Shadowfang Keep is a haunted keep in southern Silverpine Forest, near Pyrewood Village. It is the base of operations for the evil archmage Arugal and his worgen progeny.
From old World Dungeons site:
- During the Third War, the wizards of the Kirin Tor battled against the undead armies of the Scourge. When the wizards of Dalaran died in battle, they would rise soon after - adding their former might to the growing Scourge. Frustrated by their lack of progress (and against the advice of his peers) the Archmage, Arugal elected to summon extra-dimensional entities to bolster Dalaran's diminishing ranks. Arugal's summoning brought the ravenous worgen into the world of Azeroth. The feral wolf-men slaughtered not only the Scourge, but quickly turned on the wizards themselves. The worgen sieged the keep of the noble, Baron Silverlaine. Situated above the tiny hamlet of Pyrewood, the keep quickly fell into shadow and ruin. Driven mad with guilt, Arugal adopted the worgen as his children and retreated to the newly dubbed 'Shadowfang Keep'. It's said he still resides there, protected by his massive pet, Fenrus - and haunted by the vengeful ghost of Baron Silverlaine.
Pyrewood Village is shadowed to the north by Shadowfang Keep, once a bastion of Alliance power but now the dark residence of a mad former mage of the Kirin Tor, named Arugal. The worgen that stalk the Keep, as well as the cursed villagers of Pyrewood are the doings of this madman. During the Third War, Arugal made these Worgen as allies but they could not be controlled and turned on him and the other soldiers. He went mad after this and now accepts them as his "children." His worgen run rampant throughout much of the forest.
Shadowfang Keep is the first vaguely challenging instance that players are likely to encounter, especially for Horde players who were less likely to get to Deadmines. In addition to the volume of mobs present, several of the mobs here cast various curses, nearly every type of worgen had some sort of special ability (active or passive) that affects a group's ability to deal with them, and the undead Humans made use of Silence, which means that a tank could be caught without healing in some fights if the healer(s) gets hit with it.
Another major issue with this instance is the tendency of players leveling alts to underestimate the level of difficulty present here, and who thus believe that the mobs here could simply be chain pulled without regard to the consequences. A well-defined pull order was still highly desirable, (if marks were not actually used) as was an appropriate level of attention and caution. Recklessness here would result in repeated wipes and player frustration.
Though the 'Holy Trinity' of Warrior + Priest + Mage is considered to be a thing of the past, necessity in a group here is solid tanking, decent to good healing, reasonably sound pulling, and a good use of crowd control couldn't hurt. Mages are definitely useful for removing curses, but not necessary, depending on the skill, level and class makeup of the rest of the group. Melee damagers and tanks could have a hard time against Arugal, the end boss - since he will teleport around a lot, but this can be dealt with by [Counterspell], potions, cooldown skills, proper teamwork and/or ranged damagers.
Paladins tanking this instance sometimes find themselves under pressure to deal with mobs that cast Silence, but then so too do healers. A backup tank and/or a backup healer could help in a pinch, but with skill, the appropriate levels, and decent class makeup, any druid, warrior or paladin could main tank this instance. Good communication is always useful, and voice communication as always gives a group a distinct advantage. Above all, skilled players who know how to maximize their own benefit to the group irrespective of the skill or experience of the rest of the group - are what could make the difference here.
For the level, the loot here is highly desirable, with a few different items that could sell well via the twink market. Several bind on pickup blue items are also to be found here, primarily for Mages and Warriors in particular. Although the level is still low enough that cash isn't hugely abundant, there is still some silver dropped at least.
- Main article: Shadowfang Keep loot
Shadowfang Keep Instance Guide
- Joana's Classic / TBC WoW Horde & Alliance Speed Leveling Guides -First lets start off with the fact that Shadowfang Keep is an instance in Silverpine Forest. I think this is mostly a Horde instance but has a couple of alliance quest also. First lets cover the quest you need to get for this instance.
- Arugal Must Die -- Silverpine Forest -- H -- 27 -- Dalar Dawnweaver --
- Deathstalkers in Shadowfang -- Silverpine Forest -- H -- 25 -- High Executor Hadrec
- The Book of Ur -- The Undercity -- H -- 26 -- Keeper Bel'dugur -- Choose: Grizzled Boots (1) or Steel-clasped Bracers (1)
- The Orb of Soran'ruk -- The Barrens -- B -- 25 -- Doan Karhan -- Choose: Orb of Soran'ruk (1) or Staff of Soran'ruk (1)
- The Test of Righteousness -- City of Ironforge -- A -- 22 -- Jordan Stilwell
- Bailor's Ore Shipment (Elite) -- Loch Modan -- A -- 22 -- Bailor Stonehand
Shadowfang Keep Drop List
This instance is really not that bad till you get deep into it. And with some points made you will be very ready to take on those problems when you get to them and have minimal issues.
Undead cannot be sheeped, have your priest use shackle undead to help maintain agro on large pulls.
When you enter into the instance there is a gate in front of you and you can see the end point of your first quest, Deathstalkers in Shadowfang. To your right is a door that you can enter.
