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The Ironwall Rampart

Quest 1 of 4 in the Corp'rethar Approach Chain Group Quest
Both Factions • Icecrown • Level 80 • The Skybreaker
Use the Rune of Distortion near Grimkor's Orb and defeat Grimkor the Wicked.
The orb sits at the far end of the rampart around 45, 45, west of Aldur'thar above the Valley of Fallen Heroes. Clear the cultists patrolling near it before you break the rune, because the summon is instant and brings two enemies at once. Kill Grimkor and control the hound, not the other way around. He is a caster who barely melees and will not chase far, while the hound drains mana and slows you. Killing him does not remove it.
Vikstone's Classic Expedition
Grimkor promised to impale him on the rampart spikes as an example to other heroes, which was the most specific threat anyone in Icecrown had bothered to make. Mardagan stood on the edge afterward looking down at the valley and said they would be climbing this rampart again with an army behind them.

The Ironwall Rampart overlooks the Valley of Fallen Heroes, west of Aldur’thar. The rampart dominates the fields below on all sides. We will not be able to advance if the rampart cannot be taken, but it is held by Grimkor the Wicked and his Cult of the Damned disciples. If you can weaken Grimkor, our forces will know what to expect as we advance.

Take this rune of distortion. Unleashing its power near Grimkor’s orb at the end of the rampart should be enough to get the necromancer’s attention.

-Thassarian

Objective

LEVEL

80

Requires level

77

Start

Defeat Grimkor the Wicked and return to Thassarian aboard the Skybreaker.

 

Suggested players: 5

 

Provided item:

  • Rune of Distortion

 

Objective:
Use the Orb of Domination at 45.5, 46.5 near the Ironwall Rampart in Icecrown.
Defeat Grimkor the Wicked and his elite hound, Grimkor’s Hound.

Walkthrough:
1. Locating the Orb of Domination
Coordinates: 45.5, 46.5.
Found on a platform near the Ironwall Rampart in Icecrown.
Ensure you have cleared nearby mobs before using the orb.
Quest Giver: Thassarian (Alliance, aboard The Skybreaker)/Koltira Deathweaver (Horde, aboard Orgrim’s Hammer)
Locating the Orb: The Ironwall Rampart is located south of The Shadow Vault, overlooking the Valley of Fallen Heroes, west of Aldur’thar. Fly to the rampart and head to the platform at the far end. Grimkor’s Orb sits at approximately [45, 46].

 

Reward

You will be able to choose one of these rewards:

You will also receive:

14 Gold

80 Silver

Upon completion of this quest you will gain:

27,550 experience
350 reputation with Knights of the Ebon Blade

Walkthrough

 

Quest Giver: Thassarian (Alliance, aboard The Skybreaker)/Koltira Deathweaver (Horde, aboard Orgrim’s Hammer)

Objective: Use the Rune of Distortion near Grimkor’s Orb at the end of the Ironwall Rampart to summon and defeat Grimkor the Wicked.

 

Quick Facts

 

Walkthrough

Reach the Ironwall Rampart

  • The Ironwall Rampart is located south of The Shadow Vault, overlooking the Valley of Fallen Heroes, west of Aldur’thar. Fly to the rampart and head to the platform at the far end. Grimkor’s Orb sits at approximately [45, 46].

 

Prepare the Area

  • Clear any Cult of the Damned mobs patrolling the rampart near the orb before summoning. This prevents accidental adds during the fight, especially dangerous if Psychic Scream-type effects are in play.

 

Summon and Fight

 

The Encounter

Grimkor is a level 80 Elite necromancer (~60-70k HP) who fights at range. His hound is an elite melee add with a nasty mana drain. Both are fully susceptible to crowd control (stuns, roots, Polymorph, Hex, Shackle Undead, Freezing Trap, Sap, Fear).

 

Grimkor the Wicked

Ability Effect Notes
Shadow Bolt ~2,500-3,000 Shadow damage per cast Interruptable; Spell Reflect sends it back for full damage
Summon Skeletons Spawns two non-elite Skeleton Minions (~5k HP each) Summons roughly every 30 seconds; low priority, can be AoE’d or ignored

 

  • Grimkor is strictly a caster. He does minimal melee damage (~500 to plate) and will not chase you far if kited.

 

Grimkor’s Hound

Ability Effect Notes
Mana Burn Drains mana; deals 0.5 damage per mana drained Primary threat for casters and healers
Tendon Rip Reduces movement speed for 5 seconds Makes kiting difficult if not CC’d
Vicious Rend Physical DoT, ticks every 3 sec for 15 seconds Adds steady damage pressure

 

  • The hound does NOT despawn when Grimkor dies. You must kill or escape it separately.

 

Strategy

Target Priority: Kill Grimkor first, CC the hound. Grimkor’s Shadow Bolts and skeleton summons are the main damage source. With Grimkor dead, the hound alone is straightforward.

