The Arcatraz is the third wing of the Tempest Keepinstance 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 these methods:
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: This may have been fixed in a recent patch. Mage can no longer blink through the door.
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. If you cannot fly you may be summoned by a Warlock instead; the minimum level to enter the instance is 65.
One full run yields about 1800, and one full heroic run yields about 2500 reputation with the Sha'tar.
Note that entry to the heroic version of the Arcatraz, Mechanar, or Botanica requires the Warpforged Key.
The Arcatraz is probably one of the only areas in the game with man'ari eredar trash mobs.
In name and function, the Arcatraz is a reference to Alcatraz, the island prison near San Francisco, California.
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
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.
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.
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 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.
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%.
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.
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%.
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%.
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.
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.
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."
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.
Step 12: [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: