Level 20-30 Instances

Guides about low to mid level Dungeons (level 20 to 30). Written by the WoW-Pro Community.

Blackfathom Deeps Guide

Guide for Black Fathom Deeps

Map of the instance: http://www.goblinworkshop.com/pics/maps/blackfathom-deeps-map.jpg

Quest Involved:

  • Allegiance to the Old Gods Ashenvale H 26 Je'neu Sancrea Choose: Band of the Fist (1) or Chestnut Mantle (1)
  • Allegiance to the Old Gods Ashenvale H 22 Blackfathom Tide Priestess
  • In Search of Thaelrid Darnassus A 24 Dawnwatcher Shaedlass
  • Blackfathom Villainy Blackfathom Deeps A 27 Argent Guard Thaelrid Choose: Gravestone Scepter (1) or Arctic Buckler (1)
  • Knowledge in the Deeps City of Ironforge A 23 Gerrig Bonegrip
  • Researching the Corruption Darkshore A 24 Argos Nightwhisper Choose: Beetle Clasps (1) or Prelacy Cape (1)
  • The Essence of Aku'Mai Ashenvale H 22 Je'neu Sancrea
  • Amongst the Ruins (Elite) Ashenvale H 27 Je'neu Sancrea
  • The Orb of Soran'ruk The Barrens B 25 Doan Karhan Choose: Orb of Soran'ruk (1) or Staff of Soran'ruk (1)
  • Twilight Falls Darnassus A 25 Argent Guard Manados

Loot Drops from Blackfathom Deeps

  • Aku'mai

  • Gelihast

  • Ghamoo-Ra

  • Lady Sarevess

  • Old Serra'kis

  • Twilight Lord Kelris

The Instance:

The instance isn’t that bad of a place for a level 21-29 player with a decent group. The only thing I don’t like about this instance is the constant disarm I get from 95% of the monsters you fight up to the temple at the end. Other than that its an easy and fun instance to run though and get some decent drops while your at it.

Monster Types:

Beast/Humanoid/Elemental/Demon

Right off you feel like a rat in a maze getting to the instance for this dungeon. You will need to follow the map that will be listed with this guide for more information on what path to take. I will elaborate on some of the types of fights you will have here so there will be no surprises.

Most of the monster types in here are either warrior/rogue/mage class based. Meaning that they use talents from those char classes.
Blackfathom Myrmidon - Warrior based class with a two hand weapon can inflict fast and powerful damage to lower level players. Skills include Disarm/Puncture/heroic strike
Blackfathom Sea Witch - Mage class monster with a low defense and a slowing attack. Skills include Frost Nova/Ice bolt/Blackfathom Curse
Fallenroot Rogue -- Rogue based monster with high attack power and high damage. Stealth until you get to close then begins to beat on you, cant be sheeped. Although I do believe this monster can be seduced by a warlock pet.

Those are just a few of the monster types you will find in Blackfathom deep, the rest are beast etc, and I will cover how to deal with those latter in the guide.

Getting to the Instance:

Standing at the top of the instance you will be looking down into a pool of water. You have two choices, you can jump or you can walk down the stairs. I prefer to jump but I have seen people that the water for whatever reason didn’t spawn and they hit the bottom and die. LMAO, so funny!

Once you are in the water by either of the means listed above swim under the water and you will see a way to your east on the map to enter the underground tunnels. There is a small beach here that you can stand on if your full party is not there yet. The start of this area is level 21-24 monsters and fairly easy for a level 25-29 to sweep though them to get to the instance entry point. Follow the path leading into the area killing the various monsters as you go. Pretty standard for pulling, just have your tank do the pulls back to the group and then begin your combat. The simplest way to remember the path to get to the instance is: Right Right Left. Follow the path till it ends then make a right. At the next path make a right and then a left at the end. The instance will be on your left as you make your last turn.

Instance First Stage:

This is a basic instance and no real threat at any time of a huge mob unless someone pulls a huge mob to you. Keep that in mind when pulling in this instance. As soon as you enter the instance there is a Blindlight Murloc and a Murkshallow Snapclaw in your path. You will encounter these all over the instance and for the most part sheep the murloc and kill the snapclaw first. This entrance area is loaded with these in the water and it is a good idea for lower level groups to clear this area before trying to cross the water.

Crossing the water can be done two ways. One is to clear the water on the left side and swim to the other side, kill the snapclaw and go up a hidden path along the wall to cross over. The other is to clear the water and then swim to the other side and jump along the raised stones to the other side. Jumping is just something I don’t intend to do in an instance and I would rather lead my group along the wall.

Ghamoo-ra:

Instance boss number one level 25 elite Turtle; high attack rating, high defense, high damage. Need I say more? He is a tuff cookie but drops really decent items for the level. As you come across the wall you will see a couple snapclaw or a couple murloc depending on the instance reset etc. Once you deal with those you will be facing the island of Ghamoo-ra. He has 12 minions that are non-aggressive, but he is very aggressive. Using area of effect attacks in this are is a very bad idea. His minions have a slightly lower def and just as much attack and damage as Ghamoo-ra does. Have your tank pull Ghamoo-ra back to the entrance of the area before you start to attack him. There are other monsters in the water and you don’t need interference or adds from others while dealing with Ghamoo-ra. Make sure your party knows to use every skill they have to lower the defense of Ghamoo-ra to make it a faster fight to bring him down. Once he is dead collect the loot and proceed to the west side of the island.

Alliance Quest:
In Search of Thaelrid -- This quest is in the northern tunnel under the water. Clear a path to the area and when you come up on the far side you will need to clear the monsters in the room. He is laying on the floor dead but still blinks at you. 0_o

Knowledge in the Deeps -- The box for this note is in the water on the north-west end of the island. You will need to pull each of the Witches and Myrmidon out of the water or away from the adds to deal with them due to the fact that they will run and get more to come help. The chest is slightly hidden behind some plants etc and is guarded by three Myrmidon. Once you clear the area open the chest and return back to the Island.

Lady Sarevess:

Lady Sarevess is a level 25 elite humanoid monster that is in a hidden tunnel under the water on the west side of the island. Two reasons to kill her: One she can drop nice gloves for an agi based char, Two she can drop a nice one hand sword. With that said lets see what it takes to kill the old hag. You should have this area 98% clear after doing the Alliance quest for the chest. Horde chars will need to start here clearing the area slowly to get to the tunnel to get to her. Once you have the area cleared, swim under the water and then back up on the far side. Make sure that you are on the far right side of the tunnel as when you come up there will be several monsters around you. It is possible to get on the shore on the far right without pulling agro if you are a high enough level. Either way, deal with the Myrmidon and the Witches as needed in this room pulling each one by one.

*CAUTION!*

Lady Sarevess wanders out of her cave on the far side from time to time to inspect the troops or what-not. Make sure you keep an eye out for her as she looks like the witches and may be pulled at a time when you are not ready for her yet.

Once the area is cleared, wait in this room for her to wander back out. She has a guardian in her cave with her and both at one time on a low level group may be too much to handle. She likes to frost nova you in place and run to an area to cast frost bolt on you. Just deal with her as she doesn’t do that much damage and just has a large life bar.

Instance Second Stage:

After you have Lady Sarevess dead and you are back on the island, head to the east side of the island where you can start clearing the Myrmidon and the Witches as needed to cross over the water. When your reach the other side you will see a tunnel to your left. There are 2 things to note here, one is that you need to clear the 4-5 monsters in front of this area before going into the tunnel, two is that there are two patrols that wander in and out of that tunnel entrance that will add on your group while you are fighting the mobs in front.

