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Gnomeregan |
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Gnomeregan FAQ
Author: Dreamwalker
E-mail: DreamerDCLXVI@gmail.com
Table of Contents
101. Recommended Classes.
102. Quests involving "Gnomeregan"
103. Gnomeregan
103a. Going through the front entrance
103b. Going through the back entrance
103c. Where two paths converge
105. Rare Item Drops
105a. Loot Etitquete.
106. Legalities
101. Recommended classes
Gnomeregan is very different from any past Instances you may have faced in
that there will be times when you will be dealing with several regular mobs
at once, instead of a couple of elites at a time. For this reason I reco-
mmend the following classes:
At least 1 mage: Most mages will have Improved Arcane Explosion fully
specced right now making it instant cast. This will take out multiple
regular mobs very quickly. However, the mage will likely take consider-
able damage from the mobs as the tank for the party likely won't be able
to keep the hate from four mobs off of the Mage, for this reason I also
recommend:
A priest: Although I'd usually recommend a priest for any party it is
especially neccesary here if you have a mage. The priest should use short
burst heals while healing the mage and should probably start a heal when
the mage reaches 3/4 health. If he waits too long the mage will die before
the heal goes off. Power Word: Shield is also very handy in case the priest
is a little late on a heal.
102. Quests involving Gnomeregan
The Grand Betrayal High Tinker Mekkatorque (IronForge, Tinkertown)
Comments: This is the quest to kill the final boss of the dungeon.
Save Techbot's Brain! Tinkmaster Overspark (Ironforge, Tinkertown)
Comments: Techbot is located outside the instance
Gnogain Ozzie Togglevolt (Dun Morogh, Kharanos)
Gyrodrillmatic Excavationators Shoni the Silent (Stormwind, Dwarven District)
Comments: The robo-mechanical guts are found off of mechanical mobs in
Gnomeregan.
Essential Artifacts Klockmort Spannerspan (Ironforge, Dwarven District)
Back to Top
103. Gnomeregan
Gnomeregan is located in Dun Murogh in the northwest corner of the map. Since
it is right near Ironforge it is very easy to find a group inside Ironforge.
When you reach the area outside Gnomeregan go ahead and head inside the tunnel.
The first area is very linear and will take you straight to an elevator. Take
the elevator down and keep following the path untill you come to a fork in the
road. If you keep heading straight you will end up at the backdoor to Gnomer-
egan, which requires a key that I will go over later. Going straight will
also lead you to Techbot, which is a key mob for the quest "Save Techbot's
brain." I'd advise taking out a few mobs outside of the instance so that
everyone who doesn't have a white punch card can get one. The punch cards are
needed to get the prismatic punch card for the quest (INSERT QUEST NAME HERE).
Once everybody has a punchcard make sure they use it on the punchcard machines
outside of the instance to get the yellow punch card.
103a. Going through the front entrance
After you've completed your buisness outside of the instance head back to the
fork in the road and take the other path which will take you right to the
instance portal. Welcome to Gnomeregan, take a second to marvel at the
surroundings and continue reading once you are done. The room you are in is a
circular room with two paths leading out, you should be able to see both of
them from where you are standing. The mobs throughout the first couple parts
of the instance are very easy as they only range from 25-28+. Continue fighting
mobs along the passage untill you come the first split in the road. Going left
here will take you to a mini-event that involves you helping out a female
gnome seal some passages against multitudes of Troggs. It's actually pretty
fun to do, just remember to have your mage use his AoE spells. Once your
clear out the right side of invading troggs be sure to stand clear of the blast
as the falling rocks will kill anybody underneath them. Don't leave just yet,
though. A minute or two later some troggs will break through the left side
of the wall (as if it wasn't obvious with the loose pile of rocks sitting
there >_>). After taking out another wave of troggs the big daddy trogg and
his cute alligator will come out to say hi:
/////////////////////////////////////
Optional Fight: Grubbis (29+ elite trogg Mob)
Grubbis comes equipped with his very own alligator(or Crocodile..meh).
Ignore the alligator and go for Grubbis. He is pretty easy with 5 level
30's beating on him, he should go down without much healing needed.
Alternativly you could have your tank hold Grubbis' attention while the other
4 party members take out the crocigator. >_>
/////////////////////////////////////
After you beat Grubbis head back to the main circular path and head
towards the other exit, fight through the short cluster of mobs and head down
the stairs to reach the safe zone. Here you can find the Sparklematic 3000 and
for 3s you can uncover any grime-encrusted objects you may have found. IMO,
it's only worth it the first time for the XP gain as I've never gotten anything
worthwhile out of them. There is a vendor here where you can sell your stuff
and buy a limited assortment of components, kind of sucks that he doesn't re-
pair though. The next room has a large number of mobs in it, luckily you don't
have to fight all of them to continue, the path continues to the immediate left
of the stairs you just decended down. Be sure to grab your next punchcard for
the punchcard machine on your way through. You will be in a room with multiple
elite oozes now, also in this room is a rather large water elemental who drops
a very nice dagger for any rogues in your group. So find him if you want that
extra loot. Heck, find him even if you don't want it:
/////////////////////////////////////
Optional Fight: Viscious Fallout (29+ elite elemental mob)
Another easy fight. He isn't much harder than the other elemental elites in
the room. I haven't seen him use any special abilites that need noting so
really just treat him like a regular elite mob.
