World of Warcraft/Zul'Farrak

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Zul'Farrak
World of Warcraft Instance Guide
Level Range: 43 to 54
Location: Tanaris Desert


Although Blizzard considers Zul’Farrak (sometimes abbreviated to ZF) a “minor instanced area,” rather than a full dungeon, its combination of fun fights and great loot make it as popular as any dungeon in Azeroth.

Contents

Entrance

Zul’Farrak is located in the northwest part of the Tarnaris Desert (coordinates 39,20). The closest flightpath for both Horde and Alliance characters is the city of Gadgetzan. The approach to the entrance is fairly easy, with only a few elite trolls outside.

Before you go, make sure someone in your party has the Mallet of Zul’Farrak. You can run the instance without it, but it’s necessary to summon the one of the bosses.

The Instance

Note that Zul’Farrak is an outdoor instance, so mounts and outdoor spells are useable in the instance.

Good pulls are important to a successful run in Zul’Farrak. Be sure the leader of your group is comfortable marking targets, and decide beforehand who is pulling for your party.

Many of the spellcasters here have a polymorph spell that will turn one of your party members into a frog. Try to have at least one party member that has a dispell ability or spell.

The instance starts as a long hallway with Sandfury Shadowcasters and Blooddrinkers in groups of twos and threes. Single troll patrols walk up and down the hall. This is a good time to practice working with your group and making sure everyone knows their role. Continue north until you reach a fountain (number "1" on the map). Here there are two directions you can go. The remainder of the instance is a circle, so it doesn’t matter which way you go. There is a slight advantage to turning right first, because if you do, you can bypass the trolls nearest to the wall. To do this, climb over the pile of dirt to on the right side of the room.

After one careful pull, the next room can be bypassed if you wish. Just stay close to the left wall. You’ll enter a hallway with a few mobs.

Map to Zul'Farruk
Map to Zul'Farruk

You’ll then come to a room filled with scarabs ("2" on the map). It’s important that all members of your party are careful with any AOE spells or weapons they have here. The scarabs will not attack unless attacked first, and the combination of trolls and scarabs might be too much for your party to handle. In the center of the room is mini-boss Theka the Martyr. He uses a disease damage over time spell, and has a ward that makes him immune to physical and shadow dammage for a short period of time. After you kill him be sure to loot his body if you have the The Prophecy of Mash’aru or the The Spider God quests. After he is dead is a good time to pull out your AOE capabilities to kill large numbers of scarabs if you have the Scarab Shells quest. There should be plenty of uncracked shells here for everyone in your party.

Although it’s not the easiest to see, there is a trail out the southeast corner of the room. This leads to a small area filled with basilisks. They are harder to defeat than the basilisks in Tarnaris, so don’t underestimate them. Continue clearing to the southeast, and you’ll see a shallow cave ("3" on the map). Stay far away from the cave entrence. Inside is mini-boss Antu’sul, who will attack if any of your party goes near the cave entrence. He call on any mobs in the area to assist him, so be sure that you've cleared the area. Even then, he summons more basilisks during the fight. He also uses a silence spell and earthgrab (an entangle spell).

If you return to the area with the scarabs ("2" on the map), and continue north, you’ll find a hall with a few mobs. Be careful not to accidentally aggro the trolls hidden in the room to your right. You can bypass them if you like.

Graves in Zul'Farruk. Click on them to disturb the zombie troll inside.
Graves in Zul'Farruk. Click on them to disturb the zombie troll inside.

The next room ("4" on the map) is filled with shallow sand graves. Clicking on the graves aggros zombie trolls. In the northwest corner is a small shrine with mini-boss Witch Doctor Zum’reh. Some parties prefer to clear all the graves to reduce the number of adds while fighting Zum’reh, others don’t.

The next area ("5" on the map) is a large town square of sorts. You’ll want to clear the entire area. Careful pulls are very important here, as there are lots of very powerful groups close together. Climb one of the dirt piles to get a better look, and watch out for the patrol.

Once the area is clear, climb the stairs of the temple. At the top is a Sandfury Executioner, and cages filled with Sergeant Bly and his group. Kill the troll and loot the key to the cages, but rest up before you free Sargent Bly.

When you free Sergeant Bly, he and his group walk to the edge of the stairs. Get your AOE ready, because wave after wave of trolls run up the stairs and attack. Most of them are non-elite, but there are a few elites that come in ones and twos. Hang back a bit and let Sergeant Bly and his group bear the brunt of the fighting, but make sure Bly and the goblin in his group survive. This is a very long fight, so do your best to conserve mana and health. Remember that you call fall back a bit to bandage or even drink. These mobs do not drop loot of any sort.

Eventually Sergeant Bly will move down the stairs. Stay behind him and continue to let Bly’s group do most of the work. At the bottom of the stairs, you’ll encounter Shadow Priest Sezz’ziz and his guards. Try to let Bly’s group take most of the damage, but don’t let him or the goblin in his group die.

After you’ve defeated Sezz’ziz, the ask goblin in Bly’s group to destroy the gate to the south, giving you access to Chief Ukorz Sandscalp. Rest up quickly, then talk to Bly. This will insult him (it’s part of the script) and he and his group will attack you. Defeat them and loot Bly’s body to get the Divino-matic Rod.

You can now head through the newly opened door and up the hallway (to "6" on the map). Inside the room at the top are two elite snakes. Once you’ve defeated them you can attack Chief Ukorz Sandscalp and his bodyguard Ruuzlu. Okroz is surrounded by basliks, but can be pulled away from them. It’s best to DPS him as quickly as possible as he is a healer. He also drops totems.

You can now exit back down the ramp and head west. At the end of the passage is a large open area filled with trolls and a pool in the center ("7" on the map). Clear this area. One of the mobs here is mini-boss Hydromancer Velratha, who drops quest items for Tiara of the Deep and Prophecy of Mash’aru. When the area is clear, you can use the Mallet of Zul’Farrak on the gong at the south end of the pool to summon Gahz’rillia. She is a three headed hyra who shoots frostbolts and throws players in the air.

Once she is dead loot her body for the Gahz’rilla quest.

You can now leave the instance the same way you came in, or you can head south. If you stay close to the wall on your left you should be able to bypass many of the trolls. This route will take you back to the first hall of the instance. If you’re in a hurry to leave, you can use your mount to make a dash for the instance exit, just hope you can out run the trolls before they knock you off your mount.

Bosses

Quests

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