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Judgment and Redemption

Use the Divination Scryer in the heart of the Great Ossuary's basement in the Scholomance. Doing so will bring forth the spirits you must judge. Defeating these spirits will summon forth Death Knight Darkreaver. Defeat him and reclaim the lost soul of the fallen charger.

Give the Charger's Redeemed Soul and the Blessed Enchanted Barding to Darkreaver's Fallen Charger.
Charger's Redeemed Soul
Blessed Arcanite Barding
Provided Item:
Lord Grayson's Satchel

Description

Take this satchel - in it are the items you will need for your task.

Use the divination scryer in the heart of the Great Ossuary's basement to bring forth accursed spirits that must be judged. Use your judgments wisely during this trial - they will prove more potent than you realize. After the spirits, the death knight will appear; defeat him and reclaim the lost soul of the charger. Only then <name>, will you be able to redeem it and place your barding upon your new steed!

Good luck!

Progress

Completion



Locations

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Stormwind City
Stormwind City
Stormwind City
Stormwind City
Stormwind City
Stormwind City
Stormwind City
Stormwind City
Stormwind City
StartObjectives - ScholomanceObjectives - Dire Maul

Reward

The following spell will be cast on you:
Summon Charger
You will also receive: 0

Gains

Upon completion of this quest you will gain:
  • 9950 experience ( 59 70 at max. level)
  • 500 Reputation with Stormwind

Related

Rating: +69 [-] [+]
By Anonymous on 09/29/2005 (Patch 1.7.1)
Was first to finish it on Al'Akir and I will try to list the tips here:

Best combo
The best combination for completing this quest is:
4 Paladins, 1 Priest (harder to get to event, but easier to complete)
3 Paladins, 1 Mage, 1 Priest (easier to get to event, but harder to complete)

Don't bring warriors for the sake of "warrior holds aggro from mage" crap or "rogues have very good dmg output" crap
You need good Paladins for this quest, as unleashing correct seals will do Area Effect damage to all ghosts withing 10 yards[/i]

You need highest ranks in following Seals:
  • Seal of Wisdom (rank 3) -> Banality
  • Seal of Justice (rank 1) -> Malicious
  • Seal of Righteousness (rank 8) -> Corrupted
  • Seal of Light (rank 4) -> Shadowed
Don't spam Judgements
Wait for stun effect fade from ghosts between unleashing next Judgement (takes about 4 seconds).

Stay in North-East corner until boss comes
Stay in North-East corner until boss comes and refresh as much as possible (drink mana potions, heal, resurrect, buff).

If you fail, you have to restart instance
If you are wiped out after activating quest event, all doors leading to the basement will be closed, so you must reset instance to restart event.
If you fail abandon and re-accept quest to receive the items for starting the event.

At boss pray that you don't get a message "Server restarting for maintenance" which had happened to me.

Protector
Al'Akir
Rating: +47 [-] [+]
By Anonymous on 09/29/2005 (Patch 1.7.1)
Just did it a second time last night, so have done it successfully with both 3 pallies, warlock, priest as well as 4 pallies and a priest. Followed the advice here to great effect, but I'll write-up everything we did in case it helps even if there's some repetition.

