turn in ​[The Scourge Cauldrons] ​nearby for ​[Target:
Felstone Field]​.
3. Ride east through Sorrowhill and cross the bridge into Ruins of Andorhal. Clear to each
of the towers while moving around the outside of the ruins and place torches in the
doorway to complete the quest ​[All Along The Watchtowers]​(2)​, then go north out of
Andorhal
4. When you reach the Felstone Fields, clear into the farmhouse and talk to the ghost
upstairs for the quest ​[Better Late Than Never]​(3)​, then clear into the barn and interact
with the package on the ground to turn it in, and take the quest from the package of the
same name.
5. Clear around the Cauldron until the Cauldron Lord appears, kill him for his key and then
interact with the Cauldron to turn in ​[Target: Felstone Field]​(4)​ and accept ​[Return to
Chillwind Camp]​ - then… return to Chillwind Camp
6. Turn in ​[Return to Chillwind Camp]​ for ​[Target: Dalson’s Tears]​, then turn in ​[All
Along the Watchtowers]​ and accept ​[Alas, Andorhal]​ and ​[Scholomance]​ - turn it in
nearby for ​[Skeletal Fragments]

7. Follow the road east through Sorrow Hill again and


move through Andorhal this time on the main road.
As you do the next parts make sure to kill skeleton
mobs in excess to work on the quest​ [Skeletal
Fragments]​ - the group in total need 75 to complete
for all, but all skeletons in EPL and WPL drop them
8. When you reach the fountain, clear the large
non-elite pulls, then be mindful of the roaming
abomination that patrols on the roads before you
pull Araj the Summoner, he will pull with some adds,
some elite and non-elite. Araj himself is a joke, he
spams frost bolts so just interrupt him and use
shackle or hamstring kite as needed. When he dies,
loot his phylactery off the ground to complete ​[Alas,
Andorhal]​(1)
9. Continue north through Andorhal and beyond until you reach Dalson’s Tears to the north
east. Approach the cauldron to get the cauldron lord to spawn. Kill him for is key then
use it on the cauldron to turn in​ [Target: Dalson’s Tears]​(2)​ and accept ​[Return to
Chillwind Camp]
10. Clear into the barn and talk to the book on the ground to autocomplete ​[Mrs. Dalson’s
Diary]​, then use a target macro or tracking to find a skeleton wandering around the
buildings typically, named Wandering Skeleton. Kill it for the Dalson Outhouse key, then
use the key on the outhouse behind the barn to autocomplete ​[Locked Away]​(3)​ which

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will spawn a powerful mob. Kill it and loot Dalson Cabinet Key, then clear into the
farmhouse upstairs and use the key on the dresser to autocomplete ​[Locked Away]
11. Run south through Andorhal and kill skeletons on the way for​ [Skeletal Fragments] ​until
you get back to Chillwind camp. Turn in ​[Return to Chillwind Camp] ​and accept
[Target: Writhing Haunt], ​also turn in​ [Alas, Andorhal]

12. Run north east again, this time east of Andorhal


over the river, killing all skeletons on the way until
you reach the Writhing Haunt. Kill the Cauldron Lord
for his key and use it on the Cauldron to turn in
[Target: Writhing Haunt]​(1)​ and accept​ [Return to
Chillwind Camp]​, then clear into the north eastern
farm house and talk to the tauren on the ground for
[The Wildlife Suffers Too]​(2)
13. Ride north of the road and quickly kill 8 Diseased
wolves to complete ​[The Wildlife Suffers Too]​(3)
for the followup. Then just around the farm east and
north, kill the 8 Grizzly’s to complete ​[The Wildlife
Suffers Too]​(4)​ ​again, turn it in for the quest
[Glyphed Oaken Branch]​(2)
14. Run back to Chillwind Camp and turn in ​[Return to Chillwind Camp]​ for the followup
[Target: Gahrron’s Withering]​ - at this time also accept the quest​ [A Plague Upon
Thee]
15. As you run through Sorrow hill towards Gahhron’s Withering, stop by the standing
structure and go inside. On the second floor talk to the ghost and accept​ [Little
Pamela]​(5)
16. Run through Andorhal again, same as always - kill all the skeleton mobs you see to
continue progress on​ [Skeletal Fragments] a ​ s you make your way to the farm on the
east end of WPL, Gahrron’s Withering. Kill the Cauldron lord, loot his key and turn in
[Target: Gahrron’s Withering]​(6)​ at the cauldron for [​ Return to Chillwind Camp]

Eastern Plaguelands Cycle 2

1. Run east over the bridge into Eastern Plaguelands


and up the river to Tyrion Fordring and accept his
three quests​ [Demon Dogs]​(1)​ [Blood Tinged
Skies]​(1)​ and ​[Carrion Grubbage]​(1)
2. Go south into EPL and begin killing everything you
see​(2)​. The focus for this side of EPL should be the
Plaguebats and the Runts as they only spawn
around here, but with your LBRS and BRD gear you
should be shredding these enemies, so assign your
healer to simply used instant casts to round up every

