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{{Infobox zone
:''This article is about the in-game raid boss. For character biography and other appearances, see [[Teron Gorefiend]].''
 
  +
|faction=Alliance
{{npcbox
 
|name=Teron Gorefiend
+
|name=Deeprun Tram
  +
|ss=Deeprun Load.jpg
|race=Undead
 
  +
|capital=
|image=Teron_Gorefiend_boss.jpg
 
  +
|race={{Race|Gnome }}
|level=??
+
|level=N/A
|type=Elite (Boss)
 
  +
|loc=Between [[Ironforge]] and [[Stormwind City]]
|location=Gorefiend's Vigil, [[Black Temple]]
 
|instance=Black Temple
 
 
}}
 
}}
   
  +
The '''Deeprun Tram''' is a long, fully enclosed, underground (and partially underwater) set of double tracks upon which rolls two sets of three wagons, all credited to the [[gnome]]s' technical engineering. The service is fast and smooth, and is provided free of charge to travelers between the [[Alliance]]-aligned cities of [[Ironforge]] and [[Stormwind City]]. There is also a [[quest]] here that starts on the [[Ironforge]] side and ends on the [[Stormwind]] side that involves catching rats.
'''Teron Gorefiend''' is a [[boss]] in the [[Black Temple]]. The fight is basically a [[DPS race]], with a twist. Killing Gorefiend is a prerequisite for opening the door leading to [[Mother Shahraz]]. He's usually killed fourth when clearing BT.
 
   
==Abilities==
+
==History==
  +
[[File:Deepruntram.jpg|thumb|The Deeprun Tram]]
=== Teron Gorefiend ===
 
  +
[[File:Tramunderwater.jpg|thumb|right|The Tram's underwater tunnels.]]
* '''Health''': 4,100,000
 
* '''Mana''': 1,693,500
 
* '''Melee''': ~6k normal hit on plate (can crush and crit)
 
* '''Incinerate''': Cast on a random target and does 2,775 to 3,225 fire damage on impact. Also applies a debuff to the target which does an additional 8,325 fire damage over three seconds. Debuff can be dispelled by priests and paladins.
 
* '''Doom Blossom''': A dark cloud appears for over two minutes which casts Shadow Bolts for approximately 1,500 shadow damage at random targets. More than one Doom Blossom can be active at once.
 
* '''Crushing Shadows''': Cast on five random raid members and applies a fifteen second debuff which increases shadow damage taken by 60%.
 
* '''Shadow of Death''': Cast every 30 seconds on a random target and applies a debuff which kills the target after 55 seconds. When the target dies (by the debuff or any other reason), four Shadowy Constructs spawn at the target's corpse and the target turns into a Ghost for 60 seconds.
 
   
  +
In the aftermath of the [[Second War]], the [[human]]s of [[Stormwind]] began the grueling task of rebuilding the war-torn lands surrounding their battered kingdom. In those days, the bonds of brotherhood that cradled the [[Alliance]] were still at their strongest, and the [[dwarves]] of [[Ironforge]] were quick to lend aid to their human allies. King [[Magni Bronzebeard]] was frustrated, however, at the sluggish pace with which his country's aid was being delivered to Stormwind, and eager as well to establish a means of reinforcing the human kingdom with dwarven soldiers should the need arise. To address these two concerns, King Bronzebeard turned to Azeroth's most esteemed engineer, [[High Tinker]] [[Gelbin Mekkatorque]], who immediately began drafting designs for a grand subterranean railway system that would link Stormwind and Ironforge.<ref name="WoW">[http://www.worldofwarcraft.com/info/basics/publictransportation.html#deepruntram World of Warcraft] Public transportation</ref> His plans would eventualy include making a scale mock-up out of pie tins, which still exists in [[Sector 17]], his quarters in [[Gnomeregan]].<ref>[http://us.battle.net/wow/en/game/lore/leader-story/gelbin-mekkatorque/ Gelbin Mekkatorque: Cut Short]</ref>
===Shadowy Constructs:===
 
*'''Melee''': ~300 on cloth
 
*'''Shadow Strike''': Melee attack doing roughly 2,500 shadow damage. Not resistible.
 
*'''Atrophy''': 60 second debuff applied on melee hit which decreases attack speed by 5%, stacks up to 10 times. Not removable.
 
