Players will need to be level 80 and find the entrance to Blackrock Caverns in order to use the Dungeon Finder for the instance. The entrance is just off of the main ring in Blackrock Mountain on the non-jumping path to Blackrock Spire. Head to the eastern side of the ring to see the summoning stone for Blackrock Spire and follow the path. The entrance of Blackrock Caverns will be visible. There is also an alternate way of getting to the instance. In Mount Hyjal there is an NPC that starts a quest line; this NPC can teleport you to the entrance of Blackrock Caverns via his mole machine. Another dungeon located in Blackrock Mountains, Blackrock Caverns is a complex of tunnels created by Deathwing. It connects the mountain home of the Dark Iron dwarves with the Twilight Highlands, north-west of the Wetlands. It is populated by members of.
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| ||
---|---|---|
# of Zones | 3 | |
Occupants | ||
Bandits, Black Rock Pirates (1 boss-level Bandit, 1 Black Rock Captain) | ||
Important Treasure | ||
Black Rock Chest | ||
Console Location Code(s) | ||
BlackRockCavernsExterior, BlackRockCaverns, BlackRockCaverns02, BlackRockCaverns03 | ||
Region | ||
Colovian Highlands | ||
Location | ||
Northwest of Chorrol |
Black Rock Caverns
Black Rock Caverns is a medium-sized cave northwest of Chorrol containing bandits. It contains three zones: Black Rock Caverns, Black Rock Main Chamber, and Lost Black Rock Chasm.
Notes[edit]
- The third zone, Lost Black Rock Chasm, is accessed by activating two handles, one of which is initially invisible and the other is not in plain view.
- This cave contains 19 Cairn Bolete plants.
Bugs[edit]
- The Black Rock Chest in Lost Black Rock Chasm was supposed to contain a minimum of 1,766 gold (a fixed amount combined with a leveled amount) but due to an engine bug the 1,766 never appears, only the leveled amount.
- This bug is fixed by the Unofficial Oblivion Patch.
Exterior[edit]
Key to Map |
Map of Black Rock Caverns, Exterior |
- The exterior is located at coordinates: Tamriel -19, 26
- This location's map marker (M on map) is named Black Rock Caverns (editor name BlackRockCavernsMapMarker). The entrance door is WNW of the marker, 40 feet away.
- 1 Wilderness Creature (Forest variety) is near the entrance
- 2 Chests are located behind the top left and right waterfall
- 1 Nirnroot is at location N on map
- The following plants can be found near the entrance: 5 Clouded Funnel Cap plants, 1 Steel-Blue Entoloma plant, and 1 Tiger Lily plant
Zone 1: Black Rock Caverns[edit]
Black Rock Caverns
Black Rock Caverns contains one of the best-kept secrets in Cyrodiil, and as such, requires an unusual amount of exploration before the hidden path to it is revealed. Upon entering from door Out, head down the long corridor, and notice the tunnel to the right leading to door D, one of two entrances to the second zone, Black Rock Main Chamber. Ignore it for now and continue to the first room, dispose of the two bandits, then proceed east to the second room, which contains more opposition and three chests with minor loot. Two choices are available; either backtrack to door D, or enter Black Rock Main Chamber through door C. Using door D is slightly more convenient for completionists, but will land you near a Tripwire in the next zone, so do not rush.
When you return to this zone (after activating the handle at I in the second zone), the handle at G will have spawned, along with two ghostly Black Rock Pirates. Kill the ghosts, then locate the initially non-existent handle and turn it. When you are done, reenter Black Rock Main Chamber through door C.
Occupants:
- 4 Bandit Enemies (each 50% probability melee , 25% archer Bandit, 12% Dog, 12% Nuisance Animal)
- 2 Black Rock Pirates (non-respawning) (only after activating the handle in Black Rock Main Chamber)
Treasure:
- 2 Chests 01 (1 locked)
- 1 Chest 04
- The following plants will always be found: 13 Cairn Bolete plants
Doors and Gates:
- There are three doors in/out of this zone
- 1 door (at Out) leads outside
- 2 doors (at C and D) lead to the zone Black Rock Main Chamber
Other:
- 1 Turn Handle at location G on map (only after activating the handle in Black Rock Main Chamber)
- 2 bedrolls at b
Zone 2: Black Rock Main Chamber[edit]
Black Rock Main Chamber
If you arrive to the Chamber from door C, you are most likely detected by the residing enemies, including a boss-leveled Bandit at A. If you arrive from door D, make sure to avoid the Tripwire (G) and the corresponding Swinging Log at F. Regardless of your choice of entrance, loot the chest near the trap and search the large camp for valuables. When done, search the southeastern wall for a turn handle (I) cleverly hidden behind a rock jutting out of the wall. Activating this handle makes an initially invisible handle appear in the first zone, and it also raises the nearby rock wall at H, making door C the only available option. Additionally, turning the handle also spawns two Black Rock Pirates in the first zone, so be prepared for a surprise attack.
