Scarlet Monastery Horde v2 -...

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DUNGEON INFORMATION Location Territory Quests Time to Complete Tirisfal Glades Horde Alliance / Horde 3-4 hours Suggested Levels 33-40 Primary Enemies Humanoid The Scarlet Monastery, home to the Scarlet Crusade, is a prime location for those players who have reached mid-30s in level and are looking for a good challenge with spectacular rewards. The Scarlet Crusade was once dedicated to wiping the Scourge from its foothold on Northern Azeroth, but it has since become corrupted. Their focus has shifted from the Scourge itself to sending all who oppose them into the twisting nether. Located northeast of the Ruins of Lordaeron, the known center of Undead power, the Scarlet Monastery is home to this fanatical group of soldiers, crusaders, monks, and practitioners of magic. 1 The Scarlet Monastery is a short trip northeast of the Undercity in Tirisfal Glades. For Alliance players, travel north from Southshore, skirt the edge of the Undercity, and then travel north and a bit east to reach it. Because this is the beginning area for Undead players, the available resources, while abundant, are low level. Until you reach the grounds outside the Monastery itself, the enemies are also low level. However, the enemies just outside the Monastery are level 30 elites, a mix of casters and melee fighters. BEYOND LORDAERON’S RUINS CATHEDRAL CATHEDRAL GRAVEYARD GRAVEYARD ARMORY ARMORY LIBRARY LIBRARY GRAND GRAND VESTIBULE VESTIBULE

Transcript of Scarlet Monastery Horde v2 -...

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DUNGEON INFORMATIONLocation

Territory

Quests Time to Complete

Tirisfal Glades

Horde

Alliance / Horde 3-4 hours

Suggested Levels

33-40

Primary EnemiesHumanoid

The Scarlet Monastery, home to the Scarlet Crusade, is a prime location for those players who have reached mid-30s in level and are looking for a good challenge with spectacular rewards. The Scarlet Crusade was once dedicated to wiping the Scourge from its foothold on Northern Azeroth, but it has since become corrupted. Their focus has shifted from the Scourge itself to sending all who oppose them into the twisting nether. Located northeast of the Ruins of Lordaeron, the known center of Undead power, the Scarlet Monastery is home to this fanatical group of soldiers, crusaders, monks, and practitioners of magic.

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The Scarlet Monastery is a short trip northeast of the Undercity in Tirisfal Glades. For Alliance players, travel north from Southshore, skirt the edge of the Undercity, and then travel north and a bit east to reach it.

Because this is the beginning area for Undead players, the available resources, while abundant, are low level. Until you reach the grounds outside the Monastery itself, the enemies are also low level. However, the enemies just outside the Monastery are level 30 elites, a mix of casters and melee fi ghters.

BEYOND LORDAERON’S RUINS

CATHEDRALCATHEDRAL

GRAVEYARDGRAVEYARD

ARMORYARMORY

LIBRARYLIBRARY

GRANDGRANDVESTIBULEVESTIBULE

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MYTHOLOGY OF THE TITANS

Quest Level: 28 to Obtain

Location: Ironforge

Quest Giver: Mae Paledust

Goal: Retrieve Mythology of the Titans

Experience Gained: 360-3550

Reward: Explorers’ League Commendation (Neck: +6 STA/+6 SPI)

Pay a visit to the Explorers’ League inside Ironforge. One of its members is Mae Paledust who seeks the knowledge contained inside a book entitled Mythology of the Titans. In order to obtain this book, you must search the Library inside the Scarlet Monastery.

The book spawns near the end of the Library section of the instance, close to the encounter with Arcanist Doan. The book vanishes after each member in the group picks it up, so some patience is required when everyone needs to complete this quest.

IN THE NAME OF THE LIGHT

Quest Level: 34 to Obtain

Location: Hillsbrad Foothills

Quest Giver: Raleigh the Devout

Goal: Kill High Inquisitor Whitemane, Scarlet Commander Mograine, Herod, the Scarlet Champion

and Houndmaster Loksey

Experience Gained: 470-4700

Reward: Sword of Serenity (1H Sword, 30.0 DPS, +9 STA/+4 SPI) or Orb of Lorica (Off-hand,

+6 INT/+11 SPI) or Black Menace (Dagger, 29.7 DPS, possible Shadow Damage) or

Bonebiter (2H Axe, 38.8 DPS, +20 STR/+10 STA)

In order to obtain this quest, you must fi rst complete a quest entitled Down the Scarlet Path, which begins at Cathedral Square in Stormwind, and culminates at Nijel’s Point in Desolace. Once these early steps are complete, travel to Southshore and speak with Raleigh the Devout.

