Razorfen Downs
Quests: level 35–36 · 10 players · The Barrens 50.9, 92.9
Razorfen Downs takes a group of up to 10 through the undead quilboar warrens of the southern Barrens. Allow for the gong and prisoner-defense detours if you want Tuten'kash and Plaguemaw; the full run ends with Amnennar the Coldbringer at the top of the Spiral of Thorns.

Preparation
Both factions can take A Host of Evil from Myriam Moonsinger near the entrance. Its Razorfen Battleguard, Razorfen Thornweaver and Death's Head Cultist objectives are outside the portal; finish them before entering the instance.
Horde: if you already have the Small Scroll, take it to Varimathras in the Undercity for An Unholy Alliance before travelling. The follow-up asks for Ambassador Malcin's Head outside Razorfen Downs, so complete that objective before entering the portal.
Arrange curse removal for Tuten'kash and disease removal for Plaguemaw. Reserve an interrupt for Ragglesnout's Heal rather than spending every interrupt on Shadow Bolt.
The Caller's Chamber
Work through the entrance packs to the gong chamber. Check the concealed pack on the left before engaging the right side. Clear the chamber, then defeat each gong wave before ringing again: Tomb Fiends come before Tomb Reavers, followed by Tuten'kash.
Creatures
- Death's Head GeomancerElite Humanoid
Control the Death's Head Geomancer in mixed quilboar packs. Spread the ranged group so Flame Spike cannot catch them together, and remove Slow from the tank before moving on to another pull.

Flame Spike

Slow
Increases the time between an enemy's attacks by 54% and slows its movement by 60% for 10 seconds.
- Tomb FiendUndead
Let the tank gather the Tomb Fiends arriving from the sides of the chamber before using area damage. Leave the gong alone until the wave is dead.
- Tomb ReaverElite Undead
The Tomb Reaver wave brings elite enemies instead of Tomb Fiends. Gather them in the cleared chamber and recover before the next gong activation summons Tuten'kash.
Tuten'kash
Elite UndeadTuten'kash tests whether the group keeps the healer out of Web Spray while clearing the curse and poison left by the gong encounter.
Abilities

Web Spray
Immobilizes enemies in a cone in front of the caster for 10 seconds.
Keep everyone except the tank behind Tuten'kash; Web Spray immobilizes enemies in front of him.

Curse of Tuten'kash
Reduces the casting speed of nearby enemies by 15%, and increases the time between their attacks by 18%. Lasts 15 minutes.
Remove the curse from the healer promptly, then clear it from the other affected players before continuing. It slows casting and attacks rather than dealing direct damage.

Virulent Poison
Remove Virulent Poison when its continuing Nature damage competes with tank healing; its damage continues between melee hits.
Tank- Keep Tuten'kash's Web Spray aimed into cleared space rather than through the group. Call for curse removal if its attack slowdown makes it difficult to hold him.
Healer- Stand behind Tuten'kash so Web Spray does not pin you in place when you need to move. Ask for the curse to be removed from you promptly, and account for Virulent Poison continuing to hurt its target between attacks.
Damage- Attack from behind to avoid Web Spray. Curse removers should free the healer from Curse of Tuten'kash first and clear the remaining curses before the next pull. Remove poison if your class can do so.
The Murder Pens and idol
Clear the prison passages before starting the optional prisoner escort. If the prisoner offers it, follow the escort back toward the gong area and stay for the defense at the idol. Plaguemaw arrives at the end of the ritual; do not leave the prisoner to chase attackers down an uncleared passage.
Creatures
- Death's Head NecromancerElite Humanoid
Control the Death's Head Necromancer separately from its undead companions. Bone Armor absorbs damage, so focus an active necromancer rather than spreading attacks between the shielded caster and its escorts.

Bone Armor
Plaguemaw the Rotting
Elite HumanoidPlaguemaw ends the prisoner-defense event with a nearby silence and a mana-draining disease while the group must still protect the prisoner.
Abilities

Putrid Stench
Reduces nearby enemies' Strength by 50 and Agility by 50 for 10 seconds., as well as preventing them from casting spells.
Keep the healer and ranged casters outside Putrid Stench. It prevents spellcasting as well as reducing Strength and Agility.

Withered Touch
Remove Withered Touch from affected mana users instead of only healing its damage; the disease also transfers their mana to Plaguemaw.
Tank- Intercept ritual attackers before they reach the prisoner. When Plaguemaw arrives, hold him apart from the healer so Putrid Stench does not silence the group's healing.
Healer- Heal from outside Putrid Stench's reach. Remove Withered Touch from mana users when you can; otherwise call for disease removal before the drain costs them their next casts.
Damage- Leave Plaguemaw to stop an attacker hitting the prisoner. Ranged casters should remain outside Putrid Stench, and a player with disease removal should clear Withered Touch from the healer.
The Bone Pile
Thin the dancing skeleton packs around the bone mound before engaging Mordresh. Be ready for Mordresh to join the remaining pack rather than treating the skeletons as a separate pull. Gather those enemies before starting area damage, and keep the healer away from the mound's Fire Nova blasts.