*'''Immune''': Immune to all attacks by normal players, can only be harmed by players in the Ghost form
 
*'''Aggro''': random aggro on normal raid members, attack Ghosts only after all other players are dead
 
   
  +
Gnomish inventors organize into pairs, an odd crazy-guy/sane-guy relationship. One is always trying to push the limits of his devices to unknowable extremes while the other does everything he can to keep the invention from becoming disastrous. It was two pairings of just this type that created the underground railroad that connects Ironforge to Stormwind Keep.<ref name="APG">''[[Alliance Player's Guide]]'', pg 146</ref> It is, however, unclear of which member Gelbin represented in his pair, the "crazy" one, or the "sane" one. Its also possible he was just the designer, and/or acted as a supervisor while the four gnomes worked under him.
=== Ghost form player ===
 
* '''Spirit Strike''' - key '1' - A melee attack which does 638 to 862 frost damage and reduces damage dealt by the target by 10% for 5 seconds. Ability can only be used on Teron Gorefiend.
 
* '''Spirit Lance''' - key '3' - A ranged attack which does 6,175 to 6,825 damage and applies a debuff on the target which reduces its movement speed by 30% for 9 seconds. The debuff stacks up to the three times. Ability has a 30 yard range and can only be used on Shadowy Constructs.
 
* '''Spirit Chains''' - key '4' - A short-range AoE shackle which does 1,900 to 2,100 frost damage to targets within 12 yards. Targets are held in place for 5 seconds. Ability has a 15 second cooldown and only affects Shadowy Constructs.
 
* '''Spirit Volley''' - key '5' - A short range AoE which does 9,900 to 12,100 frost damage. Ability has a 15 second cooldown and only affects Shadowy Constructs.
 
* '''Spirit Shield''' - key '7' - Applies a 30 second buff on a friendly target which absorbs 11,400 to 12,600 shadow damage. Ability has a 1.5 minute cooldown. Because Ghosts last for 60 seconds, this ability can only be used once per Ghost.
 
   
  +
Today, his vision has become reality, and the newly-built Deeprun Tram has developed into an indispensable link between the two great capitals, providing swift and safe transportation for thousands of their citizens, and bolstering military cooperation between the armies of these two proud Alliance strongholds.<ref name="WoW" />
== Preparation==
 
Only one single tank is needed, all other tanks should switch to DPS or Healing gear. The Gorefiend tank has to deal with solid melee damage. The usual mix of damage dealers and healers (6-8) is reasonable for this fight.
 
   
  +
== Geography ==
The whole raid needs the [[Shadow Protection]] buff. [[Cauldron of Major Shadow Protection]] is also really useful. It's possible to wear some extra [[shadow resistance]], but not much - it's a DPS race, not a battle for survival. [[Soulstones]] should be created pre-fight, but not pre-cast. They are needed for healers getting Shadow of Death.
 
 
=== Maps ===
  +
[[File:Deeprun Tram Map.jpg|thumb|left|Deeprun Tram map]]
  +
{{clrl}}
   
  +
=== Sub-regions ===
Teron can be tanked right where he stands, and ranged DPS should group behind the MT opposite to the entrance. This gives the whole length of the room for the Ghost form players to kill the Shadowy Constructs.
 
  +
* None
   
  +
== Notable characters ==
==Teron Gorefiend==
 
  +
See [[Deeprun Tram NPCs]].
Teron himself has a relatively low amount of health and must be killed as quickly as possible. It's fairly standard [[tank and spank]], he's not tauntable, but a good tank can control him rather easily. As usual, melee DPS must stand behind him to avoid increasing his attack speed by parries. 3-4 healers should be able to keep the tank up, the other healers should take care of the massive damage the raid takes (this is another fight where [[Chain Heal]] and [[Circle of Healing]] are very effective).
 
   
  +
== Quests ==
Incinerate (the fire dot) must be dispelled as soon as possible, two Priests or Paladin dispellers should be predesignated.
 
  +
# {{questlong|alliance|10|Deeprun Rat Roundup}}
  +
# {{questlong|alliance|10|Me Brother, Nipsy}}
   
  +
== Resources ==
All damage enhancing, long-cooldown abilities like [[Bloodlust]] (or [[Heroism]]) should be used as early as possbile after the tank has settled into an initial threat lead.
 
  +
* None
   
== Shadow of Death ==
+
== Wild creatures ==
  +
* [[Naga]]
Every 30 seconds, a random raid member (not the person with aggro) receives this debuff. After 55 seconds, the debuff turns the player into a Ghost and spawns four Shadowy Constructs. The Constructs attack the raid, and usually cause a wipe if they succeed. Therefore, the Ghost player must kill them before they reach the raid, by kiting and nuking them with the Ghost abilities.
 
