The Arcatraz is a dungeon whose entrance is located in Netherstorm on the continent of Outlands in the World of Warcraft game. The level range for the normal dungeon is 68-75. The only achievements you can get in this dungeon are the ones for completing. There are no achievements awards for individual boss encounters for making him to do something. The main anagonist race in this dungeon are Blood Elves. The instance was released in the Burning Crusade expansion. The dungeon contains 4 bosses. The end boss of The Arcatraz is Harbinger Skyriss.
The location and entrance for The Arcatraz is the highest off the ground dungeon in the Tempest Keep area, it is noticible for its red underside. Previously, you was required to complete attunement for entry, that is now longer the case. You still need to fly up to the entrance as there are no lifts to get to the entrance. The name is a play on the infamous Alcatraz prison on the island off San Francisco in United States. The Arcatraz stands out from the the other two dungeons (The Mechanar and The Botanica) in that the outside of the dungeon is red. You don't need attunement to enter the dungeon anymore.
The dungeon gives Sha'tar rep on every trash and boss except the small white creatures that run around in packs. When you go in, you will notice that some Blood Elf are dead but you should still kill them as adds will spawn from them otherwise. Mark of Sargeras drop here along with Fel Arnaments if your lucky.
During the final fight, you will release a gnome Millihouse Manastorm who will antagonise the end boss with his words and then help you to defeat the final bosses.
TomTom Location Coordinates for Entrance : /way 74, 57
Zereketh is hidden in the corner of the room when you enter. Before you attempt to kill the boss, you should clear the room unless you know are high enough that damage won't matter to you. Zereketh will follow the person with the highest aggro the most. Every so often, the Void Monster will do an arcane explosion so you will need to move out the way before it hits. Zereketh will also create black circles of damage on the ground so you will need to move out the way before they hit you.
When you enter the room with this boss, you are entertained by a short argument between this and the next boss Dalliah the Doomsayer who seem like husband and wife. Both bosses are in the same room. Delilah to the left and Sooccothrates on the right. You should be careful not to pull both at the same time unless of course you are high enough to take the damage from both. Every so often, Soccothrates will knock the tank back and then charge at the tank with green smoke. Once the tank has got to his feet, he must avoid the poisonous cloud and carry on tanking.
This boss is the same room as Wrath-Scryer Soccothrates and the order of the kill is actually team determined. When you start the boss, she'll hit as normal then every so often, Dalliah will spin on the spot causing a large amount of damage. When she spins, the tank needs to move out the way. After she has stopped spinning, she'll heal herself a little. Repeat and kill.
When you enter the final room, you will face a Blood Elf Warden Mellichar who is dead set on releasing the Nauru's greatest enemies. He'll release prisoners one at a time. THe first is a Phase-Hunter lizard who will jump around from location to location so you will need to move around too. The next one is Gnome Milihouse Manastorm who'll offer to help you to defeat the first the enemy but won't help on the next encounter. The next boss is a wind elemental who will hit you with electric shocks. The next is a Twilight Drakonnar will attack with his sword. Only after all those adds are down will the final boss appear. Skyriss will kill Mellichar so you don't need to worry about him, he's taken care of. Skyriss will split himself into copies of himself, even if you kill the main one, the others will prove a bit difficult. Skyriss can stun players even if you're maxed higher than the level 70 that the dungeon is designed for. When stunned at maxed, the damage will be very slight and not cause any problems.
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