Temple of Atal ' Hakkar ( original ) Temple of Atal ' Hakkar ( also known as Sunken Temple and more rarely , Lost Temple ) was 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 had some kind of prerequisite in order to encounter them . Atal ' alarion would appear after activation of statues , Jammal ' an the Prophet could only be reached by killing the 6 troll mini - bosses , Avatar of Hakkar was summoned and the Shade of Eranikus would only be killable after the death of the Prophet . The Temple could be entered by level 35 . The mob level range was 45 - 49 , with the final boss being 50 . History . The name Atal ’ Hakkar can mean either " Devoted to Hakkar " or " In Honor of Hakkar " in Zandali , the language of the trolls . Group info . A good group to have for this instance would consist of a tank , a healer , and three damage dealer s , preferably one with good AoE . AoE ' s were very helpful , as there were many packs with non - elites . The instance offered a lot of opportunity for crowd control ( specifically rogue sap s and Priest shackle undeads , and magic dispels ( from priests , paladins , and Resto shamans ) made it a lot easier , as there were various negative effects ( Fear and Sleep being the most dangerous ) . One of the three damage dealers should have been able to tank , or have a pet that could tank , for the Shade of Eranikus fight . Each class brought something useful to this instance , and as much depended on player skill and character levels as did group composition . That said , it was very nice to have reliable Crowd Control , good healing from a suitably geared and / or spec ' d healer , as well as some form of out of combat Resurrection and Wipe Recovery . One of the most important things to bring to this instance was knowledge of the layout or a good guide / map , as it was very easy to get lost here ! Walkthrough . The temple was split up into two main sections , separated by staircases ( or the deadly hole in the middle of the upper pit ) , the first was mandatory for completing the main run of the dungeon ( where you defeated the Shade of Eranikus ) , whereas the second section was the basement - a completely optional section , however there are two enemies there that had good drops ( Spawn of Hakkar and Atal ' alarion ) . Each of these two main sections contained a few floors - the main section had a top floor , a middle section ( balconies ) , and a bottom ( the dragon pit area ) . The basement also had a top and a bottom . If you didn ' t have a lot of time to spare , you would stick with the main section and focus on the related quests or loot you were looking for ( for experience , just explore wherever ) . However , if you did have time to take on the basement , you ' d want to go there first . Optional : The Basement . From the start of the instance , you would head forward and to the left . Run down to the bottom of one of the stairwells ( not the two spiral staircases available from the entrance of the instance ) . The hallway area you reach was a giant ring around the main floor of the basement ; this hallway contained Murk Worm s ( aggressive ) and maggot s ( ) , however , the maggots would aggro if you got in a fight so if there were any you should pick them off , it was better to be safe than sorry . Note that there was sometimes a rare spawn that patrolled this hallway , Spawn of Hakkar ( it looks like a wind serpent ) . Inside the circular hallway there were tunnels that led to balconies in the inner chamber . Each balcony contained a serpent statue - by activating the statues in a specific pattern ( south , north , south west , south east , north west , north east ) you would summon Atal ' alarion . If you want to save time here , you ' d have to try and minimize the number of groups you took on in the circular hallway ( although the running distance to avoid mobs could be just as burdensome ) . After summoning Atal ' alarion , you would jump down to the left of the balcony you were 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 could be painful . He hit 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 , you would head straight up the stairs , down the hall , and up the spiral staircase back to the entrance of the instance . Main area . This was the primary section of the temple , and the place where the boss for the achievement was located . There were many bosses you had to go through before you reached the final one ( Zul ' Lor , Gasher , Loro , Zolo , Mijan , Hukku , Zekkis , Veyzhak the Cannibal , Kazkaz the Unholy , Jammal ' an the Prophet , and Ogom the Wretched , Dreamscythe and Weaver , Hazzas and Morphaz , Shade of Eranikus , and the optional Avatar of Hakkar ) , and trash mobs that varied in difficulty ( some can CC you with sleep or fear , both magic debuffs that can be dispelled by priests , paladins , or Resto shamans ) . From the entrance to the instance there were two passageways ( facing away from the portal , take either passage ahead of you ) , either one is fine as they both lead to the same place ( just remember to go up the stairs first ) . Once up the stairs you could either go left or right , it didn ' t matter , just stick to one direction . Along this circular hallway there would be several mobs , most commonly consisting of a large troll zombie ( tank ) , a priest and / or bloodrinker ( healer ) , and two imps ( non - elites ) . Send an off - tank to attack the healer and the main tank to their tank ( remember that you can probably CC one or more of the enemies in each group ) . At intervals you would see stone blocks with masks on them ; these masks mean that if you went down it will lead you to a Protector ( one of the six that protected the final bosses of the instance ) . Most of the protectors were very easy to kill , and would on occasion give some loot ( BoP greens ) . When a mask led you down stairs on the outside of the ring , you would clear the mobs at the landing , and then take the