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Tempest Keep Raid & Attunement Guide in TBC Anniversary

The Eye of Tempest Keep is the second T5 raid in TBC Anniversary Phase 2 and the harder of the pair. Four bosses, multiple cleanse-heavy mechanics, a council fight that demands strict coordination, and Kael’thas Sunstrider at the end — one of the most mechanically complex bosses in all of TBC. This guide covers everything: how to get in, boss order, and full tactics for every fight.

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The Eye at a Glance

Bosses4
Raid size25-man
LocationNetherstorm
PhaseTBC Anniversary Phase 2
Key resistNone required
Final bossKael’thas Sunstrider

How to Get In

The Eye is located inside the Tempest Keep fortress in northern Netherstorm. The fortress floats above the ground — you fly up to it directly.

/way Netherstorm 73.0 65.5 — Tempest Keep main entrance. Fly up to the fortress, enter the main gate. The Eye instance portal is straight ahead inside. Attunement is required in TBC Fresh Classic.
  • Fly to Tempest Keep in northern Netherstorm — the large floating fortress.
  • Land on the entrance platform and enter through the main gate.
  • The Eye instance portal is in the central chamber immediately inside.
  • Al’ar is the first boss visible on entry — the giant phoenix above the central platform.

Boss Order

01Al’ar
02Void Reaver
03High Astromancer Solarian
04Kael’thas Sunstrider
Kill order flexibility: Al’ar, Void Reaver, and Solarian can be killed in any order. Kael’thas is locked until all three are dead. The recommended path is Al’ar → Void Reaver → Solarian → Kael’thas, starting with the hardest optional boss while the raid is fresh.

TK Attunement — Quick Guide

Tempest Keep requires attunement to enter. The chain has three parts: the Cipher of Damnation, then the Trial of the Naaru, ending with a Magtheridon kill. Completing both the Tempest Keep and Serpentshrine Cavern attunements awards the “Champion of the Naaru” title. Here is the short version.

Start point: Khadgar in Shattrath City offers The Tempest Key, but you must finish The Cipher of Damnation line first.

Step 1 — Cipher of Damnation

A long solo questline in Shadowmoon Valley, given by Oronok Torn-heart and his three sons. You recover three Cipher fragments, one per son.

  • Intro (Oronok): Start with The Hand of Gul’dan, then complete the three Enraged Spirits quests (Fire/Earth, Water, Air) by placing the Totem of Spirits before killing the elementals. Finish the intro through the tuber, Flayer Egg, and roleplay quests.
  • 1st Fragment (Grom’tor): Travel to Coilskar Point and loot the fragment from a Coilskar Chest.
  • 2nd Fragment (Ar’tor): At Illidari Point — kill Painmistress Gabrissa for a key, farm the bow Lohn’goron from demons, then kill Veneratus the Many for the fragment.
  • 3rd Fragment (Borak): The longest leg — Eclipse Point. Includes the Arakkoa egg, the Bloodthistle bait to kill Envoy Icarius, farming Eclipsion Armor for a Blood Elf Disguise, and a group kill on Ruul the Darkener.
  • Finale: Oronok gives The Cipher of Damnation — kill Cyrukh the Firelord. Completing it mails you a Letter from Shattrath that opens the next chain.
Tip: The Cipher line is entirely solo except the Ruul the Darkener kill (3rd fragment), which usually wants a small group. Everything else can be done at your own pace.

Step 2 — Trial of the Naaru

Once the Letter arrives, speak to A’dal in Shattrath to begin the Trial of the Naaru chain. Each step is a Heroic dungeon objective.

  • Mercy — Heroic Shattered Halls. Clear to the Executioner (behind Kargath Bladefist) before he kills the prisoners. Beating the timer drops the quest item.
  • Strength — kill the last boss of Heroic Steamvault (Warlord Kalithresh) and Heroic Shadow Labyrinth (Murmur). Each drops one required item.
  • Tenacity — Heroic Arcatraz. During the final boss (Harbinger Skyriss), keep Millhouse Manastorm alive until the boss dies to get credit.

Step 3 — Magtheridon

The final step — Trial of the Naaru: Magtheridon.

  • Form a raid and kill Magtheridon in Magtheridon’s Lair (Hellfire Citadel).
  • Return to A’dal in Shattrath to turn in. You are rewarded with the Phoenix-fire Band ring, The Tempest Key.
Done: All three steps must be completed before you can enter The Eye. The “Champion of the Naaru” title are awarded once you finish both the Tempest Keep and Serpentshrine Cavern attunement chains.

Boss Tactics

01

Al’ar

Giant phoenix, two phases. Requires two tanks and precise positioning across multiple platforms. The fight resets if Al’ar reaches the ground — keep him in the air.

Phase 1 — until Al’ar dies Al’ar flies between 4 platforms arranged around the central area, moving clockwise to a new platform every 30 seconds. He has no traditional aggro table in Phase 1 — the assigned tank must be on the platform Al’ar lands on to hold him.

  • Flame Buffet — only triggers during Phase 1 if no one is within melee range while Al’ar is on a platform. It deals Fire damage and places a debuff increasing Fire damage taken. If this goes off multiple times in a row during Phase 1, it will likely lead to a wipe. Always have a melee or tank in range when Al’ar lands.
  • Flame Quills — happens during some transitions between platforms. Instead of flying to a new platform, Al’ar flies to the center of the room and performs a “whirlwind,” shooting Flame Quills at anyone still on the platforms. Tanks should jump off to avoid this damage.
  • Embers of Al’ar — spawn periodically throughout Phase 1. Kill them as they appear. When they die they deal 3% of Al’ar’s max HP to him — but save the burst for the transition (see Phase 2 note).

Phase 2 — Rebirth Rebirth triggers at the start of the phase, dealing Fire damage and knocking back all nearby players. Al’ar is now tanked in the center.

  • Dive Bomb — Al’ar occasionally flies into the air and Dive Bombs down on a random player. The raid should stay spread at all times to limit the damage.
  • Flame Patch — spawns a small area of fire on the ground, dealing Fire damage over time to any player inside and applying a debuff that increases Fire damage taken. Move out of it immediately.
  • Melt Armor — places a debuff on the Main Tank reducing their armor by 80%. This is a massive debuff and makes the tank take significant melee damage. Al’ar is tauntable — swap to a different tank whenever this debuff is applied.
  • Kill all remaining adds from Phase 1. When an Ember dies it deals 3% of Al’ar’s max HP and explodes, dealing damage and knocking back nearby players. Use the leftover Embers to push Al’ar’s HP during Phase 2.
Tip — Ember management: Embers of Al’ar spawn throughout Phase 1. Each Ember deals 3% of Al’ar’s max HP when it dies, so coordinate add kills with the transition — leftover Embers killed during Phase 2 help push his HP down faster. Keep at least one melee or tank in range of Al’ar on every platform so Flame Buffet never triggers.

02

Void Reaver

The simplest fight in The Eye. Patchwerk-style with one dangerous mechanic — Arcane Orbs. The easiest loot in T5.

Void Reaver is a tank-and-spank fight. The entire raid follows the tank on the pull, except for 1–3 Hunters who stay at range and bait Arcane Orb onto themselves, away from the raid.

  • Arcane Orb — shoots toward a random player outside of melee range. The orb has a slow travel speed, giving plenty of time to move out of the impact area. If hit, players take Arcane damage and are silenced for 6 seconds. This is why 1–3 Hunters stand at range to bait and dodge orbs away from the raid.
  • Pounding — a channeled ability that deals Arcane damage to all players near Void Reaver. It has a very short cooldown and is cast many times throughout the encounter. Healers heal through it constantly.
  • Knock Away — punts the player with the most threat backwards and reduces aggro on that target by a significant margin. Because of this, the fight needs many tanks building threat for the entire encounter — the off-tank should always be second on threat to pick up after each Knock Away.

