Difference between revisions of "Dire Maul"

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Addition:  How to pwn east side in 20 minutes or less.
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'''Addition:  How to pwn east side in 20 minutes or less.'''
  
 
This is from memory, so it may not be all inclusive. But, some of us have found we can kill all the major bosses in east in about 20 minutes or less (you do miss the giant imp guy for your DM key though). Given that all bosses from hydroNooB to prince tortellini all have about the same drop rate for books, this is a great way to maximize your chances for book drops without having to get pwned in the face by serious competition like Kromcrush or the prince. Remember to look for dusky tomes at each boss point.
 
This is from memory, so it may not be all inclusive. But, some of us have found we can kill all the major bosses in east in about 20 minutes or less (you do miss the giant imp guy for your DM key though). Given that all bosses from hydroNooB to prince tortellini all have about the same drop rate for books, this is a great way to maximize your chances for book drops without having to get pwned in the face by serious competition like Kromcrush or the prince. Remember to look for dusky tomes at each boss point.

Revision as of 20:00, 16 December 2005

Maps

East Side
West Side
North Side

Quests

All quests involving Dire Maul are listed below and sorted by faction.

Alliance Quests

54 (57) Lethtendris's Web - This quest is obtained from Latronicus Moonspear in Feathermoon in Feralas. To complete it you must kill Lethtendris in Dire Maul East.

54 (61) Elven Legends - This quest is obtained from Scholar Runethorn in Feralas. To complete it you need to get to the library (either from north or west) and click the skeleton on the ground near Lorekeeper Lydros. After completing it Lydros will allow you to do the Libram quests.

Horde Quests

54 (57) Lethtendris's Web - This quest is obtained from Talo Thornhoof in Camp Mojache. To complete it you must kill Lethtendris in Dire Maul East.

54 (61) Elven Legends - This quest is obtained from Sage Korolusk in Camp Mojache. To complete it you need to get to the library (either from north or west) and click the skeleton on the ground near Lorekeeper Lydros. After completing it Lydros will allow you to do the Libram quests.

Neutral Quests

54 (58) Pusillin and the Elder Azj'Tordin - This quest starts at Azj'Tordin in feralas NE of Camp Mojache. You need to recover a Book of Incantations from Pusillin in Dire Maul East.


56 (60) Shards of the Felvine - This questline starts in Moonglade at Rabine Saturna. You can grab the shard without the quest and grab the quest line later. The Felvine Shard is on the ground right behind Alzzin the Wildshaper the last boss of Dire Maul East.


56 (61) The Madness Within - This quest starts at the Shen'dralar Ancient inside the west wing. She is on the top level above Teldris. To complete the quest you will need to kill the prince. He is only attackable after killing the demon, and si the last boss of west wing.


56 (61) The Treasure of the Shen'dralar - Follow up to "The Madness Within", you just go to the library for your reward.


58 (60) A Broken Trap This quest is obtained at a broken trap inside the north wing. Setting the trap will take Guard Slip'kik out of the way so you can get maximum tribute. You need 1xFrost Oil and 1xThorium Widget to complete this quest.


56 (60) The Gordok Ogre Suit - This quest is obtained from Knot Thimblejack inside the north wing. This quest is repeatable. You need an ogre suit to bypass the captain for maximum tribute. To do this quest you will need to bring him 4xBolts of Runecloth, 8xRugged Leather, 2xRune Thread, and 1xOgre Tannin. After a tailor or leatherworker has done this quest, talk to Knot and he will teach you how to make an ogre suit for roughly half the materials.


58 (60) Free Knot! - This quest requires a Gordok Shackle Key. The key is a random drop from most any ogre. Once you have the key talk to Knot Thimblejack and he will have some dialog to options about the key, after that you can get this quest to set him free. After doing the quest he will leave so make sure oyu get your ogre suit made first if you need him for that. The reward is a box of random tailoring and leather working stuff. It always has a BoP pattern for tailoring or leatherworking.


