Three and a half bosses, actually. By the corpse of Maur Grimtotem is the half-boss Oggleflint the Ragefire Chieftain. All four are level 16 elites. Only two drop the Bind on Pickup (BoP) items, Jergosh and Taragaman. Oggleflint and Bazzalan only drop standard loot, but Bazzalan is a subject of the "Hidden Enemies" quest.
just did this on my 70 hunter. luckily i followed a group that was kiting Anachronos (big bronze dragon) into org for lord knows what reason, so that took most of the guards for me; just a quick run to the instance, only got hit by a couple guards. make sure you have your freaking instance difficulty set to normal, though (this cost me a corpse run from razor hill).
It's real easy. It can get annoying in the 'crossroads' room a good way in where there are loads of enemies but you'll be ok. It's a great way for a group of level 8-15s to get a good start in WoW instances, as it shows you how challenging fighting almost all elites can be, it introduces the clear line between bosses and monsters, and it gives pretty fair drops. It's not especially fun, but it's short enough. Additionally, an orc just outside in the Cleft gives you https://vanillawowdb.com/?quest=5761 Slaying the Beast , which is also achieved with the achievement for RFC.
The next logical instance a new player should take is the Wailing Caverns in the Barrens or Shadowfang Keep in Silverpine Forest.
The Horde gets this and the Alliance gets the Stockades? You guys got lucky, at least the bosses here drop stuff, unlike the stockades where the only boss who drops something is a random rare spawn
Just did this tonight as my Level 60 Prot Warrior (Human) with a Stormpike Battle Charger. It's really not too bad to get to. I had to do 4 corpse runs and all in all it took me 20 minutes, and 6 of those are because I sat as a ghost watching this 70 Troll Hunter who had ganked me at the door. He sat there watching for me to revive, so I read a book until he got fed up.
I got naked so didn't suffer any cost from repairs, and it was a lot of fun getting a look at Ogrimmar from the inside - I would recommend this to anyone.
As of 3.3, low-level players (lvl 15 minimum) have the chance to queue for ragefire chasm regardless of their faction. The system also teleport everyone directly inside.
High level alliance players still must face the danger of orgrimmar.
Completed this Dungeon this morning as a level 65 Alliance Human Paladin.
Very easy inside of course if you are that level. The hard part is getting inside. I basically stripped down to my pants and legged it through. Died three times and the nearest Alliance Spirit Healer is miles away so expect a long run back each time if your as unlucky as me.
Still.. was quite funny looking and readiing some of the reactions of the Horde as I flexed my Usain Bolt running skills wearing nothing but my choicest pair of Y Fronts.
" UG Fug a lug tug THIS! " I shouted while I brown trousered it away from the 4 persuing Grunts hot on my tail.
Worth it though. Next step Wailing Caverns I think..
New players should be warned that because of the new Looking for Dungeon tool, it will be difficult to find a group that will be willing to run the entire dungeon with you.
The reason being is that because https://vanillawowdb.com/?npc=11520 Taragaman the Hungerer is considered the "boss" of this instance, players who have selected the random dungeon option will simply leave after killing him since they will have already been rewarded the https://vanillawowdb.com/?item=51999#contains Satchel of Helpful Goods .
Best option would be to run with people you know or (dare I say it) have a level 80 player run you through the instance directly.
I just counted the number of mobs inside Ragefire Chasm located inside Orgrimmar that give rep with what ever factions tabard you are wearing. This can be done at any level above lvl 10 (I'm 80 and brought my son along who's toon is only lvl 19 and we both got rep).
There are a total of 81 rep giving mobs. (this does not count the blueberries that the warlocks have since they provide NO rep per kill. Killing the warlocks WILL however give rep) There are also 4 bosses inside. The regular mobs give +3 rep and the bosses give +60 rep. So you end up having +243 rep for mobs and another +240 rep for bosses. This run should take you about 5 minutes to do and if your waiting in the average Heroic Que, you should be able to knock out about 3-4 runs per wait period. That gets you 1932 rep while you wait for your heroic to que up.
This should not be your only source of getting rep however, it does help. Also, the 3 quests that are offered inside do count towards Loremaster, and give +500 rep per quest towards Orgrimmar but are only a one time quest.