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enemy in sight. Make sure you are looting the worms for the Slab of Carrion Worm Meat
to complete ​[Carrion Grubbage]​(2)
3. As you are killing everything, we’ll work on 2 other quests at the same time. The first is to
travel east to the Marris Stead. On the road just south of the Stead is a human skeleton,
loot it for the first insignia for ​[The Eastern Plagues]​(3)​, then follow the small trail up the
hill and you’ll find the next two skeletons with insignia’s in front of Nathanos. Once
you’ve looted them both, edge up towards him to complete the quest.
4. Further south and east across the road will be Darrowshire, a tiny ruined village. On The
west end is the turn in for the quest​ [Little Pamela]​(4)​, accept the followup ​[Pamela’s
Doll]
5. To complete​ [Pamela’s Doll]​ each member will need to collect 3 parts of the doll, the
head is found in the east house, the other parts scattered. Anytime you interact with one
a ghost will appear, so kill it - but they don’t give experience. This quest is annoying but it
chains into many more so make sure all 5 members complete it. Turn it in at the little girl
and accept ​[Auntie Marlene]​(4)​ and ​[Uncle Carlin]​(4)
6. Continue killing the wildlife until you finish ​[Blood Tinged Skies]​(2)​ and have all the
runts needed for ​[Demon Dogs]​(2)​, then make your way northeast around the
mountains and you should start seeing Plague Hounds​(5)​. We only need 5 so kill them
quickly as you continue northward further, but keep killing Carrion to make sure
everyone gets the meat slaps. Your group needs 75 in total, so that's the minimum you’ll
need to kill - but again this quest chains into many more so suck it up.
7. Further north you’ll find Frenzied Plague hounds of which the group will only need 5 to
complete ​[Demon Dogs]​(6)​, so when it's done, just roam around the wilderness killing
Carrion until you complete ​[Carrion Grubbage]​ for everyone

8. Run east and south to reach Light’s Hope. On the north side talk to Smokey LaRue for
[The Great Fras Siabi]​, in the back of the church talk to Leonid for ​[Houses of the
Holy]​, grab the flight path and talk to Duke Nicholas for ​[The Archivist]​ and turn in
[Uncle Carlin]​ for ​[Defenders of Darrowshire]​ - then lastly to the south a bit talk to
Caretaker Alen for ​[The Restless Souls]​ and ​[Zaeldarr the Outcast]
9. Fly back to Chillwind Point. Turn in ​[The Eastern Plagues]​ and accept​ [The
Blightcaller Cometh]​, then turn in [​ Return to Chillwind Point]​, this will activate a quest
nearby ​[Mission Accomplished]​, turn this in instantly for a cool 9300 experience.
10. Hearth back to Stormwind City
11. Run north to the Cathedral district, upstairs in Alexston’s house (You’ve been here many
times already). Turn in ​[Better Late Than Never]​ and accept ​[Good Natured Emma]​.
This turns in just outside to the south on the canals, so once its turned in accept the
followup ​[Good Luck Charm]
12. Run to Stormwind Keep and talk to Bolvar to turn in ​[The Blightcaller Cometh]​ and
accept ​[Order Must Be Restored]
13. Fly back to Chillwind Camp. In total this Stormwind detour will only have taken 10
minutes equating to 83k xp/hour and enables us to get 7k worth more of quests in WPL,
so it's worth it.

