Related Quests:
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-
| 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. |
Aku'mai is one tough opponent, as
he's bite is an AOE Effect, that is, all players within melee range gets
damaged! Thus, if it's not essential that you go into melee, don't! Hybrid
Classes such as Shamans should cast their totems, stay back and heal the Warrior
and Rogue. Mages should only launch their fireballs once the Warrior has got
hold of aggro. If you have two healers, have them rotate, so one heals till OOM,
then the next one... It's a tough fight, but provided your warrior has a
shield and is using Defensive Stance, things should go fine. No warrior? Resort
to a Pet or a Voidwalker.
Once he's dead, loot the Blue
Item, click on the Altar at the back of his lair to get a free teleport outside
the instance.
Blackfathom Deeps Walkthrough and FAQ
More Walkthroughs