The four targets of this quest are scattered around the instanced areas of Scarlet Monastery. Houndmaster Loksey and the three Tracking Hounds that serve as his guardians are at the Huntsman’s Cloister, found inside the Library wing. Herod, the Scarlet Champion, awaits you at the end of the Armory. The greatest test comes at the hands of High Inquisitor Whitemane and Scarlet Commander Mograine, found together inside the Cathedral.

ALLIANCE QUESTS MAGE ONLY QUEST / HORDE & ALLIANCE

RITUALS OF POWER

Quest Level: 30 to Obtain

Location: Faction-Specifi c Mage Trainer

Quest Giver: Tabetha

Goal: Retrieve Rituals of Power

Experience Gained: 320-3150

Once a mage reaches level 30, the mage trainer sends you to Dustwallow Marsh in order to speak with Tabetha. She asks you to retrieve a book entitled Rituals of Power. First, you are directed to Shimmering Flats to speak with Magus Tirth.

Unfortunately, Magus Tirth has fallen on hard times and lacks a copy. However, he sends you to the Scarlet Monastery to obtain the book. It’s in the same area as Mythology of the Titans, inside the Library near Arcanist Doan.

HORDE QUESTS

INTO THE SCARLET MONASTERY

Quest Level: 33 to Obtain

Location: Undercity

Quest Giver: Varimathras

Goal: Kill High Inquisitor Whitemane, Scarlet Commander Mograine, Herod, the Scarlet Champion and

Houndmaster Loksey

Experience Gained: 525-5150

Reward: Dragon’s Blood Necklace (Neck, +12 STA/+5 SPI) or Prophetic Cane (Off-hand, +5 STA/+

12 INT) or Sword of Omen (1H Sword, 29.7 DPS, +9 STR/+3 AGI/+4 STA)

The Scarlet Crusade’s continued existence so close to the Undead’s stronghold is cause for concern. Varimathras wishes to eliminate this threat by destroying its leadership.

The four targets of this quest are scattered around the instanced areas of Scarlet Monastery. Houndmaster Loksey and the three Tracking Hounds that serve as his guardians are at the Huntsman’s Cloister, found inside the Library wing. Herod, the Scarlet Champion, awaits you at the end of the Armory. The greatest test comes at the hands of High Inquisitor Whitemane and Scarlet Commander Mograine, found together inside the Cathedral.

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HEARTS OF ZEAL

Quest Level: 33 to Obtain

Location: Undercity

Quest Giver: Master Apothecary Faranell

Goal: Collect 20 Hearts of Zeal

Experience Gained: 330-3300

After completing a quest named Going, Going, Guano! For Master Apothecary Faranell, he requests a second component for his chemical experimentation.

Because Hearts of Zeal drop from any of the elite enemies of the Scarlet Crusade, it’s not necessary to enter any of the instances to complete this task. However, it’s more effi cient to collect these Hearts while fulfi lling the obligations to other quests inside the instanced areas.

TEST OF LORE

Quest Level: 33 to Obtain

Location: Undercity

Quest Giver: Parqual Fintallas

Goal: Retrieve Beginnings of the Undead Threat

Experience Gained: 210-2100

This quest is part of the series started by Braug Dimspirit in Stonetalon Mountains. The Beginnings of the Undead Threat book is in one of the fi rst side rooms on the left side of the Library. The book lies open on a desk.

COMPENDIUM OF THE FALLEN

Quest Level: 28 to Obtain

Location: Thunder Bluff

Quest Giver: Sage Truthseeker

Goal: Retrieve Compendium of the Fallen

Experience Gained: 360-3550

Reward: Vile Protector (Shield, 1051 Armor, +4 STR, possible Shadow Damage) or Forcestone Buckler

(Shield, 1051 Armor, +3 STA/+8 SPI) or Omega Orb (Off-hand, Increase magic effects up

to 6 points)

This quest is not available to Undead characters, in keeping with the storyline. The Compendium of the Fallen book is on a bookshelf in the hallway just before you reach Arcanist Doan’s chamber.

THE GRAND VESTIBULE

LEGEND

A Graveyard Entrance (unlocked)

B Library Entrance (unlocked)

C Armory Entrance (locked)

D Cathedral Entrance (locked)DD CC

BBAA

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NPC LEVEL

Scarlet Augur 30-31 EliteNotes: Shadow Bolt

Scarlet Disciple 30-31EliteNotes: Holy Smite

Scarlet Sentry 30-31 Elite

ENEMIES IN THE GRAND VESTIBULE

The Grand Vestibule is remarkable only for holding the entries to the four instances: Graveyard, Library, Armory, and Cathedral. Unless you’re trying to collect Hearts of Zeal, the best idea for your group is to hurry to the instance of choice as quickly as possible.

