Updated Mon, Mar 03, 2008 by Ratboy
As an Alliance character, the Deadmines will be one of the first instances you will have a chance to explore and conquer. You must be level 10 to enter this instance. However, the difficulty would make it smart to wait until you are at least level 16.
The history of the Deadmines extends back to the First War. They were once the center of gold production in the human lands. However, when the Horde attacked Stormwind in the First war, the mines were abandoned. The Defias Brotherhood now call the tunnels of the Deadmines home.
You can begin to pick up quests for the Deadmines almost as soon as you enter Westfall. A couple of the quests are chains.
The main Deadmines quest is "The Defias Brotherhood". The Defias are a group of bandits who all wear red face cloths. This “quest tree” relating to the Brotherhood in the Westfall consists of several quests that eventually lead to the thrilling climax of the Deadmines and the slaying of Edwin VanCleef.
The Defias Brotherhood begins with speaking to Gyran Stoutmantle at Sentinel Hill. You must be level 14 to start this quest chain. You will do a lot of running, from Westfall to Lakeshire to Stormwind and such. Eventually you will be led to the entrance of the Deadmines by the Defias Traitor. The entrance is in the town of Moonbrook, south of the stables.
Once you have completed escorting the Traitor in the Defias Brotherhood quests, you will be able to pick up the quest "Red Silk Bandanas". This also requires you to be level 14. You pick this quest up from Scout Riell. She is located in the top of Sentinel Hill Tower.
You can collect two Deadmines quests from Wilder Thistlenettle in Stormwind City. He is located in the tavern to the right just as you enter the Dwarven District of Stormwind from canal that connects Old Town and the Dwarven District. You can get "Collecting Memories" at level 14 and "Oh Brother" at level 15. Both of these quests can be completed in the same area of the Deadmines.
You can pick up the first part of a very small quest chain in Ironforge. In Tinker Town, you will find the gnome Gnoarn. He gives you the quest "Speak with Shoni" (you will need to be level 15 to get this quest). This sends you to the Dwarven District of Stormwind to speak with Shoni the Shilent. He is standing next to the fountain behind the blacksmith trainer area. Shoni will then give you the quest "Underground Assault".
If you are a paladin, you will have one more quest to complete while in the Deadmines. At level 20, you will receive your class quest "The Tome of Valor". This quest leads into the "The Test of Righteousness" in which you will receive Verigan's Fist, your class-specific weapon! One of the things needed for that quest is Whitestone Oak Lumber. This will be found in the Mast Room of the Deadmines.
Now, you have all your quests, you can head out against the Defias! If you have never been to an instance, you may want to check out our Pocket Guide to Instances.
You will have, most likely, already visited Moonbrook a couple of times while leveling around Westfall or while working on the Defias Brotherhood quest chain. It is located southwest of Sentinel Hill in Westfall. There are level 13-15 Defias scattered throughout the small town. The entrance to the mines is just to the south of the stables.
Inside the Deadmines
The inside of the Deadmines is a veritable maze of tunnels. You will encounter miners around level 15-17 and a few elites that patrol the corridors. This is how all of the mining tunnels inside the instance are set up, so you'll want to establish a good pattern of pulling for these outside.
If you are wanting to go straight to the instance, follow all the tunnels to the right. You will eventually come to a platform at the top of large room. You can see the swirling blue instance door to the right at the bottom, back of the room.
There are two quests to complete outside the instance. These are "Oh Brother" and "Collecting Memories". In the middle of the area outside the instance, in the left portion, you will find an undead area. The undead in this area (level 16-18 elites) will drop the miner's union cards. You will find a named ghost in this area called Foreman Thistlenettle, he is a lvl 20 elite. He is also surrounded by helpers.
After you have finished the undead, follow the tunnels back to the right area of the zone and you will come to the big room described above.
Through the Instance Portal
Once you step through the portal, you will see the first of many mining corridors. This one contains level 17-18 miners. They are spaced about the same as the corridors outside the instance, with level 17-18 elite overseers and evokers patrolling throughout.
