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Tempest Keep
The Mechanar (5)

Gatewatcher Gyro-Kill
Gatewatcher Iron-Hand
Mechano-Lord Capacitus
Nethermancer Sepethrea
Pathaleon the Calculator

The Botanica (5)

Commander Sarannis
High Botanist Freywinn
Thorngrin the Tender
Warp Splinter

The Arcatraz (5)

Zereketh the Unbound
Wrath-Scryer Soccothrates
Dalliah the Doomsayer
Harbinger Skyriss

The Eye (25)

Void Reaver
High Astromancer Solarian
Kael'thas Sunstrider

For other uses, see Eye.

The Eye bosses

The Eye is the inner palace of Tempest Keep in Netherstorm and stronghold of the "Sun King", Kael'thas Sunstrider. In-game, it is known simply as "Tempest Keep". The tokens for tier 5 shoulder and chest pieces drop in the Eye. There is no longer any attunement required to enter this instance.

Getting There

The Eye is located in Netherstorm (coordinates 73.6, 63.7). The fastest way to get there is to take the portal from Shrine of Two Moons / Seven Stars to Shattrath (or if you are a mage, teleport there yourself) then fly to the Eye using a flying mount. The entrance to the Eye is on the lowest level and can be recognized by the swirling green portal. Alternate method and arguably a shorter flight would be to portal from any Capital city to Hellfire Peninsula, then fly north as previous stated.


Though the attunement is no longer required, the quests still remain in-game and can still be completed if desired. The player title of "Champion of the Naaru" was achieved by those that completed the attunement quest chain. The title is no longer available.

The quests to complete the attunement for The Eye are given by A'dal in Shattrath City after successful completion of N [70g5] The Cipher of Damnation questlines in Shadowmoon Valley. It begins with N [70] The Hand of Gul'dan.

Dungeon Denizens

Bosses and mobs

View of the entrance

As with SSC, the trash respawn timer is 2 hours.

All bosses are optional, you may run to Kael'Thas without killing the other bosses if you wish.

Bosses Monsters
The Phoenix Hall
The Crucible
The Solarium
The Tempest Bridge

Phoenix Hall

TK Phoenix Hall.jpg
Packs One, Three, and Four.

The first pack of 6 mobs you'll encounter is a pack of crowd controllable mobs, combined with 1-2 Vindicators. Crowd control the adds, then focus on the vindicators. These may heal, but their heals are weak enough to simply ignore. The vindicators also have a cleanse, so CCers should pay close attention to the mobs they're in charge of. Packs three and four have varying mobs and NPC types.

A kill order that worked well for us was Vindicator, Apprentice Star Scryer, Legionnaire, Astromancer, Star Scryer.

Pack Two - Patrol

This pack patrols from Al'ar's room to the entrance, and should be the second pack you kill in the instance. Kill the squires first, as these heal.

Pack Five - Hatchlings

Once you reach Al'ar's room you'll find 2 of these packs. Each pack patrols in roughly a half-circle, one on the left, the other on the right. Each pack consists of 2 falconers, and 5-7 hatchlings. Pull 1 pack down the hallway with a hunter using Misdirection to the tank to avoid getting knocked back into the room and pulling the other pack. Crowd control the hatchlings as they pass. There is a glitch with LOS in the hallway so that you can not rely on LOS to get the Falconer to move down the hallway. The person with aggro (the tank that was Misdirected onto) must move far enough down the hall (a few steps into the wider section of the hallway) to get out of range of the Falconers to get them into the hallway. Kill any Hatchlings that are not crowd controlled, then focus fire on the Falconers. As much CC as possible is recommended

Secondary tactic
Bring a protection paladin. Misdirect the Falconers to the main tank, and let the protection paladin grab all the Hatchlings using Consecration. The protection paladin must quickly position himself with his back to a wall (he'll get knocked back several times), and far from the healers and casters (as the Hatchlings do an AoE Silence). Focus on the Falconers, then AoE the Hatchlings down. Make sure the paladin is using Retribution Aura, as he would not be able to actively generate aggro (because of the AoE Silence), but the passive aggro from Retribution Aura will still work.
Final Pack - Phoenix-Hawks
  • Combat Phoenix-Hawks are solo pullable. Four patrol on the second level of Al'ar's room. The tank can pull them from either the left or the right ramp, but should be careful not to get two, as they sometimes are close together while patrolling. They have a charge ability that will hit the person furthest back from it for around 9000 damage and knock away those near the targeted person, so have an OT stand at medium range to soak the charges while everybody else stays in melee range of the mob. It is best if the raid stands at the bottom of the ramp while the tank pulls, so that you do not provoke a charge onto someone other than the OT while the tank positions the Phoenix-Hawk. They will also use a periodic mana burn on everyone which cannot be avoided, but it can be fully resisted by way of Mark of the Wild, Prayer of Shadow Protection or Shadow Resistance Aura. A Warlock can also absorb some of the mana burn using Shadow Ward. Generally, however, you'll want to kill them before everybody is out of mana.
Secondary tactic
You pull one into a corner and have everyone stand on that spot. This reduces the chances for knockback drastically. And of course some people won't be able to this correct the first time, but make sure everyone has their back to the wall.

