WOW Scarlet Monastery Guide

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We have added another guide to our ranks! Scarlet Monastery is the key instance for mid-levels all around and holds a lot of great secrets into Azeroth.

Scarlet Monastery is home to not one but four different instances, all meshing together in an interesting quest line and also giving it the appeal of being able to break this place up in parts for a quick fix or the ability to go through the entire thing all at once as a long adventure. Scarlet Monastery is the ultimate mix-n-match instance, good for leveling and excellent for money and upgraded gear. Each instance should take you about an hour, depending on group size, experience with the place, and composition. The quest rewards are also nice.

While Caolinn has correctly pegged Deadmines as the coolest instance in Azeroth, coming in a very close second are the four parts of Scarlet Monastery, affectionately dubbed SM. While not as varied as the Deadmines, the Scarlet Crusade knows how to put on a challenging and entertaining party nonetheless and keeps you coming back for more.

Scarlet Monastery is home to not one but four different instances, all meshing together in an interesting quest line and also giving it the appeal of being able to break this place up in parts for a quick fix or the ability to go through the entire thing all at once as a long adventure. Scarlet Monastery is the ultimate mix-n-match instance, good for leveling and excellent for money and upgraded gear. Each instance should take you about an hour, depending on group size, experience with the place, and composition. The quest rewards are also nice.

Optimal character levels and group size: 34-45, group of five, although there are elite level NPCs all through the place. You can also do the Cathedral in a 40/60 two person combination if you're really up for fast and furious times.

Tip: Warlocks, keep your imps and voidwalkers trained up for this run because you will be using both of them here.

Finding it
Quests
Bosses and Loot
1. Finding it
Not for the faint at heart, this instance sits smack inside Horde territory, making it an interesting run for Alliance members. If you don't die at least once on the way in, consider yourself luckier than almost everyone. Thankfully you can enter the instance dead. If it's crowded outside you just might want to do that.

Questers will want come in from one of two flight points - nearby Chillwind Camp (40+), and Southshore (30+). Southshore is generally preferred for group outings and a little bit safer. The Chillwind flightpoint puts you right in the Western Plaguelands, making the run a bit dangerous even before you hit Tirisfal Glades. Your mount is not optional if you take this route. You can also take the road from Southshore, although most people don't.

Traveling to the gloomy northeast of Tirisfal Glades, the long and windy path up the hill will take you to the four entrances of the instance. Go left to the Graveyard, right to the Library. The middle doors will take you to the Armory and Chapel, but you will need a key. For the directionally inept, they're also labeled.

2. Quests
40 - In the Name of the Light (Alliance)
Prerequites: Down the Scarlet Path, Part 1 and 2, first obtainable at level 34 from Brother Anton in Nigel's Point (Desolace).

Your task is to kill High Inquisitor Whitemane, Scarlet Commander Mograine, Herod, the Scarlet Champion and Houndmaster Loksey and then report back to Raleigh the Devout in Southshore.

In the Library, you can take on:
38 - Mythology of the Titans (Alliance)
To get this quest, start with librarian Mae Paledust in Ironforge. Find the book in the Library and return it to her.

Mages also have a special quest of their own.
40 - Rituals of Power: Tabetha in Dustwallow Marsh requests a book from the Library. If you are not at this point in your "mage only" quest line, then spend some time catching up to maximize your trips to SM efficently.

The Horde have more quests for this area, which makes sense due to the location.
33 - Hearts of Zeal
36 - Test of Lore
38 - Compendium of the Fallen
42 - Into the Scarlet Monastery

3. Bosses and Loot
Crafters: If you need silk, you can't go wrong finding someone going to SM and tagging along. There is so much silk to be had here due to the humanoids within that you won't go lacking materials for a while. Mageweave also occasionally drops but clearly this isn't the place for it.

SM is well known for dropping a lot of greens which makes this an excellent run for enchanters, and a lot of blue items for those who need to score some cash on the Auction House or just optimize their personal gear.

