Excavation Site: Wetlands
Quests: level 28–31
Quest parties taking the Wetlands excavation jobs pass through Saltspine's lake and Shadetooth's raptor thicket, with a detour for Horrors in the Highland. Collect your faction's quests before entering; the run ends by activating the Relic Guardian and recovering a Titan Relic for the Alliance or Horde delivery quest.

Preparation
Alliance: take Songblade Search from Dorin Songblade in Lakeshire before travelling to the Wetlands. Find Daewyn inside the excavation and take Fallen in the Fen back to Dorin for a choice of Daewyn's Girdle or Songblade Stabilizer.
Alliance: take Lost in the Thicket Things from Caitlin Grassman in Menethil Harbor. Find Ardin Grassman, then carry his Reed-woven Heart back to Caitlin for Heartwoven. The return rewards a Satchel of Potions and a Swiftness Potion, with a choice of Greater Healing Potions or Mana Potions.
Alliance: ask James Halloran in Menethil Harbor for Highland Hides before leaving town. Collect Thicket Raptor Hides while clearing the thicket and return them to Halloran for the silver reward.
Alliance: take Horrors in the Highland from Rethiel the Greenwarden in the Wetlands. This is the reason to include Highland Horror in the run: bring its Horrible Rootcore back for a choice of Ironwood Destroyer, Curl of Life or Hornbeam Heft.
Horde: take Changing Tastes from Borstan in Orgrimmar before travelling to the Wetlands. Collect Thicket Raptor Meat during the run. The turn-in gives Recipe: Twice-Spiced Raptor Slice and Twice-Spiced Raptor Slice, with a choice of Satchel of Potions or Serrated Raptor Claw.
Horde: follow Dragonmaw Rumors from Hammerfall to the Deathstalker Agent in the hills above the Dragonmaw camp, then take Open the Maw before entering. Its objectives include Dragonmaw Saboteurs and Dragonmaw Warders as well as the Dragonmaw Dispatch. Return to the agent for Bloody Map and a choice of Knife-Polishing Rag or Dirt-Heavy Bracers.
Alliance: after defeating the Relic Guardian, loot the Titan Relic that starts Lost Relic Carry. Take it to Prospector Whelgar at Whelgar's Excavation Site rather than leaving the dungeon without the quest item.
Horde: after defeating the Relic Guardian, loot the Titan Relic that starts Elder Knowledge. Carry it to the Elder Rise in Thunder Bluff to continue the relic investigation.
Lost Marsh
Follow the lake edge and clear a pull position before engaging the patrolling Saltspine. Fight it apart from the surrounding packs: Tendon Rip limits retreat, while Dust Storm makes attacks miss when the tank needs to regain control.
Saltspine combines Dust Storm's attack misses with a slowing Tendon Rip and a Fatal Bite that restores its health.
Abilities

Dust Storm
Kicks up dust, inflicting 35 Physical damage to enemies within 10 yds and reducing hit chance with attacks by 25%.
Keep ranged attacks outside the dust when possible. If the tank is missing attacks, delay burst damage until Saltspine is secure again.

Fatal Bite
Keep healing on the bite target. The drained health also heals Saltspine, so avoid extending the fight with additional pulls.

Tendon Rip
Choose cleared ground before pulling; a player slowed by Tendon Rip cannot rely on running away from Saltspine.
Tank- Pull Saltspine alone to cleared lakeside ground before Tendon Rip restricts movement. Watch whether Dust Storm is making your attacks miss before calling for burst damage.
Healer- Keep Saltspine's bite target healthy and in range. Move with a Tendon Rip victim rather than expecting them to run back to you through the slow.
Damage- Ranged players should attack from beyond Dust Storm's reach. Ease off if the tank is struggling to land attacks in the dust, then resume once Saltspine is secure.
Stalker's Thicket
Clear the tall grass beside Shadetooth's patrol path before the pull. Terrifying Roar can send players off the cleared path into concealed packs. Check the party's Thicket Raptor Hide and Thicket Raptor Meat objectives before leaving the thicket.
Shadetooth tests fear control beside concealed grass packs while Rend and Enrage increase pressure on its melee target.
Abilities

Terrifying Roar
Causes nearby enemies to flee in fear for 5 seconds.
Clear the grass around the pull first. Fear Ward can prevent a fear on the tank, and Tremor Totem can remove fear from party members within its reach.