Scattered amongst the columns, side-rooms, and statues are stationary guards and a handful of roaming enemies. If your level is high enough to have acquired any of the quests for this location, these guards pose little threat when taken in small numbers.

Of the four entry points, two are initially locked. In order to access the Armory and Cathedral, you must fi rst venture though the Library, defeat Arcanist Doan, and claim the Scarlet Key from his strongbox. The two open portals are for the Graveyard (western-most entrance) and Library (eastern-most entrance). The locked door on the eastern half of the Grand Vestibule leads to the Armory. Beyond the other locked door is the Cathedral.

GRAVEYARD

SUB-LEVEL 1SUB-LEVEL 1

SUB-LEVEL 2SUB-LEVEL 2

RCRC

RCRC

11

88

CC

77

HERBALISTSKingsblood and Grave Moss nodes are located in Graveyard.

22

33

44 55

66

LEGEND

1-6 Azhir the Sleepless, Fallen Champion or Ironspine

7 Bloodmage Thalnos

8 Interrogator Vishas / Vorrel Sengutz

RC Random Treasure Chest Location

C Permanent Treasure Chest Location

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CHAMBER OF ATONEMENT

ENEMIES IN THE GRAVEYARD

The path to the Graveyard winds through a short hallway with two guards, then ends at the Chamber of Atonement. There are two points of interest inside this room. One is Interrogator Vishas, who stands over Vorrel Sengutz, around the corner from the entryway. Before you meet him, clear out the guards from the doorway, then take the roaming caster. With those nuisances out of the way, it’s time to face Vishas and the Scarlet Scryer who stand at the table. Vishas is a tough nut to crack but does not possess any noteworthy tricks.

NPC LEVEL

Suffering Victim 25

Scarlet Sentry 30 Elite

Scarlet Scryer 30 EliteNotes: Shadow Bolt

Scarlet Torturer 30 Elite

Unfettered Spirit 32-33

Anguished Dead 32-33 EliteNotes: Veil of Shadow

Haunting Phantasm 32-33 EliteNotes: Spawns Illusory Phantasm

Vorrel Sengutz 8Notes: Gives quest to Horde players

Interrogator Vishas 32 EliteNotes: ImmolateFrequent Drops: Bloody Brass Knuckles (Fist Weapon, 16.6DPS) Rare Drop: Torturing Poker (Dagger, 21.2 DPS, +5 Fire Damage)

NPC LEVEL

Ironspine 33 EliteNotes: Rare spawnFrequent Drops: Ironspine’s Ribcage (Mail Chest, 235 Armor,+6 STR/+3 AGI/+17 STA), Ironspine’s Eye (Ring, +4 STR/ +9 AGI), Ironspine’s Fist (1H Mace, 22.9 DPS, +7 STR)

Bloodmage Thalnos 34 EliteNotes: Shadow Bolt, Flame Spike (AoE), Fire Nova (AoE)Frequent Drops: Orb of the Forgotten Seer (Off-hand, Increase magic effects by up to 7)

Azshir the Sleepless 33 EliteNotes: Rare SpawnFrequent Drops: Necrotic Wand (Wand, 33.2 DPS), Ghostshard Talisman (+9 STA/+4 SPI), Blighted Leggings (Cloth Legs, 45 Armor, +17 SPI, Increase Shadow damage up to 7.)

Fallen Champion 33 EliteNotes: Rare SpawnFrequent Drops: Embalmed Shroud (Cloth Head, 42 Armor, +7 STA/+11 INT/+12 SPI), Ebon Vise (Leather Hands, 70 Armor, +4 STR/+6 AGI, +8 STA), Morbid Dawn (2H Sword, 30.2 DPS, +10 STR/+15 STA)

The other point of interest is the chest that appears almost directly across from the entryway, very close to four members of the Scarlet Crusaders torturing a nameless Undead. If your group has minimal levels for the quests for the Scarlet Monastery, taking on four enemies simultaneously promises to be a tough fi ght, but the items found inside chests in world dungeons are generally worth the effort.

VORREL’S REVENGEIf you’re playing Horde and you’re at least level 25, Interrogator Vishas’ victim has a quest to share with you.