  +
* [[Rat]]s
  +
* [[Shark]]s
  +
* [[Threshadon]]s
   
 
==Notes==
After the 60 seconds ghost phase, the player simply dies. Healers (ex. Shamans with an available Ankh) should get a Soulstone when they receive the debuff, so that they can resurrect at this point.
 
  +
[[File:Deeprun Boards.jpg|thumb|The Deeprun boards — art, information, or a game of ''Snakes''?]]
   
  +
*You cannot be "run over" by the Deeprun Tram. Should you fall off the platform, the train will pass harmlessly over your head. There are ramps nearby to climb out.
About 15-20 seconds before the debuff runs out, the affected raid member must move to the south end (as far away from the raid as possible). The first action after turning into a Ghost should be to AoE damage the Constructs with Spirit Volley (key '5'), move with the group and then AoE freeze them with Spirit Chains (key '4') as soon as the [[GCD]] allows. During the 15 sec cooldown, the Constructs must be nuked with Spirit Lance (key '3'), which damages and slows a single Construct.
 
   
  +
*While whether or not it is speedier than taking a [[gryphon]] flight is debatable, it is free, fast, and carries a scenic touch. Notably, however, if you take a gryphon flight, it will carry you to the other city on demand; if you take the tram, you must first step onto the tram, and then you'll have to step off at your destination. (If you are about to go [[AFK]] for a minute, the flight will be better for you.)
This is the most difficult phase for the Ghost player - while slowly moving backwards towards the raid, all four constructs must be hit with Spirit Lance in turn to keep them all slowed and close together. Each Spirit Lance should hit a different target (either using the Tab key or mouse for targeting in a rotation). After 15 seconds, a second combination of Volley ('5') and Chains ('4') is available, after that the Constructs should have taken enough damage to die with 2-3 more Spirit Lances.
 
   
  +
*The transit time between each end is 60 seconds and remains at each stop for 12 seconds.
After the four Constructs are dead, it is a good idea to look for Constructs from the next player, and help kill them. If no Constructs are up, it's possible to move to the raid and buff a healer with Spirit Shield ('7'), and then get within melee range of Teron and attack him with Spirit Strike ('1').
 
   
  +
*The Tram itself has its own loading screen, but it functions like a regular public space, and not like the party-exclusive dungeon instances. This was done to prevent having your computer load each zone between the two cities load as you pass under them. Furthermore, even though Ironforge and Stormwind are geographically North and South in relation to each other, the tram appears to run East and West on the mini map upon entering the zone.
Since learning the Kite'n'Nuke technique required for killing the Constructs may be difficult for classes which normally do not kite, and learning it under raid conditions is rather expensive (one wipe per try), it's a good idea if all raid members practice using the [http://www.ferox-horde.de/feroxtgs2/ Teron Gorefiend's Shadowy Construct simulator] before attempting him. The simulator is not a replacement for the real thing, but it gives players the general idea what to expect.
 
   
  +
*In many official Azeroth maps, including ones in the RPG books, earlier games, Blizzard's website, and even WoW's manual, Stormwind is located along the northwestern portion of the continent of Azeroth, near the northwestern coast of "The Great Sea". Whereas Dun Morogh is located northeast of Stormwind in those maps, with [[Kul Tiras]] and other islands to the west of its western shore. In these maps, the Deeprun Tram actually passes under a very small portion of "The Great Sea", directly south of Kul Tiras and other islands.
Do not try to exploit this encounter by disconnecting or hearthing out. Doing so immediately spawns the constructs with no friendly ghost to kill them. That is a wipe.
 
   
  +
*Due to limitations of the game's engine, and because zones are roughly the same size and fit into roughly rectangular shaped area, they had to be placed next to each other for the paths to line up, this forced most of the northeastern dwarven lands west, just north of Stormwind. Even some locations are forced to overlap the world map, and exist in instanced zones, due to limitations. One example includes Alterac Valley which actually overlaps Alterac Mountain zone in its own instance, and cannot be seen on the world map. The same occurs with Arathi Basin and Warsong Gulch. The Deeprun Tram is forced to "overlap" several locations it does not actually pass under because of the same world scale limitations.
=== Notes ===
 
*Players with the debuff should not die by any other cause while still fighting Gorefiend, because in that case the Constructs spawn directly in the raid, and this frequently starts a wipe
 
*If someone is slow in killing the constructs, the next person with the debuff may draw aggro from a construct while on the way to the back of the room. Healers must be aware of this possibility and keep the running player up
 
*If there are any problems (like high latency or slow reaction time), it's better to skip the first Spirit Volley. The safest approach in that case is to spam '4' for the last seconds before the debuff runs out, to make sure the Constructs are frozen
 
*For the tank it's tank & spank and because he hits fairly hard, Gorefiend is usually regarded as an excellent encounter to test threat techniques and maximizing it.
 
