Tanaris used to be a jungle and territory of the Gurubashi Empire, and Zul'Farrak was a city there. When the Great Sundering shattered the ancient landmass, the area swiftly became the desert of Tanaris. The Farraki tribe of trolls were stranded here and eventually adapted to their harsh new environment, becoming sand trolls.
From Blizzard's Official World Dungeons site: This sun-blasted city is home to the Sandfury trolls, known for their particular ruthlessness and dark mysticism. Troll legends tell of a powerful sword called , a weapon capable of instilling fear and weakness in even the most formidable of foes. Long ago, the weapon was split in half. However, rumors have circulated that the two halves may be found somewhere within Zul'Farrak's walls. Reports have also suggested that a band of mercenaries fleeing Gadgetzan wandered into the city and became trapped. Their fate remains unknown. But perhaps most disturbing of all are the hushed whispers of an ancient creature sleeping within a sacred pool at the city's heart - a mighty demigod who will wreak untold destruction upon any adventurer foolish enough to awaken him.
|Faction||Quest name||Quest giver||Zone location|
|Alliance||Hero's Call Board||Any capital city|
|Horde||Warchief's Command Board||Any capital city|
|Neutral||Trenton Lighthammer||Sandsorrow Watch, Tanaris|
|Chief Engineer Bilgewhizzle||Zul'Farrak entrance|
|Mazoga's Spirit||Zul'Farrak entrance|
|Mazoga's Spirit||Zul'Farrak entrance|
Zul'Farrak is a big circle, so the end boss can be done before most of the mini-bosses. Chief Ukorz Sandscalp can only be reached after defeating Nekrum at the end of the Pyramid Battle. Talking to the goblin before Sergeant Bly, therefore, most parties classify him as the "End Boss". Gahz'rilla can be done before or after the Pyramid Battle/Sergeant Bly/Chief Ukorz Sandscalp, so in some sense, he can also be the "End Boss". Nevertheless, it's a technical thing. Zul'Farrak is one of the first instances you may use your mount in, due to it being an outdoor instance.
Group and level guidance
- Player limit: 5
A good group composition would require a tank, an adept healer and an AOE, mage being the best class, due to their large range of AOE attacks. AOE is essential for certain boss fights and non-elite trash mobs, unless you want to clear individual mobs. This instance can be extremely tough in places, depending on player level, and careful pulling is of critical importance. It is far too easy here, when attempting to pull one mob, to accidentally pull more, and for the group to then wipe because they underestimate the mobs' strength. It is also extremely important to avoid opening too many of the graves inside the instance and unleashing all of the zombies at once, since doing so will quickly lead to the group being overrun.
The treasure available here is of good quality, with a large array of green items and a decent drop rate of silver and cloth, as well as some leather from the basilisks which accompany the trolls in certain places.
The instance is almost completely outside, allowing for the use of mounts.
This instance is one of the last major ones that players will experience before the Blackrock Mountain complex and the commencement of serious raiding. As such, also given the level of difficulty, it provides an excellent environment for players to develop the group co-ordination skills and depth of familiarity with their characters that they will need before moving on to such places. If you think you're good at running an instance group, ZF will provide you with an opportunity to discover whether or not that perception is accurate.
- Main article: Zul'Farrak loot
Zul'Farrak should be treated with respect even by higher level players. Due to runners, even level 70 players can find themselves overwhelmed as dozens of mobs swarm onto them. It is, however, easily soloable at level 80, especially by players with area-effect attacks.
- Dwarf (one, Murta Grimgut)
- Goblin (one, Weegli Blastfuse)
- Human (two, Sergeant Bly and Raven)
- Hydra (one, Gahz'rilla)
- Orc (one, Oro Eyegouge)
- Sand Trolls
- Skeletal warriors
- zombies Troll
In the RPG
Zul'Farrak is a place of brown adobe walls and mud-brick buildings, similar to the troll settlements found in Stranglethorn Vale. It is impressive that trolls separated for thousands of years build a new town using the same construction methods known only to their ancestors thousands of years and miles away. It is said that an ancient weapon, Sul'thraze the Lasher, is held by the trolls within Zul'Farrak, and another legend says that a mighty demigod sleeps within a sacred pool inside the village. The Sandfury trolls attack anyone that approaches their city.
- There were over 300 trolls when Aram was captured.
- As recorded on before patch 3.0.8, one group member in possession of was needed to summon Gahz'rilla. Now he can be summoned by simply clicking the summoning gong at the end of his pool.
- As it is an outdoor instance, it is fully formed in uninstanced Kalimdor. Currently, it is populated by relatively low amounts of regular mobs that scale to level 60. The pyramid where the Sandfury Executioner encounter is located has a swarm of dancing Trolls.
- In World of Warcraft: Game Manual the name of the place is also written as Zul'farrak.
- Patch 4.0.3a (2010-11-23):
- Level raised to a level 44-54.
- New quests.
- Patch 2.3.0 (2007-11-13): Level range lowered from 42-48.
- Patch 1.5.0 (2005-06-07): New load screen added.
- Patch 1.3.0 (2005-03-07):
- Capped at ten players.
- Toned down the Zigguraut event.
- Fixed stuck NPCs that were causing "in combat" issues.