Ragefire Chasm
Ragefire Chasm is a level 10-16 instance located inside Orgrimmar. A good party of characters in this range will do well. There are a few tricky spots where multiple mobs will be pulled at one time. This will prove to be a challenging and rewarding experience for new folks just starting out. This instance takes about 90 minutes for an appropriate level group doing all quests and killing all bosses without a wipeout. Strictly doing a run of bosses that drop loot takes about 1 hour.
*Important Bug Info*
Currently, as of patch 0.12, players releasing their corpses have their spirits appear in the Crossroads graveyard in The Barrens. This is a long run back to Orgrimmar and the instance.
Quests
Here are a list of all Ragefire Chasm related quests. None of these quests currently has any reward other than xp and some coin. All of these quests can be shared if the user has completed the requirements. So you may have trouble sharing Hidden Enemies if they have not done the earlier steps.
Orgrimmar
Slaying the Beast
Slaying the Beast begins right next to the instance in Orgrimmar from Nero Fireblade. It has no requirements.
Hidden Enemies
Hidden Enemies has a few steps, only one of the steps is in Ragefire Chasm, so you should start the quest line first.
Thunder Bluff
Testing an Enemies Strength starts from Rahauro in Thunder Bluff and has no requirements.
Searching for the Lost Satchel
This begins from Magatha on the elder rise and has no requirements.
Undercity
The Power to Destroy
This begins from Varimathras in the royal quarter, near the Apothecary.
Bosses
This instance is lacking in Superior (blue) or better drops. There are many many green drops that are useful for the level range targetted by this instance.
There are four 'Bosses' in this instance. They are listed in the order you will likely encounter them with selected drops:
Oggleflint
No Drops
Taragaman the Hungerer
Cursed Felblade
Crystalline Cuffs
Subterranean Cape
Bazzalan
No Drops
Jergosh the Invoker
Robe of Evocation
Chanting Blade
Cavedweller Bracers
Walkthrough
This dungeon is pretty straightforward so you won't have much trouble finding your way. You just stick to the path killing worms and rock elementals till you get to the trogg section. You need to be carefull with pulls in the trogg section, since the mobs wander around a bit. Some are patrols, some are linked. You will learn which are which on your own. If you take your time and pull properly you will never fight more than 2 melee + 1 shaman. Also be carefull pulling the shaman, it can be a big help to have a shaman in your party to earthshock to interrupt to get the shaman to come into melee range. Otherwise a pummel or kick will do the job as well, or sap/sheep him and save him for last.
In the trogg area there will be 3 paths out. One to the right, another also to the right up a hill and one to the left. The path to the left is a dead end and worthless. The nearest path to the right takes you to Oggleflint the trogg chief and he guards the satchel for the "Searching for the Lost Satchel" quest. To the right and up the hill continues deeper into Ragefire Chasm. Lets assume you need the satchel for your quest and head to Oggleflint.
Going down this path will mostly be some single pull troggs, with one group of 2. Also when you get to the ramp leading up there will be 1 patrolling trogg. At the top of the ramp you can see there is a cave with Oggleflint, a shaman and a melee trogg. Oggleflint is not linked to the other troggs so depending on level and pathing it might be possible to pull the 2 troggs without him coming. However if you are all under 15 that may be impossible. Also you should pull around the corner so the shaman comes close instead of casting on you at range. Oggleflint doesn't have any real special skills, he is just a bigger meaner melee trogg. After that you should head back to the main trogg area and head up the ramp to the right.
Going up this ramp you will continue to fight the usual worms and rock elementals till you come to a large room filled with rock elementals walking all over. There is only 1 patrolling elemental, and the rest just wander around their spawn point a bit. You can easily get single pulls here if you just watch where the patroller is and pull when they are not close together. There will be a little path to the right in this room and it just loops around a ledge atop the room and comes down further ahead to the left, not really a shortcut at all. After clearing this room you will come to the burning blade section of the dungeon.
This area has a lot of patrols and some large groups that can cause problems with adds for an inexperienced group. This is where you are most likely to have trouble. Just watch for patrollers and clear your way to take either the left or right bridge. Across that bridge is a large group of enemies, 2 melees guarding the bridge to Taragaman and another melee and a warlock sitting on the right side guarding a path that leads around Taragaman. These 2 groups are pretty close, but are not linked. If you can earthshock the warlock it should be possible to pull that group and fight them on the bridge. If not pull the melees guarding Taragaman's bridge and fight them on your bridge. Once you clear that island and any nearby patrollers you are clear to go for Taragaman.
Taragaman is an imposing looking creep, but he isn't as tough as he looks. He does have a knockback ability that can be fatal if you fall off the island into the lava, so keep that in mind. Once you kill him you can get his heart for the quest as well as one of his 3 drops. After this you have a few choices about what to do next.
You have 2 bosses left, both for Thrall's quest. Bazzalan a satyr on an upper ledge that starts from the island to the right after killing Taragaman and Jergosh the Invoker an orc who is straight ahead behind all those burning blade guys. You can fight your way to each of them and kill them, but there is a slightly faster way to get both (you don't need both if just going for loot since Bazzalan has no drops). My way is to head to Bazzalan first, then jump off the ledge next to him and land near Jergosh so you only need to kill a few creeps before you get to him.
Fighting to both Bazzalan and Jergosh isn't much of a problem for a group that has gotten past Taragaman. Neither has any tricks and the pulls aren't too tough if you can interrupt the warlocks to pull them back and fight them safely.