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Dungeon · Westfall

Deadmines

Eight bosses among goblin and pirate groups, where marking and crowd control matter more than tricks.

Overview

The Deadmines is the Defias Brotherhood's mine and ship hideout under Westfall, eight encounters long, for level 16. It ends on the pirate ship with Edwin VanCleef.

At a glance

Kind
Dungeon
Level
16
Entry
Level 10 or higher
Group size
Up to 5 players
Zone
Westfall
Bosses
8

Getting there

The entrance is in Westfall, at on the zone’s map.

Who to bring

Crowd control can be the right answer when there are more enemies than a tank can hold. Almost every boss here comes with escorts, so a mage's polymorph and a rogue's sap are the most valuable tools; one interrupt covers the cook's heal. Bear tanking is weak in the beta, which matters in the escort-heavy rooms. Horde and Alliance cannot group.

Bosses

  1. Rhahk'Zor watchmen first, then the ogre.
  2. Sneed break the shredder, taunt Sneed, ignore his disarm.
  3. Miner Johnson optional and plain.
  4. Gilnid clear the room, then handle the debuff.
  5. Captain Greenskin mark the adds, then kill him last.
  6. Mr. Smite kill the guards, save cooldowns for phase two.
  7. Cookie interrupt his cooking.
  8. Edwin VanCleef first adds down, then burst him, control the second adds.

In the order the client lists them. Every boss’s strategy and abilities

Lore

The Defias stonemasons were left unpaid after rebuilding Stormwind, and their leader Edwin VanCleef turned the Westfall mines into a smuggling and shipbuilding base. His crew, goblin engineers and a pirate crew, build a warship below ground.

Areas inside

6 named places in the client
Areas inside Deadmines
AreaLevel
***On Map Dungeon***—
Ironclad Cove—
The Deadmines—
The Great Sea—
Unused Ironcladcove—
Westfall—

Levels, group size, wings, areas and bosses from the game client, build 1.60.1.70450. Text updated .Forever is in beta: any of it can change with a patch. Westfall · All dungeons and raids