WoW Guide: Arcatraz

The most difficult of the five-player instances of the Tempest Keep awaits you with a series of nasty enemies. Demons have overrun the blood elf prison and are waiting for brave groups of heroes.

Quests in the Underbog

quest name
fraction
quest giver
task
particularities
A mysterious omenBoth

Seer Udalo in the Arcatraz

return to Akama in Shadowmoon Valley
Herald of DoomBothA’dalKill Herald SkyrissPre-quest: How to break into Arcatraz
Seer UdaloBothAkama in Shadowmoon Valleyfind Seer Udalo in Arcatraz
How to break into ArcatrazBothA’dal
key to instance

Preparation

You can only enter the Arkatraz if another player has the right key. This can be obtained by a quest from A’dal in the city of Shattrath (coordinates: 54,46/webcode: WC1309). Well-rehearsed groups manage the Arkatraz within an hour, random groups plan up to two hours. The ideal group composition is defensive warriors or fierce druids, mages, warlocks, hunters and holy priests, healing druids or healing shamans, or holy paladins. We recommend random groups to bring a second healer class (Druid, Shaman, Paladin), as enemies deal a variety of poisons, curses and diseases in addition to high damage. For support, the “backup healer” steps in. Tip: Be sure to set raid icons. Assign targets and missions to your comrades-in-arms.

In the room, you’ll encounter two groups of blood elf archers defending against attacking animals. It’s up to you which of the two groups will go down first. Lure the group that is not in the fight with the demons towards you. Ideally, the tank will run forward, attracting the attention of the enemy (body pull). At the end of the room, three defenders of the blood elves are waiting, which you can also bring to your starting position, because this way the beasts won’t be involved in the fight. You can then take it stress free

Bottomless

In the next room the first heavy enemies are waiting for you. The tank brings the groups one by one into the corridor. For mages and hunters it is best to take a few enemies out of the fight here. Basically, for all enemies in the instance, the faster you take them down, the less you suffer from curses, poisons or diseases. In the next room, groups of Proteans move randomly through the area with no discernible path pattern. Very good timing and good tank observation will determine victory or defeat. Finish off the enemies one by one so that you don’t run the risk of attracting more. Now you will face the first boss, Zereketh the Independent. Wait here for the shadow debuff to expire, which you’re guaranteed to catch beforehand

Hit by Thunderbolt

Go up the stairs. In the next corridor you will encounter disabled guards. As soon as you approach them, they will wake up and attack you. Although they have only 40 percent life energy left, hit them for a long time before they fall down. The distance between the ranged fighters is crucial here, because the guards randomly distribute electric shocks that cause up to 1,200 points of damage. At about five percent of life energy, the guardians change color and deal up to 5,000 points of damage to all nearby players. Even after their demise, the guardians continue to dish out these electric shocks – so keep your distance after the fight until the energy is fully discharged.

Creatures of the Void

Variety awaits you in the next room. The Negaton Screamers are proficient in the full range of magic and will pelt you with FROST and FIREBLIGHT SALVES, SHADOW and Psychic Scream. Be sure to fight them in the hallway or you’ll attract more enemies. The Screamers strike with the kind of magic they use to attack themselves. The Negaton warmasters, on the other hand, deal physical damage. The purple Negaton fields heal the war master – so pull him away from his energy pillars. By the way, in the right corner of the room you will find the last key fragment for Karazhan.

Death Trap: Bad Breath

You will now encounter Eredar Deathbringers. They plague you with their UNHOLY AURA and deal 400 shadow damage to each player every 2 seconds. The Soul Eaters, on the other hand, slow down your actions (spells, movement, and attacks). Only instant spells are effective at healing. The detachable soul stealer has a deadly effect on the tank, reducing his attributes by 45 percent.

Now you will encounter invisible demons, but they can be detected by warlocks. The fights against the independent ravagers are challenging here. Not only do they deal a lot of melee damage with DEVASTRATE, but they also silence your caster classes for 5 seconds with DEAFTING ROAR. If you disarm the ravagers, they do significantly less damage. The vicious seductresses do little damage, but often take over a teammate. So have a TRANSFORMATION ready if possible. Next to the SHADOW LIGHTS, their SWAN immunity is the biggest threat. So lure these enemies one by one into the antechamber and start the fight there first. Once the room is cleared, the two bosses Dalliah the Calamitous and Wrathseer Soccothrates will stand before you.

The last meters

After defeating the bosses, run up the stairs. After you finish off the Sentinels, turn your attention to the Astral groups. Each group consists of melee fighters, mages and healers, so use your enemy control skills here. In the hall of the last enemy, a tactical approach is needed again. First, pull the hellcallers one by one (there are always two at a time) to you in the antechamber. The archer is your primary target, as he can do up to 2,200 points of damage with his shots.