/////////////////////////////////////
After Fallout, head to the exit on your left side of your mini-map. Also
notice the large grey pillars that are rather loud, these are the artifacts
for the [INSERT QUEST NAME HERE], opening each one will reveal one arifact. This
path will take down a moderatley long hallway with several elites that you
will be facing two and sometimes three at a time. There is a bottom and top
path to take going down so choose your poison. I do find that the top path is
slightly easier as enemies tend to run behind you when they get low on health
as opposed to the enemies on the bottom of the path who run to the top path and
agg all the mobs there when they run away. Regardless of which path you take,
I urge you to watch out for those walking alarms. After 3 warning calls they
will summon several elite mechanostrider riders which pretty much equals a wipe
if your party is already engaged with other mobs. Have a mage or someone with
an instant range attack on alarm duty, his job being to instant nuke any alarms
they come near the part. Be warned as they do come from the top and bottom so
be sure the delegated party member is aware of all of his surroundings.
Continuing down either path will lead you to a giant circular room with yet
another raised platform in the middle. This room only has you facing one or
two elites at a time, but in return pits you against several regular mobs at a
time. If you brought a mage with you, have him do the Arcane explosion thing
while someone heals him, this will make this area progress much much faster.
Another neat method is to have a paladin AoE tank using Holy Shield/Consecra-
tion, retribution aura, and any other "damage on hit" spells such as
(Fire Shield, Thorns, etc). That works even better when the paladin has a
shield with a spike attached to it.
Following the circle path will lead you to a pathway down to the lower level,
but if you choose to you can fight your way to the raised platform and fight:
/////////////////////////////////////
Optional Fight: Electrocutioner 3000 (30+ elite something mob)
This guy can tear through a tank pretty fast, and a cloth wearer even faster!
Make sure the tank has his attention at all times using whatever means necc-
esary. He also has a chain lightning attack. In my opinion it's well worth
it to take him out everytime you do a front door run. Not only does he drop the
key to the backdoor, but he drops a very nice blue ring and an amazing 1H sword
/////////////////////////////////////
After you scrap up Electro, feel free to grab your next punchcard located in
the rear of the very same platform and head back down to the lower path via the
ramp leading down. You could jump if you wanted to, but I wouldn't recommend it.
Instead, take the ramp leading down and fight the mobs in the small hallway.
You will eventually reach the lower floor of the room you were just at a min-
ute ago. While the room is rather large, there is nothing of interest in unless
your group wants to grind it or get more artifacts. If not, then hug the wall
to your immediate left. The exit to this room that you are looking for is
literally a couple of inches away on your screen. Down this bending path is
where you will face the toughest mobs of this instance. This area poses a real
danger for your group especially if you have a relativley low level group.
In front of you lies the path leading to the boss, divided into 3 parts. In my
experience the left upper path is easiest. Start by having all your party mem-
bers hug the wall and keep hugging it. It's very easy for someone to get
excited here and wander too close to the center. Let me assure you that unless
you find the prospect of a 25+ mob pull enjoyable or funny, you don't want to
let this happen. Another challenge that presents a huge problem are the land
mines that the Dark Iron Dwarves drop. These land mines take 10 seconds to arm
and roughly another 5 seconds to detonate, upon detonation they deal 250+ AoE
damage to your group. It's very common to have to destroy 5+ mines for a 2
dwarf pull, so assign someone to mine duty and be on your way. While taking the
left path down, you will come to a fork in the road. The path straight leads to
the boss, while the path that does a 90 degree turn left leads to the back
entrance of the instance.
~***************************************~
103c. Where two paths converge
~***************************************~
So you are at fork in the road, if you took the front entrance, keep going
straight. If you took the back entrance, take a left. Either way, the path
will head in a downward spiral. If you are coming from the back entrance, this
just in: Another challenge that presents a huge problem are the land
mines that the Dark Iron Dwarves drop. These land mines take 10 seconds to arm
and roughly another 5 seconds to detonate, upon detonation they deal 250+ AoE
damage to your group. It's very common to have to destroy 5+ mines for a 2
dwarf pull, so assign someone to mine duty and be on your way. If you are
coming from the front entrance, I apologize for making you read that over again.
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