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Cerebus
Trinity Guildmaster
General Gnomesauce Joined: May-07-02 Location: United States Online Status: Offline Posts: 13702 |
Topic: C’s Guide to Temple of Atal’Hakkar ***Posted: Jul-13-05 at 12:41pm |
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C's Guide to the Temple of Atal'Hakkar (Sunken Temple)
Sunken Temple Section I - Overview From Blizzard:
Location: The Sunken Temple of Atal'Hakkar (ST) is found in the center of the lake in the Swamp of Sorrows (see map below). The Sunken Temple looks labyrinthian and all the choices for right or left and up or down can be overwhelming. However, the layout of the place is actually pretty straightforward. It's best to consider it as a stadium, with an inner area, an outer ring, and stairways to connect the levels. For the most part it doesn't matter which stairway you take going up, they'll all end up in different spots on the same ring, for example. More details and a map of the place is below, but the stadium analogy will generally keep you on the right track. Just don't try to find the women's bathroom. It's really well hidden. The lower level of ST will be the best place to start for adventurers at the lower end of the level range. It's full of worms, oozes, and elementals, just the sorts of nasty critters you'd expect down in the sewers. The upper floor is protected by the Atal'ai Trolls who are very keen to bring their master Hakkar back into the world. And lastly, the middle floor is the toughest and final area, blockaded by dragons who are there to ensure that Hakkar does not return. Little do all these creatures know that a mere 5 people are going to come through and undo all their plotting in just a few hours! Quests for the dungeon are listed in detail below, and can be picked up starting in the 40's. A low 50's team will do very well in the lower section, but you'll need to make sure and bring along at least a mid 50's tank to survive the final struggle with Eranikus, who is L55+ and packs a whollop. You may be able to lace your party with 60's and pull the whole run off sooner, but in general you will probably be in the mid 50's range before your party will have a good shot at finishing Sunken Temple. A complete A-Z run through Sunken Temple will take 4+ hours for an inexperienced group right at the dungeon level. Runs may easily be broken up into 2 parts, lower and upper. The lower area is handled in approximately 1.5 hours and the upper area will take in the neighborhood of 2 hours. The walkthrough notes which quests are completeable in which sections and good places to stop for the night So, depending on time, it may be well to break the run up into separate stages, or only pick specific quests to complete on any given run. Any typical balanced party will be fine in Sunken Temple, however there is great need for use of AE. Mages and Warlocks will be a big plus to a group here. Almost every pull will have its share of several non-elite pests. Extra healing and range is also a bonus for two of the later encounters, but AE is a must. THANKS MUCH to Zainhund and Silkmist (Nine Lives) for their strategy on the boss encounters that I used to make my way through Sunken Temple for the first time and which I borrowed shamelessly for my guide. Other C's Guides HERE! Edited by Cerebus |
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Have you learned nothing from the lesson of Ed Gruberman?
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Cerebus
Trinity Guildmaster
General Gnomesauce Joined: May-07-02 Location: United States Online Status: Offline Posts: 13702 |
Posted: Jul-13-05 at 12:42pm |
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Sunken Temple Section II - Quests There are 7 quests involving ST, and none of them are class specific. Only 1 can be shared. They are listed here in order of level required to get the quest. (Links are to Thottbot for reference.)
Into the Temple of Atal'Hakkar Objective: Gather 10 Atal'ai Tablets for Brohann Caskbelly in Stormwind. The chain can and should be started in the low 40's for the most bang for the buck. A high 40's group can also hunt the foyer of Sunken Temple to complete this quest well before you're ready to get very far inside the place. The tablets spawn all over the place inside and outside the instance itself and look like white squares sitting in hallways and on ledges.
Objective: The Atal'ai Exile in The Hinterlands wants the Head of Jammal'an.
Objective: Bring the Filled Egg of Hakkar to Yeh'kinya in Tanaris. When the egg is used at the bones of Hakkar on the middle level of Sunken Temple at location (31), a gauntlet of encounters starts, during which time you must loot four bloods to douse the four torches in the corners of the room. This will allow Hakkar to come alive once again in our realm, and allow you to defeat him for fun and prizes. One member of the group should use the egg the first time, and after the encounter, everybody with the quest must fill the egg which will no longer trigger spawns. Full details on the Hakkar encounter are in the walkthrough below.
Objective: Find the Altar of Hakkar in the Sunken Temple in Swamp of Sorrows.
