Level 40-50 Instances

Guides about mid to high level guides.

Jame's Uldaman Instance Guide

Jame's Uldaman Instance Guide

Introduction:

Uldaman is one of the not so popular instances, mostly because it's highly misunderstood. The dwarves at the entrance of Uldaman are level 36 Elites mostly, that's the reason why everyone thinks it should be easy to go there at level 40 or so. It's not. Well, you can do the first half of Uldaman with a group of 40s but not the other half (which is at the same time the most interesting one).

The quest line is also rather complicated so most people get confused and give up. Well with this guide, you will know all the secrets and will even be able to complete all the good Uldaman quests in one instance run. And these quests are a huge XP boost, namely 3 of them give more than 5000 XP each.

Level range:

  1. Level 38 Minimum
  2. Level 40 is Optimal
  3. Level 45 Maximum or things will start to be grey to you

Try to have the average of your group around level 38-42. The healer of course can be the lowest one, it doesn't matter.

Group composition:

  1. Healer: Priest, Druid, Shaman or Paladin
  2. Tank: Warrior, Paladin, Feral druid
  3. Mage is really nice to have, there are some parts where AoE is useful.
  4. Any DPS class (Rogue, Hunter, Warlock, etc) is of course always welcome.

Quest gathering:

Alliance:

  1. [35] A sign of Hope (Dungeon) To get this quest you must first find a Crumpled Map in Badlands at Hammertoe's Excavation site (53,34). It's on the floor under the tent next to a big keg. Accept the quest and go talk to Prospector Ryedoll further south, he will give you the quest.
  2. [38] Agmond's Fate (Dungeon) To get that quest you first have to talk to Prospector Stormpike in the Hall of Explorer in Ironforge and get the quest [37] Ironband wants you! then go to Prospector Ironband (65,65) in Loch Modan and get the quest [38] Find Agmond where you need to click on a Battered Dwarven Skeleton (50,62) in Badlands. This will get you the quest [42] Murdaloc which you can complete directly next to the Dwarven Skeleton. Then go back to Prospector Ironband and finally get [38] Agmond's Fate (Dungeon)
  3. [40] The Lost Dwarves (Dungeon) from Prospector Stormpike in the Hall of Explorers in Ironforge.
  4. [42] Uldaman Reagent Run (Dungeon) I suggest to ignore this quest, it's a waste of time. If you still want to do it, to get it you first need to complete [39] Badlands Reagent Run from Ghak Healtouch in Thelsamar (Loch Modan).
  5. [43] Reclaimed Treasures (Dungeon) from Krom Stoutarm in the Hall of Explorers in Ironforge. The target of this quest is outside the instanced part of Uldaman.

Horde:

  1. [41] Necklace Recovery (Dungeon) given by Dran Droffers in the drag in Orgrimmar.
  2. [42] Uldaman Reagent Run (Dungeon) given by Jarkal Mossmeld in Kargath. I suggest to ignore this quest, it's a waste of time. If you still want to do it, to get it you first need to complete [39] Badlands Reagent Run given by Jarkal Mossmeld also.
  3. [43] Reclaimed Treasures (Dungeon) given by Patrick Garrett in the Undercity.

Both:

  1. [36] Power Stones (Dungeon) From Rigglefuzz in Badlands (42,52). You can actually finish this quest by killing the elite dwarfs which are outside the instanced part of Uldaman. This may take a while though and the reward is only 2100 XP or so. So don't bother finishing this quest unless you are very close after completing the other quests.
  2. [40] Solution to Doom (Dungeon) given by Theldurin the Lost in Badlands (51,76)

Mage only:

  1. [40] Power in Uldaman (Dungeon)

Preparation:

Alliance:

  1. Bind in Ironforge.
  2. Get all the quests listed above (you can skip Uldaman Reagent Run though, it's not worth it) besides the ones referring to this section.
  3. Now here is the deal, two of the main quests in Uldaman require you to do stuff in Uldaman outside the instanced part and then back to Ironforge to get the follow ups which then send you back into Uldaman. Most groups won't have the patience to let you go back in town to get your follow ups,
    so that means normally you'd have to go to Uldaman at least twice. If you want to do all the Uldaman quests in one run, here is what you must do:

