After Hellfire Peninsula, the next stop is Zangarmarsh. Whereas Hellfire looked a lot like the Blasted Lands, and wasn’t too “alien”, Zangarmarsh is a completely brand new world. It’s basically a reminder of the Warcraft II expansion set “Beyond the Dark Portal”, as there were forests of mushrooms there. Well, here’s your forest of mushrooms!
Starting in the zone, characters would have breadcrumb quests leading to Cenarion Refuge, and their respective faction camps of Swamprat Post for the Horde or Telredor fot the Alliance. I must admit that I was always a little choked that the Alliance got this amazing looking outpost built into a mushroom, and the Horde just gets a generic Troll camp. The quests here would take up half the zone, eventually leading west.
The zone’s story has a lot to do with the Naga, and how they’re draining the lakes for their own purposes. They don’t say exactly what purpose that is, but I think it’s along the lines of: “It’s MINE! Go away!” The Dead Mire is an example of what happens to an area once the water has been drained out completely. Among the inhabitants affected by this are the mushroom people of Sporeggar. There are some quests to help them out, and a faction associated with them. The rewards include a non-combat pet, but it takes a very long time to get the reputation required.
The west side of the zone dealt mainly with the Ogres, and that they were chopping down the mushrooms for themselves and messing things up for Sporeggar. Because the fungal giants didn’t have mushrooms to eat, they decided to eat Sporeggar’s young while they were growing in the Spawning Glen. It’s up to the player to go and crush the Ogres at their stronghold, which is a small island using a downed mushroom as a bridge. Altogether you get to lay a beat down on a bunch of things to try and bring things as close to normal as possible.
After Zangarmarsh, it’s off to Terokkar Forest – normally. I try to skip Terokkar, as I’m not too fond of the zone, so I try to go right to Nagrand. There are entrances to Terokkar, Nagrand, and Blade’s Edge from Zangarmarsh, very much the crossroads of the continent.
Even though I said my next Memories of Azeroth post would be coming this past week, unfortunately real life got in the way. It should be up this coming week.
A while back when I was working on my Explorer achievement, I was able to have a nice view on the Night Elf boat from Darkshore to Teldrassil. Looking back at this makes me extremely glad that the old cat form model is ancient history.
Another blast from the past this week, venturing into Arathi Highlands and the former city-state of Stromgarde. The questing through there is both better and worse, in the fact that previously you could knock everything out at once – now you have to go back and forth a few times to finish everything. Hopefully one day we’ll see Danath Trollbane come back, reclaim the city, and have a cool new place. For the Alliance – to quest; for the Horde – to burn.
This week’s screenshot comes from Brill, with a statue of Sylvanas. Now, right away I’m sure there are Alliance people who are saying that there’s no reason to have a statue of her. Is there any reason to have a statue of Varian built at Stormwind Keep? I thought not. It’s all part of being a faction leader… must be rough, eh?
This week’s screenshot comes from Twilight Highlands. The first time I saw this feature near Firebeard’s Patrol, I was just amazed how it looked. There’s a couple of them through the zone, and it’s just really neat to see.
Plus, it’s nice to think about things like this when you’re wiping in Bastion of Twilight over and over again.
Today’s screenshot of the week comes from the Maelstrom, in a way. Actually, this is part of a quest chain in Twilight Highlands where you go inside the beast Iso’rath and try to destroy it. At first, it makes you go a little insane and think that Deathwing is at the Maelstrom killing Thrall and his Earthen Ring buddies. Thankfully, it was all a dream… or was it?
Having gone through both of the new races’ starting zones, I thought I’d give my opinions on how they turned out. They were both well done, but in different ways. The Goblin starting zone was very goblin-esque: it was fun, campy, had some entertaining moments. The Worgen starting zone was very sober: it was like you were in an industrial revolution time period, and you’re fighting for your survival.
This is going to be part one in a series of going through the changed starting zones of all the races, finishing up their respective starting areas – Durotar, Tirisfal, and so on.
My biggest disappointment was what happens to the Worgen after the starting zone is done, but we’ll get to that part later.
There will be lots of spoilers forthcoming. Follow along after the break to go through my thoughts about these two great areas.