First let me lay down my "technical" terms
- "wolvine" = big half human dog thing
- "dog" = regular dog looking dog
- "ghost dog" = Ghost dog looking thing
In that door there is a wolvine and a dog, fairly standard pull here just kill and move on. Up the stairs is a couple more dogs and a couple wolvine. Just stay on the right wall as you move up these stairs to keep from agroing the monsters on the second level of the stairs. Once you have that area cleared move into what looks like a main hallway with a closed door on the far end.
Next you will see a small room to your left that has 4 total monsters in it fairly easy to pull one at a time to get them all gone. I prefer to kill all of these as to not have issues when I go down the stairs. Down the stairs is 2 dogs and one wolvine. Clear these then open the far right cell (horde) using the lever next to it. Talk to the guy then he will open the door for the courtyard, you need to be there as he opens the door or he will just run off. (*note* the middle cell has an alliance guy in it for you alliance players, we just open it to kill him as he can drop a random green.) Move back up the stairs to the door for the courtyard.
For paladins there is a quest in the stables straight out on the left side for the mallet to create their hammer (rolls eyes). This area is pretty standard pulling, start with the grey dog that is right at the stairs while keeping everyone just inside the door. Pull up the stairs at first as there is a dog and a wolvine just to the right of the doors out of site. After the dog is dead move down the stairs hugging the wall on your left side. There are a lot of roaming undead in this area so be sure to pull the ones closest to you as soon as possible. As you work your way back around the stairs, to the quest point pull the three Wolvine that are in the corner in front of you toward the stairs. Once those are dead, turn in your quest for Deathstalkers in Shadowfang and claim your reward.
Head over to where you pulled the three wolvine from and pull the next roaming undead, then the wolvine and the dog that are left to clear your way to the ally that leads up the stairs. I recommend pulling and dealing with the 2 roaming undead and the wolvine that are at the stairs before proceeding into the area for the butcher (elite boss 1). There is a door at the stairs to your left that will lead you to the butcher and one other boss but before that we need to clear the 2 undead in the fore hall to get to them.
Pull the 2 undead out to the courtyard and eliminate them. Then Go into the small room and have your warrior/tank pull the Wolvine and 1 undead that are just before the butcher. Try not to agro the butcher just yet as he packs a nice punch with his curse of shadow ( shadow damage every 5 sec dot). Once you have cleared a path into the butcher proceed to agro him as he is the only one left in the room before the second boss. Be careful to pull the butcher back toward the small room as there is a roaming wolvine that will roam into that room shortly after you enter it. Sheep/seduce the add if needed and focus damage on the butcher. He drops a nice one hand sword or a blue axe that is a really sexy warrior item for a 2 hand melee.
Once the butcher is dead, move into the room he was in and have the main tank proceed to pull the undead wolvine from the next room. This room has a total of 12 monsters in it and pulling by 1 or 2 is key to getting to the main boss in this room. Once you deal with those monsters move one into the room. At the back of this room is 2 stairways, stay clear of those at the moment as there is 2 wolvine at the top of each side and will agro you if you get to close. Pull the 2 guards off the main boss in this area he shouldn't agro as you do this as long as you pull them away from him. Dispose of those and get ready for the big fight.
The main boss is a butcher of some sort (add details), pull him away from the stairs and let your main tank get agro before you start beating on him. He has a nasty curse that will add 5 x shadow damage on top of the dot curse that he cast. Have your mage/druid be ready with remove curse to keep your main tank alive. After he's dead move up the left stairway into the hall above. Be ready for agro from both sides with a 2 dogs and 2 wolvine. I have found no way to not agro both at one time.
At this point you have entered the tower church. Move up the left stairs and into the hallway, you will see a wolvine and a dog. Dispose of those and then the next set after and move toward the door to the church. In the church there is a total of 9 pally ghost that will cast silence on you and your party. Keep the casters as far back as possible while your main tank goes up the stairs and agros the monsters 1 by 1. Pull the monsters back down the stairs and have your priest shackle one while the main tank deals with the other. Do this repeatedly till you have all of the right side of the church cleared.
Move your party up the stairs and to the right in the church staying along the right wall. Main boss 3 is to your left and you don't want to agro him just yet. A roaming pally will come up the stairs in front of you that leads to the crossing. Dispose of him before you agro the main boss. The main boss is a pally himself and a tuff one to boot as he will holy shield and then heal, have your shaman/mage etc dispel magic to remove his shield then have your tank either bash his heal etc to stop him long enough to kill him. His two minions will need to be sheeped/seduced while you are tanking the main boss. The main boss MUST die first as he will continually heal the other two while you are trying to dispose of them.
Moving down into the stairs on the far end of the church you where you killed the roaming patrol, you come to the crossing. There are 2 roaming pally on the crossing itself. Dispose of those, then move to the far side. Pull the two pally on the far side to the center of the crossing or wait for the patrol to come down the ramp on the far side and pull him first. Either way you will need to deal with 3 of the pally at one time here. Have the warlock/priest shackle or seduce or both to the adds and then deal with the remaining one. Move up the ramps to the bat tower.
Pally in this area will curse you with to weapon skills, all weapon skills. Remove as fast as you can but not deadly in my opinion.
Main boss 4 is in the tower and he is a royal pain. It took us 2 times of trying different things to get through this part alive in a 5 man group at level There is really no easy way to do this but here is what we did and it seems to work nice. Have your main tank go up the last of the ramp and target the main boss. Have all your damage dealers assist (click the tanks picture in the party and hit "F") on the tank to get the main boss targeted.