Objective: Travel into the Sunken Temple and discover the secret hidden in the circle of statues. The secret of the statues is that when used in the correct order, they will spawn the miniboss Atal'alarion as well as the Idol of Hakkar which will complete this quest. The correct order is indicated when you use the Altar of Hakkar for the previous quest. The room will light each statue in sequence, so make note of the light pattern. The proper order to use the statues is: South, North, Southwest, Southeast, Northwest, Northeast. Using the statues in the wrong order will debuff the entire group with curses.
Objective: Collect 5 samples of Atal'ai Haze, then return to Muigin in Un'Goro Crater. If you can get the prereqs out of the way solo before a group goes into ST, however, it is nice XP for no additional work along the way.
Objective: Place the Essence of Eranikus in the Essence Font located in this lair in the Sunken Temple. A word of warning, he will TAKE the trinket from you if you accept this quest. The followup quest "chain" dies abruptly when you finish this quest. Clearly more is intended but doesn't seem to exist yet. For now, my advice is to hang onto the trinket, which is more useful than the 4200XP for the quest that takes it. Edited by Cerebus |
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Have you learned nothing from the lesson of Ed Gruberman?
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Cerebus
Trinity Guildmaster
General Gnomesauce Joined: May-07-02 Location: United States Online Status: Offline Posts: 13702 |
Posted: Jul-13-05 at 12:46pm |
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Sunken Temple Section III - Maps Swamp of Sorrows map, showing location of the Temple of Atal'Hakkar and the location of Itharius' cave in relation to Deadwind Pass to the west and the Blasted Lands to the south:
Temple of Atal'Hakkar maps, numbered for reference with the walkthrough below:
Edited by Cerebus |
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Have you learned nothing from the lesson of Ed Gruberman?
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Cerebus
Trinity Guildmaster
General Gnomesauce Joined: May-07-02 Location: United States Online Status: Offline Posts: 13702 |
Posted: Jul-13-05 at 12:48pm |
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Sunken Temple Section IV - Detailed Walkthrough My walkthrough assumes that you've done no prereqs, have no quests, and intend on doing every quest in a ST run. See the quests lists above for all the links related to this walkthrough. If you do the quests in this order, you will need a maximum of six empty slots in your quest journal to complete the walkthrough.
Sunken Temple Foreplay Start with Brohan Caskbelly, who can be found inside an inn located in the Dwarven District in
Travel to the
Update your quest journal with To the Hinterlands and travel up to Aerie Peak where you'll speak with a few NPCs right in town and they will inform you that you need to find Rhapsody Shindigger somewhere to the east of town. His camp may be located here (map link), but it's found easily enough by traveling east along the north wall of the zone and following the ramp up into the mountains when you see it.
Rhapsody won't get chatty until you help him brew some special malt, so you'll need to next travel to Tanaris and Feralas to make Rhapsody's Kalimdor Cocktail and return to him when you're done. At this point he will give you a tablet and tell you to return to Brohan, who will next give you the quest step that leads you inside the
At any point while you're in the Hinterlands, head to the south side of the zone and locate the Atal'ai Exile, who is standing on a structure on the south side of the Witherbark village (map link). You may need to fight to get to him, but he is not particularly well guarded. Speaking with him will get you the quest Jammal'an the Prophet.
If you've done full instance runs in order, you should already be up to the quest The God Hakkar from Yeh'kinya in
If you haven't already done it, The Ancient Egg quest should also be handled while you're in the Hinterlands on one of the above steps. It needs a group, and you'll be facing elite mobs in the L50ish range. Travel east to the city of
Clear everything in this area, including the wolves wandering the stands. They have the uncanny ability to wander towards you at the worst possible moment (aka when fighting Hexx). When all extraneous mobs are out of the way, pull Hexx and take her out. She will "frog" the tank constantly, so moving ranged attacks help a lot here.
She spawns quickly, so keep moving and get inside the cave. Stay to the right whenever possible and you'll eventually work around the outside of the place to the south corner where 3 linked 50+ are guarding it. Take them out and use the egg to complete your quest. Once back in Tanaris, Yeh'kinya will convert your quest to The God Hakkar and you'll be ready to go into
Travel to Un'Goro Crater and speak with Muigin, who will give you the quest Muigin and Larion. Bloodpetals spawn in clusters all around the zone, so get to work pruning them for Bloodpetal drops. Once that's complete, Muigin will send you out into the countryside of Feralas to locate Gregan Brewspewer (map link), who will convert the quest to Haze of Evil. You can spot Gregan's camp west of the road as you are headed north.
