This
section contains spoilers. If you want to figure it out on your
own, read no further.
Deadmines
Walk-thru by Rill
First
gather all your quests and get a good group together. Enter the
Deadmines via the barn entrance that the Defias Traitor showed to
you. Once you enter the mines, follow the right wall until you see
a purpleish tunnel area on your mini map (see below for maps). Go
straight, across the bridge to that area and kill the undead there.
Any kinds of undead will drop Miner's
Union Cards. Continue further into the purple undead area and
near the end of the tunnel you will find Foreman Thistlenettle.
Kill him, loot his Explorer's
League Badge and follow the left wall out of the Undead area
and back into the Defias area. Continue to follow the left wall
until you get to a bridge, do not cross it but rather jump down
into the area below. There you will see the Instance Entrance. Hop
inside.
Welcome
to the instance. A few rules before we start.
1.
Lower level members of the group hang back because you have a large
aggro range.
2.
Ideally, anyone who wears leather armor or better should pull one
or two mobs to the group at a time.
3.
The person who pulls should not hesitate to keep moving (ie pull
a few more mobs) once mobs are dead. The only reason the puller
would not keep moving is if someone is healing or getting mana back.
4.
If someone has to run away, they should run to the nearest tanker
or back the way that the group has come. That way, they don't gain
any additional aggro because the group has already cleared behind
them. I'll say now that it's usually pointless to run. They can
hit you better if you're running around than if you were standing
still because they can daze and backstab you (if they are rogues).
In an instance, you never lose them. They will follow you forever
so give up on that idea of running away from them.
5.
Keep your healer/rezzer alive at all costs. If you die, they can
rez you. If they die, you're all screwed. Healing draws a lot of
aggro. Keep the mobs off the healer.
6.
If your group gets wiped, designate one person to remain in their
body, meaning they do not release their spirit. Everyone else will
release and return to the instance. When everyone is back and alive,
the disignated person will release and return as well. This will
keep the instance from resetting and your group having to kill everything
all over again. If you killed a mob Boss and then died, he will
not respawn and his corpse will not be there so you will have to
reset the instance if you needed something on that boss. Note: Patrols
DO respawn when players re-enter the instance.
7.
Designate a MT and MA (Don't know what it means? Read the general
instance guide.)
Now
that that's all settled, I will be referencing the map below so
if I use a term you don't understand, check the map and all will
be made clear (hopefully).

Area
1
Be
careful to draw only 2-3 mobs at a time if they are miners. If they
are elite, try to only take on 1 at a time. If you get 2, ALWAYS
kill the mages first because they are the weakest but they hurt
the most. Travel down the tunnel and make sure everything is cleared
out before you step into Area 2. You don't want to pull Rhahk'Zor
before you're ready for him.
Area
2
Wait
until Rhahk'Zor the Ogre walks as close to you as possible then
draw him with a ranged weapon. This way you won't draw the aggro
from the two other Defias in the room. He hits hard so make sure
to keep his aggro of your cloth wearers. Once he is dead kill the
other two Defias in the room but do not go through the open door
yet. When you killed Rhahk'Zor the door opened and a patrol spawned
in Area 1. By the time you kill the two Defias, the 2-man Defias
Patrol will be on you. Kill them then go through the tunnels towards
Area 3. Stop at the door.
Area
3
Group
members should NOT go into the doorway nor into Area 3. The Puller
is the only person who should stand in the doorway. Whenever possible
only pull one goblin but there will be times when you draw two.
Once the puller has drawn the goblin(s) back up out of Area 3 and
kill them. Once the first 3 or 4 goblins have been killed the puller
needs to be very careful when entering Area 3 to pull more. Always
wait until the shredder has retreated up the mound. He will stay
there for a minute and that gives the puller the chance to get the
other goblins and pull them back to the doorway. Once all the goblins
are dead everyone may enter Area 3 and attack the shredder at will.
When the shredder is dead, Sneed will spawn at it's corpse. He's
just as powerful and deadly as his shredder and will target the
lowest level person first so the tanks need to be quick on their
feet and take the aggro. After Sneed is dead the doors will open
and a patrol will spawn in Area 2. Wait for the patrol to come into
Area 3, kill them, then go through the doors and into the tunnel
that leads to Area 4.
Area
4
This
is the halfway point and the second hardest area to get through
alive. When fighting mobs in here it is very important to keep them
from running away. When they start to run, stun them, blast them,
do whatever you have to to kill them before they get friends(emphasis
on plural). Now, keep as close to the wall on your left as possible
and let the puller bring the Goblins to the group. When you get
to the bottom of the ramp have the group stay there. Let the puller
bring the goblins to you. The puller will NOT be able to pull Goblin
Engineers because they like to stand back shoot and send in their
little golems to melee. This is when you tank needs to approach
the engineer, get his aggro then pull him back to the group. Ignore
the golem until the engineer is dead. If you kill the golems first,
the engineer just makes another one so it's pointless. Stay away
from the forge in the middle of the room, stay near the wall and
let your puller bring things to the rest of the group as much as
possible. Now you're ready for Gilnid and the two goblins nearest
him. Killing Gilnid first is generally a good idea because he throws
a different kind of melted ore that not only slows you but hurts
a lot too. Once he's dead, kill his two goblins. The door has now
opened and a patrol spawned in Area 3. It will take a few minutes
for the patrol to get to the group so take the chance to recoup.
There will be three guys in this patrol instead of just two. Once
the patrol is dead, go through the door and down the hall.
Defias
Gunpowder
After
you've cleared the tunnel you may notice that you can't open the
door at the end because it's locked....but hey, there's this big
cannon pointing conviently at the door. You need some gunpowder
first though. Go back up the tunnel and you'll find a little tunnel
branching off to the north. On the floor in the middle of the tunnel
is Defias Gunpowder. Loot it and then watch your back. A Defias
spawns at the branch off tunnel's entrance and will first attack
whoever looted the gunpowder. Kill the defias then go
blow up the door.
The
Docks
When
you blow open the door Mr Smite yells for someone to 'check out
that noise' Two Defias will come running to you. Kill them and Smite
will yell something about being attacking and repelling invaders.
Proceed onto the docks and kill the defias there. Always kill the
mages first because they die fast and always leave the parrots for
last because they're mearly annoying. Stop before you reach Area
5, that is where the docks end and a small island begins.
Area
5
Mr
Smite stands at the top of a gangplank ready to attack anyone who
approaches but what you don't see are the two defias guards on either
side of the gangplank waiting to backstab anyone who walks past
them. They stand right in front of the two posts a shown below.

Have
your tank run over on top of them to make them attack then pull
them and Mr Smite back to the docks edge. Kill the defias first.
Why? Be patient, you'll see. Once the two defias are dead start
pounding on Smite. When he's at 2/3 health he will stomp and stun
everyone. He will then run over to his chest and change weapons
and run back to you. By the time he gets back to you, his stun will
have worn off. This is why you dragged him back to the docks edge
instead of staying at the gangplank. Otherwise he'd be pounding
on you and you'd still be stunned. This is also why you kill the
defias first because they would keep slicing you up while you're
stunned and helpless. When Smite is down to 1/3 Health he will stun
again and go get another weapon. Kill him when you can move again.
His sayings and points at which he stuns are here.
The
Ship
Proceed
up the gangplank and onto the ship. Go right and slowly kill the
defias and goblins that you encounter. Go slowly and take your time
but remember the most important rule to remember on the ship is
DO NOT AOE!!! Don't cast any Area of Effect spells because they
effect an area. They will hit people on the upper levels of the
ship and those people will run all the way down and gather friends
as they go. You will end up with 20 defias so DON'T DO IT! Once
you've reached the cannons that block your path go up the ramps
to the second level. DO
NOT GO UP THE THIRD RAMP TO THE TOP! That is Area 6. Don't go
anywhere near it yet and I will explain why later. Stay on the second
level and kill everything there first.
Area
6
Captain
Greenskin and two defias patrol around the house on the very top
of the ship. The ramps you are traveling up are there to help with
the shipbuilding process. If you fight on the very top of this structure
and the Captain happens by, he will see it and come running with
everyone around him and your group will die very quickly. If he
is passing by and you are not fighting but are standing on the ramp
below he will still see you and come running. That is why we don't
go anywhere near the ramp yet. Have the puller go to the beginning
of the ramp and angle
his camera so that he can look up and see the edge of the ship.
Have him wait until the Captain passes and goes around the corner
out of sight then run up the ramp and get one or two defias and
run back down the ramp to the second level where the rest of the
group is waiting to kill. Wash, rinse and repeat this process until
the third level is clear except for the Captain and his two stooges.
Once again, wait for the Captain to pass then everyone run up the
ramp and onto the top of the ship. DO NOT go into or anywhere near
the house in the middle. VanCleef and his bodyguards are in there.
Wait for the Captain to come to you and kill him.
Area
7
Sit,
recoup, rebuff and get ready because most groups die at this very
spot. VanCleef is a tuff sucker to kill. VanCleef has two bodyguards
with him that are stealthed in the corners on the left
and right
sides of the doorway. VC will also summon two more bodyguards when
he reaches half health. Kill the bodyguards FIRST. Even if your
group dies and you only kill one bodyguard it means you still have
a chance. If your group dies and you killed VC first instead, you
will have to redo the whole instance because his body will be gone
by the time you get back to it. So, to proceed, have your tank run
into the doorway, that should get the bodyguards and VanCleef's
attention. Kill his bodyguards then pound on him until he summons
his other two. Stop fighting VC and kill them. Then feel free to
pummel VC until he's dead. VC drops an Unsent
Letter which starts another quest that will take you into the
Stockades.
Decisions
Decisions...
After
everyone has their loot and completed their quests (You should all
have enough Red
Silk Bandanas too because all defias drop them), you have two
choices. You can jump down the east side of the ship and make a
run for the instance exit while trying not to die. Or you can take
the safer way. The first choice is cut and dry and requires no explanation.
If you choose to play it safe, go back down the ramps that you came
up and and go back towards the gangplank. Continue around the other
side of the ship, killing defias as you go. If you see Cookie the
murloc coming then back up because you want to take him by himself.
Once you've cleaned off most of the northeast side of the ship draw
Cookie (hopefully ONLY Cookie) and kill him. He likes to run away
when he's still got 1/4 of his health left so employ all your stopping
powers to killing him before he gets friends. Now you can cross
the bridge and head out of the instance.
Congratulations!
You've completed the Deadmines!
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