How to get to Vashj’ir as Alliance or Horde – finding WoW’s underwater zone

New – check out our video guide for how to get to Vashj’ir

Unlike Burning Crusade or Wrath of the Lich King, Cataclysm’s zones are spread all over the world of Azeroth. Vashj’ir is one of the zones that players seem to have real difficulty with. It’s hard to know how to get to Vashj’ir – heck, it’s hard to know how to even spell it. Hopefully this guide should give you all the essential info you need. Don’t forget to check out our guide to Vashj’ir questlines once you get there.

Reaching Vashj’ir

Just like most of the new Cata zones, the easiest way to reach Vashj’ir is to start the questline which leads you there. This is definitely the best plan – the opening of the Vashj’ir questline is generally reckoned to be excellent. It’s worth noting, though, that you’ll probably want to play through a good chunk of the opening of Vashj’ir in one sitting. Not only is it a great questline, but it’ll enable the portal to Vashj’ir from Orgrimmar or Stormwind, which will make it much easier to get back to the zone later.

You need to pick up the lead-in quest first of all. That’s Warchief’s Command: Vashj’ir! for Horde players, or Hero’s Call: Vashj’ir for the Alliance. Follow through that questline and you’ll eventually end up in Vashj’ir (after some rather hair-raising ocean-based encounters!).

A note for Horde players – you’ll be asked to catch the ship which is waiting for you in Bladefist Bay. As soon as you accept the quest, Bladefist Bay will become phased for you. That’s not a problem, unless you’re trying to complete the fishing daily quest Clammy Hands, in which case there’ll be no clams in the water of Bladefist Bay until you advance the questline.

Once you’ve arrived in Vashj’ir, you’ll find yourself at the first questhub – The Briny Cutter for Alliance players and Legion’s Fate for the Horde. Vashj’ir is quite a large zone, and certain areas will only open up for you once you’ve reached a certain point in the zone questline. If you’re confused, our guide to Vashj’ir quests will help you out.


How to leave Vashj’ir

Vashj’ir is surprisingly confusing for first-time visitors. It’s not even immediately clear how to leave the zone. After all, there’s no flight path – it’s underwater.

There are two ways to leave the zone. The first, and most obvious, is to use your hearthstone (or portal, or deathgate, or other transportation spell of choice) to move you to another (dryer) zone. However, though it may not seem likely, there is in fact a flightmaster (of the standard big flappy bird kind, rather than the magical underwater seahorse kind) in Vashj’ir. To find the flightmaster, you’ll need to head for the area called Sandy Beach. It’s in the north-east of Vashj’ir, just east and slightly south of Shimmering Grotto. Importantly, you’ll need to swim upwards too – you’re heading for the surface. If you’re using an addon that provides coordinates, the Horde flightmaster is at [61, 28]. The Alliance flightmaster is at the other end of the beach at [57, 17].

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Moving between Vashj’ir quests – finding your way around Vashj’ir quest hubs

Vashj’ir. You either love it or hate it. WoW’s first underwater zone was a very ambitious project, and it’s led to a very ambitious and rather confusing zone, not helped by the dozens of vashj’ir quest hubs. If you haven’t played through the zone yet, it’s really worth doing. There’s some really fun Vashj’ir quests, and if you’re a lore nerd this zone was made for you.

Starting Vashj’ir

If you haven’t played through the questline that opens up the Vashj’ir zone initially, you need to do that first. See our guide to getting to Vashj’ir if you’re uncertain how to get to the zone in the first place.

After the initial few quests, you’ll find yourself in The Legion’s Fate if you’re a Horde player, or The Briny Cutter if you’re Alliance. These two starting questhubs are very close to each other, which meant that the surrounding area was a chaotic killzone of PvP combat during the early days of Cataclysm. Thankfully, it’s calmed down a little by now, so you should be able to work your way through the first few quests largely unmolested.



The first thing to do is to get your ‘sea legs’. Sea Legs, in this case, is actually the name of a buff which increases your swim speed and allows you to breathe underwater. You’re not going to get far in this zone without that! Get your Sea Legs by talking to Erunak Stonespeaker.

Taming your seahorse

Swimming around Vashj’ir is going to be slow. Luckily, you’ll soon have the opportunity to obtain your very own Abyssal Seahorse mount. It’s an easy quest reward, so there’s no reason not to grab it as soon as the quest becomes available.

After you’ve played through the quests at the initial questhub, you’ll be led to Kelp’thar Forest and Moanah Stormhoof, who’ll give you the quest to tame your seahorse. It’s a pretty easy quest. Just rope a seahorse when it gets close enough, and then follow the on-screen instructions to make sure you don’t fall off! Remember, when you’re asked to lean to the left or lean to the right, there’s no point trying to move your character with your mouse. You need to press one of the new buttons on your action bar to encourage your seahorse to move in the correct direction. If you manage to hold on for a minute or so, your seahorse will give up the fight and become a docile and obedient mount. Return to Moanah Stormhoof and hand in the quest and bingo – you just got yourself an underwater mount!

The Abyssal Seahorse will be a permanent mount, added to your other mounts, but can only be summoned in underwater areas. If you’re a druid with the glyph of aquatic form, then you’ll move almost as fast in aquatic form as you do on your seahorse, but it’s still a cool mount.

From here on in you should be set – the quests move along in a logical sequence. Good luck!

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