While in Feralas, swing by the
I f you've done all these prereqs, you'll have six quests in your log for the
Through the Vestibule The vestibule area (before you zone into the instance) is fairly straightforward, and there are only a couple of spots to take a wrong turn. Mobs will be either single pulls or duos, and there are a handful of solo patrols.
In the duos, kill the healer first and then their melee sidekick.
The quest Into the Temple of Atal'Hakkar may be finished entirely in the vestibule without zoning in, although it doesn't have to be as the tablets are also abundant inside the instance. The tablets are found lying around hallways on the floor and on ledges, so keep your eyes open.
Start by entering the temple from the south at map reference (E) on the Vestibule map above. At location (1) you'll have to swim underwater to make it under a wall.
Take the single and duo mobs out as you travel through location (2). Exit this room to the south and turn left (east). Clear location (3) and exit to the east to area (5).
At location (4) there is a named mob, and I have not been able to determine what he's there for. (Is this a class quest? If you know, please post to the thread and I'll update.)
Location (5) has several groups of trolls and 2 patrols. Take them out in standard fashion and head towards area (6). In this area, head down the stairs to the north and turn left (west). Clear out a few more snakes and trolls and head down the ramp and zone into the instance!
Lost in a Maze So you zoned into the instance facing north, but now that you're inside you're facing south! Weird, isn't it? Azeroth is a land of wonderment and very loose physics, apparently.
At this point you are at location (E) on the Ground Level map shown above. To your immediate right is the circular stairway marked (7) leading down. To your immediate left is the circular stairway marked (23) leading up. Ahead of you to the left and right are two areas that go both up and down, and we'll get to how these enter into the picture in a moment.
Your first decision needs to be whether or not you'll need the lower area. The trip will take a group of the appropriate level about an hour or so to complete and will result in only one boss mob, so the question is, does your group need to complete Into the Depths, Haze of Evil, and Secret of the Circle, and does Atal'alarion drop anything you're lusting after? (See the boss drop list section below for what he has in his pockies.)
If the answers to those questions are no, then you may skip the entire lower level completely as it is not required for any of the final encounters.
Assuming for this walkthrough that the answer is yes, let's head down the stairway at (7), shall we?
Down into the Rabbit Hole - Map Reference (7) There will be one wandering worm on the stairway leading down. From here and throughout the lower level, all mobs have a chance to drop the Haze for Haze of Evil.
At the bottom of the stairs, you'll have a large group of mobs that must be handled at the same time. AE helps a ton here as many of them are non elite. Have your tank keep aggro on the elites while the little guys are mown down, and finish up the elites last.
All groups in this lower area will be handled about the same, but a few notes:
Elite oozes will break up into smaller non-elite oozes upon death, so save some AE blasts to finish them off at the end. The worms have a poison that has a casting time and can be interrupted.
Other than that, there are no big surprises with these mobs, just burn 'em down.
The Altar of Hakkar - Map Reference (8) As you approach location (8), you'll see that this area has a big pool of water at the center, an altar right in front of you at (8), and some balconies up above you with snake statues on them.
Use the altar to complete Into the Depths. The act of doing so will give you a clue as to how to use the snake statues on the balconies. There is a certain order in which you must use them to unlock the mystery.
For now, kill the mobs in the pool below at (9) so that it's cleared (you'll see why this is important in just a moment). Next, clear the walkway above the pool until you're underneath the NE balcony, marked as (16) on the map above.
Now it's time to take care of those balconies. It's not quite as easy as it looks to find them. Head all the way back up stairway (7) and to where you first entered the zone.
Rapunzel! Let down your...where is that bloody balcony? - Map Reference (10) This time, instead of going extreme right, take the forward right hallway at location (10) on the map. You'll need to take out a group of two trolls guarding the stairway here. Once they're out of the way, hop up onto the stairway landing and you should notice that you can choose to go up or down from here.
We're going down to the lower area, but we'll end up on the balcony level instead of down by the pool. Watch out for the wandering troll/imp patrol that lurks in the stairways!
Once you've made your way back down to the ring on the lower level, it's time to clear the ringway, each of the six balconies, and use the statues in the proper order.
Did you write down the order of the lights when you used the altar?
One of Six - Map Reference (11) The fights shouldn't be anything you're not used to from the lower level, there will just be more of them as you work your way down to the south balcony at map reference (11). Along the way your group should be filling up on the Hazes for Haze of Evil as well as finding tablets for Into the Temple of Atal'Hakkar. Every balcony normally has at least one tablet on it.
