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World Record
Holder's Guide Page
|
RageFire Chasm
Guide courtesy of
http://www.infoceptor.com
Recommended Level:
22-28
Time Required:
120-180
minutes
Number of Quests:
6
Location:
Southern Silverpine
Forest
Related Quests:
|
Quest |
Get it at |
Sharable? |
Available To |
|
[22] Seeking
the Kor Gem |
Local Paladin Trainer |
Yes |
Paladins |
|
[22] Allegiance to the Old
Gods |
Damp Note
(Dropped of a Naga Priestess, Blackfathom) |
No |
Horde |
|
[25] Orb of
Sara'nuk |
Local
Warlock Trainer |
Yes |
Warlocks |
|
[24]
Knowledge of the Deeps |
Gerrig
Bonegrip (Ironforge) |
Yes |
Alliance |
|
[24] Researching the
Corruption |
Gershala
Nightwhisper (Darkshore) |
Yes |
Alliance |
|
[26] Allegiance to the Old
Gods |
Je'neu
Sancrea (Zoram'gar Outpost, Ashenvale) |
No |
Horde |
|
[27] Amongst the Ruins |
Je'neu
Sancrea (Zoram'gar Outpost, Ashenvale) |
Yes |
Horde |
|
[27]
Blackfathom Villainy |
Argent Guard
Thalrid, Blackdathom (See Map) |
No |
All |
Blackfathom Deeps is
a slight step up from Shadowfang Keep, and probably could be
attempted straight after completing the prior instance. This is one
of the first instances to feature an unclear mission object, that
is, your mission inside the instance evolves as you explore it. It
is essential then, that you don't miss out on any clues, and this is
just the place for that. It is primarily a Horde Instance, though
Alliance do have one quest available
Horde Quest
Quick Guide:
A Quick guide on each quest
Seeking the
Kor'Gem:
Random Drop off
Elite Naga mobs in the entire instance, just go into with a
party to do Blackfathom and hope it drops.
Allegiance to the
Old Gods:
This quest is
tricky, and don't expect to do it while doing this instance. The
quest chain starts with a Damped Note which randomly drops off
an Elite Naga Mob, but the chance is small. If you do get it,
you'll need to return to Je'neu Sancrea to get the next part of
the quest. Killing Lorgus Jet for the second part is not hard,
he's on the way of the main quest.
Orb of Sara'nuk:
Dropped off
Twilight Acolytes near the end of Blackfathom, once again, do it
on the way.
Amongst the Ruins:
When you reach
the bridge leading to Lord Kelris's Chamber (A), you'll need to
dive into the water. There, activate an altar to summon Baron
Quinis the water elemental.
Blackfathom
Villainy:
The Main Quest of
Blackfathom Deeps that requires you to slay Lord Kelris. You'll
find the quest near the dying Thaelrid at location B. Be sure to
get this while your in the instance, it has the best quest
reward.
Almost every quest
can be shared, except Allegiant to the Old Gods. Don't worry if you
don't get the drop for that, the Instance is still well worth doing.
 |
| Blackfathom
Deeps features many tough underwater battles, which are a
lot less stressful if people didn't have to swim up to
breath. |
Party Makeup:
Blackfathom deeps
requires no special make-up of party members for fighting mobs,
however it does features a number of tough underwater fights. The
going is a lot easier if you have a class capable of casting Water
Breathing, and thus either a Warlock of a Shaman in the party can
save you a lot of frustrations. The final fight against Aku'mai may
require a tank or some sort, and thus one of a Druid, Warrior,
Hunter or Warlock.
Finding Your
Way to the Instance:
Blackfathom Deeps is
located North of Zoram'gar Outpost, on the west coast of Ashenvale.
First take a flight path to Zoram'gar, then run up along the beach.
You won't miss the big hole in some ruins where lots of Naga are.
Jump down and follow the path indicated into the instance.
Special Combat Tips:
The fighting in
Blackfathom Deeps is mostly more simplistic than Shadowfang, with
less mobs with nasty abilities. One key thing to note is under water
fighting. In these instances, you move slower and will need to
resort to using missile weapons more. Don't expect to kite enemy
mobs. Thus, when attacked by Spellcasters such as Naga Priestess,
use Shock or Counterspell to draw them into melee combat.
