World of Warcraft/The Sunken Temple

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The Sunken Temple
World of Warcraft Instance Guide
Level Range: 44 to 60
Location: The Swamp of Sorrows


The Sunken Temple (also known an the Temple of Atal'Hakkar) may not be the most popular instance in Azeroth, but it does have excellent loot for its level, and is the key to completing many quests, including class quests for every class in the game.

The nearest flightpath for Horde characters is Stonard. Alliance characters need to fly into either Darkshire or Nethergarde Keep and walk or ride through the Swamp of Sorrows.

Contents

Entrance

It’s easy to get lost going from the meetingstone to the instance portal. Keep a map handy.

Instance

If you’re doing the Into the Depths quest, you only have to do part of the instance. If you don’t need that quest, you can skip that section and move on to the Six Mini-Bosses section.

Secret of the Circle

Once you enter the instance, go to the hall to your right. Go down the stairs to the altar. Finish the Depths quest and get Secret of the Circle. When you do, six green lights will come on. You are supposed to memorize the order in which they turn on. At this time you’ll want to clear the mobs in the pool next to the altar ("A" on the map). If you don’t, you’ll have to deal with them when you fight the next boss. Head back upstairs to the instance entrance. Take the hall next to the one you were just in. You’ll come to a stairway; head down. You’ll come to a long hallway that runs in a circle. You might as well clear this entire hall. Branching off the hall are six rooms that lead to platforms with statues. Some parties prefer to clear the mobs off of all the platforms, then go back and activate all the statues, others do both at the same time. The important part is to activate them in the proper order.

The order the statues must be activated in is: 1) South 2) North 3) Southwest 4) Southeast 5) Northwest 6) Northeast

Once done, you can take the stairs, or jump down to the pool and take on Atal'alarion. If you jump, you will take some damage, so give your group a chance to heal before you attack. If you didn’t clear the pool earlier, it is possible to pull Atal’alarion solo if you do it carefully. He has a push/stun/damage spell so your spell casters and healers may want to fight with their backs to the grates you find. Also his melee attack effect more than one person at a time, so melee DPS classes should be careful.

He drops the putrid vine need for the Druid A Better Ingredient quest.

Head back to the instance entrance.

Six Mini-Bosses

Before you can move on to the final part of the instance, you need to open a force field by killing six mini-bosses. From the instance entrance, take the second path from the right. Eventually you’ll come to a set of stairs. Go up. Here you’ll find a big circular room filled with a variety of mobs. There are six alcoves, each with a mini-boss that must be killed.

Once the last mini-boss is killed, the force fields blocking the final part of the instance are opened. Head back to the instance entrance.

Three Bosses

The three bosses of the Sunken Temple can be found by taking the west (left if you just entered the portal) hallway.

Go down the stairs, fight through the hallway to a large circular room. Fight your way to the hall coming off the southwest side of the room. Fight your way through that hall.

You’ll come to a chamber filled with elite trolls. Pull them far into the hall, as many of the use a fear spell. Also, they summon ghosts that do massive damage. The ghosts die on their own and move slowly, so don’t attack them. Run from them until they go away. Clear this room, any trolls left will attack you during the next fight.

Jammal'an the Prophet (located at "A" on the map)is a spellcaster with a curse that forces characters to attack members of their own group. He also has a bodyguard named Ogom the Wretched. Once you’ve killed Jammal’an, loot his head if you have the Jammal’an the Prophet quest.

Head back out to the big circular room. Go to the far side of the room and fight your way through the hall.

You’ll find yourself in a room with several fires ("B" on the map). This is where you’ll summon Avatar of Hakkar. To do that, put your group in a corner and use the ancient egg in the center of the room. This will cause the gates to close and mobs to spawn. If you’re in the corner of the room, you won’t aggro them. You do have to kill the flying snakes to loot the blood of Hakkar, which you then use to put out the four fires in the corners of the room. There are Dragonkin that attempt to stop you from summoning Hakkar, and you’ll have to kill them too.

Once you summon Hakkar, you’ll still have a room of mobs to deal with. Some parties tank Hakkar, kill the mobs, then kill Hakkar. Others ignore the mobs, and when Hakkar dies, they disappear. It’s up to you.

Head back to the large circular room and take the hallway to the south.

Fight your way through the hall, and at the end, you’ll find two dragon mini-bosses. Hazzas and Morphaz fight together, but if you’ve made it this far, you’ll be able to defeat them.

Keep going and you’ll find Shade of Eranikus ("C" on the map). Note that you must have killed Jammal’an before you can attack Eranikus. He has a sleep spell that lasts for 15 seconds. He usually uses this on whoever he has aggro on, which means your tank most of the time. It’s a good idea to have a backup tank in case this happens. He also uses an AoE damage/knockback/stun spell, so keep all but your melee fighters well back.

Once he’s dead loot his body to get the item that starts the The Essence of Eranikus quest. Start this quest as soon as you get it, because it all you have to do to finish it is walk to the corner of the room.

You can now walk out of the instance, or hearthstone home.

Bosses

Quests

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