One bat will silence and one will disarm your main tank. Be ready with healing and curse removing.
Have your main tank agro the main boss, and then come down the ramp. If your lucky you only get the main boss. Although we got all 3 at once 5 of 6 times, we managed and I'll tell you how. Have your tank use an aoe, either cleave/holy pally thing etc and hold agro of all three. Dispose of the main boss first as he will curse you with shadow damage etc. He doesn't hit that hard, it's the dot and the bats that hurt more. Keep the aoe on as long as you can to keep agro from your priest and mage. Off tank with a warlock pet is nice but the pet dies very fast with the damage the bats are dealing (around per hit) We did try sheeping the bats but by having to use aoe to hold agro for the other 2 it just made a mess and wasted mana. So take your beating and kill them as fast as you can. Imp is a good choice if you have a warlock with you due to the extra thorns damage.
Pretty standard pulls on the crossing at first. After you reach the far end you have to deal with a group of 3 pally, so deal with them then move on. Once you reach the stairs you are 70% complete. There are 2 wolvine in the stairway down to the next room. Dispose of those as you go down and get ready for the fun part.
The Nesting Room:
In this area there are "special" Hound keeper wolvine that summon ghost dog guardians. Yea, that's what I said guardians. As you move into the room pull the ghost dog up the stairs to you. Dispose of him then move down the stairs to pull your first hound keeper.
I had as many as 15 ghost guardians attacking me at one time the first time we tried to go though this area. We had shackled the hound keeper and where killing the ghost dogs off. Needless to say he was still able to summon more
Dispose of the hound keepers first and foremost. The faster you kill them the less guardians they can summon. Shield bash will not stop them from casting guardians so don't waste your time with it. After you kill the hound keeper in the first area move up the stairs in front of you. At the top of the stairs is a hound keeper and a ghost dog. Shackle the dog and kill the keeper. Once you dispose of those two there is a chance that a chest will spawn or is spawned in that area. Both times we got the chest in that room there was a blue item inside. Move down the stairs on the far side and pull the ghost dog up to you. The hard part in this room is over and it's a standard pull to the far end.
Your on the last leg now and its been ruff but the hard part isn't over yet. Head up the next set of stairs disposing of the 3 wolvine on the stairs as you make your way to the pack master (boss 5). Have the party stay back to keep from agroing the pack master and have the tank pull one of the two dogs right inside the room on either side. They are hard to spot unless you start into the room and once you agro them you will get all 4, so be ready. Stay out of the room while fighting these 4 dogs and you wont agro the pack master. If you do agro him have mage sheep him or warlock seduce to keep him off the main tank while you finish the dogs off.
Dispose of the pack master and prepare for a good hard fight with fangor. Move into the next room as fangor is the only one in there. Have main tank agro and keep him occupied while you beat on him. Once he is dead be ready for 5 non elite minions to spawn and it's a free for all till they are dead. Make sure while you are in this room that you get the Book of Ur for your quest from the bookshelf on the right looking back to the door where you came in from. It will respawn each time someone loots it and takes a few min so it's a good point for a beer break
The Final Stand:
Move up the stairs to the top of the tower and then around to where you can get to the back of the room. You will be able to see Arugal from here and he doesn't look happy to see you. Make your way into this room and down the stairs hugging the wall on your right. Kill the wolven in front of you and then pull the other 2 around to where you can kill them without agroing Arugal.
This is going to be a VERY hard fight and 1 - 3 of your group will probably die. Arugal uses a curse called "Unleash Fury" which takes control of one of your party members and turns them against your party for 15 sec. We have not found a way to dispel that without generating to much agro on the caster. He also cast a mean shadow bolt that deals about damage. And that starts to hurt after bolt One other trick he likes to do is jump around the room as you fight him. He uses blink and jumps to 4 diff points in the room. As long as you know what 4 points those are you should be able to chase him around as you beat on him and do some good damage.
If you get into big trouble and are not the main target of Arugal, go under the catwalk of the room and he will not target you for 15 sec. Just enough time to throw a good bandaid on
His jump points are:
1) The main stairs you came down into the room
2) The point where he was standing when you came in the room
3) The catwalk on the back wall
4) The catwalk on the far wall
Here is how we beat him down 6 times in a row with only 1 death in the 6 times. Agro him after all the wolvine are dead using the main tank as a shield. It takes 1 hit to agro him full on and he wont lose focus till your dead. Hit him with everything the group has till he blinks. Once he blinks he agros a new target, whoever is closer to him is the new target. Position in this room is key. Keep your group in the center of the room and let your main tank/second tank run around the room for agro. Don't attack him till the tank has agro again as he will squish a priest/mage very fast with the mad shadow damage. As bad as it is don't heal your tank till you honestly have to heal them. About 1 / 4 life is what I get to before my priest will attempt to heal. Reason is that he will agro the healer AS SOON AS YOU START TO CAST HEALING. So be ready and have your tank get that agro back fast. Once he is dead it's a good feeling. We got the robes 3 times (all casters happy) the sword 2 times (me and the warlock happy) the belt 1 time (no comment on the cat fight by the casters for roll rights on that lol).
