The Key to Scholomance quest chain Entry to the dungeon of Scholomance is barred by a locked door . This quest chain serves both to entice characters to explore the plaguelands zones and to reward diligence with access to further adventure . The ultimate reward of this quest is the , which unlocks the door to Scholomance without resort to lockpicking methods . The Key to Scholomance . A Call to Arms . Both the Alliance and the Horde have sent out heralds ( or their equivalents ) to all the major cities , asking for help for the Argent Dawn in the Western Plaguelands against the scourge . Proving your mettle . Both Commander Valorfist and High Executor Derrington need to weaken the Scourge forces before beginning an assault against the scourge in Andorhal . They have different plans , though . . . Commander Valorfist intends to send forces up the east road into the ruins of Andorhal . But doing that requires pushing the scourge back , winnowing their forces in Sorrow Hill . That ' s where you come in . You are directed out to Sorrow Hill , to slay a number of both the flayers and the ghouls . High executor Derrington , on the other hand , has the Scarlet Crusade on hand as both an obstacle and an opportunity . Rather than face a two - front war , he wants you to burn down the command tent of the Scarlet Crusade encampment between Felstone Field and Dalson ' s Tears and use a scourge banner to blame it on the scourge . The Crusade already has a mad on about the scourge , so with any luck they ' ll concentrate on the scourge and leave the Argent Dawn forces alone for a while . Both the Commander and the High Executor then send you back into Andorhal to put a magical marker beacon on each of the four watchtowers . You are told that the scourge have been using them for directing troop movements . You aren ' t told exactly how the beacons help the Argent Dawn . Perhaps they allow those signals to be read ? Perhaps they actually confuse the signals somehow ? Who knows . Regardless , the towers are slated as high priority targets in the coming attacks . You proceed to mark the towers with the beacon torches . At pretty much every tower , you have to ward off a few of the defenders , so it is no easy task . But finally , you return to report success ! Forging a key . Derrington ( or Valorfist ) feels you have proven yourself enough that he trusts you to shepherd a new task : forging a key to allow entry to Scholomance , the keep on Caer Darrow in Darrowmere Lake . He directs you to the person who would be creating the key . The first thing that Arbington ( or Dithers ) sets you to , is gathering up appropriate fragments from the reanimated skeletons in the Andorhal area . Yes , it ' s going to be a Skeleton Key , quite literally . There are a lot of skeletons , and with a little martial persuasion , you are able to gain skeleton fragments fairly easily . You take them back to your contact who then imbues them with magic to allow them to survive the next portion of the process : forging a key blank with Thorium . Both Dithers and Arbington direct you to the same mercenary goblin blacksmith in Gadgetzan : Krinkle Goodsteel . He ' s the only one known to produce the mold needed for the project . But it gets better . . . the Argent Dawn is asking you to take on the costs for the mold . 15 gold , payable in advance . Krinkle takes your gold and gives you the mold . Fortunately , he also tells you just what you have to do to forge the stem of the key . That part . . . not so easy . You need the Skeleton Key Mold ( with the imbued skeleton fragments packed inside ) and 2 . And you need literally volcanic heat to fuse the thorium and bone together . Fortunately , the nearby Un ' Goro Crater has an active volcano in it . Krinkle points you to a lake of lava atop Fire Plume Ridge . When you get there , you find the whole volcano teeming with Fire Elemental s . You dodge most of them , but in working your way up the volcanic cone to the lake , you do have to destroy a number of them . Right near the lake , you spot what might be the granddaddy of all fire elementals : Blazerunner . You are able to stay safely away from him while pouring the thorium into the mold . You don ' t linger around ; the elementals are coming back . Back to Dithers ( or Arbington ) you go , where you get the bad news . The lich ruling the ruins of Andorhal possesses a signet in the form of a scarab . That very signet must be the head of the skeleton key . And he won ' t surrender it willingly . It is some consolation that the military commander ( Ashlam Valorfist or High Executor Derrington ) also , but for different reasons . What could be better than going up against Certain Death ? Getting paid twice for it ! This task , though , is beyond your abilities alone . You gather up a number of other adventurers , and storm the center of Andorhal . The Lich has many , many minions surrounding him . It takes some time to slash and chop your way through them , but finally you face off against the lich . Through your combined might , you are able to destroy him and lay hands upon his phylactery , where lies the scarab . ( You shatter the phylactery and take a shard back to the commander as proof to him of the deed . You ' ve already got his scarab , but . . . whatever . ) You bring back the scarab , and Alchemist Arbington ( or Apothecary Dithers ) completes the key and hands it to you . " Waste no time in trying it out " , he says .