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Temple of Atal'Hakkar

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Temple of Atal'Hakkar
Sunken Temple, Temple, ST

Temple of Atal'Hakkar loading graphic
Location Pool of Tears, Swamp of Sorrows
Race Image:IconSmall Green.gif Green Dragonflight
Troll maleTroll female Jungle troll
End boss Avatar of Hakkar
Instance info
Advised level 45-53
Player limit 5 (10)

The Temple of Atal'Hakkar (also known as the Sunken Temple and more rarely, the Lost Temple) is a shrine erected by the Atal'ai trolls, led by their master Jammal'an the Prophet to the nefarious Blood God - Hakkar the Soulflayer. Believing that this was the intended site for Hakkar's reentry into Azeroth, the great dragon Aspect Ysera and her Green Dragonflight sunk the temple into the depths of the Swamp of Sorrows... but the dragons did not realize that it was the wrong location until it was too late.

Many of the bosses in the instance have some kind of prerequisite in order to encounter them. Atal'alarion will appear after activation of statues, Jammal'an the Prophet can only be reached by killing the 6 troll mini-bosses, Avatar of Hakkar must be summoned and the Shade of Eranikus will only be killable after the death of the Prophet.

The Temple may be entered by level 35 and the Meeting Stone is operational from level 45-53. The mob level range is 45-49, with the final boss being 50 with the patch 2.3 changes.

Contents

History

From Blizzard's Official World Dungeons site:

Over a thousand years ago, the powerful Gurubashi Empire was torn apart by a massive civil war. An influential group of troll priests, known as the Atal'ai, attempted to bring back an ancient blood god named Hakkar the Soulflayer. Though the priests were defeated and ultimately exiled, the great troll empire buckled in upon itself. The exiled priests fled far to the north, into the Swamp of Sorrows. There they erected a great temple to Hakkar - where they could prepare for his arrival into the physical world. The great dragon Aspect, Ysera, learned of the Atal'ai's plans and smashed the temple beneath the marshes. To this day, the temple's drowned ruins are guarded by the green dragons who prevent anyone from getting in or out. However, it is believed that some of the fanatical Atal'ai may have survived Ysera's wrath - and recommitted themselves to the dark service of Hakkar.

The name Atal’Hakkar can mean either 'Devoted to Hakkar' or 'In Honor of Hakkar' in Zandali, the language of the trolls. DF 127

Geography

Maps

Temple of Atal'Hakkar
Temple of Atal'Hakkar

Subregions

The Broken HallThe ButcheryChamber of BloodChamber of the DreamerDen of the CallerHall of BonesHall of MasksHall of RitualHall of SerpentsHall of the CursedLair of the ChosenThe Pit of RefuseThe Pit of SacrificeSanctum of the Fallen God


Quests

The Hinterlands

From Atal'ai Exile:

Stormwind

From Brohann Caskbelly:

  1. Alliance Crest [43G] In Search of The Temple
  2. Alliance Crest [43] To The Hinterlands
  3. Alliance Crest [43] Gryphon Master Talonaxe
  4. Alliance Crest [43] Rhapsody Shindigger
  5. Alliance Crest [43] Rhapsody's Kalimdor Kocktail
  6. Alliance Crest [43] Rhapsody's Tale
  7. Alliance Crest [50D] Into The Temple of Atal'Hakkar

Swamp of Sorrows

Tanaris

From Yeh'kinya:

Feralas

From AAlliance CrestAngelas Moonbreeze at Feathermoon Stronghold or HHorde CrestWitch Doctor Uzer'i at Camp Mojache:

Un'Goro Crater


Temple of Atal'Hakkar

Quest Log

Alliance

  • Class
    • [52] Class Quest (Dungeon)
  • Sunken Temple
  • Un'Goro Crater
    • [52] Haze of Evil (Dungeon)


Horde

Class Quests

All classes will have a class-specific quest chain that will lead them into the Temple of Atal'Hakkar. Each quest chain ends with a choice of 3 rare items. For an analysis of the item choices, see: Sunken Temple Rewards (work still in progress).

Druid Quest

Hunter Quest

from Olmin Burningbeard in Ironforge or Ormak Grimshot in Orgrimmar

Shaman Quest

Paladin Quest

Priest Quest

From AAlliance CrestBrother Joshua at Stormwind Cathedral

Rogue Quest

Mage Quest

Note: You get this quest from Archmage Xylem in Azshera

Warrior Quest

Warlock Quest

or

Group info

A good group to have for this instance would consist of a tank, a healer, preferably a Mage for AoE, and two damage dealers. AoE's are very helpful, as there are many packs with non-elites. The instance offers a lot of opportunity for crowd control, and magic dispels make it a lot easier, as there a various negative effects (Fear and Sleep being the most dangerous). One of the two damage dealers should be able to tank, or have a pet that can tank, for the Shade of Eranikus fight.

Each of the classes bring something useful to this instance, and as much depends on player skill and character levels as does group composition. That said, it's very nice to have reliable Crowd Control from a Mage, good healing from a suitably geared and/or spec'd Paladin, Priest, Druid or possibly Shaman, as well as some form of out of combat Resurrection and Wipe Recovery from a Paladin, Priest or Shaman unless the group is overpowered for the instance, very competent or just plain ready to do a corpse run or two.