Once all those have been dealt with, follow the tunnel all the way to the far end killing the mobs along the way. There are 2 bosses at the end of the tunnel. One is in front of you where the murloc are. The other is to your right and the back in the left covey. First we will dispose of the murloc boss as he drops some fairly nice items.

Gelihast:

Level 26 elite murloc class monster, VERY fast attack speed and high damage to boot. This boss is unlike any you will find in BFD, in that he will beat on you repeatedly and kill your tank very fast at low levels. Dispose of all his minion murloc before agroing the main boss. Pull them by 1 or 2 at a time as you move back into the area where Gelihast is. After all his minions are dead, have the tank agro Gelihast and just keep sunder armor and gouge on him as much as you can. He will knock you down a few times and has an unbelievable speed for a low level elite. But in the end his drops are well worth it. Touch the Blackfathom Alter for a Blackfathom Deep blessing and then move back out into the area before this section.

Instance Third Stage:

Pull the few monsters that are to your left as you exit the section from Gelihast and proceed to the area behind them. There is a small tunnel that will lead to Lorgus Jett. As far as I can remember this is a horde only quest for BFD in that you are to kill the sorry alliance guy... (MU HA HA HA) He isn’t PvP so you don’t have to worry about that (dang). He is a straight up mage class humanoid type, fairly easy to beat. No loot other than standard stuff, which makes killing him other than for the quest pretty worthless. Move back into the main tunnel and head further into the deep. Kill the mobs as you encounter them pretty standard stuff until you reach the temple.

Temple of Kelris:

In this area the pulls are tricky and the monsters are tuff. Most monster levels are in the range of 26-27. I don’t recommend that low level parties try this area although I have completed this entire instance with a level 23 - 24 party. Twilight Loreseeker in this area will be the biggest problem in that they have a voidwalker minion with them. Also the fact that they are seldom alone until you get into the temple. If you need the quest for the core of Blackfathom Deep, it is located under the bridge in the water on your right side looking at the temple just as you exit the tunnels. Lets get that first.

After disposing of the 4 guards at the steps of the temple you can now enter the water on the right side. Swim down to under the bridge for the core of Blackfathom. Be careful as all monsters in the water in this area are hostile. Once the first party member gets the core, stop and kill Baron Aquanis that has now spawned to stop you from leaving Blackfathom with it. He is a level 28 elite and rather ruff to handle at low levels. But at level 28-29 should be your standard kill and loot. He has a large drop list and most isn’t worth more than a fast disenchant. Once you have the core you have two choices, you can swim farther in and kill Old Serra'kis or you can go back to killing twilight minions.

If you chose to kill Old Serra'kis, then swim farther into the deep under the bridges making sure you kill all the monsters along the way so that you don’t get adds when you start your boss fight. Old Serra'kis hits pretty hard for a water/beast type if you ask me, but manageable all the same for a good defensive warrior class. Kill him loot is decent for him, then get back to the twilights.

Make your way down the stairs pulling the patrol then the ones behind him etc. to the next set of steps going up. As you start up the steps there is a tricky pull of two twilight humanoid. Get those to your party then move forward while you party stays back at the stairs. The next pull is a ruff one and if you have a mage and a warlock with you, you are luckier than I am. It’s a four monster pull with a minion, so that’s 5 you have to deal with and one of the hardest pulls in this area. Sheep one, seduce one if possible and tank the others best you can. Sorry to say there is no way around this part and the best you can do is to pull them back to your party and give them room to run around. Next pull is a standard three pull and so on. Once you have that area cleared you can move to the inner temple steps.

The Inner Temple:

Starting from the ramp going into the temple keep your party back and let your tank get the agro as the temple is crowded at first. Pull the first two from the temple front and dispose of them. Then as you enter the door on either side is a monster that will need to be pulled out of the temple to deal with them. Simplest way to accomplish this is to shoot/agro the monster then run back out of the temple to your party. Once you have the monster on either side cleared take the party into the temple and move to the right side. Pull each of the warlock based monsters to you by agro then run behind the wall where they can’t see you. As they run to find you your party ambushes them and so forth. Clear all the monsters in this room before agroing Lord Kelris. He also is a warlock based monster level 27 elite, and will put your tank to sleep repeatedly in a trance called “Kelris Nightmare” the spell can be debuffed/removed to get your tank back into the fight as fast as you can. His drops are really nice for the level and worth the effort to kill him.

After the Battle What Now?:

The alter of Kelris has four trays that can be lit to summon the four elements. Light each one by clicking it then waiting for the monsters to spawn. Deal with each wave as efficient as you can. You will be dealing with two level 27 elite water elemental, four level 27 elite turtles, six level 26 elite crabs, and twelve level 26 non-elite snapclaws.

After you light all four of the trays the doors at the back of the room will open allowing you to access the area where Aku'mai resides.

Aku'mai:

Pull each of the turtles in the inner area into the temple, and dispose of them. Make your way into the inner area along the right hand wall. Be careful that you don’t agro Aku'mai in that he roams back and forth along a path in the inner area. Pull the remaining three turtles as Aku'mai walks back to the back of the area so that you have no adds while attacking him.

Description of Aku'mai: Hits like a tank, Does insane damage for his level, Impossible to hold agro on him. (based on a level 27-29 group)

Once you have the area clear let your tank pull Aku'mai to your party, which better be close as he will re-agro the next in line very fast. Use taunt to keep agro on you as you start tanking Aku'mai to keep him from taking out your priest or mage. Mages should hit him with as much cold damage as possible to slow him down, same for shaman. Shadow spells do little to Aku'mai for some reason and its better for the priest to be healing the main tank than to be worried about doing damage at this point. Aku'mai has a huge life bar and a huge defense, this alone will make him hard to beat at low levels. Once he is dead loot him for drops and then move to the back of the room where there is an alter. Clicking this alter will transport you back to the area before the instance where you jumped off into the water. Makes for a speedy reset for those doing the instance for drops.

That’s it, Hope you have fun and hope it helps a bit.
Techy

Getting Quests For Blackfathom Deeps

Allright i'm sure some of you have seen my last guide and this is going to be about the same format.

First, get to Camp Turajo in the Barrens (Note: Make this you're home if possible). Go east until you reach 49,57. You should see an alliance dude there but don't worry he won't attack unless you strike him. Go up to Doan Karhan and accept {The Orb Of Saran'Ruk}(requires level 20 ONLY WARLOCKS). Then if you can hearth back to Camp Turajo or walk and then fly to Sunrock Retreat in Stonetalon Mountains.

Go south from there until you reach 47,64 and talk to Tsunaman to get the quest {Trouble In The Deeps} if you're level 17+. Now fly from there to Ashenvale in Zoram'gar Post. Once you're here go directly to Je'Neu and accept all her quests that you can get (must be atleast level 17.).

Jame's The Deadmines Guide

The Deadmines Guide

Introduction:

The Deadmines is your first instance if you play on Alliance. It is a simple instance but very nicely designed, with a single path to take and some nifty rewards for that level (your first blue items). It is great to get started with group mechanics and how to handle mutiple elite mobs pulls.

Level range:

Even though the Meeting stone says lvl range 17-26, I'd recommend having your group level average being 18-23.
If your whole group is composed of lvl 17s, you will probably not be able to finish the instance (clear the pirate ship, including the boss mobs), and to be honest there's not much interest in going to the deadmines if you can't do that. The only exception to the rule might be your main healer, who can live being lvl 17 without problems, since he just needs to heal you and doesn't care about the NPCs being orange to him.
If you are 26... well most of the stuff will be grey to you, the point of a sucessful low level instance run is to get items AND good exp at the same time.
So ideally: lvl 18-23 is what your group must aim for. Personally I've done this instance with a group of 5 lvl 19s and it went smooth. We had Mage Rogue Druid Druid Paladin, not the best group composition out there but it was still more than enough. If you follow this guide carefully you won't have any problems.

