Guides on how to beat instances and dungeons in the world of Azeroth.
Guides on low level dundeons.
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.
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.
[*] Follow the river west and then back towards the entrance of the instance, and talk to the disciple of Naralex,
6. [22] Waking up Naralex :
Make sure Everyone in your group is ready when you start the quest, because the Disciple will walk towards the room of Naralex, and you will have to escort him. He will spawn mobs in the first Circle on the left, and then proceed to Naralex's chamber.
He will then start performing the ritual and waves of monsters will come from the waters surrounding the chamber. The first two waves are easy, it's just a bunch of mobs trying to kill the Disciple, they are not elite, so just kill them fast and taunt them off the Disciple. If he dies you lose.
After those two waves, Multanous the Devourer will come. If you managed to kill Verdan you should be ok with him. He's pretty much a melee type mob, hits hard, has lots of Hit points. He drops really good items for this level.

And can also drop a Glowing Shard, which can be looted by the whole group. This Shard needs to be Right-Clicked to start the quest. You can zone out of Wailing caverns, use a hearthstone or fight your way out, its up to you.
7. [25] The Glowing Shard :
Go to Ratchet and talk to Sputtervalve, he will give you a clue about the Shard, and send you to Falla Sagewind, a NPC living on the very top of the mountain next to Wailing Caverns, the same one you climbed before to get to the secret cave. She will send you to Arch Druid Hamuul Runetotem in Thunderbluff - Elder Rise, who will reward you.
Hope you enjoyed this guide, and if there is anything missing in it, please let me know, and I will do my best to complete it.
-Jame
Copyrights WoW-Pro
Shadowfang Keep Guide

Introduction
The Shadowfang Keep is a level 20-26 instance which is loacated in Silverpine Forest. The monsters in this instance have a wide level range starting from 18 and going up to 27 so if you wish to make an efficient one-time run then your group members should be at least 25 or higher. Of course your healer may be a bit lower.
This instance is made for Horde, kinda as an equivalent to The Stockade for Alliance. Nonetheless Paladins and Warlocks have class related quests there.
Time needed approximately for this instance: 1-2 hours
Quests
Horde



Warlock


Paladin

Group Composition
A few important things to keep in mind:
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. Let your rogue sap the werewolf and your mage sheep one of the wolves. Let your warrior get aggro on the last wolf and Rethilgore and burn down both as fast as possible, Rethilgore is just a simple melee mob, nothing special. Then deal with the other mobs that were sheeped/sapped/hibernated.
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 nasty immune-magic shield, so have your casters melee him. You will see when this happens as there is a green aura 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).
Mobs here are still lower level (between 18 and 20) but have your mage/druid/rogue crowd control anyway if you happen to get too many.
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 HPs 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' for your quest 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 become aggro too) Make sure that your warrior taunts these well off your healer 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 he casts a spell called "Butcher Drain" which drains 350 mana. Else it's just tank, heal and dps. He can drop this:

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. Right at the start the Baron casts a curse that is called 'Veil of Shadows". This curse reduces all healing effects by 75%. So let your warrior charge the Baron and as he gets cursed let your mage or druid remove the curse as fast as possible. The rest of the fight is pretty easy, tank heal and dps. He can drop this:

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 by your 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 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 the priest needs to shackle one of the Wailing Guardsmen fast (already start casting the shackle while your Warrior runs to the mob). The Commander is a 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 keep on hitting him until he finally drops. Recover a bit if needed while your priest keeps the last guardsman shackled and when you are ready kill it and enjoy the loot:

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 Battower
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 have your Mage sheep one bat and your druid hibernate the other. 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 ability (Someone told me that one disarms and one silences, I am not sure as this didn't happen when I was there, so if someone can confirm this, please drop a post) just a minor physical damage increase debuff. Now 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:

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. So make sure to remove curse that one.
There is a Lupin 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.
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 20%, your casting speed by 20% and your movement speed will be reduced to 80%. This is magic and can be dispelled.
Apparently while pulling the worg to the close left or right side, the four worgs that are in the room will run to you and 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 shadow 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. If you have a Shaman let him set up a purge totem to dispell Arugal's shield. He will immediately recast his shield, every time it wears off, so this prevents him from shadow bolting and makes him empty his mana pool fairly quick.
He also sometimes turns one of your party members into a werewolf that will attack your group, in this case sheep the werewolf or immobilize it.
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:



Congratulations, you have beaten this dungeon!
- Snowflake
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Guides about mid level dungeons.
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