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The Plaguelands Cycle 3

1. When you land make your way to Sorrow Hill in the


single house, and go upstairs to turn in ​[Auntie
Marlene]​(1)​, accept ​[A Strange Historian]​(1)
2. Just outside east of the house, kill the undead at
the grave and loot it to complete ​[A Strange
Historian]​(2)
3. Run north into Andorhal and clear your way to the
northwest side, targeting skeletons to keep working
on ​[Skeletal Fragments]​. When you reach the
house, clear upstairs and talk to the Hero of Classic
Chromie and turn in ​[A Strange Historian]​(3)​,
accept ​[The Annals of Darrowshire]​(3)​ and​ [A Matter of Time]​(3)
4. Start by going out of Andorhal and around on the north side eastwards until you start
seeing the Silos glowing blue. Use the Temporal Displacer on them until your group is
able to kill all 10 to complete​ [A Matter of Time]​(4)
5. Backtrack to Chromie and turn in ​[A Matter of Time]​(3)​ ​and accept ​[Counting Out
Time]​(3)
6. Clear through Andorhal towards the town hall in the middle. The item we need to
complete ​[Counting Out Time]​ is found in every ruined house, some houses have two,
but the group will need 25 in total, so clear the houses excessively and try to complete
[Skeletal Fragments]​ for everyone as well.
7. When you get to the Townhall, slip around the outside to avoid needlessly aggroing Araj
again and go inside. The books inside have a chance to be fakes, look at the pages
close up to find lighter ones and loot it to complete ​[The Annals of Darrowshire]​(5)​ for
all members - if someone messes up an elite will spawn, so just kill it.
8. Continue working on the lockboxes until ​[Counting Out Time]​ is finished, then make
your way back to Chromie and turn in ​[Counting Out Time]​(3)​ ​and ​[The Annals of
Darrowshire]​(3)​, accept ​[Brother Carlin]​(3)
9. Run north out of Andorhal back to the Felstone Field
and clear into the farmhouse. Turn in upstairs ​[Good
Luck Charm]​(6)​ and accept ​[Two Halves Become
One]​(6)​, then run around the Felstone fields using a
target macro or track undead to find a named
Jabbering Ghoul, typically found on the west end of
the fields. Kill it for the other half of the charm and
combine them to complete the quest, then go back
into the farmhouse and turn in​ [Two Halves Become
One]​(6)

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10. Run east along the road until you reach Eastern
Plaguelands, then north back to Tirion Fordring. Turn
in​ [Demon Dogs]​(1)​ [Carrion Grubbage]​(1)​ [Blood
Tinged Skies]​(1)​ and accept ​[Redemption]​(1)​.
11. To complete ​[Redemption]​(1)​, type /sit in front of
Tirion and then talk to hear his story. Turn it in for​ [Of
Forgotten Memories]​(1)
12. Ride south across the road until you reach the
Undercroft. Clear around the backside of it and
interact with the mound to summon some dwarves,
they hit hard but a party of five should be fine. Once
they die, loot them to complete ​[Of Forgotten
Memories]​(2)
13. Clear into the Undercroft and kill the named mob to complete​ [Zaeldarr the Outcast]​(2)​,
beside him talk to the torn scroll and accept ​[Hameya’s Plea]​(2)
14. Run back to Tirion to turn in ​[Of Forgotten Memories]​(1)​ ​and accept the followup quest
[Of Lost Honor]​(1)

15. Run allllllll the way to Light's Hope. Turn in


[Brother Carlin]​(1)​ and accept ​[Villains of
Darrowshire]​(1)​ and ​[Heroes of
Darrowshire]​(1)
16. Run north along the mountains until you reach
Northdale. Dip into the middle of the water
and loot the flag to complete ​[Of Lost
Honor]​(2)​ - this can take a few seconds to
respawn so kill stuff in the meantime.
17. Make your way North more until you find the
path into Zul’Mashar. Clear inside and in the
middle you’ll find infiltrator Hameya. Kill him to
complete ​[Hameya’s Plea]​(3)
18. Run westward towards the Plaguewood but
keep hugging the mountains as you do to get
discovery experience from the tower and the
lodge as you go, when you reach the plaguewood your group will need to start killing
Cannibal Ghouls and looting termite mounds to complete​ [A Plague Upon Thee]​(4)​ and
[Defenders of Darrowshire]​(4)​ - both of these can take some time so rotate between
every possible spawn while working on the next step.
19. When you reach the western end of the Plaguewood and enter Terrordale, clear to the
far western house and inside talk to Egan to turn in ​[The Restless Souls]​(5)​ and accept
the followup. The quest beside him, ​[Agustus’ Receipt Book]​ can be completed by
running into the tavern building and looting the book upstairs, then turning it in, it doesn’t

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give much experience but unlocks Augustus as a vendor, and there are more cannibal
ghouls along the way so you may as well do it.
20. Clear back east through Plaguewood and finish ​[Defenders of Darrowshire]​(4)​ and​ [A
Plague Upon Thee]​(4)​ for all members.
21. Run around the mountains south east to Blackwood Lake, and dip in the water to loot
Horgus’ Skull for ​[Villains of Darrowshire]​(6)
22. Continue south to the Infectis Scar. On the northern-most point, drop in and loot the
Shattered Sword of Marduk to complete ​[Villains of Darrowshire]​(7)
23. Run back to Light's Hope. Turn in ​[Defenders of Darrowshire]​(1)​ and​ [Villains of
Darrowshire]​(1)​, then fly to Chillwind Camp