Quest gathering:

  • [22] The Defias Brotherhood (elite) !Main Quest! and [Not shareable]. To get this quest you have to complete a serie of 6 quest (including escorting the defias traitor who will show you the entrance to the deadmines). The starting quest for this chain, [18] The defias brotherhood is given by Gryan Stoutmantle in Sentinel Hill (Westfall) and can be obtained at 14. Get this quest, the final rewards are worth it!

  • [18] Collecting Memories (elite) [Shareable] Given by Wilder Thistlenettle, a dwarf NPC inside a house in the Dwarven district of Stormwind.

  • [20] Oh, Brother... (elite) [Shareable] Given by Wilder Thistlenettle, a dwarf NPC inside a house in the Dwarven district of Stormwind.

    Those last two quests are actually done outside of the instance, in the mines leading to it. They are both completed in the same area and are easy to do, this is a decent exp reward. I will show later in the guide where to go to complete them.

  • [20] Underground Assault (elite) [Shareable] Given by Shoni the Shilent, a little gnome in the middle of the dwarven district in Stormwind. You should take this quest, it doesn't slow you down at all to complete it, you finish it along the way to the last bosses of the instance.

  • [17] Red Silk Bandanas (elite)[Not Shareable] This quest is given by Scout Riell on top of the tower in Sentinel Hill (Westfall). This quest is available only after you complete the Defias traitor escort quest.

Group composition:

You need at least one dedicated healer. Any class with heals (Priest Druid Shaman Paladin) will do, as long as the person knows he is supposed to heal and to save his mana for this purpose, your group will be ok.
Other than that, it's nice to have a mix of all classes. A tank (Warrior, Paladin, Druid bearform), and the rest is up to you, try to have some versatility in the group if possible.

The Walkthrough:

You should know where the entrance is, since you probably did the Defias Traitor escort quest. If you didn't, it's your loss :roll: . Anyway, the entrance is in a house in the village of Moonbrook, in the Southwestern area of Westfall. Loc 42,73 (if you use a UI that shows locs).

1. The first 2 quests:

If your group doesn't feel like doing the first 2 quests (Oh brother... and Collecting memories), then go straight to chapter 2.

When you enter the house in Moonbrook which leads you into a mine, your minimap will look like this:

Go towards the area where "Foreman Thistlenettle" is and kill him, loot the badge off his corpse to complete the quest Oh, Brother... and keep killing the skeletons / zombies in the area until everyone has 4 Miner's union card to complete the second quest: Collecting memories. They drop fairly often.

When you are done with these 2 quests, you can head towards the Instance Portal and zone in.

2. To Rhakh'Zor:

From the entrance to Rhakh'Zor, you will have to kill a bunch of miners, they aren't elite and they die easily. There will also be a few Defias Overseer, which are elite, but not so tough. There is also one patrol, a single Defias Wizard most of the time.

The only danger here (and actually this is valid throughout the dungeon) are runners. Try to always pull mobs back to your group, don't rush into them, so that if they run, you have room to finish them off before they bring friends. Best is to have a class with some kind of snare though. (Rogue with Crippling Poison, Shaman with Frost shock, Warrior Hamstring, etc). So try to work something out with someone in your group.

You will then meet Rhakh'Zor, your first miniboss. There's not much to say about him, besides he can be pulled solo if you wait for him to be away from his 2 guards (2x Defias Watchman).

He hits reasonably hard but slow, has a lot of HPs, as any boss should have. This fight should be easy.

Rhakh'Zor almost always drops a non-magical 2hander, and rarely a green Axe instead. Nothing to write home about, so on to the next boss! Smiling

Note: Everytime you kill a boss, the door he was guarding opens up, and a patrol respawns and heads down towards you. After every boss fight this will happen, and the further you go down in the Deadmines, the bigger the patrols will be. So be on your guard and look behind you every now and then.


3. To Sneed:

When Rhakh'Zor dies, the big door behind him opens, kill the 2 defias watchmen and go through the now opened door, you'll see the path ahead fork off to the left and right. To the left is where Miner Johnson spawns, but only once every 5 instance runs or so. It just takes 2 minutes to check if he's up, and he most of the time drop a blue item:

To the right are goblins and further down the big goblin, aka Sneed on a shredder.
I suggest clearing the room where Sneed roams about as much as possible before you pull sneed, you don't want to get adds during this fight.
Sneed is slighty harder than the ogre, because you actually have to kill him twice, kinda. Destroy his shredder and then destroy him.

Don't forget to loot the Gnoam Specklesprocket from the Shredder's corpse.
[20] Underground Assault (elite) completed!
Sneed has two frequent drops, a blue one (25% chance):

and a green one (75% chance). Cloth gloves +4INT +3SPI.

So he's definitly worth killing, not like you had a choice anyway :roll: .

4. Gilnid:

Clear up to Gilnid's room, once there, clear his room and save him for last. Gilnid isn't hard either, the only difference with previous bosses is that there is one goblin that always stays too close to him to be pulled solo. So you have several options: Kill the little goblin fast and then Glinid (only your tank goes on Glinid from the start). Or polymorph the goblin during the whole fight, provided you have a mage.

If you are lucky, Gilnid will drop this ring (35% chance):

Good luck Eye

Now things are about to get funnier but also more serious.

5. The Cannon and Mr.Smite:

Clear up to the Defias Gunpowder as shown on the map above, have someone loot it, then clear up to the next gate. The person who looted the gunpowder will have to activate the cannon in this room, which will blow up the gate.
As the gate explodes, Mr.Smite starts shouting orders, and mobs will rush for you, deal with them. Then start clearing up on the wooden deck.

Warning: This is where things get serious, so make sure your group is sticking together and that nobody rushes toward the board going up to the ship.

Your group must be aware that as soon as you get close to that board, 2 Assassins appear and attack your group, and as soon as they do so, Mr.Smite rushes down from the ship and engages you as well.

The trick to this fight is that Mr.Smite actually doesn't hurt that much as long as his hit points are high. So it's best to deal with the 2 assassins while your tank keeps Mr.Smite busy. Once both Assassins are either dead or under control (polymorphed), focus on Mr.Smite. Also, try to carry the fight away from the ramp, that way everytime Mr.Smite stuns your group and goes to his chest to find a new weapon, you have some time to recover while he runs back to you.
I suggest to save up some mana/rage for the end of the fight, because he increases in damage output twice during the fight, and hits really hard when he is low on HP. So save some gaz for the last 40% of the fight.

It's probably the hardest fight of this instance but it's cake if you follow these instructions and your healer is on the ball.

With luck, Mr.Smith can drop the best 2H weapon you can get at this level (20% chance):

The other drops aren't worth mentioning. Sad
But now you got access to the Pirate ship, and the last 3 bosses!

6. The Pirate Ship and Cookie:

Go up the ramp, kill a few pirates and go to the left first, you'll find Cookie, he's easy. Can drop a blue wand with 22.7 DPS (30% chance), and the oh so desired Siamese cat pet (15% chance). After cookie has been taken care of, go backwards and this time go right, to the other side of the ship.

Before we proceed I must warn you that on the ship there is not much room and it's quite packed. I suggest you have your puller always pull way back to your group. Tell him to do it carefully, especially when reaching the 2nd floor of wooden boards, on the right-hand side of the ship, because Captain Greenskin roams right above it. It happened several times that my group just got too close to the top deck and aggroed Captain Greenskin and friends from the 2nd floor, which generated a nice train and a full party wipe.