This will be updated with pictures maps etc but is a good start for my buddies here to review and update for me.
Good luck on your trips to Shadowfang and may you get the sexy drops!
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Shadowfang Keep Quests Guide
Excluding the Warlock and Paladin class quests, there are no Alliance-only or Neutral quests in Shadowfang Keep.
Below is a list of the quests available to players, as well as the level required to start them. All these quests are started outside the dungeon.
If you are not completing a class quest in this dungeon, you will need to be at least Level 18 to complete all of the quests. If you do have a class quest here, you will need to be Level
Quests Started Outside Shadowfang Keep
Other than the Warlock and Paladin class quests, there are no Alliance quests in Shadowfang Keep.
Horde-only Quests in Shadowfang Keep
There are 3 Horde-only quests in Shadowfang Keep and they are as follows.
- Arugal Must Die (requires Level 18) — you must kill Archmage Arugal and collect his head. This quest is given by Dalar Dawnweaver at The Sepulcher in Silverpine Forest.
- Deathstalkers in Shadowfang (requires Level 18) — you will need to find Deathstalker Adamant and Deathstalker Vincent. You will be able to hand this in as soon as you enter the courtyard. Jump off the stairs to the right and you will see Deathstalker Vincent's corpse on the ground. This quest is given by High Executor Hadrec at The Sepulcher in Silverpine Forest.
- The Book of Ur (requires Level 16) — find The Book of Ur in the room of Fenrus the Devourer. This quest is given by Keeper Bel'dugur in The Apothecarium of Undercity.
Class Quests in Shadowfang Keep
The Warlock class quest is The Orb of Soran'ruk, which requires you to collect the Large Soran'ruk Fragment from Shadowfang Keep. To obtain it, you will need to be Level 20 and can pick it up from Doan Karhan in The Barrens.
After you clear the courtyard, rather than going inside to where Razorclaw the Butcher is, go up the ramp until you find the Shadowfang Darksouls. Kill them for the fragment.
To fully complete this quest, you will also need to head to Blackfathom Deeps to collect the other fragments required.
The Test of Righteousness requires Paladins to retrieve a number of items for Jordan Stilwell in Ironforge, so that he can craft a weapon for them.
This quest is part of a chain that can only be started once you have reached Level The chain is as follows.
- The Tome of Valor
- The Tome of Valor
- The Tome of Valor
- The Tome of Valor
- The Test of Righteousness
- The Test of Righteousness
- The Test of Righteousness
This chain will reward Paladins with a solid weapon, Verigan's Fist, upon completing the final step.
Only one of the required items for The Test of Righteousness is located in Shadowfang Keep, Jordan's Smithing Hammer, which is found in the stables of the first courtyard. Note that the horses here can deal a large amount of damage, so be careful when trying to loot it.
The other items are found in Loch Modan (Jordan's Refined Ore Shipment), Deadmines (Whitestone Oak Lumber), and Blackfathom Deeps (Purified Kor Gem).
Quests Started Inside Shadowfang Keep
There are no quests available to be picked up inside the dungeon. They are all started outside and must be obtained before going in.
Notable Quest Loot from Shadowfang Keep
|Seal of Sylvanas||Arugal Must Die||Ring|
|Verigan's Fist||The Test of Righteousness (Paladin-only)||Weapon|
- 09 Oct. Guide added.
1. Shadowfang Keep Introduction
Posté le 21/06/
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During the Third War, the wizards of the Kirin Tor battled against the undead armies of the Scourge. When the wizards of Dalaran died in battle, they would rise soon after, adding their former might to the growing Scourge.
Frustrated by their lack of progress (and against the advice of his peers) the Archmage, Arugal elected to summon extra-dimensional entities to bolster Dalaran's diminishing ranks. Arugal's summoning brought the ravenous worgen into the world of Azeroth. The feral wolf-men slaughtered not only the Scourge, but quickly turned on the wizards themselves.
The worgen sieged the keep of the noble, Baron Silverlaine. Situated above the tiny hamlet of Pyrewood, the keep quickly fell into shadow and ruin.
Driven mad with guilt, Arugal adopted the worgen as his children and retreated to the newly dubbed 'Shadowfang Keep'. It's said he still resides there, protected by his massive pet, Fenrus - and haunted by the vengeful ghost of Baron Silverlaine.
2. Quest list for Shadowfang Keep
3. Best loot in Shadowfang Keep
For the level, the loot here is highly desirable, with a few different items that could sell well via the twink market. Although the level is still low enough that cash isn't hugely abundant, there is still some silver dropped at least.Several bind on pickup blue items are also to be found here, primarily for casters and warriors.
4. Dungeon Entrance:
Everything you need to know about the Shadowfang Keep dungeon entrance is mentioned in this guide. He is a haunted keep in southern Silverpine Forest, near Pyrewood Village.
Check out the pictures below. Follow the yellow mark to get in.
5. Shadowfang Keep : Bosses location
Another major issue with this instance is the tendency of players leveling alts to underestimate the level of difficulty present here, and who thus believe that the mobs here could simply be chain pulled without regard to the consequences.
Here, you will need a solid tanking, decent healing station, reasonably sound pulling, and a good use of crowd control couldn't hurt. Mages are definitely useful for removing curses for example.Discover without further delay the complete list of encounters considered important in this instance!