Fairly easy for alliance now if you have flight in kalimdor and eastern kingdoms - you can dive bomb into the cave, shoot an invisibility pot or just run like heck to the entrance.
This reply is for both the high level who simply wants the achievement as well as for the lower level who wants to run the dungeon with a party (for the lower level player, there is specific info for you at the end of this message). Hopefully this will help those of the Alliance to find the dungeon without dying and give the lower level player info to help them through the dungeon.
If you are Alliance. I just ran this dungeon last night with my level 85 arms warrior with a gear level of 312. I would not advise doing this with a toon that is much lower than level 80 due to the difficulty of getting to the dungeon. If you try it at a lower level and have average gear (not epic), at least use caution and get help from a few higher level players (like level 85). This city is three levels high. There are level 85 soldiers on the ground level and high level archers on the top two levels. It may seem like there are not many soldiers around, but the archers are hiding above you and they WILL get you! Orcs and Horde don't understand when Alliance just want to go in and complete the dungeon for the achievement and not kill anyone in the city, or they understand and just want to stop you regardless. I would advise not fighting your way to the dungeon. That would flag you as pvp and you will end up attracting more attention that you want. Really, the run is not as bad as it may seem IF you are prepared for it.
Orgrimmar has a back entrance, well actually it's more of a side entrance. The side entrance is on the left side of the city (if you are facing the city). I flew in and landed far enough away from the gate that I wouldn't attract any attention. I tried to land inside the city where I felt there weren't many soldiers and got shot off my bird. That's when I discovered the archers! So, I would advise just running in through the side gate. Get on your swift horse and be prepared to run as fast as you can. No hesitations so be careful you don't miss anything or get stuck on a pole or such with your horse. Lol!
Here's the route to the dungeon: Run straight through the gate and down the path. When you come to the circle, take the left side and circle around. The path picks back up on the other side of the circle. Continue down the path and you will see that it goes through a tunnel of sorts. Go through the tunnel. At the end of the tunnel take a left and the entrance to the Cleft of Shadow is on your right almost immediately. It's easy to miss because it's just a slit in the rock, but don't miss it because by now you have an army of soldiers following you. Once you are in the cleft, follow the path around and you'll get to some buildings. If you look ahead a bit, you'll see the instance off a little bit to the right and further ahead. You'll have to weave to your left a bit then run down a ramp and curve to your right a bit. You should be able to see the instance clearly by now. Just run straight through it. The soldiers don't follow you, so you can stop and heal after you get inside.
Once inside the instance, if you simply want a quick run for the achievement and you are level 80 or above, you can probably just run straight to the middle of the dungeon and get the final boss and be done with it. It's only a level 15 dungeon, so the mobs won't hurt you much. To find the final boss, pull up your map. When you pull it up it has a map of the dungeon (very nice btw Blizzard!). You see three marked bosses - one in the middle and two further on. Believe it or not, the one in the middle is the final boss and the only one you need to get to complete the dungeon. Personally, I'm a looter. I am not one of those rich 85 players and I can always use as many goods as I can get. There are a lot of green and blue items in there. Granted they are level 15 or so, but you can still sell them, and some you can give to lower level toons if you have any.
For the lower level players who want to clear the entire dungeon: 1. Follow the map carefully once inside the instance. 2. There are doorways where it looks like there are none so they can be easy to miss. 3. There are dead ends that have quite a few mobs. Two of them can be found at the beginning of the dungeon, one off to each side through a dark entrance. 4. When pulling mobs, it's almost impossible to pull them one at a time. They usually come in twos and threes, and there is usually a caster of some sort that stands off and shoots spells at you (in addition to the other three) so plan accordingly. I usually just pulled out my gun and shot one of the mobs and the other two ran over to me. 5. For players who are doing this dungeon at the correct level or slightly above it, there are a lot of really good green and blue items to loot here, so I would advise clearing everything and being careful not to miss anything! 6. There are a lot of bridges crossing over lava, so again, be sure to use your map so you don't keep circling around. It is a pretty straight forward simple set up for a dungeon, so no worries. 7. The final boss, Taragaman the Hungerer, is all alone. I was quite surprised at this since you never seem to find the big boss all alone. The other two bosses have two mobs around them and a few more wandering around before them alone, but if you pull one you generally pull both.
