ShadowFang Keep
Note The links on this page are all out of date and need to be updated.
Shadowfang Keep is an instance in a Silverpine forest. It is in the southern part of the zone on the coast. The level range for mobs in the instance is 18-27. Most players will want to be in their low-mid 20s before attempting this. Shadowfang is a short straightforward instance with no confusing paths, it can be completed in 60-100 minutes. It has a lot of bosses and drops for such a short instance.
Quests
There are a total of five quests that involve Shadowfang Keep.
Paladin
The Test of Righteousness
Rewards: Verigan's Fist
The forging hammer for the Paladin's quest The Test of Righteousness is in the stables on top of a box. You can find the stables on the far side of the courtyard from the entrance.
Warlock
The Orb of Soran'ruk
Rewards: Orb of Soran'ruk and Staff of Soran'ruk
This is just a random drop from some of the werewolves you encounter right after the baron in dining room area.
Undercity
The Book of Ur
Rewards: Grizzled Boots or Steel-clasped Bracers
For this quest you need to pick up a book on a shelf immediatly to your left as you enter the room with the giant wolf Fenrus the Devourer. You get this quest in the outer ring between the Apothecary and Warrior Quarters.
Sepulcher
Deathstalkers in Shadowfang
Rewards: Ghostly Mantle
This is an easy quest that you can finish as soon as you get to the courtyard you will see the deathstalker lying on the ground next to the portcullis. You get this quest inside of the Inn.
Arugal Must Die
Rewards: Seal of Sylvanas
Simply loot the head of Archmage Arugal the final boss of the instance. You get this quest from a guy standing around outside.
Boss List
Here is a list of bosses in the order you will likely encounter them, with drops from most common to least common.
Razorclaw the Butcher
Butcher's Slicer
Bloody Apron
Butcher's Cleaver
Baron Silverlaine
Baron's Scepter
Silverlaine's Family Seal
Commander Springvale
Arced War Axe
Commander's Crest
Odo the Blindwatcher
Girdle of the Blindwatcher
Odo's Ley Staff
Deathsworn Captain
Haunting Blade
Phantom Armor
Fenrus the Devourer
Fenrus' Hide
Black Wolf Bracers
Wolf Master Nandos
Wolfmaster Cape
Feline Mantle
Archmage Arugal
Belt of Arugal
Robes of Arugal
Meteor Shard
Item List
Cloth
Belt of Arugal - Waist
Feline Mantle - Shoulders
Mindthrust Bracers - Wrist
Necrology Robes - Chest
Robes of Arugal - Chest
Ghostly Mantle - Shoulders(no updated link)
Bloody Apron - Chest(no updated link)
Leather
Grizzled Boots - Feet (no updated link)
Girdle of the Blindwatcher - Waist (no updated link)
Black Wolf Bracers - Wrist (no updated link)
Mail
Phantom Armor - Chest
Steel-clasped Bracers - Wrist (no updated link)
Rift Bracers - Wrist (no updated link)
Weapon/Shield/Ranged
Butcher's Cleaver - 1H Axe
Guillotine Axe - 1H Axe
Night Reaver - 2H Axe
Meteor Shard - Dagger
Face Smasher - 1H Mace
Black Malice - 2H Mace
Odo's Ley Staff - Staff
Witching Staff - Staff
Commander's Crest - Shield
Orb of Soran'ruk - HIH (Warlock)
Arced War Axe - 2H Axe (no updated link)
Baron's Scepter - MH Mace (no updated link)
Butcher's Slicer - 1H Sword (no updated link)
Haunting Blade - 2H Sword (no updated link)
Jewlery
Silverlaine's Family Seal - Ring
Misc
Fenrus' Hide - Back
Wolfmaster Cape - Back
Fel Steed Saddlebags - 10 slot bag
Beastiary
Shadowfang Whitescalp 18-19 Elite
This is your basic werewolf found near the zone in. A melee creep with no tricks.
Slavering Worg 18-19 Elite
These are some basic wolves found in the beginning of the zone, often linked with Shadowfang Whitescalp in pulls.
