Difference between revisions of "Zul'Farrak"
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* [http://www.thottbot.com/index.cgi?i=5519 Gahz'rilla Scale Armor] | * [http://www.thottbot.com/index.cgi?i=5519 Gahz'rilla Scale Armor] | ||
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Revision as of 09:23, 30 May 2005
External Guides and Maps
Annotated Map from gameamp.com
Quests
Zul'Farrak has one Alliance specific quest, no Horde specific quests and seven neutral quests.
Alliance quests
40 (47) Nekrum's Medallion - This quest is obtained from Thadius Grimshade in the Blasted Lands. This is a continuation of the Sharpbeak questline that starts in The Hinterlands.
Horde quests
None
Neutral quests
40 (45) Scarab Shells - This quest is obtained from Tran'rek in Gadgetzan in Tanaris. The required items drop off of normal Scarab mobs inside of the instance.
40 (45) Troll Temper - This quest is obtained from Trenton Lighthammer in Gadgetzan in Tanaris. The required items for this quest drop off of any of the elite trolls in the instance.
40 (46) Tiara of the Deep - This quest is obtained from Tabetha in Dustwallow Marsh. The tiara is dropped by Hydromancer Velratha. The quest rewards are Gemshale Pauldrons and Spellshifter Rod.
40 (47) The Prophecy of Mosh'aru - This quest is obtained from Yeh'kinya in Gadgetzan in Tanaris. The two parts can be obtained from Theka the Martyr and Hydromancer Velratha. This quest is the second in a line. The first step takes place in Feralas. The step after this one involves retrieving the Ancient Egg from The Hinterlands. This quest line ends in a quest in the Sunken Temple.
40 (47) Divino-matic Rod - This quest is obtained from Chief Engineer Bilgewhizzle in Gadgetzan in Tanaris. The quest rewards are Masons Fraternity Ring or Engineer's Guild Headpiece.
40 (50) Gahz'rilla - This quest is obtained from Wizzle Brassbolts in the Shimmering Flats in the southeast part of Thousand Needles. The quest rewards are Speedy Racer Goggles or Carrot on a Stick.
Boss List
Sandfury Cretin - 44 Elite
Zerillis - 45 Elite
Gahz'rilla - 46 Elite
Witch Doctor Zum'rah - 46 Elite
Shadowpriest Sezz'ziz - 47 Elite
Antu'sul - 48 Elite
- Lifeblood Amulet
- Vice Grips of the XXX
- The Hand of Antu'sul
Chief Ukorz Sandscalp - 48 Elite
Item List
Cloth
- Bad Mojo Mask - Head, Shadow spells +10, 24 Intellect
Leather
- Jinxed Hoodoo Kilt - Legs, 126 armor, 10 Intellect, 24 Spirit
- Jinxed Hoodoo Skin - Chest, 144 armor, 20 Spirit, 10 Stamina, 8 Strength
- Sandstalker Ankleguards - Feet, 95 armor, 17 Agility, 6 Strength, 3 Spirit
Mail/Shields
- Gahz'rilla Scale Armor - Chest, 290 armor, 23 Spirit, 10 Stamina
Plate
- Big Bad Pauldrons - Shoulders, 396 armor, 12 Strength, 12 Stamina, 8 Spirit
- Vice Grips of the XXX - Hands, 318 Armor, +11-12 for 2 stats
Weapons
- Diabolic Skiver - Polearm, 42.8 DPS, 2.9 speed, wounds for 160-180
- Gut Ripper - Dagger, 33.9 DPS, 1.8 Speed, wounds for 95-121
- Ripsaw - Axe, 33.3 DPS, 2.7 speed, wounds for 75
- Tanglewood Staff - Staff, 40.3 DPS, Increases nature damage by 10, 18 Spirit, 9 Strength
- The Chief's Enforcer - Staff, 43.5 DPS, 3.4 speed, procs stun for 3 seconds
- The Hand of Antu'sul - Mace, 32.2 DPS, 2.7 speed, Blasts nearby enemies with thunder slowing their attack speed by 10% for 10 sec and doing 7 Nature damage to them. Will affect up to 4 targets.
- Warden Staff - Staff, 46.5 DPS, 260 Armor, Increased Defense +15., 11 Stamina
Accesories
- Blazing Emblem - Trinket, Use: Increases Fire resistance by 50 and reduces all Fire damage by up to 25 for 15 sec., 15 Fire Resistance
- Lifeblood Amulet - Neck, 13 Stamina, 5 Spirit
Bestiary
Walkthrough
Zul'Fasttrack: left side fast walkthrough. With decent firepower, the left side ZF walkthrough can be done in 30 minutes, not counting time to arrive at the instance. At the left side, you will find Hydromancer Velratha, and Gahz'rilla. On the way, you can scoop up a couple of scarab shells but not a lot.
The instance is mostly made up of groups of 3 trolls. General rule is that the Witch Doctors ought to be killed first because of their totems and heals. Stuns do help.
Another feature is regular patrols. Respawn rate is within 10 minutes. Only the big patrols, made up of two hunters and a lizard, are really annoying. There are two of these left side of ZF. They walk fixed paths and keep to their stretch (so respawn is no problem if you move on), but there's no telling where on their stretch they'll spawn. A safe way to demolish such a patrol is to halt it with distract (rogue), put one to sleep (rogue or priest), and kill at leisure.
Enter the instance and kill everything while moving North. Watch out for small patrols and the occasional single mob standing to the side. They tend to be overlooked. At the first square, hug the right wall. If you pull/attack the threespawn at the gate North of the first square carefully, you don't need to bother with any of the casters at the monument in the centre.
Move further North. Hug left wall to ignore everything stationary on the right. Don't attack anything at the second plaza either, but before you get there, move left through the jumble of stone blocks as a shortcut to the West. You can get onto the road again without aggroing any of the stationary mobs there, but there is one small patrol in that area so do look whether it's around.
West through the gate are a couple of tents and mobs in the corner. They can be safely ignored - just don't fight near there and hug right, moving NorthWest. There's a singlepull troll in the tent to the right, and another single behind it. In this area you'll encounter your first threespawn patrol. Fight it at the gate or near the right wall where you cleared the two singles. Oh, you didn't and aggroed the corner tents? Well, do you want to do this in 30 minutes or not? :-P There a stationary fourspawn too that preferably needs some CC.
The NorthWest stretch leads to an open area with a pool. Your second threespawn patrol circles the pool. This one and a couple of singlepulls can be dealt with at the entrance. Clear everything South and West of the pool, and all of the singlepulls. There's no problem if you leave the groups to the far North and far East untouched (even the fivespawn to the NorthEast). Hydromancer Velratha will be ambling around and can be singlepulled. He's a sissy.
Now you have a good cleared space to the West of the pool. If you bang the gong with the mallet, Gahz'rilla, a three-headed lizard with no sense of humour, will raise out of the pool and attack. A sturdy tank that is solid on aggro is all you need to tackle it. Oh, you didn't activate the mallet at the temple of Jintha'Alor in The Hinterlands and now Gahz'rilla won't spawn? Well, that's why we have the ZF left side fast walkthrough... See you tomorrow for another one! :-) -Rana