    At level 42+ try to find yourself a partner to duo with (doing this solo is really hard) and go to Uldaman, go down the first tunnel and clear the way until Hammertoe Grez (check the map below). Talk to him and get the follow up.
    From Hammertoe go down and you will arrive at the area named "Dig one". At the first Fork, take the tunnel to the left, then you'll be facing another fork, clear towards the left until you find Magregan Deepshadow (38 Elite dwarf) and kill him. Loot "Hammertoe's Amulet" from him. Go back to Hammertoe and get the follow up quest [40] Prospect of Faith. Then keep on killing Elite dwarves (can easily duo them at level 43+) outside the instanced part of Uldaman until one of them drops a Shattered Necklace. Right-click it to start the quest [41] The Shattered Necklace.

    Get out of Uldaman and go talk to Prospector Ryedoll (53,43), get the follow up quest then go to Ironforge and talk to Talvash del Kissel in the Mystic Ward. Get the follow up quest [41] Lore for a Price from him, then bring him 5 Silver Bars and get the follow up:

    [42] Back to Uldaman (Dungeon).

    Then go to the Hall of Explorers and talk to Historian Karnik, get the follow up, talk to Advisor Belgrum to the left of Historian Karnik. Get the follow up and talk to Historian Karnik again. Get the quest: [44] An Ambassador of Evil (Elite).

    Go back to Badlands with at least one person and go to the Angor Fortress, clear your way there to the main room and kill the Fire elemental named "Ambassador Infernus". It's a level 42 elite fire elemental and it has two non-elite lvl 38-39 golem guards. So that's why you most likely can't do it solo, and it will be hard even for two level 42+. Loot the bracers from the elemental and then go back to Ironforge and talk to Advisor Belgrum, get the quest:

    [45] The Lost Tablets of Will (Dungeon)


You are ready to go, get your group together and head to Uldaman!

Horde:

  1. Get all the quests listed above in the 'Horde' and 'Both' sections.
  2. Bind in Kargath Outpost (Badlands)
  3. If you don't want to have to run Uldaman three times, I suggest you first go kill the Elite Dwarves which are outside the instanced part of Uldaman until you get the Shattered Necklace (about 10% drop rate). You can probably solo them at level 42+, if not, find a partner to duo it. When you got the necklace go back to Dran droffers in Orgrimmar and get the follow up [42] Necklace recovery Take 3.

You are good to go!

Walkthrough

1. The Non-Instanced Part of Uldaman

Alliance:

For the quest [38] Agmond's Fate you need to find urns which look like this:

I found most of them in the non-instanced part of Uldaman.

Let's get down to business:

I am assuming that the rest of your group didn't do the preparation step so they will probably want to get the Hammertoe Amulet.

  1. Take your group to Hammertoe Grez, tell them to take the follow up in case they need it.
  2. Take your group to Magregan Deepshadow, kill him and loot the amulet.
  3. Go to the room where the Tablet of Ryun'eh is (it's inside a big chest)
  4. Then go back to Hammertoe Grez to get the follow up.
  5. Zone in the instance

Horde:

  1. Take your group to the area marked as "Garrett Family Treasure", you will find a Footlocker at this spot, loot what's inside of it to complete the quest [43] Reclaimed Treasures (Dungeon).
  2. Zone in the Instance.

2. The Dead Paladin

So you are inside the Instance now, from now on I'm not gonna say that things get serious, cause it's still gonna be a cakewalk if your group is composed of 43+. But there is still one risk: Runners. Make sure stuff doesn't run, work this out with your group.

Go to the area named "Remains of a Paladin" on the map, get the follow up quest.

Horde: You get a journal from the Paladin and you will have to go to Jarkal mossmeld in Kargath to get the follow up. If your group is ok with it, warp to Kargath, get the follow up [44] Find the Gems and Power Source (Dungeon) then suicide run back to Uldaman. If your group isn't ok with it, it's not a problem, you will do that on your next Uldaman run. Honestly, Uldaman is one of those instances you should do at least twice anyway.

3. Baelog and the Shattered Necklace Topaz

Go to the area named Baelog on the map.

Alliance: Talk to him and get the follow up quest [40] The Hidden Chamber, then look on the table next to him for Baelog's Chest and get the Gni'Kiv medaillon inside. One person in your group must loot it, doesn't matter who.