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FORLORN CLOISTER

HONOR’S TOMB

Beyond the courtyard is an underground tomb that holds an encounter with a powerful bloodmage. The steps leading down are guarded by the same undead types that roam the courtyard. The key to surviving encounters in confi ned spaces with many enemies is patience. Never pull more enemies than your group can reasonably handle. Always pull toward your group with a spell or ranged attack. Never charge into a cluster of enemies when you can’t see what’s around the corner.

Bloodmage Thalnos awaits you in the lowest level of Honor’s Tomb. Keep the casters clear of his immediate area, as he makes liberal use of both of his Area of Effect spells: Fire Nova and Flame Spike. Assign a primary tank (preferably one with no signifi cant ranged ability) to keep Thalnos’ attention, then hammer away at him outside the range of his spells while keeping the tank alive and kicking. Savor this victory, but don’t get cocky. Greater challenges await you deeper inside the Scarlet Monastery!

IMMUNITIES ABOUNDA common theme in many encounters with named enemies is that man debuff skills have no effect. A handful do work, but you’re better off focusing on infl icting damage and healing as necessary.

Follow the short hallway and fl ight of stairs beyond the Chamber of Atonement to the Forlorn Cloister. This is the true graveyard, and it has been overrun by wandering spirits and reanimated, rotting carcasses.

The good news is that the whitish Unfettered Spirits wandering the graveyard are not elites. The bad news is that they are plentiful and often roam in groups of three. The black Haunting Phantasms are elite and should be eliminated individually. They have a nasty trick where they summon Illusory Phantasms to harass the group. These Illusory Phantasms despawn after a single hit, so assign one person in the group to eliminate any as they appear.

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LIBRARY

LEGEND

1 Houndmaster Loksey

2 Arcanist Doan

C Treasure Chest

B1 “Beginnings of the Undead Threat”

B2 “Compendium of the Fallen”, “Mythology of

the Titans”, “Rituals of Power”

ENEMIES IN THE LIBRARY

NPC LEVEL

Scarlet Adept 33-34 EliteNotes: Holy Smite. Heal.

Scarlet Gallant 33-34 EliteNotes: Crusader Strike. Hammer of Justice.

Scarlet Beastmaster 34-35 EliteNotes: Linked to Scarlet Tracking Hounds. Ranged attacks. Exploding Shot.

Scarlet Chaplain 34-35 EliteNotes: Renew.

Scarlet Diviner 34-35 EliteNotes: Fireball.

Scarlet Monk 34-35 EliteNotes: Unarmed, fast attacks. Uses Kick to stop skills/spells.

Scarlet Tracking Hound 34-35 EliteNotes: Linked to Scarlet Beastmaster.

CC

B1B1

CCB2B2

22

11

HERBALISTSFadeleaf and Liferoot nodes are located in the Huntsman’s Cloister.

NPC LEVEL

Houndmaster Loksey 34 EliteNotes: Guarded by three Scarlet Tracking Hounds. Enrage.Frequent Drops: Dog Training Gloves (Leather Hands, 62 Armor, +30 Attack Power vs. Beasts), Dog Whistle (Summons Tracking Hound guardian).Rare Drop: Loksey’s Training Stick (Staff, 31.3 DPS, +60 Attack Power vs. Beasts).

Arcanist Doan 34-35 EliteNotes: Silence, Arcane Bubble (shield), Arcane Explosion (AoE), Sheep, Detonation (AoE).Frequent Drops: Illusionary Rod (Staff, 34.7 DPS, +7 STA/+15 INT/+10 SPI), Mantle of Doan (Cloth Shoulder, 38 Armor, +8 INT/ +7 SPI), Hypnotic Blade (Dagger, 26.8 DPS, +8 INT/+3 SPI), Robe of Doan (Cloth Chest, 50 Armor, +4 STA/+13 SPI).

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HUNTSMAN’S CLOISTER

There are multiple groups of two and three Scarlet Adepts and Gallants that line the fi rst hallway inside the Library, and there’s enough space that careful pulls should bring only a manageable number of enemies at the same time. The danger lies in a pair of patrols that move through the hallway. Quickly dispatch the fi rst pair of guards just inside the hallway; then wait for the patrols to move close, and eliminate them before advancing down the hallway.

If any member of the group is even slightly under level here, it’s a better idea to pull individual enemies into the hallway after clearing it out. Scarlet Beastmasters and Tracking Hounds roam the interior courtyard, and the stone path around it is packed with Scarlet Gallants. One wrong step, or one fl eeing enemy, could result in suddenly overwhelming odds against your group.