Getting to the event:
  • Big trouble we had with four pallies and priest was the room with the summoners, as the summoner would run off and get to close to the next group and then summon skeletons til we wiped, which happened a few times. Without a mage for counterspell or shadow priest for silence or whatever, make good use of your hammers of justice and if the next group gets pulled, concentrate on at least taking down the original summoner before wiping/divine interventioning. Might be slow going, but with a bit of stubborness you'll get through.
  • Rest is fairly simple. Without a warlock/mage, the whelp room can be cleared by pulling them out into the next room and having one pally tank the Handler while the rest take a whelp or two each. Consecrating pulls too much damage on one person really.
  • Risen constructs and Rattlegore, easier now post patch, should be able to pull them all alone without trouble with a bit of patience. One pally tanks with a shield, seal of fury, judged fury and consecration while being healed by the priest and the rest just do damage.
Before the event:
  • We were all positioned in the SW corner both times, which worked fine. When the third wave happens, some spawn on top of you here, so be ready.
  • Judgement order is of course Wisdom, Justice, Righteousness, Light. It's a good idea to have all the pallies arrange them in that order on their action bar to keep the order easy to remember and quick to access.
  • Make sure everyone has health pots, mana pots, bandages etc if possible and the like, always good to have in reserve if things are getting cut close. Make sure all the pallies have a Symbol of Divinity, and is up to speed on how Divine Intervention works too. Using this, I was able to stop a wipe on the fourth wave as the priest was safely tucked away in the corner (course, it was my pull that nearly wiped us, but anyway...).
  • Pallies shouldn't be doing anything but applying the seal, judging it when it's their turn, and meleeing. As long as the spirits are kept stunned, they're not a problem. Things like exorcism are a waste of mana. After judging, it's good to reapply the seal immediately to have it ready and also get its benefit in the fights, especially on the last wave.
  • Keep devotion, concentration and shadow resistance auras on.
The waves of spirits
  • In general, stay hidden in your corner (priest at the back), all bunched together and deal with the spirits that are immediately on you each wave. Pallies should have an order established for the judgements so one is in effect all the time on the spirits. Once a particular fight is done, take the time to drink a bit and see if any more spawn in aggro range. After a while, if none are forthcoming, have someone run out and pull some of the far off ones with an exorcism.
  • The aspect is slightly bigger than the other ones, watch out for when he appears. Some of the time, he doesn't aggro immediately, letting you shackle at your leisure while finishing off groups. If he gets to close to your corner, might be an idea to leave him shackled there then run out and finish the others before coming back to him.
  • First wave: Easy. Non-elites and gives everyone a chance to practice their judgements. Basically the warm-up round.
  • Second wave: Little tougher. Elites this time, but pretty much the same as before. Only thing to watch out for is that they look similar enough to the first wave to be confused for them, make sure everyone knows to switch seals for judging.
  • Third wave: Harder now, big swarms. In the SW corner some spawn directly on top of you, be ready for them. Best to wait and see what heads towards you and drink up when you can.
  • Fourth wave: The hardest part really. Casters, so they can damage you from a distance. After the initial ones, when you're getting ready to pull the next batch yourself, there's one that likes to run out to the west side on its own that looks like a tempting pull. This is the one I nearly wiped our group on, because he's linked to some others and they're then split apart when they attack. Bite the bullet, and pull a central one when they're collected together, so you can use the judgement stuns to your advantage again. And, of course, make sure the aspect is shackled while everyone gets their health and mana back up for the Deathknight fight. You'll need it.
The Deathknight:
  • It's debatable whether he's hard or easy to take down, but one thing he certainly is is tough. He can really take a beating and also pack a respectable punch when he wants to, a string of hard hits can take a fair chunk off anyone's health.
  • The thing to watch out for on him is that it's going to be a long fight, you'll win by outlasting him and eventually grinding him down. Don't blow your mana too early, you'll need it for the long haul on this guy. Happily, beyond the endurance game, he isn't too bad really. Just stick it out and don't despair if his health doesn't seem to be going down all that fast.
  • Put away the two-handers and leave the consecration button alone, you'll want a couple of pallies or more with shields on using seal/judgement of wisdom/light to keep their health and mana topped up for heals. It might be an idea to have someone tank him as before, though this may be troublesome if the designated tank gets possessed.
  • Keep blessing of wisdom and salvation on the priest.
  • His possession trick kind of messed me over in terms of leaving me somewhat disorientated. Still, pallies are never known for the dps at the best of times, so with my one-hander and shield on I was more of annoyance than a threat when I turned on a team-mate, and at least he was nice enough to keep me healed. Drained all my mana though. :\
  • Try not to die, you only get one shot at this. Keep your health fairly well topped up at all times and if you're in trouble pop a potion or shield and bandage. Blessing of Protection the priest if he's in trouble, if he runs out of mana too he may need to take a sit down break to regenerate some. Have your Lay on Hands button within easy reach. Again, use seal of wisdom to claw back some mana when you need it.
Post-fight
  • Revel in the glory of victory a while, you earned it. You complete the quest by looting the charger's soul from the deathknight's corpse, then running over to the placed scryer and using it in your inventory (right-clicking) to redeem it. Then run over to the ghost horse and complete the quest. After doing this, you should have a new spell in the holy section of your spellbook, 'Summon Charger', next to the old 'Summon Warhorse' one and with a similar looking but yellow in colour logo now post-patch. This is what to look for to know everything has been completed as it should have been and to ensure you've got your shiny new mount. Getting caught up in the excitement of getting your mount makes it easy to get confused if you try and rush this part without reading everything carefully of course. :)
Rating: +37 [-] [+]
By Anonymous on 09/29/2005 (Patch 1.7.1)
We ended up doing this tonight with a Warrior, 2 Pallys, Warlock and a Priest.&nbsp It wasn't easy, thank god we had a soul stone.&nbsp I think the trick along with doing:

Wave 1: Seal of Wisdom Judging.
Wave 2: Seal of Justice Judging.
Wave 3: Seal of Righteousness Judging.
Wave 4: Seal of Light Judging.

Is that you stay in 1 corner and pull them to you.&nbsp I could be wrong, but I think thats what saved us from a total wipe.&nbsp GL PALLYS!
Rating: +35 [-] [+]
By Anonymous on 03/30/2006 (Patch 1.10.0)
The paladin epic mount quest in a nutshell:

1: 150 gold to get censor for exorcising spirits in Terrordale. You get this from the priest trainer in Ironforge in the

Mystic Ward.

1a: Exorcise 25 spirits in Terrordale. There are green glowing circles around in the ruins of Terrordale (near the Terrorweb

Tunnel exit). Use the censor within these circles and 1-3 spirits will spawn. Simply kill them until you have killed 25 of

them. The green circles spawn relatively fast. I soloed this portion and took approximately 30 minutes.

2: 150 gold, 40 Runecloth, 10 Arthas' Tears, 6 Arcanite Bars and 5 Stratholme Holy Waters. Turn all this into Grimand Elmore

who is in Stormwind's Dwarven District. He is located in the far SW corner. He will walk to the forge in the center of the

Dwarven District and create the barding for you. After this he will run back to his normal standing spot where you can then

speak to him again to get the Barding.

3. 50 gold and 20 Enriched Manna Biscuits. Travel to Southshore and speak with Merideth Carlson the Horse Breeder in the

stables. She will give you Manna-Enriched Horse Feed. I would personally suggest actually reading this quest because it gave

me a chuckle.

4. Now you need to go to Dire Maul West to get the barding blessed. This part is easy and quick. Make sure you have the

barding and Manna-Enriched Horse Feed on you and someone with the crescent key with you. Go into Dire Maul West and simply

run past all the mobs. We did this with a level 55 in the group without grabbing agro. We ran around the right. Tendris

Warpwood is in a room opposite of the park from where you enter the instance. When you get to the other side of the park, go

down the long ramp to his room. He's easy to kill. I tried to solo him for fun just to see if it's possible for a paladin

with the key to do this alone, and I personally was not able to. I simply didn't have the DPS to take him down fast enough. I

was using Seal of Command with Seal of Wisdom released on him for mana regen. If any paladin is successful in actually

soloing him, please let me know how you did it because I wouldn't mind being able to farm him for my Foror's. :)

Anyway, once he's dead, an Ancient Equine Spirit appears (a ghost horse) and will start walking or running around. It took me

a second to catch him, but once you do, you complete the quest and get the Blessed Barding.

5. Now for this part you will need to talk to Lord Grayson (the Paladin trainer taking you through this line) with a Pristine

Black Diamond and an Azerothian Diamond to get The Divination Scryer. Now you're ready for the last part of the quest a run

into Scholomance.

6. Once in Scholomance you want to go down to Rattlegore's room. Kill Rattlegore and clear the room. Place the Scryer in the

middle of the room and spirits will appear in different locations. The names will be Banality, Malice, Corrupted and Shadow.

You must use the Seals of Wisdom, Justice, Righteousness and Light respectively. When you release the seal you will do damage

and stun in an approximately 10 yard radius. It is important for your group to stay close together and is extremely helpful

to have two or more Paladins with improved Judgment. You will get several waves of each type of spirit and they will appear

in different areas around the room. After taking out so many of a certain wave, an Aspect (i.e. Aspect of Banality) will

spawn. That is the "mini-boss" of that wave and the next wave will spawn after you kill him. There will be times when you may

stop and eat or drink while fighting these waves. I strongly suggest you do that when possible. The Corrupted spirits are

scary because they came in one wave and there was something like 10 of them. So be extra prepared for them. Once you take

care of all the waves, the Death Knight Darkreaver spawns. He is a 62 elite, but is easy to kill. He does mind control and I

think fear, which are the only notable abilities that he used while we fought him. Once you kill him, you loot the Charger's

Lost Soul from his corpse. There will also appear a paladin epic mount in ghost form. Use the Charger's Lost Soul in your

backpack to redeem it. At that time, you'll be able to complete the quest by talking to the epic mount ghost.

So here's the total list of cash and items required for the Paladin Charger Mount:
350 gold
10 Arthas' Tears (Herbalism)
6 Arcanite Bars (Mining/Alchemy)
40 Runecloth
5 Stratholme Holy Waters (Boxes in Stratholme)
20 Enriched Manna Biscuits (Must be friendly with Argent Dawn to purchase)

Here's a quick guide:

150 gold, 10 Arthas' tears, 6 Arcanite, 40 runecloth and 5 strat holy waters for the barding to Grimand in SW's Dwarven

district.

150 gold to priest trainer in IF for censor.

Go kill 25 spirits in Terrordale, using the censor to summon them.

Take 20 Enriched Manna Biscuits and 50 gold to Merideth Carlson in SS to get Manna-Enriched Horse Feed.

Run DMW to kill Tendris Warpwood to get the barding blessed.

Bring an Azerothian Diamond and a Pristine Black Diamond to Grayson in SW for the Scryer.

Go to scholo's ossuary and summon the Darkreaver to get the charger's redeemed soul.

Welcome to epic mount land. :)

Baradier
60 Paladin
Thunderhorn
Rating: +21 [-] [+]
By Anonymous on 06/22/2005 (Patch 1.5.1)
I now know why some people say the quest is a cakewalk and others say it is not do-able. Both are correct. The quest is buggy! I have experienced both so I know. You will either complete this without trouble or fail miserably. Please do not flame me with corrections. If you have something to add to help great! Please keep it constructive. I found the lack of advice/help on this quest frustrating and wish to make it easier for people who follow me.

I will now recount the problem areas and how we overcame them. This quest is very do-able and you can have your mount on the first attempt if you follow the advice below. I am not saying this is the ONLY way to complete it. It is how we did and what I learned in the process I think can help others.

Composition of Party
Number of Paladins: Paladins are required to complete the end sequence. 3 is your sweet spot of balance between getting to room without trouble and ease of completing the end sequence. 4 makes the end sequence do-able even if they things go buggy on you. But with 4 Paladins, the trip to the room will be harder and longer (It is do-able). If you want to be sure you complete the quest, 4 Paladins would guarantee you complete the Judgements portion. You should have a priest. Not only do you get heals you get crowd control with shackle. This is invaluable in end sequence (see below).
Rest of Party:
Slot 1: Paladin
Slot 2: Paladin
Slot 3: Paladin or Warrior or Rogue
Slot 4: Paladin or Mage or Warlock
Slot 5: Priest

Journey to the Rattlegore room
There is nothing special to note here it’s just kind of slow. Take your time and you will get to the room. The only thing worth mentioning is the room with the whelps. They have a nasty damage over time that can easily kill you within 3 to 4 seconds if you do not cleanse. You will be spamming cleanse. Be ready for it or take the durability hit when you die.

Rattlegore room
The risen constructs hit hard! No big deal but without a tank the healer has to be on it healing the Paladins. Some Paladins in my group had a shield and one-hander and two of us used two-handers. What worked best was alternating stuns and alternating tanking. Really the Risen constructs are just time consuming and no fun. You should pull them one at time into the hallway outside room to fight. The puller and the priest go to doorway together for the pull. There are a couple of them that are real close and unless you time it just right you will pull two. Better to shackle one and fight them one at a time. Rattlegore will come with a little buddy. Just shackle his buddy then finish Rattlegore alone then his buddy. The risen constructs are capable of killing the cloth wearer in one hit (I have seen it) so have priest in a safe place and have a good mage not pull agro.

Judgement Sequence
Now that the Rattlegore room completely empty of any mob. You can begin the end sequence “Judgements”. Everyone needs to stand in one corner (see diagram). You will enter the room and turn right. The party should stay in that corner the entire time. Some people suggested placing the Divination Scryer in the opposite corner. You can’t do that. It must be placed in the center.
Aura’s to use: devotion, shadow and concentration. If you don’t have three Paladin’s use devotion and concentration on the first three waves and switch to shadow and concentration on the fourth wave. The fourth wave are caster that do shadow damage. So make sure that the priest has given the party “Shadow Protection”.
Coordinate Paladin’s Judgments: You must have a good group of Paladin’s that are willing to work together. Our judgments do more damage than the mage can do and it has a good chance of stunning for 5 seconds. Work out a sequence of Paladin 1 judge wait 5 seconds Paladin 2 judge wait 5 seconds Paladin 3 judge and repeat. Most parties fail this quest for one of three reasons. (1) They panic and don’t coordinate their judgments or (2) They pull the entire third wave (3) They kill the fourth ghost sub-boss to soon (more on this in a minute). The order of judgments is as follows.
Wave one: Judge Seal of Wisdom
Wave two: Judge Seal of Justice
Wave three: Judge Seal of Righteousness
Wave four: Judge Seal of Light

Ghost Mini-boss: This is important. To get time to eat and drink between waves of ghosts, have your priest shackle each wave’s mini-boss. That is what triggers the next event. This is not true between the first three waves, but it might be good to practice because when you kill the fourth wave mini-boss you will summon Death Knight Darkreaver! If you have some ghosts left to kill and you are low on health/mana you could wipe with the Death Knight is summoned early. Others have.

What to do: Your party is at full health and in the correct corner (point x on map). You run to center of room and plant the Divination Scryer in center of room (point D on map) and run back to group. You will agro ghosts so when you get back to group the fight will already be started. The first wave is easy. Good chance to practice your judgments and loosen up. When a group that has been killed relax and wait for next group. You don’t need to pull. The second wave is a little harder but not hard. You will begin to use up some mana so be ready for third wave. Eat and drink.

Third Wave: You are all in the correct corner and the ghosts are not coming so its time to pull as everyone is buffed and has full health/mana. The ghosts to the left look like the perfect group to pull (there are only three of them) DON’T! This will bring all 9-11 ghosts. Instead go to the right and pull the ghost in position G on map. This will bring 6-7. No problem if judgments are timed. Then you will have ones and twos that come to you.

Fourth Wave: They will agro on their own so wait. Eat/drink. These are easier than the last wave. But be ready to shackle the mini-boss ghost. Before you release the mini-boss ghost kill all the ghosts (All!) Then regenerate your health and mana. You can’t eat/drink so just wait for it to regenerate. When you’re buffed and in good shape release the ghost mini-boss and kill him. Death Knight Darkreaver will be summoned immediately! No time to rest. Some tricks the Death Knight has is some sort of lay on hands to heal himself when he is low on health. The Death Knight Darkreaver will/can mind control one of your party. For us he MC’ed the mage who smited me and killed me instantly (I was low on health and in process of getting a heal). He is really pretty easy. But, if you kill the 4th mini-boss early you could have your hands full!

Darkreaver is dead now what? Loot “Charger's Lost Soul”. Every Paladin on the quest can loot it! All will complete their quest regardless of who used their scryer. You must go to the planted Divination Scryer and right click on “Charger's Lost Soul”. It will turn into “Charger's Redeemed Soul” You have now completed your quest. Go to Charger’s ghost and turn in your quest. You now have your Epic Mount!

Rattlegore room

X = Where party stands entire fight
D = Where to place the Divination Scryer
G = Which ghost on the third wave to pull

-------[door]--------
| x |
| |
| |
| D |
| |
| |
| G |
---------------------
Edited, Wed Jun 22 14:34:38 2005
Rating: +19 [-] [+]
By CL10283 on 12/15/2006 (Patch 2.0.1)
When you start the fight, put the scryer as far as you can in the NW corner, and stand in the SE corner. For the first 2 waves, you can single-pull the spirits. Last two waves are groups of 3+. It's not a hard fight as long as your pally (or pallies) use the proper judgement on the mobs, I've done it with only the pally with the quest before with minimal problem. The order is Wisdom, Justice, Righteousness, Light. The spirits will have names that hint at what to use (Banality, Malice, Corruption, Shadow) At the end of each wave, an Aspect of (wave name) appears, basically supposed to be a miniboss for that wave, but they're easy. Once the boss comes up, he goes down quick and the pally has his mount!
Rating: +15 [-] [+]
By tehslun on 04/06/2007 (Patch 2.0.12)
You summon the spirits in the same room as Rattlegore stand in.

Clear it and place the divination scryer in the NW corner but still on the mound (which rattlegore stand on). Tell your party to stand in the SE corner before you start.
As soon as you place the scryer ghosts spawn but they are easy to kill so just run to the other players and kill the ghosts. You can judge seal of wisdom (I used the highest rank on all seals and it worked just fine) to stun them for a few seconds. Also works on the aspect. Second wave isn't too hard either, few elites but can be pulled one and one. Judge seal of justice to stun spirits and the aspect. Third wave is three groups of three elites. Do NOT pull the middle group first. Start with the group by the door and take the middle group last. When you pull the middle group all remaining groups will aggro. Remember to judge seal of righteousness on both spirits and aspect.

Might be useful to put the shadow res aura on for the last wave. The last wave was easy too, few elites spawn every now and then. We had to wait a while betweent the spawns. Good time to rest and drink/eat. Use seal of light on spirits and the aspect. When the aspect is killed the boss will spawn. He's easy to kill.
Loot the boss, use the charger's lost soul to get the charger's redeemed soul and hand in the quest :)

Did it with a 70 hunter, 70 mage, 70 shadow priest, 69 rogue and me, 61 pally. Its really easy when you figure it out and do it right, hope some of you won't have to do the same mistakes we did. If you wipe, abandon the quest, go back to your trainer and take it again. Reset the instance and do it all over again. We couldn't find any other way to finish it.

Good luck!
Rating: +12 [-] [+]
By Anonymous on 09/29/2005 (Patch 1.7.1)
Got it first try. I read the above comments and it helped a bunch! Group up in a corner, set scryer in opposite corner.

First Wave = Wisdom
Second Wave = Justice
Thrid Wave = Righteousness
Fourth Wave = Light

It's best if you use the highest rank of each seal, though if your pallies have different ranks, they actually do stack.

Bunching in the corner is needed if you actaully want a break in between attacks. You can med and rebuff all day till you're ready to pull the next bunch. Just sit there and AOE and Exorcise the ghosts as well as releasing your seals. Oh, and Baby Baron is a joke, totally easy. Good luck!
Rating: +9 [-] [+]
By Cleodora on 05/31/2007 (Patch 2.1.0)
Once the paladin loots the dead knight, you will find the soul of the charger. You will need to use that item near the charger's spirit to turn it into the redeemed soul required to complete the quest.
Rating: +7 [-] [+]
By Creeestopher on 10/11/2006 (Patch 1.12.1)
See the first quests for a guide on the whole quest line:

Questline 1: https://classicdb.ch/?quest=7637

Questline 2: https://classicdb.ch/?quest=7641
Rating: +7 [-] [+]
By Gattaca on 02/19/2007 (Patch 2.0.8)
In my experience, the ranks of the judgements do not matter, so go ahead and use you're highest one. just make sure you have them in the right order and your set. I found that setting up a separate casting bar with the seals in the 1-4 order with judgement in the #5 slot helped a great deal.
Rating: +7 [-] [+]
By Anonymous on 09/29/2005 (Patch 1.7.1)
&nbsp &nbsp READ THIS
I just completed this quest on the first try and no one died.&nbsp &nbsp One pally also&nbsp &nbsp We had me a warrior a priest a druid and a mage.&nbsp Make sure you set your group up in the very far N.W. corner and dont wander.&nbsp Make sure the mage does DPS and not AoE and the druid does just healing. Our mage stuck with frost spells to limit agro and save mana.&nbsp Mana is the key&nbsp pally's should only seal and judge&nbsp thats it&nbsp i dont think i ever got below 1/2 mana the entire fight.

Also,&nbsp played with the judgments listed above&nbsp and the only one that had an effect&nbsp was the seal of light on the fourth wave.&nbsp In my opinion&nbsp the third wave was the hardest, at one point we had 7-8 60 elites.

We had several chances to stop and regen mana, i never drank one mana pot or health pot,&nbsp it went that smooth.&nbsp &nbsp Good luck pally's&nbsp :)
Rating: +7 [-] [+]
By Anonymous on 09/29/2005 (Patch 1.7.1)
Read the strategy from WHOME above - perfect.

our group owned the Death Knight and the spirits.

Composition?

1. Pally
2. Pally
3. Warrior
4. Warlock
5. Priest

Two pallies CAN EASILY judge the spirits *IF* they rotate properly (we used Teamspeak).&nbsp Having a def/pro warrior assisted the final battle as the priest only had to worry about healing one person.

We took 7 GREATER shadow prot potions with us.&nbsp Everyone drank one at the start of the fourth wave.&nbsp The Tank and the Warlock each had one extra - this assists the main tank GREATLY.&nbsp Most pots are done after the 4th wave before the Death Knight.&nbsp We shackled the 4th mini boss (as per the above guide) and then the priest gave shadow prot to everyone but the Warlock and Tank (who each had a pot left)

We soulstoned the PRIEST for the last battle - that way if he drops, he can pop back up.&nbsp If you wipe on the final battle then you are done.&nbsp The Death Knight aggros on the entire room.

Everyone should move to the CENTER of the room BEFORE you drop the shackle on the 4th mini boss.&nbsp This puts you in position to intercept the Death Knight immediately when he pops.&nbsp Otherwise, he will get free shadow bolt attacks on you as you run in on him.&nbsp He will mind control, so be sure the priest is ready to get rid of it.

With the tweaks we made above to the original guide from whome above we owned the Death Knight.

GOOD LUCK!
Rating: +7 [-] [+]
By Anonymous on 03/04/2006 (Patch 1.9.4)
When you kill Darkreaver, and loot the "Charger's lost soul", make sure you're standing next to the ghostly charger, not necessarily the divination scryer.

When we finished this quest form myself and another paladin, I tried standing next to the scryer and clicking on the soul - that didn't work it said "Requires Great Ossuary". I was starting to freak a little bit when someone said to stand near the charger's ghost.

I did that, and it worked. I was too excited to take screenshots of the final quest completion pages... wish I had. EDIT: I found them thanks to Google, though. :)

So anyway, if you get that far and think something's wrong because the soul won't redeem, make sure you're standing close to the horse spirit, not the divination scryer.

EDIT: Seemed odd that I had to move closer to the spirit, since when Darkreaver died, we were right near the scryer.

