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Direct Link To This Post Topic: C’s Guide to Razorfen Downs ***
    Posted: Jun-30-05 at 1:33pm

C's Guide to Razorfen Downs

Table of Contents

    1. Overview
    2. Quests Available
    3. Maps
    4. Detailed Walkthrough
    5. List of Bosses with Notable Drops

 

Razorfen Downs Section I - Overview

From Blizzard:

Crafted from the same mighty vines as Razorfen Kraul, Razorfen Downs is the traditional capital city of the quillboar race. The sprawling, thorn-ridden labyrinth houses a veritable army of loyal quillboar as well as their high priests - the Death's Head tribe. Recently, however, a looming shadow has fallen over the crude den. Agents of the undead Scourge - led by the lich, Amnennar the Coldbringer - have taken control over the quillboar race and turned the maze of thorns into a bastion of undead might. Now the quillboar fight a desperate battle to reclaim their beloved city before Amnennar spreads his control across the Barrens.

Location: Razorfen Downs (RFD) is located in the southern Barrens, just northeast of the Great Elevator (see map below).
Intended Levels: 36-42
Intended Group Size: 5
Maximum Group Size: 10
Resources Found in RFD: Heavy Leather

Notes:

Razorfen Downs (RFD) is a twisted nightmare standing testament to the decadent influences of the Scourge.  The dungeon is divided into two distinct parts, with Quillboar holding the lower level "upper" area, and the Scourge in possession of the higher level spiral area. Disease and magical debuffs abound, and those with cures to these afflictions are welcome in groups.

Quests can be picked up in the mid 30's, but you will need a solid 40ish group to bring Amnennar's days to a close.

There are only a few quests available for RFD (see quests section below), and a full run through the dungeon will take 1.5-2 hours, with a group right at the dungeon level.

Any typical balanced party will be fine in Razorfen Downs.  There is only one spot where massive AE is a plus, otherwise AE is not necessary to completion.  Priests can shackle undead, so they're great to add crowd control as well as healing.  Paladins excel here with their undead abilities, too.  A little crowd control and good communication on group targets will get you through RFD in fine shape.

There is one special note about RFD.  One NPC, Henry Stern, in the Murder Pens, at area (6) on the map below, will teach you how to make Mighty Troll's Blood Potion and Goldthorn Tea if you have the appropriate Alchemy and Cooking skills to make them!

Other C's Guides HERE!



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Direct Link To This Post Posted: Jun-30-05 at 1:35pm

Razorfen Downs Section II - Quests

There are three quests involving RFD, and none of them are class specific.  One can be shared.  They are listed here in order of level required to get the quest.

(Links are to Thottbot for reference.)

 

A Host of Evil

Objective: Kill 8 Razorfen Battleguard, 8 Razorfen Thornweavers, and 8 Death's Head Cultists and return to Myriam Moonsinger near the entrance to Razorfen Downs.
Reward: A max of 3450XP and some cash
Starts with: Myriam Moonsinger near Razorfen Downs, Barrens
Minimum Level: 28
Shareable? Yes
Prereq: None
Notes: This quest has nothing to do with the instance itself, only the piggies in the valley leading up to the instance entrance.  It's nice XP in your lower 30's, and worthwhile at that point.

However, by the time you are of a level to have a chance to successfully finish RFD, both the quest and the mobs needed to complete it will be gray to you, and it's much less attractive at that point.  If all the mobs are gray to you as you head towards the entrance, I'd just skip this quest.

If you are facing the big boar's head at the entrance of the cave to RFD, Myriam Moonsinger will be immediately behind you on a hill overlooking the entrance.

 

Bring the Light

Objective: Archbishop Bendictus wants you to slay Amnennar the Coldbringer in Razorfen Downs.
Reward: A max of 4300XP and Amberglow Talisman (neck) or Vanquisher's Sword (1h sword)
Starts with: Archbishop Benedictus in the Cathedral in Stormwind City
Minimum Level: 39
Shareable? No
Prereq: None
Notes: Old information: You must have finished In the Name of the Light, the Scarlet Monastery boss quest, for this quest to light up. This may no longer be true, as a few people have mentioned that the SM quests are no longer a prereq.

The quest target is located at location (12) at the center of the spiral on the map below.  See the walkthrough for details of the encounter.

 

Scourge of the Downs

Objective: Escort Belnistrasz and protect him while he performs his incantations.
Reward: A max of 4500XP and Dragonclaw (ring)
Starts with: Belnistrasz in Razorfen Downs at location (6)
Minimum Level: 32
Shareable? No
Prereq: None
Notes: This is an insane quest to complete at the dungeon level.  You must protect Belnistrasz from several waves of elite quillboars for a period of about 4 minutes.  Finally, Plaguemaw the Rotting will spawn and start spamming AE silence to make the final moments of the battle very rough.