Walkthrough

The temple is split up into two main sections, the first is mandatory for completing the main run of the dungeon (where you defeat the Shade of Eranikus), whereas the second section is the basement - a completely optional section, however there are two enemies there that have good drops (Spawn of Hakkar and Atal'alarion). Each of these two main sections contains a few floors - the main section has a top floor, a middle section (balconies), and a bottom (the dragon pit area). The basement also has a top and a bottom. In between the two main sections are staircases.

If you don't have a lot of time to spare, stick with the main section and focus on the related quests or loot you are looking for (for experience, just explore wherever). However, if you do have time to take on the basement, you'll want to go there first.

Optional: The Basement

From the start of the instance, head forward and to the left. Run down to the bottom of one of the stairwells (not the two spiral staircases available from the instance entrance). The hallway area you reach is a giant ring around the main basement floor; this hallway contains Murk Worms (aggressive) and maggots (neutral), however the maggots will aggro if you get in a fight so if there are any you can pick off, it's better to be safe than sorry. Note that there is sometimes a rare spawn that patrols this hallway, it looks like a wind serpent.

Inside the circular hallway there are tunnels that lead to balconies in the inner chamber. Each balcony contains a serpent statue - by activating the statues in a specific pattern (south, north, south west, south east, north west, north east) you will summon Atal'alarion. If you want to save time here, you'll have to try and minimize the number of groups you take on in the circular hallway (although the running distance to avoid mobs may be just as burdensome).

After summoning Atal'alarion, jump down to the left of the balcony you are standing on and clear the mob and any patrols around you. Heal up, and hop down into the shallow water. Wait for Atal'alarion to move away from the Murk Worms and try to pull them without aggroing him - fighting them together can be painful. He hits hard, so try to stun or CC him and keep your tank over healed (if you have someone with additional healing abilities you may want to use them; potions are also recommended).

From the pit of water, head straight up the stairs, down the hall, and up the spiral staircase back to the entrance of the instance.

Main area

The main area is the central part of the temple and the main part of the instance run. There several bosses and trash mobs that are high lvl so be prepared for some big fights. To complete this you MUST have a healer (preferably a priest, paladin, or druid, a tank to take the damage and an off tank because your probably gonna need one for the duo bosses. You'll also need a dps or two with Aoe spells for the huge non-elite mobs. So you enter temple, go through passages (occasionally there will be rare spawn outside of instance) and eventually get to a door where u turn right for the portal. Once inside there are two passage ways, either one is fine, they both lead to the same place. Once up the stairs you can either go left or right, it doesn't matter. There will be several mobs consisting of a zombie (tank) and a priest or bloodrinker (healer). Send off-tank to healer and main tank to their tank. At intervals you will see stone blocks with masks on them. This means that if you go down it will lead you to a Protector. The 6 protectors are very key. Most are very easy and will on occasion give some loot. When the mask leads you to a room go left and take the upstairs not the downstairs (that leads you to basement). Once you have cleared the trash mobs, and the protectors you will hear Jammalan yell that the shield is broken. This begins the second part of the main instance.

Once you kill the protector JUMP off the ledge, preferably tank first. The Aoe dps should stay up top with the healer until the first 2 mobs are killed. In the center there is a hole that is never-ending. DO NOT FALL IN IT. Another note: YOU MUST KILL EVERYTHING IN THE DRAGON HOLD in order to have an easy chance at beating the last boss. If you don't they will all come running and you will have problems. There are 3 major bosses in this part, there is avatar of Hakkar a dragon, who is usually 50 elite. He is surrounded by mobs you must kill. Then there is Jammalan the prophet. This is harder then it looks. There are at least 7 mobs in the area that you must eliminate. Now if you just draw them back into separate chamber then its fine but the problem is what some call the Fear factor. Some of them will give you fear which will send you into a run that is random and unstoppable usually aggroing like 3 groups. The ones who do this are the spirits THEY DIE IN ONE SHOT KILL THEM FIRST. After you have cleared ENTIRE room you can take on Jammalan and his friend Ogrom the Wretched. Jammalan is pretty simple to kill but will take a while. This is yet again another time to use the duo tank system. Get off-tank to take Ogrom and then send the main tank to Jammalan. they are both 50 elites. Sometimes Ogrom will give his sword and Jammalan will almost always give some cloth loot. Occasionally epic cloth loot. After killing both of them go back out and you will see 2 huge Dragons. This begins part 3. Each of them spawn after Jammalan is killed and they must be destroyed in order to take end boss. The 2 are both 50 elites and will not be separated. Make sure while fighting you don't fall in center hole. They don't give loot. Then go down the bottom entrance where 2 more dragons, both 50 elites, are flying back and forth. They are just the same as the last 2 and dont give loot. THE FINAL BOSS. OK so Eraknius is a 50 elite but with more punch and special abilities then the others. It is sitting alone in the room with nothing surrounding it and i wont summon any friends. So basically just get both tank, off-tank, and meelee dps to attack it while the ranged dps and the healer stand back.This is a long fight so have a lot of buffs and heals ready. Lightwells are a good idea here. Once Eraknius dies he will give the Essence of Eraknius which finishes a quest, he will also give some great loot. After finishing you must hearth back.

Jammalan
The Dreamer
Optional - Hakkar

Sunken Temple guide on Allakhazam

Resources

Skinning

Dungeon Denizens

The Temple of Atal'Hakkar bosses
The Temple of Atal'Hakkar bosses

Loot

See Temple of Atal'Hakkar loot.

External links

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