Most of them are level 24+ and end boss will be 26+
Normally, in 40 minutes you must clean up the instance if you have a good team.
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Keep quests shadowfang vanilla
 Snowflake’s Shadowfang Keep Guide
Shadowfang Keep Guide
The Shadowfang Keep is a level instance which is located in Silverpine Forest. The trash monsters in this instance range from level , but the bosses are level This instance, although in the same level range as the Wailing Caverns and Deadmines, it is significantly harder than either of those instances, and all five players need to have at least some instance experience (even if it is just one run) of what function they are playing in the group, or you will have troubles.
This instance is made for Horde. Nonetheless Paladins and Warlocks have class related quests there.
Time needed approximately for this instance: hours
First, a couple of more advanced instancing terms. This instance is significantly harder than any of the other instances in this level range, and assumes at least a basic knowledge of group mechanics. Therefore, you should learn the following techniques, and learn whether your class is capable of performing them. This guide will not cover each of the spells each class has for performing each of the following techniques; class guides for your individual class are more than sufficient for that purpose. The new terms are:
Spell Interrupts: This is interrupting a mob’s spell mid-cast, preventing them from completing it. A couple of UI (User Interface) features can be turned on to show when your target is casting something. Go to Combat, and click *show target cast bar* (or something like that), and now you can see when your target is casting a spell, and what spell they are casting. Quite handy feature. Ok, so now that you know that the boss is casting the damage uber nuke, now what do you do? You interrupt it. Counterspell, Earth shock, any spell that interrupts your opponent’s spell casting will do the trick. So will a stun. kinda. While a stun will interrupt the cast of any non-boss mob in a pinch, they usually have a long cooldown, or minimum time between use (usually 1 minute cooldown), plus they don’t work vs. bosses. In any instance where the bosses cast rather dangerous spells it’s a good idea to bring someone that can perform that can interrupt their spells. This instance falls into that category. Note that you cannot interrupt a spell that is instant cast; that instant cast « stun the tank for 6 seconds and go beat up the healer », can’t be interrupted.
Dispels: This is removing harmful debuffs (conditions that impair your character in some way) from friendly characters. Debuffs fall into one of 5 categories: Poisons (typically short, as in seconds, and usually only deal damage, although a few have nasty side affects), Diseases (Loooooong, as in minute duration, usually reduces some attribute by x amount), Magic (Variable length, although generally short, usually from seconds, varied affects, ranging from damage to slowing affects), Curses (Variable length, but generally fairly long, as in minutes, and come with a whole slew of nasty affects), and Undispellables (can only be removed by affects that render you immune to damage). Your current debuffs can be seen to the lower left hand corner of your minimap. Mousing over a debuff will show you the debuff box. The name of the debuff is in the upper left hand corner, the type of debuff is in the upper right hand corner (a debuff with no type cannot be dispelled), and the description of its affects is below. Certain debuffs can only be dispelled by certain classes; bring the right one! This instance dabs mostly in magic affects and curses.
Crowd Control: Also known as CC. Remember that acronym. It’s used almost exclusively in place of the original words. Look at Jame’s guilde to Ragefire Chasm if you don’t know what that means.
-  Arugal Must Die (Elite): This is your main quest, you can get it from Dalar Dawnweaver in The Sepulcher (Silverpine Forest). The goal of this quest is to kill the main boss of Shadowfang Keep: Arugal. Rewards:Seal of Sylvanas
-  Deathstalkers in Shadowfang (Elite): You can get this quest from High Executor Hadrec in The Sepulcher (Silverpine Forest). You need to find the Deathstalkers in Shadowfang. One of the Deathstalkers is still alive and will open the door for you to the CY, the other one will be dead lying in the Courtyard. You will be able to finish this quest by turning it in to the dead Deathstalker Vincent. Rewards:Ghostly Mantle
-  The Book of Ur (Elite): This quest is available from Keeper Bel’dugur in The Apothecarium of Undercity. You need to find the Book of Ur in Shadowfang, you will find it in a shelf after killing Fenrus the Devourer. As a reward you will be able to choose between:Grizzled Boots
-  The Orb of Soran’ruk (elite): Warlocks get this quest from Doan Karhan, who can be found in a tent between Camp Taurajo and Northwatch Hold in The Barrens. One part of the quest involves killing in Blackfathom Deep, the other one requires you to loot an item in Shadowfang Keep. As a reward you will be able to choose between:Orb of Soran’ruk
Staff of Soran’ruk
-  The Test of Righteousness (elite): This Paladin only quest requires the Paladin to get one part out of four (« Jordan’s Smithing Hammer ») from the Shadowfang Keep instance. While the quest says 22, it will be quite challenging at that level to do solo. Higher level + better gear will make it easier to do. Don’t fret if you can’t get it right off the bat; Verigan’s Fist is still quite effective even until the lower 30’s.
