Zones

Loch Modan

Use Thelsamar as the reset point, split the trogg, mine, dam, and eastern-shore work into separate trips, and leave Mo'grosh for a prepared group.

Buff My Pet Editorial
Classic Hardcore · safety route

Quest safety dossier

The annotated Classic map shows approximate quest-risk locations, broad hazard areas, and safe anchors. Callouts show our conservative verdict, safety level, and first risk. The lists carry the full failure state and exit call.

Swipe or scroll sideways to inspect the full map.

Map guidance

The Classic zone map is decorative. Numbered markers match the checkpoint cards below. Hazard highlights show approximate risk corridors or areas, never exact spawn points or patrol paths; the visible zone-wide hazard list following the figure carries the equivalent warning details.

Map anchors
  • Thelsamar (safe hub)
  • Silver Stream Mine (cave)
  • Stonewrought Dam (road gate)
  • Trogg islands (danger area)
  • South Guard Tower (safe hub)
  • Stonesplinter Valley (danger area)
  • Ol' Sooty's cave (cave)
  • Ironband Excavation (camp)
  • Farstrider Lodge (safe hub)
  • Mo'grosh Stronghold (danger area)

Annotated Classic zone map. Quest callouts give a short checkpoint label, verdict, safety level, and first listed risk; +N means the card lists more risks. Hazard highlights mark approximate risk corridors or areas, not exact spawn points or patrol paths. Connection relationships are not drawn as navigation lines. Use Thelsamar as the reset point. Treat Stonesplinter Valley, Silver Stream Mine, the trogg islands, the dam, and Mo'grosh as separate trips. The Horde Runner samples show a broad risk corridor, not an exact patrol path. Confirm exact navigation in game. Numbered markers match the ordered checklist below.

  • Do now
  • Return later
  • Bring a group
  • Skip
Persistent threats

Zone-wide hazards

Map highlights are approximate risk areas or corridors. Use these static warnings for the complete call and confirm the threat in game.

  • Warning

    19–21 elite · Alliance

    Horde Runners

    Map label: Horde Runners

    Risk
    PatrolEliteTravel
    Area
    Eastern side of the Loch, including the excavation and shipment lanes
    Failure state
    The three elite runners reach a routine pull or the shipment escort before the eastern shore has a clear retreat.
    Exit call
    Do not engage. Move off their line into already-cleared ground before starting a pull, then wait for all three to pass.
    Back to map
  1. Checkpoint 1

    12+ · Alliance

    The Trogg Threat

    Do now
    Risk
    Dense campRunners
    Map position
    Near South Guard Tower · marker 1 at approximately 29% from the left and 67% from the top
    Failure state
    A fleeing trogg reaches the next valley pocket while the path back to the guard tower is no longer empty.
    Exit call
    Work the outer valley toward the tower and reset as soon as a runner or fresh spawn crosses the cleared edge.
    Back to map
  2. Checkpoint 2

    15+ · Alliance

    Filthy Paws

    Bring a group
    Quest
    Filthy Paws
    Risk
    CaveRespawnRunners
    Map position
    Near Silver Stream Mine · marker 2 at approximately 39% from the left and 23% from the top
    Failure state
    A kobold runs or respawns behind the group while another crate still pulls the route deeper into the mine.
    Exit call
    Bring help, clear one crate pocket at a time, and leave on the first back-respawn instead of forcing the fourth crate.
    Back to map
  3. Checkpoint 3

    16+ · Alliance

    Protecting the Shipment

    Bring a group
    Risk
    EscortAmbushPatrol
    Map position
    Near Ironband Excavation · marker 3 at approximately 55% from the left and 69% from the top
    Failure state
    The scripted ambush or Horde Runners reach Miran while the escort controls the pace on the eastern lane.
    Exit call
    Scout the lane first and bring help. If the patrol is present or the lane has refilled, do not start the escort.
    Back to map
  4. Checkpoint 4

