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Instances Raids Scenarios Sanctuaries Worlds. Movie info. Explore Wikis Community Central. Register Don't have an account? Edit this page. History Talk 8. Blackfathom Deeps bosses Blackfathom Deeps [15, 15]. RDF feed. Patch date. Universal Conquest Wiki. Hate ads? The Drowned Sacellum. The Forgotten Pool.

Shindrell Swiftfire. Blackfathom Camp , Ashenvale. Raene Wolfrunner. Astranaar , Ashenvale. Scout Thaelrid. Ashelan Northwood. Sentinel-trainee Issara. Relwyn Shadestar. Sentinel Aluwyn. Akumai hits like a! Varied drops, another altar at the back, and a dwarf who can telly you to Darnassus, useful after doing Blackfathom Villainy.

Comment by having never done anything else with the Argent Dawn on my 26 Warlock, I went in a group here and by the end of it I was Friendly with them, so this is probably a good idea for those looking for some fast, easy rep to start trying to get the Argent Champion title with a low character Comment by For noobs like me: After you killed Kelris, douse teh 4 tiny flames around the snake statue - mobs will spawn.

Kill them and walk through the door. Comment by I can never find groups for lowbie dungeons on my server. Comment by This place, it seems, has amazing BoE zone-drops for lvl 19 caster twinks, there amongst both the best chest piece and weapon. Oh, and the quest reward , which is insane. Comment by "I've got a ring in there last night! Comment by Soloed the whole place last night at level Comment by Back in the days of classic WoW, touching the Altar of the Deep in Aku'mai's Lair triggered a trap, teleporting the character high in the air outside Blackfathom Deep if I remember correctly and making them fall all the way to the ground.

Now it works just like the other Altar in the chamber with the murloc boss aka gives a buff. Check the screenshot showing the ruin that's the entrance to the dungeon 2. When you get to the building jump into the water and swim to the cave you'll recognise it by the Naga-s its the only cave so you can't miss it 3.

Make your way trough the cave 4. The portal to the dungeon is at the end of the cave and it's easy to spot. Hope this helps. As for the dungeon it's not very hard with nice drops. Mobs are easy to kill and even ppl can do it with no problem with 1 being a healer. Comment by Thottbot Go south along the coast from Auberdine, cross over into Ashenvale. The entrance is at 14,14, in the pit. Comment by Thottbot I made it past collecting the 10 gemstones for one of the Argent Dawn Darnassus quests, which took over a solid 1.

Even the 41 had never seen a quest this long in duration. Blackfathom Deeps is huge. It goes on forever with various types of beasts, demons and humanoids, most often in groups between 4 to 8 in close quarters.

Once you hit the Sanctum, that number grows to about in one room. The lowest I remember seeing was a lvl 22 elite. I don't think I saw higher than 27 elite. Oh, and some of 'em have pets, to boot. It would be wise to bring a warlock with you -- there are a few places that you have to simultaneously swim and fight your way through. Unending breath doesn't hurt. A rezzer or two is a good idea too. Expect to die If you encounter a little friendly fellow somewhat beyond the big green doors at the far end of the Sanctuary who says "escort me to Darnassus" - be careful what you wish for.

I thought it was an addition to the quest, that I had to escort him safely out and back to Darnassus with me. Nope, I got escorted out -- teleported right back to the Temple in Darnassus. Not a happy camper was I, as I hadn't found Thaelrid yet. Now that I've checked the map, I see I was way past Thaelrid. Time to go back and try again? Not for a while ; Cheers, Cerene. Comment by Thottbot Does anyone know what the altar of Black Fathom does? Comment by Thottbot We cleaned this place out the other night, not that hard and not near as big as Wailing Caverns.

It was my 32 hunter, a 28 shaman, 27 priest, and a 27 warrior. Not one wipe until the very end. A few things to remember though. When you get to the end of the instance, with the acolytes and the warlock looking dudes, dont surface in the water. The guys on the bridge will aggro you if you do, then come running after you once you're out of the water, along with about friends.

Go into the water. Then you swim into a tunnel go all the way to the end of the tunnel and there is the entrance. Comment by Firesong This was my first dungeon ever Cata babies ftw?

Awesome fanfic ensued after many, many wipes at the murloc cave. It's only awesome because I thought level 25 was pro.

Can find the story on Figment. Comment by Situated along the Zoram Strand of Ashenvale, Blackfathom Deeps was once a glorious temple dedicated to the night elves' moon goddess, Elune. However, the Great Sundering shattered the temple - sinking it beneath the waves of the Veiled Sea.

There, the temple remained untouched until naga and satyr, drawn by its ancient power, emerged to plumb its secrets. Legends hold that Aku'mai, a favored pet of the primordial Old Gods, has taken up residence within the temple's ruins.

The cult known as the Twilight's Hammer has also come to bask in Aku'mai's evil presence - and members of the shamanic order known as the Earthen Ring rush to oppose them, knowing that where the Old Gods are invoked, dangers to the whole of Azeroth cannot be far behind. This underwater cove can be tricky to navigate for the first time, but it's a great place to hone your skills and find your role when in a group.

Level appropriate groups should watch out for two things. The first is that there are many magic casting Naga which, when amassed in numbers, can do a good deal of damage.