24. Turn in​ [A Plague Upon Thee]​ and accept the followup, you should also be able to turn
in ​[Skeletal Fragments]​ by now, so do that and accept ​[Mold Rhymes With…]
25. Run straight north through Andorhal beyond the
farms until you reach the Northridge Lumber Yard.
Clear inside to the back and interact with the crate to
place the barrel on it, then talk to the barrel to turn in
[A Plague Upon Thee]​(1)​ and take the followup.
26. Go slightly east and north into the crater and find the
wagon with the NPC beside it, Kirsta Deepshadow,
accept ​[Unfinished Business]​(2)
27. Directly south of Kirsta you’ll find a path and a camp,
each have different mobs you need to finish
[Unfinished Business]​(3)​ ​and should be easy.
Once it's done, go back to her and take the followup
quest​(2)​.
28. This time you’ll need to follow the road south of
Kirsta to find two named mobs. The first is up the
hills east of the road, the 2nd patrols the first Watch Tower on the road. Once you’ve
killed both and completed ​[Unfinished Business]​(4)​ you can drop down west into
Kirsta’s crater and turn it in for the last follow up​(2)
29. The last quest asks you to enter Hearthglen, its filled with elites. Ride along the same
path to the gates and clear inside the tower just beyond the gates. Climb to the top of the
tower and run around to complete ​[Unfinished Business]​(5)​, then drop down and go to
the western most building (Townhall). Clear inside and on the table, loot the item Davil’s
Libram for ​[Heroes of Darrowshire]​(6)

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30. Run back to Kirsta to turn in ​[Unfinished Business]​(2)​,

31. Make your way south and east back to Gahrron’s Withering, the eastern most farm.
Clear the outside of the barn where you should find a shield on the ground to complete
[Heroes of Darrowshire]​(1)
32. Run back to Tirion Fordring in Eastern Plaguelands and turn
in​ [Of Lost Honor]​(2)​, accept ​[Of Love and Family]​(2)
33. Run straight south east back to The Undercroft, and behind
the building you’ll find a mound of dirt. Use it to turn in
[Hameya’s Plea]​(3)
34. Go straight west to Darrowmere lake, ride around south
side and cross the bridge to Caer Darrow, on the west end
turn in ​[Of Love and Family]​(4)​ ​for the followup.
35. Ride south back across the bridge and east back to
Chillwind Point and turn in ​[A Plague Upon Thee]​, then fly
to Light’s Hope.
36. Turn in ​[Heroes of Darrowshire]​ but you don’t need to
bother with the followup.

Level 60!

If you followed all of my instructions up until now, you should be level 60, most likely you
will have hit 60 well before reaching the end of this guide. Congratulations! :) If all things went
as planned your group should have made it in under 4 days played, so now you can finally play
the game?

What should I do now that I’m 60?

We set ourselves up nicely for a few tasks that will help us jumpstart our Classic WoW
journey.
1. Finish the ​[Seal of Ascension]​ quest chain, which requires you to let a dragon breath
on it in Dustwallow
2. Finish the Onyxia Attunement quest chain, there are only a few steps left - find the NPC
in Winterspring and kill the last boss of UBRS
3. Level your professions. If you hit 60 fast, you may want to up your skinning to get some
Devilsaur leather, or raise up mining to start taking advantage of the free reign on
Thorium Veins in the higher level zones before other players catch up
4. Work on Hydraxian Waterlords. The quest chain starts off the eastern coast of Azshara,
ad you can raise your rep by killing Elementals in Silithus

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5. Complete BiS lists and keep questing and doing dungeons! You’re probably sick of
LBRS and BRD by now, but we have the prereq quest for​ [In Dreams]​ in Stratholme,
and we’re just shy 2 thorium bars for our Scholomance key.
6. Gather Flight paths and do skipped quests! We skipped a lot of zones and quests and
some have some neat utility items you may want to go back and get
7. Farm gold! The first step to becoming an adult is hitting 60. The second step to
becoming a man is getting your epic mount. There are plenty of places you farm gold
and since you hit 60 so fast you should have free reign on many areas.
8. Help out lowbies! Raise your reputation on your server as the powerful, but kind player
who leveled fast and then killed Cyclonian for all the poor struggling warriors, or
protected lowbies from horde gankers in Stranglethorn Vale. Classic WoW is a social
game, and you’ve now got time to be social
9. Raid the Molten Core! If your other guild mates have been just as fast as you, you’re
probably ready to hop in and maybe kill some strash for some BoE’s or crafting
reagents, some of the early bosses are fairly easy nowadays with addons and 1.12.
10. Grind Reputation! Timbermaw, Argent Dawn, Bloodsail, or many more are a great way to
spend your time as most have very useful rewards that will last you through your Classic
WoW Career.

And most importantly, have fun! Don’t forget to play in moderation now that the initial burst is
over. Phase 1 is going to last a while so don’t get yourself burned out, ‘cause all the fun stuff
comes after!

Thank you so much for supporting me by purchasing and using this guide. It helps me
continue to pursue my passion of making youtube videos and guides for the games I love, and I
hope this guide helped you finish your journey with ease!

See you in Azeroth! Sincerely,


Hakurai (The Booper)

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