Sethekk Halls is the eastern wing of the Auchindoun instances in Terokkar Forest, south of Shattrath City. Normal difficulty is recommended for levels 67-69. Enemies found in Sethekk Halls are humanoids, undead, beasts, and a few demons. There are two bosses on normal difficulty with one additional optional boss on heroic, summonable by a druid who is on or has completed his epic flight form quest. A good portion of the trash in the first few large rooms can be avoided by hugging walls along the path to speed up runs. Enemies in Sethekk Halls give Lower City reputation, and Heroic Mode requires the Auchenai Key, purchasable from Nakodu in Lower City in Shattrath.

BOSS LIST

Darkweaver Syth

Abilities

  • Arcane Shock: Arcane damage and DoT.
  • Flame Shock: Fire damage and DoT.
  • Frost Shock: Frost damage and snare.
  • Shadow Shock: Shadow damage.
  • Chain Lightning: Does nature damage and jumps to nearby players, increasing damage with each jump.
  • Summon Elementals: Summons four elementals: one arcane, one fire, one water, and one shadow. He will do this three times, at 75%, 50%, and 25% health.

Strategy

There are two basic strategies possible. Lower geared groups will want to focus fire the elementals down when they are summoned, stopping DPS on Syth while that is happening in order to avoid more elementals. Three of the four are fearable, with the shadow elemental being the exception. Most groups will be able to ignore or just fear the third wave of elementals and kill Syth, since the elementals will despawn once he dies. Highly geared groups can just keep the elementals busy with fears or ignore them completely while burning down the boss. With this strategy, things can bet a bit crazy, but it is entirely possible with good enough heals and DPS.

Heroic

Same fight with higher damage and health pools, both strategies are still entirely viable.
Talon King Ikiss

Abilities

  • Arcane Volley: Hits all nearby 1500 arcane damage, ignoring line of sight
  • Arcane Explosion: Large AoE with a 5 second cast time, causing a large amount of arcane damage. Damage is only dealt to targets that are within line of sight.
  • Blink: Teleports to a position near a party member
  • Polymorph: Transforms a party member into a sheep. Lasts for 10 seconds
  • Slow (Heroic Only): Movement speed reduced by 60%. Time between melee and ranged attacks increased by 60%. Casting time increased by 60% for 8 seconds. Dispellable.

Strategy

This fight can be very difficult and frustrating at times. The main key to this fight is to avoid the arcane explosion by putting a pillar between yourself and the boss when the warning comes up indicating that he is casting it. If possible, dispel the polymorphs quickly since if the healer or tank is sheeped, it often results in a wipe. Tanking Ikiss next to a pillar can be helpful in order to minimize the distance needed to move to get out of line of sight.

Heroic

Ikiss will cast slow on the entire party, making it much more difficult to get out of the way for the arcane explosion. Increased damage and hit points also complicate the fight. Everyone should use whatever means they have to get behind the pillars quickly such as blink, intervene, sprint, etc. Dispel the slow off of the party if possible, as well. Warrior tanks should try to spell reflect the polymorph in order to save a near certain wipe.
Anzu (Heroic Only)
Anzu is summonable in heroic mode only, and can only be summoned by a druid who is on the Epic Flight Form quest or who has already completed it.

Abilities

  • Spell Bomb: A curse lasting 8 seconds, deals 1000 damage and burns 2000 mana if a player affected by it casts any spell. Anzu will whisper the player affected by the debuff, warning of the effect. All casters should stop casting spells while they have the curse.
  • Cyclone of Feathers: Targets a random party member other than the tank and puts them in a cyclone for 6 seconds. Can only be dispelled with Mass Dispel. Interruptable
  • Paralyzing Screech: A 6 second AoE stun on the entire group. Not Interruptable
  • Banish/Spawn Birds: At 66% and 33% health, he will banish himself and spawn non-elite birds. They are crowd controllable.
Additionally, three statues will appear, each granting a buff while they are affected by a druid Heal over Time spell.

