There's plenty to slay here for XP, even if the wide variety of quests available are done, but be prepared to commit to about 3 hours of game time for a full clear. There are lots of herbs, leather, and minerals to be found in the lush hills of Fer alas, along with a long list of quests.
Some of these are lengthy chains that eventually lead to Dire Maul, the centerpiece of this ancient zone, where a few prepaid Bis items drop. It's worth a visit just for the history, and not just the ancient Dwarf lore and Azerothian creation stories.
If anyone has played retail WoW and experienced dungeons like Ulnar in North rend, Andaman will look strangely familiar. Lots of great items drop here, and there are chain quests galore, including a few that start with things to pick up or find.
Herbalists, miners, leather workers, and fishers can spend a few levels in Asmara honing their professions. Players are clearing a path to BlackRock mountain when they work through Searing Gorge.
This zone is popular with miners and blacksmiths trying to grind rep with the Thorium Brotherhood. Five of the most notorious dungeons in the game are located between this zone and the Burning Steppes next door, and three of them are raids.
It's essential to visit to grind rep with the Timber maw Tribe and the Scenario Circle by killing various monsters and collecting certain items. What makes Strangle thorn Vale a tough choice is a well-deserved reputation as PVP heaven.
This is one of the earliest zones that players can visit, easily accessible for both factions via boat. Players can also participate in the Strangle thorn Fishing Contest and grind rep with the local pirates while they work through the zone.
Love it or hate it, the Sunken Temple is one of the best places to level a character when it reaches 50. She dabbles in various genres and creates everything from short blog posts to serialized novels.
You can also use it to keep track of your completed quests, recipes, mounts, companion pets, and titles! Blizzard reincarnated World of Warcraft as it was in 2006 with World of Warcraft Classic, bringing both teary-eyed veterans and clueless teenagers back to the original envisioning of WoW with all its frustrating quests, misfit quirks, and fascinatingly obtuse features.
As someone who spent far too much time exploring these vast swathes of fantasy land in my younger years, I looked back at each of the Vanilla zones and rank them from worst to best, based on their original states before Warcraft's Cataclysm expansion changed them forever. You have clear end-game areas like the Plague lands and Burning Steppes, which are all equipped with tons of dungeons and grindable elites.
Headwind Pass got a lot cooler during the Burning Crusade and the introduction of Marathon, one of World of Warcraft's most beloved raids ever. In Vanilla, though, Headwind Pass was merely a gloomy placeholder zone with no quests and a faint promise of things to come.
Given that it hosted one of Vanilla's most antisocial dungeons that required little teamwork to defeat, there just wasn't a lot about this place that made anyone wants to stick around. The dense foliage made my frame rate chug back in 2004, and it felt like you ran out of quests after about 30 minutes.
Dust wallow always felt a little unfinished, which is strange, considering freaking Jain Broadmoor lives here. Cataclysm completely reworked the zone, and turned it into the focal point for the Steamworks of the Horde-aligned Goblins.
A fine, workmanlike leveling zone with Horde and Alliance, which is probably most interesting for hosting the ruins of Rather (for any lore-hunters out there). You can tell nobody cares about Marathi Highlands because Blizzard had no problem cannibalizing the assets for its first War front in Battle For Zeroth and basically sweeping the old zone under a rug.
Silver pine would get a lot more interesting after Cataclysm, when Blizzard gave it some of the most substantial, plot-moving lore they've ever implemented into a leveling zone. In fact, I remember a ton of undead tools jumping ship to the Barrens as soon as they had the chance.
It did that job perfectly, and held its own until The Burning Crusade, when it became a focal point for any enterprising young mercenary looking to reach level 70 in Outland. The Hinterlands could have been so much more given the presence of gryphon-riding Wild hammer Dwarves and those Horde-friendly forest trolls (of which hardly any existed in Vanilla Warcraft).
Another zone that got fully reworked with a genuinely fascinating storyline after Cataclysm, but was just sorta there in vanilla. Still, I love the way it evokes the chilly highlands tucked away behind the frigid valleys of Dun Borough.
So I'm leaving it here, halfway through the list, because it was one of my favorite zones for about half of Vanilla's life cycle.