World of Warcraft/The Stockades

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The Stockades
World of Warcraft Instance Guide
Level Range: 24 to 32
Location: Stormwind


The Stockades is a level 24 to 32 instance. The instance entrance is located in the canal district of Stormwind near the Mage Quarter, so it is effectively open to only Alliance characters. Because it is easy to get to, and can be run in about an hour with a good group, it is one of the more popular instances in the game. Even on slow days, Stockade groups are easy to find.

Contents

The Entrance

The instance entrance is located in Stormwind, so the instance entrence is easy to get to. A good tank and healer are necessary to defeat Bazil Thredd, unless you have a very high level group. There are five locked ironbound chests in the Stockades, so runs will be more profitable if you bring a rogue.

The Instance

After you enter the instance, at the bottom of the stairs you’ll see a long hallway ("1" on the map), with four rooms branching off, two on each side. Carefully pull the mobs in the hallway, and try not to aggro any of the mobs in the nearby rooms. Remember that these mobs attempt to run away in fear before they are killed, so be sure to use any spell or ability (like hamstring) you have to keep them from aggroing additional mobs. Once the hall is cleared, you can look into each of the rooms. Targorr the Dread might be in one of these rooms, or he may be farther down the hallway. Targorr does have fairly high health and DPS, but doesn’t have any tricks or special abilities.

If you don’t see him, and you don’t need Red Wool Bandanas for the Color of Blood quest, you can bypass these rooms and go straight down the hall. You'll then pass two halls, with stairs going down, that branch off both sides. At the end of the hall is a room ("2" on the map) with several mobs that require careful pulling to avoid provoking all of them at once, but otherwise should be fairly straightforward. Traggor the Dread should be here if you didn’t encounter him earlier.

The west hallway (left, as you enter) is slightly easier and is usually the direction parties go first. This hall ("3" on the map) has closely spaced mobs that require careful pulls. The first set of rooms can be skipped if you’re in a hurry, but don’t forget that each of the second set of rooms has an ironbound chest.

At the end of this hall you’ll see another circular room ("4" on the map) with Dextren Ward standing in the center. If you don’t see him, he’s in one of the three small rooms nearby. Dextren uses an area effect fear spell, so it’s important to pull him far into the hallway, lest one of your group’s members agro additional mobs as they run in fear. Don’t forget to get his hand for the Crime and Punishment quest. There is another chest in the north room, so you may want to clear this room, even if you skip the others.

The east hallway is similar in layout to the west hall, with the exception of a flight of stairs at the beginning. Clear the hallway and on the second room on the right ("5" on the map), you’ll find Kam Deepfury, who you’ll need to kill for the The Fury Runs Deep quest. There is a chest in this room, and another in the room across the hall.

At the end of the hall is mini-boss Hamhock. Mini-boss Hamhock in the large room ("7" on the map) just past at the end of the hall. You’ll need to kill him to get to Bazil Thredd, who is in one of the small rooms adjoining the main room.

One of the keys to defeating Thredd is to clear out the rooms adjoining the main room. However, if you enter the main room ("7"), you run the risk of aggroing Thredd. The best strategy is to send one character into the main room and pull the mobs it the adjoining rooms back into the hallway ("6"). Once those rooms are empty, you can confront Thredd.

Bazil Thredd is the hardest boss in the instance, and puts out large amounts of damage. A good tank backed up with a good healer is necessary to take out this boss. He also has an area effect fear spell. This will send your party members into the other rooms and aggro any Defias you failed to clear out.

Once Thredd is dead, you can use your hearth stone to exit the instance. You may want to simply walk out, especially if you have the Quell the Uprising quest, which is turned in next to the instance entrance. Be careful, however, because the mobs in this instance are on a fairly short respawn timer, and areas you previously cleared may be once again have mobs.

Bosses

Quests

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