Gnomeregan
Requires level 25Quests: level 10–3010 playersDun Morogh 17.7, 39.2
Gnomeregan takes a group of up to 10 through irradiated tunnels and mechanical workshops. Plan a full run for The Grand Betrayal or Rig Wars: both lead to Mekgineer Thermaplugg, and the Rig Blueprints are locked in his safe.

Preparation
Alliance: take Save Techbot's Brain! in Ironforge before travelling to Gnomeregan. Recover Techbot's Memory Core in the exterior workshop before entering the instance.
Alliance: take Essential Artificials in Ironforge. Open the Artificial Extrapolators in the deeper workshops for the Essential Artificials; killing mechanical enemies does not replace opening those containers.
Alliance: take Gnogaine from Ozzie Togglevolt in Kharanos and bring the Empty Leaden Collection Phial. Use it on Irradiated Invaders or Irradiated Pillagers to obtain a Full Leaden Collection Phial before leaving.
For The Only Cure is More Green Glow, bring the Heavy Leaden Collection Phial instead. Sample the irradiated slimes or horrors inside Gnomeregan for High Potency Radioactive Fallout, then return to Ozzie Togglevolt before the sample expires. Keep the phial for the turn-in.
Alliance: collect Gyrodrillmatic Excavationators in Stormwind before the run. Keep the Robo-mechanical Guts from the dungeon's robots for its turn-in.
Alliance: take Data Rescue in Ironforge. Obtain a White Punch Card outside the instance and exchange it at a Matrix Punchograph 3005-A before entering. Continue yellow to blue in the Dormitory, blue to red on Electrocutioner 6000's platform, then red to prismatic in the lower Engineering Labs. The reward includes Repairman's Cape and Mechanic's Pipehammer.
Use the main entrance if nobody has a Workshop Key. Electrocutioner 6000 drops the key for the workshop entrance; take it before leaving his platform if you want that entrance on another run.
If taking A Fine Mess inside Gnomeregan, clear the escort's route back to the Clockwerk Run exit before starting. Its final report is in Booty Bay, not at the end of the dungeon.
Alliance: Data Hoarders concerns Gnomeregan Archival Data lost in the snow outside Gnomeregan. Collect those cards on the approach; they are separate from Data Rescue's punch cards and do not require a trip to Thermaplugg.
Hall of Gears
Enter through the main portal and take the Hall of Gears branch before descending into the Launch Bay. Clear the event space before starting the tunnel demolition; Grubbis and Chomper arrive after the trogg waves. Stop at the Clean Zone for Sparklematic cleaning, then visit the Dormitory punchograph if carrying a yellow card for Data Rescue.
Creatures
- Leprous TechnicianLevel 29–30 Humanoid
Clear Leprous Technicians before starting the demolition event. Their Throw Wrench attacks let them keep fighting from the corridor instead of joining the melee pack.

Throw Wrench
Throws a wrench at an enemy, inflicting Physical damage.

The tunnel-demolition event ends with Grubbis and Chomper together, so the group must collect the pair without losing control of the last troggs.
Tank- Pick up both Grubbis and Chomper as they emerge from the tunnel; keep Chomper with Grubbis rather than letting the basilisk reach the healer during the change from waves to bosses.
Healer- Keep the event tank in reach as the final troggs give way to Grubbis and Chomper. Both bosses can be hitting that tank before the group has finished Chomper.
Damage- Focus Chomper first while the tank holds Grubbis. Finish the basilisk before switching to Grubbis instead of splitting damage between the pair.
Launch Bay floor
Descend with the group and clear a fighting space around Viscous Fallout before pulling it. Attacking enemies below a walkway can send them through other packs on their way up; move the party to the floor instead. Finish any collection-phial sampling here before clearing the creatures it needs.

Viscous Fallout
Level 30 Elite ElementalViscous Fallout is fought on the Launch Bay floor, where an uncleared irradiated pack can turn the pull into a fight across different levels.
Tank- Pull Viscous Fallout into the cleared part of the Launch Bay floor, away from the remaining irradiated packs; do not start the fight while the group is still descending.
Healer- Move onto the Launch Bay floor with the tank before Viscous Fallout is pulled so the fight does not begin with the tank below you and out of reach.
Damage- Finish the enemies around Viscous Fallout before attacking it. Follow the tank to the floor instead of opening from a walkway and drawing enemies up through the dungeon.
Launch Bay platform
Take the cleared route to Electrocutioner 6000's raised platform. Leave space between players for Chain Bolt and keep everyone except the tank out of Megavolt's front cone. After the fight, take the Workshop Key and use Matrix Punchograph 3005-C to exchange a blue card for a red one before moving on.