Edited, Sat Mar 4 03:11:10 2006
Rating: +6 [-] [+]
By Anonymous on 09/29/2005 (Patch 1.7.1)
In order to do it. the four pallies or the three ones has to set order..(the ghosts become stunned when u judge with the correct seal) so if u set order for first judgement,second,third...the ghosts will stay stunned most of the time, then when last guy on gp unleash his judgement the first will be ready again(judgement is 15s colldown).only problem is that ppl get nervous and end up loosing their function on the guest.. my advice is cooldown..drink a beer get a cigarrate. and GL :)
Rating: +5 [-] [+]
By Anonymous on 09/29/2005 (Patch 1.7.1)
After 2 trys which didn't work out, we finally made it yesterday. 3 Pallies 1 Priest 1 Mage group, it was a peace of cake in that constellation. I think it would even be easier with 4 Pallies and a Priest, but to get to the basement and kill Rattle and his mates mitght be a bit hard with 4 Pallies in the group. The trick is to stay in a corner and to place the oracle in the opposing corner. Make a wall out of Pallies around the priest and get to action. The fourth wave of ghosts might be difficult, but Darkreaver isn't a threat at all.

Yes, yesterday was a good day :D, got the Light Forge Breastplate from Drakkisath and the charger. I think we are the first 3 Pallies who succesfully made the quest on our server, because i've never seen a pally with the charger here before.
Rating: +5 [-] [+]
By Anonymous on 09/29/2005 (Patch 1.7.1)
Correction&nbsp make that the far NORTH WEST (N.W.) corner&nbsp &nbsp not the N.E.&nbsp posted this&nbsp because i couldnt get the edit to work.
Rating: +5 [-] [+]
By Anonymous on 09/29/2005 (Patch 1.7.1)
Some tips from my experience:

I did this with 4 pallies and a priest. In the summoner room once you see them start to summon just take turns using your Hammer of Justice - don't do it one after the next but rather wait 3-4 sec after it drops for the next one. That way you have them pretty much stunned until death and they don't get to summon. Also judge your seal of justice to prevent from running.

Also make sure that any pallies have their symbols of divinity before going in and have a DI plan for the last room as you do not get a second chance.

Make sure that all pallies know *how* to judge - I went once and someone didn't know what judging was so I guess this mistake happens.

Setup an order in which you will be judging and a method to communicate it. We had 4 pallies and said: 1,2,3,4 after we each judged in our respective order. This helps with the timing as the judgement will appear to be active even though they may be attacking. Just give about 4-5 seconds after the person before you.

A good place to practice your order is when you are clearing the Rattlegore room. Since there are so many to clear it gives plenty of time during a non-intense battle to practice your timing.

Good luck and hope this helps!
Rating: +5 [-] [+]
By Anonymous on 12/11/2005 (Patch 1.8.4)
I did this too today, was LFG'ing for a steady group (curse you all non-patient fools) for hours, then finally all pops up just like that. Me(pally), another paladin and a 3rd one. Then we had a full-tracendence-set priest and so a mage.
The first part before we all did as usual, killed everything the right way as a 5-man scholo should do. Then we came to that Rattlegore, sigh. Both him and his companions are real challanges. But i managed to pull all mobs so it was only him left in the room. So we killed him kinda easy (he did some 1.2k> crits on me tho) then i hit the thing to get the quest started. 1st wave was like killing lvl 10 mobs. The 2nd was no problem either except i had to shout which seal to use everytime. The 4th boss we shackeled waited for mana then kicked him out of this dimension. Then Darkreaver suddenly appered. Splash! does 900dmg on all of us with his SB. Priest heal and then we all go Nuke. Funny thing is that it was i who killed him, the others died and it was only me left so i did the killing blow and finally got my Golden shiny horsie :D

GLHF all paladins out there!

Angerelic, 60 Paladin
Silvermoon Server
Rating: +5 [-] [+]
By Anonymous on 12/11/2005 (Patch 1.8.4)
This quest can be completed EVEN IF the death knight wipes you. The doors leading to the great ossuary (room with bones where the event takes place) will remain closed, but if you and your group go close to the door the death knight (and any remaining ghosts) will aggro from below and come through the door to kill you. You can proceed to kick his ass and loot the quest item. Now it gets a bit tricky because you have to use the item to redeem the charger's soul, but it can only be done INSIDE the great ossuary.

Here is exactly what happened for my group: We started the event, when the death knight appeared we were low on mana and he&nbsp killed us. We ran back into the instance, to discover that the door leading to the room with the scholomance handlers and the drakes was closed. After a few seconds we realised we were in combat, and the death knight rushed upstairs along with 2 ghosts to kill us again since we were unprepared, unbuffed, oom and too newbish. After the 2nd wipe, the door leading to the room above the ossuary OPENED, leaving only the actual ossuary's door closed.

We went back into the instance again, this time prepared and killed the death knight. I looted the quest item, but when trying to use it got an error that it can only be used inside the great ossuary. Then what i did was to jump through those holes above the ossuary into it and used the quest item there succesfully. I couldnt get out because the room's door was closed, but luckily we had a warlock who summoned me back and i completed my quest by talking to the horse. I suppose you can do the same thing without a warlock, just put your hearthstone to aerie peak, hearth there and run back in case something like that happens.
Rating: +4 [-] [+]
By unohu on 01/26/2007 (Patch 2.0.6)
Dont let the previous posters scare you with this quest's difficulty. My party composition was a 57 warlock, 58 hunter, 60 mage, 60 priest (very well geared, renews were ticking for 406) and myself, a level 62 protection spec paladin. no one in the group came close to dying, except on the miniboss for each wave where i hit 50%. sure we had to mana up a little after the wave with all the shadow bolts, but other than that, piece of cake. I'm sure that the quest can be completed *without* the correct judgements but it does make it alot easier - atleast in my group
Rating: +4 [-] [+]
By Anonymous on 09/29/2005 (Patch 1.7.1)
We had 3 pallys, 1 rogue and a 58 priest. We got the deathknight down to 5% before wiping. Someone commented above that you can cleanse the MCs.. this is not possible. It is just a waste of time and mana. Apart from that, I would recommend that you use shadow prot pots as the deathknight took out our priest early with shdowbolts. We are going to try this again tomm with shadow prot pots :)
Rating: +4 [-] [+]
By Anonymous on 09/29/2005 (Patch 1.7.1)
Video is @ http://www.desolateflux.com/albums/nfb/pallyepic.wmv

It is 300mb in size, however, it is the whole run - with tips on how to successfully complete this.

This will answer a lot of questions, and nearly guarantee success your first run - not the tenth or twentieth!

Fun footage is on the end of the video.
Rating: +4 [-] [+]
By Anonymous on 12/11/2005 (Patch 1.8.4)
Ok, I just wanted to let all you pallies out there know that this quest CAN be done with one paladin.

Here was my setup:
60 Druid (main healer)
60 Warrior
60 Hunter
58 Rogue
60 Paladin (me)

Now from reading all the posts on here and thottbot I was worried I would never get my epic mount.&nbsp It was really tough finding 3 pallies who wanted to do the quest. The only groups I had been with before always wiped on the fourth wave. Those groups consisted of 3 pallies, mage and priest. We wipeds because the leader of the group always wanted to wait and mana up before starting to pull any ghosts on the fourth wave. Before you know it, they spawn so fast we were overwhelmed.

A lot of people think the third wave is tough too, but we tried something different. After we killed the first 3 ghosts in the corner in front of where we were standing, we went to that corner to pull the middle 3 ghosts, then once we pulled them we ran back to our usual spot on top of the bones to fight them. It worked perfectly.

Be sure to follow the order of judgements and party with a group of people you know and trust if you want to try this with only one paladin. Don't get me wrong, a priest is great to have for shackle, but it is not 100% necessary.

Good luck to you all!

Androdne
(Bronzebeard)
Rating: +4 [-] [+]
By Anonymous on 02/16/2007 (Patch 2.0.8)
wonder if a level 70 paladin could solo this, lol.. I've been clearing the room of constructs (killed rattlegore, 2 constructs left) we'll see :P unless I can find help before I decide to summon
Rating: +4 [-] [+]
By Anonymous on 05/24/2006 (Patch 1.10.2)
easy as peeing.

Paladin (me)
Warlock
Warrior
Hunter
druid

didnt wipe took us about 30 min then we were out again
Rating: +4 [-] [+]
By niculbolas on 11/16/2007 (Patch 2.3.0)
Just wanted to let everyone know. This questline is easily soloable at level 70. Or at least it was for me as Protection spec. And for this last quest. The rank of the spell you judge does not matter. I was using ranks above those posted earlier in the comments. Hope this helps... -Zephia 70 Draenei Paldin
Rating: +3 [-] [+]
By krawnight on 01/12/2007 (Patch 2.0.4)
I don't know any 'ideal' group setup for this, but the other night, myself and a fellow paladin, a mage, a priest, and a hunter did this quest. It really helps to alternate judgements between the paladins to keep the mobs stunned.

Also nice to know that multiple paladins can do the quest at once.

A nifty tactic (if you have a priest) is to shackle one of the mobs in each wave. Kill everything else but the shackled one and it gives you a breather. We managed to keep the group up at almost full life/mana this way.

Alternatively, a paladin could try and keep one perma-feared. That may work too.
Rating: +3 [-] [+]
By Anonymous on 12/15/2006 (Patch 2.0.1)
If you wipe you'll find the gates are locked so you wont get back in. Also your scryer will be gone.
This was with 1 Pally who had the scryer, don't know if the gates stay open if you have another Pally with the scryer.

Only solution is to reset the instance (if you have another Pally with scryer).

If you do have to give up, go back to Stormwind and see Lord Grayson Shadowbreaker. You have to abandon 'Judgment and Redemption' quest and he will give it to you again. You'll get a new bag with only the scryer as you should still have the barding in your inventory.
----------
We did it last night, finally! 3 Pallys, 1 Warrior and a Priest.
All of the tips in the walkthrough are spot on, but, we found that standing in the corner to the left of the door was much better.
Pallys using their seals is a must! Just explain the sequence to anyone that's not been there before as they do a lot of damage. And tell them that they have to actually 'Judge' the seals, not just have them on.

First wave: [red]Banal/Banality[/red], Judge [blue]Seal of Wisdom [/blue].
Second wave: [red]Malicious/Malice[/red], Judge [blue]Seal of Justice[/blue].
Third wave: [red]Corrupted/Corruption[/red], Judge [blue]Seal of Righteousness[/blue].
Fourth wave: [red]Shadowed/Shadow[/red], Judge [blue]Seal of Light[/blue].
That hurts my eyes!

If you get confused as to which seal you are on, just see what type of spirit you are fighting and use the corresponding seal above. Although, Seal of Justice didn't seem to affect the Aspects of Malice last night. Someone has mentioned that Rank 2 wont work, but never thought to use Rank 1 :(

Finally, when the horse appears the "[gold]?[/gold]" above his head will be grey... don't (like I did /rolleyes) panic! lol
In your bag will be the soul that you have to right click on, turning it into 'Charger's Redeemed Soul'. You can then talk to the horse spirit and get your speedy charger.

