Researched from public sources, not tested in game. Some details come from Classic and may differ in Forever.

In this guide
  1. Preparation checklist
  2. At a glance
  3. Quests to pick up first
  4. The run
  5. Loot worth staying for
  6. Tips

Preparation checklist

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Preparation

At a glance

WoW: Forever, five players. Location: northwestern Tanaris, around 39, 20. Travel from Gadgetzan to the troll city's entrance. For provisional planning, aim around 46-49 with a tank ready for level 48 Ukorz in current client data. The broad 44-54 guide band covers several different party strengths. Allow roughly 60-90 minutes for quests and the pyramid.

The detailed mallet, quest and pyramid route below uses Classic evidence for a future Forever run. Current Forever access, event rules, level tuning and drops still need confirmation. This guide has been checked against public sources, not tested in game.

Quests to pick up first

Collect the Gadgetzan quests together, then decide whether to make the longer prerequisite trips before the run.

  • Troll Temper, Trenton Lighthammer in Gadgetzan: collect 20 Troll Temper from eligible trolls inside. Check that every quest holder has the full count before leaving.
  • Divino-matic Rod, Chief Engineer Bilgewhizzle in Gadgetzan: loot the rod from Sergeant Bly after the pyramid event and the separate fight with his party.
  • Scarab Shells, Tran'rek in Gadgetzan: collect 5 Uncracked Scarab Shells from the scarabs inside. Kill a few at a time, away from a live troll pack.
  • Tiara of the Deep, Tabetha at her hut in Dustwallow Marsh: kill Hydromancer Velratha and loot the tiara. The Mage-trainer breadcrumb to Tabetha is optional.
  • The Prophecy of Mosh'aru, Yeh'kinya at Steamwheedle Port: first complete Screecher Spirits in Feralas using Yeh'kinya's Bramble on the appropriate bird corpses. Then accept the dungeon stage for tablets from Theka the Martyr and Hydromancer Velratha.
  • Gahz'rilla, Wizzle Brassbolts at the Shimmering Flats raceway: loot Gahz'rilla's Electrified Scale for Carrot on a Stick. Someone in the group must bring the completed Mallet of Zul'Farrak to summon him; every quest holder does not need their own mallet.
  • Nekrum's Medallion, Alliance: follow Gryphon Master Talonaxe's Aerie Peak chain through Witherbark Cages and The Altar of Zul until it sends you to Thadius Grimshade at Nethergarde Keep. Accept the medallion stage before the pyramid; Nekrum Gutchewer is an event boss.
  • The Spider God, Horde: follow the Venom Bottle chain from the Hinterlands through Apothecary Lydon and Master Gadrin in Sen'jin Village. Read the Tablet of Theka in Theka's area. It is a world object, distinct from Theka's Mosh'aru boss drop.

Make the mallet before travelling to Tanaris

In original Classic, kill Qiaga the Keeper at the Altar of Zul in the Hinterlands and loot the Sacred Mallet. Take it to the altar at the top of Jintha'Alor and use it there to create the Mallet of Zul'Farrak. Both places contain dangerous elites, so plan a separate group trip. A Sacred Mallet left unconverted cannot ring the gong.

Wildmane the Elder is a Lunar Festival visit when that holiday is active. A quest appearing in Forever client data does not make it a permanent leveling objective.

The run

The city branches, so this order groups the graveyard and pyramid objectives before the final gate. The pool can also be cleared earlier if your group prefers; the important dependency is completing the pyramid and sending Weegli to the door.

  1. Antu'sul, optional cave detour: clear the surrounding basilisks before approaching the cave, since proximity can start the encounter. The tank holds Antu'sul while damage dealers kill his summoned basilisks and totems. Interrupt heals and do not leave fresh adds on the healer.
  2. Theka the Martyr: kill him for the first Mosh'aru Tablet and read the nearby Tablet of Theka for the Horde quest. At low health he becomes resistant or immune to physical and Shadow damage; use another damage school or wait out the effect while the tank holds him.
  3. Witch Doctor Zum'rah, graveyard: do not open every shallow grave on the approach. Graves can release zombies and overwhelm an unprepared group. Zum'rah is neutral until approached. Gather his zombies, destroy useful enemy totems and interrupt heals or dangerous damaging casts. Keep the healer on cleared ground with line of sight.
  4. Pyramid event: clear the top and defeat Sandfury Executioner, then loot the Executioner's Key. Recover health and mana before using it to open the cages and release Bly's party. Stay near the allied NPCs while the troll waves climb the stairs. Keep Weegli alive for the final door, protecting him from loose enemies and healing him if your abilities permit. Let the tank collect stragglers; damage dealers help with area damage and interrupt healers. Do not charge to the foot of the pyramid while waves are still active.
  5. Nekrum Gutchewer and Shadowpriest Sezz'ziz: at the end of the assault, hold both on the tank, focus one down and interrupt Sezz'ziz's heals. A safe default is Nekrum first with a separate interrupter on Sezz'ziz. Loot Nekrum's Medallion if required.
  6. Weegli, then Sergeant Bly: after the event, speak to Weegli Blastfuse and ask him to blow open the final door before making Bly hostile. Let him leave safely. Only then challenge Bly for the rod. Control or kill healer Murta Grimgut first, then caster Oro Eyegouge, Raven and Bly. The tank gathers the whole hostile party.
  7. Hydromancer Velratha, pool: clear the nearby packs and pull her separately. Interrupt her healing, gather any accidental adds and loot both the Tiara of the Deep and second Mosh'aru Tablet if needed. Do not assume the neutral scarabs make the rest of the courtyard safe.
  8. Gahz'rilla, optional summon: clear the pool and nearby patrols first, then have the mallet holder use the gong. Fight in the pool so launched players can land back in water, or use solid terrain to limit displacement. Standing beside the pool does not itself prevent fall damage. Keep possible landing areas clear and the tank within healing range through the heavy knockback.
  9. Chief Ukorz Sandscalp and Ruuzlu, final door: confirm Weegli has opened the way. The tank holds both and faces their attacks away from the party. Kill Ruuzlu first, then Ukorz, saving a defensive or strong healing for the final enrage.

Zerillis, Dustwraith and Sandarr Dunereaver are optional rares. Check only the safe side areas your group wants; their absence does not prevent the pyramid or final boss. Avoid a shortcut that leaves the quest scarabs or a required tablet behind.

Loot worth staying for

Inherited targets to compare with current Forever items and boss tables before farming:

  • Antu'sul: The Hand of Antu'sul and Vice Grips.
  • Zum'rah: Zum'rah's Vexing Cane and Jumanza Grips.
  • Gahz'rilla: Gahz'rilla Fang and Gahz'rilla Scale Armor; his quest awards Carrot on a Stick.
  • Sezz'ziz: Bad Mojo Mask and Diabolic Skiver.
  • Chief Ukorz: Big Bad Pauldrons and The Chief's Enforcer.
  • Velratha and Bly are important for quest items even when their ordinary gear is not an upgrade. A quest tiara has no value to a player without the relevant objective.

Tips

  • Confirm the finished mallet is in a group member's bags before promising Gahz'rilla. It is the common avoidable reason for a missed summon.
  • Leave time for the pyramid, its two bosses, Weegli's walk and Bly's separate fight. Freeing the prisoners alone does not award the rod.
  • Assign the person speaking to Weegli and keep everyone else from starting Bly early.
  • After a failed pyramid attempt, check Weegli is alive and able to open the door before continuing toward Ukorz.
  • Check both tablet objectives and all collection counts before hearthstoning. Several turn-ins are far from Gadgetzan.

Sources

No original sources linked yet.

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