Graveyard:
Often the first place adventurers go, this is also known as the easiest area. If you go, clear the first corridor, you will be led to a mini-boss fight. Horde players can get Vorrel's Revenge here, and the gear dropped is occasionally blue. It's very likely by the time you get to SM in your travels, the gear here will be good enough to twink lower level guildmates, disenchant, or sell because you'll have better stuff on. Ironspine, Bloodmage Thalnos, and Azshir the Sleepless are the names you want to keep an eye out for.

It's also the least interesting part of the instance and takes less time than the others.

Armory:
Just wind your way through, take it at a good steady pace, and your group will be able to handle this side of the Monastery with ease.

Herod, the Scarlet Champion
Herod, the Scarlet Champion is your goal here, as you wind through pairs and trios to get to the Champion's Chamber. Watching Herod, the Scarlet Champion fight is a dazzling sight, as he favors a whirling blade attack - it's best to just stand back and let him spin through it, because he's near impossible to damage while he's doing it. Paladins will want to take note of his apparent immunity to many light based spells. Additionally while you're in the armory, pick up scores of red fireworks for flashy fun.

Once Herod, the Scarlet Champion drops a dozen or so very weak Scarlet types will come out to avenge the fallen. One area of effect spell later and you've now got a pile of Scarlet corpse to loot through. Have fun with that.

Herod, the Scarlet Champion also carries fine blue items that drop with excellent frequency, and this is the perfect "thank you" loot for the hardworking tanks of the group.

Library:
Do not cruise through the Library leisurely because the respawn rate is high here. Your two main bosses will be Houndmaster Loksey and Arcanist Doan. The only real danger here is when things run off, but that's easily controllable by one good Warlock.

Houndmaster Loksey.
Houndsmaster Loksey is your focus when you get to him, then worry about the dogs surrounding him. Bring out the druid sleep and the mage sheep for this fight to make it go faster.

Arcanist Doan.
Arcanist Doan is a caster, but a bit of a nasty one. Unless your job is to melee, get back, because he can and will cast area effects like Silence and Arcane Explosion.

Both of these bosses drop a few nice blue items, and a range of medium quality greens. What you're really here for are the quest books and the key to the Armory and Cathedral (which can be found in the treasure box on the floor in Arcanist Doan's room).

Cathedral:
High Inquisitor Fairbanks.
Often referred to as a "secret boss", he is the worst kept secret of the instance since both groups I've gone with knew exactly where to find him and how to drop him fast. This guy is found in a side room on the right side of the cathedral (the torch is a switch). He usually drops something pleasant and green, for example I picked up a lovely Inquisitor's Shawl on my last outing.

Scarlet Commander Mograine and High Inquisitor Whitemane.
Do not fight either of these bosses until you have cleared the entire room, all of the side rooms, and gone around the corners. This applies to the inside of the cathedral only, not the entire instance. You don't need any extra mobs when you fight these two bosses here, they're difficult enough. If you fail to do this, when you (or your group) pulls out Mograine, the whole cathedral will come running and more patrols you thought you didn't have to worry about will show up for the buffet of your party. You have been warned.

Keep in mind, if you're lucky, someone in your group already knows this and has told the group well in advance of attacking. If not, you need to be that person. Once pulled, feel free to kill Mograine with a little bit of well placed teamwork. Are you done yet No way. Now comes the fun part.

Just when you thought Mograine was down, High Inquisitor Whitemane appears and will put everyone to sleep so she can ressurect him. There's no way around it - it is part of the cinematic, so just be prepared to dive immediately back in with everything you've got. You have to kill Mograine again after this, and now Whitemane (who is decidedly the more difficult of the two). Killing Whitemane first is advised since she is a caster.

Fortunately when they're both dead your quests are most likely done, and things aren't going to respawn instantly so you have a moment or two. This is the group's opportunity to exhale, collect your loot, admire the path of destruction, and head on out. As for leaving Hearth out from here, unless you're headed to another part of the Monastery. Most people save the Cathedral for last.

Mograine drops a variety of nice blue items, including Aegis of the Scarlet Commander, Gauntlets of Divinity, Scarlet Leggings, or Mograine's Might.

Whitemane's the lady to watch for your casters, since she carries things like Whitemane's Chapeau and the Triune Amulet (both blues). Occasionally she will drop a green item.


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