World of Warcaft Dire Maul Notes, Tips, and Additional Info

Alongside the dungeons, the area contains in the plaza an exclusive PvP arena in which members from the same faction compete to the end.

Dire Maul North is remembered well by the majority of raiders as one of the main sources of world buffs, which used to be key to defeating bosses in raids back then. In what was referred to as a "tribute run," people disguised themselves as Ogres in order to escape guards, and later become the kings of the Gordok tribe to gain extra loot and buffs. It was among Blizzard's first divergent dungeons in which alternative routes, such as the ability to skip bosses was encouraged.


Alongside the dungeons, the area contains in the plaza an exclusive PvP arena in which members from the same faction compete to the end. Each now and then bosses appear in the center of the arena, with random world drops. collecting these NPCs is a popular way to get Orb of Deception as both of the rares have an increased than average chance to drop it.


Dire Maul is a three-wing instance that is located on the northern outskirts of Feralas. It was once proud Highborne city known as Eldre'Thalas, but now lies in ruin, surrounded by ogres, satyrs, and undead. Only a tiny remnant of the initial Highborne population remains and is a murderous sect known as the Shen'dralar. The range of enemy levels is 36 to 52, however, it was previously one of the highest-level pre-Burning Crusade instances before having its level range reduced by Patch 4.0.3a. Dire Maul was made for groups of five. characters must be at least level 31 to enter in the Warpwood Quarter or 37 to be able to enter the Capital Gardens or Gordok Commons.


Dire Maul contains three wings in two different instances. The wings are known as Dire Maul East, West and North. The North and West wings are North wings are in one instance, and are connected via The Athenaeum. At the center of Dire Maul, connecting the three wings is an open space populated by ogres and containing a special PvP arena. This arena, consisting of an oval pit that has entrances and exits located on the east and west sides it is similar to the Gurubashi Arena in Stranglethorn Vale in the sense that "free to all" PvP combat is permitted within its boundaries. Every six hours, a special mob appears within the area (Skarr unbreakable The Razza or Mushgog). They drop BoE blue objects.


The entrances for the Capital Gardens (Dire Maul West) and Gordok Commons (Dire Maul North) Gordok Commons (Dire Maul North) have been unlocked since World of Warcraft: Cataclysm Cataclysm (previously locked, and could only be opened by the Crescent Key and a [Powerful seaforium Chargeor [Elemental Charge for Seaforium], a rogue with Lockpicking at 300 or greater or by a Blacksmith that has [Arcanite Key], [Cobalt Skeleton Keyor [Titanium skeleton Keyand the Gordok Commons (Dire Maul North)). It is possible to obtain the Crescent Key could be obtained by defeating an imp Pusillin on Dire Maul East. In addition to permitting access to the other wings of the scenario the Crescent Key allowed individuals to enter the Capital Gardens (Dire Maul East) by a cut-off at the Lariss Pavillion, which is located directly to the north from Camp Mojache.


Warpwood Quarter


Warpwood Quarter (aka Dire Maul East) has been stolen by the evil Alzzin the Wildshaper, a satyr who has corrupted this Fruit of Fertility tree to the point that it can produce horrendous [Felvine Shards]. Alzzin has attracted all kinds of corrupted plants, demons, satyrs, and mages who have joined his fight. The entire district is overgrown with bizarre plant life. Dire Maul East is considered the easiest among the three wings and does not require a key to access it.


Capital Gardens


Capital Gardens (a.k.a Dire Maul West) is infested with ghosts and skeletons of the deceased Highborne and it is home to a variety of arcane creatures such as mana surges and ancients. Yet the most notable person living in Dire Maul West is Immol'thar the demon who was imprisoned on this plane in the hands of Prince Tortheldrin. Many millennia back the Prince, assisted by his Shen'dralar allies built five pylons of mystical power to secure Immol'thar's release so that they could take his energy to sustain their eternal existence. Warlocks need to visit the prison to summon their dreadsteeds to take on their quest, N Warlock|} 60D Dreadsteed of Xoroth. Tendris Warpwood is a corrupted Ancient of War is also found within Dire Maul West. Alliance paladins must take him down as part of the quest A Paladin|Paladin's} Ancient Equine Spirit (60D) in order to get their charger. Additionally, Tendris Warpwood also guards the gate that leads from Dire Maul West into Immol'thar's prison, where players can also enter The Athenaeum.