Rethilgore <the cell keeper> 20 Elite
This werewolf guards the jail cells. You need to kill him to release the faction specific prisoner to open the doors for you.
Sorcerer Ashcrombe 18 Elite
This prisoner will open the door to the courtyard if you are Alliance.
Deathstalker Adamant 18 Elite
This prisoner will open the door to the courtyard if you are Horde.
Bleak Worg 18-19 Elite
More basic wolves, found around the courtyard area.
Shadowfang Moonwalker 19-20 Elite
These werewolves cast Anti-magic shield on themselves. It surrounds them in a green bubble and makes them immune to all magic spells and magic damage for 10-15 seconds.
Fel Steed 19-20 Elite
These horses are only found in the stables and are mixed with shadow chargers. While not aggressive, they are linked and will attack as soon as any horse is engaged. They have an AoE stun which can be nasty with all 3 of them using it. They do however drop 10 slot bags about 25% of the time.
Shadow Charger 20-21 Elite
These horses are basically the same as Fel Steeds in combat, but do not drop 10 slot bags.
Haunted Servitor 20-21 Elite
These undead will hit you with a curse called "Haunted...". That curse will spawn Haunted Spirits occasionally. Other than that just a basic melee creep.
Haunting Spirit 21
These banshee looking undead are spawned from the "Haunted..." curse. They die in 1 hit but can cause some damage and interrupt spells. They have no drops.
Razorclaw the Butcher 22 Elite
This is the first loot dropping mob in the zone. An easy melee fight, not linked with anyone. He has 2 linked Haunted Servitors in the kitchen with him that you can pull without him coming if you just pull when he walks far away.
Shadowfang Glutton 20-21 Elite
These werewolves are found in the dining room. Just another melee creep.
Baron Silverlaine 24 Elite
Behind the table in the Dining Room is an easy solo fight the Baron Silverlaine. Nothing special here, just a melee fighter. Be warned after killing him a patrol will spawn and move towards your position.
Shadowfang Darksoul 20-21 Elite
These werewolves are found just after the Dining Room and before the Commander. They drop a warlock quest item and are also immune to shadow damage and shadow spells.
Wailing Guardsmen 21-22 Elite
These are found around the area of the Commander and cast a pointblank AoE silence. If you are a caster it would be wise to stand far away from the melee. Other than that, just a melee fighter.
Commander Springvale 25 Elite
This is a boss found a bit after the dining room who drops some warrior type stuff. He is a paladin so when he gets low on life expect him to shield and heal, once the shield drops he will continue healing till he is oom or dead.
Vile Bat 22-23 Elite
This is a mob linked with Odo the Blindwatcher found shortly after fighting the Commander. Simple melee is all.
Blood Seeker 23-25 Elite
This is a mob linked with Odo the Blindwatcher found shortly after fighting the Commander. Simple melee is all.
Odo the Blindwatcher 24 Elite
This werewolf is up a ramp in a room linked with a Vile Bat and a Blood Seeker. It is common to CC Odo with a sap or polymorph while you fight the bats first. However if you have a druid you could hibernate a bat as well.
Tormented Officer 23-24 Elite
These melee creeps are found on the parapets after Odo with the Deathsworn Captain. They cast a curse that will randomly drop some of your skills by 100. This can be a big problem if a warrior's weapon skill gets hit he may have trouble generating rage and maintaining aggro. A rogues weapon skills can drastically drop his damage.
Deathsworn Captain 25 Elite
He is found patrolling the parapets with his Tormented Officers. If you wait on his patrol you will have no trouble getting him solo. However he isn't a tough fight even if you get a few adds.
Fenrus the Devourer 26 Elite
A big wolf that does good melee damage, but shouldn't be a tough fight since he has no help. He has a nasty poison as well.
Arugal's Voidwalker 25
These non-elites spawn when Fenrus is killed. You can take them out quickly with AoE spells if you have them. They can drop Rift Bracers about 25% of the time.
