Guides on how to beat instances and dungeons in the world of Azeroth.
Guides on low level dundeons (Between level 10 and 20). Written by the WoW-Pro Community.
Guide to Ragefire Chasm

Introduction:
Ragefire Chasm is the first instance for the Horde. It is pretty basic and should give you an idea on how instances work.
Where:
The Entrance to RFC (RageFire Chasm) is located inside Orgrimmar itself, in the Cleft of Shadow area. You can't miss it, it's a big swirling blue portal.
Quest Gathering::
Disclaimer:
The following paragraphs (Group composition and Basics) were written to help out people who aren't familiar with group mechanics in World of Warcraft. So if you think this doesn't concern you, skip that part and go straight to the Walkthrough.
Group Composition:
1. The Tank: Try to get a warrior, if you can't find one, take a shaman. They can keep aggro fairly well, they just don't take hits as good as warrior, but they can heal and have totems.
This person will be your puller. It's important that the tank gets the initial aggro on every pulls, makes things easier.
2. The Healer: No explanation needed here. You need someone to heal the party. Get a priest or a druid, they can both do the job fine.
3. Crowd Control: Crowd control is abilities and spells that help dealing with multiple mobs type pulls. (Exemple: Your warrior shoots an arrow at a Ragefire Trogg, and 3 mobs come for your group. Instead of fighting all three mobs at the same time and get much more damage and risk a death. You can use crowd control spells such as Polymorph, or Sap, and reduce the amount of mobs attacking you at the same time, and deal with them one by one)
So, get a Mage or a Rogue, or both if you are lucky. There are a lot of humanoids in Ragefire Chasm, and Rogue/Mage can crowd control those.
Note: Rogue's Sap need to be applied before the mobs are in combat mode. After sap is applied, the rogue will get attacked by the mobs close to the sapped one, so the warrior will have to quickly taunt them back to him, demoralizing Shout works well for that. (if the tank is a shaman, a quick heal on the rogue will do the job as well).
If you have both mage and rogue in the group, send the rogue to sap first, then if there is still more than one aggro mob to deal with, the mage can cast Polymorph on one of those. This changes a hard pull where you must deal with 3 elite mobs at the same time, into an easy 1 by 1 mob fight. When your first mob is dead, go for the one that was sapped, keep the sheep for last, because Polymorph can be re applied several times, and therefore lasts longer than Sap.
4. Damage Dealing: Killing monsters fast = good. So get classes with high DPS (Damage per second), such as Hunter, Rogue, Mage, Warlock. Avoid having a second warrior for exemple, they don't stack well. In short, once you have your base setup for your group (Tank,Heal,Crowd Control), fill the rest up with DPS classes.
Basics:
Pulling: Pulling > Rushing. You should always let your tank pull, and never rush into camps of mobs. It is bad, because in most case, by rushing a camp of mob, you increase the risk of getting adds. The way to go in instances is to let ONE person (the tank preferably) pull the mobs (with a ranged attack), and to run them back to the group.
Note: Exeption to that is Rogue Sap. When rogue saps it will get attacked by mobs that are around. But it's still the same, the rogue will run the mobs back to the group.
FAQ: I'm trying to pull this stupid Ragefire Shaman to my group but he's just standing there and nuking me. What can I do?
Assisting:
Everyone randomly hitting different targets = bad, why?
Decide beforehand who is gonna be your group's assist, choose someone who is not likely to change targets often. (warriors change target often, when they need to taunt adds, classes doing crowd control need to switch targets as well, so don't assist those). Choose a class such as rogue, or hunter... Anyway. Choose someone for the job.
Let's say your group has a rogue, let's name that rogue 'timmy'.
Timmy will be your main assist, he will pick the targets on every pull, and everyone must hit the same.
There is several ways to assist a person:
- Target Timmy, and use your Assist key (check key bindings)
or better, create the following macro (type /macro to open the macro creation menu):
/assist Timmy
Put the macro somewhere handy on your hotkey bars, and before hitting anything, use that macro to aquire your target.
That way, you can be sure you will be hitting the right mob. Your group will be already much more efficient if everybody follow those basics.
Healing: Let's say your group has a Priest AND a Shaman. The priest will be handling the heals, but imagine you get a heavy pull, and the Priest is getting beaten up. The instant reflex a shaman (or any other healing able class) should have, is to heal the Priest. A priest under attack is getting interrupted in his heals, and on top, if a priest heals while being attacked, he will just generate more aggro, making it harder to get the mobs off him.
Another situation, let's say you are encountering a monster that hits pretty hard, and you see that the priest is having a hard time, the health of your tank is dangerously going down between every heals. Help out the priest and toss a backup heal on the tank. Learn how to time those backup heals so they are actually useful and not a waste of mana. And you will save your group many times.
Miscellaneous:
Analyze your group setup and try to get the best out of it for every situation. You have a warlock, or a hunter, but you don't have mage or rogue, and therefore lacking crowd control. Well, a warlock's voidwalker pet or a hunter pet can 'Offtank' an add while your warrior is tanking another, this takes a huge burden off the healer's shoulders. It is a form of crowd control.
Monsters are cowards and they like to run and bring friends. 2 things:
The answer is: a LOT. So now you don't have to see for yourself, thanks to the geniuses I grouped with 
Walkthrough:
After entering the instance, there is only one way to go, for a quite a while, until you see the beginning of the two routes on map actually. Until you reach that fork, the pulls are pretty standard, mostly solo, sometimes two mobs per pull. Feel free to try out the group basics for Assisting and Crowd Control on the way.
When you reach the fork, you will have your first real pulls (3+ mobs per pull), so now is the time to apply everything you read above on group mechanics.
To Maur Grimtotem:
(skip this paragraph if you already did this quest)
Take the first path on your right (following green route), and clear your way up until you reach a little cavern. On the floor will be lying Maur Grimtotem, but before you talk to him, look in the back of this cave, there is a named elite, Oggleflint, kill it first. Nothing special about this named, he's easy. When that is done, talk to Maur Grimtotem to complete the quest. When you are done, go back where you came from to the big room and take the Yellow route, towards the Leaders of the Searing Blade.
To Taragaman the Hungerer:
Before reaching Taragaman you will reach a large area, which is made of bridges interlacing with each others, over lava. This is when you will start seeing Searing Blade members, which are mostly orcs.
At this point, you must really start pulling carefully, and using your group efficiency at best, because pulls are now getting heavy. On top of that, there are a few patrols roaming in between mob camps. So watch out for those. After clearing the way, you will meet Taragaman, aka the Beast. Get full HP/MANA before engaging him, he is kinda tough.
He hits hard, can take a beating, and has an AE (Area Effect) ability. So, if you are a caster or a ranged attacker, you better stay as far as possible from the fight, do not go melee. Taragaman also has a Knockback ability, which tosses you into the air and backward. So be careful if you are the tank, do not fight him with your back facing the lava, or he might toss you into it, and try keeping Taragaman away from casters.
When it's dead, loot the heart to complete the quest Slaying The Beast. Also, Taragaman almost always drops a green item.
Get back on the Yellow route, to the final two bosses.
Jergosh and Bazzalan:
Follow the Yellow route until you reach the fork (see map). From here on you can decide if you want to go for Bazzalan or Jergosh first. It's up to you. If you managed to Kill Taragaman, you shouldn't have a problem killing those last two bosses. The only difference is that they have guards. So use sap and polymorph on them and kill the boss first, quickly. If you don't have either, you can use Warlock pet or Hunter pet to offtank an add, and kill the other add quickly while the warrior is tanking the named. Just make sure everybody follows the same plan, and attacks the same target for maxium efficiency.
Jergosh the Invoker almost always drops a decent green item, in spite of Bazzalan, who rarely drops anything of value.
Once they are both dead, you can either use Hearthstone or clear your way back to the entrance, it's up to you.
Congratulations on finishing your first instance, now is the time to go turn in your quests and get your well earned rewards!
I hope you enjoyed this guide through Ragefire Chasm, if there is anything worth mentioning I forgot, please let me know, and I will update it asap. Thanks!
-Jame
Copyrights WoW-Pro
This is my first guide so please leave a lot of feedback.
Alright first of all thoughout this guide I will use RFC instead a Ragefire Chasm because RFC is short for Ragefire Chasm.
We're going to start of with collecting quests for RFC.
Quests
Ok now first if you are an undead go to the undercity and {The Power To Destroy} from Varimathras(56,91 Royal Quarter). (Note: You must be atleast level 10 to accept this quest.) Varimathras is located in the Royal Quarter and, he is very strange looking so it shouldn't be to hard to find him. (Note: The reason I don't really advise getting this quest if you're not an undead is because all of the other quests have better XP and if you're not an undead you're probably far away from the Undercity and it's not really worth it.
Allright now, head to Thunder Bluff and accept {Testing an Enemy's Strength} and {Searching For The Lost Satchel} from Rahauro (71,31 Elder Rise). Note: Both these quests require level 9.
Now head to Orgrimmar.
Now accept {Slaying the Beast} from Neeru Fireblade. (Quest Requires Level 16) (49,50 Cleft Of Shadows)
____________
-Tips-
- There are a lot of MOB's that are very close together in this instance so I'd advise getting a rogue (sap) or a mage (Polymorph).
- A tank will definetaly be needed in this instance.
- A DPS and I would reccommend a warlock because at this level the affliction and destruction spells are pretty good.
- Don't get a higher level to help you if you allready have someone other than you in you're group because, the instance will be much less fun and boring
-A healer and I'd also recommend someone that has a kind of "Back-up" first-aid just incase.
_______
-Group-
1. Tank
2. DPS
3. DPS
4. Healer
5. Pretty much anything that you feel you are weak in.
Guides about low to mid level Dungeons (level 20 to 30). Written by the WoW-Pro Community.
Guide for Black Fathom Deeps
Map of the instance: http://www.goblinworkshop.com/pics/maps/blackfathom-deeps-map.jpg
Quest Involved:
Loot Drops from Blackfathom Deeps














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
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.).
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:
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.
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! 
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
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.
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
© Copyrights www.wow-pro.com All rights reserved
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... 
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:
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:
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.
and 3750 xp!
I hope you enjoyed this guide to the Stockade!
-Jame
© Copyrights www.wow-pro.com All rights reserved
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:
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!
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.
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
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
Warlock
Alliance Paladin
Horde Paladin
Group Composition
A few important things to keep in mind:
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:
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
© World of Warcraft Pro - All Rights Reserved.
Guides about mid level dungeons (level 30 to 40). Written by the WoW-Pro Community.
Razorfen Downs
This is a guide written to introduce new players to the instance called Razorfen Downs. To be egligible for going into RFD, be sure you fulfill the following requirements (or others will kick you out of parties for being too low in level or will hate you for going offline).
1- you have at least two hours of spare time for the instance
2a- you are level 36 with good items (average of about level 30 green), OR
2b- you are level 38 or higher
3- You fit in with the group's class requirements.
4- You know the basics of instancing. RFD is not a very good place to start to learn how it works. You should have gone to RFK to learn things like pulling, cc, etc. Never to late to learn, as SM is still an easy instance in which you can hone your skills for the harsh ones ahead, like ZF or this one.
5- You know that RFD is predominantly filled with Undead mobs, and you know what doesn't work against undead (fear, etc.), and what does work against them (sheep, shackle), and use this to your advantage. (For example: As a warlock, I can safely Death Coil many mobs in this instance without running add-risk).
RFD is harder than the scarlet monastery instance. It requires some careful planning on some of the mobs, especially if you are new to it. Your hard work will be rewarded with some nice non-world drop twink loot, and some items which are good in general, not only for twinking but will also make future instances a lot easier.
In RFD, you will find some rare herbs (such as purple lotus). If there are multiple herbalists, make an agreement on harvesting these.Also devise a system to loot chests (rolling for chest is commonly accepted).
Okay, some information on the instance location itself first.
RFD is located in the southern tip to the barrens. To get there, go to southern barrens (hordes take a flight path to thousand needles or the barrens, alliance walks through dustwallow, or STV-->ratchet).
Step 1: getting the quests
There are also several quests involving in subjects related to the instance. These quests are:
[35D][A Host of Evil]
Kill 8 Razorfen Battleguard, 8 Razorfen Thornweavers, and 8 Death's Head Cultists and return to Myriam Moonsinger near the entrance to Razorfen Downs.
Myriam Moonsinger tends to be quite hard to find. She is located outside of the cave to the entrance, hidden on the top of a steep hill. It requires some skill to get on top of this hill.
The quest itself is not that hard, and the Battleguards and Thornweavers can be soloed by anyone meeting the requirements for the dungeon. You should be able to solo one of these mobs. Having a friend help on this quest is always a good choice though, especially with the cultists, because they almost always come with adds attached.
This quest awards a nice chunk of XP (up to 3,000), and nets 75 silver as well. If your group is doing RFD anyway, it will probably have to hack'n'slash its way through a lot of these mobs in order to get in. These cannot be found in the instance itself, however.
[37D][An Unholy Alliance - Part II]
This quest is only available to horde characters, and can be gotten at Varimathras in the Undercity. It is a follow-up for a quest in RFK, the longest low-level instance (can take upwards of 3 hours to complete, and it is very fun to do with a good group. And you get to learn the more complicated instance techniques there (pulling etc.)). It features killing Ambassador Malkin. I soloed him at level 42, but i'm a warlock (
), so I'd suggest having two people aid you at levels 36-39, or one person at level 40+. He comes with three adds. Ambassador Malkin is located near the instance entrance, in one of the huts of the large razorfen encampment.
The reward allows you to choose from various items, and it nets you some XP.
[42D][Bring the end] Or [42D][Bring the light]: Get it from Andrew Brownell in Undercity (horde) or Archbishop benedictus in Stormwind (alliance). This quest focuses on killing the last boss in the instance. It nets you an appropriately large amount of XP (4,000), and offers you the choice between two Rare-quality items, a sword which increases attack power by 28 and has 30 DPS, and a necklace with 1 AGI, 10 SPI, 7 STA. This quest is also interesting for people who can't use these items (well), because they can be disenchanted for a shard, or the sword can be sold for 1gold and about 78 silver.
There is also one quest in Razorfen Downs itself. This quest will be explained as soon as we get there.
Step 2: An RFD group
An RFD group is different from your average SM group. RFD is a harder instance, place it in difficulty between SM and Uldaman. Fewer people do it. The rewards are nice though. Many level 39 twink items drop here.
1: A priest.
It is definately advised to have a priest in your group. He/she needn't be the healer, it could also be a DPS shadow priest. Just for the Stamina bonus and Crowd-Control (shackle) alone, a priest is important.
A druid can be a poor-man's priest, but that will inflict harm on the capabilities of a party, certainly in the second part of the dungeon, where you can't then shackle painful undead mobs.
2: Tanks:
In RFD, you will frequently pull big pulls of lots of elites. The elites aren't necessarily tougher than those in, for example, SM, but they come in greater numbers. One tank may not be enough to hold all of them. Warlocks and Hunters should use tank pets to each offtank a meelee-mob (leave the most painful mob to the MT, which has the most armor).
The MT is a warrior in the ideal situation, but it could also be a paladin (abilties against undead and healing), or a feral druid in Bear Form. However, the paladin has one big disadvantage: no strong AOE-taunting ability. The third boss requires AOE-taunt, and thus you will need a pet which can do that, such as the voidwalker (which isn't as good a tank as a player).
3: AOE.
You will need an AOE-er. Period. There are several occasions where 5+ mobs need to be fought, and AOE is essential to the success of the party. Mordresh, for example, can be soloed by a single Hellfire and some DOTs, but a party without AOE will surely die. A mage or warlock is most recommended.
4,5: Filler
The filler can be filled accordingly to the classes chosen in 1,2,3. Generally, a balanced mix of characters is advised, to be able to use more forms of crowd-control. If the priest was shadow, add another healer to your party. Most classes have a helpful buff. Having more classes means having more buffs.
Step 3: Buffs
At this level, pots like the intelligence and agility pot (elixir of greater agility / of intelligence) become available. Having such pots and other buffs (+sta of priests, +all of druids, +int of mages), food bonuses, cries of the dragonslayer, etc., on everyone can, and most probably will make the difference between a wipe and success.
Step 4: The instance
For those people who have stuck around reading, congratulations
. We are now starting in RFD.
1: Have your group walk into the portal
2: you will see a dark hallway. It will have a T-split section in it. Straight ahead leads to the instance in the proper order. To the right are the hardest pulls in the whole instance (harder than the last boss!). It is not recommended to go that way. Most groups skip that hallway altogether, as it only consists of large volumes of trash.
3: follow the hallway. In this hallway, there are several groups of Razormanes. Each of them has it's own specialities. Most pulls feature two or three Razormanes. I shall l not go into details with those pulls. But first, the mobs:
--> Death's head Geomancer (fire mage)
These blokes are quite dangerous. They should never be on a caster, and either CC'ed or tanked by the main tank. The group has then two options, either kill it first, or kill it last. Killing it last is easiest to do in most situations, but sometimes, CC (sap/polymorph) could trigger either adds, or not be possible. Geomancers have fire spells that can hit for 200-300 damage, depending on their level. They will also run away, but won't last long due to their low hp.
--> Withered Reaver/ Withered Warrior (tanks)
These mobs have low priority. They are undead, and won't flee and are immune to crowd control. They do low damage (about 80 on someone with reasonable gear), and have lots of hitpoints. Nuke any mobs that go into a rage, because they will hit twice as fast.
--> Withered Quillguard/ Withered Spearhide (hunters)
In the instance, a lone Quillguard will come with some non-elite boars (five at most), which can either be AOE'ed or killed separately while CC'ing the hunter.
--> Battle Boar horror
These patrols will spawn every few minutes if you are in the first part of the instance. They will pull others if you attack them before they go through mobs, so be careful with that. The boars themselves are no more than a nuisance because they are level 37 and non-elite. They can interrupt casters who are DPS'ing a difficult pull, so be careful as they can come from behind when clearing a room. Have your casters create a 'boars' macro to notify tanks and let them get a bit of aggro on the boars. The boars themselves to almost no damage, so they can safely be ignored until the rest is dead (or AoE them, it's your choice).
Now there are some notable pulls in here. As you finish the first hallway, you will come into a small room. It contains a hard pull. This pull can be skipped, but you must then pull back the other pulls to prevent them from adding up, and miss out on a chest. In the second room: To the left is a large oven. This room has to be cleared to be able to do the quest in the instance, and there is one 4-pull in there. It's important that you cc the caster, tank one, offtank another, and leave the fourth (a meelee) to bash on a tank and not harm it.
Continue down the hallway. You will come across another small room, with exits to the north and south. The exit to the south skips a boss and the quest, and is not advised. There are over 8 mobs in this room. If you pull the right group first, you have a very high risk of pulling them all. So walk back, and have your tank shoot the left group, while he's hugging the left wall! This is very important. Otherwise, the mobs will walk slightly too close to the others, and a wipe ensues. When the left group is defeated (only 2), you can kill the right group. It consists of 1 caster elite, 3 withered, and 1 skeleton pet. The skeleton pet has very little health. Start with frying that with a single nukespell which does at least 350 damage. In the meantime sap or polymorph the caster. If you can't you must shackle one of the undead mobs, and kill the caster as fast as possible. The second pull can be skipped, but the questgiver (which will walk through here) may aggro the mobs, and the mobs appearing from nowhere & these are kind of a hard fight, even with mr. BeliniStrasz.
Take the path to the left. You will end up in a large chamber with a gong in it. Do not hit the gong!. That will spawn 10 spiderlings and link the pulls in the room together, and then wipe the group as a consecuqence. There are two strategies. Left group first, or right group first. Both mob groups cannot be dealt with at the same time, and both contain a caster. It is important that this caster is somehow prevented from running. A curse of recklesness or a well-timed entangling roots may do the trick. Both groups can possibly be dealt with at the same time or close to each other, but it will be harder.
After dealing with the monster groups in the chamber, be sure that the chamber and 10 yards into the hallways around it are clear, and that everyone is at full health/mana, buffed, and standing close to the gong.
It's time to activate the first boss. Ring the gong, and some level 35spiderlings should come marching in. They will organise into two groups. The MT must then walk off the platform, gather up the spiders, and use his AOE-taunt, while the main healer heals/shields him/her. Then use AOE to kill the spiders. The groups may also be dealt with separately, but due to the stacking poison these buggers drop on players, I advise to kill them as fast as possible: round up and AoE.
When everyone is ready again, ring the gong for a second time. 4 elite 37 spiders come marching in. Either AoE, or CC one of them (they are undead, so shackle or polymorph is the only option!). These things do hit quite hard, and have area of effect webbing abilities. Casters should stay in the back, unless they are AoEing.
If you survived the last one, then the boss is going to be a cakewalk. If you let your tank put on 2 sunders/taunts/whatever, and the healer pays attention, you can breeze through him. He again has an AoE webbing ability, but it doesn't really do anything besides being time-consuming. Tuten'Kash (level 40+) drops the following loot:
- Silky spider cape: a rare level 35 cloth cape with 11 sta and 5 spi at 28%. It's not that good for a level 40 boss.
- Arachnid Gloves of xxx: A rare level 37 leather set of gloves with 10 nature resistance and a random buff (for example "of the eagle" gives sta and int). It drops 29% of the time. These can be very good, but also appalling.
- Carapace of Tuten'Kash: A rare level 40 plate chest piece with 15 sta, 10 strength, 8 agility. This item is highly valued by warriors, and it is quite good up until the high fifties when people start getting the dungeon sets and such. It drops once every four kills (25%).
After Tuten'Kash, there will be a long winding hallway with lots of pulls. These are the same as before him, but the geomancers are now replaced by necromancers. The necromancers have a deadly AoE spell and a skeletal companion which can be killed very easily. The necromancers themselves are -not- undead and will run! Killing order should now be:
1: Skelly pets (they go down so fast it's most efficient to kill them first)
2: Necromancers (Shadowbolts and AoE are painful)
3: Ranged attackers (quillguards)
4: Boars that come rushing in
5: Anything else.
You should take the road leading up whenever you get a fork in the road. You will eventually find a large room devoid of mobs. Ignore this room at first, and go over a bridge which leads to a large pile of bones. This is the second boss.
The second boss consists of two things:
- Mordresh Fire Eye: a level 37 skeletal fire mage.
- 30+ Skellys (you know, those 350 hit point skeletons =P)
This boss needs a separate strategy. A warlock could solo the skeletons provided he uses a voidwalker to gather, aoe taunt, and then sacrifice/hellfire for enough damage to kill all the skellys. But most of the time the VW will require some healing while the rest of the party takes on Mordresh. Without a warlock, a mage could try to AoE the skeletons after the tank has used an AoE taunt on them and gathered them up. The disadvantage of this approach is that there are only 2,5 characters left on mordresh (half the healer, and the two others). A druid or shaman could also fulfill the mage role, although the druid can't do the dps as fast as the shaman or mage, and the shaman's strategy requires a certain talent build.
Ppl who do single-target dps should focus on mordresh and ignore the skeletons. They are no match for their sheer numbers. These people should only come marching in as soon as the skeletons are on the MT, and take away Mordresh from the MT. So to sum it up:
1: tank gathers up Skeletons
2: Tank uses AoE taunt
3: Single Target DPS takes mordresh off from the MT, and possibly on an OT. (he doesn't hit that hard).
4: The mass of skeletons is AoE'ed to death (this determines if you win or lose)
5: as soon as the skellys are dead, the MT should try to take back Mordresh.
6: The group now focuses on getting mordresh down as quickly as possible (chances are he won't be getting off of whoever did the most damage to him by taunting at this stage).
If done correctly, mordresh is one of the most fun and unique fights. Oh and the music's nice
. He drops:
Mordresh's Lifeless Skull (29%): A rare level 36 offhand item providing 11 spirit and 5 stamina. An alternative to a shield for a tank, also nice on a healer.
Glowing Eye of Mordresh (29%): A necklace giving 11 spirit and 5 intellect. Give this to your healer
.
Deathmage Sash (28%): A cloth belt with 15 INT and 6 STA. It can be put on by any cloth caster class.
Remember the room I told you about? It's now time to go there. Open the pens. In one of them you should find Henry Stern. He has a cooking and Alchemy recipe.
Then go to Belnistrasz.
Side note: he's actually a member of the Red Dragonflight, a red dragonwhelp/drake/dragon. All names on strasz almost always are. He's disguised as a human. This fact is just some background, and has nothing to do with his quest.
He has a quest. Before someone rushes in to get it, ask if everyone has a free slot. Everyone must accept it, or you'll end up doing it twice. The first part of the quest involves nothing. The second part involves walking with him to the room with the large fire in it I told you about in the beginning, while beating some random spawning trash mob groups (nothing worth noting, because mr. strasz is a really powerful fire dragon, umm, wizard. Sorry 'bout that
.
As soon as he's there, he'll start doing a ritual. Immediately, huge quantities of mobs start pouring in. These will go on for five minutes without pause, so it's adviseable to use mana potions for this fight, and be as mana-efficient as possible. The MT has a fun time, because of all the rage he's going to get. Kill casters first, then the ranged guys, and then everything else. This goes as far as to switch targets the moment a caster comes into the room (as these will continually spam shadowbolts/firebolts if you ignore 'em. At the last bit, a boss will spawn, called Plaguemaw the Rotting. He has a lot of health, so kill everything else before him. He drops Swine fists at 58% (an uncommon pair of gloves with +8str, +8 agi), and Plaguerot Sprig at 30% (a twink rare wand with 37dps and +7 shadow resistance).
If you survive the onslaught, congratulations!. If you don't, just use the raid-wipe prevention and go on further in the instance. This is just optional, and as such it's harder than most of the other stuff in RFD.Completing the quest awards all members of the party the rare item Dragonclaw ring, a ring with +4spi and +10 stamina, which is very good for any tank, but can also be used by most other classes due to its large bonus amounts. It can also be either sold or disenchanted.
Now you can head on from the room where you defeated Mordresh. Just now keep following the road down, and you should get into a long passageway to the east.
From here on, you'll not be facing any boar mobs anymore. All mobs from this point on are undead, and I will not be notifying that to readers anymore.
There are several trash pulls in this long hallway. There are also patrols of two Splinterbone Skeletons (oh nooo). Do try to be careful to pull as little as possible, because the mobs can get dangerous. The pulls consist of:
--> Splinterbone Skeleton
These are just level 35 meelee fighters. You can either offtank them while having dots on them and focus on the main mobs, or ignore them altogether. They'll die from a few basic AoE spells anyway, being nonelite.
--> Skeletal Shadowcaster / Skeletal Frostweaver
These are level 37 elite skeletons which can cast shadow/frost bolts. These bolts are not as painful as those from the necromancers, but can still hurt at 180+ damage apiece.
--> Thorn Eater Ghoul (36-39 elite)
These mobs do not hit very hard, being just meelee fighters, but they do have really pesky debuffs which harm the entire party if everyone gets them. I'd place these in priority about equal with the skeletal mages
--> Frost Spectre (level 38-39 elite)
These are meelee, but they hit quite hard, and have a habit of resisting aggro-increasing abilities such as taunt, and have a higher than average shadow resistance. They also come with a silence ability, so casters should be very careful about aggroing them.
A typical pull consists of:
2 different elites
3 skellys
Some pulls will consist of 3 elites (2 spectres & a ghoul, or one of each, etc.)
As soon as you finish the hallway, it changes into a large winding spiral. Everybody except the puller must remain at the spiral entrance. The puller then pulls the mobs to everybody else. This is to prevent pulling the next boss, Glutton. Glutton is a large abomination which wanders around the first circle of the spiral. If the party starts battling groups normally in the spiral, glutton could show up, and someone could get his aggro (or he's pulled by a mob), and that would cause a wipe.
Once Glutton can be safely pulled, do that. The rules of the above paragraph then cease to exist. Glutton can normally be tanked, with one exception: the healers must have careful attention about the buffs/debuffs on the MT, and try to dispel Glutton's debuffs, as they slow the taunting down, and could cause our little friend to change targets. Glutton does not hit extremely hard, but he does hit in the 100's depending on your tank's gear and level, and he'll put a 10% debuff on you for 10 minutes, which lasts through his death. The next part of the dungeon will be much harder if you can't remove that debuff.
If you pull Glutton with adds, he won't be a pushover like he is alone. On the priority list, he ranks just above a ghoul. This means he has to be dealt with first without disease cures and such, and just after the mages if you do have those nice anti-debuff spells that help out a lot here.
He drops:
Glutton's Cleaver: An uncommon-quality level 36 axe, which does 23 DPS, and can wound a target to bleed for 50 damage over 30 seconds. This thing is totally appalling, especially the chance on hit effect which is totally negligible. It's very bad quality.
Fleshhide shoulders, however, are great. They are a level 37 set of leather shoulderpads providing 5 STR, 15 STA, and 6 AGI. Any feral druid would fall in love with these.
If you are lucky, you could also encounter the very rare Ragglesnout boss. In all my 10+ runs I have personally never seen him. If you do, you can post your suggestions on strategy on him in the comments below 
Now you'll be marching up the spiral. The pulls will get steadily harder, and the Skeletons will be replaced by Warriors, centurions, and the Thorn Eater Ghouls will be replaced by Bone flayer Ghouls.
When you're in the 2nd-3rd circle some new mobs start to appear. Large groups demand lots of CC and smart tactics.
--> Splinterbone Captain (level 39-40 elite):
This is merely an elite version of the Skelly centurion, with thrice the hp and twice the damage.
--> Skeletal Summoner (level 40 elite)
Now these things are a real pain, and could be a big danger to your group. You cannot CC them very effectively, as they will still use their most painful ability as soon as they get loose. They also seem to have quite some resistances against these spells, among others. As the name would imply, these things will try to summon in more undeads. They'll simply SPAM this summoning spell, so must be nuked as quickly as possible. If there's a summoner in a group, simply target that one first with all you got (OT's, warlock DOT's and CC is an exception, of course), and then do the other mobs. If done correctly, they shouldn't pose too much of a threat.
Summoners are usually lone patrollers, except for a few groups just before Amnennar the Coldbringer, and some groups in the hard road. Try to take these patrollers out lonely, as that will make your job easier on the groups (if a summoner comes as an add, you're in trouble).
To sum it all up: a priority table for the spiral and the hallway before it. Kill the mobs with the lowest number first.
1: Skelly Summoners
2a: Skeletal Frostweavers/ Skeletal Shadowcasters
2b: Ghouls (could also be equal with the casters, depending on classes in your party. Without disease dispel, place these above the skeletal casters, but after the summoners).
3: Frost Spectres
4: Skellys (splinterbone xxx)
5: everything else (skelly patrols, etc.)
The last three pulls of the spiral are exceptionally hard. The last pull consists of:
2 or 3 skellys
1 skeletal elite
1 ghoul
1 spectre
and 1 summoner
This pull will essentially be harder than Amnennar himself, speaking of which, you will now encounter. So prepare your group for a short and painful boss fight.
Amnennar (41++ elite) hits very hard, so he should be on the MT all the time, and the MT must always be healed, just like in any other normal boss fight. However: One other person has to play the OT (or the pets do this role), and the job of the OT(s) is to keep the spirits Amnennar will summon to his aid during the encounter off the casters. He doesn't have to kill the spirits, just use AoE taunt to keep 'em off the healer. They will eventually stay on the healer, and kill that person, and a wipe will ensue. Anyway, just keep them off as long as possible. The healer himself can help with this by using spells with low aggro (such as shields and HoTs) As soon as Amnennar is dead, those annoying Freezing spririts will immediately disappear. So we have:
1 MT trying to keep Amnennar's aggro. You can switch tanking duty to someone without AoE taunt here, because Amnennar needs single target taunt only.
1 healer trying to heal the MT while gaining the least possible aggro from the spirits that he will summon to his aid.
1 person and/or the pets on offtank duty: keep the spirits off the healer
2 or 3 others, depending on the setup, killing Amnennar as quickly as possible.
If done correctly, Amnennar will be killed before the healer dies. Sheeping spirits or shackling them can be quite useful in the fight, but don't spend too much time on CC as a mage or priest. Also: if the offtanking is succesful in keeping all mobs off the Healer, try to keep mobs off from other casters too. Note that the patrols will still go on during the boss fight, and it is possible to encounter such a patrol during the boss fight. These skellys do not need much handling, except when they start to interrupt casts and heals. Just treat them like additional spirits.
Luckily, Amnennar has very low health for an end boss. He'll probably die before the main healer has gained too much aggro, especially when using the priest's shielding spells.
Amnennar drops the following items.
Robes of the lich: (29%) A cloth level 39 rare twink robe providing 20 intellect and 10 stamina. Because warlocks already have the quest for the Enchanted Gold Bloodrobe (which is only 3 stat points worse), i'd suggest giving this great item to a mage or priest first.
Icemetal Barbute: (29%) a plate helm with +15 STR, +7 SPI, +10 STA, and +10 frost resistance. It also boosts 383 armor. Your warrior will drool over this. A rare item.
Bonefingers: (24%): Leather gloves with +9 sta and +9 INT. They are of uncommon quality, and not really notable.
Deathchill armor: (24%) is. It's a level 39 mail item providing 20 spirit (!), 9 INT, and 3 STA. It's great for any Healadin or Healshaman.
Coldrage Dagger: (only 14%) is a level 39 twink dagger with 29,7 DPS, and a chance of launching a frostbolt which deals a minor 20-30 damage, but which does slow for 50% (!) for 5 seconds.
Because this is the end of the instance, i'll also list some loot dropped in general in the instance:
Silk cloth / mageweave cloth: drops aren't as frequent as in SM, but there's still far more than on normal humanoids.
Ichor of undeath: each of the high-level undead in the instance has a rare 1.5% chance of dropping this item. It is used in professions, for example to make the 20-slot soul bag.
Any items dropped in this instance can ofcourse also be disenchanted. Most blue (rare) items will award shards which can sell at the auction house for 3-5 gold apiece (large radiant shards sell for 8-10 gold). Much better than the vendor price. Green items can award dusts, essences and shards. Consult a mod such as Enchantrix for the amount recieved. If no one wants to wear/ can wear a rare or uncommon item, it is often better to give it to an enchanter in the party, who then disenchants it, and gives the mats to the player who won the roll for it (just type /roll to do so), especially in the case of BoP, which can't be posted on the Auction house. None-bop items may also have disenchant values higher than their actual price.
Step 5: alternative ways.
Once you have tried the instance, you'll find out that you only want to kill glutton and Amnennar. Just take the path to the right at the beginning, and you should end up halfway in the first spiral. Be careful, as the pulls in this path are at least as hard as the very last pulls before the lich. They feature AoE, summoners, casters, etc.
Step 6:
Well, repeat if you so desire, or go do something else (read Jame's Uldaman guide for a guide on the next instance on the ladder to supremacy).
Note: During the Invasion of the Scourge event, there was an additional boss in this dungeon, called Lady Falther'ess. This level 40 elite dropped some very nice rare caster loot. Alas, she's no longer there. She may return if the event repeats itself, but we can only hope and wait if such a thing happens.
The End.
Written by: Aphid
Level 45 Gnome Warlock
Bloodhoof
P.S. Comments on improving this guide are always welcome. Please show me my mistakes, as this is my first guide
.
Gnomeregan Instance Guide
Introduction:
Gnomeregan has been the gnomes' capital city for generations. Recently, a hostile race of mutant troggs infested several regions of Dun Morogh - including the great gnome city. In a desperate attempt to destroy the invading troggs, High Tinker Mekkatorque ordered the emergency venting of the city's radioactive waste tanks. Several gnomes sought shelter from the airborne pollutants as they waited for the troggs to die or flee. Unfortunately, though the troggs became irradiated from the toxic assault - their siege continued, unabated. Those gnomes who were not killed by noxious seepage were forced to flee, seeking refuge in the nearby dwarven city of Ironforge. There, High Tinker Mekkatorque set out to enlist brave souls to help his people reclaim their beloved city. It is rumored that Mekkatorque's once-trusted advisor, Mekgineer Thermaplug, betrayed his people by allowing the invasion to happen. Now, his sanity shattered, Thermaplug remains in Gnomeregan - furthering his dark schemes and acting as the city's new techno-overlord.
Level range:
Though meeting stone says 26-35, you won't be able to complete the dungeon, if you're not lvl 30 at least. This affects healers too because low lvl players can aggro a nasty amount of mobs in the latest part of the instance.
Quest gathering:
Alliance quests:
)Group composition:

To the entrance:
If you have been questing in Dun Morogh (usually dwarf/gnome), you should know where the entrance is. Horde gets teleport to there. Anyway, if you don't know where it is, location is Dun Morogh (24,40).
Mobs near the entrance outside the corridor are lvl 9-10, so that's not a problem. You probably won't see any mobs till the elevator but there'r sometimes patrols of one or two lepper gnomes-lvl 25-26. So,you can safely go inside the corridor. You will go down and down till there's an elevator. Usually there are around 6 lepper gnomes there, which are non-elite and easy to kill. When you go down the elevator, you'll see a room full of gnomes (lepper ones
). If you are alone,you'd better wait for the others because you can pull all of them. Once you'r all together, clear them and go up the corridor to the right. Some more gnomes and you'll be at the place where elites start - lvl 25-27 troggs. If you have the quest for Techbot's brain go forward. Follow the path and don't jump. He'll be in one of the rooms to the right of you. Kill him. He has no special abilities and drops nothing good-usually a shield. Loot him and get his memory core. 1 quest completed. Probably, the one, whose loot is the bot can get 1 robomechanical gut for the quest. You'll get this quest done with no need to go to special places and so on.
Meanwhile, any mob you've already killed should've dropped a white punch card. Use it on one of the punchers to get the next card. Now, go back to the place where road separated and go to the other side. Just go on killing mobs till you reach the entrance.
Let's get it started:
As you enter, you'll be in a corridor. Go forward (there is no other way, actually). You have to kill only two mobs before the corridor separates in two ways - right and left. Go left and keep cleaning your way. You shouldn't have any problems in this part. You'll see another corridor going right in 2-3 groups time. There is an optional quest there with no difficulty (see Grubbis on the map). You just have to try not to go inside the caves, which will open (because they collapse after a certain time, killing anyone inside. Even worse, you can't be ressed, because generally even if a resser stayed outside the cave and lived, he can't target your body. There is a warning shouted before the cave blows). Fight the troggs outside. If you don't want to do it continue fighting. IF there is/are hunter/Warlock in the group, he/she/they must put his/her pet to passive. Soon there'll be a way to move to the right. There'll be 3 troggs, which are also easy to kill.Remove them from your way and go down the stairs to the right. You're in the clean zone.
The Clean Zone:
The thing I really love in Gnomeregan is the clean zone. Why? Well, vendors and a mail box. Also, here are 3 "Spracklematics 5200", which are for two quests - The Sparklematic 5200! and
Grime Encrusted Ring.
You can do only the first one for now, though. At the end of this zone there is the next puncher. Use it to get the third card. The corridor splits.You can go to the Dormitory and search for Kernobee in order to do the escort quest or take the left one and continue your way. Turn right when there is place to move and you're in the Hall of Gears.
The Hall of Gears
The hall of gears is a round hall with elementals and oozes.You can take the samples for the quests here. Also, there is a boss here called Viscious Fallout. The fight with him is really simple but some good drops here:
Acidic Walkers
Hydrocane
Toxic Revenger
You can clear all the mobs for loot here but it's not needed. You can continue your way through a passage way. Go in that corridor on the left side, which is a bit upper than the right one. Stick to the left!!! This is where the "fun" begins. There'll be two types of mobs - mounted leppers and unmounted leppers.First kill the mounted one, with having someone beside the MT tanking the other like - paladin/rogue/shaman/pet can do it. On your way you'll see some wardrobe like boxes, which can be opened. This way you can colect the essential artifacts. Look out for alarms, they're killed easily but if not they get around 30-40 elites after you, so just kill them
. At the end of the corridor, you'll see the beginning of a huge area, called the Launch Bay.
The Launch Bay:
After you get out of the corridor, you'll see big machines and lepper gnomes. To clear them get your MT to attack the machine and your mage/Warlock AoE the non-elite gnomes. They're not hard. You can go both left and right, no difference.The point of this room is to get to Electrocutioner 6k. This boss looks like the machines and his special attack is a chain lightening, which doesn't hurt a lot, though. He drops the workshop key, needed to open the workshop entrance, which is nearly directly to the deeprun tram part. Also drops:
Electrocutioner Langnut (31%)
Electrocutioner Leg (~9%)
and 0.0% to drop a 12 slot bag but hope never ends.
))
Behind him is the next puncher.
As you get down the ramp, where he is, go left. Start clearing the mobs, if you haven't till you reach a passage way. Enter it and you'll finally reach the deeprun tram part.
Deeprun Tram part:
First, I wanna say that that's name because it looks like the deeprun tram.
. There are 3 ways to go - right, left and middle. The best way (for me) to go is right. Shortest way but a lot of dwarves. The way to kill them is warrior tanks all and mage/Warlock/both aoe. They come in groups of 3-4 but are really easy with two mages = two blizzards ^^. The bad thing is when they drop bombs, which have big aoe. At least one of them should drop a grime-encrusted ring. Also, a new mob type you'll find here are the arcane nulifiers. The bad thing happens when they get into reflecting shape, which also affects their "allies". At the end of the corridor there is a group of 2 dwarves and 2 nulifiers. Also,a "Dark Iron Ambassador" is a rare spawn at the end of the middle path. He can drop a nice gun:
Glass Shooter (35%)
a mace-Royal Diplomatic Scepter
and leather bracers which give 5 arcane resistance and random stats.
You'll see a big door. Open it and you'll be oposing a group of mounted leppers, 2-3 non-elite leppers and a machine. Clear them and only the mekgineer will be left. (and a card
)
Mekgineer Thermaplugg:
That is the big boss. He is a lvl 35 mechanical mob. His special ability is to drop bombes, which if not killed explode for some nice dmg. Get a pet/rogue/mage/Warlock to take care of them (this can be done by running around the room and pressing the big buttons.), while the others are nuking the boss.
Additional info from Kriemhild:
Also, his other special ability is a knock-back, which I think is also a partial agro wipe. In any case, with my Prot-specced pally, I found it really hard to regain agro after he punted me. Warriors can taunt to regain agro, but I've seen Warriors lose agro here too permanently after being punted. I don't know what the best way of dealing with this is. We tried having two tanks, but after he punted one, he didn't turn to the other tank, but went after some DPS. Just burn him down quickly after this I guess.
He is a bit tough fight but has nice drops:
Thermaplugg's Central Core
Thermaplugg's Left Arm
Electromagnetic Gigaflux Reactivator
some rings which give 5 arcane and nature resistance + random stats
and has 0.4% to make an engineer happy with
Schematic:Craftman's Monocle.
In his loot pool there are also a lot of greens.
When you kill him, go back till you see another passageway on the right side. Follow it (there are 1-2 patrols in it) till you reach the engineering labs. Here is the last puncher with which you can get the prismatic card. Grats, you completed the Gnomeregan instance.
P.S. Hope you like it, it's my first guide. I decided to write it as I know a lot about GR and there was a request for it.
)
Razorfen Kraul Guide

Introduction :
Razorfen Kraul (aka RFK), is a nice little instance, packed with mobs, and can be done in 2 hours if you know where you're going. It's designed for a lvl 30-32+ group. I will try to cover everything that needs to be said and to keep it short. Just the map already will be a big help, the optimal route to take is drawn on it(Follow yellow route until Chalgra Razorflank, then Green until exit), and every named listed. Now on to the guide!
Where:
Razorfen Kraul is located in the barrens, at the most southern part of it, actually at the border to the Thousand needles. When you are there, look towards the West, that's where the entrance to RFK is, if you look East, that's towards the entrance of Razorfen Downs (lvl 40ish instance).
Gathering the quests:
Horde:
Alliance:
Both:
Group formation:
Get a standard group formation, Tank, Healer, Crowd Control, Damage Dealer, etc. Nothing special required.
The instance begins:
Enter the instance and start following the Yellow route, to Charlga Razorflank. (you can if you wish follow the violet route and quickly kill Roogug, if any warrior in your group needs the quest done, it's a nice warmup, then go back and take the Yellow route).
You will be in some kind of mini-canyon, keep following it until you walk out of it, then you have two choices :
> The main route is going straight infront of you, but behind you on each side of the mini-canyon you just went through, are two optional nameds: Death Speaker Jargba and Aggem Thorncurse. They mostly drop some green items. But Jargba has a small chance to drop a blue item:

It's all up to you if you want to kill them or not. They are easy, especially Aggem Thorncurse.
When you are done with that, go back to Following the yellow route, until you get to Overlord Ramtusk.
Overlord Ramtusk:
Unlike the previous two nameds, he is a mini-boss, and almost always drop blue loot. He is also harder to kill, hits kinda hard, and has two guards. It all depends of your group setup how you want to handle those two adds. If you have both mage and warlock, keep them Polymorphed and Succubus seduced the whole fight, while killing the named. If you don't, I suggest letting your warrior tank the named while the rest of the group kills the add(s).
Overlord Ramtusk can drop good items:

Go back to following the Yellow route, over those wooden bridges. I suggest you always let your puller pull the next platform and run them over the bridge to your group. There are a few stealthed mobs on each platforms, so it's good to rush them until they seem clear. Fighting on bridges isn't recommended as well, avoid it if you can.
If you follow the bridges you will reach the caverns, this is where you find those bats who drop the Kraul Guano for the Going,Going, Guano! (Horde) quest.
A bit further west into the cavern you will see an Energy Barrier blocking the way to Agathelos the Raging. Pull the pack of mobs guarding it, and then kill one by one the two mobs channeling that wall. Once dead, the wall will fade. You can then head in and kill Agathelos. Its a straight forward melee type boss.
He can drop a nice dagger (~25% chance to drop):

Charlga Razorflank:
Go back to following the yellow route, before exiting the little cavern, check the Northwest corner of it, there is a rare named bat spawning there sometimes (this is decided when your group enters the instance and creates it) if its not there, don't look any further. Then you will finally make your last few steps before you engange the big boss: Charlga Razorflank.
He's waiting for you on top of a turret, try to get him away from it. Send your warrior to pull him from max range and then back off until Charlga gets off his turret.
He is a caster type, he casts chain-lighting (so watch your whole group's health bars, also, Shaman's grounding totem works nicely against it, use it), renew (which makes him regen like mad, you can counter this with Priest: Dispel or with Shaman: Purge, or Warlock's felhunter pet), and by the end of the fight he uses Divinity, which makes him immune for about 10 seconds. He doesn't have much hit points though, so he will go down fast if you dispel his renews or just outdamage them.
Congratulations, loot his Heart (Horde) or Medaillon (Alliance). You have finished your main quest, and the rewards are quite good. But there is still a couple of quests to do, and they are kinda on the way back anyway, so don't miss them!
CAREFULLY jump down under Charlga's Turret, there should be just one mob aggroing you when you jump. Make a quick deal of it, and then you should have Willix The Importer's tent in sight, so start pulling towards it.
Before starting the escort mission with Willy:
Blueleaf tubers: When you have the area around you cleared sufficiently, get one Snuffler out of the crates you got in ratchet, and then use the command stick. The snuffler will go and dig out the closest blueleaf out of the ground. Loot it. You need 6 of those. Be careful not to use the command stick when you are too close to mobs, because it's likely that the snuffler will stupidly go in their direction and die. You have a few spare Snufflers, but still...
If you cannot summon a snuffler, just keep moving around and try different spots.
Note: If a group member's snuffler digs a leaf out, everybody in the group can also loot it. This is useful if you happen to get all your snufflers killed 
Alliance: Get the quest from the elf
Horde: Do whatever you want with that sorry elf
(pvp flagged, but who cares in instances)
Accept the quest from Willix and get ready, he will start to move towards the exit. If he dies, you fail the quest. (you can try it again though by restarting the instance and re-clearing to him)
You shouldn't have any problem. Willix the Importer will lead the way to the exit, and reward everyone. (A ring with +6 to the stats of your choice)
Note: Now that the way between Willix' tent and entrance has just been cleared, feel free to go back there and get the last Blueleaves you miss. It should be easy.
Alliance: You will have to kill some more quillboars if you want to finish your last quest. Feel free to reset the instance and to get a few more bosses while you work on getting this last quest item.
There you go, this is the most efficient way to do Razorfen Kraul and all of it's quests in one run. I hope you enjoyed this guide!
-Jame
Copyrights WoW-Pro
Chapter I: The Library