   
  +
*The large body of water the tram passes through is considered to be inaccessible, but does contain a few notable objects. Scattered inside the body of water is a treasure chest, a [[Deeprun Diver]], shipwrecks, a large beast named "[[Nessy]]", a giant clam, two Naga [[Siren]]s, and a [[Basking Shark]].
=== Ghost controls ===
 
Some UI mods can lead to the Ghost form ability controls to appear at an unexpected location (or even not at all). When preparing for this encounter and using an action bar mod, it's a good idea to test whether the ghost controls are visible. The cheapest method to test this is the [[Battered Steam Tonk Controller]], or a [[Steam Tonk Controller]] crafted by an engineer.
 
   
  +
*Unlike Horde [[zeppelin]]s, the Deeprun Tram is not guarded by Alliance guards. It is also especially handy to Horde players wishing to get from Ironforge to Stormwind or vice versa. On PvE realms, the Deeprun Tram is neutral territory, so Horde players may stay there as long as they like once their PvP flag drops. However, because the entrances to the Tram are deeply entrenched within Stormwind and Ironforge, it may be ''more'' difficult to infiltrate than Zeppelins; you must get through an entire city first.
Bartender, Bongos3, Dominoes all have an extra action bar called 'posses' bar, which is used when the player takes direct control over another entity. Players should configure their mod so that this bar is visible.
 
   
  +
*The [[goblin]]s who run the zeppelin systems, eternally jealous of the gnomes' engineering skills, try to pass the Deeprun Tram off as a rumor and a myth to members of the Horde, who will probably never see it for themselves, as evidenced by comments made by [[Hin Denburg]].
=== Avoiding Shadow of Death ===
 
Classes which can remove themselves from combat can completely avoid Shadow of Death. By using [[Vanish]], [[Feign Death]], [[Divine Shield]] or [[Ice Block]] during the cast time of Shadow of Death, players avoid getting the debuff, and Teron does not cast it again until 30 seconds later.
 
   
  +
*For Horde raiders who have just raided Ironforge, the Deeprun Tram can be useful to then raid Stormwind with an attack from inside the city.
The ability must be used during the 1 second cast time. Teron regularly targets random players to use one of his abilities, but Shadow of Death is his only ability with a cast time. The targeted player needs to react very quickly, to faciliate this a macro like
 
/stopcasting
 
/cast <ability name>
 
may be useful.
 
   
  +
*The underwater section of the Tram is, in fact, a subterranean lake. <ref>''[[Beyond the Dark Portal]]'', pg 51</ref>
If players with these abilities do manage to avoid Shadow of Death, the raid effectively saves one entire Shadowy Construct cycle, which is a big boon.
 
   
  +
==Post [[Shattering]]==
==Quotes==
 
  +
Before you enter the tram from Stormwind, a short ramp was added in [[Patch 4.0.3a]]. When you enter the actual Tram though and look back through the instance portal you just came through, you can see the old entrance from Stormwind instead of the newly-added ramp. This is because Blizzard adds the section outside of an instance portal to retain the feel of a full game world, and they have not yet matched the Deeprun to the new Stormwind.
[[Image:Gorefiend.JPG‎|thumb|Teron Gorefiend]]
 
*"I was the first, you know. For me, the wheel of death has spun many times. <laughs> So much time has passed. I have a lot of catching up to do..."
 
   
  +
==References==
Aggro:
 
  +
{{reflist}}
*"Vengeance is mine!"
 
   
 
== External links ==
Kills a player:
 
  +
{{elinks-zone|2257}}
*"I have use for you!"
 
*"It gets worse..."
 
   
Doom Blossom:
 
*"Death...<chuckles> Really isn't so bad."
 
*"I have something for you..."
 
   
  +
{{Masstransit}}
Incinerate:
 
  +
{{Eastern Kingdoms}}
*"YOU WILL SHOW THE PROPER RESPECT!"
 
*"What are you afraid of?"
 
   
  +
[[es:Deeprun Tram]]
Crushing Shadows:
 
  +
[[fr:Tram des Profondeurs]]
*"Give in!"
 
