Cataclysm New Zones Preview
We're finally in the last days until World of Warcraft's Cataclysm expansion hits, bringing with it two new races (
which we covered previously
) and a ton of new zones, quests, dungeons, raids and more! We've gotten quite a look at the future of World of Warcraft with the recent patch, The Shattering, in which Deathwing brought destruction to the zones of Azeroth, changing our World of Warcraft forever.
The Shattering patch brought massive changes to all of the existing zones.
For those purchasing the Cataclysm expansion, you will see new zones being added to the game
. These new zones include 4 new zones for Goblin and Worgen races and 6 new leveling / endgame zones for players level 80 - 85. Check out our preview of these zones, from our
including maps, screenshots and even videos
after the break!
The worgen starting experience begins as a retrospective series of quests a few years prior to the current events in Azeroth. New players will find themselves in Gilneas City, right in the middle of an onslaught from the savage and wild worgen. At this point you, as well as everybody on your side, are still human citizens of Gilneas. Throughout the first 5 levels you will follow Prince Liam's leadership and attempt to defend your beautiful city. Sometime during the assault you are bitten by one of the worgen, and it is clear that the wound is only getting worse...
After you have finished playing the past, it is time you familiarized yourself with the Gilnean state of affairs in the present. The wound you received so long ago turned you into one of the beasts you have battled against! You are now chained and contained, awaiting your execution. Fate, however, has a different plan for you - Genn Greymane happens to recall your significant role during the massive worgen invasion from a while back, and insist you be given a (not exactly tested) cure, that should give you your mind back. The cure is successful, and you are once again a citizen of the now-changed Gilnean kingdom. From this point on, you are send on a number of errands to help restore the order in the kingdom, save whoever and whatever you can, and defend Gilneas against the Forsaken.
(84 - 85)
The Twilight Highlands is a new high level zone located just east of the
. Its entryway has been drastically redesigned and the pathway will now lead through the mountains and into the new
raid instance. The area is densely populated by Twilight Hammer cultists, whose base of operations - the
- lies in the Highlands. Deathwing himself currently resides deep in the fortress of Grim Batol, and the zone features a strong dragon population - including members of the black, red and twilight dragonflights. This zone will have both Horde and Alliance encampments and will be accessible through portals in Orgrimmar and Stormwind (after the first few quests have been completed).
(84 - 85)
The island of Tol Barad can be found in the Baradin Bay, south of Hillsbrad and to the west of the
. This zone will serve as a new outdoor PvP zone, much like Wrath of the Lich King's
, but with a little flavor from
- it is also similar to the PvP sub-zone of Grizzly Hills. Every two hours and thirty minutes, Tol Barad will host an 80 vs 80 battle and the victorious faction will gain access to
, a raid similar to the Vault of Archavon. In addition to the raid, a number of special victor-restricted daily quests will unlock. Winner or loser, you will have access to a few daily quests at the Tol Barad Peninsula just north of the fighting area - as long as there isn't a battle going on.
(78 - 82)
The previously inaccessible (technically...) zone will finally be added as a new leveling zone for level 80-82 players. Hyjal and the World Tree are under siege from
and the Twilight Hammer, and the last hope for Azeroth lies with the archdruid Malfurion Stormrage, the dragon aspect Ysera, and whatever heroes decide to join the conflict. Should you stop by, you will be asked to assist the ancient keepers of Hyjal in their own battles, so they may come and help in yours. Hyjal will also become the home of a new raid, the
, a new outdoor raid dungeon where players will battle the new-and-improved (and really, really pissed) Ragnaros.
(83 - 84)
The mysterious 'Land of the Titans', Uldum, will be opened up and accessible from the southwestern end of
, way down at the bottom of Kalimdor. This large desert area is heavily influenced by ancient Egyptian styles with features such as pyramids and a race looking half-tigers, half-humans, known as the Tol'vir. As the story goes, a faction of the Tol'vir split from the race and made an alliance with Al'Akir and his air elementals. Players will need to battle their way through those elementals and rogue Tol'virs, assist Harrison Jones and Brann Bronzebeard, and discover the secrets of the Land of the Titans. Oh, and kill a thousand gnomes for a quest. This zone will feature two leveling dungeons, the
, a level 85 dungeon, and the
, intended for players level 84 - 85.
Elsewhere in the World
(1 - 5)
like the non-goblin cities of Azeroth. Heavily industrial, the zone has a very strong urban feel to it, with its gray buildings, smoking factories, highways, cars, and oil plantations. You will begin your goblin experience there, as one of the most successful trade princes in the city - second only to Gallywix, the current "ruler" of the island (or at least the surface parts of it - Undermine has no single ruler). As you make business, play sports, drive your car, and throw parties, the Cataclysm hits and the local volcano, Mount Kajaro threatens to decimate the entire island. Trade Prince Gallywix offers to save you and a selected few rich goblins on his yacht, but the trip'll cost all of your money, and none of you have any idea where you are all going...
(6 - 12)
Lost Isles are a chain of jungle islands located northeast of
and south of
. These islands serve as the second goblin zone which player characters will arrive there after their escape ships from Kezan suffer extreme crossfire from rivaling Alliance and Horde naval fleets. The goblins wash up on the shores of the Lost Isles, a rich jungle populated by humans, orcs (both coming from the fleets) and an intelligent race of monkeys who mine Kaja'mite, the powerful ore that originally gave the goblins their intelligence and allowed them to overthrow their jungle troll slave-masters. Here, goblin players will help perform quests for their own people as well as for the orcs of
, ultimately earning themselves a place with the Horde.
(78 - 83)
Vashj'ir (also known as the Sunken City of Vashj'ir) is the first
underwater zone in World of Warcraft! This zone, located west of Loch Modan, beneath the Great Sea, was once home to
and the noble (elven) Vashj family. The name "Vashj'ir" is actually a collective name for not one, but three zones -
. The quests will lead new players through all three zones, in this order. The very first quest awards the ability to passively breath underwater and swim 60% faster while in Vashj'ir. The final quest in the Kelp Forest gives players an underwater seahorse mount! Quest givers can be found in pocketed caverns, the sea floor, ships, submarines, or even inside giant ancient creatures!
(82 - 84)
Deepholm, the earth domain of the Elemental Plane, is yet another zone with a conflict whose resolution threatens to obliterate all Azeroth. When Deathwing emerged from Deepholm directly into Azeroth, he sundered the World Pillar - a column of stone that supports the entire realm of earth. And unless it is repaired quickly, neither Thrall's, nor the Earthen Ring's efforts to hold the rift together will be enough to prevent Deepholm from crashing into Azeroth and all but destroying both worlds. The players' journey will start in either Orgrimmar or Stormwind, where they will be send through a portal directly to the Maelstrom. There Thrall will instruct them to fly through the rift in the giant whirlpool and into Deepholm. The
will take control there, and players will have to eventually earn the respect of Therazane the Stonemother, ruler of the earth itself.
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