After turning the initially invisible handle in Black Rock Caverns you will return to this zone through door C. Check out your map and notice that a trap door leading into Lost Black Rock Chasm has spawned at E, visualized by a blue mist rising from below. The secret is revealed and will net you loads of treasure protected by hard-to-kill ghosts, so equip yourself accordingly before entering the Chasm.
Occupants:
- 1 boss-level Bandit at location A on map
- 0-1 archer Bandit
- 0-1 melee Bandit
Treasure:
- 3 Chests 01 (1 locked)
- 1 Chest 03 (locked)
- The following ingredients will always be found: 2 Carrots
- The following plants will always be found: 6 Cairn Bolete plants
Traps:
- 1 Swinging Log trap at location F on map
- 1 Tripwire trigger at G
Doors and Gates:
- There are three doors in/out of this zone
- 2 doors (at C and D) lead to the zone Black Rock Caverns
- 1 door (at E) leads out of dungeon to Lost Black Rock Chasm (only after activating the handle in Black Rock Caverns)
- 1 Rock Wall (initially open) at H (will close permanently after activating the handle at I)
Other:
- 1 Turn Handle (first) at location I on map
- 1 bedroll at b
Zone 3: Lost Black Rock Chasm[edit]
Lost Black Rock Chasm
A secret hidden deep inside Black Rock Caverns
The ladder (E) leads right down to a Dead Bandit (H), lying in a pool of his own blood. As you make your way down through the spiraling tunnel, you will have to step over three additional dead bandits and a few skeletons until you arrive near the Rock Wall at G, lowered by the nearby turn handle (cyan dot on map). The rock wall reveals the incredible sight of a landlocked pirate ship docked in knee-deep water and three ghostly pirates wandering about chatting to each other, like nothing has happened. They will attack you on sight, so be prepared. In the eastern alcove, the Black Rock Captain (A) guards the Black Rock Chest, and two additional chests, all three worth fighting for. In the unlit brazier, a selection of jewelry is halfway hidden under the sack. Another chest is located on the ship itself, near the steering wheel, while the last chest can be found in the narrow space southwest of the ship. Make sure to examine all of them as they can contain a considerable amount of gold. When you are done, backtrack to the Rock Wall and lower it using the push button then make your escape via the ladder at E.
Occupants:
- 1 Black Rock Captain (non-respawning) at location A on map
- 3 Black Rock Pirates (non-respawning)
Treasure:
- Black Rock Chest (contains enchanted light armor, enchanted weapon, leveled gold, 25% chance jewelry, 10% soul gem, 25% stealth potion; non-respawning)
- 3 Chests (contains healing potion, 5% chance magic weapon; non-respawning; 2 locked)
- 1 Chest 04
- The other following items will always be found: 1 Flawed Emerald, 1 Flawed Topaz, 1 Pearl, 1 Ruby, 1 bottle of Tamika Vintage 399, and 2 Steel Cutlasses
- Some of the above items are clustered at location F: 1 Chest (contains healing potion, 5% chance magic weapon; non-respawning), 1 Chest 04, 1 Flawed Emerald, 1 Flawed Topaz, 1 Pearl, 1 Ruby, and 1 Steel Cutlass
Doors and Gates:
- There is one door (at E) in/out of this zone, leading to the zone Black Rock Main Chamber
- 1 Rock Wall (opened remotely) at G
Other:
- 5 Dead Bandits (wearing light boots and cuirass, 25% chance poison) at locations H on map
Retrieved from 'https://en.uesp.net/w/index.php?title=Oblivion:Black_Rock_Caverns&oldid=1972915'
Update: As of Patch 4.0.6, players will no longer be required to find a dungeon’s location in order to queue for it. Why? Take a look at our analysis of the subject for more. Until then, scroll on for our handy dandy dungeon location guide.
In the latest expansion of World of Warcraft, Blizzard changed how queuing up for dungeons work. You have to discover the entrance to be able to queue up from anywhere using the Looking For Dungeon tool. This threw many people for a loop, not knowing where an instance entrance is. That’s where Lore Hound plays their helping hand. Below is a compiled list of the new Cataclysm 5-mans with screen-shots of the location, the level range, and a short description of the instance.
Hope this helps!
Blackrock Caverns (80-83)
- Location: Blackrock Mountain, Searing Gorge/Burning Steppes. Head towards the Blackrock Spire entrance portal, and take a right. Follow the hallway and take the first left. Follow this path until there’s a fork going left down a walkway, and straight upwards. Take a right down the path (or jump, for those daredevils out there) and take another right. Voila. Alternatively, take the Mole Machine from Finkle.
- Description: It is a series of tunnels created by Twilight’s Hammer clan in order to gather the remaining Ragnaros’ minions and transport them back and forth to Mount Hyjal, as well as to perform horrific experiments conducted by the nihilistic cult in order to use the essence of the dragon in order to transform the worthy into dragonspawn.
Throne of the Tides (80-83)
- Location: Abyssal Breach, Abyssal Depths, Vashj’ir. Swim towards the vast whirlpool to be sucked in and dropped into the entrance. It is kinda of hard to miss a giant whirlpool, especially since it dominates the entire zone.
