World of Warcraft Scholomance Guide

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How to run Scholomance and not have your group hate you.

I play on the Daggerspine Horde side with my main Kalerender, a level 60 Undead 
Warlock. Feel free to stop by and give me any tips you'd like to see in this 
guide, say thanks, ask for clarification, or give me money ;) Alternatively you 
can email me at if you would like to see any tips in this or
future instance guides.

**Opening note** If you are new to the instance, ask someone who's been there 
before. I run instances every day, and I'd rather have someone ask me in tells 
about something they're not sure of then screw it up and cause a lot, if not all
of us to die.

Scholomance is located on the island of Caer Darrow in Western Plaguelands, 
slightly to the east of Andorhal. If you'd like to know about its backstory, 
lots of information can be found through Blizzard's information. To get inside 
of the Scholomance, you will either need a key that you acquire through a quest 
from The Bulwark (Horde) or Chillwind Camp (Alliance), or you can have a rogue 
picklock it, I believe a 300 picklock skill is needed. All the creatures in 
Scholomance will drop Minion, Invader (Elite) or Corruptor's Scourgestone's as 
long as your Argent Dawn Token is equipped.

My personal preference on a group is to have one from every class, with a couple
of shamans for wipe recovery, and mages for fire power, it seems to work ok for 
a pick up group. Obviously alliance will require something different as Blizzard
forgot to give them shamans and they ended up with those paladin things.

In general the tactics I describe are 'hold and pull' in that, you capture 
yourself safe ground, then pull the creatures back into it to be dealt with 
them. If you have another method for a particular pull, please let me know.

Onto the guide:

As you enter into the entrance room, have your priest shackle pull the Risen 
Warders, then kill off his friend, repeat with the other group.

-The Reliquary
Risen Warder, Scholomance Neophyte, Scholomance Acolyte, Spectral Researcher
There are a couple of patrolling Risen Warders who'll come up near the door, 
pull them back into your room. Have your rogue/s sap some of the humanoids down 
to the left, and your mages sheep pull, deal with the humanoids. A couple of 
humanoids will walk over with a ghost, can either deal with these as they come 
over, or wait until they get there, then crowd control and kill them. If you 
decide to kill them as they go, back up the stairs as it will break their line 
of sight and cause them to run up into your safe zone. Shackle the ghosts and 
deal with them last, as they have a knock-back point blank area effect spell, 
which could potentially pull other groups onto you. Now deal with the group on 
the other side of the door. When you open the door, another group will wander 
over, can kill them individually or wait for them to move into position.

Quest Note: The first of the Deeds for the Barov Family Fortune is in this room 
in the NE corner.

-The Summoning Chamber
Risen Warder, Scholomance Neophyte, Scholomance Dark Summoner, Kirtonos the 
Couple of Risen Warder's outside the door and patrolling inside, pick them off. 
New creature, a Necrofiend (giant spider basically) is wandering about, it has a
nice area affect web trick that will affect the entire group and root them, but 
not really a big deal if he's on his own. The rest of the room is separated into
6 groups of two Scholomance Necrolytes, coupled with a Scholomance Dark 
Summoner. You want to crowd control the summoner (sap or sheep) and then pull 
the rest of them back into the entrance to the chamber (walk back through the 
door, breaks the line of sight quite nicely). Horde Alternate: If you have no 
mages or rogues, have a shaman earth shock the summoner and go back inside the 
door so that it runs after you. Off to the side of the room is the chamber where
you summon Kirtonos the Herald, if anyone in your party has completed the quests
required to gather Blood of the Innocents, you can use it then to summon him.

-Main Hall
Risen Warder, Necrofiend, Scholomance Adept, Scholomance Necromancer, Spectral 
After removing the gate guards, there is a Warder across the hall, grab him. Off
to your right will be a group of humanoids with a ghost, have the priest shackle
pull on the ghost, this ghost should be left to last, or dealt with first if you
have sufficient humanoid crowd control as he will cast silence in a point black 
area of effect. The Adepts have a nasty freeze trap sort of effect, again which 
affects people close to them, and the Necromancers have shadowbolt volley. Clear
out the groups around the small antechamber of the room, then move into the 
hall, taking out the patrolling Warder and Necrofiend when opportune.