Shadowfang Ragetooth 23-24 Elite
These werewolves are found deep in the dungeon after Fenrus primarily.
Son of Arugal 24-25 Elite
Only a handfull are found, scattered on staircases and in some rooms leading up to arugal. They cast a powerfull curse that deals significant shadow damage every 60 seconds. These are the most powerfull werewolves in the zone.
Lupine Horror 24-26 Elite
These ghostly undead wolves create fake images of themselves, focus on the real one.
Lupine Delusion 24-26
These non-elite wolves are spawned by Lupine Horrors. Focus on the Horrors to keep them from making more.
Wolfmaster Nandos 26 Elite
This boss has 4 level 26 elite linked wolves in the room with him. He is not linked with these wolves. After the last wolf dies he will attack you, also he can sometimes be aggroed early by one of the wolves that will run when low on life. If you fight him alone, you should have no problems.
Archamge Arugal 27 Elite
The final boss is a very challenging fight. Even if the rest of the dungeon has been a cakewalk you can have a lot of trouble here. He is a caster that casts shadow nukes, and like all major bosses is immune to spell interrupts so you won't have any luck there. His primary abilities are Voidbolt a shadow nuke for about 250 damage, A charm curse that turns you into a werewolf that fights for him for about 10-15 seconds, a pointblank AoE stun, a pointblank AoE fear, and a teleport ability that teleports him to 1 of 3 spots in the room. You should be prepared with all the potions and buffs you can get. If you do not have a druid or mage to remove the curse you could be in a lot of trouble. Keep your tank healed and do as much damage as fast as you can. Aggro can bounce around a lot and he likes to teleport away to get in nukes while the melee have to chase him around. At the end don't forget to loot his head for the Arugal must die quest.
Walkthrough
Finding the instance is the first step. It is in Southwestern Silverpine forest. Just follow the road south and take the path west to (werewolf town name, help me out here). It is on a hill to the north in a castle. As you enter the instance your way will be blocked by a portcullis. You have an open door to your right as the only available option. There will be a few double pulls of werewolf + worg that shouldn't cause any problem, all about 18-19 elites. This path will take you inside and up some stairs to a hallway. Down this hallway on the left is the jail, and you need to rescue a prisoner to continue on. The first hard pull is Rethilgore. Depending on levels and all you may get as many as Rethilgore, 3 worgs, 1 werewolf. I'm not sure Rethilgore is linked with anything, but the worgs definitly are linked with each other.
Well after you handle that there are 2 jail cells with prisoners in them. If horde open the one with Deathstalker Adamant, if alliance open the one with Sorcerer Ashcrombe. No need to kill the other if he isn't on your faction, no special drops. The prisoner will open a door to the courtyard getting you past the portcullis.
The courtyard can look pretty intimidating. There are a lot of creeps out there, but most can be pulled in groups of 1-2. Just take your time and start the fights up the stairs to prevent getting wandering adds until you have cleared more. You can get the deathstalker quest done here by talking to Deathstalker Vincent who is laying on the ground next to the portcullis. Also there should be a chest in the courtyard, it can spawn in 3 different locations at least. The werewolves here can cast an anti-magic shield. Not much of a problem, but just a warning. The last thing to do in the courtyard is to kill horses if anyone needs one of the bags. They are unique and drop occasionaly from the fell steeds in the stable along the left wall.
After the courtyard you have a choice of 2 paths. Left into the kitchen or right up a ramp. Taking the left is recommended because you get to kill 2 bosses easier that way. The right path just detours past them. In the kitchen you will see Razorclaw the Butcher, he has 2 haunted servitors in the room with him that are not linked. Just pull them when he is far enough away and you shouldn't have any problem. Also you proboably have noticed by now that the haunted servitors curse you so that weak ghosts will spawn every once in a while. After the butcher head into the dining room. You will get pulls of 1-3 in here, remember priests can shackle the undead if you have one. After interrupting dinner and killing all the guests you can fight the baron. His table blocks LoS so he shouldn't aggro until you walk behind it to meet him or you jump around or stand on the other tables. After killing the baron a patrol will spawn back near the courtyard and start moving to you. You might want to wait for it or run backwards and wipe it out now, before it adds in a future fight.
