Slave Pens

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Instance portal blueSlave Pens
Coilfang Reservoir loading screen
Slave Pens loading graphic
LocationCoilfang Reservoir, Zangarmarsh
Race(s)IconSmall Broken Male Broken
IconSmall Makrura Makrura
IconSmall Naga MaleIconSmall Naga Female Naga
End bossQuagmirran
Advised level60-69
Player limit5
KeyHeroic Mode: [Reservoir Key]
Coilfang Reservoir
The Slave Pens (5)

Lord Ahune (event)
Mennu the Betrayer
Rokmar the Crackler

The Underbog (5)

Swamplord Musel'ek
The Black Stalker

The Steamvault (5)

Hydromancer Thespia
Mekgineer Steamrigger
Warlord Kalithresh

Serpentshrine Cavern (25)

Hydross the Unstable
The Lurker Below
Leotheras the Blind
Fathom-Lord Karathress
Morogrim Tidewalker
Lady Vashj

Slave Pens bosses

Slave Pens bosses


The Slave Pens

The first 5-man wing within the Coilfang Reservoir. The instance is harder than both the Blood Furnace and the Hellfire Ramparts, but the loot drops are of much greater quality.

In Heroic Mode, the Slave Pens holds Skar'this the Heretic prisoner. He begins and ends the quest which allows players to enter the Serpentshrine Cavern. The quest involves killing Gruul the Dragonkiller and Nightbane in Karazhan. Note: As of Patch 2.1.2, Serpentshrine Cavern no longer has a required attunement to enter. The attunement quest chain remains in-game, and can be completed if desired.

Starting with 2008, the Midsummer Fire Festival will feature a new boss in Slave Pens called Lord Ahune.

Slave pens will give Cenarion Expedition Reputation through Friendly, and through Exalted on Heroic.

An average Heroic run will give roughly 1850 rep.


Dungeon Denizens


Normal mode bosses are all level 64 Elites, while Heroic Mode bosses are all level 72 Elites.

Trash Mobs

Normal mode melee mobs hit between ~200–300 normal hits. Heroic trash mobs are bumped up in power.

Mob Abilities Crowd Control
Bogstrok Comes in groups of 3 and 4. Regular Bogstroks use Piercing Jab, while Greater Bogstroks use Decayed Strength. Non-Heroic – All normal methods work on non-heroic.

Heroic – Immune to Mind Control. Can still be seduced, frozen, or sheeped.

Coilfang Champion Strict Melee. Uses Cleave, Sunder Armor and Intimidating Shout on its target (often the tank), cowering it in fear and fearing everyone else in melee range. When tank is cowering in fear, the Champion goes after the next un-feared target on its threatlist, usually ranged attackers or healers. Can use Frost Nova to freeze the mob in place so that it'll just keep attacking the tank. Non-Heroic – Normal methods work.

Heroic – Immune to Mind Control. Can still be seduced, frozen, or sheeped.

Coilfang Observer Uses Heavy Dynamite and Immolate for ~2000 initial damage plus damage over time. Non-Heroic – All normal methods work on non-heroic.

Heroic – Immune to Mind Control. Can still be feared, frozen by traps, seduced or sheeped.

Coilfang Slavemaster Uses Hamstring and Head Crack. When you kill the Slavemasters, the slaves run away and de-aggro. Non-Heroic – Normal methods work. In addition, when you CC the Slavemasters and wait a few seconds before breaking the CC, you can cause the slaves to flee as well.

Heroic – Same as non-heroic, but immune to Mind Control.

Wastewalker Slave Comes with other slaves and called by a Coilfang Slavemaster. Will run away and de-aggro when a Coilfang Slavemaster is killed. Uses Frostbolt, Frost Nova, and Elemental Armor. Non-Heroic – Normal methods work.

Heroic – Same as non-heroic.

Wastewalker Worker Comes with other slaves and called by a Coilfang Slavemaster. Will run away and de-aggro when a Coilfang Slavemaster is killed. Uses Rend. Non-Heroic – Normal methods work.

Heroic – Same as non-heroic.

Coilfang Defender Uses Shield Slam and has a reflective shield called Spell Reflection approximately every 20 seconds, which has a 50% chance of reflecting the spell. A well geared tank-healer combination can survive tanking two of these guys simultaneously, but they hit extremely hard. (~2300-2900 on a bear's 21k armor, in heroic. One shot almost everyone else) Non-Heroic – Cannot be feared, but can be stunned, trapped, polymorphed, cycloned and disarmed in normal. Cannot be Sapped, since this mob detects stealth. Normal snares do seem to affect them so they can be kited.

Heroic – Immune to all CC, but still vulnerable to stun and kiting.

Coilfang Scale-Healer Healer with Greater Heal, Holy Nova, and Power Word: Shield. Non-Heroic – Normal methods work. If mind controlled to pull, the surrounding mobs will kill them quickly.

Heroic – Same as non-heroic.