Introduction
Scarlet Monastery is many people's favorite instance. You will get to love it yourself too. One of the reasons people love it is because it is divided in 4 Mini instances instead a single big one. The advantages of that feature are numerous. The 4 mini-instances of Scarlet Monastery are The Graveyard, The Library, The Armory and The Chapel..
I will cover the graveyard instance shortly here (because there isn't much to say about it), and then move on to the first important part of the instance, The Library. (see map above).
Quest Gathering
Horde:
Alliance:
Mages:
How to get to SM
Scarlet Monastery is located in the Northeastern part of Tirisfal Glades.
After going up a long corridor you will be in a large room with pillars in the middle, filled with scarlet denizens all around. Clear your way to the opposite side of this hall, and you will reach the 4 entrances to the instance. The two middle doors are locked, they give access to the Armory and The chapel, you can't access them yet. The blue portal on the left gives access to the Graveyard, the blue portal on the right gives access to the Library.
The Graveyard
The Graveyard part of the instance is through the Left blue portal, as explained above. It is totally optional. If you go there and clear the first corrider to the first room, you will be in a torture room, and an easy mini-boss will be there, he doesn't drop anything worth it, but there is also a tortured prisoner there, who gives you a quest:
[33] Vorrel's Revenge (Elite) (Horde only)
If you go to the end of the graveyard you will kill an easy named who drops blue loot sometimes, but really not worth it compared to what you can get in the other part of the instance. On the other hand, this part is easy and can be done by a low 30ish group.
Now on to the interesting stuff, to the library! Enter the blue portal to the right.
The Library
Group composition: lvl 35+ basic party. You need a tank, a healer (priest/druid), some crowd control against humanoid (Rogue / Mage / Warlock) and anything else.
The only real danger of this instance:
Runners. Every single mob (besides the hounds) in this instance runs away in fear when getting low on health. This is almost the only reason why parties can wipe there. So two things:
It's easy if you follow the rules above. After clearing first corridor you will reach the Huntsman's Cloister. Clear it entirely, then go south to the room where Houndmaster Loksey awaits you.
Houndmaster Loksey
Houndmaster Loksey deals quite a lot of damage for his level, so if your party is rather 35- than 35+, I suggest you take this fight seriously.
He is guarded by 3 hounds, which don't do nearly as much damage as Loksey does. If you have a druid, put one dog to sleep, if you have mage, sheep one, as for the last one it's up to you. Send the warlock or hunter pet on it, or even, ask the warlock to cast fear the whole fight. (if you cleared the previous room entirely, there's no risk in doing that)
Kill Loksey first, and then finish the easy dogs. Congratulations, you just finished 1/4 of the main quest.
Get moving fast though, because respawn rate is quite fast in Scarlet Monastery.
On the way toward the final boss of this part of the instance, you will meet new mobs, a bit higher in level than the rest: Scarlet Chaplain (priest type), Scarlet Monk (deals high melee damage, but low defense), Scarlet Diviner (casts fireball a lot, interrupt it).
You will finally reach the Athenaeum, where you will find the books you need to complete the Test of lore and Compendium of the fallen (Horde) and Mythology of the Titans (Alliance) as well as the mage quest Rituals of Power. Check the shelves at the spot shown on map. Also, if you have the quest Test of Lore, you will have to clear one of the little side rooms before reaching the Athenaeum, the book is on a table inside of it. (see map)
Arcanist Doan
At the end of the library, you will find Arcanist Doan(lvl 37 Elite), he casts the following spells:
He can drop one of the following items:

As well as the Mantle of Doan or the Robe of Doan, so-so green items.
In the back of Arcanist Doan's room, you will find a treasure box on the floor, open it, and you will aquire the key to the 2 last instance parts of the Scarlet Monastery.

Now on to the next step, the Armory.
__________________________
Chapter II : The Armory

So you just entered the Armory. Now things get a bit more tough. First off, mobs are a bit higher level (highest being lvl 40, Herod himself). So I recommend your group is majorly lvl 36+
Secondly, most pulls are gonna be two or three mobs at a time. And there is also a few patrols, and of course, mobs have that annoying tendency to run away in fear. Things can get ugly quickly.
A few rules:
At the end of the armory is a big circle room, where Herod awaits his challengers.
Herod, The Scarlet Champion

Herod is tough, looks cool, and is a fun fight.
He hits pretty hard, and has a load of HPs. And some nasty abilities:
Herod can drop the following items:


Prepare for the last part of the instance now, The Chapel.
_________________
Chapter III : The Chapel

Introduction
I would recommend your group having an average of lvl 40+ for this last part of the instance. Simply because the last fight includes fighting Mograine and Whitemane at the same time. And they are both boss mobs, and both lvl 42 Elite. If you are lvl 39 or lower, they will be Orange to you, you will hit them less often, less hard. They will hit you more and harder. This is why lvl 40 or higher is a big advantage here.
Bestiary
New mobs:
On Your Way to The Chapel
You will first have to go through a garden with a pool in the middle. The fastest way through it seems to be clearing a straight path to the pool, then move your whole group there. Then when your whole group is safely sitting in the middle of the pool, you can start pulling either left or right, towards the stairs to the upper level of the gardens.
Once you have cleared a path safe enough to move up, tell your group to do so, and establish your new camp on the upper level pool, right next to the fountain. It's safe spot, nothing aggros there.
Now start pulling towards the Chapel's gate. Pull the mobs carefully, there are lots of roamers here, and fight them inside the pool, in the middle of it.
Warning: Be extremely careful with runners here, as you don't have much room for mistakes.
Once the path to the gate is open, call your group to move up the stairs, but don't move inside the chapel yet.
You will first clear the beginning of the Chapel by pulling it outside, to the stairs. When you feel that you have cleared enough inside so it is safe enough to move in, do so.
At the end of the chapel is Scarlet Commander Mograine. There is one thing you need to know about him before you go further: when you attack Mograine, he calls for help, and the WHOLE Chapel will come to his aid. So before you aggro Commander mograine, clear EVERYTHING that is inside the chapel, including the back rooms to the side. Check every little corner before you attack him, because the next fight is quite something.
Scarlet Commander Mograine & High Inquisitor Whitemane
Engage Mograine when your group is fully ready, and warn them about a few things:
Scarlet Commander Mograine can drop the following:

He can as well drop the Scarlet Leggings, the same ones Herod drops.
High inquisitor Whitemane can drop :

You are done with the main quest now, but before leaving the instance, go to the little side room on the right, there is a torch in a corner, which is actually a switch to a secret room. Inside this room is High Inquisitor Fairbanks, which turns out to be an Undead (so much about Holy crusade), he is sleeping but will wake up if you get very close.
Anyway, he is an easy boss, casts sleep and curse of blood (physical damage taken increased), and powerword:shield.
He drops 3 top of the line random green items.
Also, before leaving the Chapel, check out the circle room where Whitemane was before she came to attack you. There is a treasure chest there most of the time.
Now is the time for you to go and turn in your main quest, and enjoy the rewards, which are totally great for this level.
I hope you enjoyed this guide through the Scarlet Monastery!
-Jame
Copyrights WoW-Pro
Guides about mid to high level guides (40-50). Written by the WoW-Pro Community.
Jame's Uldaman Instance Guide
Introduction:
Uldaman is one of the not so popular instances, mostly because it's highly misunderstood. The dwarves at the entrance of Uldaman are level 36 Elites mostly, that's the reason why everyone thinks it should be easy to go there at level 40 or so. It's not. Well, you can do the first half of Uldaman with a group of 40s but not the other half (which is at the same time the most interesting one).
The quest line is also rather complicated so most people get confused and give up. Well with this guide, you will know all the secrets and will even be able to complete all the good Uldaman quests in one instance run. And these quests are a huge XP boost, namely 3 of them give more than 5000 XP each.
Level range:
Group composition:
Quest gathering:
Alliance:
Horde:
Both:
Mage only:
Preparation:
Alliance:
At level 42+ try to find yourself a partner to duo with (doing this solo is really hard) and go to Uldaman, go down the first tunnel and clear the way until Hammertoe Grez (check the map below). Talk to him and get the follow up.
From Hammertoe go down and you will arrive at the area named "Dig one". At the first Fork, take the tunnel to the left, then you'll be facing another fork, clear towards the left until you find Magregan Deepshadow (38 Elite dwarf) and kill him. Loot "Hammertoe's Amulet" from him. Go back to Hammertoe and get the follow up quest [40] Prospect of Faith. Then keep on killing Elite dwarves (can easily duo them at level 43+) outside the instanced part of Uldaman until one of them drops a Shattered Necklace. Right-click it to start the quest [41] The Shattered Necklace.
Get out of Uldaman and go talk to Prospector Ryedoll (53,43), get the follow up quest then go to Ironforge and talk to Talvash del Kissel in the Mystic Ward. Get the follow up quest [41] Lore for a Price from him, then bring him 5 Silver Bars and get the follow up:
[42] Back to Uldaman (Dungeon).
Then go to the Hall of Explorers and talk to Historian Karnik, get the follow up, talk to Advisor Belgrum to the left of Historian Karnik. Get the follow up and talk to Historian Karnik again. Get the quest: [44] An Ambassador of Evil (Elite).
Go back to Badlands with at least one person and go to the Angor Fortress, clear your way there to the main room and kill the Fire elemental named "Ambassador Infernus". It's a level 42 elite fire elemental and it has two non-elite lvl 38-39 golem guards. So that's why you most likely can't do it solo, and it will be hard even for two level 42+. Loot the bracers from the elemental and then go back to Ironforge and talk to Advisor Belgrum, get the quest:
[45] The Lost Tablets of Will (Dungeon)
Horde:
Walkthrough
1. The Non-Instanced Part of Uldaman

Alliance:
For the quest [38] Agmond's Fate you need to find urns which look like this:

I found most of them in the non-instanced part of Uldaman.
Let's get down to business:
I am assuming that the rest of your group didn't do the preparation step so they will probably want to get the Hammertoe Amulet.
Horde:
2. The Dead Paladin

So you are inside the Instance now, from now on I'm not gonna say that things get serious, cause it's still gonna be a cakewalk if your group is composed of 43+. But there is still one risk: Runners. Make sure stuff doesn't run, work this out with your group.
Go to the area named "Remains of a Paladin" on the map, get the follow up quest.
Horde: You get a journal from the Paladin and you will have to go to Jarkal mossmeld in Kargath to get the follow up. If your group is ok with it, warp to Kargath, get the follow up [44] Find the Gems and Power Source (Dungeon) then suicide run back to Uldaman. If your group isn't ok with it, it's not a problem, you will do that on your next Uldaman run. Honestly, Uldaman is one of those instances you should do at least twice anyway.
3. Baelog and the Shattered Necklace Topaz
Go to the area named Baelog on the map.
Alliance: Talk to him and get the follow up quest [40] The Hidden Chamber, then look on the table next to him for Baelog's Chest and get the Gni'Kiv medaillon inside. One person in your group must loot it, doesn't matter who.
Horde: Kill Baelog and his buddies. With luck (10% chance) Baelog can drop the following weapon:

Then look on the table there and get the Gni'Kiv medaillon from Baelog's Chest, one person in your group must loot it, doesn't matter who.
Both: Further down in one of the corners of the room you will find the Shattered Necklace Topaz in a tall urn.
4. Revelosh and the Indiana Jones scene:
Go to the area marked "Revelosh" on the map, kill Revelosh and have someone loot the Shaft of Tsol from him. That person should give the Shaft to the person who looted the Gni'Kiv medaillon or the other way around. (Both are tradeable) Then that person should attach the Medaillon to the Shaft of Tsol (simply right click on it) to forge the Staff of Prehistoria. Now warn that person to NOT use the shaft on the pedestal that is inside the miniature town you will find in the next room.
Clear the WHOLE room before doing that, and check every corner, there are stealthers troggs. Once the room is clear, tell the staff holder to put it on the Pedestal and enjoy the cool scene.
Ironaya, a level 45 Elite named giant, will come out and play. Easy fight and she can drop one of 3 decent blue loots:

The 3rd one is a mail bracer with random stats.
Alliance: Go explore the room where Ironaya was before she charged you, and get the quest [40] The Hidden Chamber completed.
5. Optional: Annora
This is optional, you don't have to go to this area unless:
Note: the gauntlets have random stats besides the 300 Armor +7 Defense. Please also note that this area is good for Earthen Pack practice, more on that later.
If you do go to this area, then you will face a couple of swarms of scorpids, there is two ways to deal with them:
6. Optional: Obsidian sentinel
Only go there if someone from your group is a mage and needs the quest [40] Power in Uldaman (Dungeon) done.
If you go there, you must know a couple of things about the Obsidian sentinel:
7. Galgann Firehammer and the Shattered Necklace Ruby
Go to the area named Galgann Firehammer on the Map. You should notice that now the mobs are getting higher level and of course tougher, so be more carefull with the pulls, try to not get too many at the same time and of course, the real danger here is to have runners, so once again, make sure your group handles that well. Galgann Firehammer is with two other elite dwarves, which can be sapped / Polymorphed / etc.
He is a caster type npc, and has some point blank fire AE. I would suggest non melees to stand away from it. He also casts a fire debuff which increases the damage taken by fire spell, it can be dispelled by your priest or cleansed by the paladin, and I suggest doing so on your melees (which are taking the fire AE from Galgann). Kill him first and then deal with his adds. He's not that that hard but he mostly drops crap, if you are lucky though (17% chance) he can drop this gun and make your hunter friend happy!

The real reason you killed him though is that there is two other things of importance in his room:
8. Grimlok and the Shattered Necklace Sapphire
Go to the area marked Grimlokk on the Map. Here is the deal about Grimlok:
He is a shaman NPC, he has one basilisk elite pet and two trogg elite guards. Sap a trogg / Polymorph the basilisk if you can and kill Grimlok first, he doesn't have that much Hit points and he is the most annoying. Then his basilisk pet is the 2nd most annoying, so if you don't have any way to keep it under control (Polymorph / Hibernate), kill it 2nd. Then deal with the troggs. Easy fight for a lvl 43+ group.
Don't forget to loot the Shattered Necklace Sapphire from Grimlok. He also drops interesting stuff:

Too bad spirit isn't so great anymore, but the weapon is very good for this level.
Alliance: Now that you have all the parts of the necklace, search your bags for Talvash's Vial of Scrying, click it and summon it next to you on the floor. A bowl will appear, right click it and get the follow up quest: [44] Restoring the Necklace.
9. The Temple and Archaedas
Go to the area named Archaedas on the map, the pulls will get tough here. You will have to deal with Earthen Packs (to know more about Earthen packs, check the section 5. Ancient Stone Keeper) + A Stone Steward. These earthen packs are also higher level than the previous ones. But it's still the same deal. 4 Black dwarves 1 White Dwarf. Kill the white one first. Here is how every earthen pull should go:
When you are inside Archaedas, before click the Altar of the Keepers you should brief your group:
It sounds complicated like that but when you will have done the fight once it will be very clear. Follow this strategy and you shouldn't have any problem. It's a fun fight.
Loot the Shattered Necklace Power Source from Archaedas. He can drop some really nice items. 60% of the time he will drop a good ring with random stats, for exemple:

And those great weapons, 20% chance to drop each:

Defeating Archaedas will open the last door, to the treasure room. Get inside there and click the Platinum Discs. Get the quest [47] The Platinum Discs, go talk to Lore Keeper of Norgannon to the left, go through his dialogue and then go get the follow up quest from the Platinum Discs which you will have to turn in Ironforge (Alliance) or Thunder Bluff (Horde).
There is also a chest named "Ancient Treasure". Inside it are generally 3 green quality items, sometimes a 14 Slot backpack. What I usually do with my group is ask everyone to roll 1-100, the Highest roll gets first pick in the chest, the 2nd highest roll gets 2nd pick, etc.
Of course if someone *needs* one of the items as an upgrade, it goes to that person by default.
Congratulations on your successful Uldaman run! Don't hesitate to go back there if you didn't finish some of the important quests, Uldaman is really one of the Instances you can do 2 or 3 times without wasting your time 
I hope you enjoyed this guide!
-Jame
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[/][/][/][/][/][/][/][/][/][/]Zul'Farrak Instance Guide
Quest Gathering:
The quest marked in this color are quests you need to have before entering Zul'Farrak
The Mallet of Zul'Farrak. In order to summon Gahz'rilla, you need the Mallet of Zul'Farrak, and in order to get that, you need to go to the Hinterlands. The instructions can be found on an Ancient Tablet, dropped randomly by anything inside Zul'Farrak. It is not a quest, so you need not have space in your quest log for it, but neither do you get experience for getting it.
In the Hinterlands, you will be going to two troll temples. First, there's the Pyramid of Zul, one of the priestesses, Qiaga the Keeper, on top of the pyramid will have an item you need -- the Sacred Mallet. Take the Sacred Mallet to the very top of Jintha'Alor, a terraced troll complex at the southeastern end of Hinterlands. The place is huge, full of elites, and is in many ways a lot like Zul'Farrak itself. Trolls inside it range up to the low 50s in level. The altar you need for enchanting the Mallet is near Vile Priestess Hexx -- the same person you'll need to kill to complete the Saving Sharpbeak line, and in the cave behind her is the Ancient Egg, the follow-up for Yeh'kinya's line of quests (which ultimately sends you to the Sunken Temple.) Use the mallet at the altar to enchant it, yielding the Mallet of Zul'Farrak.
Alliance:
Group:
This is my personal optimal group. Others can do it but this is in my opinion the fastest way to complete the instance.
How to get there:
Zul’Farrak is in Tanaris. In the northwest corner.
Map:
http://worldofwarcraft.gameamp.com/modules/game_map/game_map_images/88_full.jpg
Theka the Martyr
Ok your group is ready and you are all in the instance. In front of you, you see several packs of mobs. This first part is straightforward. Have your mage poly 1 and deal with the others as they come. Do this until you get to the first open space. Here you can kiss the right wall and go up the mountains. Don’t go all the way up to the basilisk. Stop when you are out in front of the wall. Pull out your mount and jump from the mountain up on the wall. Run across and pull the guards waiting at the entrance to the next corridor. Be careful not to aggro the patrol here. Take him after you pulled the group.
Note: If you don’t have mounts you need to clear your way here just like before.
Now at the entrance to the corridor you see groups of trolls on both sides. Start pulling these with sheep / sleep or sap. Kiss the left wall and you don’t have to kill the first troll that is standing up against the right wall. Clear the other. Now you should be standing at your first choice on which way to go. Wait for the patrol to pass and the kiss then right wall around the cornor. There are mobs guarding the entrance to the corridor around the corner. Sheep 1 and let warrior tank the others. Be sure to pull them with you into the short corridor so that you don’t aggro the patrols. When this fight is over you kiss the left wall going around the corner once more. You will now be at a long corridor with 2 trolls patrolling it. No big thing really. Kill them.
Continue on while keeping on the right side so you don’t pull the mobs in the side rooms. Stop before you enter the big open space where a lot of scarabs are located. In that room a Theka the Martyr is roaming. He is pretty straightforward. Let your tank run in and take the aggro. Just be sure nobody uses aoe dmg since it will aggro the scarabs. Only trick about him is that when he is near death he becomes immune to melee dmg so have your casters finish him off.
He drops the first tablet of mosh’aru so be sure everyone loots him.
Now its time to kill scarabs. You can do them 1 by 1 but if you have a mage I suggest just aoe’ing the hell out them. Should earn you enough scarabs.
Antu’sul
Ok time to kill Antu’sul. He is not a quest but can drop since nice stuff so this part is optional. I would not recommend doing this part without a strong group!
So now turn around and you will see a route going northeast. Start clearing this route. Its guarded by both basilisks and trolls. Have your warrior pull them with ranged weapon and take them out 1 by 1. Be careful not to get to close to the cave! Antu’sul has a huge aggro range and you don’t want to pull him before the entire place is cleared. Have your group stay back and let the warrior do the pulling. Made it without getting him to aggro? Great! Now its time for a tuff fight!
Have your warrior tank Antu’sul. When he is attacked a wave of basilisks will spawn. They are non elite and you should have your mage clear them with aoe. When they are dead more basilisks will come. These are elite mobs. Have your 2nd tank offtank 1 of them. Have the mage sheep 1 and then help the offtank clear the adds. When they are gone all focus on Antu’sul and he should go down smooth.
Made it without being wiped? Congratz…. Happy looting.
Witch Doctor Zum’Rah
Another tuff fight. Go back to where you killed the scarabs. This time continuing northwest. Clear the patrols if there are any left until you come to place with a lot of graves. DONT OPEN THESE. It will spawn you’re an elite skeleton and nearly only gives crappy loot. So leave the graves alone.
You see Zum’rah at his cauldron. Leave him for now. Wait for the patrol coming from the next corridor. Take him out. Now you are rdy to face Zum’rah.
Have your tank run towards Zum’rah with the entire group following him. All should go in that little room Zum’rah is standing in. When he is attacked several elite skeletons will be spawned. Shackle 1 if you wish. Help your tank kill Zum’rah and afterwards assist him on the skeletons.
Hint: Spam demorilizing shout!
Congratz on yet another great victory. He drops extremely nice caster stuff so your priest / mage / warlock will probably beg you to kill him.
Temple Event
A personal favourite of mine. Everything is as usual getting there. Sheep / sleep / sap your way through the mobs and be sure to clear entire space below the pyramid. Rest up before you head up. A boss is waiting on the top. No big fight. Kill him and loot the key he has. Behind him are NPC prisoners in cages. You can open those cages with the key but before that be sure everyone know what is about to happen. Be sure to have your team buffed and rdy!!!!
Position yourself with the tank in front and the casters behind. Be sure to keep the fight on the top of the stairs to avoid “not in line of sight” problems with healing.
Open the cages. The humans will come out and tell you that you are being attacked. A swarm of non-elite and elite troops will run up the stairs and try to kill you. There are different opinions on how this is best done but my personal favourite is to NOT use aoe spells until they are really needed. This will be a long fight and you will be oom in a matter of seconds if you try and aoe through this. So only use aoe when there are a lot of mobs and you might be a bit under pressure. Other than that try and kill the elite units first. The alliance guys are all elite and will help you fight.
Survived the first attack? Great! Hurry up and drink / eat before 2nd round starts. Same as before just keep killing. Survived that also? Amazing! The NPCs will begin walking down the stairs towards the bosses at the ground. Drink fast and follow them so you don’t loose the quest. At the bottom there are 2 bosses. You can sheep 1 of them and then help the humans clear the remaining forces before taking him out.
Survived again???? Excellent. Drink again. Be fast here. Talk to the little guy at the farmost left and ask him to blow open the door. He will run away and open a door. When they team is rdy talk to the commander of the NPCs and tell him that bilgewhizzle wants his divino-matic rod back. He will turn red and you then need to slay them. You can sheep 1 of them.
If you survived then be sure everyone loots the divino-matic rod from the commander. Done with that quest. Also if you are alliance you need to loot the medallion here from a mob.
More drops
If you managed to blow open the door you will see a long corridor leading upward. Go up the corridor clearing the 2 patrols. Inside the next place there are 4 snakes. 2 on each side and 2 bosses. Have your mage sheep 1 of the snakes. The other 3 will aggro as they are linked. Take aggro from him and assist your warrior on his target. Time to kill the bosses. Have your warrior tank 1 of them and your 2nd tank to offtank the other. Help your warrior kill his target and then turn to the other . Not that tuff a fight this one. Looting time again!
Gahz’rilla
Time for the big boss fight. Go back down the corridor. Turn left and follow the corridor clearing the patrols. At the end of the corridor stop. Have your warrior pull mobs into the corridor where you finish them off. There are 2 patrols with 2 trolls and a basilisk. If you get them on you while fighting another group you are most likely wiped. Have your warrior pull around the left side. Clearing the left corner just around the corner from the corridor. Move your group here. Start pulling the mobs and bring them down. Be sure no one runs away and adds more target to you. 1 will be a named target Hydromancer Velratha. Kill him and he will drop the 2nd tablet. Quest complete. And the tiara of the deep. Quest complete. Clear all the way around the pool. When everything is cleared move your group to the south of the poll near the trigger to spawn gahz’rilla. Smash it. Gahz’rilla will spawn from the pool on the north side. Pretty standard fight again. Only thing he smashes people into the air so casters stay at max range all the time. Made it? Congratz. Quest complete.
That was all. Hope you enjoyed this guide. If anything is missing plz let me know
Guides about high level dungeons (50-60). Written by the WoW-Pro Community.
I do not take credit for writing this it was posted at the European forums first, I did ask the poster if I could copy it and he said it was ok. I can´t link to the post as it is deleted. Although, I have added some stuffs myself.