So if you want to save time, let ONE puller carefully take mobs down to your group. Once the path is clear and that the only thing left on the top deck is Captain greenskin and his guards, your group can move up and engage him.


7. Captain Greenskin and Edwin VanCleef:

Captain Greenskin isn't that hard himself, the problem is that he has 2 guards, but that shoudln't be a problem for your group now that you managed Mr.Smite, you know how to deal with such encounters.

So I'm gonna assume you wiped the floor with Captain Greenskin and hope that you are lucky and get this very nice staff (35% chance):

And now there is only one mob of importance left on your kill list, Edwin VanCleef himself, your main target!

He is waiting for you in his cabin, looking all by himself, but actually as soon as you aggro him, 2 guards will spawn and attack you. There is a trick to this fight: Kill him first, don't try to kill the guards, just polymorph them if you can.

The thing is, if you kill VanCleef's guards, he respawns them. If you take too long to kill VanCleef, he spawns additional guards.

One word of advice: Kill him fast. And he will be an easy fight. After vancleef is dead, deal with the guards and you are safe.

Don't forget to loot his head, which is needed to finish the main quest of the Deadmines. Also loot an Unsent Letter, which begins a quest line for your next instance: The Stockade.

Being the big boss of the pirates, Edwin VanCleef has a large loot pool, and can drop one of the following 4 blue items:

And actually the 4th blue item is so lame we'll just act as if I forgot to link it.

If you think that was your last blue item of the day, well that's incorrect, because now is the time to go and turn in your quests! Your group can either use hearthstone or clear the path towards the exit (see map).

The main quest offers you to choose one of the following rewards:

I hope you enjoyed this guide to the Deadmines!

-Jame

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Jame's The Stockade Instance Guide

The Stockade Guide

Introduction:

The Stockade is available to the Alliance only. The Stockade is probably the quickest and easiest existing instance. As a counterpart, the bosses don't drop blue loots (besides one named which doesn't always spawn). On the other hand, you can gather most of the quests quickly and finish the whole instance under an hour, and get a great experience boost. There is also a better reason to do the Stockade: one of the quests involving it leads to something you don't want to miss... Eye

Level range:

Optimal group would in my opinion be 5 level 26-27 players. Of course this never happens, so try to aim for a mix of level 25-31, which is totally fine as well.

Quest gathering:

  • [29] The Stockade Riots (elite) [Not Shareable] !Main Quest! Don't miss that quest if you go to the stockade, for it's the main reason you want to go there. To get this quest you must first kill Captain VanCleef in the Deadmines instance (Check Deadmines Guide if needed) and loot a letter off his corpse. The letter starts a little quest chain which leads you to this one.

  • [26] Crime and punishment (elite) [Shareable] This quest is given by Councilman Millstipe in Darkshire (Duskwood).

  • [26] Quell the Uprising (elite) [Shareable] This quest is given by Warden Thelwater in Stormwind right before the entrance to the Stockade.

  • [26] The Color of Blood (elite) [Shareable] Given by Nikova Raskol in the old town district of Stormwind.

  • [25] What comes around... (Elite) [Shareable] Given by Guard Berton in Lakeshire (Redridge Mountains).

  • [27] The Fury runs Deep (elite) [Not Shareable] This quest is given by Motley Garmason at Dun Modr (Nothern part of the Wetlands). The prerequisite for this quest is [30] The Dark Iron War (elite), given by Motley Garmason as well, so if you don't have a little group with you in the wetlands willing to do this prereq quest, I suggest you just don't bother with this one. You won't be missing much (2600 xp and so-so green items).

Group composition:

The instance is pretty simple so there's no strict requirements besides having a Healer (Priest, Paladin, Druid). Having a tank class (Warrior, Paladin, Druid bearform) is nice as well.

The Walkthrough:

The entrance to the Stockade is inside Stormwind city, in the canal district, west of the Trade district.

1. Things to know:

The Stockade, despite being generally the easiest instance of all, has a few difficulties, which you can easily fix if you follow these guidelines:

  • Every mob runs away in fear, and they most of the time go for the side rooms (which means 3 more mobs will add in general). To prevent such a thing to happen:
  • Pull the mobs, don't charge them.
  • Only one puller in the group.
  • Have someone from your group on snare duty, the rogue with crippling poison, the warrior with hamstring, the hunter with wingclip. But in general your whole group must pay attention and be ready to stun or snare a mob when they get low on health.
  • The mobs respawn every 25-30 mins, so expect extra respawns when you go from one end of the dungeon to the other.

2. Targorr the Dread:

He will be your first miniboss encounter, he can spawn at various locations. Check the map for his possible spawn points (there might be other ones, so you should check every room).
He's an easy boss and will most of the time be pulled solo or with one add, which you can sap/polymorph/sucubbus seduce. Don't forget to loot his head to complete the quest [25] What comes around... (Elite).

2. Dextren Ward:

At the end of the first hall, go downstairs to the left. Proceed to check and clear every room to the left and right, with luck you might find the rare spawn Bruegal Ironknuckle, which can drop:

and a Fist weapon with 16.5 dps and a proc.

Dextren Ward can be in any of the 3 rooms at the end of this hall, and I recommend you pull him way back, to the corridor you just cleared, because he is a warrior and uses Intimidating Shout (Area Fear). You don't want your whole group to get feared into some of the side rooms and bring lots of adds while you are already fighting Dextren. So you got two options, clear the whole rooms before pulling Dextren, or pulling him way back to a safe room you already cleared. Loot his hand to complete the quest [26] Crime and punishment (elite).

You are done with this wing, so go backwards and then on the other side of the stairs. Check and clear every room to the left and right for a possible Bruegal Ironknuckle and also Kam Deepfury which should be in the second room to the left. He should come with an add, which you can sap/polymorph/seduce. He is an easy boss, shouldn't be a problem. Loot his head to complete the quest [27] The Fury runs Deep (elite) if you have it.

3. Hamhock and Bazil Thredd:

Right behind the doorway at the end of this hall stands Hamhock, which will come with an add or two maybe, but nothing you can't handle. Hamhock is just the bouncer guarding the way to Bazil Thredd, your main target in this instance.

Bazil Thredd can spawn in any of the three rooms (check map) and is the highest level npc in the zone (lvl 29 elite). Pull him very carefully, he might come with an add or two. Being a rogue NPC, Bazil deals a fair amount of damage. I suggest polymorphing Bazil or sapping him and kill the adds first, then deal with him properly. If your group has an average level of 27+ it should be very easy if you proceed carefully.
Loot Bazil Thredd's Head and complete the main quest: [29] The Stockade Riots (elite). You can start heading out toward this exit, but you should stay in the instance and keep on killing until you finish the two other quests: [26] Quell the Uprising (elite) and [26] The Color of Blood (elite). The wool bandanas can drop off any mob inside the instance, and they respawn every 25 minutes or so, so it won't be a problem to finish everyone's quest.

4. The real reward:

After turning in the Stockade Riots, you will be sent around many locations in Stormwind city and accomplish about 9 mini quests, including deliveries and an assassination of two lvl 30 npcs! (Ask for help if you are too low level to take on two lvl 30 mobs at the same time). If you go through the end of this quest line, you will be rewarded with the following:

which will probably remain equiped to you for a long time. Eye
and 3750 xp!

I hope you enjoyed this guide to the Stockade!