- Description: Tides is heavy with Naga, as one might expect given its watery nature. The zone follows Blizzard’s favorite trope of having you rescue people from being enslaved or that have gone loopy against their wishes. You save the local quest giver first and in the end you help free Neptulon, who then helps you tackle the “Old God” Ozumat.
The Stonecore (82-84)
- Location: Deepholm. West side of of the Temple of Earth. Then the hard part, the z-axis. The entrance is about two-thirds of the way up the central pillar. There’s a distinct landing platform once you get to that level or higher.
- Description: Within the Temple of Earth, locked in the heart of Deepholm, lies the Stonecore. It was inside this mysterious domain that the Twilight’s Hammer toiled over Deathwing, hammering elementium plates to the Dragon Aspect’s skin to hold his tormented body together. It was also here that Deathwing began his ascent into Azeroth, shattering the fabled World Pillar and destabilizing the entire region of Deepholm.
Vortex Pinnacle (82-84)
- Location: Uldum. Southeast corner of the zone. It’s one of the most out of the way dungeons. Not only is it tucked in the absolute bottom corner of the world but the dungeon is up in the clouds – think Tempest Keep.
- Description: Here the armies of Al’Akir reside, and will not take kindly to any intruders in his elemental plane. The air elementals have entered an unholy alliance with the Worldbreaker, Deathwing and now threaten the denizens of Uldum. It is up to the adventurers to stop the elemental incursion to the ancient land, and the task is uneasy as they have to face the most powerful lieutenants of the Windlord.
Halls of Origination (85)
- Location: Uldum. North of Vortex Pinnacle. Entrance to the pyramid is on the eastern side. It’s likely that you’ll discover this dungeon on your map while questing since it’s smack in the middle of early Harrison Jones quests.
- Description: Hidden deep within its halls lies an ancient treasure that, if placed in the wrong hands, could endanger all life on Azeroth. Should players survive the perils of Uldum, they will be called to help Brann Bronzebeard unlock the mysteries within these treacherous titan halls and protect the titans’ ancient secrets.
The Lost City of Tol’vir (85)
- Location: Uldum (it’s a busy zone). West of both Vortex Pinnacle and Halls of Origination in the south portion of the river that bisects the zone. The entrance to the Lost City is at the far northern part of the subzone.
- Description: Having allied themselves with Al’Akir and Deathwing in exchange for regaining their stone bodies lost in effect of the Curse of Flesh, they now pose a serious threat to the races of Uldum as well as the whole world of Azeroth that must be eliminated at all costs. The forces of Neferset here are led by the mighty djinni – Siamat, Lord of the South Wind.
Grim Batol (85)
- Location: Twilight Highlands. Northwestern portion, north of the Bastion of Twilight and south of the Vermillion Redoubt. It’s exactly where it was before the Shattering, just now designated as part of the Twilight Highlands instead of Wetlands.
- Description: During a bloody civil war among the three dwarven factions of Ironforge, the Bronzebeards ousted the Wildhammer and the Dark Iron clans from the ancient corridors of the mountain city. In the wake of the defeat, the Wildhammers ventured north and forged a new home, Grim Batol, in the mountains of what is now the Twilight Highlands. However, although they worked tirelessly to create a better future for themselves, the Dark Irons, who established the city of Thaurissan in the Redridge Mountains, could not move beyond the memory of their defeat. Consumed by the desire for revenge and desperate to control the entire dwarven region of Khaz Modan, the Dark Irons led a two-pronged assault on the Bronzebeards in Ironforge and the Wildhammers in Grim Batol. Despite their past differences, these two embattled rivals joined forces and drove the Dark Irons out of Khaz Modan, decimating the armies of the treacherous clan’s sorcerer-thane, Thaurissan. Yet victory carried grave consequences. Although Thaurissan’s wife and queen, Modgud, was slain during the attack on Grim Batol, her death tainted the mountain fortress. While the Bronzebeards rebuilt their glorious city of Ironforge, the Wildhammers felt forever changed by the horrors they witnessed at Grim Batol. They fled their cursed home and never returned.
Heroic Deadmines (85)
- Location: Westfall. Entrance to the mine is in the southwestern barn in Moonbrook. Keep right without taking dead-ends and you’ll reach it, eventually.
- Description: The Deadmines once were the center of the Defias operation, led by the ambitious Edwin VanCleef, who was constructing a juggernaut at the bottom of the mines with the aid of the goblins. His plans have been stopped by the Alliance militia and Edwin himself was killed and beheaded. It wasn’t the end of the Brotherhood, however as his daughter, Vanessa witnessed his death and several years after began to slowly rebuild the organization, waiting for a proper moment to strike back against the Kingdom of Stormwind.
Heroic Shadowfang Keep (85)
Indian Caves In Ohio
- Location:Silverpine Forest. Southwestern portion, north of The Greymane Wall.
- Description: It is the former base of operations for the demented archmage Arugal, who wrested the keep from Baron Silverlaine with his worgen “children” and held it until he was defeated by agents of the Horde. The keep is now occupied by the followers of renegade Gilnean nobleman Vincent Godfrey, traitor to both his homeland and to the Forsaken who returned him from death.