The final reward for this quest (after 2 more steps in the quest line) is:Verigan’s Fist
-  The Path of the Adept (elite): The horde equivalent to the quest stated above. The Crate of Bloodforged Ingots can be found in the stables. This is fairly doable solo at level 23, assuming you have at least a couple of blue items. The final reward is:Blood-Tempered Ranseur
A few important things to keep in mind:
- A curse remover Curse removal is almost necessary to complete this instance thanks to Baron Silverlaine and his 75% healing reducing curse. You need to be severely well geared to attempt that fight without curse removal or a spell interrupt. Either a druid that will be remaining in caster or cat form (druids in bear form can’t dispel without shifting out of form, which is very mana intensive, and they have about 1/2 their bear form armor in caster form, which will result in them getting gibbed EXTREMELY quickly) or a mage can dispel curses.
- A priest is a very nice addition thanks to shackle and the ability to dispel magic, however, they are not an absolute requirement. They will, however, make the run much easier.
- A Shaman is useful for the end boss (purge) he can also support heal and interrupt casters.
- Either a Druid or a Warrior can tank this instance just fine; the little nuances between their tanking styles don’t really matter this early in the game. Paladins can’t tank this instance thanks to the AoE silence from the Wailing Guardsmen, and the fact that Razorclaw drains mana from the tank on every hit. Silenced/OOM Paladins don’t generate threat.
- Don’t get too many casters as damage dealers into your group as the Shadowfang Moonwalkers cast immune magic shields and there are Wailing Guardsmen who cast silence (although if your casters are positioned properly they should never get hit by it)
If you don’t understand any of the terms I just used, you should read up on some of the WoW instance terminology before entering. Keep in mind that this instance is much harder than Deadmines or Wailing Caverns, and is far less forgiving of the « reckless noob » style of play.
Opening the Door to the Courtyard
As you enter the instance your only way is to go directly right into a building. You will encounter pulls of level 18 Shadowfang Whitescalps and Bleak Wolves, nothing special about these, keep on killing them to penetrate further into the building.
Once you climb up the second pair of stairs you’ll get to a platform with a door that leads to the courtyard, however you can’t open it yet, that’s normal, just continue killing to the left, towards position 1 of the map.
After turning left you’ll see two more wolves and werewolves in front of you, kill those before moving on to Rethilgore.
Now when you look down to the prison cells where Rethilgore stands. You see that you’ll have to deal with 2 wolves, one werewolf and Rethilgore himself. CC the werewolf and as many of the wolves as you can. The tank needs to pick up anything that is left. As a note, if the tank has 3+ mobs on him, wait a couple of seconds before starting DPS on the mobs, just to make sure your tank has enough aggro on the mobs. Kill all of the trash mobs that aren’t CC’ed and then Rethilgore as fast as possible. Rethilgore doesn’t do anything of note. After all of the mobs that weren’t CC’ed are dead, kill the CC’ed mob(s) 1 by 1. Rethilgore will basically always drop these:
Now if you take a look at the cells you will see one with Sorcerer Ashcrombe inside and one with Deathstalker Adamant. Sorcerer Ashcrombe is the NPC that will open the door to the Courtyard for Alliance characters (as Paladins and Warlocks need to do quests here too) and Adamant is the equivalent for Horde. Use the lever next to the cell that corresponds to your faction. Enter the cell and talk to the NPC.
You can ask him to open the Courtyard door for you that was looked before.
Clearing the Courtyard
After he opens the door make sure not to run down fast, stay on the top of the stairs and carefully pull to there. The Shadowfang Moonwalkers cast a magic-immunity shield on themselves; casters should hit a different target when this happens (agree which one beforehand). You will see when this happens as there is a green bubble that appears around the werewolves.
TURN IN QUEST HERE: After taking a look to the right you will notice Deathstalker Vincent lying dead on the floor. Clear around him by pulling to the stairs up until the way is safe so your group can run to the NPC and finish  Deathstalkers in Shadowfang (Elite).
From the place where the Deathstalker is lying you have a safe spot to pull to. Always watch out with the Haunted Servitors, those wander around like patrols and cast a nasty curse:
GENERAL INFO: Haunted Servitors cast a debuff on you that is called « Haunting Spirits ». This is a 5 minute curse, which periodically and randomly will spawn ghosts called « haunting spirit » that have very low HP but hurt a lot. As you don’t want those to add in fights, have your mage or your druid remove this curse asap
Now after the CY is clear you will see stables to the left with one werewolf guarding them. This is an optional target, you don’t have to kill the Steeds, but if you do you have 3 times a 20% chance of receiving a 10 slot bag.
PALADIN NOTE: ‘Jordan’s Smithing Hammer’, or ‘Crate of Bloodforged Ingots’ for your quest (depending on whether you are alliance or horde) is here in the stables, you can loot it after the way is clear.
If you decide to go for these you should first pull out and eliminate the Werewolf inside the stables.
Now you’ll be standing in front of three horses which are not aggro yet, have your druid and/or mage crowd control one and kill off the other two. (Once you attack one of the steeds, the other two will aggro too) Make sure that your tank holds aggro on these as they hit fairly hard. After killing the horses step out of the stables. You have two ways now.
Through the Dining Room into the Fortress
One way leads upstairs and one, to the left that leads into a building. I suggest you to take the way through the building as this way includes two extra bosses that can drop nice loot. When you step into the building you need to kill two Haunted Servitors first then you can see a room with more of these servitors along with our second boss mob Razorclaw the Butcher. Stay in the room where you are and pull the Haunted servitors to you.