Quest List
Dire Maul East
Lethtendris' Web
Pusillin and the Elder Azj'Tordin
Shards of the Felvine
Dire Maul North
Elven Legends
A Broken Trap
The Gordok Ogre Suit
Dire Maul North + West
Unfinished Gordok Business
Dire Maul West
The Madness Within
The Treasure of the Shen'dralar
Class-Specific Quests
The Emerald Dream - Druid
The Greatest Race of Hunters - Hunter
The Arcanist's Cookbook - Mage
Garona - A Study on Stealth and Treachery - Rogue
The Light and How to Swing It - Paladin
Holy Bologna - What the Light Won't Tell You - Priest
Frost Shock And You - Shaman
Harnessing Shadows - Warlock
Codex of Defense - Warrior
Foror's Compendium of Dragon Slaying - Warrior, Paladin
The east wing of Dire Maul is challenging, but still the easiest of the three wings, and the area you'll need to do first to get the key to the north and west wings. There are also a number of quests and bosses spread throughout the East wing, capable of giving up some nice loot, which makes it worth running through more than once.
1. The entrance to Dire Maul East can be found, unsurprisingly, to the right of the large pit in the Broken Commons. Zone in.
2. The opening area of Dire Maul East is known as the Warpwood Quarter. There's a large pit in front of you (down below is The Conservatory, which you'll get to soon enough), and a path that winds counterclockwise to the right. For the most part, you'll run into a mix of plant and tree-like creatures - Warpwood Tanglers, Treants, Lashers, and towering Warpwood Crushers.
3. As you round the first corner, you'll see a small little imp named Pusillin. This is the NPC for the quest "Pusillin and the Elder Azj'Tordin," and he also gives up the Crescent Key that opens Dire Maul North and West... when he's good and ready. You'll have chase him further into the instance before he'll give up the goods, however.
4. The group continues clearing until they reach the northeast corner of the Warpwood Corner. From here, it's possible to go left and north, but many groups will skip that area completely. To continue your chase with Pusillin, you'll need to go right into a narrow hallway, called The Hidden Reach.
5. Partway down the hallway, you'll have the choice of continuing straight or making a right. To continue chasing Pusillin, you need to continue forward. (You'll be back to the room on the right soon enough.)
6. As you go down the hallway, you'll run into some stealthed patrols; these can cause real problems if your group isn't alert for them. As you emerge into the next room, the group will dispatch of a few groups and bear to the right, where there's a small ramp leading up to a small platform, where Pusillin waits for you.
7. This time, when you talk to Pusillin, he spawns a number of Wildspawn Imps and transforms himself into a nasty demon. If you have a mage on hand, it's easy to dispose of the imps while everyone else pounds Pusillin. When he's dead, he drops the Book of Incantations needed for his quest, as well as the Crescent Key for anyone who needs it.
8. At this point, most groups will turn around and backtrack to the room you passed a few minutes ago. There are a lot of mobs here, but if you stick to the left wall, you can skip most of them. At the rear of the room is a large ramp leading upward to the mage Lethtendris, who is the target of the quest "Lethtendris' Web."
Lethtendris can drop: Quel'dorai Channeling Rod
Felhide Cap
And some greens to 
9. The fight with Lethtendris is pretty simple; the warrior tanks her for a few seconds while everyone else beats up her minion, then jumps on her. Once she's down, she drops the needed quest item, and everyone moves back down to the bottom of the ramp.
10. At the base of the ramp, there's a curved hallway that leads further downstairs. There are a few groups of mobs to clear at the bottom, and then you'll find the boss Hydrospawn waiting in the center in a small shallow pool. Aside from dropping some extra loot, he's also the objective of the mage quest "Arcane Refreshment."
Hydrospawn can drop: Waterspout Boots
Tempest Talisman
Waveslicer
And also some greens.
11. After Hydrospawn, the group hugs the right wall and continues north through the far doorway, and takes the hallway that leads to a small platform upstairs. Here, you'll find a Wildspawn Hellcaller protected by a few non-elite mobs, and then the boss Zevrim Thornhoof.
Zevrim Thornhoof can drop: Satyr's Bow
Helm of Awareness
Also some resistance helmets(Not high drop chance)
And some greens.
12. The fight with Thornhoof isn't bad, except that he might occasionally teleport someone onto the altar and begin whooping on them. When the fight is done, you'll hear Old Ironbark -- the huge tree in the Conservatory -- yell "At last! Freed from this cursed grasp!" You're now ready for the final stretch of the instance.
13. Instead of backtracking downstairs, the group can run to the southwest corner of Thornhoof's platform and jump down, which should put you right back at Hydrospawn's pool. Avoid the groups and take the door to the southwest, which leads to The Conservatory.
13. Your goal in the Conservatory is a door at the very north. To open it, someone will have to talk to Old Ironbark, who will then rampage and bust the door down. It's possible to fight your way to the door, but that involves fighting a lot of patrols, and it's also possible to hug the east wall and sneak to the door, only fighting a few single mobs here and there.
14. The final battle of Dire Maul East takes place in the Shrine of Eldre'Thalas, where there are a few Warpwood Crushers guarding the upper areas, and then a central area down below where Alzzin the Wildshaper awaits. It's a pretty straightforward fight - he shapeshifts a few times, and then a bunch of non-elite minions come running out to assist, which can easily be dispatched of with a mage.
Alzzin the Wildshaper can drop: Ring of Demonic Potency
Razor Gauntlets
Energetic Rod
Energized Chestplate
Fiendish Machete
Whipvine Cord
Gloves of Restoration
Merciful Greaves
Shadewood Cloak
Ring of Demonic Guile
15. Once the fight is over, you'll see a few glowing shards on the ground near Alzzin's camp. These are for the quest "Shards of the Felvine." Pick up one of the shards and exit via the tunnel behind the camp, which deposits you in the central area of Dire Maul.
Blackrock Depths guide

Introduction:
Blackrock Depths is to this day the biggest instance you can find in Azeroth, it is a huge zone, and this guide will help you to find your way in it. This zone has also the biggest amount of quests ever seen in an instance. So I will try to keep everything to the minimum in the walkthrough.
I highly recommend you read the quest gathering section carefully before anything, because many quests are linked to each other, many have pre-requisites, some start outside the instanced area even. Be aware that BRD (BlackRock Depths), has been designed for a solid 5-man group, and that it also has been designed to clear the instances a few times before you get to complete every quest (especially the most rewarding ones). You can be sure you will at the very least do 3 BRD runs before you have all the quests done. Anyways, when you will be feeling at home with this place, you will realize it is a goldmine, and you will probably want to go back to it a few more times. (You will have to one day or another anyways, because the portal to Molten Core is there :roll: )
Gathering the quests:
Horde & Alliance:
NOTE (Important): The quests marked in Orange are the ones you must have up (or already completed) before you enter the instance for the first time. Try doing the Disharmony of Flame (Horde) / Overmaster Pyron (Alliance) quest as soon as possible, so you can get access to all the Orange quests listed. If there is still a quest you can't access, don't worry, come back later after your first BRD run and check again, it should get unlocked at some point.
Horde:
When you have both KILL ON SIGHT quests done, a new quest will unlock:
Alliance:
After finishing the previous quest (talking to Kharan Mighthammer), he will give you the quest The Bearer of bad news ,go back to King Magni Bronzebeard who will give you the follow-up quest:
Where:
The entrance to the Blackrock Mountain can be accessed either from Searing Gorge or Burning Steppes. It doesn't matter what side you come from. You will appear in a large cave, with a floating rock over the lava pit, bound by huge iron chains to the inner walls of the moutain. This area appears on the map, this is where Franclorn Forgewright is marked. You aren't in the Instance part yet, but the guide will start here...
Walkthrough:
I am assuming you followed my directions so far and have all the Orange quests up (or completed). Starting from that, let's move to the first step:
Group composition:
Note: I strongly recommend NOT going there unless your group average is 55+ at least.
1. The Jail Area:
If you don't have a rogue with a high enough Lockpicking skill, you will have to hunt for the Prison Cell key. It's dropped by High Interrogator Gerstahn, 50% drop rate. You can find Gerstahn in the middle of the jail area. Once that is done, you can open the cells and talk to NPCs trapped in there.
Alliance: Go talk to Kharan Mighthammer and Marshal Windsor. (Both marked on the map) You will normally get the follow-up quests: [54]Abandoned Hope and The Bearer of Bad News. Don't forget to turn those quests in before your next BRD run. Or, if your group is ok with it, warp to Ironforge, turn in The Bearer of Bad News and get the follow up, then fly to Morgan's Vigil and turn in [54]Abandoned Hope, get the follow up, also turn in [52]Overmaster Pyron (Elite) and get the follow up [56]Incendius! (Elite).
Go back to BRD, kill mobs until a "Crumpled Note" drops, right click it to get the quest [58] A Crumpled Up Note, go to Marshal Windsor and turn in it, get the follow up A Shred of Hope.
Horde: Go to Commander Gor'Shak, and clear the camps of mobs around his cell before talking to him. When you will talk to Commander Gor'Shak and activate the rescue quest, a huge bunch of mobs will storm the cell and try to kill Gor'Shak. You must protect him at all cost. This fight is surprisingly one of the hardest to accomplish in the zone, there is a lot of Elite mobs in the pack, you are fighting them in a very small area, so targeting is a bitch, and on top of that, Commander Gor'Shak doesn't have much Hit points.
Hints: Warrior, spam that Demorilizing Shout and then try to build solid aggro on everything. (having Thorns or Warlock Imp DS helps)
Everybody else, assist on the same target, take them down one by one and fast. Watch the Health of Gor'Shak permanently and try to see if something is hitting him (use " V " Targets). If it's the case, try to draw aggro from that mob, even if you aren't a tank type. If you fail, you have two choices, either you reset the instance and try it again right now (you are still close to the entrance), either you decide to try your luck on your next BRD run.
If you suceed, congratulations, go talk to Kharan Mighthammer in the opposite cell, listen to his story, and then you can get the follow-up quest from Thrall ([59]The Royal Rescue), after turning that quest in Kargath. Don't forget to do it before your next BRD run.
2. The Ring of Law
Get out of the jail area, head to the next tunnel to the east, and enter the Arena where you will have to defeat the Ring of Law (Check map). The ring of Law is a script, it is started when someone steps on the circle in the middle of the arena.
After about 20 seconds, waves of mobs will start to attack you.
There is 3 waves, which consist of a few Elite mobs for the first two, and a Boss mob for the last wave.
The mobs you will have to face are randomly generated from a set list. As far as I can tell, I fought 5 different type mobs / bosses in this script.
The boss mobs have a chance to drop decent blue items. But the main reason why you are doing this script, is that it's the only way for you to access the Shadowforge city and to get your key done, and it also puts every arena spectator in non-agressive mode, which is handy because you will have to cross the upper part of the arena.
Once you have completed sucessfully the Ring of Law script, the gates on each side will open, the one that interest you is the West gate, take it and go up a small corridor, you will end up in a room which we will named the ''Shadowforge Lock'' room, you will see later why. After clearing a few mobs in this room, take a Hairpin turn on the right, and up the stairs. You will then be on the Upper part of the arena, where the spectators are. Go all around it to the opposite side, then start clearing your way North, toward the Vault room area, through the Domicile. Pulls can be tricky here, so pull with caution. Once you reach the Vault room, skip it, you most likely don't have 12 Vault coffer keys yet, so no need to bother with that room for now. Keep going forward and go down the slopes toward Fineous Darkvire, the Architect. Pull the golems carefully until you can get Fineous Darkvire solo. (he roams up the slopes at some point, just wait until he does). After you kill Fineous, look the hammer from him, Ironfel. Now go back the way you came from until you reach the entrance of the arena, but this time go further south, to the Shrine of Franclorn Forgewright, and get your Shadowforge Key done.

Note: (Horde) I would now recommend that you finish your first KILL ON SIGHT quest and then go turn it in and get the follow up KILL ON SIGHT quest from Kargath. Because on the way to bael gar you will find all the Dwarves you need to kill to finish this quest.
3. Bael'Gar
Use the map to find your way to Bael'Gar, you can easily access him now that you have the Shadowforge Key. He is a LVL 57 Elite magma-giant looking monster, is pretty straight forward battle, he hits hard and has a lot of HP, every once in a while he summons a mini bael'gar and does a 1500DMG area effect attack at the same time. So when you see him starting to summon, go out of range (unless you are the warrior). The adds he summons can be killed very quickly, they have low hit points.
When you take him down, don't forget to use the Altered Black Dragonflight Molt on his corpse to get the Encased Fiery essence. [58]A Taste of Flame Completed!
4. Lord Incendius
Follow the Dark Iron highway east until you reach the lair of Lord Incendius. Lord Incendius is an easy fight, he is a level 56 Elite fire elemental boss, hits reasonably hard, nothing too hard about him. Kill him and don't forget to loot the Tablet of Kurniya from his remains. Congratulations, you just finished [56] Disharmony of Fire (Horde) / Incendius! (Alliance).
5. General Angerforge
To get access to General Angerforge, you must first go to the ''Shadowforge Lock'' Room, it is now easily accessable to you because you have the key, and the door to this room is actually quite close to the entrance.
Up the stairs and on the left is a little passage toward General Angerforge, but you can't access it yet because you need to unlock a gate. To unlock it you need to click a giant trigger:

This huge lock is located downstairs in the room, and it requires the Shadowforge Key to be activated.
Now that you unlocked the gate to shadowforge city, go upstairs and take the little passage toward General Angerforge.
General Angerforge is your first 'real' fight in BRD. So prepare it well and clear everything in his room before you engage him. Getting adds while fighting him would probably mean total wipeout.
How to: The General has 4 guards, but they are non elite and have about 1000 Hit points. They die extremely fast, so take them out while your Warrior tanks the general. The General himself has a lot of HP and hits reasonably hard, but the real difficulty in this fight is that when he gets low on health, he will call for help. About a dozen of dwarves will come to his aid, don't panic though, most of them are the wuss type (1000 HP). Finish the General as fast as possible first, then use your AE attacks to kill the weak mobs quickly. Some of them are Elite AND Healer types though, make sure your tank taunts those well. Once the 1K HP adds are dead, stop AEing, just Assist each other on the same targets, and interupt their heals.
Congratulations on winning your first big fight in BRD!
Note: (Horde) Try to complete the WANTED quests as fast as possible and the [58]Grark Lorkrub (Elite) quest so you get [58]Operation: Death to Angerforge (Elite). Don't hesitate to go out of your way and kill the remaining Dwarves you miss to complete the WANTED quests. If you do it well, you should have the last quest up for your 3rd BRD run. And the quest reward for killing Angerforge is then very interesting:
and 7750 XP.
Note: (Alliance) "Loot Marshal Windsor's Lost information".
6. Golem Lord Angelmach
After killing the General, go back up the stairs and then across the room down a few stairs. You will enter a large room, full of little engineers (non elite) and a few Golems (Elites). Pull very carefully in this room, and don't charge, PULL, way back to somewhere safe. You need to clear the whole room, because Lord Argelmach will call for help and the whole golems + little engineers will aggro.
Once you have the whole room clear, prepare for Argelmach, which is not an easy fight.
How to: Golem Lord Argelmach himself hits fairly hard. He procs quite often a 500dmg DD. He has good amount of Hit points, and on top of that, has 2 Golem guards, which both hit quite hard.
It's gonna be hard fight. So prepare beforehand.
The warrior will be focusing on Argelmach himself and one of the two golems if needed (if lacking offtanks), and make sure to have solid aggro. The rest of the group will be taking out the adds one by one. Decide before hand who will be offtanking one of the adds. A hunter pet, a warlock pet, a druid in bear form, a paladin or a shaman, you have multiple choices... You decide who will be offtanking what before engaging. And you also decide in what order you will kill the golems.
Stick to the plan, focus, and you should make it.
Note: (Horde) "Loot Argelmach's Head".
Note: (Alliance) "Loot Marshal Windsor's Lost information".
7. The Grim Guzzler
There is one thing preventing you to reach the next room, the grim guzzler: 2 pulls of 3 Fire Elementals.
They are maybe harder than many boss fights in BRD, so don't take them lightly. They hit for 400+ on average, and have some nasty damage hield. Whoever stands close to them gets damaged.
If you have a warlock, one can be banished, which is a huge relief. If you don't, you gonna have one hell of a fun fight.
Basically you have to face 3 of those fire elementals at a time.
Use every ability you have to win. You can't have a warrior tank all 3 at the same time, he will most likely die too fast, or the healer will get jumped after the first heal. So have the warrior tank just one, and kill that one first. About the 2 remaining elementals, you have several options:
Hunter freeze trap (even if it's only a 20 second duration, it buys you time, its a big help), sacrifice a hunter or warlock pet on one of the elementals, it has a high chance to die but it will buy your group enough time to finish the first elemental. Have a mage kite one of the elementals around (lots of space in this big room) while you deal with the others.
You can also use a paladin / shaman / druid to offtank one of the elementals.
You must try at all cost to take the first elemental down fast, then the warrior will be free to tank the 2nd one. Also, try to space those elementals, so you don't get hit by the 3 damage shield auras they have at the same time.
Set up a plan depending on what classes you have in your group, and stick to it. It WILL be a hard fight. You have been warned 
After those 2 hard pulls are behind you, you can enter the Grim Guzzler.
The grim guzzler is a tavern, full of non agressive mobs, you can talk to all of them BUT one: Ribbly Screwspigot, as he becomes agressive if you talk to him, so save that for later.
Get the quest [54]The Love Potion (Elite) from Mistress Nagmara.
Lost Thunderbrew Reciepe:
Move your group to the side room (filled up with kegs), and start destroying the kegs there. A bunch of elite mobs will come for you, pretty standard fight, once they are dead, loot them, one of them has the item you need to complete [55] Lost thunderbrew recipe (Horde) / [55] Hurley Blackbreath (Alliance).
Stay in this room for the next fight:
Ribbly Screwspigot:
Send your warrior to talk to Ribbly Screwspigot, he will turn agressive, and so will his cronies. Have the warrior run then back to the keg room and fight them there. Loot ribbly's head, congratulations on yet another completed quest.
Phalanx:
Set up your group right next to where Phalanx stands, up the stairs in the corner. Have one person of your group (preferably not the warrior or the priest) go talk to the barkeeper and buy the beer he has (6 should normally be enough).

(Note: He sells alchemy Recipe: Transmute Fire to Earth)
Then look around for Private Rocknot, he will be ASKING for beer. So give him beer a few times, until he gets into a drunken rage and starts to mess around in the tavern.
When he does, Phalanx will become aggressive, acting as a bouncer, and destroy the backdoor of the Tavern (right next to where your group is positioned). Right after the door is shattered, engage Phalanx and fight him in the corner. He is an easy fight, just hits hard. He also just opened the door to the last areas of Blackrock Depths 
Note: If you have completed the Love Potion quest, in your further BRD runs you won't have to activate Phalanx to break the door anymore, you will just have to talk to Mistress Nagmara and ask her to go get a room with Private Rocknot. And she will do that, and open the backdoor in the process

8. Ambassador Flamelash
Check the map and start working your way to Ambassador Flamelash, once you get to him, pull him. He is a DPS fight, the faster you kill him the better it is. As long as he is alive he spawns little fire elemental adds, which can become quite dangerous if they live too long.
If it's getting ugly and your healer is getting swarmed by adds, don't hesitate to use Challenging shout or Intimidating shout.
9. The Seven Dwarves
Work your way towards the chamber of the Seven.
When your group is fully buffed and ready, talk to Doom'Rel, he will start the Script.
The script consists of 7 Boss mobs, they will come one by one on a set timer. So the faster you kill them, the better it is. If you are too slow in killing one, you will end up having two of them on you at once, etc.
They are all different classes (Priest, warlock, warrior, rogue, etc) with all the abilities it implies.
Note: They can be Stunned and Interrupted. And also Shackled!
If you are quick enough, you will overcome this tough battle, and the chest of the seven will appear on the floor. (Good items) and the door to the lyceum will open.
Also, if you are a miner, you can learn Smelt: Dark Iron from Gloom'Rel in this room, talk to him before you start the script. He asks 10 Truesilver Bars, 20 Gold bars and 2 star rubies just to teach you the skill.
Straight ahead will be a big gate, to the Lyceum, to the right though is a path guarded by two groups of fire elementals, if you want to complete your quest [60] Attunement to the Core, that's where you must go. Right next to the green instance portal (to the raid instance: The Molten Core), the core fragment can be obtained from a stalagmite that is to the left of the entrance. Loot the core fragment to complete the quest.
10. The Lyceum
Goal: Light up the two braziers in two corner of the Lyceum. It will open up the door to the Emperor area.
How to: Scattered around the room are Shadowforge Flame Keepers, they have a 75% chance to dorp the Torch you need to light up a Brazier. So you will have to kill those twice AT LEAST if you are lucky.
Now the problem is that room is FULL of bunches of mobs (packs of 20 mobs or so). And the second problem is that they are on a 2min or so respawn timer.
The good news is that they are those weak 1K hp mobs, and die in about four Arcane Explosions from a mage. Or Hellfire from a warlock.
Now all you have to do is charge those bunches of mobs, AE them quickly, drink, move on to next bunch, while hugging the wall as much as possible. Be careful about the patrols, and try to find the Torch keepers. Once you got a torch, work your way toward a brazier and light it.
This is where having no mage or no warlock becomes a real pain. It is NOT impossible, but it is really a lot harder.
Key to win in this area is to be fast, to all move as one, and to beat the respawn rate.
Once you manage to light both brazier, the door to the Emperor area will open. Work your way there, congratulations if you manage it!
11. Magmus
The last guardian before the Emperor stands before you. Magmus isn't hard once you know the only surprise feature of this battle. The statues on each side of the corridor actually are Flamethrowing devices, they activate when you engage Magmus.
So the key to this fight is to position your group at a spot with no statue on the side. Magmus hits hard and has a lot of HP, but besides this, he isn't hard.
11. Emperor Dagran Thaurissan:
Finally the big boss!
Step 1: Clear the whole room (including the side floors)
Step 2: Engage the Emperor, have your warrior tank him. The princess will help him, but she doesn't hurt nearly as much as the emperor. Best would be to have a Voidwalker or a Hunter pet tank her while the rest of the group deals with the emperor.
Note: If you have the final quest up [59]The Royal Rescue (Elite) (Horde) / [59]The Fate of the Kingdom (Elite) (Alliance), you must NOT kill the princess. If you do the quest fails. You must kill Emperor Thaurissan and then the princess will be non-agressive. You can then talk to her and finish the quest.
Emperor Thaurissan has a large loot list, and some of them are great. On top of that, finishing the princess rescue quest nets you 8000 XP and one of the following rewards:

Note: (Alliance) There is still one quest we haven't done: [58] Jail Break! (Elite). You actually don't have to do it during this BRD run, you can come back later and do it. That's what most people do, they shout "LFG Jail Break" in the LFG channel. People see it as a very difficult quest, but it's actually quite easy if you do the following before accepting the quest:
I hope you enjoyed this guide into the Blackrock Depths. I tried to keep it as short as possible due to the size of the content of this zone. So if you lack information on any part of the zone, or think I should give more details somewhere. Please say so, and I'll complete it asap.
Thanks for reading!
-Jame
Copyrights WoW-Pro All rights reserved.
Sunken Temple Walkthrough
Introduction:
The Sunken Temple is located in the Swamp of Sorrows, it is an instance designed for a 5-man party. It is definitly a place worth visiting when you are in the lvl 51-55 range, it is a really fun instance and the rewards are very good for this level. Make sure to check out the class quests at the bottom of the page (http://www.wow-pro.com/node/803).
Quests:
The quests marked in Orange are the ones you must have BEFORE you enter the Instance for the first time. The rest are follow ups or quests you get inside the instance.
Both:
Alliance:
Walkthrough
Group composition:
Where:
The entrance to the Temple of Atal'Hakkar is located in Swamp of Sorrows, in the southeast part of it. To reach the instance portal, follow the directions on the map below:

1. Secret of the Circle:
After entering the instance, go right. Go down the spiral stairs, then you will have a few pulls to deal with, and you will reach the Altar. Complete the quest [51] Into the Depths , you will get the follow up [51] Secret of the Circle. If you activate the altar, a serie of green lights will appear at different spots in the room, you have to memorize the order in which the lights appear, and reproduce it later on by activating statues on the upper floor of this room. If you have troubles with this part, check the following map, the order in which the Statues must be activated is shown:

Before activating the statues, you must first clear the pool down the stairs past the Altar. A boss mob will spawn there after you sucessfully click all the statues, so clear the pool.
At this point, you are probably wondering how the hell do you access those statues. :roll: Go back up the spiral stairs, and take the next path to the right (marked as ''to the 6 guardians'' on the first map). You will soon reach a room with 2 sets of stairs. One going up, the other going down. Go down! You will reach the Hall of Serpents. Clear your way through this Hall, and activate the Atal`ai statues one by one, in the order described in the above map.