-Jame

© Copyrights www.wow-pro.com All rights reserved

Jame's Wailing Caverns Guide

The Wailing Caverns Guide

Introduction:

The following guide will show you the optimal way to do Wailing Caverns, how to get to the Boss Mobs, how to complete the quests, and the optimal route to follow. I suggest you read the whole guide before getting started, I tried to make it as short as possible and every info given is needed if you are new to Wailing Caverns.

Level:

Do not bother going to Wailing Caverns unless your group is level 20 on average. The last two bosses (the only ones that are hard), are lvl 22-24. So you better be lvl 20, or they will be Orange/Red to you, and you will have a hard time.


Where:

Wailing caverns is located Southwest of the Crossroads in The Barrens. The entrance is right next to the Northern part of the Oasis. You will first enter the non-instanced part of it when you walk into the cavern. The way to the instance portal is the following:

At first Fork, go left, you will reach some water and then the 2Nd fork, go straight, then you will have to swip through a little pool, and then you will reach a big room, follow the path to the right (careful there is a hole, even though it's not really dangerous) until you reach the portal.

Quests to Get Before Entering the Instance:

  • [17] Deviate Hides (Nalpack, Secret cave above wailing caverns, get that one last, right before entering WC)
  • [18] Serpent Bloom (Apothecary Zemah, Thunderbluff - Spirit Rise, in the cave)
  • [18] Troubles at the docks (Crane Operator Bigglefuzz, Ratchet)
  • [18] Smart Drinks (Mebox Mizzyrix, Ratchet)
  • [21] Deviate Eradication (Ebru, Secret cave above wailing caverns, get that one last, right before entering WC)
  • [22] Leaders of the Fang (Nara Wildmane, Thunderbluff - Elder Rise)

Quests to Get Inside the Instance:

  • [22] Waking Naralex (Disciple of Naralex, Wailing Caverns' entrance, requires the Four leader of the Fangs dead)
  • [25] The Glowing Shard (Item starts the quest, dropped by Multanous the Devourer)

All these quests are easy to do if you plan to finish the main quest: Leader of the Fang, since it requires you to go through the whole instance, you will most likely finish all the other quests on the way. Besides [18] Troubles at the dock, which requires you to find an npc that is in the Wailing caverns but OUTSIDE of the instance. I will explain below every quests in detail now.

1. [18] Troubles at the docks:

This quest is different since it's the only one happening outside of the Instance. If you are not a big fan of quests, skip this one, the mob is sometimes hard to find, and the reward is only 1350 xp and 10 Silver. If you care though, here is the info: You must find a Npc named Mad Magglish, and he is 'Invis', but appears when you get close to him. He can be at two different spots.
When you enter the cavern, you will reach a fork, do not go left towards the water, this is the way towards the instance, go straight until you reach a drop off, jump down, the npc is on your right, in the corner. If he is not there: From the cavern entrance, take left at first fork, you will reach a pool of water, go left. Go till the end of this tunnel and you will find him there.
He is not always there since other people kill him too and he seems to be on a weird respawn timer. So once again, if he's not there, don't bother, you can still come back every now and then and check on him.

2. [17] Deviate Hides & [21] Deviate Eradication :

These are given by the NPCs in the secret cave above Wailing Caverns' entrance. To get there you have to climb the mountain first, then jump down right over the top of Wailing caverns' entrance, and drop down again on the lower rocks, turn around and you will see little holes, that's the entrance to the secret cave. Those quests are worth it, and they are easy to do, Deviate Hides drop from any deviate type. So you'll get them done on the way to bosses.

3. [18] Serpent Bloom

Serpentsbloom can be gathered from the floor, just like any flower you gather with herbalism. Just check carefully when running through the instance, and you will find them. If you don't, you can still find a lot of them in the non-instanced part of Wailing Caverns.

4. [18] Smart Drinks :

Pre-requisite for this quest is Raptor Horns, from the same npc. You have to gather 5 Intact Raptor Horns from Sunscale Scytheclaws, and bring them to Mebok Mizzyrix in Ratchet. Then you get Smart Drinks.
Wailing Essence drops from Ectoplasms, inside and outside of the instance. It's easy to do, you will get them on your way to the bosses.

5. [22] Leaders of the Fang :

This is the big and most important quest, and the rewards are great.

Follow the map routes and the directions I will give below, and you will go through this whole instance in record time. This quest has pre-requisites, it is at the end of a long serie of quest given by Tonga Runetotem at the Crossroads, do all of her quests, and then she will send you to Mura Runetotem, you can find Mura at the Sepulcher, in Silverspine forest (take a zepelin from Orgrimmar to Undericty, get out of undercity and follow the road to the west and then southwest through Silverspine Forest, after a while you will get to a fork, go west, sepulcher is that way). Mura will then send you back to Thunderbluff, where you will meet Arch Druid Hamuul Runetotem (he is in the big tent on the elder rise), he will send you to talk to Nara Wildmane, who is on the Elder rise as well. It's tedious, but it's worth it.

After entering the instance:

A few general rules:
There are many humanoids in the Wailing caverns. If you have a mage, he can cast Polymorph on them, making them unable to do anything while they turned into a sheep.
A rogue can also 'Sap' a humanoid target, once per fight, before the mobs are aggro on your group. A lvl 20+ warlock with Succubus pet can also Seduce humanoids. Use those abilities, they make your group much more efficient when you have to deal with several mobs at the same time.
Note: Doing any damage to a Polymorphed or Sapped target, awakes it. So make sure that everyone in the group uses /assist on the same person. (see Ragefire Chasm guide for group basics if need be)
There is also many beast types in the wailing caverns. A druid can cast Hibernate on those, putting them to sleep makes them unable to fight for the duration of the spell. (mages can Polymorph beasts as well)
Same rules apply as with the previous spells.
Druids of the fang are numberous in this cavern as well, and they are annoying for two reasons:

1. They heal themselves when they get low on hit points, interrupt them as much as you can. Warriors can shield bash, Rogues can kick / gouge, Shamans can earth shock, etc.
2. They will put a member of your group to sleep usually. This can get dangerous, at this level your only ways to counter it is to have a priest cast Dispel Magic on the Sleeped target or have a shaman cast a Tremor Totem. (later on warlocks can do the same with their Felhunter pet)

With that in mind, let's start clearing this instance!

  • Search Lady Anacondra, she can spawn at any of the spots marked on the map. Slay her. Loot her gem.
  • Go down to the river and head west, then take the route to Lord Cobrahn. Kill him. Loot the gem.
  • Go back to the river and head east this time, follow the route to Lord Pythas.Kill him. Loot gem.
  • Now follow the route towards Lord Serpentis, stop by Skum and kill him, he's not needed for the quest but he is on the way and drops blue items sometimes, and he is easy.
  • Go all the way through Lord Serpentis route, be careful at some point you must jump over a hole, do not fail or you will have to do a lot of running again.
  • When you reach the lair, you will find Lord serpentis roaming along the ledge. Try to get him solo, because he is a bit tougher than the other bosses you killed so far. Kill him, loot the last gem you need to complete Leaders of the fang. When he dies, all leaders of the fangs will be dead, and you will hear the Disciple of Naralex shout that you must come and talk to him.
  • Clear the rest of the lair, and prepare for your first real fight, Verdan the Everliving.

Verdan the Everliving:

He is not necessary for the quests but he can drop good items:

And he is in your way because there is a shortcut to the river behind him.
Be warned, he hits VERY hard for this level. About 300 Dmg per hit on average, on a warrior. So if you have a warrior in the group using shield/Defensive stance, then use him and make sure you let him take all the hits.