Also, this is a great dungeon to try out crowd control. Many of the enemies pulled to you will come with friends. In addition, there are invisible Satyr that you cannot see until they have come close enough to aggro you. Caution should be used when combating the murlocs.

Once at low health, they run quite fast, often running back towards the other murlocs and the murloc boss Gelihast. Keep a form of snare on these guys.

The latter part of the instance includes the Twilight Cultists. These foes come in groups of two or three, but often can include more if you aren't aware of wanderers. The ideal way to avoid an unwanted add is to pull with range, targeting the casters first which you can get to follow you by cutting the Line of Sight, i.

Also, having the highest level person in your group do the pulling helps, due to their smaller aggro radius. The 'summoning chamber' with Twilight Lord Kelris includes many other cultists in the room. It is recommended to use the walled off entrance to your advantage, pulling the mobs one by one from the large room until Kelris is alone. After the room is cleared, he is ready to be engaged safely. Once he is defeated, all four candles pieces on the middle altar will need to be lit in order to advance past the large door to the final boss.

Right-click these one at a time because a small group of mobs is summoned from the adjacent doors every time you do. Defeat these one at a time to avoid death. The final boss is relatively easy if you have a dedicated tank and healer. See walk-through for Aku'mai. A stylishly hatted dwarf will await you at the end, giving Alliance players an option to port to Darnassus. Ghamoo-Ra: When the Twilight's Hammer cult arrived, its followers roused and imprisoned one of the last peaceful creatures living in Elune's temple.

The cult delighted in tormenting the giant turtle for years, flaying its mind and body until it succumbed to madness. Naming the beast Ghamoo-Ra, the cultists trained it to attack outsiders and defend the Old Gods' shrine. Note: Tameable by Hunters. Ghamoo-Ra lives on the small island in the second cavern of the instance.

He roams around the center of the landmass and is surrounded by several other turtles. The additional turtles are neutral, and Ghamoo-Ra can be engaged without disturbing these other beasts. The fight with Ghamoo-Ra is fairly straightforward, although due to Ghamoo-Ra's high armor value the encounter can last a fair amount of time if your group is melee heavy or generally low on DPS.

He only casts Trample, which is an AoE physical damage spell. It can be blocked. The cultists hope that her rituals and research will result in magical protection that will allow them to worship the terrifying hydra at the deeps' core without fear of becoming his next meal.

She can kill you if you are not too careful, for she will spam Forked Lightning quite a few times so have the tank face her away from the rest of the group. Other than that, there is nothing special about her. She moves around the cave, so pull her when there are no mobs near.

Gelihast: The Old Gods called, and Gelihast answered, forcing his way into Blackfathom Deeps and slaughtering nearly a dozen surprised Twilight's Hammer cultists with his twin swords. Impressed by his ferocity and brutality, the cult allowed him to stay, and he built his own shrine to offer sacrifices and receive blessings from the ominous presence in the temple ruins.

He goes down quite quickly but he can interrupt and kill casters very quickly, dealing high damage as he is wielding 2 swords and has an incredible attack speed. Killing him allows access to an altar, when used it gives the beneficial debuff Blessing of Blackfathom. Warriors can kill him in a few seconds with and a 2-handed weapon. Gelihast is in a large room filled with Blindlight Murlocs, and it is not uncommon for a fleeing Murloc to pull him into the fight causing a wipe.

He has a variable spawn point, the earliest of which is in a dead end tunnel just after Gelihast and the last of which is near the first pull of Twilight cultists. Old Serra'kis: Many of the creatures swimming beneath the Moonshrine Ruins were killed for food after the Twilight's Hammer cult took up residence, but the largest thresher in the water proved to be uncatchable, and those who persisted in hunting it inevitably died in the attempt.

Finding Serra'kis is harder than the actual fight. To reach him, you must dive into the water around Moonshrine Sanctum and swim under the left side of the ruins.

Thankfully the fight isn't tough and as long as you're careful not to run out of breath you shouldn't have any problems. Having a Warlock or Shaman to cast Water Breathing is helpful here.

If you are unable to do this, it will be difficult to kill him quickly enough because the cave he is located in does not have an opening to the surface for air.

Kiting him out of the cave may be a better option than fighting him inside it in this case. Also note that Serra'kis regularly heals himself for a small portion of his health using a melee ability.

With decent dps, this will not be a problem. Those groups with unusually low dps may not be able to overcome his healing, as can be the case when a weak group of 3 or 4 attempt Serra'kis. Kelris personally supervises the growth of the monster, even feeding him his own subjects to satisfy his wild hunger. Kelris is in a trance as you enter the room, so you have to attack him before he will respond.

He is not accompanied by any guards, so it is possible to pull him without aggroing any adds. It is also unfortunately very easy to pull some more mobs in the room with him, so be careful. This should be an easy fight for a competent group. Watch for the mind control he casts periodically. He will also put players to sleep, so be prepared to pick up the slack from an incapacitated player. He runs around a lot when he is casting, so it is advisable to either clear the room before killing him, or pulling him outside onto the steps.

The boat will take you to Ratchet in Kalimdor. Follow the road East out of Ratchet until you cross the Barrens border. From Crossroads in the Northern Barrens, go to Orgrimmar, then take the zeppelin.

From the Northern Barrens, go to north to Ashenvale, and take the west road. Follow the road west, then north into Darkshore.



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