After clicking a statue, a green light should appear. Once you have activated all 6 statues in the right order, an Idol will appear in the Pool, and also a mini-boss guarding it. Jump down at the Altar and prepare for the fight. The boss is pretty easy and straight forward.
After defeating it, you will have access to the Idol, go click it and you will be rewarded with 3 good items. Go back up to the entrance and take the way ''To the 6 Guardians of the force field''. This time, take the stairs going UP.
2. The 6 guardians of the force field:
This area is kinda similar as the Hall of Serpents. You have to clear your way through a circle corridor, and the 6 guardians can be found in the side rooms. The pulls will be a mix of Humanoids and Undeads, so use Shackle Undead, Polymorph and Sap if you have that. Sometimes you will have to go down a flight of stairs to reach the named's rooms. You can kill them in any order you like.
You can see them marked as green stars in the map below:

They are all quite easy to defeat but pay attention, some of them have annoying abilities. One of them especially, casts a totem, that spawns Skeletons every 2 seconds or so. Destroy that totem fast or you will end up swarmed. Besides this, they are really easy. Their names are: Zolo, Mijan, Hukku, Loro, Zul`Lor and Gasher. They mostly drop nothing, but very rarely drop green or blue items (5% chance) of low quality. So why kill them? You have to, for the simple reason that if you don't kill the 6 of them, there will be a force field preventing you from reaching Jammal`an the Prophet. Take also note that the Shade of Eranikus isn't targetable as long as Jammal`an is alive. So that's two very good reasons to kill them, no matter how worthless they are.
Once the 6 guardians are dead, the force field will vanish. Go back to the entrance, and take the leftmost way, marked as ''To Jammal`an the Prophet... etc''.
3. Jammal`an the Prophet:
At the end of the stairs, you will find dragonkins. Pulls will consist mostly of 1 or 2 Elite dragonkins and a bunch of non-elite whelps. If you have a mage with instant arcane explosion, AE them. If you don't, assist one person and kill them one by one. Have the warrior spam Demorilizing shout a few times and try to keep aggro on most dragons. Thorns or Imp pet fire shield helps a lot.
Note: Druids, don't even bother casting Hibernate on those dragons; for some obscure reasons, they got extremely high resistance to it. It's not worth it. (unless they changed resist rates on those since last time I went, which was a long time ago)
After a couple of pulls you will reach a large circle room, full of dragonkins. Look on the map above for Jammal`an the prophet and start clearing your way towards his chamber.
Once you reach his chamber, and before you start pulling, there are a few things you should know:
Once the room is clear, you will be left with two mobs: Jammal`an the Prophet and his buddy, Ogom the Wretched. Ogom is just an annoyance, have someone offtank it (a shaman, a paladin or a bearform druid, or even a warlock pet). The real threat is Jammal`an, who is a caster and hurts a lot, also, jammalan casts a curse which charms the target and makes him attack his group members. You cannot dispell this curse.
So basically, kill Jammal`an first and kill him fast, and be ready for a difficult fight.
Jammal`an can drop very good cloth pants, decent cloth vest, or crappy cloth gloves. Each have about 30% chance to drop, so pray you don't get the gloves at least :roll:
Also, don't forget to loot his head, and you will complete the quest [53] Jammal`an the Prophet.
Killing Jammal`an triggers the spawn of two Dragons: Dreamscythe and Weaver. You will find them flying around in the big circle room. You can pull them one by one. They are rather easy and have a 30% chance to drop really good blue items.
Now before we start heading to the last big boss, Eranikus, let's first finish your last important quest: [53] The God Hakkar.
5. The God Hakkar:
Clear your way through the dragonkins, and go to the room marked as 'The God Hakkar' on the map. You will enter a room with a summoning circle in the middle. Before you do anything, explain your group what is this script about:
Also the avatar can drop quite good items, 6 different blue items, such as:

Now on to your last epic battle, the Shade of Eranikus!
6. Shade of Eranikus:
Eranikus has the best loot table in the zone, and he is also the hardest mob to defeat in the zone. Don't bother if the average level of your group isn't around lvl 53, because Eranikus is himself lvl 55. So anyone below lvl 53 will see him Orange, and it will be hard for anyone in this case to deal sufficient damage to him. This doesn't apply to the healer of your group though, who can heal just fine no matter what level Eranikus is.
Anyway, there are a few tricks to this fight that I will reveal, so even if you feel your group is a bit low level, you can go and try.
First of all, you must kill EVERY single Dragonkin in the whole area. They come to the aid of Eranikus when you engage him.
Once you have the whole circle room and the corridors cleared, go toward the chamber of Eranikus, on the way you will find two other dragons: Hazzas and Morphaz. They share the same loot table as Dreamscythe and Weaver, and are about as hard. The only difference is that you have to fight those two at the same time, so this isn't an easy fight. But if you managed Jammal`an and the Script of Hakkar, you should be fine.
After those two last dragons bite the dust, you will be left with only one challenge to accomplish: defeat the Shade of Eranikus.

How to:
Once you have the Deep Slumber under control, the fight is pretty stable, but still mana intensive, because he hits hard. If you die it's not an issue, you can quickly run back to the temple, take the leftmost path, and be back to his lair in 5 min for another attempt.
He is worth the trouble, drops at least 1-2 blue items, here are some of them:

And if you are really lucky (0.1% chance :roll: ):

Also, you will find Essence of Eranikus on the corpse. Loot it and click it to start the quest. To finish the quest, just go to the brazier in the left corner of the room, and you will get experience and a trinket as reward. (keep this trinket in bank if you don't use it, because it's currently part of a greater chain of quest, but not completed yet)
This was all you needed to know about the Temple of Atal`Hakkar instance, and I hope you enjoyed this guide. If I forgot anything, if you want me to add something, or if you find any mistakes please say it 
Thanks for reading!
-Jame
Copyrights WoW-Pro All rights reserved
Reward is good: Blessed Prayer Beads (http://www.wowhead.com/?item=19990). There are not too many good healing trinkets in the game so make sure you got this quest.
(Thanks Front243 for the info)
Now you need to go to Felwood and bring 1 Felcloth (buy it at auction or farm it from satyrs in Felwood) to Impsy which is at 41,45.
Impsy will give you a follow up called The Wrong Stuff (both Alliance and Horde) where you need to collect:
-10 Rotting Wood
-4 Bloodvenom Essence
The Bloodvenom Essence drops of the Tainted Ooze next to Impsy (the green pool)
The Rotting Wood drops from Irontrees which you can find at 47,26 (all around there, look for big wanderers because they can drop more rotting woods at the same time.)
After you finished The Wrong Stuff go turn it in at Impsy
Now you well get the follow up called Trolls of a Feather which you need to do in Sunken Temple.
The feathers drop from the six guardians called: Zolo, Mijan, Hukku, Loro, Zul`Lor and Gasher.
After you completed Trolls of a Feather deliver it to Impsy and you can choosee out of 3 rewards:
-Soul Harvester
-Robes of Servitude
-Abyss Shard
-And 1 gold 55 silver
-And 6350 XP
In total for doing this quest chain which is not that hard you earn 3800xp + 5100xp + 6350xp = 15250xp and one of the most scythe looking staffs for warlocks (if you pick the soul harvester atleast).
(Thanks to Sulimo for this thorough piece of information)
http://wow.allakhazam.com/db/quest.html?wquest=8410 (obtainable from any trainer, for Alliance in SW and Exodar)
http://wow.allakhazam.com/db/quest.html?wquest=8411
http://wow.allakhazam.com/db/quest.html?wquest=8412
http://wow.allakhazam.com/db/quest.html?wquest=8413
(Thanks to Frsh for this thorough piece of information)
Guide to Lower Blackrock Spire
Introduction:
Blackrock spire is one of the most important high level instances out there, in terms of items, and also because it is a step you have to go through if you want to access the Upper Blackrock spire, and later on get a key to Onyxia's Lair. I made no map for this zone, because it is simply a mess, with tons of floors, layers over layers, a map just simply would be too unclear and wouldn't help me in the guide at all. I will instead describe the path to take in this instance step by step.
Quests:
Note: Quests written in Orange are those you must have before entering BRS the first time. Other quests are either follow-ups or starting inside BRS.
Both:
Horde:
Alliance:
Walkthrough:
Group composition:
Keep in mind these are just general guidelines, I have done Blackrock Spire with the weirdest group compositions. But ultimately, you need a solid group, and a certain mix of classes and abilities, or you won't get far. Mage helps greatly, especially when you will be dealing with spiders. If you don't have a mage, a druid will be a decent replacement (they can Sleep the spiders)
1. To the first fork:
Note: I'm going to describe the shortest way through the instance, this means we will be skipping as much mobs as possible, and use all the shortcuts. If you prefer not skipping content, feel free to kill everything in your way, and just follow my general directions.
After entering the first room, pull the 2 Orcs on the left. There is also a 3rd Orc roaming from the left to the right, kill it. Then move your group, hug the left wall, go up the stairs, and wait on this 'bridge' for a patrol. Kill the patrol. On the left is the Door to Upper Blackrock spire, on the right is a drop off. Go to the drop off and jump down. Wait for another patrol there, be careful to not aggro it until it is far enough from the other mobs in this room. Pull and kill it.
You are now facing your first 'big' pull. 4 Orcs + 2 Pets (non-elite).
If one of the Orcs is a warlock, follow these rules:
1. If you got a mage or a warlock using succubus, sheep / seduce the Warlock, and kill it last.
2. If you do not have the above classes, kill the Warlock FIRST. (Yes, even if you have a rogue, Sap just doesn't last long enough and the warlock will most likely awake before you are done with the rest).
But why? Because the Scarshield Warlocks have a special ability, they open a portal, and demons come through it, Imps, felhound, etc. You end up being overwhelmed and soon enough the whole burning legion is zerging your group, if you let them alive too long. So when you kill them, use stuns and interrupts as much as you can.
Once you are done with your first big pull, go down and left, until you reach your 2nd big pull. 4 Orcs. Follow the same rules as above.
Note: This room has a ''shortcut'' access, let's name it the ''Shortcut to Orc alley''. If you go to the right and jump down, and then walk further along the ledge, you will then be able to jump down to an area full of orcs, close to the Spider area, but this isn't any use to you right now as you first need to clear the place down there.
Pull the Scarshield Raider and his two pets on the left, the group of mobs on the right should not aggro. Then hug the left wall and move down until you face another group of 4 mobs down the slope. You can skip those mobs, just go left as much as you can and climb up the slopes.
Note: If you go totally up and left on those slopes, you can reach the platform where the Scarshield Infiltrator stands alone, do not fear, this mob is actually a friendly NPC in disguise, Vaelan, he will turn into a human form when you get close. Vaelan is the NPC who gives you the quest for the UPPER blackrock spire key. But this doesn't interest you until you get your Unadorned Seal of ascension and the Gems. (see in the quest section above).
Anyway, just go around that bunch of mobs until you get to the next bunch. It should be 4 Orcs + 2 Pets again. Deal with them and go further left until you reach a wooden bridge. This is where the pulls get tricky because you have to fight in a very small perimeter, have to deal with a warlock, and also other casters that you must somehow pull to your group, (use counterspell, shieldbash, etc) or they will run when low on health and aggro more.
After clearing those, pull the Scarshield Raider and his 2 pets, he should come solo. Then, provided everybody in your group is lvl 60, you can skip the mobs on the left. Just hug right and get on the next wooden bridge. If not, kill them.
Clear the mobs after the 2nd bridge, and move up. Along the left wall you should see clickable 'Roughshod Pikes', pull the sleeping orcs next to them. (they sleep but they aggro if you get close) And then loot the pike. It is needed for the quest Urok Doomhowl later on. By now, you should already have met Warosh, that ugly Trogg looking npc roaming around, and you should have the quest from him.
Pull to the right, then move up around a large crack in the floor, you will then be facing an Arch guarded by 3 Ogres. This is the first fork, you have two choices, go straight, to the Ogre area, or go right and down the slope, to the Troll area. We are going to the ogre area first!
2. The Ogre Area:
Pull forward, do not fight on bridges, the Ogre reavers tend to toss people in the air, so be careful about this. After you pass the bridge, you will enter a big room. On the left is a small rock 'hill', with ogers on it. Ignore those, and go right, clear a few more ogres until you reach the first Boss - Highlord Omokk, and his 2 guards.
How to: Highlord Omokk is possibly the easiest boss fight in Lower BRS. Sheep, Sap, Succubus seduce one of the guards, or both if you can. If you can only Mez (mez is anything that puts a mob to an inactive status) one, have your warrior tank the boss while the rest of the group focuses on killing the other ogre.
Highlord omokk has one annoying ability, he tosses the tank in the air, and this tends to erase the aggro list. So, warriors, have taunt / mocking blow ready.
Note: When he dies, have everyone in the group check the corpse. He can drop a Gem of Spirestone (of the UpperBRS key), and if he does, only ONE person can see it on the corpse at first check. After that person sees the gem and gets off the corpse, everyone should be able to see it. This is because this Gem is awarded as 'Group Loot' to only one person. So if you don't want to miss on those Gems (which are a ~15% chance drop), make sure everybody checks the corpse!
Also, loot the head. You will need it later to combine it with the Roughshod pike (Urok Doomhowl quest)
Highlord Omokk's loot list consists of 6 blue items, some of them, such as the warrior set belt, are really good:

Horde: check the floor next to where you fought Omokk, there might be 'Important Documents' for the main quest.
Go back to the fork, and this time go toward the Troll area.
3. The Troll Area:
Go down the slope, clear the few trolls there. Then start pulling the next room back to the slope. I really recommend pulling a good part of it before you move in, as those trolls really like to run away in fear and bring friends.
Some of those trolls cast Hex Frog, so have dispel ready.
Once you feel you have pulled enough of the next room, move in. Straight ahead in the middle of opposite wall, is a door with a stair leading you to the room where an optional boss is: Shadow Hunter Vosh'gajin .
I recommend pulling the whole room (besides the Boss and his 2 guards) way back to the previous big room. They like to run and get the boss to add.
How to:
Mez the 2 adds if you can. If you can't kill the loose ones first while your warrior is tanking the boss.
The difficulty of this fight is that the boss casts AE Frog Hex. So be sure your warrior is tanking the boss far away from the rest, and have dispell ready.
Shadow Hunter Vosh'Gajin loot list contains 1 common green item and 6 blue items, namely the Rogue set gloves:

So don't wonder anylonger why your rogue/hunter friend pesters you to go and kill that annoying named :roll:
Note: In the back of the room is one of the two missing Tablets from the quest [58]The Final Tablets (Elite).
Go back to the big room and start clearing down the Slope to the middle platform.
4. To Bijou
Warning: Beware of the patrols here.
When you reach the platform in the middle of the 3 slopes, go to the opposite side, up the slope, clear a few more trolls, and on the left will be the NPC Bijou.
Get the follow up quest from her, Bijou's Belongings. Once you have the follow up quest, go back down to the middle platform, and take the slope leading down, then pull to the right. Clear yourself a way to the door infront of you down the last slope. 2 more pulls and you should be facing the 2nd Boss:
5. Warmaster Voone:
Nothing special to say about the encounter, he hits like a truck, especially by the end of the fight. When he dies, don't forget to check the floor for Important documents (Horde), also check for a Bijou's belongings, which look like a brown suitcase. If it's not there, it will be further, in the Orc alley. Also, Warmaster Voone has a ~15% chance to drop the second Gem you need for the Upper BRS key, the Gem of Smolderthorn. Make sure everyone checks the corpse.
In his room you can also find the last tablet you miss, and complete the quest The Final Tablets.
The loot table of Warmaster Voone consists of 5 Blue items and 2 Green items, one of them is the Ranger set Gloves:

Alliance: As soon as you get Bijou's Belongings. I recommend you go back to Bijou immediatly and get the followup quest, which will have you take a message to Marshall Maxwell at the outpost in Burning Steppes. Maxwell will give you the main quest for BRS, [61] Maxwell's Mission (Elite),so it's even worth it to warp and run back. But you can wait to fight the Mother Smolderweb before doing that, because you will need to warp back to the outpost if you want to complete the quest Mother's Milk as well.
Now is the time to take your first big shortcut! Go back up all the way to the start of troll area, past the big room full of trolls, until you are back at the first ramp, where you encountered the first trolls. The exact spot where you must jump down is located right next to the door connected to the big room. Be very carefull before you jump, you must aim so you fall as close as possible to the corner right under you. If you jump too far or too much to the right, you will immediatly aggro mobs. If you do though, keep your cool, deal with them, and be very careful to not let them run and aggro more.
6. The Orc alley:
After jumping down, ignore the Orcs on your right behind the rock. Start pulling from straight ahead of you.
Pulls are very tricky here, so do it with caution, as you get very quickly 2 camps at the same time and will probably wipe from that.
Firebrand Grunts are the melee type and use Mortal Strike, beware. :roll:
Other than them it's mostly casters, but luckily no more warlocks.
Bijou's belongings can be found somewhere on the sides, all along the Orc alley. So keep your eyes open for it. Keep pulling and working your way through those orcs, until your reach the Spider area, this is when things get tougher.
Note: The orc alley is where you land if you take the 1st shortcut I described at the beginning of the walkthrough, after the 2nd big pull (4 Orcs) of the instance.
7. The Spiders:
This is the place everyone dreads, where many groups stop and give up. Though, trust me, those spiders aren't that hard with a bit of organization.
The deal: The first pull of spiders will consist of 2 Elite Spire spiders (don't even try to split them) + a bunch of mini spiders, those spiders actually are halfway between Elite/Normal, Hitpoint wise. They also hit really fast, which is bad when they start beating on casters.
The big spiders cast a stun, a long stun. (about 8 second long) And this stun can hit several targets at a time, so if you can, don't be too close to it.
Last thing I should mention, is that when you kill one of the big spider, a bunch of other little spiders spawn.
So if you can count, that is a lot of Spiders
The drill:
If you manage to be victorious, this means your group can probably go until the end of the instance. Congratulations. But don't cheer too fast though, there are much more spiders to kill. (I hear you cry)
Loot the immature venom sacs and put them on a hotkey, you can right click them to remove the poison from the Mother Smolderweb.
8. Mother Smolderweb:
After the first pull of 2 spiders. You should be able to pull the Spider named, Mother Smolderweb, she isn't that hard. Just like any other spider, with more hit points and hits a bit harder. Also splits into more little spiders when she dies. She can drop the Druid set Boots:

She also casts the poison you need to keep on yourself if you want to finish the quest [60]Mother's Milk (Elite). If you do, after the spider dies, warp back to Kargath/Lakeshear and go to flamecrest as fast as you can. It's kinda annoying because the venom of the spider is actually casting net on you and immobilizing you every now and then :roll:
Then just run back to BRS, and take the 1st shortcut, jump down on the right after entering the room where you fought your 2nd big pull. (which consisted of 4 Orcs). This will take you back to Orc Alley, really close to Spiders. Go back up the ramp, and pull the solo roaming spider. You can then skip the two spiders in the 'pit' on the left. Just run as close as you can on the right, at the edge of those ramps. Stop at the point where they cross, and pull the next 2 spiders there. Deal with them exactly as I described the first pull.
Keep going forward, there is 2 more double spider pull to do!
Note: The 3rd double spider pull might have a rare spawn named spider in it, which is in a way a luck, but in another way bad, because this named, The Crystal Spider, upon death, spawns double the amount of mini spiders
Have fun dealing with them! And beware of the evade bugs.
If you go through all the spider pulls sucessfully, you will reach a platform, with ogres all over it. Oh, and if you feel up to kill a few extra spiders (who knows!), you can click the eggs and try to finish [59]En-Ay-Es-Tee-Why. Open one egg at a time, as it can spawn spiders.
9. Urok Doomhowl's pad:
Once you have that pad full of ogres clear, you will find a pile of skulls in a corner. If you plant the Roughshod Pike + The head of Highlord Omokk on it, a script will start.
Don't do that now though, there is a very high chance you will wipe on this script. It is the hardest battle in the whole dungeon and it is optional. You can come back after you have killed the other 'easy' bosses and do this script as last thing you do before leaving the instance. I will describe in the last paragraph how to deal with this hell of a script 
10. To Halycon:
From the Ogre pad, move on and pull a bunch of scorpids, AE them. They are easy. Another pull of those and then you should probably meet your first patrol, deal with it.
Go up the stairs and wait for another patrol coming down from the other stairs. Turn right and pull the 3 orcs standing there against the wall. Left of those 3 orcs is the entrance to Halycon's Nest. So don't get too close until you are ready.
Warning: One thing you should know before pulling Halycon, there a lot of Worg pups in her room. Those are the ones you must capture to finish [59]Kibler's Exotic Pets (Elite). Just target one of the pups and right click the cage from your inventory. If pulled carefully, you can probably get the bunch of pups without agroing Halycon herself.
In any case, pull Halycon and defeat her, she is quite easy. The only hard thing in the fight is that when she dies, her mate comes to avenge her. Gizrul the Slavener is a bit tougher than Halycon. But it shouldn't be much of a problem.
Gizrul can drop several blue items, namely the Druid set Spaulders:
Also worth mentioning, by killing Halycon you just completed another quest: The Pack Mistress (Horde) // Put her down (Alliance).
When coming out of Halycon's nest, you have two options. Go right and up the wide stairs, and clear up to an Optional NPC: Quartermaster Zigris. He is a rare spawn but is often there. So if you want extra loot, go for it. Else, start pulling from the other door, from up the stairs.
Pull a good chunk of the next room (a large room with cracks in the floor and wooden planks to cross them) before going up. Runners are the main killer here.
Also, beware of the Evokers, they deal massive damage plus AE Knockback and stun. Mez them or kill them first.
Keep pulling a path through this big room, until you can reach the opposite side and go through the door that leads you to the last area, and the last boss.
11. Overlord Wyrmthalak:
Keep going right and up until you face Overloard Wyrmthalak.
Infos:
-Wyrmthalak hits fairly hard, has quite a lof of HPs, and has one annoying ability, he tosses people up in the air. Which has the secondary effect of wiping the aggro list. Have taunt ready..
-At some point in the fight, he will call for help. And 2 adds will come running to his aid, they will come from behind.
Deal with them, sheep or succubs mez them if you can. If not, kill them while your warrior offtanks wyrmthalak.
When wyrmthalak dies, don't forget to make everyone check the corpse for a possible Gem, and also check the floor for possible Important documents (Horde).
There, now you know how to kill the 3 main bosses of Lower Blackrock Spire. That means you can farm them at will (they drop nice items), and also work on getting all 3 Gems for a key to Upper Blackrock Spire. Also, you will need to come back if you want co complete your main quest. (If you are horde and still miss the important documents as well).
Overlord Wyrmthalak's loot list consists of 6 Blue items (including the Ranger set Spaulders), and if you are lucky, a purple item:


But there is one last thing you must face before going out of the instance, you have to save that stupid Trogg, warosh, and get his mojo back!
In short, you have to defeat a very hard script, and Urok Doomhowl.
12. Face Urok Doomhowl:
Go back to the Pad with the pile of skulls. You can take a shortcut, jump down in the first crack you stumble on in the big room with the planks / cracks. Move your group to the pad and brief them.
What happens when one places Omokk's head on the pike, on the pile of bones:
Try to get those nuked down and killed fast, because they are the main threat.Anyway, don't fight him, mez him or kite him. And deal with the remaining other ogres. The nuke-pike disapears when Urok spawns too, to spice things up a little more.
Once there is only Urok left alive, fight him. He isn't that hard when he is alone. He hits reasonably hard and fears, nothing too bad :roll: .
Upon killing him, Warosh will appear next to you, loot the Mojo from Urok, and complete the quest!
Urok Doomhowl's loot table consists of 3 Blue items, the Shaman set boots (which could use an upgrade), great plate boots, and good leather gautlets with random stats:

That's all there is to know about the Lower Blackrock Spire instance, and soon I will release a guide about the Upper Part, which is designed for small raids.
I hope you enjoyed this walkthrough, and that it wasn't too confusing without a map. But once you have done a few runs in BRS, you will understand why a map wouldn't have helped much.
If you see anything lacking or inaccurate in this guide, please post here or inform me by private message. I will do my best to keep it up to date.
Thanks!
-Jame
Copyrights WoW-Pro All rights reserved
Jame's Maraudon Instance Guide
Introduction
Maraudon is a beautiful instance located in Desolace, it is made for a group of 5 players and can be very rewarding when done the right way. It is quite a big instance but the cool thing is that you can do half of it (takes about 3 hours) and the other half another day without having to clear all the way again. Basically the first half of the instance is where you will find and complete the quest that rewards you with the Scepter of Celebras. Right-clicking the scepter will teleport you directly to the 2nd half of Maraudon, where the strongest boss mobs are (and where the best loot is, mostly). Thus making Maraudon a very interesting instance that you can run several times until you got all the rewards you want from it! Follow this guide, and you will 
Level recommended
Group compostion
Quest gathering
Alliance:
Where is Maraudon?
Before going in:
I'd suggest binding yourself in Desolace. At Nijel's Point for Alliance, at Shadowprey Village for Horde. The only way out of Maraudon when you are deep in is to use hearthstone, mage portal or death. So it's much more convenient to hearthstone to desolace so you can turn in your quests after you are done with Maraudon.
Alliance: From Nijel's Point go southwest until the entrance to the Valley of Spears (40,60), which is located west of the Kodo Graveyard. Go through the valley of spears until (38,57), there stands the gate to Maraudon.
Horde: Go east from Shadowprey Village until (29,74), then go north and through the Valley of Spears until (31,61). There stands the meeting stone and the entrance to Maraudon further up.
Walkthrough
1. The Amulet of Spirits and the 1st Kahn
After entering the gates of Maraudon, go through the first tunnel until you find a centaur with the name "The Nameless Prophet". Kill him and loot the Amulet of Spirits from him. You can find The Nameless Prophet anywhere between the entrance and the fork to the crystal tunnels. As soon as you kill The Nameless Prophet he respawns instantly somewhere else.

Put the Amulet of Spirits on a hotkey.
Then go further in and you'll be at the first fork. To the left you'll see purple crystals, to the right orange crystals, and straight ahead is an arch with 2 centaur statues. Go straight ahead until you find a non agressive centaur named Spirit of Kolk. Use the Amulet of Spirits on him, this will make him agressive, kill him and loot the Gem of the First Kahn.
Note: Behind Kolk is a room with a pedestal. It's on this pedestal that you have to stand and click on your Scepter of Celebras to be teleported to the 2nd half of Maraudon. But you don't have the scepter... yet 
2. The Orange crystal path
Go back to the fork and this time go to the tunnel with the orange crystals, in the first cave you'll find a friendly NPC centaur named Cavindra, get the quest [49] Legends of Maraudon from her. It is the quest which allows you to forge the Teleport Scepter I told you about before.
Just a bit further in and around the corner to the left you'll find a red pool, if you want to do the quest [47] Vyletongue Corruption, fill up the Cerulean Vial you should have in your inventory (a black potion looking thingy).
Then from the red pool, if you look in the northeast direction, you'll be facing two ways: one to the right going down, and one to the left going slightly up. Take the left one, and go to the end of it (39,57), you'll find the 3rd Kahn there next to a big crystal. Use the Amulet of Spirits on him, kill him and loot the Gem of the 3rd Kahn. From the big crystal look towards the east and you should see a tunnel. Go through this tunnel you'll find the instance portal quickly, zone in.
Now you should follow the orange path (path 1 on the map)

3. To Noxxion
After zoning in, start clearing your way towards the area where Noxxion is.
It's time for your group to take a decision: Do the quest [47] Vyletongue Corruption or not? It's optional, but this quest has been made much easier since patch 1.12, so you should go for it for some easy extra xp reward.
If your group decided to do the [47] Vyletongue Corruption quest, you should be looking for little plants looking like this:

You just have to stand next to one and right-click your Cerulean Vial. These plants are only found on this side of the instance, from here until the poison falls. Everytime you cleanse a plant, 3 elementals will spawn, they are not elite so it's really easy to deal with them.
Basically you have to find 8 of these red plants and do that 8 times to complete the quest, and the whole group gets a quest update for each plant.
On your way down you'll most likely find the 5th Kahn sooner or later, kill him and loot the Gem of the 5th Kahn.
At some point you'll face the following mobs:

If you don't read the following, your group will be destroyed. 
Info: Creeping Sludges come in packs of 2, 3 or 4, they must NOT be melee'd. They pulse a 200 dmg poison area attack every 2 seconds to anyone that is in close to them. So imagine 3 of these in a bunch, pulsing 600 dmg every 6 seconds on all of your melees.
How to: Let your mage or warlock do the initial pull with an AoE (Blizzard, Rain of Fire for exemple). The Creeping sludges walk extremely slow, they can be easily kited. (To kite something means to kill it without ever being in melee range, using ranged attacks). Basically have all your classes with range attacks use them (shaman shocks, hunter bow shots, etc) while running these Creeping Sludges in a large circle. This of course means you'll have to have cleared a rather large space before pulling.
They are actually very easy to kill once your group knows the drill, just don't let them get close to you and fire at will!
Once the creeping sludges are split, your melees can go chase one (only if it's far away enough from the others) and melee it fast, if they get low on health they can move away and wait for a heal.
So that's how you deal with Creeping Sludges 
Normally, there is only 4 Creeping sludges on your way to the larva spewer, and you should be able to get them by pairs if you pull smart.
After you got those 4 Creeping Sludges clear, take the tunnel to the left and you should be in the room with the Larva Spewer. Pull the two Barbed Lashers in the way and also wait on the centaur patrol if you didn't catch it yet. (2 elite centaurs, which are humanoids so they can be crowd controlled).
You'll be facing a swarm of non-elite larvas and a Larva Spewer. The Larva Spewer spews an elite larva and keeps respawning it so it's useless to kill the elite larva, just let it wander away. When the elite larva is away, pull the small larvas and AE the hell out of them while one person (a melee preferably) goes to the larva spewer and destroys it. (Takes a click and 5 seconds channeling without being interrupted).
One word about AE though, if you have a mage and if that mage uses his/her AE effects like Arcane Explosion in order to kill the bunch of larvas, the mage will take A LOT of damage. So make it clear with your healer that while the mage is using AE on the larvas he needs to be perma spam healed with fast heals and preferably shielded (with PW:S). This is really essential, your healer must pay full attention, he can't be watching TV and start healing after 30 seconds... the mage will loose health rapidly, so brief your healer well.
Once you got the Larva Spewer destroyed, clear your way down to Noxxion.
Noxxion is the toughest boss of the first half of Maraudon, but he's actually quite easy if you got a sharp mage (or warlock) and a decent healer.
Here's how the fight should go:
Noxxion mostly drops nature resist gear, but if you are lucky (15% chance) he can drop this very nice caster wand:

Here is the nature resist gear, for the Ahn'Qiraj lovers:
Most importantly, don't forget to loot the Celebrian Rod from Noxxion. Congratulations, your Scepter of Celebras is 1/3 complete!
4. To Razorlash (Optional)
Don't bother with Razorlash unless you are interested in one of the following drops, it's mostly Nature Resist gear, for those who plan to go to Ahn'Qiraj later on, this should be interesting:

If you decide to skip Razorlash, go to the next paragraph. If you decide to go for Razorlash, there isn't much you need to know besides:
If you encounter pulls consisting of 3 Constrictor Vines and 1 Barbed Lasher, make sure you kill the Barbed lasher first, they are really annoying with their AE knockdown ability.
Besides this, there's no real difficulty going to Razorlash, who's also quite an easy kill. Send tank in, heal tank, dps Razorlash until hit points = 0%. That's it 
5. To the Violet Crystal Path
Go backtrack, zone out of the instance, go back to the fork but this time go through the violet crystal tunnel. At the first fork go right, you'll find the other instance portal, don't get in though yet. On the opposite side of the instance portal you'll see a bridge with two blue flames, go over the bridge, after the bridge go left and then a u-turn left again down a small slope which takes you to another bridge (a smaller one). At the other hand of the bridge you'll find a small shrine, and the 2nd Kahn. Kill it and loot the Gem of the 2nd Kahn.
Before you go to the instance portal we passed on the way, kill Shadowshard Smashers or Shadowshard Rumblers (those rock elementals) in the violet crystal cavern until you got 10 Shadowshard Fragments. It's a very quickly done quest as the elementals always drop a fragment, and the whole group can loot it!
When you're done with that, zone in the instance. You should follow the violet path (Path 2 on map)
6. To Lord Vyletongue
The way to Lord Vyletongue shouldn't be a problem. The hardest pulls you'll meet consist of 2 Satyrs (elite) and 4 Imps (non-elite). Let your warrior charge a Satyr and then your casters should go in and AE the imps.
On your way to Lord Vyletongue, you should find the 4th Kahn. Kill it and loot the Gem of the 4th Kahn. Open your inventory and right click one of the gems, they will assemble into the Amulet of Spirit and forge the Amulet of Union. You just completed the quest [48] The Pariah's Instructions (and made some space in your bags by getting rid of the 5 gems).
When you are in front of Lord Vyletongue's building, don't rush in carelessly, there are 2 stealthed satyrs guarding it's entrance, pull them and kill them. Then the only thing you'll be facing will be Lord Vyletongue and his two stealthed guards (those you'll have to fight at the same time as Lord Vyletongue).
Lord Vyletongue is actually a pretty easy fight. If you got a warlock, banish one of the satyrs, kill the other satyr and then kill Lord Vyletongue. If you don't have a warlock, just kill the two stealthed satyrs first and then deal with Lord Vyletongue.
The best way to deal with this battle is to kill the stealthed guards first while your tank is on Lord Vyletongue. Lord Vyletongue actually doesn't hurt that much but is annoying to kill because he teleports about. So save him for last.
Loot the Celebrian Diamond from him, thus making your Scepter of Celebras 2/3rd complete. Lord Vyletongue can also drop some interesting items:

7. Celebras the Cursed
After Lord Vyletongue, keep going until you reach the point marked as "drop off" on the map. You'll have to go through a couple more of those "creeping sludge pulls", but it shouldn't be a problem for your group anymore. If you are lucky on your way to the drop off, you might find Meshlok the Harvester, he is a rare spawn, he looks like a cavern lurker (those ugly treant looking things) and he wanders in the yellow waters before the drop off, as shown on the map. He can drop some good stuff:

Including a decent NR piece:

Sadly he's not there most of the time, but anyway, time to move on.
Go to the "drop off" point and jump down, you might aggro a cavern lurker when jumping down, kill it while staying close to the waterfall. Go west while staying close to the southern wall, you can skip several thrash pulls this way. Keep going until you see Celebras the Cursed.
Celebras the Cursed is guarded by 3 non-elite treants, and during the fight he will attempt to summon more treants. Thankfully Celebras can be interrupted, counterspelled and stunned. So make sure everyone in your group uses their spell interrupting abilities on Celebras so he doesn't get to summon more treants, or you will be swarmed.
No matter what, ignore the treants and just kill Celebras the Cursed as fast as possible, then kill the treants with AEs.
Celebras the Cursed can drop the following items:
Including a nature resist piece:

After Celebras is defeated, he will reappear as a non agressive NPC named Celebras the Redeemed, talk to him, go through his dialogue, take his quest, watch him walk to the altar and forge the Scepter of Celebras, complete the quest and voila!

You now got your Scepter of Celebras, which will allow you in your future Maraudon runs to skip all the previous area and start the instance after Celebras the Cursed!
So now there is about 2-3 hours to go if you want to get all the remaining bosses, including the most important one: Princess Theredras. If your group is still up for 2-3 more hours, go to the next paragraph of the walkthrough. If not, you can get out of maraudon and form another group and directly teleport them to the 2nd half of Maraudon and continue on the next paragraph!

8. Earthsong Falls
This is where you end up after using the Scepter of Celebras from the pedestal behind the 1st Kahn, or after going further past Celebras the Cursed and jumping down the waterfalls. Follow the yellow path from the map for now.
You'll quickly find some Thessaly Hydras roaming around the cavern south of earthsong falls. They hit reasonably hard and have one special ability you must be careful with, they knockback every now and then anyone in too close range. So you want to avoid being knocked back into more of those hydras.
Melees: always fight so your back is facing a wall or a safe place (like the waterfalls from where you arrived).
Casters: Fight at max casting range so as to not get hit by the knockback.
Clear all the Hydras on your way until you reach the tunnel to the south, and make sure you don't skip any of those hydras, because some of them roam up to the tunnel, you don't want them to add on you while you're already dealing with the next pull.
The next pull consists of 3 Subterranean Diemetradons, they are beasts so they can be sheeped or hibernated. Their special ability is an area effect 10 seconds silence. Casters: Stay at max casting range.
Once you've dealth with the 3 Diemetradon, wait for the first patrol of elementals. Elemental patrols are either composed of 2 Theradrim Guardian or 1 Theradrim Guardian and small elementals (non elite). If you got a warlock in the group, they can banish the elementals, making it easier. If not, you must know that when a big elemental dies, it splits in 4 tiny elementals. What my group usually does is kill the two big elementals and then AE the 8 tiny elementals. It works well.
After you've taken care of the 1st rock elemental patrol, go further in and kill the next 3 pulls which consist of diemetradon again, then go up the slope and wait for the 2nd elem patrol, kill it. Now you have a choice, you can either decide to skip Tinkerer Gizlock or not. If you decide to skip Tinkerer Gizlock, go directly to paragraph #10.
9. Tinkerer Gizlock (Optional)
If you want to kill Tinkerer Gizlock (read: if your group is interested in one of his drops), take the tunnel to the north, the one with snake packs called "Deep Borer" and follow the pink path on the map. These snakes are easy, with or without AEs. After the first snake pull you'll be entering a larger room with a ramp going down, try to get the rock patrol out of the way as soon as possible, then work your way down until you end up facing a goblin named Tinkerer Gizlock.
He is an easy fight, just make sure non-melees stay at max range from him, he is a caster and casts some AEs. He doesn't have much HPs for a boss, burn him down quickly. He drops decent items including a very good caster sword:

After that, go backwards and back on the Princess path, until you reach your next choice. Kill Landslide or not? If you decide to skip Landslide, just go to the last paragraph and stay on the princess path (yellow path on map).
10. Landslide
Go further up the 2nd part of the slope (to the south) and wait on the 3rd elemental patrol, dispatch it. Now you should have some big giants in sight, named Primordial Behemoth. Go over the bridge and kill the first one if he is alone, if not wait for the behemoth patrol to wander off, nothing much to say about these giants besides they hit rather hard.
About the Primordial Behemoth patrol, you should lookout for it but this giant walks really slow, so you should see it coming from afar and be able to pull it solo. After having killed the first giant after the bridge, you can decide either to skip Landslide or to go directly for the princess. If you decide to skip Landslide (nobody in your group wants any of his drops), skip the following and go directly to paragraph #11.
If you do want to kill Landslide, follow the green path from the map, work your way up the slope. Your last pull before Landslide will be 2 giants at the same time, I strongly advise that you assign one tank to each giant before engaging (your secondary tank can be a shaman, paladin, druid, or even a warlock/hunter pet, but just make sure the giant won't be on the loose).
After that you'll be facing Landslide, the giant boss. He hits hard, has a lot of HPs, and has two abilities you must know of:
With that in mind, Landslide shouldn't be a problem, and he drops some nice items:

Including this nifty plate helm, which is also good nature resist gear:

11. Princess Theradras and Rotgrip
Go towards Princess Theradras, follow the yellow path. Pull the 4 diemetradons and kill them, then go further in and you'll be entering an open area called "Zaetar's Grave". Wait for the rock elemental patrol and kill it. Then you have to start clearing your way through pairs of giants. You can skip the first 2 behemoths to the left, all the others you will have to kill on your way down the slope leading to Princess Theradras. Shortly you should be facing the charming Princess Theradras. Here is how you kill her:
Abilities:
How to:
Anyway, it is a slow and long fight, probably the hardest battle in Maraudon, but really manageable if you follow the above. Congratulations on killing Princess Theradras and completing the main maraudon quest! The princess also drops nice things, always 2 blue items out of 7, here are some of them:

and the only nature resist item she drops:

After the princess is dead, a ghost centaur named Zaetar's Spirit should appear in the middle of the Princess' lair. Talk to it and get the quest [51] Seed of Life (Dungeon), which you can turn in at Moonglade for extra XP and 1gold 50silver.
Don't go yet, there is still one boss to get, and it's very close. Buff everyone with underwater breathing if you got a warlock in your group, if you don't it's ok, it will just be less comfortable.
Go to the northern waterfall directly next to the princess lair, look down from there before you jump, make sure you don't see a huge crocodile named Rotgrip swimming there before you jump. If the croco is not around, have your whole group jump down there and stay close to the waterfall. Wait for Rotgrip to come close and pull it to this corner. He is an easy fight, he just hits hard and is underwater, no difficulty besides this. Rotgrip is worth killing because he can drop:

and these nature resist boots:
That was all the bosses! Congratulations on clearing Maraudon completely. The only way out is to use Hearthstone or ask a mage for a portal, or to suicide! I hope you enjoyed this guide and the maraudon instance 
Note: For the AQ20 / AQ40 nature resist gear farmers, when you go as deep as Landslide or Princess Theradras, the fastest way to go out and reset the instance is definitely to:
-Jame
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[/][/]Scholomance Guide