Clear the balcony and use the snake statue. If you're doing it in the correct order, the statue will light up. If you're on the wrong statue, your group will get cursed with some nasty debuffs.
The proper order for triggering the statues will be S, N, SW, SE, NW, NE. The Lower Level map above has them numbered in the proper sequence as well.
Work your way around this ringway and trigger all six statues, ending with location (16) on the northeast side.
If you've done this properly, you should see red text from Atal'alarion, "I thirst for blood!" or something equally ominous. Looking below, you'll see our new friend and the Idol of Hakkar in the center of the pool.
If you've cleared the area below the balcony in the previous run through, you'll have room to hop down to the ringway below instead of running all through the dungeon to get back here.
Atal'alarion - Map Reference (9) Atal'alarion is a straight up melee mob with a very high knockback. I almost made it up onto one of the balconies!
Best way to handle it is for your tank to pop him a few times and immediately back up to one side of the pool and keep your back to the wall. At that point the rest of the group can unload on him and take him out. Easy enough.
Loot up and use the Idol of Hakkar to complete Secret of the Circle.
The nice thing about both Into the Depths and Secret of the Circle is that they both complete right there at the dungeon and there's no running round after the instance to get them turned in.
Is your group done with Haze of Evil yet? If not, clear out the rest of the lower ringway to get your drops and you should have this one put to bed as well.
Head back up stairway (7) to your starting point once again.
Jammal'an's Six Trolls - Map Reference (17-22) You're almost ready to face the dragons, but first you'll need to clear the way for access to Jammal'an the Prophet. He is warded (and therefore unattackable) by six trolls on balconies above the Ground Level temple area.
Head through area (10) just like last time, but instead of taking the down stairway, this time we're going up. We'll have a very similar path that dumps out on a ringway that connects all the balconies, but this time there is a twist.
The east and west balconies (18, 21) have hallways leading inward directly off the ring. However, the other four balconies are accessed via a "1/2 floor" stairway landing *outward* from the ring.
For example, the stairway you've taken up from area (10) dumps out on a landing with 2 elites and several non elite imps. Clear these mobs and then look southeast. You'll notice a stairway up (leads to the ringway) and a hallway to the right. The hallway leads to the northwest balcony at location (17).
The balconies at (19, 20, and 22) all work the same way, accessed via the landing on the stairway leading outward from the ringway.
There is a lot of wandering aggro on the ringway, and two of the groups have an extra elite for good measure. Be very sure a patrol isn't wandering on the far side of a pull or things can go sideways in a hurry while clearing the ring. The shadow trolls cast "frog" so they are generally your best first target. Keep the lumbering meleers for last and get rid of all the trolls first while AEing the imps.
The troll warders on the balconies are all named and have a small chance of dropping some green items. None of them are too tough and they all fight in different ways. A few of them spawn non elite adds, so a little AE doesn't hurt to have here.
When you've killed the last warder, you'll hear Jammal'an and see some red text. It seems someone has gotten up on the wrong side of the bed today! Let's go help him shake off his sleepy head.
Head back down to the Ground Floor where we first zoned into the instance.
Dwagons! - Map Reference (23)
At the top of the stairway you'll face a pull that you'll need to get well versed at to finish the final area of Sunken Temple. 2-3 elite dragonkin with 3-6 non elite whelps. Some sort of AE is essential here or these are very drawn out fights.
Always target the hooded dragonkin casters first, they have a nasty sleep that will constantly keep someone in the group tied up. AE the whelps down and finish off on the bigger melee types.
Clear the few groups between you and the main large circular area at (24). Either now or later, you'll need to clear this entire area, every last dragonkin, before engaging Eranikus at (34). If you don't, he'll call for help and they'll make that fight more complicated than it needs to be.
The best way to clear is to get the spread-out wandering groups at the center of the room and in between the hallways first. Then concentrate on the tightly lined up elite groups at each hallway entrance. Clean up at least all the dragons on the east side of this room, paying special attention to clearing out the area at (25)! They're easy to overlook since you don't need to go that way for anything.
When you have room to head down the hallway towards (26), get a grip on your fears and head that way.
The Summit of All Fears - Map Reference (27) Jammal'an the Prophet and his sidekick are guarded by a legion of undead trolls. These fellas have two nice surprises.
