I know this is an older quest now, but it's the kind of quest that has been rattling around in my log taking up space for over a year and I finally decided to do it. Based on many people I know in the same situation, not having ever finished this quest past this point, and the fact that I found almost no information on how to complete it, I decided I'd fill everyone in after figuring it all out myself in order to save you some time and effort. For those of you who haven't been in ZG since it was changed from a 10 man raid to a 5 man heroic (like myself up until I did this quest), it's a lot different in some places and very similar in others.
So first the big question: I did manage to solo this on my Ret Pally, avg. ilvl 500 exactly. However, I wasn't able to solo it on my MM Hunter, avg. ilvl 496, or my Fury Warrior, avg. ilvl 480. I don't think it was the small difference in gear so much as my Pally's ability to heal himself while putting out good dps and being able to mitigate a good deal of damage. I don't know what to tell you about other classes as I've not tried with any others. You might want to two-man this.
OK, so you need to get the quest item, the Zul'Gurub Stone, from the last boss in ZG, Jin'Do the Godbreaker. To kill him, you do not need to finish all the sub-bosses first. You only have to kill the two High Priests, Priest Venoxis, and Priestess Kilnara. This allows you to go directly to Jin'Do the Godbreaker for your quest item, without having to kill any of the other bosses.
So, when you first enter the instance, the first boss used to be the Bat-Boss, but she is no more. Instead you move straight across the first two bridges heading east to your first encounter at "The Coil" with High Priest Venoxis. The fight is similar to the original and not terribly difficult at 90. After that, you move back west across the bridge you just came across, and move north across the next two bridges to arrive just southwest of the Temple of Bethekk. Dino mobs to the left, Troll mobs to the right, you can carefully thread the needle and aggro neither and walk up the steps to Kilnara's Lair. Trash mobs inside, not many, until you get downstairs and see Kilnara, where you move inside the room and engage her to have the door slam shut and fight 'till the death. It's basically the same as old ZG, at about 50% she transforms and summons a million panther beasts to help chew on your face, burst her down at this point as all those adds do a lot of damage.
Once your done with her, you move back south across one bridge to the center island with Jin'Do, and travel up to the top in the rear just like in the old ZG. I engaged the boss, and had no problem with it being a traditional tank n' spank until at some low point, maybe 40%-ish? Jin'Do became immune to attacks at the back of the platform, and all of the spirit ghost type mobs that didn't interact with you before now suddenly attack you and more spawn constantly.
Jin'Do is now chained to the deck at 3 or 4 points, and these chains are immune to all attacks. What you need to do is, much like in the original ZG, go down the stairs to the left or right and grab a Gurubashi Spirit, the really big guys standing 1 per corner on the staircase platform around the place, they look like berserkers, and drag one to the top to a chain tie down point, where it's targetable. Stand on it while gently dpsing the Spirit, as the goal here is to have him cast body slam on you while you're standing on the chain end (You don't want to kill him before he body slams). This will break the chain's defenses, and allow you to damage it and ultimately kill it. Once the Spirit has slammed you and the chain, quickly kill it and that chain. Kill off the group of ghosts that have started to mob you so you don't get behind and bogged down, and then rinse, repeat, until all the chains are gone.
Once you've done this, the fight's over. Jin'Do does not return to the mortal plane for a final phase, he just does some cinematic and dies, becoming Jin'Do the Broken. The stone to complete your quest will be on his body as loot, one for each member of your party on the quest, if there's more than one of you in your case of course.
Like I said, I did this with a bit of difficulty solo as a Ret Paladin with ilvl 500 gear, more because it was a learning curve and took me a few tries to figure out how to kill Jin'Do with the chain thing. I think a Blood Knight or a Feral Druid or even a Warrior might be able to do this with relative ease solo as well, also with minimum gear around 500-ish.
Quest
Booty Bay's Interests
A World of Warcraft quest in Zul'Gurub. Facts and objectives from the current retail game data.
The highest voted Wowhead comments for this page. They are community notes, not TheWoWDB comments.
Despite Overseer Blingbang's affiliation with Booty Bay, completing his quests will NOT lower your Bloodsail Buccaneer rep (whew!)
If you're a high leveled char going back to do this quest for fun and are having trouble with the chains on the last boss, make sure to actually kill at least one of the big trolls on the four platforms around the area BEFORE you start the fight. That way their spirits are in the nether realm and so you can use them to destroy the chains. You can use the same one, just kite it around and make sure not to hit it and one shot it. If you don't do this, you can't kill the boss and if you don't have any boss reset mechanics (feign death, shadowmeld etc), you'll be stood around for a looooong time!
Quest facts
The client quest POI data records no map location for this quest, so no map is shown.
Check whether you have already completed this quest
in-game: /run print(C_QuestLog.IsQuestFlaggedCompleted(29154))
Requirements
Read from the Blizzard quest API.
Description
I've been sent here by Baron Revilgaz of Booty Bay to make sure this troll menace is halted. Or that it is at least halted at the gates of Booty Bay. I want action and I want results. I want you to get in there and kill. I want you to get in there and find me something that will help keep these trolls out of Booty Bay. You do that and we'll make sure you get paid.
Getting there
Inside the dungeon: Zul'Gurub
Zul'Gurub was the capital of the Gurubashi jungle trolls, a tribe that once controlled the vast jungles of the south. It was here that Jin'do the Hexxer summoned the savage loa Hakkar the Soulflayer into Azeroth.
Bosses in the Adventure Guide, in order: High Priest Venoxis, Bloodlord Mandokir, Cache of Madness - Gri'lek, Cache of Madness - Hazza'rah, Cache of Madness - Renataki, Cache of Madness - Wushoolay, High Priestess Kilnara, Zanzil, Jin'do the Godbreaker.
Entrance: Zul'Gurub, Northern Stranglethorn at 72.2, 32.9.
Instance text, bosses and entrances are the client’s Adventure Guide data.
Community notes from Wowhead · 10 comments
Top 3 shown aboveThe comments below were written by Wowhead users. They are community notes, not TheWoWDB comments. See them in context on Wowhead.
The top 3 are shown in Top Comments above. Read all 10 on Wowhead.
Where this quest fits
Other quests with this name
This one: Alliance only · Zul'Gurub · Level 35 · Heroic.
Steps, storylines and map placement from the client’s QuestLine, prerequisite and QuestPOI data; neighbouring quest text is Blizzard’s own (quest API), shortened to its opening sentences.