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These Quests do not include Class Quests.

 

 


Required Level:

 


Start: Speak with Warden Thelwater

End: Speak with Warden Thelwater


Stormwind NPC Map


The Quest Starts a Chain!This quest is linked to others.
There are # Steps in this chain.
First Step: An Unsent Letter



 


Required Level:

 


Start: Speak with Nikova Raskol

End: Speak with Nikova Raskol


Stormwind NPC Map


The Quest Starts a Chain!This quest is not linked to others.



 


Required Level:

 


Start: Speak with Warden Thelwater

End: Speak with Warden Thelwater


Stormwind NPC Map


The Quest Starts a Chain!This quest is not linked to others.



 


Required Level:

 


Start: Speak with Motley Garmason

End: Speak with Motley Garmason


Dun Modr NPC Map


The Quest Starts a Chain!This is the last quest in this Chain.
There are 2 Steps in this chain.
First Step: The Dark Iron War



 


Required Level:

 


Start: Speak with Councilman Millstipe

End: Speak with Councilman Millstipe


Darkshire NPC Map


The Quest Starts a Chain!This quest is not linked to others.



 


Required Level:

 


Start: Speak with Guard Berton

End: Speak with Guard Berton


Lakeshire NPC Map


The Quest Starts a Chain!This quest is not linked to others.



 


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If you find other pieces of lore related to the Stockades Riots story, please email Rill@paladinsofthephoenix.org


Excerpts of the Defias Gang Report; by Fohklore

Concerning The Stockade Uprising

During the time of the Defias Brotherhood takeover in Westfall (For more information please see my report on Edwin VanCleef), VanCleef kept in constant contact with his allies in Stormwind. For his plan to attack Stormwind to succeed, he needed a sufficient distraction for the Stormwind Army. With a little help he managed to plant an agent named Bazil Thredd inside the Stockades, the Stormwind Prison. That agent was visited frequently by a man who called himself Maelik. It is not sure what conversations these two had but Maelik was most assuredly passing along orders from VanCleef himself. As VanCleef's plans neared completion, he gave the order to rise up. Maelik smuggled in weapons to the prisoners and under the direction of Bazil Thredd, the uprising began. The end of the Defias Brotherhood came when a few brave adventurers discovered Maelik was actually Lescovar, a shady noble of the King's Court. Lescovar was killed when he was witnessed meeting with a Defias Spy from VanCleef.

Other Prisoners of Note

When rumor spread of the uprising in the Stockades, many members of the Alliance hired adventurers to enter the Stockades and kill those who had wronged them.

Councilman Millstipe of Darkshire ordered the death of one Dextren Ward, who's heinous crime was the sale of dead bodies to Morbent Fel the Necromancer. Lescovar had Ward imprisoned instead of executed. It is assumed that Lescovar recruited Ward into the cause of the Defias.

Guard Berton was awaiting word that Targorr the Dread had been executed but his sources told him that a noble had put a hold on the execution. It is assumed that Lescovar was this noble and that he desired Targorr's help in the uprising. It is not certain whether or not Targorr was recruited in the Defias Brotherhood.

Kam Deepfury was one of the masterminds behind the attack on the Thandol Span in the Wetlands. The evidence is not clear but Lescovar may have pulled a few political strings to have Kam taken to the Stockades to aid in the uprising. Many dwarves died in the Thandol Span attacks and so Motley Garmason hired a few adventurers to specifically have Kam Deepfury killed.

 

Fohklore of the Darnassian Society of Knowledge Preservation

 

 

 

 

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This section contains spoilers. If you want to figure it out on your own, read no further.


The Stockades Walk-thru by Rill

First gather all your quests and get a good group together. Head to the Stockades in Stormwind and enter the instance portal.

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 . When a mob starts to run away scared, use all your power to slow and stop them. The Stockades is small and it's easy for the mobs to run and get friends because they're not too far away. Your group might get more than they can handle.

4. 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.

5. 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.

6. 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.

7. If you 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: This instance DOES respawn all it's mobs except bosses.

8. Designate a MT and MA (Don't know what it means? Read the general instance guide.)

Now that that's all settled let's get started. First clear out the mobs in the hallway, pull them all the way up to the stairs so you have time to stop them before they run into the rooms on either side. Once the hallway is clear, clean out the rooms one at a time. Take your time and be careful. As you're clearing out these rooms you may come across Targorr the Dread and/or Kam Deepfury as they both have a chance to spawn in these rooms. If you do come across them, try to kill off the defias first before drawing them. Targorr can also spawn in the room at the end of the hallway. Clear out this room too even if he isn't there because you need bandanas and kills for your whole group and it's good to leave a clear room behind you.

Left or Right?

If you go Left keep reading. If you go right, skip this paragraph and go down to the next one. Clean out the hallways first, then the rooms, just like before. When you get to the room at the end of the hallway, have your puller bring guys into the hall so they won't run into the other rooms and get Bazil Thredd before you're ready for him. Once the main room is clear, find out which room Bazil is in and leave it alone. Clear out the other two rooms first. Now you're ready for Bazil. If you have a mage, have them sheep one of the guys nearest to Bazil. If you have a rogue, have him try and sap. MT should stay on Bazil Thredd while MA and the rest of the group clears everyone else out. Kill Bazil, loot his head then proceed back down the hallway.

