Deadmines Dungeon Guide: Bosses, Loot and Quests for Levels 17–24

A deadmines dungeon guide for levels 17–24: the way in from Moonbrook, every boss in order, the quests to carry from Sentinel Hill and the loot worth the run.

Updated · 5 min read

Deadmines Dungeon Guide: Bosses, Loot and Quests for Levels 17–24

The Deadmines is the first proper dungeon most Alliance characters see, and it is still one of the best. A single run through the Defias tunnels, the foundry and the hidden cove pays a full level in experience, finishes a quest chain that started the day you reached Westfall, and drops blues that carry a character into the thirties. This deadmines dungeon guide walks the instance in order, boss by boss, lists the quests worth carrying in, and says honestly how long a run takes for a group of five at level 17–24 on a vanilla-era realm such as WoW Forever.

Where and what you need

Levels. The trash starts around level 17 and the last bosses sit at 20–21. A group whose lowest member is 18 runs it comfortably; at 17 the tank needs a patient healer. Above 26 the experience drops off and the run is only worth it for loot.

Group. One tank, one healer and three damage dealers is the classic shape, but almost any five-player group clears it if the pulls stay small. Bring a rogue or a hunter for the mobs that patrol the ship.

Getting there. The entrance is in Moonbrook, the ruined village in southern Westfall. A mine shaft on the edge of the village leads down through a tunnel full of Defias to the instance portal. Alliance players fly to Sentinel Hill and ride south; there is no flight path closer.

Quests. Pick these up before you go in, because they turn one run into three levels of quest rewards: The Defias Brotherhood chain from Gryan Stoutmantle at Sentinel Hill, which ends with Edwin VanCleef; Red Silk Bandanas from Scout Riell on the Sentinel Hill tower; and, from the Dwarven District in Stormwind, Collecting Memories and Oh Brother... from Wilder Thistlenettle and Underground Assault from Shoni the Shilent.

The route

The numbers follow the order you meet each boss.

  1. Rhahk'Zor. The ogre foreman waits in the first large chamber past the entrance tunnel. He hits hard but has no tricks; tank him away from the miners on the walls.
  2. Miner Johnson. A rare spawn who sometimes stands in the side tunnel after Rhahk'Zor. If he is up, kill him; if not, keep moving.
  3. Sneed's Shredder and Sneed. The lumber mill holds a goblin in a shredder. Kill the machine, then the goblin who climbs out of it. The shredder drops the gnome part for Underground Assault.
  4. Gilnid. The smelter boss stands in the foundry, surrounded by goblin workers. Clear the workers in small pulls before you touch him.
  5. The cannon and the door. Past the foundry a sealed door blocks the cove. A goblin with a powder keg blows it open when you reach him; expect a wave of Defias pirates to pour through.
  6. Mr. Smite. The first mate meets you in the cove. He stuns the party at health thresholds and swaps weapons; keep the healer's mana up and he goes down cleanly.
  7. Captain Greenskin. On the ship's deck, with two pirates at his side. Pull the adds first if your group is light on damage.
  8. Edwin VanCleef and Cookie. VanCleef holds the top deck and calls in helpers near the end of the fight. Cookie, the murloc cook, waits in the ship's galley below. VanCleef's head finishes The Defias Brotherhood.

What you get

Source Drops and rewards Why it matters
Mr. Smite Smite's Mighty Hammer and other two-hand and one-hand weapons A blue two-hander that lasts warriors and paladins into the thirties
Edwin VanCleef Cruel Barb, Cape of the Brotherhood, Blackened Defias Armor The run's best loot table and the final step of the Westfall chain
Sneed and Gilnid Taskmaster Axe and other mid-level blues Upgrades over every quest green at level 20
Cookie Cookie's Tenderizer and a cooking-themed staff A fun mace that is a real upgrade at this level
Defias trash Linen and Wool Cloth, Red Silk Bandanas, gray vendor loot Quest items and cloth that pays for repairs
Quest turn-ins The Defias Brotherhood rewards and the Stormwind quests Several levels of experience and a choice of blue rewards

Time it takes

A group that knows the route clears the instance in roughly 60–90 minutes. A first run with players who have never seen it takes closer to two hours, mostly because of the walk in and the pirates that pour through the blasted door.

Quest turn-ins add another 20–30 minutes of riding between Moonbrook, Sentinel Hill and Stormwind. Counting both, one Deadmines evening is worth roughly a full level and a half for a level 19 character.

Tips

  • Carry every quest listed above; skipping them wastes half the run's value.
  • Clear the trash before Mr. Smite and before VanCleef; patrols on the ship love to join fights.
  • Let the person who needs it most roll on Smite's Mighty Hammer; it is the item most groups remember.
  • Loot the Red Silk Bandanas as you go; ten of them finish Scout Riell's quest.
  • Repair at Sentinel Hill before you leave; the walk back to Stormwind is long with red gear.
  • If the group wipes on the ship, recover in the cove and pull Greenskin's adds one by one.

Running it with ForeverBot

Open the Dungeons section and pick The Deadmines from the list for your level. Start leads your character along the road from Sentinel Hill to Moonbrook and the entrance; inside the instance the pulls are yours, and ForeverBot shows rotation hints rather than playing the dungeon for you. Before you go, tick Repair at vendors and Buy food and water in the Leveling section's extras so you arrive with full bags of supplies.

After the run, switch to the Leveling section with Pick guide by level and zone ticked to pick up the Westfall and Duskwood quests the run unlocked; the Westfall farming route and the Duskwood farming guide cover the next ten levels. All sections come with every plan; see plans and pricing.

FAQ

What level should I be to run the Deadmines?

Level 18 for the whole group is the comfortable start, and 20 makes it easy. At 17 the first rooms are fine but the ship's bosses hit hard. Above 26 the experience is small, so higher characters come back only for a specific item such as Smite's Mighty Hammer or the Cruel Barb.

Can Horde players run the Deadmines?

Yes, but the walk is long. The instance sits in the middle of Alliance territory in Westfall, so a Horde group has to travel through Duskwood or along the coast from Booty Bay and watch for guards. Most Horde characters choose Wailing Caverns or Shadowfang Keep at the same level instead.

Which Deadmines quests give the best rewards?

The Defias Brotherhood chain from Sentinel Hill gives the biggest rewards and ends inside the instance with VanCleef. Red Silk Bandanas from Scout Riell pays a good piece of gear for cloth you collect on the way, and the three Stormwind quests are worth carrying because their objectives sit directly on the route.

Want the farming done for you? Get the bot

Checkout