  • When Verdan is slain, go past him and jump down the hole, you will land in a pool of water, linked to the river. WARNING: The Awakening of naralex can only be done once per instance and only if all the 4 Leaders of the fang have been killed in this instance. So Don't call it off now, you just need 20 more minutes to do the awakening script, and it can be very rewarding.

  • [*] Follow the river west and then back towards the entrance of the instance, and talk to the disciple of Naralex,

    6. [22] Waking up Naralex :

    Make sure Everyone in your group is ready when you start the quest, because the Disciple will walk towards the room of Naralex, and you will have to escort him. He will spawn mobs in the first Circle on the left, and then proceed to Naralex's chamber.

    He will then start performing the ritual and waves of monsters will come from the waters surrounding the chamber. The first two waves are easy, it's just a bunch of mobs trying to kill the Disciple, they are not elite, so just kill them fast and taunt them off the Disciple. If he dies you lose.

    After those two waves, Multanous the Devourer will come. If you managed to kill Verdan you should be ok with him. He's pretty much a melee type mob, hits hard, has lots of Hit points. He drops really good items for this level.

    And can also drop a Glowing Shard, which can be looted by the whole group. This Shard needs to be Right-Clicked to start the quest. You can zone out of Wailing caverns, use a hearthstone or fight your way out, its up to you.

    7. [25] The Glowing Shard :

    Go to Ratchet and talk to Sputtervalve, he will give you a clue about the Shard, and send you to Falla Sagewind, a NPC living on the very top of the mountain next to Wailing Caverns, the same one you climbed before to get to the secret cave. She will send you to Arch Druid Hamuul Runetotem in Thunderbluff - Elder Rise, who will reward you.

    Hope you enjoyed this guide, and if there is anything missing in it, please let me know, and I will do my best to complete it.

    -Jame

    Copyrights WoW-Pro

    Snowflake's Shadowfang Keep Guide

    Shadowfang Keep Guide

    Introduction

    The Shadowfang Keep is a level 18-21 instance which is located in Silverpine Forest. The trash monsters in this instance range from level 18-20, but the bosses are level 20-21. This instance, although in the same level range as the Wailing Caverns and Deadmines, it is significantly harder than either of those instances, and all five players need to have at least some instance experience (even if it is just one run) of what function they are playing in the group, or you will have troubles.
    This instance is made for Horde. Nonetheless Paladins and Warlocks have class related quests there.
    Time needed approximately for this instance: 1-2 hours

    First, a couple of more advanced instancing terms. This instance is significantly harder than any of the other instances in this level range, and assumes at least a basic knowledge of group mechanics. Therefore, you should learn the following techniques, and learn whether your class is capable of performing them. This guide will not cover each of the spells each class has for performing each of the following techniques; class guides for your individual class are more than sufficient for that purpose. The new terms are:

    Spell Interrupts: This is interrupting a mob's spell mid-cast, preventing them from completing it. A couple of UI (User Interface) features can be turned on to show when your target is casting something. Go to Combat, and click *show target cast bar* (or something like that), and now you can see when your target is casting a spell, and what spell they are casting. Quite handy feature. Ok, so now that you know that the boss is casting the 300 damage uber nuke, now what do you do? You interrupt it. Counterspell, Earth shock, any spell that interrupts your opponent's spell casting will do the trick. So will a stun.... kinda. While a stun will interrupt the cast of any non-boss mob in a pinch, they usually have a long cooldown, or minimum time between use (usually 1 minute cooldown), plus they don't work vs. bosses. In any instance where the bosses cast rather dangerous spells it's a good idea to bring someone that can perform that can interrupt their spells. This instance falls into that category. Note that you cannot interrupt a spell that is instant cast; that instant cast "stun the tank for 6 seconds and go beat up the healer", can't be interrupted.

    Dispels: This is removing harmful debuffs (conditions that impair your character in some way) from friendly characters. Debuffs fall into one of 5 categories: Poisons (typically short, as in 15-30 seconds, and usually only deal damage, although a few have nasty side affects), Diseases (Loooooong, as in 10-30 minute duration, usually reduces some attribute by x amount), Magic (Variable length, although generally short, usually from 5-90 seconds, varied affects, ranging from damage to slowing affects), Curses (Variable length, but generally fairly long, as in 1-5 minutes, and come with a whole slew of nasty affects), and Undispellables (can only be removed by affects that render you immune to damage). Your current debuffs can be seen to the lower left hand corner of your minimap. Mousing over a debuff will show you the debuff box. The name of the debuff is in the upper left hand corner, the type of debuff is in the upper right hand corner (a debuff with no type cannot be dispelled), and the description of its affects is below. Certain debuffs can only be dispelled by certain classes; bring the right one! This instance dabs mostly in magic affects and curses.

    Crowd Control: Also known as CC. Remember that acronym. It's used almost exclusively in place of the original words. Look at Jame's guilde to Ragefire Chasm if you don't know what that means.

    Quests

    Horde

    • [27] Arugal Must Die (Elite): This is your main quest, you can get it from Dalar Dawnweaver in The Sepulcher (Silverpine Forest). The goal of this quest is to kill the main boss of Shadowfang Keep: Arugal. Rewards:

      Seal of Sylvanas

    • [25] Deathstalkers in Shadowfang (Elite): You can get this quest from High Executor Hadrec in The Sepulcher (Silverpine Forest). You need to find the Deathstalkers in Shadowfang. One of the Deathstalkers is still alive and will open the door for you to the CY, the other one will be dead lying in the Courtyard. You will be able to finish this quest by turning it in to the dead Deathstalker Vincent. Rewards:

      Ghostly Mantle

    • [26] The Book of Ur (Elite): This quest is available from Keeper Bel'dugur in The Apothecarium of Undercity. You need to find the Book of Ur in Shadowfang, you will find it in a shelf after killing Fenrus the Devourer. As a reward you will be able to choose between:

      Grizzled Boots
      Steel-Clasped Bracers

    Warlock

    • [25] The Orb of Soran'ruk (elite): Warlocks get this quest from Doan Karhan, who can be found in a tent between Camp Taurajo and Northwatch Hold in The Barrens. One part of the quest involves killing in Blackfathom Deep, the other one requires you to loot an item in Shadowfang Keep. As a reward you will be able to choose between:

      Orb of Soran'ruk
      Staff of Soran'ruk

    Alliance Paladin

    • [22] The Test of Righteousness (elite): This Paladin only quest requires the Paladin to get one part out of four ("Jordan's Smithing Hammer") from the Shadowfang Keep instance. While the quest says 22, it will be quite challenging at that level to do solo. Higher level + better gear will make it easier to do. Don't fret if you can't get it right off the bat; Verigan's Fist is still quite effective even until the lower 30's. The final reward for this quest (after 2 more steps in the quest line) is:

      Verigan's Fist

    Horde Paladin

    • [23] The Path of the Adept (elite): The horde equivalent to the quest stated above. The Crate of Bloodforged Ingots can be found in the stables. This is fairly doable solo at level 23, assuming you have at least a couple of blue items. The final reward is:

      Blood-Tempered Ranseur

    Group Composition

    A few important things to keep in mind:

    • A curse remover - Curse removal is almost necessary to complete this instance thanks to Baron Silverlaine and his 75% healing reducing curse. You need to be severely well geared to attempt that fight without curse removal or a spell interrupt. Either a druid that will be remaining in caster or cat form (druids in bear form can't dispel without shifting out of form, which is very mana intensive, and they have about 1/2 their bear form armor in caster form, which will result in them getting gibbed EXTREMELY quickly) or a mage can dispel curses.
    • A priest is a very nice addition thanks to shackle and the ability to dispel magic, however, they are not an absolute requirement. They will, however, make the run much easier.
    • A Shaman is useful for the end boss (purge) he can also support heal and interrupt casters.
    • Either a Druid or a Warrior can tank this instance just fine; the little nuances between their tanking styles don't really matter this early in the game. Paladins can't tank this instance thanks to the AoE silence from the Wailing Guardsmen, and the fact that Razorclaw drains 350 mana from the tank on every hit. Silenced/OOM Paladins don't generate threat.
    • Don't get too many casters as damage dealers into your group as the Shadowfang Moonwalkers cast immune magic shields and there are Wailing Guardsmen who cast silence (although if your casters are positioned properly they should never get hit by it)

    If you don't understand any of the terms I just used, you should read up on some of the WoW instance terminology before entering. Keep in mind that this instance is much harder than Deadmines or Wailing Caverns, and is far less forgiving of the "reckless noob" style of play.