Horde: Kill Baelog and his buddies. With luck (10% chance) Baelog can drop the following weapon:

Then look on the table there and get the Gni'Kiv medaillon from Baelog's Chest, one person in your group must loot it, doesn't matter who.

Both: Further down in one of the corners of the room you will find the Shattered Necklace Topaz in a tall urn.

4. Revelosh and the Indiana Jones scene:

Go to the area marked "Revelosh" on the map, kill Revelosh and have someone loot the Shaft of Tsol from him. That person should give the Shaft to the person who looted the Gni'Kiv medaillon or the other way around. (Both are tradeable) Then that person should attach the Medaillon to the Shaft of Tsol (simply right click on it) to forge the Staff of Prehistoria. Now warn that person to NOT use the shaft on the pedestal that is inside the miniature town you will find in the next room.

Clear the WHOLE room before doing that, and check every corner, there are stealthers troggs. Once the room is clear, tell the staff holder to put it on the Pedestal and enjoy the cool scene.

Ironaya, a level 45 Elite named giant, will come out and play. Easy fight and she can drop one of 3 decent blue loots:

The 3rd one is a mail bracer with random stats.

Alliance: Go explore the room where Ironaya was before she charged you, and get the quest [40] The Hidden Chamber completed.

5. Optional: Annora r and Ancient Stone Keeper:

This is optional, you don't have to go to this area unless:

  1. someone in your group needs to talk to Annora to unlock his enchanting skills.
  2. someone in your group is interested by the drops of the ancient keeper:

Note: the gauntlets have random stats besides the 300 Armor +7 Defense. Please also note that this area is good for Earthen Pack practice, more on that later.

If you do go to this area, then you will face a couple of swarms of scorpids, there is two ways to deal with them:

  1. AE (Area Effect) spells, cast powerword:shield on the mage / warlock and spam fast heals on him while he AEs the scorpions to death.
  2. You have no real AE power in this group? Well it's gonna be slower, but just have everyone use their multi-hit attacks, cleave, blade furry, whirlwind, etc.

About the Ancient Stone Keeper:
  1. His room can be hard to clear, you will meet your first "Earthen Pulls".
    Earthen Packs:
    They consist of 5 non-elite dwarves, all Immune to Polymorph, Sap or any kind of crowd control, but luckily they don't run in fear. In each "normal" earthen pack there is 4 Earthen Rocksmashers and 1 Earthen Scupltor. The Earthen sculptor must killed first, he is easy to tell apart from the others because he is white, the Rocksmashers are black.
    Have the mage AE or just kill them one by one if no AE is available. (The mage should have Fire Ward up, it helps against the Fire damage of the Earthen Sculptor). If you proceed carefully you should be able to deal with the Earthen pulls without having a Stone Steward (lvl 43-45 Elite golem) adding. They patrol, just wait till they are away to pull. You can pull the Stone Stewards solo once you have cleared some space. But if a Stone Steward adds, the tank should get its attention and stay on it while the rest of the group kills the small dwarves quickly.
    The room of the Ancient Golem Sentry is called the "Temple Hall". If you come from the Master Enchanter area, there will be 3 Earthen packs for you to clear. There is also 3 Stone Stewards roaming in that room, they are Elite Golems immune to any crowd control, they can be stunned though, you can get each of them solo if you first deal with the earthen packs. The first earthen pull should be no problem, after you got rid of it, wait for the 1st Stone Steward to roam up to you, kill it. Then the 2nd earthen pull will be harder, there is two Sculptors in it, kill them both first and fast. Then wait for the 2nd and 3rd Stone Steward and kill them, one by one. You will be left with the last earthen pack, which is tough one as well (4 Black 2 White) besides it is split in two, 2 black dwarves on each side of the Boss Golem and the 2 white ones hidden in the back room to the left, they are linked. Just shoot an arrow on one of the black dwarves and the whole pack will come, without the Golem boss of course) kill the 2 white ones first, as always.

  2. Once you have the Ancient Stone Keeper solo, inform your group about his special ability: He casts a little tornado which wanders around the room. Whoever is inside the tornade loses health, is snared and most importantly SILENCED. So your casters want to run away from this moving tornado.
    Another warning, there are a lot of pillars in this room, so be careful with line of sight for heals

6. Optional: Obsidian sentinel

Only go there if someone from your group is a mage and needs the quest [40] Power in Uldaman (Dungeon) done.