Right Corridor...Clear out the hallway and then the rooms just like before. When you reach the end room you will see Hamhock the Ogre with two defias near him. Have a mage sheep or a rogue sap one of them and MT keep the aggro of Ham while MA kills the other defias. Kill Ham and clear out the rest of the room. Find out which room Dextren Ward is in and leave it alone. Clear out the other two rooms first. Now you're ready for Dex. Have a mage/rogue sheep/sap one of the stooges with Dex. MT Dex and MA the rest of the bad guys. Take down Dextren and loot his hand. If you did not go down the left Corridor yet then read the paragraph above this one.

If you don't yet have all the kills and bandanas you need, don't worry. The instance will respawn on the generic mobs for you to kill to your heart's content. Just proceed carefully and slowly. When you're done, head out of the instance to turn in your quests.

Congratulations! You've completed the Stockades!

 

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Lost? Good, otherwise I'd be out of a Job. Here are some maps to help you through!

| The Stockades | Mob Map |


 

 


 


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This section has recommendations for what kinds of groups to attempt to create before entering the Deadmines. Please note this is only to be taken as advice and not as fact.


Stockades Groups

Ideally each person in the group will be at least 25+, perferably 28+. A really good group would have a warrior, a priest, a mage, a rogue and a paladin. You need to at least have the following before you can enter the Stockades and expect to survive:

1. A Full Party of 5 people

2. A Healer

3. Someone who can Resurrect often (druids are nice but a priest or pally is better)

4. A Tank

When you are in an instance, each class has a role to play for the benefit of the entire group. There is no such thing as solo because everyone in the group depends on everyone else to survive the instance. Sometimes the group role requirements vary with each instance and depending on what other classes are in your group. Here are some basic guidelines for each class for this particular instance.

Backup Healer and Backup Rez. You will rez the priest or paladin if they die. You will help with healing when the priest is hard pressed to keep everyone healed or has died. You also are a tank, use your abilities to help the tanks keep aggro off the other healers. Sometimes you may have to pull mobs.

 

You are a puller. It is your primary job to pull mobs back to where the group is standing, one or two at a time. The Hunter's biggest problem in instances is their pet running off and dragging back more aggro than the group can handle. Keep your pet in passive mode and use the commands to tell them to attack specific things only. A pet is very useful when trying to get aggro off of the healers. You secondary job is to do just that.

 

You are crowd control. Sometimes you may have to pull mobs, but it's not ideal since you wear cloth. Use your Frost Nova to help keep mobs away from your healers and use sheep on unexpected/added on mobs. Be sure to tell the group which mob you are sheeping so they know not to attack it. Secondarily you are a damage dealer. Be careful not to do more damage than the tanks or you will find yourself being the tank.

 

You are a tank. Kill the mobs and concentrate on keeping their aggro on you and off your healer. You are also a backup healer and rez. Only in a worst case scenario will you need to become primary healer, after the priest or druid has died or run out of mana.

 

You are the primary healer and rezzer. Things will always be after you because you cause a lot of healing aggro but depend on your tanks to keep them off you while you stay alive and keep them alive. You will rarely ever have to go offensive. Save your mana for crucial moments when your group needs you to heal them. If you want to attack and help deal damage then use a wand because it requires no mana and you can keep your distance from the mobs.

 

You are crowd control. If there is a group of three you can sap one and make it two for a little while. You are also a damage dealer seeing as the tanks will be keeping most of the aggro, you can slip behind your targets and backstab away. Your secondary job is mob puller if it is needed.

 

You are a damage dealer and with your pet you help with crowd control too. Like the hunter, you pet can undo the whole group if you don't have it in passive mode. Use it's commands to direct specific attacks against mobs. It's unique ability to gain and hold aggro makes it a huge help to the healers.

 

You are a tank. Use all your abilities to keep aggro off your healer and other weaker party members. Your secondary job is a mob puller but only if there are no other pullers. When there are other pullers, LET THEM PULL. Don't go charging into battle because you may inadvertantly draw more mobs than the group can handle. Once the mobs are within your reach, then feel free to smash them to bits.

 

 

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A general overview of the kinds of mobs you may encounter while venturing through the Deadmines. Ordered Alphabetically.

= Boss Mob

= This item does not always drop or the mob does not always spawn.


Bazil Thredd

Loot:

Head of Bazil Thredd

Defias Captive

Loot:

Varies

Red Wool Bandana

Defias Convict

Loot:

Varies

Red Wool Bandana

Defias Inmate

Loot:

Varies

Red Wool Bandana

Defias Insurgent

Loot:

Varies

Red Wool Bandana

Defias Prisoner

Loot:

Varies

Red Wool Bandana

Dextren Ward

Loot:

Hand of Dextren Ward

Hamhock

Loot:

Varies

Kam Deepfury

Loot:

Head of Kam Deepfury

Targorr the Dread

Loot:

Head of Targorr the Dread

   

 

   

 

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