    Walkthrough

    Opening the Door to the Courtyard

    As you enter the instance your only way is to go directly right into a building. You will encounter pulls of level 18 Shadowfang Whitescalps and Bleak Wolves, nothing special about these, keep on killing them to penetrate further into the building.
    Once you climb up the second pair of stairs you'll get to a platform with a door that leads to the courtyard, however you can't open it yet, that's normal, just continue killing to the left, towards position 1 of the map.

    After turning left you'll see two more wolves and werewolves in front of you, kill those before moving on to Rethilgore.

    Now when you look down to the prison cells where Rethilgore stands. You see that you'll have to deal with 2 wolves, one werewolf and Rethilgore himself. CC the werewolf and as many of the wolves as you can. The tank needs to pick up anything that is left. As a note, if the tank has 3+ mobs on him, wait a couple of seconds before starting DPS on the mobs, just to make sure your tank has enough aggro on the mobs. Kill all of the trash mobs that aren't CC'ed and then Rethilgore as fast as possible. Rethilgore doesn't do anything of note. After all of the mobs that weren't CC'ed are dead, kill the CC'ed mob(s) 1 by 1. Rethilgore will basically always drop these:

    Rugged Spaulders

    Now if you take a look at the cells you will see one with Sorcerer Ashcrombe inside - and one with Deathstalker Adamant. Sorcerer Ashcrombe is the NPC that will open the door to the Courtyard for Alliance characters (as Paladins and Warlocks need to do quests here too) and Adamant is the equivalent for Horde. Use the lever next to the cell that corresponds to your faction. Enter the cell and talk to the NPC.

    You can ask him to open the Courtyard door for you that was looked before.

    Clearing the Courtyard

    After he opens the door make sure not to run down fast, stay on the top of the stairs and carefully pull to there. The Shadowfang Moonwalkers cast a magic-immunity shield on themselves; casters should hit a different target when this happens (agree which one beforehand). You will see when this happens as there is a green bubble that appears around the werewolves.

    TURN IN QUEST HERE:
    After taking a look to the right you will notice Deathstalker Vincent lying dead on the floor. Clear around him by pulling to the stairs up until the way is safe so your group can run to the NPC and finish [25] Deathstalkers in Shadowfang (Elite).

    From the place where the Deathstalker is lying you have a safe spot to pull to. Always watch out with the Haunted Servitors, those wander around like patrols and cast a nasty curse:

    GENERAL INFO: Haunted Servitors cast a debuff on you that is called "Haunting Spirits". This is a 5 minute curse, which periodically and randomly will spawn ghosts called "haunting spirit" that have very low HP but hurt a lot. As you don't want those to add in fights, have your mage or your druid remove this curse asap

    Now after the CY is clear you will see stables to the left with one werewolf guarding them. This is an optional target, you don't have to kill the Steeds, but if you do you have 3 times a 20% chance of receiving a 10 slot bag.

    PALADIN NOTE: 'Jordan's Smithing Hammer', or 'Crate of Bloodforged Ingots' for your quest (depending on whether you are alliance or horde) is here in the stables, you can loot it after the way is clear.

    If you decide to go for these you should first pull out and eliminate the Werewolf inside the stables.
    Now you'll be standing in front of three horses which are not aggro yet, have your druid and/or mage crowd control one and kill off the other two. (Once you attack one of the steeds, the other two will aggro too) Make sure that your tank holds aggro on these as they hit fairly hard. After killing the horses step out of the stables. You have two ways now.

    Through the Dining Room into the Fortress

    One way leads upstairs and one, to the left that leads into a building. I suggest you to take the way through the building as this way includes two extra bosses that can drop nice loot. When you step into the building you need to kill two Haunted Servitors first then you can see a room with more of these servitors along with our second boss mob Razorclaw the Butcher. Stay in the room where you are and pull the Haunted servitors to you.
    Now you can step into the Butchers room and kill him carefully. Be careful to kill him close or inside the room where you come from because on the other side of the Butchers room there is a werewolf patrol that sometimes enters and can aggro.

    The Butcher is a fairly easy fight, the only thing to keep in mind is that when he hits he casts a spell called "Butcher Drain" which drains 350 mana. Else it's just tank, heal and dps. He can drop these items:

    Bloody Apron
    Butcher's Slicer
    Butcher's Cleaver

    After the Butcher you will be able to access the 'dining' room which is full of mobs. Werewolves as well as Haunted Servitors. The Shadowfang Gluttons drain life. Have someone carefully pull mobs from the dining room into the room before, where your group is standing. Pull out all the mobs that stand around the table until there is none left in the dining room anymore beside Baron Silverlain at the other end.
    Wait until the Shadowfang Wolfguard patrol roams down into the room and eliminate this one as well before proceeding to Baron Silverlaine.

    This fight is very easy if you know the trick. Baron often casts a curse that is called 'Veil of Shadows". This curse reduces all healing effects by 75%. The mage or druid need to remove the curse as fast as possible. Apart from this, the fight is pretty easy, tank heal and dps. He can drop these items:

    Baron's Scepter
    Silverlaine's Family Seal
    Or a BoE green

    Now getting up the stairs is tricky, because there are Shadowfang Darksouls patroling on top of the stairs behind walls. But as those werewolves move around a lot you can get them solo. Make your rogue hunter or warrior climb the stairs behind the Baron's spawn location and scout for the Shadowfang Darksouls. When they move away and when there is only one standing on the left pair of stairs you quickly pull them down to your group which still stands at the barons spawn location. Rinse and repeat until all three Shadowfang Darksouls are dead that roam these two sets of stairs.

    NOTE FOR WARLOCKS:
    Shadowfang Darksouls are the mobs that drop the Large Soran Fragments that you need, be careful these are immune to shadow magic.

    Commander Springvale

    Now that the way is clear you can go up left or right, go left... as there is nothing particular waiting on the right, just more mobs to clear.
    In front you'll find Shadowfang Darksouls. They are pretty easy, the only special thing about them is an occasional Shadow Word: Pain that can be removed if you have a priest with remove magic. Just clear the way into the next room.

    Now up the little stairs in the next room waits a new type of monster:
    Wailing Guardsmen. These are particularly annoying because they cast "Screams of the Past" which is an area silence. This means: have your casters and especially your priest stand back at max casting range while the melees fight the Guardsmen. Taunt them well and keep them at one spot so that the silence only hits the melees, this is vital, else you might die without even recieving a single heal.
    IF your mage for example gets hit by the silence nonetheless, your priest can remove this debuff with "Remove Magic". Pull out the Wailing Guardsmen carefully one by one out of the room to empty it. It might be that at some point you get 2 or even 3 if unlucky, should this happen have your priest (if you have one, if not, ignore this) stand back far away and shackle undead one. If you have a hunter he can freeze trap one as well... etc.
    Really make sure you are full mana before the second and third pull out of that room and that your casters stand back far enough. Clear everything beside Commander Springvale and his two Guardians that stand on the left side of the room on a platform. Carefully move into the room with your group.