Tucked away in an alcove off the Huntsman’s Cloister is Houndmaster Loksey and three Scarlet Tracking Hounds. Loskey is the most dangerous of the quartet, and he should be the fi rst target for the group. To start the fi ght, put as many of the Hounds out of commission as your group has available skills. Use Sheep (Mage) and Hibernate or Root (Druid) to keep the Hounds from entering the fray until after Loksey is eliminated. Loksey doesn’t have many tricks, but he does have an impressive number of hit points and sometimes uses Enrage to add some punch to his attacks.

GALLERY OF TREASURES

Another short hallway with scattered groups of Scarlet Gallants and Adepts leads from the Huntsman’s Cloister to the Gallery of Treasures, which marks the true beginning of the Scarlet Monastery’s collection of books. If you have any of the quests that require retrieving a book, the end of that quest is at hand.

The books actually work to disguise dangerous pockets of Scarlet Crusaders, hidden in small alcoves of the main, carpeted path through the library. Do everything in your power to prevent any enemies fl eeing battle from reaching one of these spots, or your group could suddenly be outnumbered.

Keep fi ghts contained in as small an area as possible. Stick to the red carpet, or clear out a room, and continue to pull enemies into it to reduce the number of ways they can escape and bring reinforcements.

FURTHER READING AVAILABLEScattered among the bookshelves, tables, and benches are a handful of books from which you can read selected chapters. Mouse over any book that catches your eye, and wait for the magnifying glass pointer to appear.

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ATHENAEUM

This is the fi nal part of the Library. There are two rooms, fi lled with books on both sides of the carpeted walkway, and Scarlet Monks are the most common enemies waiting for your group. It is vital to keep the group’s healers clear of the Monks. They lash out with a Kick attack identical to the ones known by rogues. Having the group’s healing spells unavailable for any amount of time could turn the tide of any battle.

When you reach the circular room at the end of the Athenaeum, do not cross the threshold into it until all enemies outside have been eliminated! Arcanist Doan is a diffi cult fi ght, and you don’t want to provide him with any assistance. Once the room outside of Doan’s chambers is cleared, take the time to heal, restore mana and buffs, and prepare to tackle a powerful Mage.

Because both Arcane Explosion and Detonation are area of effect spells, keep the group’s cloth wearers in the doorway and Doan far enough away from it that they aren’t caught inside their range. Expect Doan to sheep whichever group member catches his attention for a while. When this happens, keep the fi ght close to that sheeped group member, and wait for another AoE to break the spell. Doan’s fi nal trick is a shield called Arcane Bubble. One he deploys this, and you manage to crack it, the fi ght is essentially over.

Before you leave Doan’s study, look for the lockbox near the back of the room and loot the Scarlet Key from inside. Everyone in the group can pick it up and should do so. This key grants access to the Armory and the Cathedral.

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ARMORY

LEGEND

1 Herod, Scarlet Champion RC Random Treasure Chest Location

11

RCRC

RCRC

HERBALISTSLook for a Fadeleaf node in the Armory.

ENEMIES IN THE ARMORY

TRAINING GROUNDSThe initial hallway inside the Armory is sparsely guarded, which may seem comforting at fi rst, but don’t let that quiet lull you into any sense of security. Beyond this fi rst hallway, the enemy groups are numerous and packed densely.

After eliminating the two guards at the end of the hallway, set your group inside but out of the direct line of sight of the Training Grounds. The fi rst order of business is to eliminate the roaming unit that patrols the walkway around the Training Ground’s Courtyards. Pull the roamer fi rst, eliminate it, and continue the pattern for the stationary enemies closest to the doorway. When targeting an enemy from the stone walkway, check the interior courtyard for any potential adds to the pull.

When the area is secured except for the fi nal sets of enemies near the stairs leading to the next area, watch for a second roamer that paths to the bottom of the stairs. Before advancing up the stairway, dispatch the roamer, and set up to fi ght either on the stairwell or just below.

NPC LEVEL

Scarlet Trainee 30Notes: Low Hit Points.

Scarlet Soldier 35-36+Notes: Improved Blocking.

Scarlet Conjurer 35-36+Notes: Fireball. Summons Fire Elemental (melee attacks do fi re damage).

Scarlet Guardsman 36-37+Notes: Defensive Stance. Disarm.

Scarlet Evoker 36-37+Notes: Flame Shield III. Fireball. Flame Strike.

NPC LEVEL

Scarlet Protector 36-37 EliteNotes: Devotion Aura. Holy Light.

Scarlet Myrmidon 37-38 EliteNotes: Dual wield. Enrage.