Mordresh Fire Eye
Elite UndeadMordresh combines the bone pile's remaining skeletons with Fireball casts and Fire Nova damage around the mound.
Abilities

Fireball
Inflicts Fire damage to an enemy.
Interrupt Fireball after the tank has gathered Mordresh and the skeletons; leaving him free to cast adds Fire damage while the group clears the pack.

Fire Nova
Inflicts Fire damage to nearby enemies.
Keep ranged attackers and the healer away from Mordresh. Fire Nova hits nearby enemies, so standing with the melee creates extra healing work.
Tank- Gather the skeletons that engage with Mordresh before the group starts area damage. Keep Mordresh within interrupt reach so Fireball does not continue freely while the skeletons are alive.
Healer- Stay clear of Mordresh's Fire Nova rather than standing on the mound with the melee. Wait for the tank to collect the skeletons before starting large heals, then cover the melee players caught by Nova.
Damage- Clear Mordresh's skeletal escorts before concentrating on him. Interrupt Fireball, and attack from outside Fire Nova's reach if you do not need to be in melee.
Spiral of Thorns
Glutton patrols the bottom of the spiral. Clear a space for that fight, then follow the winding ramp to Amnennar at the summit. Look for the rare Ragglesnout during the climb and continue if he is absent. Follow the ramp instead of trying to cross the gap near its entrance, and finish each caster pack before the next patrol reaches it.
Creatures
- Frozen SoulElite Undead
Frozen Souls silence nearby enemies. Keep the healer outside their reach and fight them in cleared space so a silenced healer is not trapped beside another ramp patrol.

Silence
Silences nearby enemies, preventing them from casting spells for 10 seconds.
- Skeletal SummonerElite Undead
Kill or control the Skeletal Summoner before repeated Summon Shadowcaster casts turn the ramp pull into a group of casters. Do not move onward while its summoned enemies are still attacking the healer.

Summon Shadowcaster
Ragglesnout
Elite HumanoidThe rare Ragglesnout can take a group member out of their role with Dominate Mind while restoring his health with Heal.
Abilities

Dominate Mind
Interrupt Dominate Mind when possible. If it lands, control the affected ally without killing them and cover the role they can no longer perform.

Heal
Calls upon Holy magic to heal an ally.
Reserve an interrupt for Heal so Ragglesnout cannot undo the group's damage while another player is mind-controlled.

Shadow Bolt
Interrupt Shadow Bolt when another interrupt is available for Heal; do not leave his healing cast uncovered to stop a damage spell.
Tank- Agree who will hold Ragglesnout if Dominate Mind takes you. An uncontrolled tank should keep him off the healer while the group restrains the controlled ally.
Healer- Agree on backup healing before the pull in case Dominate Mind takes you. If it takes the tank instead, watch who has actually picked up Ragglesnout rather than continuing to heal only the controlled player.
Damage- Keep an interrupt assigned to Heal, and use a spare for Shadow Bolt or Dominate Mind. Restrain a mind-controlled ally with non-damaging control instead of killing them.

Glutton
Elite UndeadGlutton pairs Disease Cloud damage around him with Enrage's faster, harder melee attacks against the tank.
Abilities

Disease Cloud
Keep the healer and ranged attackers outside the cloud around Glutton. Standing behind him does not avoid its damage to nearby players.

Enrage
Save tank mitigation and stronger healing for Enrage's increase in attack speed and physical damage.
Tank- Fight Glutton in space cleared of the spiral's patrols. Use mitigation when Enrage appears; turning him away does not remove Disease Cloud damage from players standing nearby.
Healer- Stay outside Disease Cloud so its ticks do not compete with your tank healing. Keep stronger heals available for Enrage rather than spending them on avoidable cloud damage to ranged players.
Damage- Ranged attackers should stay outside Disease Cloud. Melee should step away if its ticks and Enrage overwhelm the available healing; attacking from behind still leaves you inside the cloud.

Amnennar the Coldbringer
Elite UndeadAmnennar tests control of the summit platform when Frost Nova roots players, Amnennar's Wrath knocks them back and summoned enemies reach the group.
Abilities

Frostbolt
Inflicts Frost damage to an enemy and reduces its movement speed for 4 seconds.
Interrupt Frostbolt to reduce Frost damage and avoid its movement slow when repositioning on the platform.

Frost Nova
Inflicts Frost damage to nearby enemies, immobilizing them for up to 8 seconds.
Keep the healer and ranged attackers outside Frost Nova's nearby blast. A rooted player cannot reposition normally for the next knockback or incoming enemies.

Amnennar's Wrath
Knocks an enemy back.
Tank with your back toward the tent or another solid backstop, not the platform edge, so Amnennar's Wrath cannot throw you down the spiral.

Summon Frost Spectres
Let the tank collect the summoned enemies on the platform. Stop any that reach the healer before returning damage to Amnennar rather than chasing them down the ramp.
Tank- Put a solid backstop behind you for Amnennar's Wrath and collect the summoned enemies without leaving the summit. Keep Amnennar within interrupt reach instead of chasing a summon toward the edge.
Healer- Stay outside Frost Nova's reach where possible while keeping the tank in range at the backstop. If a summon attacks you, bring it toward the tank on the platform rather than retreating down the spiral.
Damage- Interrupt Frostbolt and stop summoned enemies that reach the healer. Keep your own back away from the platform edge, and do not pull the group down the ramp while handling a summon.