If you manage to survive this encounter (full details are in the walkthrough below), you should use Belnistrasz's Brazier to complete the quest and receive the final reward.



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Direct Link To This Post Posted: Jun-30-05 at 1:37pm

Razorfen Downs Section III - Maps

Barrens map, showing location of Razorfen Downs in relation to the Great Elevator to the southwest:

 

Razorfen Downs map, numbered for reference:

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Direct Link To This Post Posted: Jun-30-05 at 1:38pm

Razorfen Downs Section IV - Detailed Walkthrough

My walkthrough assumes that you've done no prereqs, have no quests, and intend on doing every quest in an RFD run.  See the quests lists above for all the links related to this walkthrough.

If you do the quests in this order, you will need a maximum of three empty slots in your quest journal to complete the walkthrough.

 

Razorfen Downs Foreplay

In the Cathedral in Stormwind City, speak with Archbishop Benedictus and get the quest Bring the Light.

Head to Theramore and catch a gryphon to Thalanar, Feralas.  Run northeast through Thousand Needles and take the Great Elevator up to the Barrens.

Stay right to enter the valley leading to the instance.  Keep right at the pit where you first start encountering quillboars. 

If you're mounted, you can ride past most of the mobs here and go straight to the instance.  On foot, you should clear as you go so as to not get overwhelmed.

After the first pit area, you should notice the environment start turning darker - continue to stick to the right and around the next bend you should see an enormous boar's head in the hillside.  This is the entrance to the instance.

If you're interested in doing A Host of Evil, Myriam Moonsinger can be found up the hill directly behind you as you face the boar's head straight on.

That's it! You're set to either enter the instance or work on the kills for A Host of Evil.

 

Entering the Downs

If you're going to work the kill tasks, stay outside and run around the valley whacking piggies until it's complete.  Revisit Myriam Moonsinger to turn in the quest and head into the maw of the piglet.

You'll have a few singles in the way, so either kill them off or make a mad dash to the zone.

Once inside, you'll have an immediate right/left choice at map location (1).  Staying to the left will keep you in the upper dungeon, which will be lower level mobs and the Belnistrasz escort quest.  Going right will take you into the Scourge area and the tougher mobs and bosses.

We'll stay left for this walkthrough.

Initial mobs will be singles, two's and three's.  Typical instance behavior carries here, kill casters and healers first, then the other mob types.

Quillboar hunter types will have boar companions, and the warlock types will have small skeletons nearby.  In all cases, the companion mobs are non-elite and go down easily.

There are occasional patrols of 2 non-elite boars that spawn and run down the hallways, as well.

 

Something About This Room... - Map Reference (2)

Work your way towards map location (2).  Here you'll find a hot glowing furnace surrounded by two nearby groups of 4 mobs.  Crowd control one of the melee types, take out the caster first, then work down the rest.

Tip: Priest's shackles work great in RFD, most mobs register as undead!

Make note of this room, you'll be back here shortly.

 

Cliff Notes - Map Reference (3)

Continuing down the hallway will bring you to an open area on a cliff.  Careful with pulls here as many groups are close together and it's very easy to get tangled up with 6-8 elites accidentally here.

There is quite often a chest on the edge of the cliff, so don't forget to check it after the area is cleared out!

Looking down, you'll see lots of undead in the trench below.  This is an alternate way down to the "spiral" area of the dungeon if you didn't want to take the first right at (1).

When you're done with the view, continue up the hallway towards (4).

 

Bang a Gong! - Map Reference (4)

More of the same mob types here, in clusters of three or four.  Clear out this room so that there are no mobs around until you enter the hallway to the southeast.

Get healed up, have your AE ready and ring the gong.

8-10 non elite bugs called Tomb Fiends will flood the room from both hallways.  They're standard melee mobs with no special gifts, so kill 'em all!

Rest up and ring the gong once again. 

(Can't ring the gong yet?  Make *sure* you've killed all the bugs, it won't light up again until the whole wave is dead.  If you're higher level, they may have wandered off down the hall without aggroing on you, so check that too.)

This time 4 elite bugs called Tomb Reavers will enter the room.  This fight is a little tougher, but not much.  The big difference is that they're elite, so they go down slower, and they toss a little poison around during the fight.  However, there's fewer of them, so take care of these and get ready for the final wave.

Rest up and ring the gong a final time.

