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Cities and Caves

Undercity floor by floor, the capitals' streets, lifts, and 353 caves and mines.

Undercity#

Undercity is routed floor by floor: the walkways over the bank's level, the canal walks under the bridges, the Magic Quarter's rooms, the stairs and ramps between them, and the lifts up to the Ruins of Lordaeron. Your height and your stop's tell which floor each one's on, so routes don't cut through a floor or hop over a canal's rim.

  • Other floors: when your stop's on another floor, the panel tells you ("12 yd above you", "below you (down a lift)"), and the parts of the route on other floors are drawn faint and dotted.
  • Stairs: where the route goes up or down a floor, a stairs icon (up or down) marks the spot on the map, for the next few.
  • City places a guard showed you are down on the city's level, so a route there takes the lift down.
Undercity's map with its districts and places

The capitals#

Orgrimmar, Ironforge, Stormwind, Thunder Bluff and Darnassus are routed along their own streets (the ones their guards walk), in through the gates:

  • the Cleft of Shadow under Orgrimmar;
  • the halls under Ironforge's mountain;
  • Stormwind's canal bridges;
  • Thunder Bluff's bridges and lifts.

The directions call out stairs and ramps between levels ("Stairs up in 10 yd, then turn left"), and a trainer on a lower floor is reached on that floor, not by climbing onto a balcony and jumping down.

Ironforge and Undercity have their own city maps. While you're in town that map stays up wherever you drag the view, and zooming out stops at the city. Right-click when you want the land outside: the terrain around the city, zoomed out, yours to drag and zoom anywhere. Recenter on yourself to get the city's map back.

Thunder Bluff's streets, down the lift to Bloodhoof Village

Lifts#

Routes ride the lifts and the directions say "Take the lift up" (or down):

  • Thunder Bluff's lifts up from Mulgore;
  • Undercity's lifts down from the Ruins of Lordaeron;
  • the Great Lift between the Barrens and Thousand Needles;
  • Freewind Post's lift up its mesa in Thousand Needles;
  • Gnomeregan's lift, inside the dungeon.

The time counts the wait for the lift and the ride.

A route through the Great Lift

Caves and mines#

353 caves and mines on both continents, from Fargodeep and Jasperlode to the Wailing Caverns and the Defias Hideout. Routes go in at the mouth and follow the tunnels.

Their entrances show up as icons (not on a continent's map, where they'd just crowd it). Double-click one for a stop there. The map menu's Caves/Dungeons/Raids group has a Caves button to show or hide them (also Options → Map, or /agps caves on|off).

Elwynn's caves and mines: Echo Ridge, Jasperlode and Fargodeep

City locations#

Ask a guard in a capital for directions (a trainer, the bank) and the spot they mark becomes a stop, with a matching icon.

  • Remembered: once you've asked a guard in a city, all its banks, trainers and other places show on the map, for every character. Double-click any of them for a stop.
  • Upstairs and downstairs: Brill's trainers are upstairs in Gallows' End Tavern, Goldshire's too, and Goldshire's Warlock trainer is down in the inn's cellar. A stop there says so ("Brill Mage Trainer (upstairs)", and "Upstairs: ..." once you're close), its marker has a stairs badge, and the last yards of the route into the building are dotted in purple.
  • Starting towns too: the guards in Goldshire, Kharanos, Dolanaar, Brill, Bloodhoof Village and Razor Hill give directions as well. Talk to one and all of that town's trainers, its inn and its stable master show the same way, including the trainers the guard sends you to outside town (Sen'jin Village's for Razor Hill, say). Search finds them too ("Hunter Dol").
  • Done by the right NPC: asking a guard again routes you there again, and any banker, auctioneer or trainer of that kind finishes the stop.