Avalanche Danger

You can only defeat the giant Abyss if the group is close together. He hurls a METEOR that deals about 12,000 points of damage on impact. If you stand close together in battle, the damage will be distributed among all players, but if you stand too far away, you will take all the damage. Also, the Abyss attacks you with its fire shield, which deals 500 points of damage. The unleashed Doombringers will keep your tank busy at maximum distance from the party as they cast WAR DUNDER, which deals up to 2,600 points of damage. At the end of the hall awaits the final boss of the instance, which will once again demand all your skills and team play.

Final boss on the horizon

The final boss will appear only after you have survived four waves of released prisoners. Be sure to use the breaks between waves to regenerate. In the first wave, you will encounter either a phase hunter or a goblin. The only dangerous thing about the hunter is its teleport ability, which it likes to use to kick cloth classes out of their boots. In the second wave, the gnome Millhaus Manastorm rushes to your aid. This one can be buffed and healed. Be sure to use his damage potential for the final boss fight.

The third wave consists of either Akkiri’s Lightning Caller or Sulfuron’s Magma Thrower. The latter uses rain of fire, but you can easily dodge it. Akkiris, on the other hand, casts area spells within a 40 meter radius. These inflict 1,200 nature damage to each player. In the fourth wave, either Blackwing Draconar or Twilight Draconar appear. The Blackwing Draconar is immune to fire damage and periodically drops an explosion that instantly knocks down curious cloth bearers. Full damage and a short fight are the name of the game here, as the opponent must be in the dust before the Herald appears and intervenes in the fight.

Alexander Lutz

Cereketh the Independent
Your tank pulls him up against the wall while the rest of the party spreads out and fights Zereketh with anything that deals damage. This way you will also avoid the SEED OF CORRUPTION spell, which works similarly to the Warlock spell. When BIRD ZONES form in the ground, you should move away from them immediately, as they cause 1600 shadow damage per second. Best tactic for the boss: maximum damage and finish them off as fast as possible.

Skills:

Shadow Eve:

Up to 2,400 shadow damage.

Empty Zone:

A circular area on the ground that deals up to 1600 shadow damage per second.

Seed of Corruption:

440 shadow damage every 3 seconds. After 15 seconds, the seed explodes, dealing up to 2000 Shadow damage to nearby players.

Dalliah the Doom Preacher
Give your tank enough time to up threat. Dalliah is immune to TAIL. As soon as she releases her DARK WIND, all melee players (including the tank) must take a step back, but then immediately return to Dalliah to interrupt her self-heal spell. Her curse: POISON OF FATE cannot be removed. Dalliah screams for strikes and that’s also the best tactic – so take her down quickly.

Skills:

Gift of Mischief:

A curse that heals Dalliah by three times the healing of the afflicted. Lasts eight seconds and cannot be escaped.

Whirlwind:

Area damage that hits all melee combatants at up to 4,000 points per hit. Dalliah then begins to heal, which you can interrupt.

Wrathseer Soccothrates
The sadistic Wrathseer is not a problem with the right tactics. The ranged fighters position themselves at the top of the stairs, while the tank holds Soccothrates with his back to the wall. In this way, he avoids a loss of threat from KNOCKING AWAY. The boss randomly leaves the tank and turns to a teammate. He damages him with his firebrand aura and a flame tail that everyone must stay away from.

Abilities:

Firebrand Aura

550 Fire damage in a 10 meter radius every 3 seconds.

Knock Away:

700 points of damage with one charge.

Herald Horizonss
Skyriss sometimes takes over a teammate and sends him against his cronies. He also casts FEAR and MIND WOUND spells. At 66 and 33 percent of his health, a copy of the boss (about 20,000 health) appears, also using the same abilities. The copy must be brought to the ground as quickly as possible. Tip. Place a raid icon on the boss so you can always tell them apart.

Skills:

Domination:

A player is possessed and attacks his teammates.

Fear:

A player flees across the room unable to fight.

Spirit Wound:

A player is stunned and takes 1800 Shadow damage every second for three seconds.

What is ?

is a true recreation of the original WoW as you know it from 2006. All parts of the game – from combat mechanics and talent trees to character models and zones – have been recreated, contributing to the authentic experience.

Getting Started

All players with an active World of Warcraft subscription or game time on their accounts have access toWoW Classic at no additional cost.

  1. Open the Blizzard Battle.net Desktop App and select World of Warcraft from the menu.
  2. Select World of Warcraft Classic from the Version menu. If you have more than one World of Warcraft account, you’ll see a second Account drop-down list. In this column, select the active account you want to play with.
  3. Click the Install button. The progress bar will tell you when your game is ready to play.
  4. Click the Play button when the installation is complete.

You will need to select the realm you want to play on from several different realm types. Make sure you choose the same realm as your friends – in World of Warcraft Classic, you can only group with characters that are on the same realm as you!

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