Enforcing Fate

Zul the Prophet: Vol’jamba is busy consolidating his power. His Sight has shown him that he will fight, and perhaps even that he will die, and so he looks to all his tools to save himself. I will need you to be my hands, as he will come as soon as I show myself. You will undo all the preparations he has made for this day. Do as I say and we will both find ourselves enjoying the king’s favor.


Sabotage Vol’jamba’s precautions.

  • Gong sabotaged
  • Urn of Voices Placed
  • Urn of Voices Placed
  • Urn of Voices Adjusted
  • Bottle of Mojo

Enforcing Fate


Zuvembi Brew

Zul the Prophet: Zuvembi brew is arguably a witch doctor’s most insidious concoction.

Driven by the cauldronmaster’s strength of mind, Zuvembi brew takes the will of those who breathe its fumes. It makes them compliant, easily manipulated.

It is low magic, relying upon ancient cantrips and recipes known only to witch doctors of a certain skill. If we want to eradicate this brew, we must slay those that brew it.

Find the Zuvembi brewer lurking here and see that this knowledge is erased.


Slay Zuvembi Brewer Zekal.

Zuvembi Brew


Zul’s Ethical Dilemma

Zul the Prophet: Hm.

The Gurubashi have earned a reputation for betrayal and weakness. Their activities in Zul’Gurub will be a stain on our records for generations to come.

On the other hand…

The Zandalari are above the use of slaves. We are strong, capable. The very existence of mindslaves in this great city is insulting.

There is a chant that will free their minds. Use it near the Mindslaves to free them.

Or you can simply kill them– It makes no difference to me.


Free 8 Mindslaves.

Zul's Ethical Dilemma


Arrogance of Vol’jamba

Zul the Prophet: Vol’jamba thinks his Sight has surpassed mine. I warned against such arrogance many years ago, but we see how well he listened. (Zul chuckles.) No doubt he will attempt to deter us as we encroach upon his sanctum. Listen if you like but remember that he is desperate to save himself. His truth is distorted by fear. Destroy his masks and we will walk unharmed through this passage.


Destroy Vol’jamba’s masks.

  • Voice of Vol’jamba silenced
  • Eyes of Vol’jamba blinded
  • Spite of Vol’jamba thwarted

Arrogance of Vol'jamba


The Urn of Voices

Zul the Prophet: Vol’jamba does possess the Sight, and so even now he is taking precautions against us. Regrettably his vision is incomplete. You will help me prepare for his demise and deal with his followers simultaneously. The tool you will use is called the Urn of Voices. Take it and venture into Tal’gurub. Slay his followers, destroy their golems and masks. Their spirits, once released, will fill the urn. Oh, and try not to die while holding it. The Urn of Voices is not discerning.


Collect 30 Ounces of Soul from enemies within Tal’gurub.

The Urn of Voices


Needs a Little Body

Zul the Prophet: I am here primarily to deal with my wayward student. His followers, however, I will leave to you. I have seen a possible future that is… concerning. Rivers running red with poison, dead filling the streets. And these… “Jambani” asserting themselves as the new rulers of Zuldazar. This cannot come to pass. Fortunately for you, I know how to avoid that fate. I think you will find their cauldrons are missing one key ingredient.

(He stares at you.)

Something to give it a little body, perhaps?


“Improve” 3 concoctions prepared by the Atal’Jamba acolytes.

  • Atal’jamba Ungo
  • Atal’jamba Iri
  • Atal’Jamba Kor



King Rastakhan: My prophet is a loyal servant, but he has his own ideas of how things must be.

I have sent him to Tal’gurub to deal with a mess of his own making. One of his pupils, a witch doctor by the name of Vol’jamba, has taken the Gurubashi enclave as his own and ousted my guards.

Meet Zul at Tal’gurub and ensure this nuisance is dealt with. Do not let him get… distracted.


Meet Zul the Prophet in Tal’gurub.


