Sunken Temple
20 players · Swamp of Sorrows 77.3, 35.9
Run Sunken Temple when you are pursuing equipment from the Atal'ai and the green dragons, and decide before entering whether to include the statue circuit and Hakkar ritual. The temple allows up to 20 players; the prophet-and-dragon route ends with Shade of Eranikus in the Chamber of the Dreamer.

Preparation
For either faction, arrange an Egg of Hakkar or Yeh'kinya's Scroll before including the Avatar of Hakkar ritual. Choose the summoner and the player who will carry Hakkari Blood to the Eternal Flames before starting the event.
Assign a second player to hold Shade of Eranikus when Deep Slumber disables the current tank. Arrange curse removal for the Avatar's Curse of Tongues so a slowed healer is not left handling Lash alone.
Pit of Refuse
Take the lower Hall of Serpents circuit before committing to the upper temple if the group wants Atal'alarion. Clear the statue approaches, then activate the statues south, north, southwest, southeast, northwest, northeast. Check the green glow after each activation before proceeding to the next statue, then descend to the idol and Atal'alarion. Return to the entrance stairs for the upper ring rather than dropping into another floor's unfinished pulls.
Creatures
- Spawn of HakkarElite Beast
Separate Spawn of Hakkar from the surrounding lower-floor pulls. Acid of Hakkar continues hurting its target after the creature dies; keep healing that player instead of immediately moving out of healing range.

Acid of Hakkar
Inflicts Nature damage to an enemy every 2 sec. for 1 minute.
Atal'alarion
<Guardian of the Idol>Elite HumanoidThe statue circuit ends with Atal'alarion, whose Sweeping Slam can throw the tank out of position while Ground Tremor stops nearby players.
Abilities

Sweeping Slam
Inflicts normal damage plus 50 to enemies in a cone in front of the caster, knocking them back.
Put the tank's back against masonry and keep everyone else out of the frontal cone; Sweeping Slam knocks its targets back.

Ground Tremor
Stuns nearby enemies, rendering them unable to move or attack for 2 seconds.
Keep ranged players outside the nearby stun so Ground Tremor does not interrupt the whole group's response to a knockback.
Tank- Anchor Sweeping Slam against a wall, with Atal'alarion's frontal cone clear of the group. Re-establish that position after a knockback before allies move back into melee.
Healer- Heal from outside Ground Tremor's nearby stun. Keep the tank covered through the stun and slam instead of following them into the frontal cone.
Damage- Attack from the side or rear to avoid Sweeping Slam. Ranged attackers can stay out of Ground Tremor rather than sharing the melee stun.
Lair of the Chosen
From the central hall, take the prophet's eastern room after the balcony circuit. Clear the room before engaging Jammal'an and Ogom so a fleeing or transformed player cannot reach an unfinished pack. Keep space to leave Flamestrike even when an Earthgrab Totem appears. After the prophet fight, return to the central hall for Dreamscythe and Weaver.
Creatures
- Atal'ai DeathwalkerElite Undead
Interrupt the Atal'ai Deathwalker's Fear before its target runs toward another pack. Do not treat the creature's death as the end of the pull: its spirit can still pursue a player.

Fear
Strikes fear in an enemy, causing it to flee in terror for up to 8 seconds. Only 1 target can be feared at a time.

Summon Atal'ai Deathwalker's Spirit
- Atal'ai Deathwalker's SpiritElite Undead
Move away from an Atal'ai Deathwalker's Spirit that is pursuing you. Stay in the cleared room rather than leading it through the doorway into the next pull.
- Atal'ai High PriestElite Humanoid
Stop an Atal'ai High Priest's Heal before it restores the pull. Shadow Shield punishes melee attacks while protecting the priest; remove the shield if able rather than repeatedly striking into it.

Heal
Calls upon Holy magic to heal an ally.

Shadow Shield
Jammal'an and Ogom test whether the group can interrupt healing while preserving room to escape Flamestrike and control an ally transformed by Hex of Jammal'an.
Abilities

Healing Wave
Calls upon Nature magic to heal an ally.
Reserve an interrupt for Jammal'an's Healing Wave so the pair cannot undo the group's progress.

Flamestrike
Calls down a pillar of flame, burning all enemies in a selected area and inflicting additional damage every 2 sec. for 8 seconds.
Leave the Flamestrike area after the initial hit; the floor continues burning.

Earthgrab Totem
Summons an Earthgrab Totem that lasts 30 seconds. and periodically immobilizes nearby enemies.
Destroy Earthgrab Totem promptly so its roots do not hold players inside Flamestrike.

Hex of Jammal'an
Control or avoid the transformed ally until Hex ends; do not kill that player or let them pursue the healer through unfinished pulls.

Shadow Bolt
Hurls a bolt of dark magic at an enemy, inflicting Shadow damage.
Ogom casts Shadow Bolt while Jammal'an is active; interrupt it when the Healing Wave assignment is covered.