Introduction
Scholomance is one of the most difficult high level instances, made for a Solid 5-man party. It is a masterpiece of instance design, the quests have solid lore, and progressing through them while you explore the zone is a real challenge, and can be very fun and rewarding (even though some of the items could use a buff). It can be as well extremely frustrating if you don't know how to take on this dungeon, but with this guide in your hands, you will have no excuse. Read this guide completely, while taking a look at the map to get a general idea of the way to go. When you feel ready enough, gather the quests, form a group, and try your luck.
Where
The entrance to Scholomance is in Western Plaguelands, on that big island in the Southeastern part of the zone. You can't miss it.
If you hear invisible ghosts talking on the island, don't think you are going insane, they are part of the serie of quests involving Scholomance, and you will hear more about this later in this guide.
Key
There is two ways to get in Scholomance:
Quest Gathering
During your first Scholomance runs, you will only need the three following quests, very quick and easy to get:
The goal of this quest is to gather Four Deeds, scattered within the instance. The Follow up is a PvP quest. More about this later.
Self-Explanatory quest, will give location of those Hatchlings later on in the guide. Once you complete this quest, if you go back to Scholomance and kill Plagued Hatchlings, they might drop a 'Healthy Dragon Scale', which starts another quest. The only reward seems to be a faction hit, and it is repeatable.
More informations on The Butcher's location later on.
Group Composition
I'm not gonna lie to you, if you want to be able to clear Scholomance with a 5-man party, your group composition will have strict requirements. At times it will be nearly impossible to go further if you don't have the right classes set with you.
Entering Scholomance
The real guide starts here, be mindful that I am assuming you have a warrior, a priest, and either mage or druid with you. If you don't, you will have to find your own way to deal with a few pulls and bosses.
The Entrance:
Marked on the map with an 'E', you face a bridge with railings on each side. You can jump down later on by the sides, when the room below has been cleared (and when you have the Key to the Viewing Room), it's a nice shortcut to use if you wipe post-viewing room. For now, do not jump down or you are in for a corpse run.
Facing you are 4 Risen Guards - Undeads. Nothing special about them, you can pull them by Pairs, if you shoot the ones at the sides. Easy pull, shackle one, kill the other. Rinse and repeat.
1st room: The Reliquary
Now things get more serious, the party must remain on this bridge and the next room must be pulled to them. ''But, but... I like running around curiously and rushing into mob packs headlong, that's my way of the ninja
'' - I hear you cry. But there are a few things you must know about Scholomance:
The following room, named ''The Reliquary'' isn't easy, it has both: A lot of patrols, and lots of mobs able to cast fear. On top of that, you will need to clear a major part of it, because it has the first Deed you need: The Deed to Southshore.
How to do it: The Warrior goes through the door alone, and pulls very carefully, tries to get patrols first, and then pulls group of mobs one by one. Head left at the stairway, clear the gate down the stairs, this is where you will go after you got the deed. Check where the deed is exactly on the map, and pull towards it. Yes, Pull, back to the stairs and up toward the entrance bridge, where your group is. Do not hesitate to overclear the room to be sure nothing will aggro your team when they go for the Deed. Don't get discouraged if Patrols respawn while you are still clearing towards the deed, be patient and kill the patrols again, don't haste it or you will wipe. Most mobs in this room are Humanoid spellcasters, sap, polymorph, mind control, use them if you got them.
A few skeleton guards as well.
Note: The special feature of this room is that it has 'reserve' patrols. Sationed under the stairs in the Reliquary, when you kill the first patrols, those will walk and replace the patrols you just killed. So, do not get scared ''Omfg fast repop'', it's a feature of this room. Be patient.
If you managed the above you should have the Deed to Southshore in your possession and the way clear to the door that is down the stairs to the left. Move your group there, into that little room. 2 risen guards are awaiting you infront of the gate of the next room. You know how to deal with those. The room beyond the gate you just cleared is the ''Chamber of Summoning'', yet another tricky room.
The Chamber of Summoning:
You must NOT rush into the camps of mobs, even if patrols are cleared. If you do, there is a very high chance that you will aggro one of the other camps (because of fear, and mobs running away). Pull everything into this little room you just cleared. This is not as easy as it sounds though, because those Scholomance Dark Summoners are nasty, when pulled, they stand where they are and start chain summoning skeletons, you end up swarmed very quickly.
How to:
If you got a mage - Have him sheep one of the necromancer and then Counsterspell the summoner right after. it will come to your group, and he must be killed as fast as possible. If it still manages to summon skellies and you see their number rise above 4, it's time to use AEs (Area of Effect attacks, such as Mage's Arcane Explosion or Warlock's Hellfire). They have low hit points.
If you don't have a mage - Have the priest use mind control on the Summoner and walk him into the room safely. When Mind control breaks, switch immediatly to the Summoner and kill him.
Another working tactic is to send the warrior shield bash - silence the summoner and babysit him back to the room. This is not as good as the above two, but it still works.
Pull the first 2 camps on the right that way. As soon as the 2nd camp is cleared, call the move, tell everyone to HUG the right wall and to set camp into the little room to the side, this is the room marked as ''Kirtonos the Herald'' on the map. It is safe, and you are not at the point int he quest line where you can summon Kirtonos. Why move there to pull the 3rd group? Two reasons - It would be a long pull, long enough for Counsterspell to fade before the summoner is in the room. The other reason is that you don't want the Patrols of the reliquary to catch up on you. Because they do patrol very near the gate of that little room you set in.
Pull the last group of mobs from the right side to this new room, in the same fashion you pulled the previous 2. If patrols respawns, pull them first, and proceed. It is up to you to clear the last 3 camps of Summoner/Necros, but they can be skipped by walking close to the right wall.
Stay in this room for the first pulls of the next big room, which we will name 'the Fork' (it has access to Jandice Barov area, also to the Key dropper: Rattlegore, and most importantly to the room below the entrance bridge, which connects to the Viewing Room).
The Fork:
Send your warrior to peek inside the next room, very carefully, have him pull the first pack of mobs that is directly to the right when entering the Fork room. Once that is done, you may move everyone inside this next room, to the right, this is your new pull spot.
This room has a few patrols and various camps of mobs, but it's not nearly as annoying as what you experienced so far. If you got there without wiping yet, you did a very good job.
How to: Proceed to clear methodically the next room, patrols can be solo pulled, nothing special about it besides a new type of Undead, frozen shade looking type of mob, Spectral Tutors, they are annoying because they split into illusions and take a bit long to kill. So, shackle them and kill them last if you can. Rest are humanoid casters, you know how to work on those.
At the opposite end of this room is the Deed to Tarren Mill. (check map for accurate loc)
And 3 different paths to choose, the one to the right is down to the basement, where Jandice Barov resides. You are not there yet in the quest line, don't bother. The gate to the left is connected to the room that is below the entrance bridge, and is also the only way to get into the Viewing Room, (where the loot awaits!) but you need a key to get in there, picklock doesn't work.
So your interest resides in the front gate, which opens the path to the Great Ossuary. -Warning- , do not even take a peek inside, dont get too close to that gate until the whole group is warned and ready about what's coming up.
The Great Ossuary:
This room contains a bunch of those Plagued Drakelings that you are supposed to kill for a quest, the bad news is, you will get to kill more than 20 of those, and they are nasty
Each bunch of drakelings is connected to a creature handler (humanoid).
The drakelings aren't elite, but got quite a lot of HP for non elite, and hit fairly hard. On top of that, they have some kind of knockback ability.
The best way to do them seem to be AE'ing, but the problem is, they are ranged attackers, and will just stand back spitting at you forever.
Solution: Set up your group in the corner of the room where the Deed of tarren mill was, and when pulling them, run back there and hide against the wall. If they don't have a LoS (Line of Sight) on you, they will end up gathering infront of you, and this is when you unleash the AEs.
Be extremely cautious when pulling them though, look at the Creature Handlers precisely, and shoot them when they are as far as possible from the next creature handler. If you get two packs of those at the same time, I highly doubt you will survive it. Keep the Dragon handlers stunned and shield bashed as much as possible, they cast nasty AEs.
Anyway, if you manage to clear this room full of drakelings, you will have a path clear to Rattlegore, guardian of the Key to the viewing room (see map for path). You can breathe a few seconds in the great ossuary, as there is no patrols in this room, for a change.
Meet Rattlegore:
I didn't draw the Room where Rattlegore resides because it's simply useless, there's only one way, you can't miss it. On the way down to the Key Master's chamber, you will meet a very friendly new type of mob - The Risen Construct.
Be warned - They hit super hard for common mobs. You kinda want to deal with one at a time. They can be shackled though, so pulling two is still manageable if you have a priest.
After killing 2 or 3 of those on your way down a couple flight of stairs, you will finally reach the room where Rattlegore is.
Bad news: Rattlegore is surrounded by 20 more of those Risen Constructs.
Good news: They can all be single pulled, with love and care. And You don't need to clear all of them, because Rattlegore doesn't call for help (Thank god). So just clear as many as needed to be sure you can get a clean pull on Rattlegore.
However, there is one of those Risen constructs who seems to never get away enough from Rattlegore, kinda acting like a guard. If have tried many times to split them, unsucessfully so far. Please let me know if you manage it -
This isn't a big problem though, shackle the construct and kill rattlegore. The fight is a fair challenge, as rattlegore enjoys tossing the tank into the air and wiping his aggro list in the process. On the other hand, he is not immune to stuns, so use them as much as you can. Keep the add shackled and you should be fine.
Rattlegore drops nothing of value besides the 'Key to the Viewing Room'. Which is a one time use key, so no need to fight over who gets it. It opens the door to the Viewing room (duh), and then the door remains opened, until you reset the instance.
You just accomplished the most annoying part of the instance, now is the time to get some reward for it, but do not start slacking off, you are still fighting against the clock. (You always are in this instance).
Go back to the great ossuary and from there pull your way towards the room on your right, in other words, the room below the entrance bridge. it has a mix of Undead mobs, elites and non elites, roaming aimlessly, most pull should be less than 2 elites 2 non elites. There is one real threat in this room, the Diseased Ghouls.
Diseased Ghouls:
The diseased ghouls, upon death, spread a disease cloud around their bodies. This cloud is the most harmful DOT type spell you have ever seen. Every tick is 600-700 damage, and it happens every seconds... as long as you stand in the disease cloud. So two things to keep in mind when you get those ghouls on a pull. Shackle them, keep them until they are the last mob you have to deal with. Before they die, have your warrior move them into a corner, and fight them at his max melee range, as soon as they drop dead, the warrior will have to back off as fast as possible. The warrior can also use concussion blow (5sec stun) when the ghoul is really low on Health, and back off before it dies while the casters / ranged attackers finish it off quickly. Without knowing beforehand, it can result in half your group (the ones meleeing) dying in 5 seconds and going 'wtf?', I say this from personal experience
Once the next room is cleared, move in. You are now much safer than you ever were so far, and you can even afford a full wipe and still get back on your feet. If wipe occurs, you can run back and jump off the bridge and land in this room, which is on a long respawn timer (2 hours I believe)
Two doors in this room: One is to the viewing room (marked as ' V ' ont he map). And one to the right: this gate you can't open yet, it opens access to a special treasure chest (like Chest of the Seven in BRD). To open this chest, you must activate a switch in the basement, right next to where Jandice Barov is. Don't bother with it now, you have much better to do. Open the Door to the Viewing Room and enter it, it is safe.
The Viewing Room:
The viewing room is filled with non-aggressive NPCs, two of them are nameds. Vectus and Marduk Blackpool. You can talk to every NPCs in this room, none of them will attack you. If you want to clear this room and kill the two nameds, you have to complete the Dawn's Gambit quest, which takes you through a long serie of quest, starting in the Burning steppes with Tinkee Steamboil. The first quest of the serie is Broodling Essence, after a few steps (and a trip to winterspring), you will have to go to Upper BlackRock spire twice, at the dragon egg hatchery, and then after a few more steps, you will finally be rewarded with a Box, the Dawn's Gambit. When opening that box in the Viewing room, the students are turned into skeletons and killable quickly with a few AEs, then you have to deal with the two nameds, Vectus and Marduk Blackpool, which can drop blue items. (very low drop rates though)
Vectus:

Marduk Blackpool:

However, the quest rewards for killing Vectus and Marduk are decent, even though they could in my opinion use a little boost, considering how long the quest is, and how hard it is already to get to the viewing room, anyway, here they are:

Anyway, that's not what we are here for mainly, the best part of the instance is next door, so on to the good stuff, the Six Chambers and Darkmaster Gandling.
So there you are in the Viewing Room, with two choices - Go south and down to the Laboratory of Ras Frostwhisper, or go east, to the Six chambers.
If this is your first time here, I would suggest going south (opposite door when entering viewing room), to Ras Frostwhisper. Because he is easier, takes much less time than the 6 chambers, and also because this is where you get the Deed to brill.
Ras Frostwhisper
You should have no problem pulling his room. It contains a few Skeleton guard patrols, and a few camps of mobs, made of 1 undead and 2 humanoid casters mostly. Nothing special about them, just pull them carefully. Ras Frostwhisper is in the back of the room, next to a big desk (or alchemy lab?), and he walks all around it. There are two guards behind this desk, but you can pull Ras solo when he is infront of it. Pull him way back from those 2 guards though, because Ras Frostwhisper, has the whole spellcaster arsenal to his disposal, including Fear.
He nukes hard and does AE damage. You can drain his mana down if you can afford it, but it's not even necessary, as he will probably die before you get him out of mana. He has an annoying knockback / Stun ability and he goes for a new target when he does that. That's the biggest annoyance about him since a warrior will always have to run back and taunt him every time this happens.
Once he is defeated, don't forget to go and loot the Deed to Brill (check map for location). One more Deed to go!
Ras Frostwhisper always drops a Blue item, as far as I know, from the following list:


And very rarely (~5% chance), he can drop the following Alchemy reciepe:

To craft this flask you need an Alchemy Lab nearby, so it seems the ''Desk'' Ras Frostwhisper wanders about is actually the Alchemy Lab you need to produce flasks. I'm not 100% sure about this, since I have never seen the Reciepe drop myself, but it seems logical.
Anyway, go back to the viewing room and go through the other door, you are finally gonna get rewarded for your efforts.
The Six Chambers and Darkmaster Gangling:
Shortly put, there is 6 chambers: 3 on the Upper floor, 3 on the Lower Floor. In each of those chambers is a named and bunch of mobs guarding it. Each named randomly drops a piece of Armor Set, out of those four:
1 of those 6 nameds doesn't share this loot table though, he drops nothing, his name is The Lorekeeper. But you still need to kill him if you want Darkmaster Gandling to appear.
So, let's start killing them already?
It doesn't matter which room you start with. But I will start with the lower rooms, just because it's in my habits when I got with my team to Scholomance.
Warning: In some of the rooms, you can skip a few monsters and pull the named without aggroing them. But don't do that, you must clear everything. You will see later why, when facing Darkmaster Gandling.
The Vault of Ravenian:
Down the stairs, this is the room to the right. The boss of this room is named The Ravenian. There is nothing special about that room, the pulls are pretty standard, so is the named. You shouldn't have any problems if you managed to go this far. On to the next room, the middle one, facing the stairs.
The Barov Family Vault:
This room has only one type of mob, Risen Guard (undead). Most pulls will be single or pairs if you do it carefully. Then you will be left with 3 Mobs, in the back of the room. Lord Alexi Barov, and 2 Risen Guards.
This is yet another moment where the group composition pays off. How to deal with a named and two lvl 60ish elite skeletons?
1st skeleton: Shackled.
2nd skeleton: Offtanked (remember I said you would need one.)
Paladin, Druid, Shaman, VoidWalker, Hunter pet, they all can do the job, and they must try to keep themselves healed up without relying on the priest, who will be very busy shackling the other add and healing the warrior
Lord Alexi barov: Tanked in a corner by the warrior.
Why in a corner? Because Lord Alexi Barov has an aura, with quite a range, and this aura deals about 100+ dmg every tick to anyone close enough. So everybody besides the warrior (including the offtank), must be far away enough from Lord Alexi barov, or your whole group will take so much damage that mana will be an issue too soon. Of course, if you have a rogue in the group, he won't have a choice and will have to take the Aura damage. Since Lord Alexi Barov is your primary target. He must die first, and as fast as possible.
The most dangerous thing with this encounter is that Lord Barov also casts a curse every now and then. This curse reduces healing effects by 70%... Needless to say a Warrior dies quickly if this isn't cured fast.
So make sure you assign the job to the mage or the druid beforehand. (if the druid is already on offtanking duty, have the mage do it)
If everybody follows this plan and doesn't do any major mistake, you will make it.
Here is an alternative way of fighting Alexi Barov, submitted by "Archimage":
needed: 1 mage + any other 4 characters (including 1 healer though)names:
- the mage is "the rabbit" (R)
- the gang of 4 is "the strike team" (G4)strategy:
- considering you enter the room and killed the 2 first guards
- G4 goes before the right stair
- R goes before the left stair
- all G4 members target alexi barov
- G4 must never leave this room until Alexi Barov is dead
- R cast manashield
- R does a FlameStrike on Alexi Barov + his 2 guards
- doing this he gets the agro of all 3 mobs and does a DOT on them keeping good agro
- R starts running back to the previous room (the 2 floored one)
- G4 start hitting Alexi Barov on a 4vs1 basis in order to make sure Alexi Barov doesn't follow R
- G4 objective is to kill Alexi Barov as fast as possible without worrying about either R or the 2 skelettons
- R climb the stairs making sure the 2 skeletons follow him
- R now runs around the upper floor always under manashield doing some nova from time to time to keep the skeleton agro and get some distance ahead them
- if needed, R can jump to lower floor, wait for skeletons, nova again, and climb back to upper floor
- R won't suffer Alexi aura as he's not in the same roomthe good: no priest needed
the bad: mage needed (hell i think it's good lol)
Use whichever strategy you prefer. What counts is that you end up killing this Barov dude! 
You made it? Congratulations. Don't forget to loot the Deed to Caer Darrow before moving on to the next room. (the one on the left when coming from the stairs.)
The Shadow Vault:
Not going into details on how to clear this room, nothing special about it. The boss is Lady Illucia Barov, she is a spellcaster, and can fear, silence, charm. But besides all that, she isn't all that hard. Kill her and move back upstairs, you still have 3 rooms to clear, and let's start with the one to the right (south on the map).
The Coven:
This room is a mix of humanoid spellcasters and skeletons. Everything is standard in matter of pulling / fighting. Just one little surprise is the curses they cast. One is a corpse explosion curse, which hurts badly, and one is a Timebomb curse, which does 2000 dmg to you if you don't remove the curse before it expires.
You will then be left with the named, Instructor Malicia, and a Humanoid spellcaster who seems to be her guard. So sheep the guard, or sap it, or mind control it, or succubus seduce it. It's up to you. Instructor Malicia is easy, just keep an eye on the curses though.
Let's pick the middle room next, where you will complete the third quest.
The Hall of the Damned:
This is where Doctor Theolen Krastinov, the Butcher, resides. The denizens of this room are a mix of Diseased ghouls (you know how to deal with those), and some weird non-elite skeletons, who happen to be Immune to everything besides melee damage and Holy spells (such as smite).
You will fight The Butcher solo, and you shouldn't have much troubles. He hits reasonably hard and doesn't do anything special besides a stun/knockback ability that wipes the target from his aggro list.
Once he is dead, look to each sides of the room, you will see piles of flesh. These are the remains of Eva Sarkhoff and her husband. Get rid of them and you will complete the quest.
On to the last room...
The Hall of Secrets:
The Hall of secrets is filled by huge load of zombies, the Slow walking type of zombies. They are non elite but still have a fair amount of HPs. They don't hit hard at all, but they often proc a disease which Hurts like hell. So be very quick on removing those.
There is several ways to do it:
1. You can simply do a simple AE style pull. Keep the mage/warlock alive, and be very quick to remove the diseases. However, sometimes the pulls can be very heavy in this room, we are talking about 10+ mobs. And there is a safer way...
2. Set up your group down the stairs, and have a warlock or mage pull. When the zombies get close to the doorway, have him cast an AE on them. Then he will walk those cute zombies all around the room of the Upper floor, while shooting AEs at them everytime he gets the chance. Your warrior goes upstairs and taunt the zombies one by one and brings them down to the group where they will be quickly dealt with. It takes a longer time than the first method, but it's safer.
After a few of those 'fun' pulls, you will be left with the boss of this room - The Lorekeeper. He's kinda weak and doesn't drop anything of value. Go in his room and kill him.
Once he dies, you will hear Darkmaster Gandling shout. That means he just appeared down the stairs, in the middle of the 6 chambers.
Darkmaster Gandling:
Before you engage this fight, take a few minutes to explain your whole group what is gonna happen. Because believe me, it can be quite surprising the first time 
Darkmaster Gandling is the caster type, he has abilities such as Shadowbolt Volleys and other annoying spells, curses namely. But this is nothing compared to his main ability: He banishes a target every now and then to one of the six rooms (the ones you just cleared entirely, right?).
When you appear in said room, the door is locked, and three lvl 60 Risen Guards block the way to you. Omgomg you are fucked!
Or not, they are level 60 and look like the usual risen guards, but they hit for 20-40 dmg and have low hit points. Kill them as fast as you can, it will open the door and allow you to jump back in the fight.
Now the key to defeat this encounter is only speed execution. You must be fast, everybody must do as fast as possible when it comes to getting out of the rooms and also getting Darkmaster Gandling's health down to Zero. Manaburning him helps a lot when you finally get him out of mana, he doesn't hurt much without his spells.
If you happen to wipe against him (or with anything past the viewing room actually), keep in mind that you can ghost run back to the instance and jump off the bridge at the entrance, you will be back into the viewing room immediatly. Be careful are there might be a patrol in the corridors between the viewing room and the other rooms.
If you manage to kill him, you will be pleased to find he has very decent loot, and that he drops more than one blue loot usually, namely, he drops the Head piece for each classes Blue Armor set (8 pieces to gather, scattered through Blackrock Spires, Stratholme and Scholomance):




and various other items:



Now would be a good time for you and your group to Hearthstone and to turn in your quests, you need the follow ups.
The Plagued Hatchlings has no follow up quest, sadly.
Doctor Theolen Krastinov, the Butcher has one on the other hand. Eva Sarkhoff sends you back into Scholomance, this time to the basements, where Jandice Barov awaits you.
Barov Family Fortune has a follow up quest as well, which is a PvP quest.
So get some rest before your next Scholomance run, you still have a lot to do.
The Second Run
So you are ready for the 2nd round?
Where to Start:
Get the follow up quest from your local Barov brother (Alexi Barov at the Bulwark for Horde // Weldon Barov at Chillwind point for Alliance).
The objective of the quest is to assassinate the brother of the opposite faction. Thos NPCs are PvP flagged, so you might encounter some problems when killing them, if any players of the opposing factions are near.
Alexi/Weldon Barov are lvl 60 Elite. They are standard melee mobs with a high dmg output and can take a decent beating as well. Go there with full, well balanced group at least. When you engage him he yells for help, the whole zone hears him, so you need to make a quick deal of him, before any enemy player joins up. Actually it would be best you go there with your full party, so everyone can loot the head. Mind you, the Barov brothers are on a very long respawn timer (few hours).
Bring the head to your local Barov brother and get this cool trinket reward:

You can summon those 3 level 60 servants, every 10 minute. They fight for you during 15 seconds. It can be quite usefull sometimes, they are a nice decoy
So now you are left with one quest, Krastinov's Bag of Horrors, the follow up of The Butcher quest, given to you by Eva Sarkhoff. It's time for you to gather a group again and to venture into Scholomance. This time your primary target will be a new creature: Jandice Barov.
You already know your way through Scholomance until that room we named 'The Fork'. So go there, and this time, turn right at the end of the room, and then head down to the area where you will meet Jandice Barov (shown on map).
Jandice Barov:
Welcome to the Sunken catacombs, this room is one of the hardest to go through in Scholomance. So arm yourself with patience.
It is a big room, with 3 walls in the middle. It is up to you to choose to go left or right. But it has to be either, you better not try going there through the middle, or you will have to deal with much more mobs.
3 type of mobs roam aimlessly in this room:
1. Pull very carefully, this room is quite packed, if you do well you should have only 1 elite per pull + a few non-elites. Some of the mobs run around a high speed, so study the room well before you pull.
2. Shackle the ghouls, deal with the non-elites, have your melees kill the skeletons, let your casters kite the slow walking zombies.
3. The room is on a reasonably fast respawn, so you have to clear fast and move up along the wall (right or left, you decide) everytime you can. Right seems to work, I always cleared to the right and it worked. So go right if you aren't sure!
Jandice Barov awaits you at the opposite side of the room, and if you manage to reach her, you did 90% of the job. She isn't very hard, has a special 'copy image' ability, which basically summons a bunch of illusions of Jandice. They are on a 10-15 seconds timer and have 3100 HP. I wouldn't bother killing them. Tab-target through them until you find the real Jandice (the only one which doesn't have "illusion" written in its name) and just keep on attacking her.
She will drop the quest item, plus 1 or 2 green items, and sometimes one of the following blue items, including the Warlock's Armor Set shoulder slot:
Before going anywhere, look around, right next to where you killed Jandice should be a torch. It is actually the Switch to the litttle gate in the room connecting to the Viewing room, clicking it will grant you access to the special chest. Which contains 2 green items. It's no big deal, but it's on your way to Viewing room, so it's all extra.
Whenever you get the chance, zone out of the instance and turn in the quest to Eva Sarkhoff, get the follow up:
Kirtonos the Herald:
Fight your way to the Summoning room, and this time I recommend clearing it entirely. When that is done, go to the porch and use the Blood of Innocents on the brazier. It will summon Kirtonos the Herald, a gargoyle looking fiend who will come flying your way. Then land and change to his human form, punish him for the thousands of lives he has taken. He is totally doable for a group of your caliber.
He drops 1 or 2 blue item every time, and its mostly good stuff (including warrior armor set boots) :


Go back to Eva Sarkhoff when you can, and finish the quest.
Note: Before you ask, yes you can summon Kirtonos the Herald again even if you finish the quest. Blizzard patched this, and now if you want to summon Kirtonos again after completing the quest, you have to go get the Blood of Innocents from Doctor Theolen Krastinov (in the 6 chambers).
The reward for the quest Kirtonos the Herald is at first glance, well, weird:

But this turns out to be a valuable reward. When equipped, you can now see every ghost populating the island of Scholomance.
Most importantly two of them:
The Human Ras Frostwhisper (Elite):
Travel to Stromgarde Keep, in the Arathi Highlands, and search for an item that belonged to Ras Frostwhisper before he became a lich. The item you must find is Keepsake of rememberance.
The item you look for is a book, you ll find it on the floor in various places in Stromgarde keep. People have reported that they found it on top of the Tower in the ogre area, or in the chimney of a destroyed house in ogre area, or in a chimney of an inn in the syndicate area, there was reports of more books found at other places in stromgarde keep.
(I found my keepsake on top of the ogre tower, so I can confirm that one 100%.)
Back to Magistrake Marduke, who sends you to Leonid Barthalomew the Revered, at the Light's hope chapel (eastern plaguelands). Leonid tells you that to turn the Keepsake into a Soulbound Keepsake, you need to go to the place where Ras Frostwhisper died.
This is where things get ugly. Ras Frostwhisper died in Stratholme, in the room where resides Baron Rivendare. You have to go there and place the Keepsake on a pentagram in the Baron's chamber.
Note: I will write a 5-man Stratholme guide as soon as possible, which means, as soon as Blizzard fixes all the bugs in this zone. Until then, I suggest you try to organize or to join a Startholme raid. It's not very hard with 2 groups or more.
If you get to Baron Rivendare's room and place the keepsake on the pentagram on the floor, you will get a ''Soulbound Keepsake''. Go back to Leonid who will send you back to Magistrate Marduke, who will give you the last quest:
The Lich, Ras Frostwhisper (Elite)
Go back into Scholomance, to Ras Frostwhisper's room. (you know the way). Use the Soulbound Keepsake on him, which will turn him in his human form.
Be careful though, the transformation takes 10 seconds to channel, so if your tank is the one with the Soulbound Keepsake, he won't be able to tank Ras for the first 10 seconds of the fight, so have your backup tank (shaman, paladin, druid, voidwalker) tank Ras while the transformation is being done.
Kill him (he's the same as in Lich form), and loot his head.
Bring his head back to Magistrate Marduke, and you will get this reward:

And to choose between one of those items:

That is all, now that you know all the secrets of Scholomance, I leave the rest up to you. This place is great, just a few items need to be upgraded and it will be a perfect instance for your party. Not to mention you raise your Argent Dawn faction there, and get a ton of Scourgestones. One more reason to go back there and to do this instance a dozen of times. So, have fun
I hope you enjoyed this guide, feel free to do any suggestions and to point out anything I might have missed, thanks.
-Jame
Copyrights WoW-Pro
Stratholme Guide

Introduction
Stratholme is one of the hardest instances designed for a single group, if not, the hardest instance. It is also the most rewarding in terms of loot (you can get your class set Leggins with a single group). Some of the quest lines yield amazing rewards too. Stratholme is divided into two part, The undead side and the Live side (full of fanatics from the Scarlet crusade). So I will be dividing this walkthrough into 2 parts, starting with the live side, since this is where you should start anyway if you follow the quest progression of Stratholme.
Quests
Both:
Quests marked in Orange are the quests you should have before entering Stratholme the first time.
Horde:
Walkthrough: The Live Side
Group Composition
Warrior or Paladin (prot speced), Priest and Mage are a must have, if you want to be able to do everything including Baron Rivendare. Polymorph makes live side very much easier. Instant Arcane Explosion is extremely helpful in every area of the instance. If you can't get a mage, get a Warlock, they are the best replacement for mage, it will be still possible, but much harder. Priest is really the best choice for healer especially in Stratholme, thanks to Shackle Undead.
Other than that, get a backup healer (Shaman, Paly, Druid) and some DPS (Rogue, Hunter, Mage, or even warlock).
Note: You will need the Scarlet Key (obtained from the Scarlet Monastery instance, check the guide for it, in the Library section) or a rogue with high lockpick skill.
Where: Since we are starting with the live side, you will enter Stratholme by the main entrance. (anyway the Service gate is only accessible once you have the Key to the City, or a rogue with high lockpick skill)
1. To the Great Fras Siabi
The first pulls in Stratholme are AE (area effect) pulls. They are composed of 1-3 Elite mobs and a bunch of normal ones. Have your tank pull them, get them in a bunch and use every AE spells your group has to blast them away as fast as possible. You can also have your priest Shackle pull to have one elite mob less to deal with, if you feel safer that way.
You will most likely already find your first Ghostly Citizens after a few pulls, don't forget to use your Egan's Blaster on them and to blast the restless souls as well.
Warning: Every now and then, an Eye of Naxxramas will appear and /yell The living are here!. Kill it instantly or he will summon 2 lvl 60 Elite garoyles. So be on the watch for those Eyes.
You will soon reach a fork. To the right is on the way to the Gauntlet area, and requires Key to the city. This doesn't interest you for now, so go left. Watch out for the Abomination roamer, and pull it solo. They are already hard enough to deal with solo. Clear the way left up until the next fork, and actually start clearing the whole area to the right and to the left. For one simple reason, when you trigger Fras Siabi, they will all aggro, he has a huge Call-for-help range. To the left you will find a crate named ''Fras Siabi Tobacco''. When opening the crate, Fras Siabi will appear and attack you. He is an easy fight. After he's dead, loot the Siabi's Premium Tobacco from the corpse. You just completed your first quest. Also close to Fras Siabi you will find the Stratholme Courrier...
2. The Stratholme Courrier and Posmaster Malown (OPTIONAL)
The stratholme courrier randomly drops 3 keys, those keys can open 3 of the 6 Postboxes scattered in stratholme. Check the map for their locations. Everytime you open one of the postboxes, 3 Undead Postman spawn and attack you. They are elite, but can be shackled and aren't very hard. In postboxes you will find documents and various letters, it's junk you can just sell to vendor.
When you open your 3rd and last postbox, Postmaster Malown will appear, as well as 3 Undead Postman. The key to win this fight is to Shackle Malown and focus on the 3 Postmen, once they are dead. Deal with malown, he is easy once he is alone. Malown is totally optional and not included in any quests, but he drops good stuff. Namely magister boots, and also a cloth armor set (The Postmaster), with very nice stats if you get the chance to gather the whole set. (That's a lot of work though).
3. To the Scarlet Bastion
So you are at the Fras Siabi spot and wondering where to go? Go North, up until you reach a double iron gate. Caution, this gate is a trap, it closes right after you step in between the 2 gates, and then a huge swarm of Plague rats attacks you. So coordinate your group so all of it moves in between the 2 gates at the same time. Kill the rats with a few AEs.
Past the gate you will reach another fork, you will go left. Keep on clearing your way left, also be aware that there is another Patchwork Horror (abomination) roaming around here. You will then reach the Live area, and find scarlet crusade NPCs hiding behind crates, in a state of siege.
The pulling style becomes different here, no more AEing. Back to regular pulling, sheeping, sapping, assisting. Also worth mentioning, those mobs run away in fear
The Crimson Conjurors are annoying and summon pets. So either kill them first or sheep them and save them for last. Just do not let them loose, they summon elementals.
The Crimson Guardsmen are also very annoying, they knockback and shield bash. So make sure you position yourself so your back is always facing a nearby wall, or you might get tossed into adds.
Clear the way until you reach the entrance of the bastion. Once you have done so, don't open the door, wait a little and you will see Timmy the Cruel spawn, kill him if you are interested in one of the following items.
4. The Scarlet Bastion
Open the door with your Scarlet Key or have a rogue lockpick it. Enter the first hall and on your right will be a few mobs. Pull and kill them.
From now on, you have to be extremely careful, and follow the following rules:
On the floor in Malor's room, you will find a brown chest that contains the Medaillon of Valor, this item you will need in the Undead side at the beginning when entering by the service gate. It is only worth it to turn in that Medaillon when you are sure that your group is going for Baron Rivendare. If not it is a waste.
5. Cannon Master Willey
When reaching the 3rd corridor, you will be facing a gate, you can open it with the Scarlet key. Go there if you want to kill Cannon Master Willey, he is optional, but he drops Shadowcraft Spaulders, and plans for Heartseeker. If you have a rogue in your group he will probably beg you to go there!
You will have to deal with:
After a good part of the room has been pulled, you can go downstairs. Also, you will find the Crimson Hammersmith somewhere in this area. This NPC is needed for blacksmiths who wish to specialize in Hammersmithing.
At the end of this mini-wing, you will find Cannon Master Willey, standing behind two cannons, and surrounded by piles of cannonballs.
As soon as you engage Willey, a bunch of Crimson Rifleman will spawn in the back and will start shooting at your group. The key to this fight is to have one person handle the cannons while the rest of the group kills Willey.
To use the cannons, you need to loot those piles of cannonballs, and then click on the cannons. They do a huge area effect damage, but you have limited shots, so use them well. Try to wait until there is a huge bunch of those riflemen and then fire at will. So give this task to only one person (not the tank or the healer :roll: )
He can drop several interesting items:
Willey's Portable Howitzer
Master Cannoneer Boots
Shadowcraft Spaulders
Also the plans to make Heartseeker
6. The Archivist
After defeating Cannon Master Willey, go back and up the stairs, then go to the next door. Open it with Scarlet Key or rogue picklock, but be careful, next corridor's patrol roams very close to that door, so with bad timing you could aggro them upon opening the door.
At the end of this corridor, to the left will be Archivist Galford, to the right will be Grand Crusader Dathrohan.
We will first deal with the Archivist:
In the archivist room, on the right, is also the painting you need to complete the quest [60]Of love and family. Don't forget to get it.
Archivist Galford mostly drops crap besides the priest's set gloves:
In the opposite room is the big boss of the Scarlet Crusade...
7. Grand Crusader Dathrohan (aka Balnazzar):
At first, you will wonder how can the last boss be so easy! He will go down to 40% HP quite easily, and this is when something really cool happens. He transforms into balnazzar, a huge dreadlord. The Scarlet Crusade is actually being led by a major agent of the Burning legion..
Anyway, Balnazzar hits hard, has a lot of HPs, and a few annoying abilities. He casts Fear and charm.
You can't dispel the charm, so just keep in mind your healer might be charmed and unable to heal you sometimes so save your Healing Potions or any survival ability (Last Stand, Shield Wall, Evasion, etc) for when that happens. Fight him at the back of his room (because an army of skeletons has invaded the bastion, up to his room) and you should have no problem. He is a tough fight but there is no trick about it besides everyone must pay attention and give his best.
Once he dies, if you have completed the Archivist quest (and by completed, I mean you have to go turn it in with Duke Nicholas Zverenhoff), you will find the Head of Balnazzar on the corpse, and this head starts the quest that takes you to the undead side, or more exactly, the Gauntlet area.
So you will need to go up until the end of the Scarlet area twice at least. Once to finish the Archivist quest, and the 2nd time (don't forget to reset the instance if you do it twice in a row) to kill Balnazzar again and get the head to drop. I recommend Hearthing out or getting a portal to Undercity, or even suicide and talk to the spirit healer, rather than clearing your way out. Because as I said earlier, after you fight Balnazzar, the Scarlet bastion will be invaded by an army of skeletons, it is part of the script.
Balnazzar can drop the following items:
Crown of Tyranny
Demonshear
Fire Striders
Gift of the elven magi
Lightforge boots
Star of Mystaria
Wrymtongue Shoulders
As well as two extremely rare drop recipes:
Pattern: Truefaith Vestments
Recipe: Flask of Distilled wisdom
Once you have the head of Balnazzar, you are basically done with the Live side, unless you want to go back there to get some of the loots.
Walkthrough: The Undead Side
By now you should have gotten the head of Balnazzar, as well as the follow up quest [62] Above and Beyond (Dungeon)
Your main goal is to kill Baron Rivendare, but for that, you need access to the Gauntlet area. For that you need either a rogue with maxed picklock skill, or a Key to the City. With either of the above, you can enter Stratholme by the Service gate, located east of the main entrance, go directly to chapter 9. in that case. If you don't, then you will have to get a key, and for that you need to kill Magistrate Barthilas. Here is how you get to him from the main entrance:
8. To magistrate Barthilas
From the main entrance, go the same way as if you were going to the Scarlet bastion. Besides, at the last fork, instead of going left, go right. You will pass the Market Row Postbox soon, after this will be a gate on with a rat swarm trap. Keep going until you reach the Festival Lane area, and go left past a large gate. You will see a wooden house and Magistrate Barthilas will be right infront of it, close to the Elder Square Postbox.
When you engage Magistrate Barthilas, the gate closes behind you, so make sur your whole group is on the right side of the gate before you aggro Barthilas.
He is a simple fight, hits hard and has only one annoying ability, he knockbacks and loses aggro. Your tank must be ready to run and taunt, that's it. He can drop a very good cloak:

And most importantly, he drops the Key to the City.
Warning: Only one key drops per magistrate and only ONE person can see the key on the corpse at first. So make sure EVERYBODY checks the corpse, and after that has been done, everybody will be able to see the key on the corpse. You only need one person with the key per group to open the doors.
9. To the Gauntlet
If you came through the service gate entrance, you won't find Magistrate Barthilas here. He will shout that intruders came through the Service gate, and you will find him later on close to the Slaughterhouse area.
You are right now at the elder square's area. In the wooden house you will find Aurius, that Paladin NPC who needs the Medaillon of Faith. If your group is heading for Baron Rivendare and has the power to kill him, then give the Medaillon to Aurius. He will come to your help when you will be fighting the Baron, and reward your whole group with some good items if you suceed.
Head north to the Gauntlet area, you will have to open a couple of gates and you will be there. The Gauntlet area is a Triangle area, with a Ziggurat in each of the three corner. Each of the Ziggurat is guarded by a Boss, you must defeat those 3 bosses and kill the Acolytes inside the ziggurats to destroy the crystals. Once you have destroyed the 3 crystals, the gate to the Slaughterhouse will open up. Let's get started with the first boss.
10. Nerub'Enkan
Start with pulling the Gargoyle roamers, be careful with the Rockwing Screechers, they cast AE fear. You don't want to get feared into more adds, so pull them as close as possible to the gate behind you.
Those Gargoyle roamers are on a 30min respawn timer, so be quick.
Start pulling toward the left then, the banshees cast AE silence, so if you get several mobs in a pull including a banshee, you might want to Shackle Undead them.
The Scarabs cast Net which is a Root + Silence. So watch out for that if you main healer is silenced.
Pull the 3 ghouls on the left once you have cleared most of the Banshees and Scarabs in the middle. The ghouls are also on a 30 Min respawn timer. So it's better if you kill them last.
Move your group to where the 3 Ghouls were, this is where you will be pulling the last bunch of mobs that are between you and the first Ziggurat. You will have to pull a couple of humanoids. Thuzadin Shadowcasters and Thuzadin Necromancers are the two types of humanoids you will find there. Watch out with the Necromancers, they drain mana and drain life for quite a bit. Keep them interrupted and stunned as much as possible.
Once you have a clear path to Nerub'Enkan, pull him to the 3 Ghoul spot where you already were. Nerub'Enkan doesn't hit really hard, but has a good amount of HP and one annoying ability: He summons little scarabs.
Ignore the mini-scarabs for the most part, focus on getting Nerub'Enkan dead. If possible have your tank get aggro on the scarabs (quickly switch to them, hit taunt and sunder armor once or twice should be enough). If you start to get overwhelmed by scarabs (4 or more), have your mage / warlock AE them. They don't have much HPs and should die quickly.
Nerub'Enkan is one of the easiest bosses in Stratholme so you shouldn't have much problems.
He can sometimes drop the Husk of Nerub'enkan
and the Hunter's set boots:

Once he is dead, go inside the ziggurat and kill the Thuzadin Acolytes -- They are weak, can be killed with a bunch of AEs.
After that is done, you will get a zone shout ''A Crystal has been destroyed, blabla''.
Note: If you have the quest [61] The Active Agent (Dungeon), the Scourge data might be inside this Ziggurat, in a little chest on the floor. It can be in any of the 3 Ziggurats, so you will have to check them all.
Go back to the entrance of the gauntlet area, and start heading to the 2nd boss: Baroness Anastari.
11. Baroness Anastari
Baroness Anastari is one of the hardest fight for a 5-man party, I would say the 2nd hardest fight after Baron Rivendare. It is also the most unpredictable fight ever.
Start clearing toward her, and pull the area on the right side of her Ziggurat, there will be about 4 Humanoid casters and a Banshee. You can pull the casters without the banshee, they are already hard enough especially with the necromancers. When those are dead take their spot, this is where you will be fighting the Baroness.
Also, if you have a Blacksmith who wishes to specialize in Swordsmithing in your group, on the floor are plans for it. When you click those plans, an undead smith will attack your group. It's just a normal lvl 60 elite undead.
Before pulling the Baroness Anastari, clear a large area around you. You will need space, she will most likely charm your warrior, priest, warlock and use AE fear and such abilities. So you need a lot of space to fight her. She is already hard enough, you don't want any adds during the fight.
Warning: When the person gets close to 30%, don't use nukes or any high damage abilities. Go very slow on the dps until the person is released, or you will actually finish him off. It is the KEY to win this fight.
The 2nd key to win this fight, is that as soon as she appears out of someone's body, she will cast AE silence instanly. So that means 2 things:
When she is in her real form, go FULL DPS, this is the only moment when you can actually hurt her.
All in all, a very fun fight, but it can get frustrating, so prepare for failing it a few times until everyone gets the drill. (They announced they would make it easier in the next patch though, so until then, have fun with it :roll: )
She can drop the following item, rarely:
and the warlock's set boots:

Don't forget to kill the Acolytes inside the Ziggurat and to check on for the Scourge Data if you need it.
Now on to the last Ziggurat and it's guardian: Maleki the Pallid.
12. Maleki the Pallid
On the way down to the last Ziggurat is another one of those Swarm rat traps. They ll be coming through a closed iron gate on the right. Be very careful if you get a Rockwing Screecher there, don't fight it close to that gate, because if you get feared through it, you won't be stuck behind it. It is a known bug that hasn't been fixed yet. So just avoid fighting those Gargoyles anywhere close to that iron gate.
Pull your way toward the last named, Maleki. You can pull the 3 Humanoids on the stairs up to him, he won't aggro. You will get him solo and he is quite easy, he is a necromancer npc, drains mana and life, casts some curses and nukes. He is one of the easiest nameds in Stratholme.
He can drop Skull of Burning Shadows and the Plans for Hammer of the Titans
More importantly he can sometimes drop the Priest's set boots:

Don't forget to kill the Thuzadin Acolytes inside the Ziggurat and to check for the Scourge Data if you need them.
After the 3rd Ziggurat is destroyed, you will get a zone shout, saying that the way to the Slaughterhouse is now open. Head towards there, you will find magistrate Barthilas in the corner if you entered Stratholme by the Service gate. Feel free to kill him for an extra key.
Then have your WHOLE group move past the gate of the slaughterhouse, because, as soon as you will aggro the first abomination there, the gate will close behind you. So make sure everyone is inside before doing anything.
13. The Slaughterhouse
Get full mana and refresh your buffs. Because when you will pull your first abomination, they will start to auto-pull themselves. You will be fighting Bile Spewers and Venom Belchers (both abomination type) non-stop, with little breaks sometimes. Use those to drink immediatly.
After killing your last abomination, Ramstein the Gorger will walk towards you. He hits hard and can take quite a beating. But the most annoying thing about him is that he tosses your tank in the air, stunning it for 3 seconds, and loses aggro. It can't be helped, he will beat on the casters for a few seconds until your tank gets back and taunts him off.
Besides that, he isn't that hard. He can drop some nice items, those in particular:

Don't forget to loot the Head of Ramstein the Gorger.
Don't be thinking it's over though, right after Ramstein bites the dust, a massive swarm of skeletons will rush for your group. They got very low HPs though, AE them.
As soon as they are dead, drink as fast as you can. 5 Elite lvl 60 Skeletons are marching your way.
Shackle one, use Hunter freezing trap if you have, and pray that your warrior is good enough to keep aggro on multiple targets. Assist kill them one by one.
If you survive through all of this, you can chill, go loot the crates scattered around (most are traps though), and prepare for your last and biggest fight.
14. Baron Rivendare
You can move your group into his room, he has a ridiculous aggro range. Move in and go into one of the corner opposite of Baron. While doing that you will notice that he has an Aura. This aura has quite a wide range and does damage every 2 seconds. So you guess it, only the melees (Warrior / rogue) are allowed to be in the Aura range. The rest of the group can nuke and heal safely from the corner.
The warrior will at the beginning of the fight charge Rivendare, and position him so the Aura doesn't hit the rest of the group, while being in range for heals.
Now the baron alone is quite the tank, he has a ton of HPs, and he dishes a lot of damage on the warrior already. He also uses Mortal strike, making it a very mana intensive fight for a priest.
Basically, the priest will have to fully focus on healing the warrior, and do nothing else, or he will probably be out of mana before the end of the fight.
Special ability: Every now and then (about every 15 seconds), Baron Rivendare will summon 6 skeletons, they will rise from each of the 6 piles of bones scattered in the room. They will go for the warrior but immediatly run for the Priest after the first heal. They got low HP and must be killed EXTREMELY FAST by the Mage or the warlock with AEs.
Here is why they must be killed fast: About 10 seconds after the 6 skeletons are summoned, Baron Rivendare will cast Death Pact. That means he will get healed for every skeleton still alive. And that heals him for quite a lot. You CANNOT afford to let him heal a single time, the fight has been caculated to be very mana intensive for a single group. If you let him heal once from those skeletons, your healers will most likely be out of mana before the Baron Dies.
So this is the KEY to win this fight: The mages (or the warlock) must be really quick, as soon as they see those Skeletons being summoned, they must dash for them, AE them to death, then go back to safe spot with the healers.
You should have a backup healer in your group as well: Paladin, Shaman or Druid. Their roles will be: To heal the rogue(s) if there is one (because they will be taking damage from the Aura). To Heal the mage / warlock while they are AEing skeletons, and to backup heal on the tank after a mortal strike if they see a need. A good secondary healer is a great help on Baron rivendare. Their mana regen skills (Innervate, Seals, Totems) will be a great help for this battle too.
Keep all of that in mind and you will make it, you might need a couple of tries till everyone gets the drill, because it is really a tough fight for a single group. But it is far from being impossible.
Aurius, this weak paladin, will join mid-fight too, if you gave him the Medaillon of Faith before. He is little to no help, but anyway, if you defeat the baron, go talk to Aurius, he will let you choose between the following rewards:

Baron Rivendare himself has quite a large loot pool, including ALL the class set leggings. He will always drop one of the legs and one of the following items too:


And if you are really lucky you might get the jackpot:
This awesome blade:

Or a free 100% speed increase mount, with a unique look (actually looks exactly like Baron Rivendare's Steed):

Also, do not forget to loot the Head of Baron Rivendare, you will then complete the final quest. Go to the Light's hope chapel and talk to Lord Maxwell Tyrosus, he will give you access to the argent hold (a chest next to him), where you will get your final reward inside the chest. You will get to choose between two very good weapons (especially an amazing caster Staff) and a shield. Enjoy!
I hope you liked this Stratholme guide, and that it will help you to clear the whole instance with a 5-man group. It can be a lot of fun to clear the whole place with a single party, and very rewarding too. Not to mention, Blizzard announced that a lot more items are gonna be added to stratholme in the next patch, making it even more worth visiting!
If there is anything lacking or unclear in this guide, please let me know, I will update as fast as possible 
Thanks for reading!
-Jame
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Instance for the Burning Crusade (Outland). Written by the WoW-Pro community.
Welcome to the Coilfang Reservoir home to 3 individual 5 man instances and one 25 man raid encounter. It is located in Zangarmarsh in Outland and is home to a lot of Naga and the layout is similiar to that of Blackfathom Deeps. This guide will have information on each mob and a few tips and hints on taking out each boss. Anyway let's get on with the show.
In this guide i will be explaining what you expect when you enter the 'Slave Pens', a level 62-64 wing of the Reservoir.
First of all it is home to 3 bosses, Mennu the Betrayer, Rokmar the Crackler and Quagmirran.
An average run nets you around +650 reputation with Cenarion Expedition and a Heroic gives you around 1850rep.
To get there, Horde parties can fly into Zabra'jin while Alliance parties fly into Telredor. At the center of Serpent Lake is the Coilfang Reservoir. Dive beneath the water at the center of the pumping station and look for the drain. Swim through the drain and surface within the Reservoir. The Slave Pens is the western most instance portal.
Expected Time to Complete: 2 Hours
Here is a list of the monsters you will encounter while hacking your way through the dungeon:
Bogstrok - 62 Elite
Abilities:Piercing Jab (139-161% weapon damage and reduce's armr by 15% for 20sec.)
Coilfang Champion - 62 Elite
Abilities:Intimidating Shout, Cleave. Immune to