World of Warcraft/Scholomance

From WikiCheats

Jump to: navigation, search
Scholomance
World of Warcraft Instance Guide
Level Range: 56 to 61
Location: Western Plaguelands


Scholomance is a high level instance designed to be run again and again. Filled with powerful undead, it requires an experienced and well coordinated group.

The nearest Alliance flightpath is Chillwind. Horde players will probably want to leave from the Undercity.

Contents

Entrance

The entrance is located on Crater Darrow, which is the island in the center of Darrowmere lake. The island has a bridge on its south side that connects it to the mainland.

In order to enter Scholomance, someone in your party must have the key to Scholomance or a rogue with a high lockpicking skill. You can get the key by following the Clear the Way quest chain.

Instance

The main section of Scholomance.
The main section of Scholomance.

Enter the instance, (labled "1" on the map) go down the stairs, and you’ll see a bridge with four elite skeletons. The first two can be pulled individually, the second two come together. When you’ve killed them, head across the bridge and into the next room.

This room ("2") is packed with humanoid spellcasters and undead. There are several patrols here, including one that only appears after one of the others has been killed. Many of the mobs here can cast fear. Needless to say, the room requires extremely careful pulls.

In the northeast corner of the room ("3") is the Deed to Southshore, one of the deeds needed for the Barov Family Fortune quest.

Exit to the north. You should see some stairs and another room ("4"). Because the mobs in this room are tightly packed, and some of them fear, pull them to the stairs and fight them there. On the north side of this room is a balcony ("5"), where you can summon Kirtonos the Herald.

If you continue west, you’ll find another room ("6") with more tightly packed mobs and patrols. The banshees in this room have an ability to make three illusions of themselves. When they do you are unable to target them, so either wait it out, or use AoE. In the southeast corner of this room is the deed to Tauren Mill.

South of this room is another room ("7") with Plagued Drakelings you’ll need to kill for the Plagued Hatchlings quest. There are also patrols that make pulling them difficult. Try to pull them in small groups all the way back to room number 6 and use AoE to kill them.

Go through that room to get to Rattlegore . He uses a pushback that causes your tank to loose aggro. He is vulnerable to stun attacks, so use them if you can.

Go back to room number 6, and head east. Clear the room full of skeletons and turn right into a room full of students ("9"). No need to kill all the humanoids in this room; they won’t attack you.

Head south and you’ll get to Ras Frostwhisper (room 10). He uses fear, an AoE damage spell, and a knockback/stun/lose aggro spell. He normally sits behind a desk, but at times gets up and walks around it. When he is in front of his desk, he can be pulled solo.

The deed to Brill is in this room.

Gandling

The section with Darkmaster Gandling.
The section with Darkmaster Gandling.

Head back to the room of students, and go east. You’ll fight your way into a room with a balcony around it. Go to the room to the west.

This room is filled with zombies. They aren’t that hard if pulled one or two at a time, but when they die they give off a poison gas cloud that kills in just a few seconds. Do not stand in the cloud, and get away from the corpses as soon as they die. Clear this room, then pick up the deed to Crater Darrow. Now go back one room, and then north.

Around this new room are six chambers, each with a mini-boss. You’ll have to clear out all six chambers, killing all six mini-bosses. If you leave out even one mob, you’ll have to fight it later during the boss fight.

Now go back to the room that had the zombies. Lorekeeper Polkelt will be waiting for you. Kill him.

When you do, Darkmaster Gandling will spawn in the room near the six chambers. He is a caster, and does a lot of damage with his various spells. His main attack, however, teleports members of your party into one of the six rooms the mini-bosses were in. Once inside mobs spawn and you’ll need to kill them before the door opens and you can get back in the fight. This means that important members of your party (tank, healer) may be gone for a while. If you haven’t designated a back up tank and back up healer, you may want to before this fight.

You may want to head home at this point, especially if you have quests to turn in. Once they turn in those quests, however, you’ll probably get new quests that take you right back to Scholomance. If you have any of these quests, you’ll want to keep going.

The wing with Jandice Barov.
The wing with Jandice Barov.

To complete the quest Krastinov's Bag of Horrors go back to the room where you found the deed to Tauren Mill, then head west and through the hall. Soon you’ll come to a room with three sections. Go through the right section. You’ll encounter Skeletons that are resistant to all types of magic except holy spells, zombies that emit deadly poison gas clouds when they die, and ghouls. Pull carefully, watch for patrols and if you have a priest, use shackle undead for crowd control.

Jandice Barov is at the far side of the room.

Bosses

Quests

Personal tools