First, they have a small radius AE fear that will send you fleeing in some random direction during the fight. If you fight them anywhere close to their spawn point, you will almost definitely flee straight into another group or even up into Jammal'an early, which is not a good plan to save the day.
So be SURE to always pull them back to the corner at (26) on the map. That way if you get feared, it's less likely that you'll train into anything that aggros.
Their second surprise is that they will spawn an invicible ghost upon death. It moves very slowly and will pick a random target to wander towards and flail at. You can't kill it, so just keep moving and get away from it until it dissipates after a few seconds.
The good news is that all the trolls besides the priests are undead, which makes them shacklable, so get your priest to tie one up and make life easier! The priests are normal humanoids and can be sapped or sheeped.
Clear this room out carefully, being cautious and not fighting near Jammal'an.
Jammal'an the Prophet - Map Reference (28) So, you're looking at Jammal'an and his sidekick Ogom the Wretched and formulating your next step.
Two things you need to know about this encounter are:
First, Ogom does more damage than Jammal'an, so he should really be your first target to take down.
Secondly, Jammal'an has a brutal mind control ability that turns you into a brute and beefs your stats. If he throws this on a buffed warrior with a 2h weapon, it can be devastating to the group when he runs back and 1-shots your casters. The best way to avoid this is if someone has a tanking pet. Put the hunter's pet or the warlock's voidwalker onto Jammal'an and then concentrate on taking Ogom out of the equation. He will try to shapeshift them, but it doesn't seem to work on pets.
Last tip here is to get them out in front of the altar to fight them. If a party member runs around behind the altar, they'll be out of line of sight and die very easily without heals.
Once both are down, loot up and head back out to the main room, but be aware there will be two new guests!
Weaver and Dreamscythe - Map Reference (24) Two dragons are now flying around the room near area (24). They are not linked and can be pulled separately if you're careful. Pull them back into the hallway towards (26) to fight, and get the tank's back up against a wall as they have knockbacks.
After they're both out of the way, continue clearing the room, taking out the spread-out groups in the center of the room, and then the tighter groups around each hallway.
Clear the mouth of the hallway at (29) but don't worry about heading south, you'll be coming back this way in a minute.
Cut your way through the guardians at (30) and head into the room at (31) to face the God Hakkar.
The God Hakkar - Map Reference (31) Clear this room so it's devoid of mobs.
If at least one of your party has the quest The God Hakkar, have them use their egg in the center of the room near the bones. The group should be fully rested and buffed for a minimum of 5 minutes before you do this.
Important: You should also turn loot to free-for-all to make this next part easier.
Using the egg will start several waves of attacks on your group by dragonkin and their allies, who really don't want you bringing Hakkar back into the world.
The snakes are all non-elite, so AE them into a fine mash. You'll also see two dragonkin will will rush in to help, they're elites so will take a focused effort to bring down. The last kind of mob you'll face is the most important to this encounter; when you see the winged serpents flapping around, kill them and loot the blood they drop.
You should have a designated blood looter who will grab the blood and rush to the nearest corner to douse the torch with the blood (just right click the torch to use it). You cannot be getting hit or it will interrupt the action. Planning ahead will make it a little easier - while tanking a winged serpent, back towards the nearest lit torch so that you can loot and spin around and use it without having to run very far.
It's imperative to kill the winged serpents, loot the blood, and douse the torches as your group's priority, otherwise the waves of interference will just keep spawning and eventually wear your party down.
If your casters are careful and stay back away from aggro, they'll drop out of combat a few times during the encounter when the last engaged mob drops, yet before the next one spawns. Have them be ready to drink asap when this happens.
When all four torches are doused, then Hakkar will return to the world. Except it doesn't really seem to be him, just his avatar. Fair enough, let's get him anyway!
Hakkar is a very basic melee fight and if you've survived the gauntlet to get this far, he should drop without much more struggle.
Loot up, have the party fill their eggs to complete The God Hakkar (if anybody else has the quest), and move out to the north toward location (32).
At this stage, all your quests for Sunken Temple should show as complete.
Final Check - Map Reference (32) Kill all the dragonkin! Then, check to make sure you killed all the dragonkin. Finally, look around and make sure there aren't any more dragonkin.
Did you kill all the dragonkin? Great, head south toward (33).
Morphaz and Hazzas - Map Reference (33) At room (33) you'll run into Morphaz and Hazzas. Unlike your engagement with the previous two dragons, these are linked.
