Recent comments
| Jame's The Deadmines Guide
0 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. Quest gathering:
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. 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.
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. Don't forget to loot the Gnoam Specklesprocket from the Shredder's corpse.
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. 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. 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. 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.
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
| About the author:Server Main Character Jame, Level 80 Death Knight. Level of Addiction Guild Arena Rating User loginNavigationWho's onlineThere are currently 1 user and 664 guests online.
Online users |
Deadmines question
What level do you think is the minimum to solo the deadmines. I have a fury warrior level 35 with above average gear
Exalted Member
Not sure, but I remembered
Not sure, but I remembered when I solo'ed it at level 41 with my first char ever. Was alos warrior
thanks man
Thanks man I can solo it in 2 levels!
Trusted Member
Nice guide but a little
Nice guide but a little outdated and missing some information.
-Rhank'Zor will drop [Rhahk'Zor's Hammer] 85% of the time. Rhank'Zor also drops the Axe [Rockslicer] 3% of the time. Both quite good for Feral Druids, Paladins and Warriors.
-Miner Johnson drops [Miner's Cape] 56% of the time.
-Sneed's Shredder will drop [Buzz Saw] 9% of the time. The shredder will aslo drop [Buzzer Blade]79% of the time. Good for Rogues.
-Sneed will drop [Gold-flecked Gloves] 66% of the time. Very nice for casters.
-Gilnid's Ring drop is actually 37%. He will also drop [Smelting Pants] 55% of the time.
-I'm not sure if you left the following out on purpose but just in case, Smite drops [Smite's Reaver] 38% of the time. And [Thief's Blade] 37% of the time. I believe those are quite good for melee classes and the blade for Rogues.
-Cookie will drop [Cookie's Tenderizer] 53% of the time.
-Captain Greenskin has some very nice drops for Hunters and Rogues. [Blackened Defias Belt 26% of the time and [Impaling Harpoon] 28% of the time.
-Also, The Deadmines is also home to one of the few Pre 60 sets. The Blackened Defias Set.
[Blackened Defias Armor] from Edwin VanCleef, 16% drop.
[Blackened Defias Belt from Captain Greenskin, 26% drop.
[Blackened Defias Boots] from the many Defias Strip Miners with a low 1.2% drop chance.
[Blackened Defias Gloves] from Defias Overseers and Defias Taskmasters, both at a low 1.8% drop chance
[Blackened Defias Leggings] from again Defias Overseers and Defias Taskmasters, both at a low 1.8% drop chance
That is all the drop changes as of 3.0.2, maybe you can squeeze them in somewhere =P
thanks
nice guide
:)
Pretty good Guide.
I liked the Guide, very well-done, and professional. There were a few mistakes here and there, like Rhahk'Zor's name, but one thing, in the end I believe you were referring to the Corsair's Overshirt, which is actually a very good caster shirt for the Deadmines level range. I wouldn't refer to it as lame, but Shadowfang Keep starts soon after, where casters get stocked up with the Arugal set, including the Robes of Arugal. Otherwise, I think it was an excellent guide.
Member
Nice guide to the deadmines
Nice guide to the deadmines
Cookie's Drop
Cookie actually has a Blue Drop that is kinda worth something. its called Cookie's Tenderizer. its kinda weird since it looks like a rolling pin.
Really nice guide :)
Hey Jame
2 things from me.
I will be looking forward to use Your guide allt the way to level 70
)
1: I can't find the news page
2: Really nice guide You have done there
About the news: It's because i wanna follow the 20-30 guide which i think i saw that u would make
Good Job
-Ânïmâlïtô (Weird name I know it
Administrator
Just click on the banner at
Just click on the banner at the top of the page
I see a mistake on the
I see a mistake on the vancleef-fight. He has two guards from the start, and he will spawn another two when he reaches 50%, regardless of killing speed. I havent tested this extensively, but i've both had really fast and really slow VC-kills. Total number of guards was always 4. *2 real, 2 summoned*.
I also note that Cookies Stirring Rod, Corsairs Overshirt, and Impaling Harpoon are not included in the drop list, even tho these are very good for low levels and are quite significant drops in DM as a whole.
Downing VC without him getting out of the hut
I've run VC a bunch of times with a mid-40's hunter (clearing for lower levels) and I've found the safest way to drop VC is to take the angle from one side of the hut or the other so you can spot just the guard. Send the tank (in my case, the cat with mend pet prior to attack command) and drop guard one with tank and DPS standing at the edge of the boat. Then switch tank to guard 2, and swing DPS/healing around to the otherside, in a circle so as not to agro VC, and drop the other guard. When he's down, swing back to center to target VC. I usally switch to Aspect of the Hawk from Aspect of the Viper to down VC, so I can unload with every bit of DPS I can generate. When he's down, taking the other two guards out is simple. In a lower level group, I expect a healer keeping the tank healed, while DPS just unloads would work as well. Just keep the angle and distance so VC or the guard don't get agro'd. I've had to evade him a couple of times when the cat missed his first melee shots and the guards came after me when my DPS hit first.
The main thing is to not ever get into a 5-on-group situation, which is what can happen if you target VC first, and you can't drop the guards while someone is hitting VC and he goes below ~50% HP.
I play Horde :(
Hi Jame!
Can u write a small paragraph to guide horde players on how to best get to the Deadmines, cause I really want that Defias Armor set. I can team up with a 45 warrior and a 43 warlock. I'm a Blood Elf Hunter.
Thanks and keep up the GREAT work ... all of it!
It's pretty easy, easier
It's pretty easy, easier still if you're a Druid. Just swim out along the northwest from Grom'gol, past Vile Reef, past Yojamba Isle (friendly trolls there), into Westfall. On the coast at that point there's a small range of mountains, then you'll see a pier. Just before getting to the pier (careful, there's an Alliance fishing trainer), go out from water, then east with a slight northerly bent. After a moment, you'll open the area on your map for Moonbrook. The mountain range on the map is much smaller than it's made to look from, I just crawled over it right into Moonbrook. Look for summoning stone, the Deadmines (DM, often called VC for VanCleef) is in the old building right by it.
I went just for fun (46 Druid), stayed in Prowl thru most of it. Didn't really get any great loot, nothing usable of course, in total about 2g after selling it to a vendor. Did get the Siamese cat from Cookie (a Murloc, not clear from the guide), so it was worth it, having never played an Ally char.
There's a friendly vendor inside the inn at Moonbrook who'll fix your gear and buy your loot.
By the way, VanCleef has two hidden guards beside him, and spawns two more when he's at 50% health. That was about the only point I might have wiped, wasn't expecting the other spawned guards.
The closest path for hordies
The closest path for hordies (though it might be tough to run there without high levels helping you) will be to take a Zep to GromGol, head north out of StV and then west through Darkshire. When you come out in Westfall just keep heading west over to the entrance/meeting stone for Deadmines around Moonbrook or whatever the village is called. I can't believe I'm doing this. I can hear my friends shout "What? You helped a belf?
"
Really nice selection of guides all of you have created here at wow-pro
/The lumberjack in the belf forest
I know, if I were you I'd like to nerf me as well...
A way that might not be as
A way that might not be as fast, but definitely safer, is to swim northwest from Grom'gol, keeping your distance to the shore. Keep swimming and you'll eventually end up in Westfall