If you go there, you must know a couple of things about the Obsidian sentinel:

  1. First off, clear the room so you have him solo.
  2. The Obsidian Sentinel reflects spells sometimes, so casters be careful.
  3. When the Obsidian sentinel gets low on health he shrinks in size and summons adds. Ignore the adds and kill the sentinel as fast as possible, then deal with the adds.

Note: The door behind the Obsidian Sentinel is actually the back entrance to Uldaman. It's quite handy if you wipe further inside Uldaman, you can come back through this backdoor, especially useful if your group kills slow and the entrance mobs already respawned.


7. Galgann Firehammer and the Shattered Necklace Ruby

Go to the area named Galgann Firehammer on the Map. You should notice that now the mobs are getting higher level and of course tougher, so be more carefull with the pulls, try to not get too many at the same time and of course, the real danger here is to have runners, so once again, make sure your group handles that well. Galgann Firehammer is with two other elite dwarves, which can be sapped / Polymorphed / etc.
He is a caster type npc, and has some point blank fire AE. I would suggest non melees to stand away from it. He also casts a fire debuff which increases the damage taken by fire spell, it can be dispelled by your priest or cleansed by the paladin, and I suggest doing so on your melees (which are taking the fire AE from Galgann). Kill him first and then deal with his adds. He's not that that hard but he mostly drops crap, if you are lucky though (17% chance) he can drop this gun and make your hunter friend happy!

The real reason you killed him though is that there is two other things of importance in his room:

  1. Alliance only - The Tablet Will (if you did the preparation part of the guide)
  2. There is a big chest named "Shadowforge Cache" -- BEFORE opening it, have a mana break, because when someone opens the chest, 4 level 44 Elite Dwarven Ambushers pop and attack you. Your group better be ready for it. After the 4 ambushers have been dealth with, loot the Shattered Necklace Ruby from the chest.

8. Grimlok and the Shattered Necklace Sapphire

Go to the area marked Grimlokk on the Map. Here is the deal about Grimlok:

He is a shaman NPC, he has one basilisk elite pet and two trogg elite guards. Sap a trogg / Polymorph the basilisk if you can and kill Grimlok first, he doesn't have that much Hit points and he is the most annoying. Then his basilisk pet is the 2nd most annoying, so if you don't have any way to keep it under control (Polymorph / Hibernate), kill it 2nd. Then deal with the troggs. Easy fight for a lvl 43+ group.

Don't forget to loot the Shattered Necklace Sapphire from Grimlok. He also drops interesting stuff:

Too bad spirit isn't so great anymore, but the weapon is very good for this level.

Alliance: Now that you have all the parts of the necklace, search your bags for Talvash's Vial of Scrying, click it and summon it next to you on the floor. A bowl will appear, right click it and get the follow up quest: [44] Restoring the Necklace.

9. The Temple and Archaedas

Go to the area named Archaedas on the map, the pulls will get tough here. You will have to deal with Earthen Packs (to know more about Earthen packs, check the section 5. Ancient Stone Keeper) + A Stone Steward. These earthen packs are also higher level than the previous ones. But it's still the same deal. 4 Black dwarves 1 White Dwarf. Kill the white one first. Here is how every earthen pull should go:

  1. Tank on the Golem while trying to get the least damage possible. Use 1H/Shield and defensive stance. The healer will need to focus on healing the mage/warlock mostly, so you want the tank to be as defensive as possible on those pulls.
  2. AEs if you have a mage and/or warlock. If you have both you're lucky. Powerword Shield on the mage as he goes in then spam flash heals on him . If you have a 2nd healer in the group he should take care of healing everyone else, the one doing the AEs will take most damage anyway.
  3. Rest of the group focuses on the white dwarf first, then kill the other dwarves one by one, kill the golem last.