  +
[[de:Die Tiefenbahn]]
 
 
[[Category:Transportation]]
Death:
 
 
[[Category:Gnome territories]]
*"The wheel...spins...again...."
 
 
[[Category:Deeprun Tram| ]]
 
  +
[[Category:Eastern Kingdoms]]
==Loot==
 
  +
[[Category:Alliance Player's Guide]]
{{Lootbox|Teron Gorefiend loot
 
|Botanist's Gloves of Growth
 
|Cowl of Benevolence
 
|Gauntlets of Enforcement
 
|Girdle of Lordaeron's Fallen
 
|Insidious Bands
 
|Rifle of the Stoic Guardian
 
|Robe of the Shadow Council
 
|Shadowmoon Destroyer's Drape
 
|Softstep Boots of Tracking
 
|Soul Cleaver
 
|Totem of Ancestral Guidance
 
|Twisted Blades of Zarak
 
}}
 
 
==External links==
 
<!-- Read http://www.wowwiki.com/WoWWiki:External_links before posting your links here.
 
Links that do not conform to the rules will be DELETED.
 
Repeat violations may result in a BAN.
 
Have a nice day. :) -->
 
{{Elinks-NPC|22871}}
 
{{Elink|site=Bosskillers|link=http://www.bosskillers.com/cgi-bin/bbguild/index.cgi?action=bosspage&bossid=148|type=bosskillers}}
 
{{Elink|site=gsDKP|link=http://www.gsdkp.com/index.php?s=items&z=29&b=Teron%20Gorefiend|desc=Loot Table (from PTR)}}
 
{{Elink|site=Raidaholics|link=http://www.raidaholics.com/index.php?m=guide&boss=terongorefiend&z=7|icon=raidaholics}}
 
{{Elink|site=wow-tactics|link=http://www.wow-tactics.de/20_taktiken/black-temple/teron-gorefiend.php|desc=German Tactic}}
 
{{Elink|site=warcraftmovies|link=http://www.warcraftmovies.com/movieview.php?id=44382|desc=Ghost Tutorial}}
 
{{Elink|site=ferox-horde.de|link=http://ferox-horde.de/feroxtgs2/|desc=Teron Gorefiend Simulator}}
 
{{Elink|site=3ioB vs Gorefiend|link=http://www.warcraftmovies.com/movieview.php?id=77441|desc=Rogue PoV with Tutorial}}
 
{{Elink|site=Fist of Entropy|link=http://files.filefront.com/FoE+Gorefiendwmv/;10050611;/fileinfo.html|desc=Hunter PoV}}
 
{{DEFAULTSORT:Gorefiend, Teron, tactics}}
 
[[Category:Death Knights]]
 
[[Category:Bosses]]
 
[[Category:Black Temple mobs]]
 

Revision as of 23:39, 26 June 2011

AllianceDeeprun Tram
Level: N/A
File:Deeprun Load.jpg
Location Between Ironforge and Stormwind City

The Deeprun Tram is a long, fully enclosed, underground (and partially underwater) set of double tracks upon which rolls two sets of three wagons, all credited to the gnomes' technical engineering. The service is fast and smooth, and is provided free of charge to travelers between the Alliance-aligned cities of Ironforge and Stormwind City. There is also a quest here that starts on the Ironforge side and ends on the Stormwind side that involves catching rats.

History

Deepruntram

The Deeprun Tram

Tramunderwater

The Tram's underwater tunnels.

In the aftermath of the Second War, the humans of Stormwind began the grueling task of rebuilding the war-torn lands surrounding their battered kingdom. In those days, the bonds of brotherhood that cradled the Alliance were still at their strongest, and the dwarves of Ironforge were quick to lend aid to their human allies. King Magni Bronzebeard was frustrated, however, at the sluggish pace with which his country's aid was being delivered to Stormwind, and eager as well to establish a means of reinforcing the human kingdom with dwarven soldiers should the need arise. To address these two concerns, King Bronzebeard turned to Azeroth's most esteemed engineer, High Tinker Gelbin Mekkatorque, who immediately began drafting designs for a grand subterranean railway system that would link Stormwind and Ironforge.[1] His plans would eventualy include making a scale mock-up out of pie tins, which still exists in Sector 17, his quarters in Gnomeregan.[2]

Gnomish inventors organize into pairs, an odd crazy-guy/sane-guy relationship. One is always trying to push the limits of his devices to unknowable extremes while the other does everything he can to keep the invention from becoming disastrous. It was two pairings of just this type that created the underground railroad that connects Ironforge to Stormwind Keep.[3] It is, however, unclear of which member Gelbin represented in his pair, the "crazy" one, or the "sane" one. Its also possible he was just the designer, and/or acted as a supervisor while the four gnomes worked under him.

