Entrance is in the west of Dun Morogh. This is the longest instance so far – I imagine it will take two to three hours to complete, but it can be split into two by getting the workshop key.

For the Horde: you don’t need to hack your way through Dun Morogh to get to Gnomeregan. Sovik gives out a quest that lets you teleport to just outside the instance from Booty Bay – just take the boat from Ratchet.

Nogg, Orgrimmar (Horde) – Rig Wars
Sovik, Orgrimmar (Horde) – Chief Engineer Scooty

Tinkmaster Overspark, Ironforge – Save Techbot’s Brain!
Master Mechanic Castpipe, Ironforge – Data Rescue
Gnoarn – The Day After
Klockmort Spannerspan, IronForge – Essential Artificials
Shoni the Shilent, Stormwind – Gyrodrillmatic Excavationors
High Tinker Mekkatorque, Ironforge – The Grand Betrayal
Ozzie Togglevolt, Dun Morogh – Gnogaine
Ozzie Togglevolt, Dun Morogh – The Only Cure is More Green Glow

In Gnomeregan:
Kernobee – A Fine Mess
Grime-Encrusted Ring – Grime-Encrusted Ring
White Punch Card
The Sparklematic 5200 – The Sparklematic 5200!, More Sparklematic Action

In Ironforge, talk to the five gnomes outside the Deeprun Tram entrance, and head to Stormwind for Shoni’s quest. Back in Ironforge, run to Kharanos for Ozzie, who is in the house with 2 gnomes and a leper gnome north of Kharanos.

There are two entrances to the instance; the first is to the south, bearing left; this is the main entrance. The second is to the north of the train depot, and requires the workshop key. This is a sort of shortcut to the main boss (Mekgineer Thermaplugg). West of the train depot is Techbot. The various elites in the area can drop the robo-mechanical guts, plus a white punch card, and grime-encrusted objects. The irradiated troggs outside can also meet the gnogaine quest, although you have to be within aggro range to use the flask.

The ‘essential artificials’ for their quest come from the clickable machines that lurk in corners throughout the instance.

Use the punch cards on the punchograph machines; the first one is outside the instance. An engineer will in addition to the cards, get access to schematics from some of the machines. If he has a Security DELTA card, which drops rarely from the robots, the D machine may give an extra schematic (the discombobulator ray). The B machine is at the first large chamber, the C at the second, and the D on the lower level of the last chamber (the workshop).

The first boss is the Viscous Fallout, an elemental that wanders the north side of the lower level of the first chamber. Watch out for the gap in the walkway to the north in the upper level, although this can be a quick way to get to him if you can survive the fall, or you can work your way down through the passages via the clean room, to the south side of the walkway. This area is where you can get the green glow for that quest.

The second boss is to the east; Grubbis. He is activated by the gnome, Blastmaster Emi Shortfuse. The first wave of mobs she releases is a very large number of non-elite troggs, make sure that you have a way of getting aggro from them very quickly.

Kernobee is in the Dormitory, next to the Clean Room. He wants you to escort him back to the instance entrance, and, unlike most escort quests, he follows you, at your pace. The Clean Room has a vendor (but no repair, unfortunately), and the three Sparklematic machines to clean grimy objects; only one of the the three will clean the ring.

The third boss, Electrocutioner 6000, is in the middle of the next large chamber, and guards the C punch card machine. He also drops the workshop key.

The grime-encrusted ring drops from dark iron agents. Take it back to the sparklematic machine for cleaning; there is a followup quest back in Ironforge requiring a silver bar and a moss agate. I never met the Dark Iron Ambassador, but he can reputedly be found at the end of the passage of dark irons, close to Thermaplugg. I found this corridor the hardest part to deal with – crowds of sometimes four dwarfs with a sentry and the possibility of a mobile alert to spawm two more sentries if not dispatched immediately.

Mekgineer Thermaplugg is alone in his room, once you get to it. However, he spawns bombs as you fight him; I think based on a percentage of his health. Try to kill them before they reach you; towards the end, there can be a LOT of bombs. You can stop the bombs spawning by clicking on the towers around the room.

There is a final boss, the Crowd Pummeller 9-60, on the west side of the last chamber on the upper level.


Crowd Pummeler 9-60 – Manual Crowd Pummeler (blue two handed mace), Gnomebot Operating Boots (leather boots)
Dark Iron Ambassador – Emissary Cuffs of xxx (blue leather wrist), Glass Shooter (blue gun). Rare spawn.
Electrocutioner 6000 – Electrocutioner Lagnut (blue ring), Elecrocutioner Leg (blue one handed sword), Spidertank Oilrag (cloth wrist)
Grubbis – Grubbis Paws (blue mail gloves)
Mekgineer Thermaplugg – Charged Gear of xxx (blue ring), Electromagnetic Gigaflux Reactivator (blue cloth head), Thermaplugg’s Central Core (blue shield), Thermaplugg’s Left Arm (blue two handed axe)
Viscous Fallout – Acidic Walkers (blue cloth boots), Hydrocane (blue staff), Toxic Revenger (blue dagger).

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