03

High Astromancer Solarian

Three phases cycling repeatedly. The bomb mechanic is the primary kill mechanism for unprepared raids — it must be handled perfectly every time.

Phase 1 — until 20% All ranged and healers stack in one camp for the entire fight. Solarian stands in the center; melee stay on her.

  • Arcane Missiles — targets a random player and channels Arcane damage over time. It cannot be interrupted. Healers must watch for randomly targeted players and heal through it.
  • Wrath of the Astromancer — a debuff on a random player that explodes after 6 seconds, dealing around 6,000 damage to the target, sending them into the air, and doing the same to anyone in range. The target itself takes no fall damage on landing — but anyone else hit by it does, which instantly kills them. The marked player must run away from the raid immediately.
  • Solarium Portals — every 50 seconds Solarian disappears and multiple rays of light spawn enemies. AoE all adds as fast as possible.

Phase 2 — Transformation at 20% When Solarian reaches 20% total health she transforms into a large Voidwalker. At this point there are no special mechanics to manage — simply nuke the boss down.

Tip — Wrath positioning: Pre-assign run-out spots before the pull. The moment a player gets Wrath of the Astromancer, they call it in raid chat and immediately run away from the stacked camp. Everyone else stays put — do not chase or follow the marked player, because the knock-up will kill anyone caught in range.

04

Kael’thas Sunstrider

Five phases. The most mechanically complex encounter in TBC T5. Weapons, advisors, Kael himself, then a resurrection phase. Every player has a specific role — there are no passengers in this fight.

Locked until: Al’ar, Void Reaver, and High Astromancer Solarian must all be dead. The door to Kael’thas’s chamber remains sealed until all three are killed.

Phase 1 — The Council Before engaging Kael’thas himself, you deal with each member of his council — first one at a time, then all together later.

Phase 2 — Weapons Begins when Telonicus is killed. Seven legendary weapons spawn that must be killed.

  • Bow — tanked by a Ranged DPS, facing it away from the raid to avoid Multi-Shot.
  • Axe — tanked off to the side to avoid Whirlwind, killed by Ranged DPS.
  • Staff — should be interrupted at the start of the phase.
  • Tanks should try to stack all weapons except the Axe for better AoE. Everyone loots their appropriate weapon immediately when it dies.

Phase 3 — Advisors return Begins 2 minutes after Phase 2 starts. Kael’thas resurrects all advisors. Kill order: all ranged DPS on Thaladred → Capernian; all melee DPS on Telonicus → Sanguinar.

  • The tank on Sanguinar can use the legendary Shield ability to become immune to fears.
  • Casters with the legendary Staff can use its ability to make all players within 30 yards immune to Stun, Silence, and Disorient effects — preventing a lot of the mechanics.

Phase 4 — Kael’thas joins Begins 3 minutes after Phase 3 starts, with Kael’thas entering the fight. Set up an interrupt rotation for Fireball. Avoid Flamestrike — massive AoE damage on the floor.

  • Mind Control — Ranged players should stack in one camp to break mind-controlled players as fast as possible. Melee DPS and Hunters with the legendary Dagger should use a low-damage melee ability to break it.
  • Phoenix — Kael’thas spawns a Phoenix that must be tanked away from him and killed by Ranged DPS. When it dies it turns into an egg that must be killed within 15 seconds or the Phoenix respawns.
  • Shock Barrier — an absorb shield Kael’thas applies to himself. It lasts 10 seconds, and while active his spells cannot be interrupted. Whenever he uses it, the raid must burn through the shield so the next Fireball or Pyroblast can be interrupted.
  • Pyroblast — a 4-second cast dealing around 50,000 Fire damage to the target. It can be interrupted, but Kael’thas only casts it directly after a Shock Barrier. Typically the Main Tank receiving the Pyroblast uses the legendary Phaseshift Bulwark shield to absorb the first one.