Your first boss will be at the end of the mining corridor in front of a set of double doors. His name is Rhahk'Zor. He is The Foreman and a level 19 elite.
When engaging Rhahk’Zor I would suggest getting someone to lure him over to the group (a Hunter with a bow, or a mage with a fireball for example). Beware however; Rhahk’Zor does have other Defias members in the room with him, so try not to lure them in on top of the big blue ogre.
Once Rhahk’Zor gets close have your melee fighters (or as gaming slang goes, “Tanks) engage him up close and personal while the magic users and ranged fighters widdle him down from afar. The ogre should not be able to stand up to a concentrated group attack and will quickly fall. If not… well let’s just say this guy is nothing compared to what’s coming. When he dies, the doors open.
|Possible Drops from Rhahk'Zor (Click to View / Hide)|
You will want to be careful during the Rhahk'Zor fight and after, because your first patrol should be making its way towards you. The patrols consist of two or three of the overseers or evokers (or both).
Past the doors you will go through another set of mining corridors. You will see the same type of mobs here as before the ogre battle. At the end of this corridor you will see another set of double doors (labeled "Heavy Door"). Just right-click on these to open them.
You are now in the mast room. This room is full of Goblin Woodcarvers (18-19 elite). They are not friendly and like to gang up on you. You can practice pulling techniques in here. The main thing to watch out for is the boss that is located in this room.
The boss is the Lumbermaster, Sneed's Shredder. It's easy to spot, as it's a giant machine patrolling on the far end of the room.
*IMPORTANT*: The “boss” monster that inhabits this room has a walking path that can take it out of view, so do not rush blindly forward without checking your sides or you may be ambushed by a really big and bad enemy!
You will want to try to clear the path of as many woodcarvers as possible before pulling aggro from him.
This battle has 2 stages. Sneed's Shredder is a level 20 elite. When the shredder dies, the Lumbermaster Sneed jumps out and starts whaling on you. He is a level 20 elite as well.
The Goblin Shredder is defeated in pretty much the same pattern as Rhank’Zor; lure it out and then assault it with everything you have. Watch out for the goblin that emerges from the wreckage as he could pick off an already wounded character if things go badly enough.
|Possible Drops from Sneed's Shredder (Click to View / Hide)|
|Possible Drops from Sneed (Click to View / Hide)|
Be sure to loot the Shredder, because you will get the quest item for "Underground Assault" from it. Likewise, if you are a paladin, make sure to loot the goblins in this room for the lumber you need for the "Test of Righteousness" quest.
As with the last boss, when the shredder dies, the next set of doors opens. Make sure to watch for the next patrol that will be coming up behind you.
Through the doors is yet another mining corridor, but these mobs will be a bit higher level than the ones in the previous corridors. You will see Defias Strip Miners (18-19) and for elites, you will have Taskmasters and Wizards. This corridor also ends with a set of heavy doors. Push them open (right-click) and walk through.
You are now in the Goblin Foundry. This room is tricky. If you are not careful, you can pull quite a few mobs at once and get swamped.
Your best tactic is to stick to the left wall on the way down. This will give you the chance to pull the goblins to you in small groups of one or two at a time.
In here, you will find Goblin Craftsmen (level 18-19 elites) and engineers (lvl 19 elites).
The engineers need to die quickly. If not killed quickly, they will build a
At the end of the foundry, you will meet your next boss. He is a rather large goblin named Gilnid, the Smelter (lvl 20 elite) He has a craftsman with him. He's really not too hard, so just lay into him.
Watch out for the next patrol behind you when you are finished. When Gilnid dies, the next set of doors open into yet another mining corridor.
|Possible Drops from Gilnid the Smelter (Click to View / Hide)|
You will encounter the same higher level strip miners and elites down this corridor. Up ahead, there is a small alcove to your left. Someone in your group will need to pick up the Defias Gunpowder located there. It looks like a barrel of dynamite.
In order to open the next set of doors, you will need to blast them open with the cannon in front of them. It requires the use of that gunpowder. This blast will cause some Defias Pirates (19-20 elites) to run out to check on the noise. You can have a rogue with lockpicking open this door instead if you wish to avoid the attack.