Battle for Azeroth Zandalar Exploration Videos

Zandalar is the Horde continent in Battle for Azeroth. These Zandalar Exploration Videos take you to almost every corner of Zuldazar, and Nazmir. At the moment, Vol’dun is not open for testing.

Zuldazar is the capital of Zalandar. The zone is heavily inspired in Mayan pyramid and building architecture with a mix of Peruvian mountains and Incan music? The main pyramid has a rotating wheel that somewhat resembles the Mayan Calendar stone tablet.

Zandalar is inhabited by the Zandalar, but citizens of each troll tribe from every corner of Azeroth has a representation. The fauna includes all types of big and tiny dinosaurs, gorillas, tigers, birds, Hyppos, and yetis.

This zone is huge in size and took me 3 hours to explore each area for this video. I clicked on all the NPCs that had a initial quest so that you know where to go find one. If you wish, you may pause the video to read the quests. I only keep the quest window visible for a couple seconds. You may also find the location of flightmasters.

Nazmir is the homeland of the Blood Trolls. The eerie music theme will keep you on paranoid mode. Besides blood trolls praying to their loas, and things from beyond, you will also find risen troll bones, and spirits, blood creatures, dinosaurs of all kinds, and a giant boss at the center of Nazmir.

After the Cataclysm, the land became a mangrove swamp. Careful with the crocs and piranha-like creatures roaming the waters. Stick to the roads, religiously. To the northeast, a temple is taken by Faceless Ones who open portals into the Void. To the west, the Sethrek captured Horde members and zandalari. To the north, blood trolls mine the carcass of a giant turtle corpse for prime material for their rituals.


Battle for Azeroth Kul Tiras Exploration Videos

Kul Tiras is the Alliance continent in Battle for Azeroth. These Kul Tiras Exploration Videos take you to almost every corner of Drustvar, and Tirisgarde Sound. At the moment, Stormsong Valley is not open for testing.

Drustvar is the smallest of the zones of Kul'Tiras. The center is a diagonal alps mountain separating the east and western autumn-like forests. On the eastern plateau, the Barrowknolll Cemetery turns into a greenish hue mist which reminds me of Tirisfal Glades. Thick and tall autum trees. Deep red leaves in various shades adorn the ground. Massive Kul Tiran buildings, same architecture as those in Tol Barad. Just a few steps south, Gol Koval, the landscape turns into a snowy hill inhabited by Awoken Guardian elementals.

On the western plateau, the Crimson Forest is a creepy zone with wickedmen and beasts made of wood, human and animal bones, and fur interconnected by shadowy sinew -- raised by ritualist witches. The animals and birds attack you on sight. The music immerse you in a sense of fright and dread.

Tree trunks are a blend of greyish blue shades with dark redish leaves. The ground has blends of orange, dark red with random dark green bushes. This place looks dead. As if the shadowy magics are slowly siphoning the life out of nature. The ambience makes the few water streams and lakes look sickly black purple. Bears and other animals radiate black and light blue energy. A sign they have been affected by the void.

Anyport is a bit to the northwest. The grass is light cream with light green hues over dark brown dirt. Autumn trees. To the northwest corner, the Chandlery Wharf is the Irontide pirate port. Corlain is filled with farm plots invaded by witches. Just a few steps east into the mountain it blends into the snowy alps.


If you thought Valley of the Four Winds, Krasarang Wilds, and Townlong Steppes were odd-shaped, then Tiragarde Sound takes the crown with its strangest silohuette. A large portion of its southmost sound is empty or impassable at its snowy mountains. Still, it took me a bit over two hours to explore the entire zone as you may see in the video.

The most common problem plaguing this zone are pirates and factions of a divided nation. To the south, the pirates have assaulted and destroyed the Daelin wall that has kept the city protected.

This zone feels a lot like Howling Fjord, and the city of Boralus is almost as big as the city of Suramar. I think some areas still need to be populated. The zone isn't finished. The northwestern corner still has non-textured walls (flat gray).

Where Dustvar is split in half by a diagonal mountain range, Tiragarde Sound is split diagonally by water. There are two types of transport: Flightmaster and Ferry.