Karazhan (not Kharazan) is the first "raid" dungeon in BC. It is a 10-man instance.
This is about the Karazhan key quest and how to do it. The
first two pieces of your Epic Tier 4 set drop in Karazhan, so
getting this quest chain done as soon as possible is imperative to
progressing in BC.
1. Arcane Disturbances/Restless Activity - Beginning of the
chain. Pick up these two quests outside of Karazhan from Archmage
Alturus. It's in Deadwind Pass (just east of Darkshire). This part
is soloable. Note that the Ghostly Essences have a very low drop
rate, plus all the mobs are level 69-70 and very close together.
Some classes may want to duo for this, for safety's sake.
2. Contact from Dalaran - Alturus at Karazhan instructs you
to go to another mage in Dalaran, which is in Hillsbrad/Alterac
Mountains. Also soloable.
3. Khadgar - You must go speak to Khadgar. He chills near the
Naaru (A'dal) in the middle of Shattrath City. He gives you the
first part of the chain that is group content.
4. Entry Into Karazhan - You need to go to the Shadow
Labyrinth in Auchindoun and get an item there. This is the first
Karazhan Key Fragment. To get into the Shadow Labyrinth, you'll need
the key, which drops off of the last boss in Sethekk Halls. Many of
us already have this key, and unlike the key to Karazhan, only one
person in your group needs to have it for everyone to gain entrance
to the instance (like UBRS). You'll find the first key fragment in
an urn located to the left and slightly behind Murmur, the last boss
in Shadow Labyrinth. You'll need to kill him to get it (he's really
easy) and all players can loot the urn.
5. The Second and Third Fragments - For the next part of the
chain, you must go to the Steamvault (in Coilfang Reservoir) and
find the second key fragment. Jump to your right off the bridge that
leads to the first boss. Swim down into the whirlpool-type thing and
you'll find the urn near the bottom (kind of hard to see). Go to the
Arcatraz (a 5-man dungeon in Tempest Keep in the Netherstorm) for
the third key fragment. You'll need a key to get into the Arcatraz
as well.
The Arcatraz key quest chain starts at Nether-stalker Khay'ji in
Area 52. The first quest in the chain is Consortium Crystal
Collection. You may have already done it, though, and will thus have
to figure out where you are in the chain for yourself. Ultimately,
you'll have to go to The Mechanar (Tempest Keep 5-man) and The
Botanica (Tempest Keep 5-man) and obtain a drop from each of the
final bosses of those instances. You take these two key shards back
to Khay'ji, and he'll give you your Arcatraz Key.
Good job. You're almost there. Now you just need to actually go to
the Arcatraz and get the third key fragment. It is located in the
corner of a big blue room after the first boss. You don't even need
to kill the first boss to get this key (but he's pretty easy, so you
probably should).
6. The
Master's Touch - You're
almost done now. The final part of the chain involves completing the
Black Morass encounter in the Caverns of Time and talking to Medivh
at the end (you need to complete the "saving Thrall" encounter in
Old Hillsbrad Foothills before you attempt the Black Morass). This
is a tough encounter, but if you have a tight group and everyone
focuses, you can certainly get it done. Here are some tips on it:
In this encounter, you must defend Medivh while he opens the Dark
Portal. It is composed of 18 non-stop phases. In each phase, a
portal opens, and a high-HP elite mob called a Rift Lord or Rift
Keeper (melee and caster variations, respectively) will spawn. Every
few seconds, non elite whelps or dragonkin will spawn from the
portal until the Rift Keeper/Lord is dead. They will go straight to
Medivh, unless someone attacks them. There are several ways to do
this: you can try to kill them as they spawn (while killing the Rift
Keeper/Lord) or you can try to DPS the Keeper/Lord down very
quickly, and then clean them up afterward. But you have to do this
REALLY fast, because once they get to Medivh they will start
draining his shield. The best option is to have one person
(preferably a hunter, or maybe a mage) do what they can to slow
down/kill the adds, while everyone else burns down the Keeper/Lord.
On phases 6, 12, and 18, there will be a boss in place of the Rift
Keeper/Lord. Every player in your party gets a dragon that they can
deploy in an area from an NPC at the beginning of the encounter. It
is advisable to use these dragons on the boss fights. However, if
you deploy the dragons near the boss, they will despawn. For this
reason, put them right near Medivh. They will handle all the adds
easily, so you can just focus on the boss.
The first boss is pretty straightforward. He does an AE arcane
missiles type attack. You should be ok as long as your healer isn't
a feral druid or shadow priest. The second boss is tougher; he has a
mortal strike that stacks for up to 90% healing reduced. The best
way to negate this is to have an offtank. As this is not always
possible, you'll need to be creative: Invulnerability Pots, etc. The
third boss is the easiest of all. You shouldn't have any trouble
with him.
Now just talk to Medivh and get your key. Grats =)
If it was helpful to you, feel
free to link to it from your guild site or wherever else you so
choose. Thanks for reading!