We’ve gone from a Mine, to a Lumber mill, to a Foundry, of course we need something to top this all off and what better then a Pirate Ship? This is the final part of the Deadmines Instance and it’s by far the hardest. Get ready for some tough fights.
The cove is the last area of the Deadmines. You must fight your way aboard the pirate ship to face Van Cleef.
Depending if you blow up the door entrance or not, you will be engaged by a horde of Defias Pirates, dispatch them as normal and then heal and Rebuff because this ship is going to be a tough one.
It will take some time to get to the ramp that leads onto the ship itself, be aware of the patrolling Pirates and deal with them as they come. Once you reach the Ramp to the ship get ready for a tough battle.
The first “boss” battle in this area is against the large Tauren First Mate of the Pirate ship; Mr. Smite. Smite is a powerful close combat opponent and will most defiantly smash even experienced combatants given enough time. Your best bet to defeat this huge giant is to pummel him with magic and hold him with close combat specialists. Any Defias Pirates that are drawn into the combat should be killed ASAP, or if possible polymorph until Smite has been taken down.
This battle has 3 parts. After he loses each 1/3 of his health, he will stun the group and grab different weapons out of his chest.
Be aware that Mr. Smite is a hard opponent and it is very likely you may lose a member or two during the fight. Just make sure the healer is kept safe, you are now at the point of no return as if the healer dies things will quickly go downhill.
|Possible Drops from Mr. Smite (Click to View / Hide)|
Once Smite has been smitten (hehehe, I just had to) you will have to scale the ship to reach the top. Be prepared to engage with Pirates and Pirate Mages as you make your way to the top of the large sea ship. Once you near the top of the vessel there is one more “boss” baddie before the infamous VanCleef.
The goblin Captain GreenSkin is not pleased you’ve invaded his ship and he’ll come out with a small posse of Pirates to show his opinions of you. Depending on when he comes to meet you in battle, your party might not be ready and may be forced to make a retreat. Remember that if worst comes to worst have the healer jump into the water so they live.
Captain GreenSkin is another straightforward “boss” to kill, it’s his group of pirates that can cause difficulty. Be certain to deal with the pirates (be it killing or polymorphing) before dealing with GreenSkin himself. Once the Goblin Captain is slain get ready for the final battle.
|Possible Drops from Captain Greenskin (Click to View / Hide)|
The main reason for coming into the Deadmines is to obtain the head of Edwin VanCleef, well here is your chance. This battle is the hardest of the entire Instance and trust me when I say you don’t want to pooch this one.
Van Cleef resides inside the little room on top of the ship and will not leave unless you attack him or stray to close. Take a quick break before engaging him to set-up your spells, abilities and any potions you want on hand for the battle. Also be sure that the healers know if things go sour to hop into the water!
When you’re ready start by pulling out VanCleef with magic or a ranged attack, this will also drag out a few of his hidden friends. Make sure if you have a mage to have him polymorph these extra goons, and be sure NOT to cast any area of effect spells or abilities or they will reverse the polymorphing. If there are no mages in the party, be sure to kill the goons ASAP.
VanCleef will slice through most things that stand in his way, so make sure your most powerful melee fighters are engaged with him while magic and ranged attacks are being thrown at him as well. Under such pressure even VanCleef should buckle and then victory is yours!
Once VanCleef is dead take his head from his corpse and then be sure to do a victory dance on the deck of the ship!
|Possible Drops from Van Cleef (Click to View / Hide)|
Getting the Cook and Getting Out
Taking a quick stroll down the opposite side of the ship will take you on the path needed to reach the mine exit on the other side of the ship. Also while you make this trip be certain to pummel on the Murloc Cook of the ship as he usually has something moderately good to drop.
|Possible Drops from Cookie (Click to View / Hide)|
Deal with any remaining Pirates on the way out and then head through the portal in the opposite mineshaft. You will come out just south of Moonbrook in the Westfall area, but that’s it! You’ve completed the Deadmines!