The Mechanar is the first part of the Tempest Keep instances in Netherstorm. Each of these instances is floating off of the east side of Outlands, and can be accessed either by flying or being warlock summoned. Enemies inside include Mechanicals, humanoids, and demons. There are two mini-bosses and three bosses in the Mechanar, giving four badges on heroic mode. Enemies in the Mechanar give Sha’tar Reputation, and heroic mode require the Warpforged Key, purchasable in the center of Shattrath from Almaador.
BOSS LIST
Mechano-Lord Capacitus
Abilities
- Head Crack: Decreases target’s stamina by 200
- Nether Bomb: Creates a small bomb that flies around that causes AoE damage when it explodes.
- Reflective Damage Shield (Normal Only) - Glows Red and inflicts 950 damage on melee attackers when struck.
- Reflective Magic Shield (Normal Only) - Glows green and reflects spells back at the caster
- Polarity Shift (Heroic Only) Randmoly gives Positive Charge or a Negative Charge to each party member. Players with similar charges increase damage by 100% per charge when standing near each other. Players with opposite charges cause 2000 damage per tick to those nearby.
- Enrage (Heroic Only) - Capacitus enrages after three minutes increasing damage significantly
Strategy
A relatively simple way to avoid the bombs is to pull the boss to the ramp leading downwards to the elevator. By standing on the ramp and tanking the boss while he is on the ground level (not on the ramp), the bombs will mostly stay out of range making them a non-factor in the fight. Physical DPS will need to take care to avoid attacking during the Red phase while spell based DPS will need to stop during the Green phase.
Heroic
This one is very different on Heroic. Use the same tanking strategy as above to avoid the bombs, but every player needs to be aware of each player’s debuff status. Once the first polarity shift goes out, the tank should alert everyone to his polarity, and players with the same charge should move close to the tank while those with the opposite should group up in another spot, usually higher up on the ramp or further towards the wall. A well coordinated group shouldn’t have to worry about the enrage timer.
Nethermancer Sepethrea
Abilities
- Arcane Blast - Single target arcane damage and knockback.
- Frost Attack - Non-dispellable debuff on melee that reduces attack and movement speed.
- Dragon’s Breath - Disorients targets in a frontal cone for 3 seconds.
Strategy
When engaged, two Raging Flames will appear. These move towards a random party member, leaving a trail of fire behind them. After a few seconds of chasing, they will stop and cast hellfire for a few seconds. They will then pick another random target to chase. They are immune to all damage and crowd control, so they simply must be avoided. Whoever is being chased should run around the outer edge of the room in order to avoid the fire trail and hellfire. Nethermancer Sepethrea can be pulled to the middle of the room and tanked there if there are no Raging Flames chasing the tank. When she uses Dragon’s Breath and disorients the tank, she will move to a new target until the disorient has been removed or run out.
Heroic
On heroic, there are three Raging Flames instead of two, and they move faster. All damage is increased, so the fire trails and hellfires can kill a player quite easily. Everyone should concentrate first on survival, and then on doing damage to Sepethrea. Many groups choose to have the entire group run around the outside of the room together since three players can have elementals following them.
Pathaleon the Calculator
Abilities
- Arcane Torrent - AoE 4 second silence
- Domination - Mind Controls a random player for 10 seconds
- Mana Tap - Drains some mana from a random target
- Arcane Explosion (Heroic Only) - AoE dealing around 2000 arcane damage to those nearby. Interruptable
Strategy
This fight is relatively straight forward, compared to Nethermancer Sepethrea. During the fight, he will spawn three arcane elemental adds. These can be chain AoE feared by a combination of a priest, warrior, and warlock. Alternatively, they can be AoEd down by a mage or warlock, or just tanked and ignored. The adds will despawn when Pathaleon reaches 20% health. If none of these options are working for your group, then single target kill them as quickly as possible. You will probably have to kill multiple waves if you deal with them in this way.
Heroic
In addition to Pathaleon himself hitting harder, the adds have more health and hit harder, so fearing them when they appear is the best option followed by tanking. Because of the increased damage to everyone, your healer may not be able to keep up with all of the damage if you end up getting multiple waves of adds. Pathaleon also has Arcane Explosion with a two second cast time, so interrupters should be ready to stop it.
MAPS
Map 1 |
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Entering Mechanar, there will be a few groups of enemies in front of you. Wait for the large mechanicals to separate and pull the one in the middle. Be careful because the robots cast an AoE and call for help, so pull it well away from other mobs. Physicians cast sleep, so be prepared for it. Head to the left, be careful with the robot pats. Kill the blood elves who are at the top of the ramp, then pull the Mini-boss by hugging the right wall and pulling him back to the doorway on the ramp. He’s pretty straight forward, but on Heroic his saw will hit multiple people. He also has a dispellable buff, shadow power. Next, hug the left wall and keep pulling. You don’t have to pull the group of demons, but watch the blood elf who wanders. Once at the bottom of the ramp, stay on the left wall and pull the two elves guarding the locked elevator door. These cast a fire shield that does AoE damage. It can be dispelled, purged, or spellstolen. The groups of demons can easily be taken care of by a warlock who enslaves. The big ones can’t be enslaved in heroic, but can still be banished. |
Map 2 |
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Now it’s time for the second mini-boss. Go to where the first boss was patting, and pull the Gatewatcher. Melee needs to watch for when he raises his hammer and run out as soon as he does, since it means he is about to AoE. Once he stops, run back in. Other than that, he has a dispellable buff, shadow power. Killing him opens the elevator. Combine the key pieces from both mini-bosses and open the coffer by the elevator. Head up the elevator, hug the left wall, and keep pulling. From now on, it is possible to reset pulls (except Nethermancer Sepethrea) by running away down the elevator. Nethermancer Septhrea can be reset if you have cleared the first gauntlet by running down the hallway. The only real keys here are solid crowd control and making sure you interrupt the robot’s charged fists if you can. Clear everything in this room to prepare for the boss, including the mobs guarding both the boss and the next hallway, but do not enter the hallway. |
Map 3 |
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Be prepared for a gauntlet as you enter the hallway. If you feel overwhelmed, you can still reset pulls by running down the elevator. The first ambush is a set of four blood elves, followed by a single robot, and ending with three blood elves. Next there is another gauntlet of three blood elves, one robot, then four blood elves. If you do not run out, the boss will engage you roughly one minute after you finish off the last of the four blood elves. |
LORE
The Mechanar is one satellite wing of the Tempest Keep. The Tempest Keep is a fortress created by the Naaru. It contained three other satellites, the Arcatraz, the Botanica, and the Exodar. The fortress is able to travel along the Twisting Nether to travel almost instantly between places. The Naaru used this ability of the Tempest Keep to travel to the Outlands, but when they left the fortress, the blood elves led by Prince Kael’thas attacked it and took it over.
The Mechanar is a factory of sorts, generating manacells that hold huge amount of energy in them. It is also the headquarters of Panthaleon the Calculator, who is an agent of Kael’thas Sunstrider in charge of the Manaforges in Netherstorm. He is also the schemer behind many evil plans such as the massive red crystal in western Hellfire Peninsula and a secret plan known as the Firewing Point Project.
SECRET TACTICS
Coming Soon!
If you have any secret tactics for getting through the Mechanar quickly or defeating any of its bosses with ease, let us know at editor@projectlore.com
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