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Arcatraz

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The Arcatraz
Arca, AZ

Arcatraz loading graphic
Location Tempest Keep, Netherstorm
Races Image:IconSmall Blood Elf Male.gifImage:IconSmall Blood Elf Female.gif Blood elf

Image:IconSmall Imp.gif Demon
Image:IconSmall Qiraji Male.gifImage:IconSmall Qiraji Female.gif Qiraji
Image:IconSmall Eredar Male.gifImage:IconSmall Eredar Female.gif Eredar
Image:IconSmall Ethereal.gif Ethereal
Image:IconSmall Gnome Male.gifImage:IconSmall Gnome Female.gif Gnome

End boss Harbinger Skyriss
Instance info
Advised level 70
Player limit 5
Key [Key to the Arcatraz]
Heroic Mode: [Warpforged Key]
The Arcatraz
The Arcatraz

The Arcatraz is the third wing of the Tempest Keep instance, and is a prison where the Naaru jailed the most terrifying and dangerous creatures they encountered on their journeys. Among the inmates of the Arcatraz are agents of the Black Dragonflight, demons of the Burning Legion, and even servants of the mighty Old Gods. When Kael'thas and his followers took the Keep, he sent a warden and guards to the Arcatraz. Kael's blood elves, however, were corruptible, and the prisoners have begun to break free...

Access into the Arcatraz is obtained through one of three methods:

  • Using a key: This requires completing a quest chain that includes completion of both the Mechanar and the Botanica, that begins with a long quest chain called Consortium Crystal Collection from Nether-Stalker Khay'ji in Area 52.
  • Lockpicking by a Rogue with a lockpicking skill of at least 350.
  • Mages can also stand outside the locked doorway and use their Blink spell to "jump" through the locked doorway without the need for the key.

Note: Only one member of your group needs the key. However, unlike other locked instances, the door cannot be opened from the inside, and leaving the instance (either by walking out, logging out, or dying and releasing) will require the door to be unlocked again in order for you to reenter.

As with the other Tempest Keep instances, every member of the group needs a flying mount (or flying form, if a druid) to reach the instance entrance.

One full run yields about 1800, and one full heroic run yields about 2500 reputation with the Sha'tar.

In name and function, the Arcatraz is a reference to Alcatraz, the island prison near San Francisco, California.

Contents

Bosses

Trash Mobs

Mob Abilities Heroic
Arcatraz Sentinel Immune to taunt, and occasionally resets aggro. At low health (about 5%) they glow blue then explode for 4k - 5k damage. Does ~1k arcane charge aoe damage after they're dead, until the blue glow disappears. Can be freeze trapped by a hunter. Does the arcane charge throughout the fight, not just after destruction
Death Watcher At about 50% health, casts Mark of Death on anyone in line of sight. If the Death Watcher is still alive when the debuff wears off then everyone that had it takes 5000 - 5500 shadow damage. The Death Watcher can also cast Drain Life on someone to restore 5k health. Drain Life is considered a magic effect and is dispellable from the tank. Mark of Death now causes 10k - 11k damage when it wears off.
Entropic Eye Uses a cone attack called Tentacle Cleave and casts the following debuffs:
  •   Polymorph (Magic)
  •   Shrink: Reduces strength and stamina (Curse)
  •   Piercing Shadow: Reduces shadow resistance (Curse)
  •   Wavering Will: Increases time between attacks and casting time as well as slowing movement (Magic)
  •   Necrotic Poison: Reduces healing by 45% (Poison)
  •   Fevered Fatigue: Reduces intellect and spirit (Disease)
Eredar Deathbringer
  •   Unholy Aura: An aura dealing 450 shadow damage up to 40 yards.
  •   Diminish Soul: Puts on a stackable (up to 10 times) debuff that increases damage taken by 150.
Unholy Aura does 750 damage.
Eredar Soul-Eater
  •   Entropic Aura: Slows casting speed and attack speed. Casts:
  •   Soul Steal: Decreases the targets stats and damage by 45% and increases the Soul-Eater's stats by 45%. The buff can be spellstolen by a mage.
  •   Soul Chill: Movement speed slowed by 50%. (Magic)
  •   Frost Nova (Magic)
Ethereum Life-Binder Similar to a priest; can be mind controlled. Casts:
  •   Shadow Word: Pain (Magic)
  •   Shackle/Bind: Immobilizes a target. (Magic)
  •   Shadow Mend: Heals caster for 10k health.
Immune to mind control, but can be seduced or sheeped. Kill first or CC.
Ethereum Slayer Basic melee class. Occasionally uses
  •   Impairing Poison, slowing attack and casting speed as well as movement speed. Can be cleansed.
Immune to mind control.
Ethereum Wave-Caster Casts:
  •   Polymorph (Magic)
  •   Sonic Boom: Does high arcane damage and silences target.
  •   Arcane Haste: A self-buff that increases casting speed by 50%; useful by mages who can spellsteal.
Immune to mind control.
Gargantuan Abyssal Immune to banish and enslave.
  •   Fire Shield, an aura causing fire damage to all melee attackers.
  •   Meteor, which does 10k damage in a spot radius, divided between everyone it hits. The strategy is to stack everyone on the tank thus splitting the total damage caused by the meteor.
Meteor does 20k total instead of 10k, which can be significant even when split five ways.
Negaton Screamer Absorbs the first spell from a school of magic (arcane, fire, frost, holy, nature or shadow) that hits the Screamer and applies a shield absorbing 75% of all damage from that school:
  •    Damage Reduction: Arcane
  •    Damage Reduction: Fire
  •    Damage Reduction: Frost
  •    Damage Reduction: Holy
  •    Damage Reduction: Nature
  •    Damage Reduction: Shadow