The Crucible

Pack One

First is the solo pull of the Crystalcore Devastator that moves backwards and forwards along the entire length of the hall.

Packs Two and Three

After this patrol is destroyed, there will be a group of two Crystalcore Sentinels. Farther down the hall are two more. On each pull, the tanks should separate the two mobs so that the AoEs do not overlap, and be careful not to drag the mob into the ranged / healer group.

Pack Four - Void Reaver's room onward

There are five of these packs, with varying mobs as listed below. The first pack patrols inside Void Reaver's room, near the door. The other four packs are static, and arranged in a semicircle on the near side of the room, one in the center, two to the left and one to the right. The patrolling pack and the center one need to be pulled back into the hall. The remaining packs can be fought inside the room, with the raid standing up against the wall behind the pack for the pull.

The challenge of these pulls is to keep the Crystalcore Mechanics from killing the crowd-controlling Warlocks or Mage on the pull. A tactic that worked well for us was to have a hunter use Misdirection on the tank, and then use Multi-shot to get aggro on both Crystalcore Mechanics. On the first two pulls (into the hallway) the crowd-controlling players should stand just inside the door and apply crowd control as the mobs run past. The kill order should be: Crystalcore Devastator or Crystalcore Sentinels first, followed by the Crystalcore Mechanics, followed by the Tempest-Smiths. The raid should spread out as much as possible when fighting the Smiths to limit the number of players that are hit by the bombs these mobs throw. Healers will need to watch the health of the entire raid while fighting the Mechanics and Smiths, as the AoE Sawblades or Bombs can rapidly kill many players if the healing lags behind. Another tweak that may help is to have a rogue sap the Tempest Smith before the pull to eliminate the stunning bomb they throw.

These groups will fully respawn if not completely killed.

Type 1

Type 2

Type 3

The Solarium

Pack One
Packs Two and Four, Seven to Eighteen

AE the novices and tank the squires.

Pack Three
Packs Five and Six

Tempest Bridge

Pulls in order: Pack Type One, Patrol, Pack Type One (x2), Pack Type Two (x2), Patrol, Pack Type Two, Boss Time.

Pack Type One
  • Combat Crimson Hand Centurion - Whirlwinds and shoots arcane bolts, CC works (polymorph or fear, and put up Detect Magic or Unstable Affliction so the Blood Knight doesn't dispel the CC), spam CC, even while you're killing it, to limit raid damage.
  • Combat Crimson Hand Blood Knight - Stuns(Hammer of justice, use two tanks), dispels sheeps, immune to CC (needs to die first)
  • Combat Crimson Hand Battle Mage - AoE (Blizzard, Frostbolt Volley, Cone of Cold) and Frost Attack (~2k additional Frost damage on swing), CC works (polymorph or fear, and put up Detect Magic or Unstable Affliction so the Blood Knight doesn't dispel the CC), spam CC, even while you're killing it, to limit raid damage.
Pack Type Two


See the Eye loot.

Patches and hotfixes

World of Warcraft: The Burning Crusade Patch 2.4.0 (25-Mar-2008): You may now fight Prince Kael'thas and Lady Vashj without first killing all the other bosses in their respective dungeons.
World of Warcraft Hotfix (2007-06-19): "After a lot of thought and deliberation, we’ve decided to remove the attunement requirements to enter Serpentshrine Cavern and Tempest Keep: The Eye. While many of our attunements in the Burning Crusade have been good progression checks, a few of the attunements have turned out to cause unnecessary stress on guilds either doing the content or attempting to do the content. With Black Temple and Battle for Mount Hyjal thriving, we want to encourage (rather than prevent) new guilds and raid groups to attempt Serpentshrine and TK. We are going to leave the current attunement quests in the game so that players can still engage in the challenge and the lore of those quests should they choose to. At a later point, we are considering adding a final reward step to those quests as well (that way those who have already completed them would not miss out on a *new* reward)."

See also


  • "The Eye" is actually the final encounter area, as the official site just calls this raid "Tempest Keep".

External links