Phase 5 — below 50% Begins when Kael’thas reaches 50% health. He no longer casts Mind Control or Pyroblast.

  • Gravity Lapse — teleports the entire raid to Kael’thas and gives them the ability to fly for 30 seconds.
  • Nether Vapor — black clouds in the air around Kael’thas that apply a stacking debuff reducing the total health of any player who touches them. Avoid the Nether Vapor while airborne.
  • Gravity Lapse ends after 30 seconds — make sure you are close to the ground before it ends to minimize fall damage. Then burn the boss.
Interrupt Pyroblast every single cast. A single uninterrupted Pyroblast will one-shot any non-tank player in the raid. Assign a dedicated 4-person interrupt rotation with clear order before the pull — this rotation must function even during Gravity Lapse when positioning is chaotic.
Tip — Kael’thas also drops the Verdant Sphere: The Verdant Sphere is an iconic quest item in TBC. You must personally loot it from Kael’thas’s corpse to start the “Kael’thas and the Verdant Sphere” quest. Completing the turn-in rewards a Best-in-Slot neck piece tailored to your class, or a strong alternative option.

Notable Loot

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Al’ar — Loot

Item Type / Slot Best for
Talon of Al’ar Trinket Hunter
Tome of Fiery Redemption Trinket Prot PaladinBiS Alt
Band of Al’ar Ring / Finger Shadow PriestBiS
Phoenix-Ring of Rebirth Ring / Finger HealerBiS Alt
Phoenix-Wing Cloak Cloak / Back TankBiS
Mindstorm Wristbands Cloth / Wrist Caster DPSBiS
Gloves of the Searing Grip Leather / Hands Feral Druid / Ret PaladinBiS
Fire Crest Breastplate Mail / Chest Resto Shaman / Holy PaladinBiS Alt
Netherbane 1H Axe Enh. ShamanBiS Alt
Claw of the Phoenix Fist Weapon (Off-hand) HunterBiS Alt
Talon of the Phoenix Fist Weapon (Main-hand) Enh. ShamanBiS
Arcanite Steam-Pistol Gun RogueBiS
Talisman of the Sun King Off-hand Holy PaladinBiS

Void Reaver — Loot

Item Type / Slot Best for
Warp-Spring Coil Trinket RogueBiS
Fel Reaver’s Piston Trinket Healer
Cowl of the Grand Engineer Cloth / Head Shadow PriestBiS
Girdle of Zaetar Leather / Waist Resto DruidBiS Alt
Void Reaver Greaves Mail / Legs Enh. Shaman / HunterBiS Alt
Fel-Steel Warhelm Plate / Head Melee DPS
Wristguards of Determination Plate / Wrist TankBiS
Pauldrons of the Vanquished Champion T5 Shoulders — Paladin, Rogue, Shaman Tier token
Pauldrons of the Vanquished Defender T5 Shoulders — Warrior, Priest, Druid Tier token
Pauldrons of the Vanquished Hero T5 Shoulders — Hunter, Mage, Warlock Tier token

Solarian — Loot

Item Type / Slot Best for
Solarian’s Sapphire Trinket Warrior DPS
Void Star Talisman Trinket Warlock PvP
Trousers of the Astromancer Cloth / Legs Shadow PriestBiS
Star-Soul Breeches Cloth / Legs HealerBiS Alt
Vambraces of Ending Leather / Wrist Feral Druid / RogueBiS
Star-Strider Boots Mail / Feet HunterBiS Alt
Worldstorm Gauntlets Mail / Hands Resto ShamanBiS
Boots of the Resilient Plate / Feet TankBiS
Greaves of the Bloodwarder Plate / Legs Ret PaladinBiS Alt
Girdle of the Righteous Path Plate / Waist Holy PaladinBiS
Heartrazor 1H Dagger RogueBiS
Ethereum Life-Staff 2H Staff Resto Druid / HealerBiS
Wand of the Forgotten Star Wand Caster DPSBiS Alt