Scarlet Defender 37-38 EliteNotes: Battle Shout. Improved Blocking. Shield Bash.

Herod 40 EliteNotes: Invulnerable while spinning.Frequent Drops: Raging Berserker’s Helm (Mail Head, 213 Armor, +13 STR/+8 STA, Improves crit chance 1%), Herod’s Shoulder (Mail Shoulder, 196 Armor, +6 STR/+15 STA), Scarlet Leggings (Mail Legs, 233 Armor, +20 STR/+10 STA).

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FOOTMAN’S ARMORY

Just like the Training Grounds, pull the enemies closest to the stairwell into areas that you’ve already cleared. A single runner could pull up to three new elite enemies into battle. Unless your group is of an extremely high level or possesses many ways to hold enemies out of combat (such as Sheep or Sap), this typically results in a trip to the local graveyard and a run back into the instance to reclaim your bodies.

When you draw closer to the exit to the next area, watch for yet another roamer that walks between the Footman’s Armory and the Crusader’s Armory. Allow this Scarlet Crusader to reach the end of his path before engaging him. If you fi ght too close to the hallway leading to the next area, you may draw the enemies just inside the hallway into the fray.

CRUSADER’S ARMORY

The hallway past the stairs is packed with various types of Scarlet Crusaders, so pull the fi rst two groups down into the stairway to limit the danger of runners. Continue to work methodically through the clumps of Scarlet Crusaders, and watch for the two roaming enemies.

There is at least one other point of interest in this area, and that is the barrels of Red Rockets. These are fl ashy fi reworks, not a ranged weapon, but they are free and fun! Clear the fi nal hallway past the Crusader’s Armory, then take some time to restore health and mana and set up the group’s buffs for an encounter with an opponent with powerful melee attacks.

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HALL OF CHAMPIONS

This hall dedicated to fallen heroes is the stage for the fi nal battle inside the Armory against the Scarlet Champion, Herod. For this battle, keep anyone with ranged attacks on either side of the staircase, but move close enough to maintain line of sight on your target: Herod for damage, others in the group for healing.

Herod possesses enormous strength, a powerful 2H Axe, a large health pool, and one other trick, Whirlwind. The good news for you is that Herod announces his intention to initiate the Whirlwind attack by shouting a plea to the Light. When you hear Herod’s prayer, everyone should stop attacking and move away from him. If he’s near you and on the fl oor of the hall, move up to the stairs. If he’s on the stairs, run to the fl oor of the chamber. While performing the Whirlwind, Herod is immune to all damage, and this attack cannot be interrupted. Use the brief opening to bandage, drink a potion, and reposition the group as necessary.

There are no other tricks to watch for while Herod lives, so focus on keeping Herod off the cloth and leather-wearing types, then stop attacking and get clear immediately upon hearing Herod’s plea to the light. Once Herod falls, everyone should drop down to the fl oor and bunch together as tightly as possible. A large contingent of non-elite Scarlet Trainees fi lls the room and swarms over the group. Fortunately, these trainees have little health, but their strength lies in numbers.

DEDICATED TO FALLEN CHAMPIONSOnce you’ve completed the battles inside the Hall of Champions, take some time to admire the statues found inside. Each statue has an accompanying plaque, which you can read by mousing over and clicking it.

There’s a good chance any mages and warlocks in the party have been itching to unleash area of effect spells that would’ve drawn too much attention in the hallways packed with elites, so consider this encounter a reward for their patience. Let loose with everything that hits multiple targets, and tear through the Trainees as quickly as possible.

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CATHEDRAL

LEGEND

1 High Inquisitor Fairbanks

2 Scarlet Commander Mograine

3 High Inquisitor Whitemane

C Permanent Treasure Chest Location

RC Random Treasure Chest Location

RCRC RCRC RCRC

CC33

22

RCRC

11

HERBALISTSLiferoot and Goldthorn nodes are in the Cathedral Courtyard.

ENEMIES IN CATHEDRAL

NPC LEVEL

Scarlet Defender 37-38 EliteNotes: Battle Shout. Improved Blocking. Shield Bash.

Scarlet Myrmidon 37-38 EliteNotes: Dual wield. Enrage.

Scarlet Wizard 38-39 EliteNotes: Arcane Explosion (AoE), Fire Shield III.

Scarlet Centurian 38-39 EliteNotes: Battle Shout.

Scarlet Disciple 38-39 EliteNotes: Renew.

Scarlet Abbot 39-40 EliteNotes: Heal. Renew.

Scarlet Champions 39-40 EliteNotes: Holy Strike.