    Next fight is tough as it is three undeads. Make your priest stand in the back of the room and let your warrior charge one Wailing Guardsman. While all three are on him your party needs to CC one fast (prepare as the tank is pulling). The Commander is a lvl 20 Paladin and doeasn't hurt that much, he should be offtanked by either a druid in bear form, a hunter pet or a rogue with dodge disc - just make sure that they stay in front of the room and don't get close to your healer.
    Now burn down the Guardsman as fast as possible while keeping the other one shackled, then kill the Captain, he is annoying and heals himself, or uses invulnerability disc.... just kill him, and if you have a class with spell interrupts, like a shaman's Earth Shock or a Magi's Counterspell, use them when he tries to heal..... It makes the fight shorter. Enjoy the loot:

    Arced War Axe
    Commander's Crest

    Attention: Commander Springvale's death spawns a two mob Shadowfang Wolfguard patrol which roams from the stairs to Baron Silverlaine all the way up, past the room where you are in currently. Have your puller pull this patrol to your group and take it out before moving on.

    To the Bat Tower

    Now after drinking etc, move on down the stairs. At the bottom of the stairs you'll find two more Wailing Guardsman that patrol from there over the outside wall and back. Clear those safely before moving outside on the wall.
    Move out over the Wall and carefully kill the Wailing Guardsmen. At the end of the wall lies the entrance to the bat tower.

    In this tower you have two bats and Odo the Blindwatcher. The two bats will forcefully aggro at the same time as Odo, so CC as many as possible. If you only have either druid or mage, offtank Odo while fast killing one bat and keeping the other one sheeped/hibernated. The bats don't have any special abilities, just a minor physical damage increase debuff (which can safely be ignored). Proceed quickly to kill Odo, be very carefull as he might not hurt much at the start but while his hitpoints decrease he gains several stages of 'Howling Rage' where he grows and deals more damage - burn him down as fast as possible. Recover if needed and kill the last bat. Possible loot:

    Girdle of the Blindwatcher
    Odo's Ley Staff

    First Level of Arugal's Tower

    From the bat tower you can access the second wall. Heal up and cross that wall by carefully pulling the Tormented Officers to you. Beware, these patrol and roam, so you might want to wait in the batroom and split patrols with a puller from there. Tormented Officers randomly cast curses that decrease weapon skill, skills in general, spell damage etc. Very annoying curses but can easily be removed by a mage or a druid.

    After crossing the wall you will get into a tower. At this spot you will sometimes find a rare spawn called Deathsworn Captain. Inside the tower there is a Shadowfang Ragetooth that patrols, pull that one first before stepping inside. These aren't special, they just enrage towards the end of the battle, so finish them off fast. At the bottom of the stairs you'll find another one of these, kill it and move your group to the bottom
    of the stairs. Now inside the next room you will have one Son of Arugal (he is no boss mob) and a Shadowfang Ragetooth close to you, try to pull it out solo. Then pull the Son of Arugal. These hit fairly hard and cast a spell called "Arugal's Gift". This is a curse that inflicts 175 to 225 Shadow damage to an enemy every 60 sec. for 5 min. Make sure to remove that curse.

    There is a Lupine Horror (a ghost wolf) on the left side of that room. Let a rogue or someone else carefully pull it. On the stairs there is another Shadowfang Ragetooth with a Lupine Horror, pull that one too if you didn't get it as add already, remember those are humanoids and can be sheeped/sapped. The horrors are undeads and can be shackled. It would be good to shackle the wolf because he spawns 'Lupine Delusions' as his guardians which are non elite level 25 mobs. They dies in one hit, make sure to hit it fast before it damages you any further, then continue hitting the wolf. Either that or kill the ghost wolf as fast as possible so he cant spawn more Delusions.

    Climb up the stairs, and wait infront of the upper room for a Shadowfang Ragetooth that will roam outside. After killing this one make your Mage cast Polymorph on the Son of Arugal. Two undead Wolves will run out, shackle one and kill the other.
    After finishing off this pull proceed in the same way with next pull, sheep/sap/shackle what you can and then kill off slowly. Now move onto the stairs leading to the next level of the tower you come from. You will see another Son of Arugal. At the bottom of the stairs, pull it and kill it before moving inside. On the stairs you'll find another Shadowfang Ragetooth
    that you must kill.

    Second Level of Arugal's Tower

    Now after climbing the stairs you will be infront of Fenrus the Devourer. Make sure that you are full mana and then rush into the room to kill him. He is a pretty easy kill, only casts some poison. However after you kill him be careful as there will be 4 Voidwalkers that will spawn right after the death of Fenrus. Those are level 24 non-elite demons, just kill them by using AE skills. Fenrus drops these:

    Fenrus' Hide
    Black Wolf Bracers

    QUEST ITEM HERE: On the left side of the door where you entered the room you can find "The book of Ur" to finish your quest, in a shelf.

    Now move out of Fenrus' Room. On the stairs you'll encounter a Shadowfang Ragetooth, kill it and move up the stairs. You will find yourself directly above Fenrus room. From this platform pull the Son of Arugal that is roaming behind the door that you must pass to move on.

    Third Level of Arugal's Tower

    After moving through that door and running up the stairs you will be in front of Wolf Master Nandos' room.

    Some info:
    Bleak Worgs cast "Worg's Weavering Will" that will last 60 seconds, and reduce your attack speed by 25%, your casting speed by 20% and your movement speed will be reduced to 80%. This is magic and can be dispelled.

    Upon attacking any of the wolves in the room they will all come attack you. Sheep a worg and shackle an undead wolf then kill off the rest. When these are dead, Wolf Master Nandos will rush to you and attack you. Kill him while shackling his undead wolf guardian. This is a pretty hard fight but with some organisation and eventual offtanking it can work. Some very nice loot:

    After he is dead the door behind him opens and you can access Arugal's room. From the top of the stairs where you are, carefully pull the sons of Arugal one by one to you and kill them. After clearing the three sons you will have to face Arugal himself.

    Some infos: he is a mage and casts 300 damage void bolts which hurt a lot. He has a big mana pool so mana drain doesn't quite work on him. Also he likes to blink around between three or four spots and nuke the heck out of you. What you have to do is keep the aggro with your warrior on Arugal. This way he will be the only target of bolts and the priest can heal him while others continue damaging him.

    He also sometimes turns one of your party members into a werewolf that will attack your group (usually the tank), in this case sheep the werewolf or immobilize it, and if the tank got hit, have another high health party member (aka not the priest) eat the void bolts until the tank becomes un-werewolfed.

    Arugal likes to Thundershock as well in order to stun you so he can move away and nuke you. Everything will be fine as long as your Warrior keeps the aggro well on him, if you have a support healer, he should help on healing the warrior. Also when he blinks, your warrior will most likely lose aggro and the closest person to Arugal will get it, so be sure to position yourself well so your warrior is always the closest one to Arugal. Sometimes this wont be possible (depends on where Arugal blinks to). If this should be the case just run out of his line of sight and give your Warrior time to get aggro back.This is by far the hardest fight, keep your long time abilities for this fight and burn down the mage as fast as possible.

    QUEST COMPLETED: After he is dead you will have [27] Arugal Must Die (Elite): complete and one of these items can drop for you:

    Robes of Arugal
    Belt of Arugal
    Meteor Shard

    Congratulations, you have beaten this dungeon!

    Original guide by Snowflake
    Updated for recentness by Archerus

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