Now don't get discouraged, these pulls might be tough but you are really close to the last boss and the best rewards. The healer(s) of your group really have to be quick.
There is 3 Earthen Packs to deal with in this room, once it is clear, get full mana/health and have 3 people click the Altar of the Keepers at the same time. The 4 big golem statues will start animating themselves one by one. Killing those level 46 golems shouldn't be a problem, as soon as one dies it does 800 DMG to anyone close (stay away from them if you are no melee) and the next golem becomes animated.
When done with that the opposite door will open, go there and clear the corridor, there's about 4 more of those painful Earthen pulls, the last one has an additional white dwarf, it's the hardest. After those last pulls you will reach a big room where Archaedas is. Don't worry though, he's not animated yet Sticking out tongue

When you are inside Archaedas, before click the Altar of the Keepers you should brief your group:

  1. When you activate the altar, Archaedas (Level 40 Elite Giant) becomes animated. Your tank should stand infront and get the first hits, and start building aggro on him, your healer heals the tank. (duh!) The tank will stay on Archaedas the WHOLE fight and ignore the adds. The healer will ONLY focus on healing the group, none of his mana should be spent doing anything but healing.

  2. Archaedas will animate the small dwarven statues one by one acroos the room, you will see a pink ray of light go from him to the statue he animates. You should assign two persons of your group to kill those dwarves. Preferably classes with high damage output. The 5th person of the group can stay on Archaedas for now.

  3. When archaedas is in between 50-70% health, he animates the 6 little golem statues all at the same time. Don't panic, warrior stays on Archaedas, priest heals, the 3 other persons of the group focus on killing those 6 adds as fast as they can, they don't have much HPs.

  4. Back to previous setup, 2 people take care of the little dwarves Archaedas animates. These white dwarves must always be killed quick or they heal Archaedas.

  5. At 20-30% there should be no white statue left and he will enrage and animate the last 2 statues, two elite Golems which really hurt but they will disappear as soon as Archaedas is defeated. So focus on Archaedas, go full damage on him, ignore the 2 Golems. Save your high damage abilities for this part of the fight, burn Archaedas down quickly and you'll win.

It sounds complicated like that but when you will have done the fight once it will be very clear. Follow this strategy and you shouldn't have any problem. It's a fun fight.

Loot the Shattered Necklace Power Source from Archaedas. He can drop some really nice items. 60% of the time he will drop a good ring with random stats, for exemple:

And those great weapons, 20% chance to drop each:

Defeating Archaedas will open the last door, to the treasure room. Get inside there and click the Platinum Discs. Get the quest [47] The Platinum Discs, go talk to Lore Keeper of Norgannon to the left, go through his dialogue and then go get the follow up quest from the Platinum Discs which you will have to turn in Ironforge (Alliance) or Thunder Bluff (Horde).

There is also a chest named "Ancient Treasure". Inside it are generally 3 green quality items, sometimes a 14 Slot backpack. What I usually do with my group is ask everyone to roll 1-100, the Highest roll gets first pick in the chest, the 2nd highest roll gets 2nd pick, etc.
Of course if someone *needs* one of the items as an upgrade, it goes to that person by default.

Congratulations on your successful Uldaman run! Don't hesitate to go back there if you didn't finish some of the important quests, Uldaman is really one of the Instances you can do 2 or 3 times without wasting your time Smiling

I hope you enjoyed this guide!

-Jame

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Zul'Farrak Guide

Zul'Farrak Instance Guide

Quest Gathering:

The quest marked in this color are quests you need to have before entering Zul'Farrak

  1. Scarab Shells (lvl 45) given by Tran’Rek in Tanaris.

  2. Troll Temper (lvl 45) given by Trenton Lighthammer in Tanaris

  3. Tiara of the deep (lvl 46) given by Tabetha in Dustwallow Marsh

  4. The Prophecy of Mosh’aru (lvl 47) given by Yeh’Kinye in Steeemwheedle Port in Tanaris. In order to be able to receive this quest you must first have completed the Screecher Spirit quest given by Yeh’Kinye. This will have you go to Feralas and collect 3 spirits from fallen Screechers.

  5. Divino-matic Rod (lvl 47) given by Chief Engineer Bilgewhizzle in Tanaris

  6. Gahz’rilla (lvl 50) given by Whizzle Brassbolts in Thousand Needles. He is at the racing track in the shimmering flats.

    The Mallet of Zul'Farrak. In order to summon Gahz'rilla, you need the Mallet of Zul'Farrak, and in order to get that, you need to go to the Hinterlands. The instructions can be found on an Ancient Tablet, dropped randomly by anything inside Zul'Farrak. It is not a quest, so you need not have space in your quest log for it, but neither do you get experience for getting it.