Kael’thas — Loot

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Verdant Sphere & Kael’s Vial Remnant — priority loot: The Verdant Sphere starts the “Kael’thas and the Verdant Sphere” quest, which rewards a Best-in-Slot neck piece for your class. Kael’s Vial Remnant is required for the Mount Hyjal attunement quest. Every raider who needs either item must loot it personally from Kael’s corpse.
Item Type / Slot Best for
Ashes of Al’ar Mount Mount — rare drop
Verdant Sphere Quest Item Epic neck questline
Kael’s Vial Remnant Quest Item All — Hyjal attunement
Band of the Ranger-General Ring / Finger Hunter / Rogue / WarriorBiS
Sunshower Light Cloak Cloak / Back Holy Priest / Resto DruidBiS
Royal Cloak of the Sunstriders Cloak / Back Mage / Shadow PriestBiS
Thalassian Wildercloak Cloak / Back Melee DPSBiS
Gauntlets of the Sun King Cloth / Hands Arcane MageBiS
Crown of the Sun Cloth / Head Holy PriestBiS Alt
Leggings of Murderous Intent Leather / Legs Rogue / FeralBiS
Sunhawk Leggings Mail / Legs Resto Shaman / Holy PaladinBiS Alt
Royal Gauntlets of Silvermoon Plate / Hands Prot WarriorBiS
Rod of the Sun King 1H Mace Enh. Shaman / Fury WarriorBiS
The Nexus Key 2H Staff Caster DPSBiS
Twinblade of the Phoenix 2H Sword HunterBiS
Chestguard of the Vanquished Champion T5 Chest — Paladin, Rogue, Shaman Tier token
Chestguard of the Vanquished Defender T5 Chest — Warrior, Priest, Druid Tier token
Chestguard of the Vanquished Hero T5 Chest — Hunter, Mage, Warlock Tier token

Tier 5 Tokens

Token Classes Drops from
Vanquished Hero Hunter, Mage, Warlock Void Reaver, Kael’thas
Vanquished Defender Warrior, Priest, Druid Void Reaver, Kael’thas
Vanquished Champion Paladin, Rogue, Shaman Void Reaver, Kael’thas

FAQ

How many bosses are in Tempest Keep?

The Eye has four bosses: Al’ar, Void Reaver, High Astromancer Solarian, and Kael’thas Sunstrider. The first three can be killed in any order, but Kael’thas stays locked until all three are dead.

Do you need attunement for Tempest Keep in TBC Anniversary?

Yes. Tempest Keep requires attunement to enter. The chain has three parts — the Cipher of Damnation questline, the Trial of the Naaru, and a Magtheridon kill. Finishing both the TK and SSC attunement chains awards the “Champion of the Naaru” title.

Is any resistance gear required in The Eye?

No. Unlike Serpentshrine Cavern, none of the Tempest Keep bosses require resist gear. You can come in your normal progression set.

What is the recommended boss kill order?

Al’ar → Void Reaver → Solarian → Kael’thas. Starting with Al’ar tackles the hardest optional boss while the raid is fresh, leaving the simpler Void Reaver and Solarian before the final Kael’thas encounter.

Where does Ashes of Al'ar drop?

The Ashes of Al’ar mount drops from Kael’thas Sunstrider, not from Al’ar himself. It is one of the rarest mounts in TBC, with a very low drop chance.

What does Kael'thas drop?

Kael’thas drops Tier 5 chest tokens, several Best-in-Slot weapons and cloaks, the Verdant Sphere (starts a BiS neck questline), Kael’s Vial Remnant (Mount Hyjal attunement), and the Ashes of Al’ar mount.