Since I did this as a level 85, I really can't explain how the bosses fight. All it took was one hit form me and they were gone. So, sorry, no mechanics explanation here I'm afraid.
1. Set dungeon to normal (do not have it on heroic). 2. Go to ~67.52. 3. Face west. You'll see a tunnel with bones sticking out of it. You're aiming for that. 4. Wait for the patrolling wind riders to finish their routes. DO NOT lower yourself down before that point; there are archers hiding and they WILL dismount you if you linger about too long. This can be bad because if your corpse gets stuck on one of the buildings you'll have to do a graveyard res. 5. When it's clear, fly down into the tunnel and DO NOT DISMOUNT. You can fly in there. Once through the tunnel make a sharp left and the entrance is right there.
This way you shouldn't attract any Horde attention and if you do, you'll be gone before they know you were ever there. Also you won't have to kill any mobs!
Well, myself (55 Hunter) and my friend (84 Hunter) decided we needed to do this dungeon in order to get our last Classic Dungeon achievements. We are Alliance, so we knew it would be difficult since I can not fly. My friend decided to fly over Orgrimmar and check out the PvPers and see what guards were where. After we decided to take the front entrance (contrary to everyone else's view), we stripped down and went running. I died a total of 16 times while he died a total of seven trying to get inside the dungeon. The death walk is boring, but being able to resurrect quite a bit further than where you died and the ability to run for a few seconds before you're fully resurrected helps.
With my experience, I must say: Alliance, if you want to do this achievement, get ready to have many death runs.
This is a good place if you want to be an enchanter to get items at the start,maybe 10-11 runs will get you enough green items to raise your enchanting skill to 70-90.
No longer any hassles doing this- as long as you can fly. EDIT: Would be wise NOT to fly your most noticable mount. Pick something small like a gryphon, not a mount that anyone without 100 miles would notice as being Alliance.
When you get to Orgrimmar City, hover high above and get yourself oriented. Be sure to be high enough to be out of range of the flying patrols etc. Once you see where you are, just hover over the area where the west side entrace to Cleft of Shadows is. Drop down enough to be sure, but stay up enough to not aggro flying patrols.
Once you see no one is noticing you, just swoop down into the Cleft and continue east and down to the right a bit. You will NOT be dismounted, and if you do aggro a patrol, you'll easily get to the instance and fly into it without taking any noticable damage. It took me no more than 15s to swoop down into the cleft and hit the instance entrance.
Horde would have to camp the actual entrance, and even then I doubt it matters. You momentum along would carry you in, and the instance entrance is tall enough that no totems are going to affect you as long as you are more than 1/2 way to the top of the instance entrance.
Soloed the entire instance, including all bosses, as a level 18/19 beast mastery hunter without heirlooms and mostly crap gear, including 2 white items and the rest greens from questing. It was really challenging, took over 1 hour to finish. My pet was a cat.
The trick to do this was to kite most mobs through the entire dungeon, from their starting location to the entrance of the dungeon and trying to keep https://vanillawowdb.com/?spell=136 Mend Pet up most of the time while there was only 2 mobs. I had to die many times due to no more kiting space when there was more than 2 mobs.
For https://vanillawowdb.com/?npc=11517 Oggleflint , I had to die 1 time so I could get at least the shaman down. Then, when I went back to resume the fight, I let my pet tanking Oggleflint while I kited and killed the other one. By the time the https://vanillawowdb.com/?npc=11318 trogg was dead, my pet was dead as well, so I had to kite Oggleflint to his death. Keeping Hunter's Mark, https://vanillawowdb.com/?spell=1978 Serpent's Sting and Concussive Shot up all the time, I kited him back and forth from his starting location to the entrance of the dungeon. When I was close to the entrance, I let Serpent's Sting fall off so I could https://vanillawowdb.com/?spell=19503 Scatter Shot him and turn the other way around, until he was dead. I proceeded killing the worms and elementals in my way until I reached the orc mobs.