 

Solo Approaches by Role

  • CC Classes (Mage, Shaman, Priest, Rogue): The easiest approach. Polymorph, Hex, or Shackle Undead the hound, then burn Grimkor. Interrupt Shadow Bolts when you can. By the time CC breaks, Grimkor should be dead or nearly so.
  • Hunters: Lay a Freezing Trap near the orb before using the Rune. The hound runs into the trap on spawn. Burn Grimkor with a DPS pet (Devilsaur recommended over tanking pets for faster kill time). Feign Death if skeleton adds peel onto you.
  • Warriors: Spell Reflect is your best tool. Reflected Shadow Bolts deal full damage back to Grimkor. Shield Bash between Reflect cooldowns. Keep the hound alive as a rage generator if needed.
  • Death Knights: Army of the Dead before or immediately after summoning trivializes the encounter. Ghouls tank both targets while you DPS freely.
  • Paladins (Ret/Prot): Shadow Resistance Aura helps. Repentance the hound, burn Grimkor with cooldowns. Lay on Hands is your safety net. Seal of Wisdom recommended for mana sustain against the hound’s drain.
  • Warlocks: Fear the hound (it is not undead despite appearances and is fearable). DoT up Grimkor and nuke. Voidwalker or Infernal can tank.
  • Rogues: Summon Grimkor, then immediately Vanish. Both will reset to their spawn position. Sap Grimkor, kill the hound at your leisure, then engage Grimkor clean.

 

Group Tips

  • In a group of 2-3, this fight is a non-event. A full five-player group will drop Grimkor in under 30 seconds.
  • Watch for Dominate Mind/fear effects, sending players into the rampart trash if you did not clear thoroughly.

 

Efficiency Tips

 

Lore Context

The Ironwall Rampart is a strategic chokepoint controlling the approach to Corp’rethar: The Horror Gate, the westernmost of the three great gates barring entry to Icecrown Citadel.

Taking the rampart from the Cult of the Damned is a necessary step before the combined forces of the Ebon Blade and the airship fleet can advance toward the Citadel itself. This is one of several “clear the way” quests that mirror the military progression of the Icecrown campaign, moving from Aldur’thar south through the Valley of Fallen Heroes and ultimately to the gates of the Citadel.

During the Death Rising pre-launch event for Shadowlands, the Argent Crusade used the Ironwall Rampart as a forward operating base, confirming that the Alliance and Horde’s efforts to secure it during WotLK had lasting strategic value.

 

Explore Icecrown’s hidden easter eggs, lore mysteries, and connections across Warcraft history in Vikstone’s Icecrown Chronicles, along with the complete quest storyline.

Upon completion of this quest you will gain:
1,220 experience
10 reputation with Valiance Expedition

Warrior IconVikstone's War Journal

“The Ironwall Rampart overlooks the Valley of Fallen Heroes, west of Aldur’thar. The rampart dominates the fields below on all sides,” Thassarian said. “We will not be able to advance if the rampart cannot be taken, but it is held by Grimkor the Wicked and his Cult of the Damned disciples. If you can weaken Grimkor, our forces will know what to expect as we advance. Take this rune of distortion. Unleashing its power near Grimkor’s orb at the end of the rampart should be enough to get the necromancer’s attention.”

Vikstone Portrait Act 3
Illustrated by Christian DiBari and Simon Gough.

So our forces will know what to expect. That is what this was. Two men sent up a rampart to find out what it costs, so that the number is on somebody’s paper before the army walks into it.

Mardagan and I have a routine now. Thassarian briefs. We go. Neither of us asks anything.

The disciples hold the length of it and there is no way past them, only through, and it took a while. I shield first and Mardagan closes anything that reforms behind me.

The orb sits at the far end. The rune went off against it and the cold arrived.

“You think you can wrest this rampart from my control? I think not. When I’ve finished beating the arrogance out of you, I’ll impale your corpse on the spikes as an example to any other ‘heroes’!”

He has two things. Shadow bolts, and two skeletons at a time, raised as fast as we could put them down. Against a line of men it would be enough to hold a wall forever.

Against two, he could not stop being interrupted. Mardagan consecrated the stone behind me and the skeletons walked into it and came apart, and every time Grimkor turned to raise more, one of us was in his face, and every time he turned back to cast, the other was.

Mardagan stood at the edge afterward and looked out over the Valley of Fallen Heroes. Thassarian was right about the view. You can see everything from up there.

“We’ll be fighting up this rampart again,” he said. “With an army behind us next time.”

 

The rampart was clear and the road below it ran straight to the westernmost of the three gates, the one the Scourge had named for what they intended people to feel while looking at it, which is where the campaign went next, Before the Gate of Horror.

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