Shadow Word: Pain
Utters a word of darkness, inflicting Shadow damage to an enemy every 3 sec. for 18 seconds.
Account for Ogom's Shadow Word: Pain while healing the players moving out of Flamestrike.

Curse of Weakness
Remove Ogom's Curse of Weakness from a Physical attacker when curse removal is available.
Tank- Keep Ogom from reaching the healer while Jammal'an is interrupted. Reposition out of Flamestrike without leading a transformed ally into the next pack, and destroy Earthgrab Totem if it prevents that move.
Healer- Leave Flamestrike even while Ogom's Shadow Word: Pain is ticking. Keep clear of the ally transformed by Hex, and call for the Earthgrab Totem to be destroyed if its roots stop your escape.
Damage- Assign Healing Wave interrupts before pulling and focus Jammal'an while Ogom is held. Switch to Earthgrab Totem when it appears; control a hexed ally instead of attacking that player to death.
Pit of Sacrifice
Return from the prophet's room and clear the central dragonkin before taking Dreamscythe and Weaver. Use the outer wall for the drakes' Wing Flap instead of fighting beside the opening in the floor. Keep both breath cones away from the group and agree which drake dies first.
Creatures
- Nightmare WyrmkinElite Dragonkin
Keep an interrupt ready for a Nightmare Wyrmkin's Sleep. A sleeping healer or tank is the reason to stop the next dragonkin pull, even if the current target is nearly dead.

Sleep
Puts an enemy to sleep for up to 20 seconds. Any damage caused will awaken the target. Only one target can be asleep at a time.
Weaver
Elite DragonkinWeaver turns the central pit into a positioning hazard when its Wing Flap overlaps the group's handling of Dreamscythe.
Abilities

Wing Flap
Strikes enemies in a cone in front of the caster, knocking them back.
Use the outer wall rather than the edge of the central opening as the tank's knockback stop.

Acid Breath
Leave Weaver's Acid Breath cone clear even while the group is attacking Dreamscythe.
Tank- Secure Weaver as the group returns from Jammal'an. Keep your back to the outer wall and its Acid Breath away from the tank holding Dreamscythe.
Healer- Cover the player holding Weaver even if Dreamscythe is the damage target. Keep a route along the outer floor so following a Wing Flap cannot take you toward the pit.
Damage- Keep Weaver controlled while attacking the called drake. Reposition along the outer floor after Wing Flap instead of crossing the pit or Weaver's frontal cone.

Dreamscythe
Elite DragonkinDreamscythe is met on the return from Jammal'an, where an uncleared central hall leaves little safe space for Wing Flap and Acid Breath alongside Weaver.
Abilities

Wing Flap
Strikes enemies in a cone in front of the caster, knocking them back.
Settle Dreamscythe on the cleared outer floor with the tank backed by a wall, away from the central opening.

Acid Breath
Keep Dreamscythe's breath cone away from Weaver's tank and the players coming out of the prophet's room.
Tank- Pick Dreamscythe up before the group spreads out of the prophet's room. Establish a wall-backed position for Wing Flap without pointing Acid Breath across Weaver's position.
Healer- Cover the Dreamscythe tank's breath damage even if the group kills Weaver first. Stay on the cleared outer floor rather than following a knockback toward the central opening.
Damage- Let the tank establish Dreamscythe away from the pit before committing damage. Keep behind its breath cone and stay on the called target while Weaver is also active.
Sanctum of the Fallen God
Take the western ritual room if the group brought an Egg of Hakkar or Yeh'kinya's Scroll. Clear the room before beginning. During the ritual, collect Hakkari Blood from the Hakkari Bloodkeepers and use it to extinguish the Eternal Flames. Intercept Nightmare Suppressors approaching the altar while the blood carrier completes that job; then prepare for the Avatar rather than starting another pull.
Creatures
- Hakkari FrostwingElite Beast
Hakkari Frostwings combine Frostbolt Volley with Frost Nova. Stop the volley where possible, and clear the current pull before advancing while Frost Nova has players rooted.

Frostbolt Volley

Frost Nova
Inflicts Frost damage to nearby enemies, immobilizing them for up to 8 seconds.
- Hakkari SapperElite Beast
Interrupt the Hakkari Sapper's Mana Burn before repeated casts empty a healer's mana. Deal with it before committing the summoner to the ritual.

Mana Burn
- Hakkari BloodkeeperElite Beast
The Hakkari Bloodkeeper supplies Hakkari Blood for extinguishing an Eternal Flame. Let the assigned carrier collect it while the rest of the group keeps the ritual enemies away from them.
- Nightmare SuppressorElite Dragonkin
Intercept Nightmare Suppressors on their way to the altar and stop Suppression. Chasing ritual enemies elsewhere while a Suppressor works at the altar leaves the event's objective undefended.