Rend
Inflicts Physical damage to an enemy every 3 sec. for 15 seconds.
Heal the bleeding target before Terrifying Roar takes away control; Rend continues to deal damage while players are feared.

Enrage
Use a defensive for the stronger, faster physical attacks and commit remaining damage cooldowns to finish the fight.
Tank- Pull Shadetooth onto ground already cleared beside the thicket. Arrange Fear Ward or a nearby Tremor Totem when available so Terrifying Roar does not send you into the grass; keep a defensive for Enrage.
Healer- Bring the Rend target out of danger before a fear can stop your healing. Shadetooth's Enrage adds faster, stronger physical attacks on top of that bleed, so reserve healing capacity for the overlap.
Damage- Clear the grass next to the fight before engaging Shadetooth so a fear does not bring in another pack. Save damage cooldowns for Enrage rather than moving the fight into uncleared grass.
Excavation Site: Wetlands
Include Highland Horror when someone needs Horrors in the Highland, and collect the Horrible Rootcore before continuing to the guardian. Finish the searches for Daewyn and Ardin Grassman during the expedition. For Open the Maw, complete the Dragonmaw kills and collect the dispatch before leaving their packs behind.
Creatures
- Dragonmaw WarderElite Humanoid
Focus the Dragonmaw Warder when Mortal Strike reduces healing on its victim. Avoid adding another pull while that wound is active; Net can also leave the tank unable to reposition.

Mortal Strike
Inflicts 300% weapon damage and leaves the target wounded, reducing the effectiveness of any healing by 50% for 5 seconds.

Net
Immobilizes an enemy for 10 seconds.
Highland Horror pins nearby players with damaging roots while Wild Regeneration restores its own health.
Abilities

Entangling Roots
Entangles nearby enemies in roots, inflicting 12.469746 Nature damage every 3 sec and immobilizing them for up to 15 seconds.
Dispel the roots when a player needs to move, and heal their periodic Nature damage rather than treating them as movement loss alone.

Wild Regeneration
Remove Wild Regeneration with an offensive magic dispel when available; otherwise keep damage on Highland Horror through its self-heal.
Tank- Separate Highland Horror from adjacent packs before Entangling Roots prevents repositioning. Keep the fight on that cleared ground while Wild Regeneration is active.
Healer- Remove Entangling Roots from players who need to reposition and heal the roots' periodic Nature damage. A rooted player still needs healing even when Highland Horror is attacking someone else.
Damage- Use an offensive magic dispel on Wild Regeneration if your abilities allow it; otherwise concentrate damage through the healing. After the kill, collect Horrible Rootcore for Horrors in the Highland.
Site of the Guardian
Finish the nearby quest checks and gather the party before using the control panel to activate the Relic Guardian. Leave the space in front of the construct to the tank. After the fight, check for the Titan Relic that begins your faction's delivery quest before departing.
The Relic Guardian tests whether the group can preserve safe positioning around Arcing Smash while its knockbacks and War Stomp disrupt movement and casting.
Abilities

Thunderclap
Keep ranged players outside the nearby attack. Expect slower attacks and movement on affected players rather than relying on a quick reposition.

Arcing Smash
Lashes out in a vicious arc, inflicting damage to enemies in a cone in front of the caster.
The tank should point the frontal arc away from the party; everyone else attacks from its side or rear.

Knock Away
Inflicts normal damage plus 30 to an enemy and knocks it back.
Expect the target to be knocked back. Let the tank return to position before committing burst damage, without walking into Arcing Smash's front.

War Stomp
Healers and ranged damage should stand beyond the stomp's reach so its knockback and stun do not stop their casts.
Tank- Keep Arcing Smash facing away from the party. After Knock Away, recover the same facing before damage resumes; Thunderclap can slow the attacks and movement you need for that recovery.
Healer- Heal from beyond War Stomp's reach so the stun does not interrupt your recovery after Knock Away. Keep the tank in range without moving into the frontal Arcing Smash.
Damage- Attack from the side or rear to avoid Arcing Smash. At range, stay clear of Thunderclap and War Stomp; pause burst after Knock Away until the tank is back in position.