Hope this helps and good luck!

PS: All Pallys actually on the quest will get this. Only one has to use the scryer.

[gold]Romsharc <Dad's Army> Eonar[/gold]

Edited, Dec 20th 2006 4:44am by Romsharc
Rating: +3 [-] [+]
By rellex on 05/21/2008 (Patch 2.4.2)
Just did this with a level 70 prot paladin (me) helping a level 60 ret paladin (a friend).

First we cleared with his 70 alt, and got everything ready. Then he switched toons.

While doing the event, everything went somewhat smooth, but then he was stupid and aggroed the mobs in the third spawn, and didn't bubble for some reason :(

I'm writing this to let everyone know that even if the paladin trying to complete the quest dies, as long as someone who can rez survives (like i did) and finish the event, they can rez the paladin (assuming they haven't released), and the quest can still be completed.

O and I second the whole "prot paladins can solo at 70" comment, as i basically did :x
Rating: +2 [-] [+]
By Anonymous on 10/07/2006 (Patch 1.12.1)
Lots of good posts here - good luck figuring which ones they are! If you want a summary of the entire quest chain, including components and costs, try:
http://www.#$%^&*!@#$.com/wow/guides.html
Rating: +2 [-] [+]
By Anonymous on 03/12/2007 (Patch 2.0.10)
Was just in here with a pally, two hunters, and two mages. Was no problem at all BUT the pally did not get his barding! Anyone heard of or experienced this bug?
Rating: +2 [-] [+]
By Aldashin on 12/19/2007 (Patch 2.3.0)
I just two-boxed this easily with a 60 Holy Paladin and a 70 Arms Warrior after failing in my first attempt. In addition to the advice given so far, here are a few tips that may help if you run it with a similarly minimalist crew.

1) The first 3 waves are cake, even more so if you have anything that can lower the melee damage of the spirits (like Demo Shout). You can safely run Ret Aura for most if not all of these first 3 waves.

2) The 4th wave is when it can get a bit tricky if you're unprepared - the mobs will lob a lot of Shadowbolts and Shadowbolt Volleys. Shadow Protection Potions will essentially trivialize the rest of the event, so feel free to bring some if you're running with a light crew. The final boss (Death Knight Darkreaver) will go spam-happy with shadowbolts, but they're much more manageable than the 4th wave.

3) Darkreaver's Mind Control *may* be ranged-based. My paladin was MCed early on when she was standing 10 feet from the DK. I moved her to max healing range after the first MC and was untouched the rest of the fight.

I had to place the Scryer in the middle of the room to start the event. Still, standing in one of the corners by the entrance can help provide some downtime when needed.
Last edited by Aldashin on 12/19/2007 (Patch 2.3.0)
Rating: +1 [-] [+]
By Anonymous on 10/26/2005 (Patch 1.8.1)
I have done this run 4 times with no success but the first time we came close but the Minni Boss came too soon. I relized where I made the mistake and that was we waited too long on the last Wave and the Minni Boss came and we were not ready. I am going to make a run again with some of my Guild menbers and Alliance Guild as well. I have a feeling we will get it this time because we have more experience and I know how it needs to be done and what mistakes I have made. I have read everything and made plans in my head and I am ready to get the charger. Thanks for all the information and tips. Just a reminder do not wait on the 4th wave till the minni boss shows up. If you are at full mana and health go for it the others will come with you when they can. The Priest or Priestess need to keep and eye out for Aspect which is the Minni Boss and shackle him. Heal up and mana and then attack him from the hill where Rattlegore was. When the the Minni Boss is dead the Death Knight will show up and you will be right there and he can't shoot you with a shadow missle which can kill you. Good Luck and I hope to get mine tonight.

Dexster

Edited, Wed Oct 26 08:48:26 2005
Rating: +1 [-] [+]
By Anonymous on 12/26/2005 (Patch 1.8.4)
I have tried this 3 times now and twice the Darkreaver used MC on me. I used Divine Shield to stop it, he did it again and on the third time that he used MC he used my Lay on Hands on him to gainhim full health and a loss for me and the group. The question is, why does he use MC on only me and not the other pallies in the group? What I am doing that he likes so much to use MC on me? I am Holy Specc'd.

thanks
Victorya
Rating: +1 [-] [+]
By Anonymous on 11/09/2006 (Patch 1.12.2)
From this board I've gotten that this task can be simplified with more paladins judgements for the waves of guys, but can multiple paladins complete this in one run or will the group have to kill the deathknight for as many paladins there are?
Rating: +1 [-] [+]
By Anonymous on 03/03/2007 (Patch 2.0.8)
I just did this last night with a 64 pally, and a group helping me. I used seal of Justice Rank 2 and it worked fine, so if there was a bug before it must've gotten fixed.
Rating: +1 [-] [+]
By Anonymous on 09/15/2005 (Patch 1.7.0)
What about using Turn Undead? I mean when theres like a few spirits left or so. :0
Rating: +1 [-] [+]
By Anonymous on 01/26/2006 (Patch 1.9.2)
Some whacknut stated that he helped complete this quest THREE separate times in 10-man raids.

Can anyone else verify this?

Edited, Thu Jan 26 11:39:47 2006
Rating: +1 [-] [+]
By Anonymous on 04/22/2005 (Patch 1.4.0)
When you loot the soul off Darkreaver, you need to right-click on it before it turns into Charger's Redeemed Soul, and THEN you can complete the quest with the horse spirit that spawns.