.Later on, players
will be assaulted with a lot of casters, and charging headlong into
them will cause mroe to aggro. Remember to use the shock tactic
mentioned above, or run back around a corner, out of their line of
site, so they charge at you..
To The Temple of the
Old Gods
Once your inside the
instance, follow the blue trial indicated. The melee Naga and Satyrs
should be of little threat. When you reach C, swim across the lake,
and jump up onto the pathway. It may take a few practice jump to get
across the trial. Remember to kill any mobs underwater first!
Once you've reached
turtle Island, begin a systematic slaughter of all the turtles. Kill
the Boss Turtle, he's rather tough, by does little damage, keep the
tanked healer and you'll be fine. He drops something nice.
Before you head out,
make sure to visit the Cavern at B! This will require swimming
underwater, and the Shaman should have picked up enough Fish Scales
to cast Underwater Breathing on a few party members. Kill the Naga,
and speak to the Argent Guard. He will give you the main quest,
Blackfathom Villainy. Swim back to Turtle Island, and follow the
trial till D.
Gelihast the Murloc
is an optional boss, you don't need to kill him, back he drops nice
loot. And the Altar behind him will give your party a temporary
buff. If you choose to kill the guy (as recommended), make sure to
pull all his murloc adds first. They're all missile, so have the
whole party stand far back, and the pull run around a corner.
Turn right, till you
have reached E, the Entrance to the Temple of Old Gods.
Breaching the Temple:
The first step is to
kill Lorgus Jet, the Mage guarding the bridge. A few shocks, he's
easy. Now swim underwater and Barron Aquinis for Amoungst the Ruins
(if you have it). Again, not a tough fight, provided you keep the
tank healed and all non-missile players with Water Breathing. Now
run back up to the shore.
The route to the
Temple is guarded by a Aquamancers and other Twilight Casters. Cold
Resist totems, should you have them, come in handy, and so does
Dampen Magic and Frost Ward. Read up on special combat tips for how
to beat these guys. Proceed till you're at the temple entrance, now
comes the tough fights.
Lord Kelris to
Destroy:
Lord Kelris resides
in the chamber guarded by plenty of his acolytes, pull each one by
running through the entrance to abuse their line of sight AI. The
foolish mages will run across the corner and get slaughtered by your
party members. The key is to make no mage flee back and gets more
aggro! Once all acolytes are destroyed, its time to kill Kelris!
 |
| When the
fight gets bad, Kelris will sleep all but 1 member of the
party. Fortunately, the sleep wears off within 4 seconds.
|
Kelris is just a
regular elite mage, with one special power of sleeping all members
in the party exception one. This isn't too bad bad, given its short
duration. Once again, purge comes in very handy in killing his mana
pool. Make sure the party memebr under attack is healed, and keep
kicking, shocking him. He isn't that tough. Congratulations, all
quests completed!
Aku'mai's Lair:
But what, Kelris
doesn't drop blue gear? Yup, there's more to the instance! The next
part is purely voluntary, but will give you the best loot... so
definitely go for it. Aku'mai is a Hydra, and he's lair is well
protected. To open it, you need to light all four braziers on
Kelris's Altar.
DO NOT LIGHT THEM ALL
AT ONCE!
Each time you light a
brazier, a group of mobs will be summoned. Each group is a tough
fight, and fighting all four at the same time is suicide. Two of
groups will consist of elite mobs, while the other two swarms of
non-elites. Deal with elites as usual, but resort of AOE vs. the
swarm. Key spells here include Stone Claw, followed by a Fire Nova
Totem, Frost Nova followed by Blizzard, and the Warlock's Hellfire
(just keep him healed).
If a fight gets
tough, there is a way out! Run the party outside the temple and jump
off the bridge. The pathing means that enemy mobs will take a very
long detour around the short to reach you. This give you ample time
to regenerate mana, and healed critical injured players.
Once Aku'mais lair is
open, deal with the last few adds. Now your ready to fight Aku'mai 5
vs1!
 |
|
Non Melee Fighters should stand well
back from Aku'mai's AOE Melee attack. |
|
|