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Halls of Origination Entrance Location

The Halls of Origination in Uldum is a level-85 five-player dungeon available in World of Warcraft: Cataclysm, featuring an unparalleled journey through the timeless titan construction and seven unique boss fights. Hidden deep within its halls lies an ancient treasure that, if placed in the wrong hands, could endanger all life on Azeroth. Should players survive the perils of Uldum, they will be called to help Brann Bronzebeard unlock the mysteries within these treacherous titan halls and protect the titans' ancient secrets.

A non-linear dungeon, the Halls' entrance can be found at [72, 52] of eastern Uldum inside the large pyramid.

Outside the pyramid are four massive statues, placed as if acting like sentries for the Halls of Origination and the grounds in front of it. They represent the four titanic watchers inside the dungeon at The Four Seats: from the left to right, Rajh, Ammunae, Setesh and Isiset.

Location

Uldum [72, 52]

Race(s)

 Neferset tol'vir
 Stone trogg
 Undead
 Watchers

End boss

Isiset
Ammunae
Setesh
Rajh

Instance info
Type

Dungeon

Advised level

85

Minimum level

84

Minimum average
item level

305 (normal)
329 (heroic)

Player limit

5

Geography

The Halls of Origination are located in Uldum, north of Vortex Pinnacle. The entrance to the pyramid is on the eastern side. It's likely that you'll discover this dungeon on your map while questing since it's smack in the middle of early Harrison Jones quests. There is a third floor not on the map visited during  [83D] Doing it the Hard Way.

Halls of Origination

Quick Facts
 
  • Level: 85
  • Required levels: 83, 84
  • Required item level: 305, 329
  • Territory: Contested
  • Instance type: Dungeon
  • Heroic mode available (85)
  • Number of players: 5
  • Location: Uldum
  • Final boss: Rajh

The Halls of Origination are part of the Titan research facility of Uldum. Along with Ulduar and Uldaman, it was used by the Titans thousands of years ago. Unlike the other two, the Halls' purpose was not to be a prison--it was used for research and development of new races. One of those races was the Tol'vir - a mix between humans and cats, most of which populate the other Uldum dungeon, the Lost City of the Tol'vir, where it is rumored that a deadly secret is hidden. 

HoO is a popular dungeon among fresh 85s because of the sheer number of bosses and relatively little trash, as well as the option to skip straight to Rajh, the 'final' boss. It requires level 84 and minimum ilvl 305 to queue up on Normal.

Players who complete  Map of the Architects with  Tol'vir Hieroglyphic grant the party  Map of the Architects--but really, it's a Tol'vir Hieroglyphic, why would you?

From the Blizzard Community site:
Constructed by the great titans, the Halls of Origination are filled with ancient relics and the fearsome guardians that protect them. Rumors abound that the complex also contains a devastating weapon capable of reordering all life on Azeroth. Deathwing has moved to obtain this terrifying device through his agent, Al'Akir the Windlord. Thus far the facility's communication systems have been fully corrupted, but the weapon inside continues to elude Deathwing's grasp.

The sand-filled pyramid is an archaeologist's delight, filled with relics of an earlier age and the fearsome automated defenses that protect them. But a greater treasure is rumored to lie hidden deep within the halls - a secret that could endanger all life on Azeroth.

The armies threatening Uldum know of this secret, and they hope to use it as a weapon. Finding, entering and protecting the Halls of Origination is no longer a matter of academic interest."

Encounters

  • Temple Guardian Anhuur – In the final days of the Halls of Origination's use by titanic forces, Temple Guardian Anhuur was endowed with the willpower needed to wield the Light. Thus empowered, he was charged with judging the purity of those entering the facility.
  • Earthrager Ptah – Outside Earthrager Ptah's tomb, the sand is littered with the bones of creatures purified by Anhuur. It is said that Ptah can bend these remains to his will and send them against beings who manage to elude the facility's first line of defense.
  • Anraphet – The Anraphet maintenance unit was created to man the inner workings of the Halls of Origination. In the event that the facility is contaminated by foreign entities, Anraphet will access programs designed to annihilate the intruders by any means necessary.
  • Isiset, Construct of Magic – Isiset serves to regulate the arcane energies contained within, and produced by, the Halls of Origination. Legend has it that this construct has become enraptured with her own arcane mastery and the perfection with which it seemingly endows her.
  • Ammunae, Construct of Life – Although designed to reduce Azeroth to its base elements, the reordering system inside the Halls of Origination also creates new life. To that end, the construct Ammunae regulates the natural energies coursing through the facility to ensure that life will exist on a reforged Azeroth.
  • Setesh, Construct of Destruction – Given the purpose of the Halls of Origination, the titans deemed it necessary to create Setesh, a construct who holds sway over the powers of destruction. Should Setesh ever fall to corruption, the results would be disastrous.
  • Rajh, Construct of Sun – Rajh oversees the energies that have both sparked life and snuffed it out in an untold number of his kin. Considered the mightiest of his fellow constructs, Rajh holds the power to unleash the fury of a thousand suns upon Azeroth.

Entering the Halls

You will immediately learn the gravity of your situation in the Maker's Overlook when stumbling over the bodies of those who have entered the Halls of Origination before you, seeking power... and failing. Those who survive beyond the entrance of these ancient corridors will be greeted by Brann Bronzebeard just outside the dungeon's transport system to the upper reaches. It will require more than the guidance of Brann to advance upward, however, as the secrets of these halls must first be unlocked.

Geography

Location: Uldum. North of Vortex Pinnacle. Entrance to the pyramid is on the eastern side. It’s likely that you’ll discover this dungeon on your map while questing since it’s smack in the middle of early Harrison Jones quests.

 

Related Articles:

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