    In the Hinterlands, you will be going to two troll temples. First, there's the Pyramid of Zul, one of the priestesses, Qiaga the Keeper, on top of the pyramid will have an item you need -- the Sacred Mallet. Take the Sacred Mallet to the very top of Jintha'Alor, a terraced troll complex at the southeastern end of Hinterlands. The place is huge, full of elites, and is in many ways a lot like Zul'Farrak itself. Trolls inside it range up to the low 50s in level. The altar you need for enchanting the Mallet is near Vile Priestess Hexx -- the same person you'll need to kill to complete the Saving Sharpbeak line, and in the cave behind her is the Ancient Egg, the follow-up for Yeh'kinya's line of quests (which ultimately sends you to the Sunken Temple.) Use the mallet at the altar to enchant it, yielding the Mallet of Zul'Farrak.

Alliance:

  1. Nekrum’s Medallion (lvl 47) given by Thadius Grimshade in Blasted Lands.

Group:

  1. Warrior or protection specced paladin.
  2. Priest. Druid simply wont do the trick at the pyramid script imo.
  3. Mage. For sheep / aoe dmg.
  4. Secondary healer
  5. DPS / Random

This is my personal optimal group. Others can do it but this is in my opinion the fastest way to complete the instance.

How to get there:

Zul’Farrak is in Tanaris. In the northwest corner.

Map:

http://worldofwarcraft.gameamp.com/modules/game_map/game_map_images/88_full.jpg

Theka the Martyr

Ok your group is ready and you are all in the instance. In front of you, you see several packs of mobs. This first part is straightforward. Have your mage poly 1 and deal with the others as they come. Do this until you get to the first open space. Here you can kiss the right wall and go up the mountains. Don’t go all the way up to the basilisk. Stop when you are out in front of the wall. Pull out your mount and jump from the mountain up on the wall. Run across and pull the guards waiting at the entrance to the next corridor. Be careful not to aggro the patrol here. Take him after you pulled the group.

Note: If you don’t have mounts you need to clear your way here just like before.

Now at the entrance to the corridor you see groups of trolls on both sides. Start pulling these with sheep / sleep or sap. Kiss the left wall and you don’t have to kill the first troll that is standing up against the right wall. Clear the other. Now you should be standing at your first choice on which way to go. Wait for the patrol to pass and the kiss then right wall around the cornor. There are mobs guarding the entrance to the corridor around the corner. Sheep 1 and let warrior tank the others. Be sure to pull them with you into the short corridor so that you don’t aggro the patrols. When this fight is over you kiss the left wall going around the corner once more. You will now be at a long corridor with 2 trolls patrolling it. No big thing really. Kill them.
Continue on while keeping on the right side so you don’t pull the mobs in the side rooms. Stop before you enter the big open space where a lot of scarabs are located. In that room a Theka the Martyr is roaming. He is pretty straightforward. Let your tank run in and take the aggro. Just be sure nobody uses aoe dmg since it will aggro the scarabs. Only trick about him is that when he is near death he becomes immune to melee dmg so have your casters finish him off.
He drops the first tablet of mosh’aru so be sure everyone loots him.
Now its time to kill scarabs. You can do them 1 by 1 but if you have a mage I suggest just aoe’ing the hell out them. Should earn you enough scarabs.

Antu’sul

Ok time to kill Antu’sul. He is not a quest but can drop since nice stuff so this part is optional. I would not recommend doing this part without a strong group!
So now turn around and you will see a route going northeast. Start clearing this route. Its guarded by both basilisks and trolls. Have your warrior pull them with ranged weapon and take them out 1 by 1. Be careful not to get to close to the cave! Antu’sul has a huge aggro range and you don’t want to pull him before the entire place is cleared. Have your group stay back and let the warrior do the pulling. Made it without getting him to aggro? Great! Now its time for a tuff fight!
Have your warrior tank Antu’sul. When he is attacked a wave of basilisks will spawn. They are non elite and you should have your mage clear them with aoe. When they are dead more basilisks will come. These are elite mobs. Have your 2nd tank offtank 1 of them. Have the mage sheep 1 and then help the offtank clear the adds. When they are gone all focus on Antu’sul and he should go down smooth.
Made it without being wiped? Congratz…. Happy looting.