I ALWAYS let my pet tanking the https://vanillawowdb.com/?npc=11323 enforcer while I kited the https://vanillawowdb.com/?npc=11322 cultist , so I wouldn't have to worry much about the stun from the enforcer and the damage from https://vanillawowdb.com/?spell=18266 Curse of Agony was really low so I didn't care about it. When there was a https://vanillawowdb.com/?npc=11324 warlock , I kited the cultist or enforcer while my pet was tanking the warlock so I wouldn't have to take all the damage from https://vanillawowdb.com/?spell=20791 Shadow Bolt , which hits for about 34 damage and it was quite high compared to my health at the moment. Also always killing patrols alone and waiting for them to go away before I engaged a group of mobs.
Doing the same kiting for the group of 3 orcs before Jergosh, I let my pet tank the enforcer while I focused the other enforcer and using Wing Clip on the cultist.
Now for https://vanillawowdb.com/?npc=11518 Jergosh , it was hard, because I had to kite him and another orc while my pet was tanking the third orc. The difficulty here was that I had to kite both the boss and the orc, meaning that I would have to Concussive shot Jergosh and Wing Clip the orc because the boss hit me for over 120 damage, and I had 479 health. I had to die twice for both of the adds deaths, so I could do the same thing I did with Oggleflint, kiting him. The main problem was that Jergosh would sometimes cast https://vanillawowdb.com/?spell=20800 Immolate , which could kill me even if he didn't touch me. I also had to pop a https://vanillawowdb.com/?item=858 Lesser Healing Potion .
https://vanillawowdb.com/?npc=11519 Bazzalan was the same thing as Jergosh, except that it was easier. I let my pet tank both Bazzalan and one cultist at the same time, so I could kill the cultist I was focusing with ease. By the time my target was dead, my pet was dead too, so I Wing Clipped the orc and focused him while used Concussive Shot on Bazzalan whenever it was off cooldown, then proceeded kiting Bazzalan the same way I did with the others, but here I only kited him through his starting place to the start of the way to him, so I didn't have to waste too much time.
In the end, I got 2 levels, 1 from killing the mobs and the other 1 from the quests, plus 2 gold from just looting and vendoring, not including the items I could sell at the auction house. It was a pretty fun challenge, not something I would do again so soon. Hope this helps fellow hunter trying to solo this place as well.
OK, I'm stuck. L60 Dranei DK, I resurrect right in front of the instance (literally) and can't get in. I have maybe 1-2 seconds before the grunts guarding the instance kill me again. I try and move by using the forward key right when I click the resurrect button, but it's like I'm running up against a wall trying to move through the "fog". Is it because they target me the nanosecond I resurrect? What's the secret? Or should I just give up until I'm 80+?
Alliance: Having trouble or difficulty going through the Ragefire Chasm entrance even though you found the instance? Here is the troubleshooting solution:
Should you stand too close to the instance entrance, there's a fairly certain chance you will not be granted access within the dungeon. It may appear as though you are running in place or your mount is flying in place. When this happens, you are actually within safe distance to res there if you are about to die, and you can eat, drink, and buff without aggroing the nearby guards. When you are ready to run through the instance, take a few steps back and run forward. Use caution as there are two level 85 guards who stand there behind you. As long as you can stay alive approximately 3-5 seconds, you can run inside and the coast is clear. The "few steps back, then run forward" solution works like a charm! YES, it WORKS!
Set dungeon difficulty to normal, not heroic. Normal does count for achievement, so no worries. :)
No need to log out or log back in... no need to reset all your instances either. Just take a few steps back and run forward.
I just made it inside the instance easily as a lvl 85 Paladin. The trick is to make a horde toon if your not too sure where the entrance is. You'll be looking for a purple cave entrance that has claw like horn bones reaching out. Its right near where its marked "the dead" on the map. And alliance characters can fly in with their mounts as I just did. Hang a hard left as soon as you fly down the cave and come to an opening, you shouldn't even aggro any of the guards on the ground unless maybe your lower than 85 and you should enter the instance with ease even on your mount. I just ran in, avoided most but killed some of the trash mobs, and killed Taragaman.
In the Expansion: Mists of Pandaria the Ragefire Chasm will be getting a facelift in many parts of the zone including new bosses and new quests, including some new mechanics to the area.
In the upcoming expansion,Mists of Pandaria, Ragefire Chasm will be involved in Garrosh Hellscream's "corruption arc" and fall from grace culminating in the Siege of Orgrimmar in the expansions final patch.