 

Tuten'kash - Map Reference (4)

Here comes Tuten'kash!  He's big and ugly, but a face full of tanking will keep this fight manageable.  Keep aggro on the tank and wear him down.  He will occasionally net the tank and switch targets, so any movement buff to release the net will help the tank snap the aggro back.

Tuten'kash drops a gorgeous plate chest, which is very worth running RFD a few times to get.

After looting, head southeast and wend your way to map location (5).

 

Jail Wardens - Map Reference (5)

More of the same mob groups, clustered in fours.  Take the group around the ramp up, then clear the next group to the east.  From this point you should be able to see some enclosed cells to the northeast.

 

The Murder Pens - Map Reference (6)

You'll find 3 enclosed cells in this area, each with an NPC inside.  Belnistrasz to the northwest, Henry Stern to the northeast, and Sah'ree to the southeast.

Belnistrasz will start the quest Scourge of the Downs (make sure everybody is on step two before starting the escort, or some in the group will miss it).  He will move quickly and the insanity will kick off before you know it, so make SURE you're ready to start the quest before you accept it.  You won't get a second chance unless you reset the instance.  See below for details of the encounter.

Henry Stern will teach you how to make a Mighty Troll's Blood Potion and Goldthorn Tea, providing you have enough skill in Alchemy/Cooking to learn them.

Sah'rhee is a friendly ogre.  I have no idea what his purpose is.

When your group is rested up and buffed for at least 5 minutes remaining, speak with Belnistrasz and kick off the escort quest.

 

Where Did All These Pigs Come From? Plaguemaw the Rotting - Map Reference (2)

Belnistrasz will hustle his robed heiny back to location (2) and start his routine.  Your job will be to keep him alive, and this is a tall order.

On the way there, you'll probably run into the dual boar patrol for the area, which Belnistrasz will ignore and continue on to the furnace.  If you have to, just aggro them and pull them along until you catch up.

Quillboars will start spawning almost immediately when he starts his magicks.  If you're not there to yank aggro off him, he'll die very quickly.

The trick to this encounter is to treat it as a test of duration, rather than a fast burn.  Four minutes has never seemed so long!  Quillboars will start spawning in pairs or triples, nothing extreme and nothing you haven't encountered before.

You *must* have your assist routines worked out to survive.  Priests can shackle adds, so don't break them.  Follow your tanks and EVERYBODY work on dropping the same target.  If the group splits up on 2-3 different mobs, then you are not likely to make it.

Belnistrasz will shout every time another minute ticks down.  "Three minutes to go!" "Only two minutes left!" etc.  Watch for the red text to give you an indication of how well you're doing.  If you're team is bruised and bloody and out of mana with 2 mins left, that's not good.

During the last minute, you need to start watching for Plaguemaw the Rotting to spawn.  Once he's up, he MUST be the primary target for the group.  He will spam AE silence, and if left to his own designs, he'll run around the room and get your whole group silenced, which will wipe you in the 10 seconds following.  Many groups have been sitting on a domination of the event up to this point, and found themselves with a wipe due to the silence turning the tables in short order.

Take Plaguemaw down and clean up the final few quillboars.  During this fight, Belnistrasz will shout something about being complete and will disappear.

When the last piggie drops, use the brazier he leaves behind to complete Scourge of the Downs and receive your reward.  If you've handled this encounter, the rest of the dungeon should be a cakewalk!

 

Skelly Mosh Pit - Mordresh Fire Eye - Map Reference (7)

Head back to area (5) and take the bridge southeast to the bonepile at (7).  Take a moment to listen to Mordresh Fire Eye's speech.  Quite the orator, eh?

This encounter isn't as bad as it looks.  All those fanatical skellies will die in one hit, and Mordresh isn't all that tough.

If you've got a good AE class, have them do their bit.  A warrior with retaliate up can also rush into the group and level all of them with it.  In the meantime, your priest should shackle Mordresh to keep him from interfering with the decimation of his followers.

When all the little guys are down, rush the bone pile (the sides are easier to climb than the the front, based on the direction Mordresh is facing when you first arrive) and take Mordresh out.  Interrupt his casting and he'll fall very easily.

Warriors should be careful using charge or intercept as those abilities will ignore some geometry and drop you in a spot that you can't walk or jump out of (this has happened to me twice, where I got stuck under a bone and couldn't move).  Make sure you walk up the pile under your own control.

Loot Mordresh and head west to the final group of quillboars in the dungeon at (8).  There is also often a chest here, so don't forget to loot it!

Time to head southwest towards the spiral and the Scourge.

 

They're Not Called Scourge for No Reason - Map Reference (9)

As you're headed towards location (9) you'll start encountering pairs and foursomes of undead.

Two skeletons running are not a big threat, they'll both be non-elite and will drop in a hit or two.

A spirit/ghoul pair is a bigger threat.  The spirit does AE silence, so make them your priority.

The bigger groups will have 2-3 elites and the rest will be non-elites.  Take out the spirits (that damn AE silence!) and frostweavers (damaging AE frost attack) first, keeping one elite shackled.  Take out all the primary threats and then the little guys, and finish up on the shackled mob.

When you're right at (9) on the map, you'll have a vantage point to see Glutton wandering up from the south.  His path just barely overlaps with the final big group of mobs, so be very sure that you pull back a bit and don't stand right on top of that last group to fight, or you may get a L40 miniboss dogpiling you while you're still weak from fighting.

 

Glutton - Map Reference (10)

With the last group of undead out of the way, wait for Glutton to come your way and take him down.  He's got no big surprises, besides a few debuffs and a frenzied attack as he gets low on health.  Keep tank aggro and whittle him down.

With Glutton out of the way, you're officially in the spiral area.  This looks like a huge area, but it's just a linear path counterclockwise up to the top of the mound to your left.

 

Spiraling Inward - Map Reference (11)

The only big tip for traveling up the spiral is to avoid pressing right up against the cliff to your left.  Mobs up above have been known to physical aggro players lower in the spiral, showing up with 15-20 good friends for a crash party.

Mob types will be as you've found so far, with a few additions:

Skeletal Summoners will bring non-elite adds into the fight.  Keep them shackled and interrupted to avoid this.  They have the annoying habit of running backward when meleed, so be careful not to chase them into the next camp.

Splinterbone Captains are hard hitting meleers.  Disarming them drops their threat to nil.

Carefully work your way around the spiral until you emerge at the top of the plateau at (11).  Treat this last group very carefully, and be especially cautious about moving left/east in this area, because Amnennar the Coldbringer is standing very close by.  It won't take much at all to get him to notice you pummeling his friends and getting him roused to help them.

The biggest threat in this final group of mobs is the Skeletal Summoner, who, as I said above, will back up to get range for casting.  Meleers must *not* chase him east or you'll get the lich on you before you're ready.

If you've got silence in your group, this is a great spot to use it to bring that bad boy right down into your group and keep him from getting reinforcements.

Now that the last group of Scourge is down, it's time for the boss fight!

 

Amnennar the Coldbringer - Map Reference (12)

Amnennar's gorgeous, in a purely undead platonic sort of way I mean.  Get your group healed up and make sure you're buffed and ready.

His tactics will be to frost nova your tank and back up so he can't be hit.  In the meantime, he'll summon non-elite adds to hassle the backline ranged folks.

Any kind of movement buff will keep your tank free to hold aggro, and the rest of the group should ignore the adds and concentrate on Amnennar.  Once he drops, everything disappears!

Keep the interrupts and armor debuffs on the lich and he'll fold.

Loot him and revel in the chilly air for a moment before recalling home and turning in Bringing The Light back in Stormwind!



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Direct Link To This Post Posted: Jun-30-05 at 1:51pm

Razorfen Downs Section V - Bosses with Notable Drops

Boss Name (area on map)
Amnennar the Coldbringer (12)
Glutton (10)
Mordresh Fire Eye (7)
Plaguemaw the Rotting Summoned at (2)
Ragglesnout Rare Spawn in the spiral area (10)-(11)
Tuten'kash Summoned at (4)

All notable drops found in Razorfen Downs



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Direct Link To This Post Posted: Jun-30-05 at 2:52pm

Dang C.  Your guides are Tremendous.

Props to you

Gno..... Et.Al.
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Direct Link To This Post Posted: Jun-30-05 at 6:53pm

Thanks Gno.

Please post any comments, suggestions, corrections below!

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Direct Link To This Post Posted: Jun-30-05 at 11:03pm
Very nicely done C! Place is my favorite instance in the game for pure fighting and drops. Nice stuff for all classes. My Warlock at level 51 still wears the Robes of the Lich. Makes me a little undergeared as far as armor level, but the 20 stamina is hard to replace, and matched with the 10 intellect its a very nice robe.

For plate wearers its the first instance that has drops for you as well.
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Direct Link To This Post Posted: Aug-04-05 at 6:47am

SM is no longer a prereq to get Bring The Light.  Just run to SW and grab it from the guy in the temple.  Should be able to pick it up at lvl 39.

Btw, awsome guide!  Thanks a bunch.



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