This room has three exits, the exit to your right leads down to Jandice Barov, 
the exit to the forward of you leads to Rattlegore, and the room to your left 
leads down to a door that requires a key from Rattlegore. Jandice is a non 
compulsory boss mob, but she has a set item on her, so just ask the group what 
they want to do.

Quest Note: The second deed is in the corner of the room between the doors to 
Jandice and Rattlegore's rooms.

Diseased Ghoul, Risen Aberration, Reanimated Corpse, Jandice Barov
Remove the guards, again. In here there is an important thing to note, all those
walls down the middle of the room will not stop the creatures from seeing you 
and coming for you. It will stop you walking down the middle, but not them, go 
figure. The Risen Aberrationss are immune to magic, let your 
rogues/shamans/hunters hit on them, the Reanimated Corpses will come back to 
life about 10-15 seconds after they die. Neither of these are elite so one 
person should be sufficient to kill them, the Reanimated Corpses walk really 
slowly too, so a mage/warlock/shaman could easily kite them. The Diseased Ghouls
are why most groups don't come here. These will explode on death, dishing out a 
350dps disease to anyone close by, I do not believe this can be removed either. 
However, if you don't start in the cloud, you won't take damage, so if you are 
in it (melee types) run out, and cloth wearers, don't be near them. Have your 
puller pull down the side of the room, and move up when he says it's safe. 
Jandice is a pretty easy boss fight, she has one interesting trick, occasionally
she will split up into about 15 mirror images, and then she herself will come 
back. If you hit 'V' to display nameplates (assuming you haven't bound 'V' to 
something else) she will be the only creature there displaying a nameplate, as 
summoned creatures don't display. Your AE can handle the images quite easily. On
the far right corner of this room, there is a torch/switch to open access to a 
chest as well if you wish to clear to it. Go back to the Main Hall.

Quest Note: If a player has done the quest line starting with the ghosts outside
The Scholomance, and is able to pick up the blood that will sometimes spawn on 
Jandice, you will be able to go back to The Summoning Room and summon Kirtonos.

-The Great Ossuary
Scholomance Handler, Plagued Hatchling, Risen Construct, Rattlegore
Have your puller pull the handlers one at a time, and then duck around the 
corner breaking the line of sight on the Handler and his Hatchlings. Have the AE
deal with the Hatchlings while the rest deal with the Handler. He has a nasty 
point blank AE blast, so its good to remove him quickly. After clearing the 
room, move across it and then pull up the risen constructs one at a time. They 
have a hard-hitting close range area attack, so don't be close unless you need 
to, and try to stand behind it if possible too. Start clearing Rattlegore's room
one at a time. The pull with Rattlegore will come with an add, shackle it and 
deal with the big skeleton. You can stun Rattlegore, so feel free to lock him up
as much as possible. One person will be able to loot a key, do so and go back to
the Main Hall.

-Body Room
Risen Aberration, Reanimated Corpse, Diseased Ghoul, Risen Bonewarder
Even if you don't kill Jandice, you still get to kill Diseased Ghouls, enjoy. 
Have your party sit in the Main Hall on the purple rug, and your puller bring 
the groups up to you. If he brings a Risen Bonewarder, kill it as quickly as 
possible, as he has an area effect 500dps ability called consuming shadows, and 
it hurts. Shackle the Diseased Ghouls if they come with the Bonewarders so you 
can pick off their non-elite companions. Clear towards the door to the right. 
I'd recommend clearing all the groups straight ahead and to your right (imagine 
an invisible line) and ignore the groups to your left, but you can do just three
groups as long as you hug the walls going to the door.

