Blackrock Depths regions Major Regions . Detention Block . This area contains Alliance quest NPCs and , as well as the Horde quest NPC as prisoners . Their cell doors can be opened with lockpicking or its alternatives , or with the Prison Cell Key which can be obtained from , at the center of this area . The key is a white item which is always dropped , and can be picked up by any player with loot rights . It persists beyond the instance , so there is no need to kill Gerstahn for the key on subsequent trips , though she does drop decent loot . Note that the key is placed automatically in your keyring rather than in your bags . If the players ' goal is to free Marshal Windsor for his escort quest , they should first clear the entire detention block of enemies . Once the quest begins he will walk through nearly every part of this area on his way out , leaving the players little time to heal and buff between encounters . In particular , clear out the locked store room on the west side of the detention block loop where Windsor ' s belongings are kept before starting the escort quest , as the event will spawn additional mobs in that area , making it a very difficult pull . Once Windsor steps out of his cell , he walks clockwise through the Detention Block halls , then across the large entry room , then walks clockwise through the tunnel that is outside the Ring of the Law . Ring of the Law . If you have the Shadowforge Key ( or lockpicking ( skill 250 ) or its alternatives ) , you can bypass the Ring of Law event via the west garrison side door . Otherwise , you must run this event to advance in the instance . When a player stands on the mesh circle at the center of this area , it starts a plot event . The entrance to the ring is closed , and High Justice Grimstone appears in the ring . This dark iron dwarf is flagged red , but cannot be attacked ; his purpose is to explain what is about to happen . He releases three waves of non - elite monsters , and then an elite mini - boss . The type of monsters and specific mini - boss which appear vary randomly between several alternatives . Monsters : varies . Bats , scorpions , and slimes are all possible . Mini - Bosses : Anub ' shiah , Eviscerator , Gorosh the Dervish , Grizzle , Hedrum the Creeper , or Ok ' thor the Breaker . Once the players are victorious in the ring , the ring ' s entrance reopens , and a second gate also opens , leading to the ring ' s upper levels and the rest of the instance . The arena spectators on the upper level are normally hostile , but become neutral when the ring event is won . Alternate Ring of the Law battle ( 0 . 5 upgrade quest chain ) . This is the Dungeon 2 set upgrade task to kill Theldren ' s Army and retrieve the Top Piece of Lord Valthalak ' s Amulet . To do this , just go in the arena , use the banner while the dwarf is " sentencing " you , and destroy all the mobs that come out of the gates . NOTE : Do not forget to get the Top Piece of Lord Valthalak ' s Amulet from Theldren . These mobs behave like a pvp group with a mage , healer , warrior , rogue , and sometimes a dynamite tossing goblin . Can ' t taunt them so they go for healers . Not too hard if done with a mage . Every enemy who fights with theldren is immune to a warrior ' s taunt , so crowd control is a must . The completion of the event spawns a box of loot and you get to keep the banner in case you want to get the loot again in the future . Loot of note . If Theldren is killed , an Arena Spoils chest appears . Rare loot includes : The Dark Iron Highway . This long stretch of wide pavement is located directly north of the entrance ( behind a gate requiring the Shadowforge Key ) , and is guarded by patrols of dwarves , dogs , and the occasional fire elemental . At its western end , we find the giant Bael ' Gar . The eastern end of the road leads to the Black Anvil . The Black Vault . The Black Vault houses the Dark Coffer as well as 12 Relic Coffers , guarded by Warder Stilgiss and his pet demon hound . Each Relic Coffer can be opened using a Relic Coffer Key . If all the Relic Coffers are opened , the 4 golems in the room will come to life and the Secret Safe will be revealed , including The Heart of the Mountain . See Dark Coffer for more information . The Black Anvil . This large metal structure stands at the eastern end of the dark iron highway , with Lord Incendius patrolling around it . This Anvil is required for all Blacksmithing recipes involving Dark Iron and for the Engineering recipe for Dark Iron Rifle . The Black Forge . The Black Forge is used to smelt Dark Iron into Dark Iron Bars , which are used in several high end Smith , and Engineering recipes . The forge is also required by enchanters to create the Smoking Heart of the Mountain trinket . The forge is located