Today, his vision has become reality, and the newly-built Deeprun Tram has developed into an indispensable link between the two great capitals, providing swift and safe transportation for thousands of their citizens, and bolstering military cooperation between the armies of these two proud Alliance strongholds.[1]

Geography

Maps

Deeprun Tram Map

Deeprun Tram map

Sub-regions

  • None

Notable characters

See Deeprun Tram NPCs.

Quests

  1. A [10] Deeprun Rat Roundup
  2. A [10] Me Brother, Nipsy

Resources

  • None

Wild creatures

Notes

Deeprun Boards

The Deeprun boards — art, information, or a game of Snakes?

  • You cannot be "run over" by the Deeprun Tram. Should you fall off the platform, the train will pass harmlessly over your head. There are ramps nearby to climb out.
  • While whether or not it is speedier than taking a gryphon flight is debatable, it is free, fast, and carries a scenic touch. Notably, however, if you take a gryphon flight, it will carry you to the other city on demand; if you take the tram, you must first step onto the tram, and then you'll have to step off at your destination. (If you are about to go AFK for a minute, the flight will be better for you.)
  • The transit time between each end is 60 seconds and remains at each stop for 12 seconds.
  • The Tram itself has its own loading screen, but it functions like a regular public space, and not like the party-exclusive dungeon instances. This was done to prevent having your computer load each zone between the two cities load as you pass under them. Furthermore, even though Ironforge and Stormwind are geographically North and South in relation to each other, the tram appears to run East and West on the mini map upon entering the zone.
  • In many official Azeroth maps, including ones in the RPG books, earlier games, Blizzard's website, and even WoW's manual, Stormwind is located along the northwestern portion of the continent of Azeroth, near the northwestern coast of "The Great Sea". Whereas Dun Morogh is located northeast of Stormwind in those maps, with Kul Tiras and other islands to the west of its western shore. In these maps, the Deeprun Tram actually passes under a very small portion of "The Great Sea", directly south of Kul Tiras and other islands.
  • Due to limitations of the game's engine, and because zones are roughly the same size and fit into roughly rectangular shaped area, they had to be placed next to each other for the paths to line up, this forced most of the northeastern dwarven lands west, just north of Stormwind. Even some locations are forced to overlap the world map, and exist in instanced zones, due to limitations. One example includes Alterac Valley which actually overlaps Alterac Mountain zone in its own instance, and cannot be seen on the world map. The same occurs with Arathi Basin and Warsong Gulch. The Deeprun Tram is forced to "overlap" several locations it does not actually pass under because of the same world scale limitations.
  • The large body of water the tram passes through is considered to be inaccessible, but does contain a few notable objects. Scattered inside the body of water is a treasure chest, a Deeprun Diver, shipwrecks, a large beast named "Nessy", a giant clam, two Naga Sirens, and a Basking Shark.
  • Unlike Horde zeppelins, the Deeprun Tram is not guarded by Alliance guards. It is also especially handy to Horde players wishing to get from Ironforge to Stormwind or vice versa. On PvE realms, the Deeprun Tram is neutral territory, so Horde players may stay there as long as they like once their PvP flag drops. However, because the entrances to the Tram are deeply entrenched within Stormwind and Ironforge, it may be more difficult to infiltrate than Zeppelins; you must get through an entire city first.
  • The goblins who run the zeppelin systems, eternally jealous of the gnomes' engineering skills, try to pass the Deeprun Tram off as a rumor and a myth to members of the Horde, who will probably never see it for themselves, as evidenced by comments made by Hin Denburg.
  • For Horde raiders who have just raided Ironforge, the Deeprun Tram can be useful to then raid Stormwind with an attack from inside the city.
  • The underwater section of the Tram is, in fact, a subterranean lake. [4]

Post Shattering

Before you enter the tram from Stormwind, a short ramp was added in Patch 4.0.3a. When you enter the actual Tram though and look back through the instance portal you just came through, you can see the old entrance from Stormwind instead of the newly-added ramp. This is because Blizzard adds the section outside of an instance portal to retain the feel of a full game world, and they have not yet matched the Deeprun to the new Stormwind.

References

External links


de:Die Tiefenbahn