Have your tank rush in and get aggro on him with his back to the wall. This gets a little hairy, but isn't bad. Take out Morphaz first as he's slightly weaker, and then Hazzas. If you're the tank, make darn sure you're switching back and forth and keeping both interested in you. If they split and you're forced to run around chasing one of them, it gets ugly fast because you're getting thrown around the room like a doll and screwing up your caster/hunter's range and LOS while dragons are in their faces.
Loot these bad boys, they occasionally have nice drops, and then look to the east for one last mutha of a fight.
Eranikus - Map Reference (34) Eranikus looks cuddly, doesn't he? Unfortunately, he's a grouch and doesn't mind telling you so. He's L55+ and even if you breezed the rest of Sunken Temple, this fight can be dicey.
First, he has a non-dispellable sleep that puts his main target into the Zzzz's for several seconds. The upside of this is that you are invulnerable to damage while sleeping, so if he's concentrating on the main tank and you see the Zzz's, immediately stop attacking! Don't pull aggro while your tank is dozing, and this effect essentially only pauses the fight for a moment.
He also does the typical dragon knockback - so your tank should have his back to the wall.
His last and most devestating special (other than the insane damage he does) is an AE stun. The radius is fairly narrow, so only meleers should be affected, but make certain your back row is at maximum range so they don't get clipped by this accidentally.
The trick to Eranikus is to try and keep two alternating waves of tanks on him and keep the back line mobile. Let your first tanker rush in and start the beating, while the ranged attackers add dps. If the tank gets sleeped, just stop attacking and wait it out. If the first tank gets stunned, the second tanker should immediately follow in, grab aggro and keep the tanking up.
When the first tank wakes up from the stun, immediately back up and get out of range and wait for the stun on the second tank.
If you keep this up and stay on your toes, Eranikus will fall. Poor fella, he was only trying to keep Hakkar from coming back.
Loot the Essence of Eranikus, start the quest, and use the font in the corner of the room to complete the quest and receive your trinket.
You're all done with Sunken Temple!
Footnote on Essence of Eranikus There is no obvious quest chain following receiving the trinket, however it has been discovered that if you travel to the SW corner of the Swamp of Sorrows and speak with Itharius, after a certain amount of dialog, he'll offer the quest In Eranikus' Own Words. A word of warning, he will TAKE the trinket from you if you accept this quest. The followup quest "chain" dies abruptly when you finish this quest. Clearly more is intended but doesn't seem to exist yet. It's rumored that this chain will lead into the new raid dungeon Zul'Gurub that is not yet implemented. This makes sense, as the whole Sunken Temple storyline comes out of the dealings of the Gurubashi Troll kingdom, which was based in Zul'Gurub. For now, my advice is to hang onto the trinket, which is more useful than the 4200XP for the quest that takes it. Edited by Cerebus |
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Have you learned nothing from the lesson of Ed Gruberman?
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Cerebus
Trinity Guildmaster
General Gnomesauce Joined: May-07-02 Location: United States Online Status: Offline Posts: 13702 |
Posted: Jul-13-05 at 12:48pm |
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Sunken Temple Section V - Bosses with Notable Drops Boss Name (area on map) All notable drops found in Sunken Temple Edited by Cerebus |
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Have you learned nothing from the lesson of Ed Gruberman?
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Cerebus
Trinity Guildmaster
General Gnomesauce Joined: May-07-02 Location: United States Online Status: Offline Posts: 13702 |
Posted: Jul-15-05 at 2:59pm |
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Should be complete! Please give it a test run and let me know if there are any errors or improvements we can make! Thanks again to Zainy Brainy and Silkmist for the boss guide I based this extended guide on. |
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Have you learned nothing from the lesson of Ed Gruberman?
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Nine Lives
Guild Ally
Joined: Aug-22-04 Online Status: Offline Posts: 1874 |
Posted: Jul-20-05 at 3:32pm |
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C, these guides are so awesome! Thanks!!! |
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Silkmist, 60 Rogue (WoW(A))
Shadowmist, 60 Warlock (WoW(A)) Nine Lives, 42 Claws/SR Scrapper (CoH) |
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Yamagiru
Guild Ally
Joined: Jul-15-05 Online Status: Offline Posts: 128 |
Posted: Aug-11-05 at 7:39pm |
I could really use that helm! I am up to the ancient egg quest, if I could get some help Monday I could get it done. The trinket would be fun for PVP. I'd like to help on this either way! |
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Yamagiru 60 Warrior
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