just before the bridge leading into Molten Core , and just after the room of The Seven . After exiting the room of the seven , turn right , and then immediately left . there will be a small bridge leading to a single fire elemental . The Forge is directly behind him . The Hall of Crafting . This rocky region is populated with groups of one elite golem and 3 non - elite dwarves . The area is a square staircase leading upward from the Black Anvil to the Shadowforge City . Fineous Darkvire patrols from one end of this area to the other . He is the NPC that drops Ironfel , which is required for a quest to obtain the Shadowforge Key . The Shadowforge City . This area overlooks the Black Anvil , and is divided into two parts . The eastern half connects the Hall of Crafting , Vault and the upper levels of the Ring of the Law . The western half is accessible from the Grim Guzzler back door , and leads to the Chamber of Enchantment . The Shadowforge Lock . The East Garrison , which can be accessed directly from the instance entrance ( with the Shadowforge Key ) or from the upper levels of the Ring of the Law , contains the Shadowforge Lock . The lock is not really a lock but a mechanism controlling a movable bridge which connects the upper levels of the Ring of the Law to the Manufactory . This bridge is the only way into the manufactory , and thus the only way to reach the back areas ( and final boss ) of this instance . Releasing the lock will form the bridge by closing the gates on the Dark Iron Highway , making it impossible to reach the Black Anvil via the Highway ( you can still get there via the Shadowforge City east or west halves ) . A player capable of stealth , or any player with an invisibility potion , can release the lock without being detected at level 60 by standing directly in front of the lock while activating it . Prior to level 60 , characters may aggro the nearby mob s using this technique depending on their level and care of positioning . The lock can be reached unmolested by jumping off the stairs leading up to the Ring of the Law , but getting back will require stealth or invisibility , or defeating one 3 - pack of elite guards . Prior to patch 1 . 11 , the Shadowforge Lock was not pickable , nor could it be defeated with blacksmithing keys or seaforium charges . The Manufactory . This area is full of golems and weapon technicians . At the back stands Golem Lord Argelmach , flanked by a pair of special golems . Players are advised to clear the Manufactory before fighting him , since the first thing the golem lord does is run through the factory , searching for allies to help him . The Grim Guzzler . The Grim Guzzler is a marginally safe haven in the depths . The only way to reach the end of the instance is through its back door on the second level , which DOES NOT use the Shadowforge Key and cannot be picked . The Guzzler is filled with non - hostile non - elite drunken dwarves , with a scattering of named special NPCs , a variety of plot events , and a quest . There are many special circumstances surrounding this area : Opening the back door of the bar . The bar ' s rear exit is on the second level , and blocked with an unpickable door . There are four ways to open it : When the players leave the bar through the back door , they will find themselves in the second half of the Shadowforged City . The Chamber of Enchantment . This large platform is entirely empty , except for Ambassador Flamelash standing in the middle . Once he is defeated , players can pass on to the Mold Foundry . Have all party members through the doorway , if anyone is standing outside you get elite fire elemental adds instead of the one - shotters . The Mold Foundry . This area is small and insignificant , filled with small groups of elite golems and non - elite dwarves . Its only notable feature is its chance to spawn Panzor the Invincible . This area leads to the Summoner ' s Tomb . Summoners ' Tomb . This room is another area which is safe to begin with . It is populated by seven ghostly dwarves , the patriarchs of the Dark Iron nation - and the dwarves who summoned Ragnaros into the world . These dwarves must be killed to pass on to the later areas , but before the attack any miners in the group should speak with Gloom ' rel and do his quest , to gain the ability to smelt Dark Iron ore . When the group is ready , speak to Doom ' rel and challenge him . Once the dwarves are defeated , the Chest of The Seven will spawn and the doors will open , allowing access to the Lyceum and the bridge to Molten Core . The Molten Bridge . Two groups of fire elementals stand on this bridge - on the far side , the swirling portal to Molten Core . This is where the quest can be completed - the core fragment is on the far side of the bridge , next to the