hallway on that floor ( do not continue down the stairs ) . After defeating a protector in a location like that , you would head back up the way you came and continue around the circular hallway in the direct you previously were . Once you cleared all six protectors , Jammal ' an the Prophet would yell that the shield is broken . This began the second part of the main instance . Once you kill the final troll protector , jump off of the balcony as a group , preferably tank first . Be ready to fight a group of dragons immediately . Leaving ranged AOE and heals on top of the balcony while fighting is not a good idea , because if anyone pulls aggro , the mobs may rush off towards the stairs and pull additional enemies . Once down , you ' ll notice that in the center of the room there is a hole . This hole is directly above the shallow pool of water where Atal ' alarion appears . Do not fall into the hole . You will end up taking a lot of time trying to get back up , but you will probably die ( especially if you are not a mage or priest with the ability to float ) . If you ever want to go through the hole , make sure you have a party member cast Slow Fall or Levitate on you before you fall ( note that you will probably float to one side of the ring , and potentially pull aggro from whatever mob is standing there ) . Before seeking out Jammal ' an the Prophet , you should understand that if you do not kill every dragon whelp and dragonkin in the instance ( the guys on this floor ) , they will attack you during the fight with Shade of Eranikus . It is possible to kill the boss before they arrive to help , however your group will definitely be killed when they arrive . Jammal ' an the Prophet . From this point , there were three major and four minor bosses left to be killed . One of the three majors , Avatar of Hakkar , was completely optional and required a chain quest to be completed ( starting with ) . The boss order was pretty linear , with Avatar of Hakkar available to be defeated at any time . Linearly , first you should have started with Jammal ' an the Prophet . You could reach him by heading through the southeastern passage of the room ( it curved northward into a room of pews ) . There were at least 7 groups of mobs in the area that you needed to eliminate . Each group primarily consisted of a healer and two undead warriors ( CC - able ) that needed to be pulled back to the corner because they could fear you into other groups . This fear was a magic debuff and could be dispelled , and Undead could use Will of the Forsaken to get out of it quickly . Each of these mobs , when killed , would create an aggressive spirit that was immune to all damage and abilities ; however each would die automatically after about 30 seconds . After you cleared the entire room of mobs , you could take on Jammal ' an the Prophet ( level 50 ) and Ogom the Wretched ( level 49 ) . Jammal ' an was pretty simple to kill but would take a while . Melee DPS or an off - tank should pick off Ogom while the main tank keept Jammal ' an on them the entire time . You wanted to kill Jammal ' an first , as he had the ability to turn one party member against the rest . After killing both of them , you would go back out to the center ring and see Dreamscythe and Weaver flying around . The Dreamer . To awaken the final boss , you ' d have to defeat his children , four large green dragons . ( It was technically possible to attack the Shade without killing these four , but most normal groups will want to kill them first . ) First , you would take out Dreamscythe and Weaver , pulling them back to a spot away from other dragonkin and safely away from the center hole . You would keep these drakes turned away from the group , as they had acid spit that could spread across all five members . If you off - tanked one drake , you would keep it turned to one side , away from the main tank and the rest of the group . Youi would kill Dreamscythe first , and then Weaver . These mobs only sometimes would drop loot , but could be skinned 100 % of the time . Shade of Eranikus was located in the hallway to the south , protected by two more large drakes . Before you headed that way , you would make sure to kill all of the mobs in the center area , and the ones hidden in the small tunnel in front of the staircase back to the entrance ( located to the north ) . There were no dragonkin located in the western hallways , only wind serpents . Head to the southern tunnel , and clear out the mobs until you could see Hazzas and Morphaz flying around . Once ready , pull them back into the hallway , and once again split the dragons up and turn them . These two had the ability to knockback players , so you would tank them with your back to the wall . Eventually you finally made it to the Shade of Eranikus , who was sitting alone in a large room . If you didn ' t clear the entire floor of dragonkin , they would begin running to attack you once you pulled Shade . You would simply tank Shade like any other dragon , to one side so melee DPS is standing at his stomach and ranged is safely away from his face and tail . This was a long fight so it was good to have buffs and heals ready . A priest ' s Lightwell was extremely useful here . Once Eranikus died he would give the Essence of Eranikus which began and finished a quest in the room , rewarding everyone with the Chained Essence of Eranikus . After finishing Shade , unless you could face the Avatar of Hakkar , your only choice was to go somewhere else . You could either run back to the center area and up the stairs to the north , fall down the pit in the center safely ( with slow fall or levitate ) , or hearth . Optional : Avatar of Hakkar . If someone in your group had completed the quest chain beginning with , they would either have the egg of Hakkar or a special scroll that would allow them to summon him in the room to the west . Resources . Skinning Loot . See Temple of Atal ' Hakkar ( original ) loot .