Coilfang Soothsayer In addition to using Lightning Bolt and an AoE Entangling Roots, they can Mind Control one player to attack teammates. The Mind Controlled player will use magic and normal attacks. Non-Heroic – Normal methods work, such as mind control, seduce, sheep, and freezing.

Heroic – Same as non-heroic.

Coilfang Enchantress Uses Arcane Missiles and Decayed Intellect. Non-Heroic – Normal methods work.

Heroic – Immune to mind control, but can be feared, frozen, seduced, or sheeped.

Coilfang Collaborator Uses Revenge and Cripple. Also enrages at low health. Non-Heroic – Normal methods work.

Non-Heroic – Immune to mind control, but can be feared, frozen, seduced, or sheeped.

Coilfang Technician Uses Rain of Fire and Blizzard. Non-Heroic – Normal methods work.

HeroicSeduction, Sheep, Freeze and Mind Control work.

Coilfang Ray Casts a form of terror that is dispelable and lasts for a couple of seconds (Psychic Horror). Non-Heroic – All forms of Beast crowd control work, including sheep.

Heroic – Same as non-heroic.

Coilfang Tempest Uses Deadly Poison and Sinister Strike Non-Heroic – Normal methods work.

Heroic – Immune to mind control, but can still be feared, frozen, seduced, or sheeped.

Two particularly tricky pulls can be found after Rokmar - these involve large groups with a mind controlling soothsayer and intimidating shouting Champions.

At least in Heroic, the second group of these can be skipped if you are willing to fight the next patrol in the tunnel. The first group can also be skipped, although if you are using traps and fear as a form of Crowd Control it is probably better to kill them so you have room for the next group.

Skipping Pulls

Slave Pens is notable for allowing perhaps more "skipping" of trash mobs through careful movement than any other Outland instance. Two of the most impressive skips are described below:

1. In the second room, it is possible to skip five pulls. Pull the pat of three naga as it goes by, and then the slavehandler beyond. Everything else in the room can be skipped. Move to where the slavehandler group was, and then hug left as you move forward. Note the two blue lanterns ahead and to the right. Visualize a straight line running from one lantern to the other, but shifted two yards to the right (start two yards to the right of the first lantern and finish two yards to the right of the end lantern.) Wait for the pat ahead to pass from right to left. Then run along the line you visualized and hook around the back of the room to the tunnel entrance.

2. You can skip seven of the eight pulls between the first and second boss. After pulling the first boss, skip the group at the bottom of the ramp by running under the ramp and hopping up onto it from the back. Skip the group at the top of the ramp by waiting for it to pass and then simply running up and around on the other side (either side is equally valid, but just make sure everyone moves together and on the same side). Fight the pat of 2 naga on the hanging wooden bridge. At the end of the hanging bridge, skip the two defenders (and all the other pulls between here and the second boss) by waiting for them to turn their backs, and then carefully moving behind them and jumping off the bridge PARALLEL to the direction of the bridge. This is very easy to do by hugging one of the walls (either one, depending on which side you took), running parallel to the bridge, and hopping forward over the low wall. Be sure not to strafe or do anything which causes you to move even slightly perpendicular to the bridge. You should hit the lower bridge.

From here, you can see the second boss. Move out along the left-hand ledge, the side where the boss is. There is a line on the ground about three yards from the end of the ledge. Stand on that line, face 45 degrees out, and simply walk forward off the ledge. You'll hit another ledge below. Move along that ledge to the ground, and you are behind the second boss, ready to fight him! If anyone misses either jump, as long as a character with a resurrection ability makes it, the people who miss can simply drown themselves and be resurrected up onto the lowest ledge.

Other skips are possible; these are just the biggest ones. In all, it is entirely possible to get through the entire instance with only 15 trash pulls. This makes Slave Pens one of the most efficient runs for an experienced group trying to farm [Badge of Justice].


See Slave Pens loot.


Neutral 15 Slave Pens Quests
Quest Name Quest Giver Subzone
Icon-map-22x22Chain Neutral 15 [70] Ahune is Here! IconSmall Tauren FemaleNeutral 15 Numa Cloudsister Slave Pens (Midsummer)
Icon-map-22x22Chain Neutral 15 [70] Ahune, the Frost Lord Neutral 15 Earthen Ring Elder Slave Pens (Midsummer)
Icon-map-22x22 Neutral 15 [70] Shards of Ahune [Shards of Ahune] Slave Pens (Midsummer)
Icon-map-22x22Chain Neutral 15 [70] Summon Ahune IconSmall Tauren FemaleNeutral 15 Luma Skymother Slave Pens (Midsummer)
Icon-map-22x22Chain Neutral 15 [70] The Cudgel of Kar'desh Neutral 15 Skar'this the Heretic Slave Pens (Heroic)
Icon-map-22x22Chain Neutral 15 [70] The Mark of Vashj Neutral 15 Skar'this the Heretic Slave Pens (Heroic)
Icon-map-22x22 Neutral 15 [70] Wanted: The Heart of Quagmirran Neutral 15 Wind Trader Zhareem Slave Pens (Heroic)


All Heroic Slave Pens Bosses All Heroic Boss Fights

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