Scarlet Monks 35-36 EliteNotes: Unarmed, fast attacks. Uses Kick to stop skills/spells.

Scarlet ChaplainsNotes: Renew.

NPC LEVEL

Scarlet Sorcerer 38-39 EliteNotes: Frostbolt. Slow. Blizzard.

High Inquisitor Fairbanks 40 EliteNotes: Fear. Sleep. Curse of Blood. Dispel Magic. Heal. Power Word: Shield.Frequent Drops: Often drops three Good items.

Scarlet Commander Mograine 42 EliteNotes: Hammer of Justice, Retribution Aura. Divine Shield.Frequent Drops: Aegis of the Scarlet Commander (Shield, 1548 Armor, +7 STR/+8 STA/+7 SPI), Mograine’s Might (2H Mace, 38.9 DPS, +17 STA, +16 SPI), Gauntlets of Divinity (Mail Hands, 168 Armor, +7 STA), Scarlet Leggings(Mail Legs, 233 Armor, +20 STR/+10 STA).

High Inquisitor Whitemane 42 EliteNotes: Holy Smite, Retribution Aura. Deep Sleep. Scarlet Resurrection. Mind Control.Frequent Drops: Whitemane’s Chapeau (Cloth Head, 52 Armor, +9 STA/+14 INT/+14 SPI), Triune Amulet (Neck, +7 STA/+7 INT/+7 SPI), Hand of Righteousness (1H Mace, 29.8 DPS, +8 SPI, up to +14 to spell effects).

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There are stairs leading up to the higher level of the garden to the left and right of the far end of the fountain and, coincidentally, the main chapel itself. Both sets of stairs lead to the same general area, but for each instance, a chest can randomly spawn at the top of either set of stairs. Look for the chest upon reaching the top of the stairs. If it isn’t there, turn around and look across the courtyard. You can climb into the fountain to cross the courtyard without acquiring aggro. Clear to the chest, and the goodies inside are yours!

The entire courtyard is visible from the fountain. Watch the movements of the roaming enemies, and pull them at the most opportune time. Several are casters; Wizards are point blank area of effect casters and charge the party. Sorcerers are long-range casters, so different strategies are required. Having a mage Counterspell the sorcerers usually brings them to you. Or you can have your puller run far enough back to bring the caster to the group.

Like the lower level, you can generally leave the far left and right sides alone. However, kneeling between the fountain and the chapel doors is a “hidden” enemy. Many a time he has surprised a group by standing up and aggroing unexpectedly. It’s a good idea to kill him before continuing to the chapel doors. The chapel is guarded by two sets of enemies, each independent from one another. Dispose of them before continuing to the chapel. The doors themselves require either the Scarlet Key or a skilled rogue to open.

Hushed whispers and ominous music assault the senses upon entering the fi rst hallway. Light fi lters through the windows on both sides, and guards are posted at several points. This fi rst hallway is somewhat easy to manage, however, as most enemies are singles.Two guards are at the end of the hallway. Slay them, and the hallway is yours to use as a safe pull location. There are some roaming defenders just outside the doorway leading into the garden; they’re able to cause severe chain aggro if they’re not pulled into the recently cleared hallway. Go slow and pull carefully. It’s a good idea to bring them into the hallway away from the opening. This does two things: 1.) It limits additional incoming enemy aggro. 2.) It forces those nasty casters into the hallway as they have direct line of sight rules. It’s defi nitely not a good thing to have a caster standing by the fountain sending ice bolts at your party!

After securing the area around the archway, continue pulling enemies that patrol around the fountains. Several groups are to the immediate left and right of the archway; they’ll defi nitely aggro low-level party members. Not all enemies need be killed though, as the far left and right should ignore your party. When it looks safe, lead your party out to the fountains and climb in. If you cleared all of the roamers around the fountains from your safe spot in the hallway, then there should be no problem running through the middle of the fountain to the waterfall. If you left a few roamers, take your time and pull them into the fountains. Your goal is to reach the waterfall safely.

CHAPEL GARDENS

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CRUSADER’S CHAPEL

Thundering beats fi ll the air as you step inside the chapel. The war-like music sets the scene for combat, and all around are enemies kneeling in respect and prayer for their cause. Commander Mograine is at the far end of the chapel standing near the decrepit and stained altar. Tread cautiously here, as one wrong move can cause the death of the entire party.

One of the best strategies is to position your group at the base of the stairs to the chapel doors and have one puller run just inside the chapel to pull. Generally, you get a minimum of two mobs per pull. Clear up the right side of the chapel, bringing mobs down to your waiting group below. Remember to pull the kneeling enemies along the right set of pillars as well, as these will aggro as you walk past them. Your goal is to clear the entire right side to the far end, leaving Mograine alone.