    18+ · Alliance

    Bingles' Missing Supplies

    Bring a group
    Risk
    Dense campRespawnTravel
    Map position
    Near Trogg islands · marker 4 at approximately 55% from the left and 28% from the top
    Failure state
    Troggs refill a camp or ranged enemies join while a tool interaction keeps the group on an exposed island.
    Exit call
    Bring help, establish the water-facing retreat before each tool, and swim out rather than hold a camp through a respawn.
    Back to map
  5. Checkpoint 5

    17+ · Alliance

    A Hunter's Challenge

    Skip
    Risk
    EventTravel
    Map position
    Near Farstrider Lodge · marker 5 at approximately 66% from the left and 40% from the top
    Failure state
    The 12-minute timer and scarce Elder Mountain Boars reward rushing past other wildlife or extending into an uncleared lane.
    Exit call
    Check the nearby boars before accepting. If the route is not already clear, skip the timer instead of racing the map.
    Back to map
  6. Checkpoint 6

    18+ · Alliance

    A Dark Threat Looms

    Return later
    Risk
    AmbushTravel
    Map position
    Near Stonewrought Dam · marker 6 at approximately 59% from the left and 14% from the top
    Failure state
    Both Dark Iron Sappers commit together and one reaches its self-destruct while the eastern ramp blocks a clean disengage.
    Exit call
    Return with space to handle the pair. Break away before a low-health sapper detonates and reset up the open ramp.
    Back to map
  7. Checkpoint 7

    20+ · Alliance

    Vyrin's Revenge

    Bring a group
    Risk
    EliteCave
    Map position
    Near Ol' Sooty's cave · marker 7 at approximately 42% from the left and 62% from the top
    Failure state
    The level-20 elite holds the cave mouth while nearby bears or a respawn remove the downhill retreat.
    Exit call
    Bring a group, clear outside before entering, and leave the cave if Ol' Sooty cannot be isolated at the mouth.
    Back to map
  8. Checkpoint 8

    20+ · Alliance

    Mercenaries

    Bring a group
    Quest
    Mercenaries
    Risk
    EliteCaveDense campRespawn
    Map position
    Near Mo'grosh Stronghold · marker 8 at approximately 70% from the left and 33% from the top
    Failure state
    After the exterior Ogre and Enforcer pulls, the Brute objective takes the group into the cave where an elite add or back-respawn can close the retreat.
    Exit call
    Bring a coordinated group, clear the exterior first, then enter for Brutes only with a clean retreat; return to the dam on any uncontrolled add or cave respawn.
    Back to map
  9. Checkpoint 9

    22+ · Alliance

    WANTED: Chok'sul

    Skip
    Risk
    EliteCaveDense camp
    Map position
    Near Mo'grosh Stronghold · marker 9 at approximately 79% from the left and 16% from the top
    Failure state
    Chok'sul and his guards hold the back of an elite cave after the approach has consumed the group's clean retreat.
    Exit call
    Skip this on the 10-20 route. Return in the early 20s with a coordinated party and leave on the first cave respawn.
    Back to map
Before this route

Prepare the failure states

Read the lessons that match this map's terrain, group pressure, travel, and reset risks.

Levels 10-20

Set Thelsamar as the reset point and treat each side of the Loch as a new trip. Open roads do not make the mines, trogg islands, eastern patrol lane, or elite ogre camp part of one safe loop.

Separate the trogg and escort trips

The Trogg Threat stays on the southern valley edge. Filthy Paws is a separate mine entry, while Bingles' Missing Supplies crosses several exposed island camps. Repair and empty bags between them. Scout the eastern lane before starting Protecting the Shipment.

Do not let a timer choose the pull

A Hunter's Challenge gives you 12 minutes to find five Elder Mountain Boars and return. Check the route before accepting. A crowded or empty spawn field is a reason to skip the attempt, not a reason to run through uncleared wildlife.

Leave the elite capstone optional

A Dark Threat Looms starts with paired Dark Iron Sappers at the dam. Vyrin's Revenge moves into Ol' Sooty's elite cave. Mercenaries and WANTED: Chok'sul are group work in an elite stronghold. The zone is complete when your safe route is complete; these rewards do not make the caves mandatory.

Where next

Rotate into Westfall or Darkshore when the remaining Loch Modan cards are orange, elite, or dependent on a group. Return with levels and key abilities instead of clearing the map for its own sake.

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