Suppression
Completing the blood-and-flame ritual leads to an Avatar fight where Cause Insanity can turn a faster-moving ally against the group while Lash disables the tank.
Abilities

Cause Insanity
Drives an enemy target temporarily insane, speeding its attacks by 50% and its movement by 80%, as well as causing it to attack its own allies for 6 seconds.
Control the affected ally without killing them; Cause Insanity makes them attack their own group and move faster.

Curse of Tongues
Forces nearby enemies to speak in Demonic, reducing their casting speed by 50% for 15 seconds. Only one curse per warlock can be active on any one target.
Remove Curse of Tongues from the healer first when it slows the casts needed to cover Lash.

Lash
Stuns an enemy for 2 seconds. and has a chance to disarm.
Keep the tank healthy before Lash; the stun and possible disarm prevent an immediate response.
Tank- Keep the Avatar occupied while another player handles an ally affected by Cause Insanity. Plan protection before Lash instead of relying on an ability after the stun lands.
Healer- Cover Lash's stun and possible disarm, and ask for Curse of Tongues to be removed if it slows your casts. Stay clear of an ally turned hostile by Cause Insanity.
Damage- Control a player affected by Cause Insanity instead of attacking them to death. Remove Curse of Tongues from the healer if your class can, then return damage to the Avatar.
Southern hall
Take the southern passage for Morphaz and Hazzas before entering Eranikus's chamber. Finish the surrounding dragonkin and position against solid walls for Wing Flap. When both drakes are engaged, keep their Acid Breath cones on the tanks and concentrate damage on the agreed first target instead of turning a drake through the group.
Hazzas
Elite DragonkinHazzas makes the southern passage unsafe when Wing Flap turns a tank's knockback into an Acid Breath aimed through the group beside Morphaz.
Abilities

Wing Flap
Strikes enemies in a cone in front of the caster, knocking them back.
Brace the tank against a solid wall before Wing Flap; leave the route toward Eranikus out of the knockback path.

Acid Breath
Keep Hazzas's frontal Acid Breath away from players handling Morphaz, and heal the lingering damage on its target.
Tank- Hold Hazzas with a wall behind you so Wing Flap cannot send you farther down the southern hall. Keep its breath away from the players fighting Morphaz.
Healer- Choose a position that can reach both drake tanks without entering either frontal cone. Continue covering Hazzas's Acid Breath after Wing Flap moves its tank.
Damage- Keep to Hazzas's side or rear and follow the agreed target order with Morphaz. Do not cross a drake's front to chase damage after Wing Flap.
Morphaz
Elite DragonkinMorphaz shares the southern approach with Hazzas, so the group must keep a second breath cone controlled instead of treating the passage as a single-drake pull.
Abilities

Wing Flap
Strikes enemies in a cone in front of the caster, knocking them back.
Choose a wall-backed position before Wing Flap can knock Morphaz's tank away from the other drake.

Acid Breath
Keep Morphaz's Acid Breath off Hazzas's tank and the group; its damage continues after the breath hits.
Tank- Claim Morphaz separately from Hazzas if both are active. Brace Wing Flap against a wall and leave a safe route for allies behind Morphaz instead of between the drakes' breath cones.
Healer- Track Acid Breath on Morphaz's tank separately from damage on Hazzas's tank. Avoid moving into Morphaz's cone when Wing Flap changes the tank's position.
Damage- Commit to the called drake while Morphaz remains controlled. Keep behind or beside it and wait for the tank to settle a Wing Flap knockback before following.
Chamber of the Dreamer
Finish the temple's remaining dragonkin before pulling Shade of Eranikus; do not leave them as extra enemies for the final fight. Establish the backup threat holder before the first Deep Slumber. Keep ranged players away from the boss's War Stomp and leave the group outside Acid Breath's cone.

Shade of Eranikus
Elite DragonkinShade of Eranikus tests whether the group can keep the boss controlled while Deep Slumber makes the current tank unable to act and immune to assistance.
Abilities

Deep Slumber
Lulls an enemy into a deep sleep for 15 seconds., rendering it unable to act, but also making it invulnerable.
Have the backup threat holder take over when the tank sleeps; the sleeping player is immune to attacks and spells, so healing or hitting them is not a wake-up method.

Acid Breath
Keep the group outside the frontal cone, and continue healing Acid Breath's damage over time after the initial hit.

War Stomp
Ranged players should stay away from the nearby stun and knockback so War Stomp does not disable the healer as well as the tank.

Thrash
Gives the caster 2 extra attacks.
Keep a health reserve for Thrash's extra attacks, especially when Acid Breath is still ticking.
Tank- Establish a backup threat holder before pulling. When Deep Slumber disables one tank, the other must keep Eranikus's Acid Breath pointed away from the group rather than chase the sleeping player.
Healer- Heal the active threat holder during Deep Slumber; the sleeping player is immune to spells. Stand outside War Stomp and account for Thrash while Acid Breath continues ticking.
Damage- Reduce threat while the backup takes over during Deep Slumber. Attack outside Acid Breath's frontal cone and avoid bringing ranged players into War Stomp to follow a moving boss.