Gordok Commons


Gordok Commons (a.k.a Dire Maul North) is considered to be the hardest, or, at the very minimum, the most interesting and unusual the wing of Dire Maul. The district is now occupied by a ogre clan that is known as the Gordok. Dire Maul is unique in that the players that visit can choose from a variety of. It is possible to, in typical way, kill all the bosses within the area for rare rewards and they could also make use of a variety of crafting, questing and sneaking tasks to carry out an "tribute game." In a tribute run , the characters kill only King Gordok the chief of the Gordok tribe, and keep all the bosses in play. In return for saving the lives of other bosses in the instance, the characters receive higher quality, however fewer, rare items from a tribute chest. In addition to this, the Gordok declares them Kings, which allows access to a variety of two-hour buffs and the quest N [60D] The Unfinished Gordok Business.


Being a Dire Maul in just one visit


A few suggestions to do Dire Maul in just one visit:


Start with Dire Maul East for the key.


Plan to do a Tribute Run. Continue to maintain Captain Kromcrush as well as Stomper Kreeg alive with quests are available from them after the tribute run has been completed.


Make sure to talk to the Shen'dralar Ancient before killing Immol'thar.


You need to kill Immol'thar in order to make Prince Tortheldrin hostile, and also to steal the chest behind the Prince to complete Captain Kromcrush's quest.


Dire Maul East


You can enter via Northwest (there are three ways to enter) or go to the east and talk to Pusillin (#1 in the maps) located in the northwest corner, by the walkway that is broken, to cause him to move (this is located on the second floor of the room that Old Ironbark, #2 on the map, can be found in). Chase Pusillin to the north east corner of this main room and then speak to him again.


Go east to the large room and go upstairs (#5 from the top of the page). Speak with him again to take on him. Grab the [Crescent Key] from his corpse.


Returning to the main room, you can turn to the south and enter a big area (#3 of the Map). Three bosses live here (Hydrospawn, Lethtendris, and Zevrim Thornhoof) however, only Zevrim Thornhoof needs to be killed to finish Dire Maul East.


After you've killed Zevrim Thornhoof, take the staircase that spirals down to get to the room with Old Ironbark (#2 on the map). Talk to him and have him smash down the door that is on the north side. Go through the passage to #4.


In the last room, make your way through one end of the circular. remove the mobs that are that are in front that of Alzzin the Wildshaper, then kill him.


Get a Felvine Shard, which is the red crystals, which are found near the back of the thorny vine, if you own N [60D] Shards of the Felvine (can be acquired at Level 56). This quest requires N [60] A Reliquary for Purity, which will take players to Silithus.


Also called DM The latter is an abbreviation shared with The Deadmines. If you're unsure, look up the status of the person seeking an organization (shift select their name). Some players try for clarity by cutting Dire Maul as DiM or DiM or Deadmines and The Deadmines to VC (after The Deadmines' final boss, Edwin VanCleef). This isn't always the case, however, as prior to the dungeon-finder, players running Dire Maul would abbreviate what part of Dire Maul they are running, i.e. : Dire Maul: East (DM East), Dire Maul: North (DM North), etc.


Dire Maul is one of seven 5-man instances that were added to the game through a patch. The other six are Maraudon, Magisters' Terrace, Trial of the Champion, Forge of Souls, Pit of Saron and Halls of Reflection.


It seems Dire Maul in an early stage was designed to be a level 34-41 dungeon that was part of Thousand Needles (see this graphics from Blizzard)


Within World of Warcraft: The Comic, Dire Maul is prominently mentioned as the venue for the annual Crimson Ring championship matches. The gladiatorial matches begin with individual single combat matches and which every gladiator team will be able to pass the individual tests and remain intact, they can then advance to team combat matches in order to compete for the team championship. It is presumed that players of teams that did not make it into team combat match continue to take part in single combat matches to fight for victory in the single-combat championship(such such as the The Bloodeye Redfist). Rehgar Earthfury's team, consisting of an amnesiac Varian Wrynn, Broll Bearmantle, and Valeera Sanguinar, has won over the team champions from last year: Giago, Two-Heads, and Brlee (members of the Gordunni Clan of Ancient Draenor).