Strategy

This is a relatively straight forward fight with two phases. If possible, keep the Hawk Spirit active as much as possible by keeping a rank one druid HoT on it. The Falcon Spirit is also helpful for the entire fight, but is not nearly as important. During phase one, the main concerns are casters avoiding the Spell Bomb by paying attention to when it is active on them and interrupting the Cyclone. Once Anzu reaches 66%, Phase two will begin and the birds should be AoE'd down. This can be helped by keeping the Eagle Spirit active during phase two. After the birds are dead or once one minute has elapsed, Anzu will return and phase one starts again. If the birds are not dead, make sure to kill them before resuming DPS on Anzu. Once the boss is at 33%, phase two begins again, followed by phase one after a minute or when the birds are dead.

The following macros will help druids keep HoTs up as much as possible. Rejuvenation can be replaced with Regrowth, since it lasts longer, although it isn't an instant cast.

/target Eagle Spirit
/cast Rejuvenation(Rank 1)
/targetlasttarget

/target Hawk Spirit
/cast Rejuvenation(Rank 1)
/targetlasttarget

/target Falcon Spirit
/cast Rejuvenation(Rank 1)
/targetlasttarget

MAPS

Entering the Sethekk Halls, you will find a few simple pulls. Coming into the first room, pull the groups towards the middle of the room and on the left side. A few groups in the back and on the right are avoidable. Move into the next room and pull the groups blocking your way to the right side. Again, many of the groups that aren't directly in your way can be skipped. Move through the next bend and you will find the first boss.
Continue through the halls to a room with a large stairway. Pull all of the groups, watching for the serpent that pats on the stairway. Head up the stairs and around to the next large room. This room has a couple of AoE pulls of birds, along with a few groups of elites. Clear them all while you head to the next boss. Remember to stay away from the ghosts that spawn when some of the enemies are killed, as they can still hurt your party members. Head around the large pile of rubble in the room and up to the next large room. Clear all of the groups to get some breathing room. If you are able to summon Anzu, which requires heroic mode as well as a druid who is on or has completed the epic flight form quest, the middle of this room is the place to do it.
A couple of large groups is all that stands between you and the final boss. Kill them and get ready to face the Talon Lord

LORE

Sethekk Halls is one section of the Auchindoun, which was formerly a Draenei holy place where the dead were laid to rest. It was, however taken over by the Shadow Council, who summoned an extremely powerful and evil creature. This resulted in a gigantic explosion, causing the Auchindoun to be destroyed and creating the bone wastes around it. The dead who were buried now wander the area as restless spirits. A rift in the Nether was also torn open, bringing the Ethereals into Outland.

The Sethekk Halls themselves are populated by the Sethekk, a faction of arakkoa who think they are the true followers of the mysterious master of all arakkoa. The Sethekk abandoned the traditional god of the arakkoa, Rukhmar, to follow the new leader who promises unimaginable power. The Sethekk believe that the immense explosion at Auchindoun signified the arrival of their master on this planet. Led by Talon King Ikiss and Darkweaver Syth, they left Skettis to take over the ruins and find their master within them.

SECRET TACTICS

If you have any secret tactics for getting through Sethekk Halls quickly or defeating any of its bosses with ease, let us know at editor@projectlore.com

RELATED VIDEOS

Episode 6.1: Sethekk Halls

Monday, August 18th, 2008 - 44 Comments

Project Lore comes face to beak with Darkweaver Syth. Will Project Lore down their feathery foe or get plucked by his flock? Check the strat, lore and the first big boss fight in Heroic Sethekk Halls.

Episode 6.2: Sethekk Halls

Thursday, August 21st, 2008 - 26 Comments

Project Lore confronts Talon King Ikiss, the final boss in Heroic Sethekk Halls. Will Project Lore stop this mad bird or get knocked over by this feathered fallacy? Watch as the guys talk about strat, lore and then take on Talon King Ikiss.

Episode 6.3: Sethekk Halls Wrap-Up

Friday, August 22nd, 2008 - 45 Comments

Project Lore’s Alexis Knapp recaps episode 6 in this week’s Community Wrap-Up. Alexis answers your questions and keeps you informed with WoW news and things going on here at Project Lore.

Classes & Talent

Professions

Instances