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Template:Auchindoun

Sethekk Halls

Sethekk Halls entrance

Sethekk Halls is a wing of the Auchindoun instance.

Characteristics

Instance Name Faction Races Level Range Location
Sethekk Halls Neutral Neutral

Template:Race Icon Arakkoa Small Arakkoa

67-69 Terokkar Forest

Summary

  • Also known as: "Sethekk", "KFC"
  • Enemy Level range: 68+
  • Expected time to complete: 90-120 minutes

The entrance is on the east side of the Ring of Observance. It is populated by renegade arakkoa and led by the insane Talon King Ikiss.

History

Auchindoun is a former draenei holy site and Horde fortress in the middle of the Bone Wastes, in Outland's Terokkar Forest. It was a holy ground for Draenei burial until the Shadow Council took over, summoned an extremely powerful demon as old as time itself, and destroyed half of Terokkar Forest in the process. Different factions now vie for power in this magical spot: Ethereals suck the arcane energy from the Mana-Tombs, the Burning Legion harvests souls inside the Auchenai Crypts, Arakkoa zealots work dark magic in the Sethekk Halls, and the Shadow Council plots its domination of Outland from within the Shadow Labyrinth.

Sethekk Halls is a wing of the Auchindoun instance. The entrance is on the east side of the Ring of Observance. It is populated by renegade arakkoa and led by the insane Talon King Ikiss, who also carries the [Shadow Labyrinth Key] for the Shadow Labyrinth.

Walkthrough

Group and Level Guidance

Crowd Control is essential for this instance. Two classes with CC is a necessity for any smooth run and three CC classes is recommended. Many of the enemies in this instance are beasts, thus, Druids (Spell nature sleep [Hibernate]) are valuable additions for CC. Priests can also use their Spell nature slow [Shackle Undead] spell since many of the groups contain one or more undead.

The last boss is a lot easier with a secondary healer and an arcane mage or a warlock. Druids are possibly the best tank for this instance, due to their innate advantages against the final boss (Feral charge, immunity to polymorph, and healing).

Preparation for the instance

Bosses

  • Darkweaver Syth - Syth's primary special ability is that he summons a group of four elemental minions of various elements at each of 75%, 50%, and 25% health. These do substantial damage but are non-elites that are easy to destroy. The surest strategy is to pause to kill each set of elementals as it appears, as the party will have a hard time surviving the dozen elementals that will otherwise accumulate. The final set of four elementals may be ignored to concentrate on Syth as they despawn on Syth's death.
  • Talon King Ikiss - Ikiss will periodically blink to a different party member and begin casting his arcane explosion, a five second uninterruptable cast that does approximately 4000 damage. When this happens, the best technique is to use the cast time to run behind the nearest pillar. It can be useful for the tank to create a macro to warn the party of the blink so everyone can hide promptly. Ikiss will also cast Spell nature polymorph [Polymorph] on random party members.
  • Anzu - Anzu (sometimes called the Raven God) is a summoned boss in Heroic Sethekk Halls, which must be killed for the Druid Ability druid flightform [Swift Flight Form] quest. Summons adds twice during the fight, has a random targetted cyclone debuff and a random targeted debuff which will cause you to lose mana on spellcast. A druid healer can keep on heal over time spells on spawned statues for extra buffs.

See the individual boss pages for more detailed information and strategies.

Trash Mobs and Abilities

Creature Name Abilities and notes Heroic Mode
Avian Darkhawk (beast) Ability warrior charge [Charge] (non-elite creature)
Avian Ripper (beast) Flesh Rip (physical damage DoT)
Avian Warhawk (beast) Ability warrior charge [Charge], Ability warrior cleave [Cleave], Carnivorous bite (physical dot)
Cobalt Serpent (beast) Wing buffet, Spell nature chainlightning [Chain Lightning] and Frostbolt Hits really hard on plate and Chain Lightning has to be avoided by spreading out.
Sethekk Guard Thunderclap (~ 1.7k damage) and Ability warrior sunder [Sunder Armor] Immune to Crowd Control in Heroic Mode, can be kited, stunned or damage from 2 guards can be healed through.
Sethekk Initiate Magic Reflection (reflects spells for a few secs) Vulnerable to CC, although the shield can cause problems.
Sethekk Oracle Spell nature faeriefire [Faerie Fire] and Arcane Lightning (chain lightning with a Ability priest silence [Silence] debuff ) Healer/dispeller should stand at distance from group to avoid chain Arcane Lightning.
Sethekk Prophet Spell shadow possession [Fear]. Upon his death Sethekk Prophet spawns an untargetable ghost that slowly follows a group member and hits for 800-2500 shadow damage, similar to the ones in Sunken Temple and Zul'Gurub. Fear is magic and can be dispelled. Immune to Mind Control.
Sethekk Ravenguard Blood Thirst and Howling Shriek (reduces attacking power and movement speed) Each Ravenguard hits very hard (2400-3500 on plate) and rapidly. Two can destroy a fine tank in a few seconds. Immune to Crowd Control in Heroic Mode, can be kited, stunned or damage from 2 guards can be healed through if you are confident in your tank and healers. Enrage on the death of another Ravenguard.
Sethekk Shaman Summon Voidwalker ( Voidwalker casts Earth Shock ) Vulnerable to most CC, immune to Mind Control.
Sethekk Talon Lord Talon of Justice (stun, magic effect), Shield of Revenge (dazed, magic effect)
Time-Lost Controller (*) (undead) Shrink (curse - reduces stamina and intellect for a few minutes) and Control Totem (mind controls a random party member for as long as the totem is up, the charm effect can be removed with paladin bubble or Will of the Forsaken (undead racial) which redirects the totem to a new target.)
Time-Lost Scryer (*) (undead) Spell holy flashheal [Flash Heal] and Spell nature starfall [Arcane Missiles]
Time-Lost Shadowmage (*) (undead) Curse of the Dark Talon (-50 stamina and +50 damage taken) Series of channeled shadowbolts can take 5K+ health in few seconds. Careful when Shadowmage targets someone. Curse is enhanced as well.
  • Note (*): Some mobs such as the Time-Lost Scryer, Time-Lost Shadowmage, and Sethekk Prophet have a buff called "Arcane Destruction" which increases spell damage by 150. The buff is stealable by the level 70 mage skill, Spellsteal.

Reputation

Killing mobs in the Sethekk Halls grants Lower City reputation up to Template:Honored status in normal mode, and up to Template:Exalted status in heroic mode.

  • Trash mobs: 9 reputation (Heroic Mode: 15)
  • Avian Rippers: 1 reputation (Heroic Mode: 2)
  • Bosses: 90 reputation (Heroic Mode: 250)
  • Full clear: about 1250 reputation

Maps

Sethekk Halls Map

Quests

External links

Template:Auchindoun Wings

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