As you go up the stairs at the end of the dining room head into the hall and take a left (the path to the right hooks up with the ramp that bypasses the kitchen/dining room area). You will go up a very short set of stairs and the hall bends to the left at the end of this hall is a staircase that leads to Commander Springvale and his group. It is best to stay at the bottom and let the puller grab the Wailing Guardsmen from his room. The casters should stay back to avoid the silence of the guardsmen. Once the right side of the Commander's room is cleared you can move your group into it. Keep the casters in a corner and let the melees have the fight about 15-20 yards away to avoid silence on the casters. The Commander appears to be linked with one of the guardsmen next to him. Get the guardsmen first and the casters wont have to worry about silence anymore, since the commander does not use it. After killing the Commander there is an obvious exit on the other side of the room from where you came in.
The path is a bit cramped along the parapets and you are still fighting the guards that silence, so again be carefull to avoid their silence. Fun fact, you can jump off the parapets on the edge of the castle and end up in the zone outside. This path will head up a wooden framed building to the bat roost with Odo the Blindwatcher. It is easiest to Sap/Polymorph him while you kill the bats. If you have a druid you can hibernate one of his 2 bats as well. They shouldn't be too challenging for you however. The next section is a bit more parapet with some new ghostly guards that don't silence anymore. These ones hit you with a curse that will randomly and temporarily decrease your skills. This can be very nasty when a melee class loses their weapon skill, especially a warrior who then will have trouble holding aggro. Also patrolling these parapets is a boss the Deathsworn Captain. He isn't much more trouble than his guards and sometimes is hard to notice when you kill him till you see he has drops. Also there is frequently a chest in this section. This parapet leads you up a spiral staircase to your next step.
Up this staircase is a large circular room with Fenrus the Devourer guarding the way. If you have the Book of Ur quest you can grab it from a sheld immediatly to your left as you enter the room. Fenrus has a nasty poison and hits harder than the other bosses you have faced, but with no adds to worry about he isn't too much trouble. After killing the puppy Arugal teleports in to the ledge above you and summons some non-elite voidwalkers for you to kill. They always drop some kind of bracers that are usually junk, but occasionally is a decent mail bracer.
After killing Fenrus and completing your book quest head up the stairs to the upper level of the room. This then loops back to go up another spiral staircase in the tower. This next area will have you facing Sons of Arugal the toughest werewolf and Lupine Horrors the toughest dogs. This room is sort of convulted, but you end up going back in the tower after going up and down a set of staircases. Also keep your eye out for a chest in this room, it sometimes spawns under a staircase.
After completing this room you are faced with a final climb up the spiral staircase of the tower. At the top will be Wolfmaster Nandos and his pack of wolves. You need to pull the wolves and as soon as they die he will attack you. Not too tough of a fight, CC skills will be a big help on the wolves. If you can polymorph, hibernate and shackle then you can fight them single. After the wolfmaster falls the door behind him will open up to Archmage Arugal.
There are 3 single pull Sons of Arugal to handle in the room first. Once they fall you need to remove or wait out any debuffs like the curses from the sons, and prepare for the toughest fight yet. Arugal casts a shadow nuke for 250, teleports around the room (causing lots of problems for melee classes) and can curse someone to turn in to a werewolf and fight for him temporarily. This fight is extremely difficult without a mage or druid to remove the curse. With one you shouldn't have too many problems. Ranged classes will have much higher dps here than rogues since they don't have to chase him all over as he teleports. Also depending on where your healers stand they may have some LoS problems with some of the walls in the room. We usually put our healer up on the ledge on the wall to the right as you come up in the room. He is a difficult fight, but if you take him down you are rewarded with a great quest ring (remember to loot his head) and some excellent drops for the level.
That concludes the walkthrough for shadowfang keep. Hope your group went well, and this should have taken you about 90 minutes or less. So little time, so many bosses.