Witch Doctor Zum’Rah

Another tuff fight. Go back to where you killed the scarabs. This time continuing northwest. Clear the patrols if there are any left until you come to place with a lot of graves. DONT OPEN THESE. It will spawn you’re an elite skeleton and nearly only gives crappy loot. So leave the graves alone.
You see Zum’rah at his cauldron. Leave him for now. Wait for the patrol coming from the next corridor. Take him out. Now you are rdy to face Zum’rah.
Have your tank run towards Zum’rah with the entire group following him. All should go in that little room Zum’rah is standing in. When he is attacked several elite skeletons will be spawned. Shackle 1 if you wish. Help your tank kill Zum’rah and afterwards assist him on the skeletons.

Hint: Spam demorilizing shout!

Congratz on yet another great victory. He drops extremely nice caster stuff so your priest / mage / warlock will probably beg you to kill him.

Temple Event

A personal favourite of mine. Everything is as usual getting there. Sheep / sleep / sap your way through the mobs and be sure to clear entire space below the pyramid. Rest up before you head up. A boss is waiting on the top. No big fight. Kill him and loot the key he has. Behind him are NPC prisoners in cages. You can open those cages with the key but before that be sure everyone know what is about to happen. Be sure to have your team buffed and rdy!!!!
Position yourself with the tank in front and the casters behind. Be sure to keep the fight on the top of the stairs to avoid “not in line of sight” problems with healing.
Open the cages. The humans will come out and tell you that you are being attacked. A swarm of non-elite and elite troops will run up the stairs and try to kill you. There are different opinions on how this is best done but my personal favourite is to NOT use aoe spells until they are really needed. This will be a long fight and you will be oom in a matter of seconds if you try and aoe through this. So only use aoe when there are a lot of mobs and you might be a bit under pressure. Other than that try and kill the elite units first. The alliance guys are all elite and will help you fight.
Survived the first attack? Great! Hurry up and drink / eat before 2nd round starts. Same as before just keep killing. Survived that also? Amazing! The NPCs will begin walking down the stairs towards the bosses at the ground. Drink fast and follow them so you don’t loose the quest. At the bottom there are 2 bosses. You can sheep 1 of them and then help the humans clear the remaining forces before taking him out.

Survived again???? Excellent. Drink again. Be fast here. Talk to the little guy at the farmost left and ask him to blow open the door. He will run away and open a door. When they team is rdy talk to the commander of the NPCs and tell him that bilgewhizzle wants his divino-matic rod back. He will turn red and you then need to slay them. You can sheep 1 of them.
If you survived then be sure everyone loots the divino-matic rod from the commander. Done with that quest. Also if you are alliance you need to loot the medallion here from a mob.

More drops

If you managed to blow open the door you will see a long corridor leading upward. Go up the corridor clearing the 2 patrols. Inside the next place there are 4 snakes. 2 on each side and 2 bosses. Have your mage sheep 1 of the snakes. The other 3 will aggro as they are linked. Take aggro from him and assist your warrior on his target. Time to kill the bosses. Have your warrior tank 1 of them and your 2nd tank to offtank the other. Help your warrior kill his target and then turn to the other . Not that tuff a fight this one. Looting time again!

Gahz’rilla

Time for the big boss fight. Go back down the corridor. Turn left and follow the corridor clearing the patrols. At the end of the corridor stop. Have your warrior pull mobs into the corridor where you finish them off. There are 2 patrols with 2 trolls and a basilisk. If you get them on you while fighting another group you are most likely wiped. Have your warrior pull around the left side. Clearing the left corner just around the corner from the corridor. Move your group here. Start pulling the mobs and bring them down. Be sure no one runs away and adds more target to you. 1 will be a named target Hydromancer Velratha. Kill him and he will drop the 2nd tablet. Quest complete. And the tiara of the deep. Quest complete. Clear all the way around the pool. When everything is cleared move your group to the south of the poll near the trigger to spawn gahz’rilla. Smash it. Gahz’rilla will spawn from the pool on the north side. Pretty standard fight again. Only thing he smashes people into the air so casters stay at max range all the time. Made it? Congratz. Quest complete.

That was all. Hope you enjoyed this guide. If anything is missing plz let me know