The absorbed school of magic is converted into an offensive bolt of energy based on spell school absorbed:

  •    Arcane Volley
  •    Fireball Volley
  •    Frostbolt Volley
  •    Holy Bolt Volley
  •    Lightning Bolt Volley
  •    Shadow Bolt Volley

The spell school-absorbing shield is dropped as soon as the volley has been cast. Also casts

  •    Psychic Scream, fears everyone within an 8 yard radius.
Negaton Warp-Master Occasionally places a
  •   Negaton Field: A violet, glowing pillar of energy, that the Warp-Master summons beneath himself, which heals him and increases his damage caused by 250, stacking up to 10 times. It's important to kite the Warp-Master away from the Field as soon as he places them. Otherwise, it's a simple tank and spank fight.
Protean Nightmare
  •    Gaping Maw: A bleeding effect dealing 570 to 630 physical damage every 3 seconds for 15 seconds.
  •    Infectious Poison: Deals 510 to 690 nature damage instantly.

Also casts:

  •    Incubation on a party member at random. After 10 seconds, that person gets affected with
   Emergence, knocking the target backwards, dealing 1317 to 1383 nature damage, and spawns two Protean Spawns from the host.
Gaping Maw causes 1140 to 1260 damage every 3 seconds.
Infectious Poison deals 1020 to 1380 damage.
Protean Spawn Non-elite mobs spawned from blood elf corpses, or by a person with Incubation on them from a Protean Nightmare. They spawn in pairs. Uses:
  •    Acidic Bite: An instant nature damage attack that also reduces the afflicted player's armor by 675. This ability stacks up to 5 times.
Sargeron Hellcaller Immune to all forms of crowd control. Casts:
  •    Rain of Fire: An instant cast channeled AoE spell dealing high fire damage.
  •    Incinerate: Instantly deals 1388 to 1612 fire damage.
  •    Curse of Elements: Reduces the afflicted target's resistances to frost and fire damage by 90 and increases the damage taken from frost and fire spells by 25%.
Incinerate does 4300 to 7300 damage.
Sargeron Archer Uses a hooked net to immobilize a party member, usually the tank. Uses scattershot on a random party member, disorienting them for a few seconds. Shots can do fire or frost damage. Immune to freezing trap, banish, fear, enslave demon, and most stuns.
Soul Devourer Has a Fel Breath cone attack. Summons non-elite Sightless Eyes which do shadow damage and cast Sightless Touch, reducing movement speed by 40% and attack/cast speed by 50%.
Spiteful Temptress Immune to taunt. Casts Shadow Bolt, which also deals splash damage around the target. Occasionally mind controls one person in the party, and can place a temporary debuff on a random person that increases their threat by 500%.
Skulking Witch Invisible mob found in the room with Wrath-Scryer Soccothrates and Dalliah the Doomsayer. Has an AoE Gouge and casts Lash of Pain.
Unbound Devastator Uses Deafening Roar, which is an AoE shout that deals 1100 - 1610 shadow damage, disarms, and temporarily prevents spell casting. Immune to enslave and banish. Deafening Roar causes 2k - 2.5k damage and silences.
Unchained Doombringer Uses War Stomp, stunning everyone in melee, and Sunder Armor, reducing the armor of the tank. Randomly charges a party member in line of sight for 2k melee + 7k hit damage. Charges player furthest away from him. Charge does 8k - 10k damage.

Loot

See Arcatraz loot.

Quests

  • Seer Udalo can be found in the room before the last boss, a dead Broken on the pavement. Akama in the Warden's Cage in Shadowmoon Valley gives a quest to speak with Udalo. In order to get the quest from Akama, you must first complete a chain with your respective faction(Aldor or Scryer). For both factions, the first quest is "Tablets of Baa'ri."
  • The Second and Third Fragments
  • Harbinger of Doom To kill the final boss, Harbinger Skyriss. Acquired after getting the Key to the Arcatraz (see steps below).
  • Trial of the Naaru: Tenacity To save Millhouse Manaforge on Heroic difficulty. This is one of the initial three trials to earn access to The Eye in Tempest Keep. (This quest chain is no longer necessary to enter The Eye)

Key to the Arcatraz

Only one party member needs to have the key, though rogues with maximum lockpicking can get in (as can their party) without it. The key is the end result of a long series of quests that begins with Assisting the Consortium, given by Spymaster Thalodien (if you're Scryer) or Exarch Orelis (if you're Aldor) in Area 52. Assisting the Consortium is an optional quest for both factions; you can also pick up Consortium Crystal Collection directly from Khay'ji.

Optional first step:

Nether-Stalker Khay’ji at Area 52:

Gahruj at Eco-Dome Midrealm:

A’dal at Shattrath City:

  • Step 11: Neutral [70] Special Delivery to Shattrath City - This step gives a very nice 2-hour buff when you hand it in.
  • Step 12: Neutral [70] How to Break Into the Arcatraz (Group) - This step requires you to clear The Mechanar and Botanica, since the needed quest items drop from the end bosses. This of course means that you will need a flying mount (or be a level 68 druid) to complete the quest chain.

The Arcatraz key is part of the reward for How to Break Into the Arcatraz, however the quest chain continues with one more quest, which sends you into the Arcatraz itself to kill the final boss:

External links

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