Electrocutioner 6000
Elite MechanicalElectrocutioner 6000 combines a front-facing Megavolt with Chain Bolt, making the raised platform a spacing fight rather than a place to stack on the tank.
Abilities

Megavolt
Megavolt hits a cone in front of Electrocutioner. The tank holds that cone away from the party; everyone else attacks or heals from outside it.

Chain Bolt
Chain Bolt jumps to nearby targets. Spread around the platform instead of clustering the healer and ranged attackers beside the tank.
Tank- Hold Electrocutioner with its Megavolt cone pointing away from the party. Give the other melee room behind it rather than turning the cone through them while repositioning.
Healer- Stand outside Megavolt's front cone and apart from the other ranged players. Watch the party after Chain Bolt instead of committing every heal to the tank.
Damage- Melee attack from behind Electrocutioner to avoid Megavolt. Ranged attackers spread around the platform so Chain Bolt has fewer nearby players to jump to.
Engineering Labs
Clear the lab walkways on the way to Crowd Pummeler 9-60 rather than pulling enemies across different floors. Fight it with the tank on its front and the other melee behind; healers and ranged attackers should stay outside its close-range attacks. Data Rescue's last punchograph is on the lower level of the labs, where a red card becomes prismatic.
Creatures
- Arcane Nullifier X-21Elite Mechanical
Arcane Nullifier X-21's Reflection Field protects nearby enemies as well as the nullifier. Stop harmful spells against the protected pack while the field is active; changing to another enemy inside the same field does not avoid the reflection.

Reflection Field
Reflects 100% of harmful spells from the caster and nearby allies for 5 seconds.

Crowd Pummeler 9-60
Elite MechanicalCrowd Pummeler 9-60 punishes players in front with Arcing Smash and nearby casters with Crowd Pummel's interruption.
Abilities

Arcing Smash
Lashes out in a vicious arc, inflicting damage to enemies in a cone in front of the caster.
Arcing Smash strikes the front cone. Keep the party behind Crowd Pummeler while the tank holds its front toward the edge of the fighting space.

Crowd Pummel
Pummels nearby enemies for normal damage plus 10 and interrupts any spell being cast 75% of the time for 5 seconds.
Crowd Pummel can interrupt spells being cast nearby. Healers and ranged casters should work from outside its melee area rather than standing behind the boss with the melee attackers.

Trample
Trample damages nearby enemies. Keep ranged players out of the close-range group so this hit does not add avoidable healing work across the party.
Tank- Keep Crowd Pummeler's front cone pointed away from the other melee players. Hold a stable position on the platform so they can stay behind it through Arcing Smash.
Healer- Heal from outside the close-range group to avoid Crowd Pummel interrupting a cast. Watch melee health after Trample without moving into the same attack area.
Damage- Melee stay behind Crowd Pummeler for Arcing Smash. Ranged attackers keep their distance from both Trample and Crowd Pummel rather than joining the melee stack.
Loot
Tinkers' Court
Clear the approach and the court before pulling Mekgineer Thermaplugg. Assign bomb-dispenser buttons before combat and keep the boss near the middle so the group can see bombs approaching. Finish Rig Wars at the safe after Thermaplugg falls rather than leaving with only his combination.
Creatures
- Dark Iron AgentElite Humanoid
Dark Iron Agents plant proximity mines along the approach to the court. Pull the fight away from a new mine and leave it alone; running through it brings its explosion onto nearby players.

Dark Iron Land Mine
Places a Dark Iron Land Mine on the ground. The next hostile creature to pass near the mine will cause it to explode, inflicting 450 damage on nearby enemies. Mines are unstable and only last for 1 minute.

Mekgineer Thermaplugg
Elite MechanicalThermaplugg's finale tests whether the group can shut down bomb dispensers and destroy approaching bombs while the tank recovers from Knock Away.
Abilities

Knock Away
Inflicts normal damage plus 30 to an enemy and knocks it back.
Knock Away pushes its target back. Bring Thermaplugg back toward the cleared middle of the court instead of letting each knockback move the fight closer to a bomb dispenser.

Knock Away
Inflicts normal damage plus 30 to nearby enemies and knocks them back.
This Knock Away affects nearby enemies. Ranged players should stay out of the melee group, and displaced melee should regain their position without crossing an approaching bomb's path.
Tank- Hold Thermaplugg near the middle of Tinkers' Court. After Knock Away, return toward that cleared space rather than dragging the boss under an active bomb dispenser.
Healer- Heal from the cleared court where you can still reach the tank after Knock Away. Watch displaced melee while keeping yourself off the path of bombs travelling in from the room's edge.
Damage- Give a player button duty before the pull. Press the button beside an active bomb dispenser to shut it down; destroy bombs already walking toward the party before returning to Thermaplugg.





