At this point it’s safe to bring your group inside. A group of three enemies is at the far end, around the corner and to the right. Charge these, keeping the fi ght down at the end and as far away from Mograine as possible. After killing them, proceed into the small room nearby. A monk kneels before a small table of candles. Dispose of him and rest up. The room may not look like anything out of the ordinary, but take a second look. The torch is the key to a hidden side room with a named enemy inside!

High Inquisitor Fairbanks awaits you and your party. He’s a fun fi ght and anything can happen. His arsenal of skills consists of: 1.) A nasty Curse that can be removed by a mage or druid. 2.) A mean Fear spell that can cause the best of groups to fl ounder in disarray and chaos. 3.) Power Word: Shield that gives him a nice damage absorb. 4.) Heal, which can be quite frustrating if not interrupted. 5.) Dispel Magic, which strips buffs in a short time. 6.) Sleep, a spell that renders you useless for the duration of the battle unless you take damage or are cleansed by a Paladin.

Initially, Fairbanks lies on the ground and does not aggro until you start the encounter. If you survive the wrath of Fairbanks, expect a few nice pieces of equipment. Congratulations! Once again, you can use this area to rest up, cure any curses, and rebuff yourselves before continuing.

Head back out into the main chapel area, and over to the chapel doors where you fi rst entered. Once there, work the left side in a fashion similar to how you cleared the right side. Your group should be safe to stay inside the chapel for this side as long as everyone stays far back from the enemies. After the left side is clear, lead the group around to the left side of the far-back section of the chapel (opposite Fairbanks). Three mobs stand outside two rooms, with each room containing mobs as well. Stand near the corner just before turning left down the side hall, and pull the fi rst room to your group. If you don’t, they may aggro as you walk past. Afterwards, pull the closest enemy to you in the main left hall; two of them are separate from the third and farthest mob. Proceed to kill these, then pull the third mob. All that should be left is the fi nal room. Clear this room as well.

After clearing the left hall, every mob in the chapel should be dead except for Scarlet Commander Mograine and the presently out-of-sight High Inquisitor Whitemane. Rest up, rebuff, and prepare yourselves for a very fun, scripted fi ght.

Mograine has a few tricks up his sleeves. He’s considered a Paladin; however, he does not heal himself. He uses the Hammer of Justice skill, which is a lovely little stun, and Retribution Aura, a damage shield based off of Holy damage and resistances. At some point during the fi ght, depending on how long it takes to kill him, he uses Divine Shield, which gives him invulnerability from attacks for the duration. Aggroing him starts the script. If there are any enemies left in the chapel at this point, they rush to his aid. It is imperative that you check for spawns before starting the battle with Mograine. After you kill him, don’t bother trying to loot his body.

The second he dies, the doors open nearby and Inquisitor Whitemane makes her fi rst appearance. Charge her, as she is a priest and stands back while casting Holy Smite on the fi rst person she sees. She is immune to stun, frequently uses Holy Smite and Retribution Aura. After she’s dropped down to half health, she casts an irresistible and unstoppable AoE sleep spell. This is where it gets tricky, and your party needs to be on its toes.

Whitemane proceeds to run to the fallen Mograine and bring him back to life. She heals both Mograine and herself to full health. At this point, your sleep spell should wear off, and the fi ght resumes. It’s a good tactic to have your tank hold the aggro of both Mograine and Whitemane, but have your group focus on Whitemane. Slay her fi rst before moving on to Mograine. Be on the lookout for spell graphics dark in nature. This isn’t a shadow bolt coming your way, but instead, Whitemane is attempting to take over the mind of one party member! If this happens, do not kill your party member! Your party member becomes attackable by your group, and also attacks someone in your group. Try to hold out until the mind control breaks, or, with a priest available, Dispel it. Killing Whitemane also breaks the mind control.

After Whitemane is dead, work on killing Mograine, again. He uses the same skills, but if he already used Divine Shield, he won’t use it again. This time, when Mograine dies, you can loot his body.

When you report back with the successful completion of so many tasks, expect relieved faces to greet the news. The deaths of the High Inquisitor and Commander have struck a blow to the upper levels of the Scarlet Crusade. With the loss of their Champion, Herod, the morale of the rank and fi le of the Crusade should be at an all-time low. In addition, the tomes rescued from the library all provide knowledge to aid you should the Crusade rise from the ashes of this devastating defeat.