Now you can step into the Butchers room and kill him carefully. Be careful to kill him close or inside the room where you come from because on the other side of the Butchers room there is a werewolf patrol that sometimes enters and can aggro.
The Butcher is a fairly easy fight, the only thing to keep in mind is that when he hits he casts a spell called « Butcher Drain » which drains mana. Else it’s just tank, heal and dps. He can drop these items:
After the Butcher you will be able to access the ‘dining’ room which is full of mobs. Werewolves as well as Haunted Servitors. The Shadowfang Gluttons drain life. Have someone carefully pull mobs from the dining room into the room before, where your group is standing. Pull out all the mobs that stand around the table until there is none left in the dining room anymore beside Baron Silverlain at the other end.
Wait until the Shadowfang Wolfguard patrol roams down into the room and eliminate this one as well before proceeding to Baron Silverlaine.
This fight is very easy if you know the trick. Baron often casts a curse that is called ‘Veil of Shadows ». This curse reduces all healing effects by 75%. The mage or druid need to remove the curse as fast as possible. Apart from this, the fight is pretty easy, tank heal and dps. He can drop these items:
Silverlaine’s Family Seal
Or a BoE green
Now getting up the stairs is tricky, because there are Shadowfang Darksouls patroling on top of the stairs behind walls. But as those werewolves move around a lot you can get them solo. Make your rogue hunter or warrior climb the stairs behind the Baron’s spawn location and scout for the Shadowfang Darksouls. When they move away and when there is only one standing on the left pair of stairs you quickly pull them down to your group which still stands at the barons spawn location. Rinse and repeat until all three Shadowfang Darksouls are dead that roam these two sets of stairs.
NOTE FOR WARLOCKS:Shadowfang Darksouls are the mobs that drop the Large Soran Fragments that you need, be careful these are immune to shadow magic.
Now that the way is clear you can go up left or right, go left as there is nothing particular waiting on the right, just more mobs to clear.
In front you’ll find Shadowfang Darksouls. They are pretty easy, the only special thing about them is an occasional Shadow Word: Pain that can be removed if you have a priest with remove magic. Just clear the way into the next room.
Now up the little stairs in the next room waits a new type of monster:
Wailing Guardsmen. These are particularly annoying because they cast « Screams of the Past » which is an area silence. This means: have your casters and especially your priest stand back at max casting range while the melees fight the Guardsmen. Taunt them well and keep them at one spot so that the silence only hits the melees, this is vital, else you might die without even recieving a single heal.
IF your mage for example gets hit by the silence nonetheless, your priest can remove this debuff with « Remove Magic ». Pull out the Wailing Guardsmen carefully one by one out of the room to empty it. It might be that at some point you get 2 or even 3 if unlucky, should this happen have your priest (if you have one, if not, ignore this) stand back far away and shackle undead one. If you have a hunter he can freeze trap one as well etc.
Really make sure you are full mana before the second and third pull out of that room and that your casters stand back far enough. Clear everything beside Commander Springvale and his two Guardians that stand on the left side of the room on a platform. Carefully move into the room with your group.
Next fight is tough as it is three undeads. Make your priest stand in the back of the room and let your warrior charge one Wailing Guardsman. While all three are on him your party needs to CC one fast (prepare as the tank is pulling). The Commander is a lvl 20 Paladin and doeasn’t hurt that much, he should be offtanked by either a druid in bear form, a hunter pet or a rogue with dodge disc just make sure that they stay in front of the room and don’t get close to your healer.
Now burn down the Guardsman as fast as possible while keeping the other one shackled, then kill the Captain, he is annoying and heals himself, or uses invulnerability disc. just kill him, and if you have a class with spell interrupts, like a shaman’s Earth Shock or a Magi’s Counterspell, use them when he tries to heal.. It makes the fight shorter. Enjoy the loot:
Arced War Axe
Attention: Commander Springvale’s death spawns a two mob Shadowfang Wolfguard patrol which roams from the stairs to Baron Silverlaine all the way up, past the room where you are in currently. Have your puller pull this patrol to your group and take it out before moving on.
To the Bat Tower
Now after drinking etc, move on down the stairs. At the bottom of the stairs you’ll find two more Wailing Guardsman that patrol from there over the outside wall and back. Clear those safely before moving outside on the wall.
Move out over the Wall and carefully kill the Wailing Guardsmen. At the end of the wall lies the entrance to the bat tower.
In this tower you have two bats and Odo the Blindwatcher. The two bats will forcefully aggro at the same time as Odo, so CC as many as possible. If you only have either druid or mage, offtank Odo while fast killing one bat and keeping the other one sheeped/hibernated. The bats don’t have any special abilities, just a minor physical damage increase debuff (which can safely be ignored). Proceed quickly to kill Odo, be very carefull as he might not hurt much at the start but while his hitpoints decrease he gains several stages of ‘Howling Rage’ where he grows and deals more damage burn him down as fast as possible. Recover if needed and kill the last bat. Possible loot:
Girdle of the Blindwatcher
Odo’s Ley Staff
First Level of Arugal’s Tower
From the bat tower you can access the second wall. Heal up and cross that wall by carefully pulling the Tormented Officers to you. Beware, these patrol and roam, so you might want to wait in the batroom and split patrols with a puller from there. Tormented Officers randomly cast curses that decrease weapon skill, skills in general, spell damage etc. Very annoying curses but can easily be removed by a mage or a druid.