portal . Note that you do not need to enter the core to finish this quest ; in fact , if you enter the core by mistake , when you exit the core you will appear outside of the depths , next to the questgiver for the attunement quest . You will then need to run all the way back through the depths to rejoin your group . The Lyceum . This room is filled with vast numbers of non - elite , low hp dwarves , linked in groups of 10 or so . These dwarves are on a fast respawn cycle , with a number of patrols wandering through the area . On the far side , the doors to the Iron Hall stand locked and unpickable . Two braziers flank the doors , each guarded by a Flame elemental . Two flamekeepers are within the room at any one time , with about 8 possible spawn points spread around the room . To enter the Iron hall , you must loot a torch from a flamekeeper , and use it to light a brazier . These are five minute duration , unique , BoP items , that are consumed on use . Once both braziers are lit , the doors open , and the NPCs of the Lyceum stop respawning . The key to this room is to stay together and keep moving , to avoid undue aggro and the ( approx ) 30second respawns . Even low level aoe is very useful here , such as a paladin ' s consecration . Have loot set to free for all , to make torch looting easier . Some parties will send a single rogue or druid to kill each flamekeeper and loot the torches , while the rest of the group works their way to the braziers . This is risky because if the stealth class aggroes extra mobs , they will often die , leaving four players to do the work of five . The risk is not worth the lack of reward . A better tactic is for the party to stay together , staying to the right wall , until they reach the right brazier on the other side of the room . Rogues are useful here : be on the lookout for the patrols , ready to distract them . There is a safe area on the braziers ' platform where approximately lvl 55 + players are safe from the constant respawns and patrols , where the party can rest . From here they work around to the left brazier , where there is a similar safe spot . At this point you will have covered nearly half the spawns of the flamekeepers , and will have otherwise located them . The Iron Hall . This room is lined on both sides with massive statues , and guarded at its end by Magmus . Once Magmus aggros , the statues begin to breathe fire about every 10 seconds ; players should be careful to stand in the areas between statues to avoid fire damage . The Imperial Seat . This large room has many mixed groups of dwarves , with Emperor Dagran Thaurissan and Princess Moira Bronzebeard sitting at the end . The room must be cleared before engaging the emperor , as he will call them all to his aid when he aggros . The princess is a dedicated healer ; if the players are attempting the quest " " then she must be alive when the emperor is killed . Shortcuts . As mentioned earlier , the Shadowforge Key is required to access the Manufactory and following areas . A high level rogue or druid with this key can actually sneak all the way to the Grim Guzzler without fighting anyone or needing to brave the stealth - sniffing dogs . This is useful for rogues who want to farm Plugger for his Barman Shanker . A hunter can also reach the bar solo through creative use of Feign Death and his pet . The lava path . If you are aiming for The Emperor , Black Forge or the entrance to MC , you might consider taking the lava path . It begins below the Black Anvil , and ends at the Black Forge , bypassing much of the instance . Jumping left from the Anvil into the lava its a short swim to a small path that winds around until you come to a ledge under the Chamber of Enhancement ( an alternate entrance to the path ) . Lower level players may need to deal with incidental elementals that flank this route . Theres a long stretch of lava , patrolled by an elemental , that you have to cross to reach an island in the center of the lava , which also has 4 elementals on it . Its best to pull the patrolling elemental and deal with it before crossing . It is possible to avoid all four elementals on the island , or to deal with them individually or in pairs . After that island its a short swim until you come up underneath the bridge . Beware of aggroing the 1st 3 elementals on the left . The lava path allows for nice quick runs to 3 of the main objectives in BRD , but it can be dangerous for the inexperienced , or soloing characters . If you are aiming for the Emperor , you will come up before the Lyceum , needing the Shadowforge key to continue , and you cannot move backwards into the room of 7 . As described , it is possible currently for the 1st mob you fight in the instance to be the elemental patrolling the lava before the island .