Temple of Atal ' Hakkar / Old walkthrough Walkthrough ( pre - Cataclysm ) . The temple is split up into two main sections , separated by staircases ( or the deadly hole in the middle of the upper pit ) , 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 . 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 entrance of the instance ) . The hallway area you reach is a giant ring around the main floor of the basement ; this hallway contains Murk Worm s ( aggressive ) and maggot s ( ) , 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 , Spawn of Hakkar ( 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 . This is the primary section of the temple , and the place where the boss for the achievement is located . There are many bosses you have to go through before you reach 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 vary 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 are 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 can either go left or right , it doesn ' t matter , just stick to one direction . Along this circular hallway there will 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 will see stone blocks with masks on them ; these masks mean that if you go down it will lead you to a Protector ( one of the six that protect the final bosses of the instance ) . Most of the protectors are very easy to kill , and will on occasion give some loot ( BOP greens ) . When a mask leads you down stairs on the outside of the ring , 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 , head back up the way you came and continue around the circular hallway in the direct you previously were . Once you have cleared all six protectors , Jammal ' an the Prophet will yell that the shield is broken . This begins 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 are three major and four minor bosses left to be killed . One of the three majors , Avatar of Hakkar , is completely optional and requires a chain quest to be completed ( starting with ) . The boss order is pretty linear , with Avatar of Hakkar available to be defeated at any time . Linearly , first you should start with Jammal ' an the Prophet . You can reach him by heading through the southeastern passage of the room ( it curves northward into a room of pews ) . There are at least 7 groups of mobs in the area that you must eliminate . Each group primarily consists of a healer and two undead warriors ( CC - able ) that must be pulled back to the corner because they can fear you into other groups . This fear is a magic debuff and can be dispelled , and Undead can use Will of the Forsaken to get out of it quickly . Each of these mobs , when killed , will create an aggressive spirit that is immune to all damage and abilities ; however each will die automatically after about 30 seconds . After you have cleared the entire room of mobs , you can take on Jammal ' an the Prophet ( level 50 ) and Ogom the Wretched ( level 49 ) . Jammal ' an is pretty simple to kill but will take a while . Melee DPS or an off - tank should pick off Ogom while the main tank keeps Jammal ' an on them the entire time . Kill Jammal ' an first , as he has the ability to turn one party member against the rest . After killing both of them , go back out to the center ring and you will see Dreamscythe and Weaver flying around . The Dreamer . To awaken the final boss , you ' ll have to defeat his children , four large green dragons ( it is technically possible to attack the Shade without killing these four , but most normal groups will want to kill them first . ) First , take out Dreamscythe and Weaver , pulling them back to a spot away from other dragonkin and safely away from the center hole . Keep these drakes turned away from the group , as they have acid spit that can spread across all five members . If you off - tank one drake , keep it turned to one side , away from the main tank and the rest of the group . Kill Dreamscythe first , and then Weaver . These mobs only sometimes drop loot , but can be skinned 100 % of the time . Shade of Eranikus is located in the hallway to the south , protected by two more large drakes . Before you head that way , make sure you 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 are no dragonkin located in the western hallways , only wind serpents . Head to the southern tunnel , and clear out the mobs until you can 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 have the ability to knockback players , so tank them with your back to the wall . You ' ve finally made it to the Shade of Eranikus , who is sitting alone in a large room . If you didn ' t clear the entire floor of dragonkin , they will begin running to attack you once you pull Shade . 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 is a long fight so have buffs and heals ready . A priest ' s Lightwell is extremely useful here . Once Eranikus dies he will give the Essence of Eranikus which begins and finishes a quest in the room , rewarding everyone with the Chained Essence of Eranikus . After finishing Shade , unless you can face the Avatar of Hakkar , your only choice is to go somewhere else . You can 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 has completed the quest chain beginning with , they will either have the egg of Hakkar or a special scroll that will allow them to summon him in the room to the west .