After crossing the wall you will get into a tower. At this spot you will sometimes find a rare spawn called Deathsworn Captain. Inside the tower there is a Shadowfang Ragetooth that patrols, pull that one first before stepping inside. These aren’t special, they just enrage towards the end of the battle, so finish them off fast. At the bottom of the stairs you’ll find another one of these, kill it and move your group to the bottom
of the stairs. Now inside the next room you will have one Son of Arugal (he is no boss mob) and a Shadowfang Ragetooth close to you, try to pull it out solo. Then pull the Son of Arugal. These hit fairly hard and cast a spell called « Arugal’s Gift ». This is a curse that inflicts to Shadow damage to an enemy every 60 sec. for 5 min. Make sure to remove that curse.
There is a Lupine Horror (a ghost wolf) on the left side of that room. Let a rogue or someone else carefully pull it. On the stairs there is another Shadowfang Ragetooth with a Lupine Horror, pull that one too if you didn’t get it as add already, remember those are humanoids and can be sheeped/sapped. The horrors are undeads and can be shackled. It would be good to shackle the wolf because he spawns ‘Lupine Delusions’ as his guardians which are non elite level 25 mobs. They dies in one hit, make sure to hit it fast before it damages you any further, then continue hitting the wolf. Either that or kill the ghost wolf as fast as possible so he cant spawn more Delusions.
Climb up the stairs, and wait infront of the upper room for a Shadowfang Ragetooth that will roam outside. After killing this one make your Mage cast Polymorph on the Son of Arugal. Two undead Wolves will run out, shackle one and kill the other.
After finishing off this pull proceed in the same way with next pull, sheep/sap/shackle what you can and then kill off slowly. Now move onto the stairs leading to the next level of the tower you come from. You will see another Son of Arugal. At the bottom of the stairs, pull it and kill it before moving inside. On the stairs you’ll find another Shadowfang Ragetooth
that you must kill.
Second Level of Arugal’s Tower
Now after climbing the stairs you will be infront of Fenrus the Devourer. Make sure that you are full mana and then rush into the room to kill him. He is a pretty easy kill, only casts some poison. However after you kill him be careful as there will be 4 Voidwalkers that will spawn right after the death of Fenrus. Those are level 24 non-elite demons, just kill them by using AE skills. Fenrus drops these:
Black Wolf Bracers
QUEST ITEM HERE: On the left side of the door where you entered the room you can find « The book of Ur » to finish your quest, in a shelf.
Now move out of Fenrus’ Room. On the stairs you’ll encounter a Shadowfang Ragetooth, kill it and move up the stairs. You will find yourself directly above Fenrus room. From this platform pull the Son of Arugal that is roaming behind the door that you must pass to move on.
Third Level of Arugal’s Tower
After moving through that door and running up the stairs you will be in front of Wolf Master Nandos‘ room.
Bleak Worgs cast « Worg’s Weavering Will » that will last 60 seconds, and reduce your attack speed by 25%, your casting speed by 20% and your movement speed will be reduced to 80%. This is magic and can be dispelled.
Upon attacking any of the wolves in the room they will all come attack you. Sheep a worg and shackle an undead wolf then kill off the rest. When these are dead, Wolf Master Nandos will rush to you and attack you. Kill him while shackling his undead wolf guardian. This is a pretty hard fight but with some organisation and eventual offtanking it can work. Some very nice loot:
After he is dead the door behind him opens and you can access Arugal’s room. From the top of the stairs where you are, carefully pull the sons of Arugal one by one to you and kill them. After clearing the three sons you will have to face Arugal himself.
Some infos: he is a mage and casts damage void bolts which hurt a lot. He has a big mana pool so mana drain doesn’t quite work on him. Also he likes to blink around between three or four spots and nuke the heck out of you. What you have to do is keep the aggro with your warrior on Arugal. This way he will be the only target of bolts and the priest can heal him while others continue damaging him.
He also sometimes turns one of your party members into a werewolf that will attack your group (usually the tank), in this case sheep the werewolf or immobilize it, and if the tank got hit, have another high health party member (aka not the priest) eat the void bolts until the tank becomes un-werewolfed.
Arugal likes to Thundershock as well in order to stun you so he can move away and nuke you. Everything will be fine as long as your Warrior keeps the aggro well on him, if you have a support healer, he should help on healing the warrior. Also when he blinks, your warrior will most likely lose aggro and the closest person to Arugal will get it, so be sure to position yourself well so your warrior is always the closest one to Arugal. Sometimes this wont be possible (depends on where Arugal blinks to). If this should be the case just run out of his line of sight and give your Warrior time to get aggro back.This is by far the hardest fight, keep your long time abilities for this fight and burn down the mage as fast as possible.
QUEST COMPLETED: After he is dead you will have  Arugal Must Die (Elite): complete and one of these items can drop for you:
Robes of Arugal
Belt of Arugal
Congratulations, you have beaten this dungeon!
Original guide by Snowflake
Updated for recentness by Archerus
© World of Warcraft Pro All Rights Reserved.
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