-The Viewing Room
Scholomance Student, Marduk Blackpool, Vectus
Everything here is neutral, and no matter what the paranoid people say, you can 
talk to the Students. If your group happens to have a Dawn's Gambit, feel free 
to drop it, AE nuke the skeletons that the Students turn into, then pull Marduk 
Blackpool, then Vectus. Chance at an extra two Corruptor's Stones there I 

-The Laboratory
Risen Warder, Scholomance Adept, Scholomance Necromancer, Scholomance Acolyte,
 Scholomance Neophyte, Spectral Teacher, Ras Frostwhisper
Normal pulls of undead/humanoid mix, use your crowd control as you see fit. The 
ghosts aren't as annoying as their predecessors, they simply use banish on you 
if they get bored. Could suck if they banish your priest and you have no back-up
healing on a really bad pull, but that's about it. When there is just the Lich 
and the two Warders, let Ras patrol around the back so that you can pull the two
Warders away from his little altar, do not rush up there, since he will walk 
back around. When killing Ras, I feel that its best to fight him up behind his 
altar, as he has a point blank AE knockback that also chills you, this will 
minimize the distance you're thrown, and the time it takes to get back into the 

Quest Note: The third deed is on the right side of this room up near Ras' altar.
So yes, you need to kill Ras to complete the family fortune quest.

-Headmaster's Study
Risen Warrior, Darkmaster Gandling
Kill off the few patrolling Risen Warriors. To get the Darkmaster to appear, we 
need to kill off all his teachers in the surrounding six chambers. Pick either 
upstairs or downstairs first, I prefer downstairs and I will list the rooms 
according to the order I usually do them.

-The Shadow Vault
Risen Bonewarder, Lady Illucia Barov
Try to pull off three bonewarders in the first pull, shackle one or two if you 
feel necessary, and then kill them quickly. Lady Illucia Barov has a tendency to
mind control one of your party, I believe that Shamans can purge this, and 
priests dispel it as it's a magic buff.

-Barov Family Vault
Risen Warrior, Lord Alexei Barov
Take out the Warriors, should be easy for you by now. Lord Alexei has a nasty 
damage aura, and comes with two guards. Have your priest shackle the lowest 
level guard and the following skills can be used to handle the other guard: 
frost shock kiting (shaman), frost trap (hunter), fear undead (paladin). Kill 
off Barov, then take out his guards.

Quest Note: The fourth and final deed is in this room just to the left of where 
Alexei was (our left, not his).

-Vault of the Ravenian
Splintered Skeleton, The Ravenian
Ok, time out, what on earth is a Ravenian? Clear out the skeletons, in the pool 
its best to clear out two in each (the third one evade bugs I believe) if you 
want some more movement/chance at Argent Dawn reputation. Ravenian just hits 
hard, nothing special.

-Hall of Secrets
Unstable Corpse, Reanimated Corpse, Lorekeeper Polkelt
This room has a ton of non-elite corpses, which means one thing, area effect 
damage. Pull them up, have the warlocks, hunters, mages, paladins, warriors all 
dish up the damage to them in the doorway (choke-points are good). Note that 
when an unstable corpse dies it explodes for about 750 points of damage to 
nearby players. Polkelt doesn't do anything of note, just kill him, if you 
happen to pull him while trying to clear the last of the room, just AE his 
cohorts and focus on him.

-Hall of the Damned
Diseased Ghoul, Risen Aberration, Doctor Theolen Krastinov
Pull and clear, be careful with the exploding ghouls. Theolen isn't anything of 
note, kill him, if you pull him while clearing the very last ghoul, shackle it 
and deal with him.

Quest Note: Theolen also has a chance to drop the blood that summons Kirtonos.

-The Coven
Risen Warrior, Scholomance Occultist, Scholomance Adept, Scholomance 
Necromancer, Instructor Malicia
Clear the room, note that the Occultists turn into Shades when near death, and
become immune to all physical strikes. When that happens, melee move on, mages
finish it. A cute trick to do on the final pull is to have your priest mind 
control Malicia's friend, and use her to drain Malicia's mana pool a bit. If the
mind control breaks before the Occultist dies, nuke the little bit of hit points
left over while your warrior handles Malicia, then nuke her.

-Headmaster's Study
At this stage you should have heard Darkmaster Gandling rock up. If you cleared 
the way I do, you can go stand at the top of the stairs to look at him and 
prepare. It's a pretty simple boss fight, the only thing special will be the 
occasional teleport he'll do of people into those six rooms we just cleared. If 
that happens, kill the skeletons there to re-open the door.

Enjoy your set pieces.