56 (60) Unfinished Gordok Business - This quest is obtained from Captain Kromcrush inside the north wing. You can only get this quest if you become the ogre king and keep the captain alive.


58 (60) The Gordok Taste Test This quest starts from Stomper Kreeg <The Drunk> after you become the ogre king. He gives you some beer to try for free. You can buy more from his shop.


58 (60) Libram of Focus - Lorekeeper Lydros will give you this quest if you have completed "Elven Legends" already. It takes 1xLibram of Focus, 1xPristine Black Diamond, 4xLarge Brilliant Shard, 2xSkin of Shadow


58 (60) Libram of Protection - Lorekeeper Lydros will give you this quest if you have completed "Elven Legends" already. It takes 1xLibram of Protection, 1xPristine Black Diamond, 2xLarge Brilliant Shard, 1xFrayed Abomination Stiching


58 (60) Libram of Rapidity - Lorekeeper Lydros will give you this quest if you have completed "Elven Legends" already. It takes 1xLibram of Rapidity, 1xPristine Black Diamond, 2xLarge Brilliant Shard, 2xBlood of Heroes

Class Quests

Mage

60 (60) Arcane Refreshment - This quest is obtained from Lorekeeper Lydros in the library. This teaches the rank 7 conjured water spell. You need to kill Hydrospawn in East wing to complete it.

58 (62) The Arcanist's Cookbook This quest starts from a random drop from any DM boss: The Arcanist's Cookbook. You need to take it to the library (from north or west wings).

Hunter

58 (62) The Greatest Race of Hunters This quest starts from a random drop from any DM boss: The Greatest Race of Hunters. You need to take it to the library (from north or west wings).

Priest

58 (62) Holy Bologna: What the Light Won't Tell You This quest starts from a random drop from any DM boss: Holy Bologna: What the Light Won't Tell You. You need to take it to the library (from north or west wings).

Shaman

58 (62) Frost Shock and You This quest starts from a random drop from any DM boss: Frost Shock and You. You need to take it to the library (from north or west wings).

Rogue

58 (62) Garona: A Study on Stealth and Treachery This quest starts from a random drop from any DM boss: Garona: A Study on Stealth and Treachery. You need to take it to the library (from north or west wings).

Warlock

58 (62) Harnessing Shadows This quest starts from a random drop from any DM boss: Harnessing Shadows. You need to take it to the library (from north or west wings).

Druid

58 (62) The Emerald Dream... Druid Only This quest starts from a random drop from any DM boss: The Emerald Dream: Fact or Carefully Planned Out Farce Perpetrated By My Brother. You need to take it to the library (from north or west wings).

Warrior

58 (62) Codex of Defense This quest starts from a random drop from any DM boss: Codex of Defense You need to take it to the library (from north or west wings).

58 (60) Foror's Compendium This quest starts from a random drop from any DM boss: Foror's Compendium of Dragon Slaying. You need to take it to the library (from north or west wings). Leads to The Forging of Quel'Serrar and eventually will get you a Quel'Serrar.

Paladin

58 (62) The Light and How To Swing It This quest starts from a random drop from any DM boss: The Light and How To Swing It. You need to take it to the library (from north or west wings).

58 (60) Foror's Compendium This quest starts from a random drop from any DM boss: Foror's Compendium of Dragon Slaying. You need to take it to the library (from north or west wings). Leads to The Forging of Quel'Serrar and eventually will get you a Quel'Serrar.

Bestiary

East Side

Alzzin the Wildshaper lvl 58 - boss

Alzzin's Minion level 56

Death Lash lvl 58

Fel Lash lvl 56

Hydroling lvl 57

Hydrospawn lvl 57 - boss

Ironbark the Redeemed lvl 58

Lethtendris lvl 57 - boss

Pimgib lvl 54-56 - boss - ?? maybe Lethtendris' pet ??

Old Ironbark lvl 58

Phase Lasher lvl 46-55

Pusillin lvl 56-57 - boss

Warpwood Crusher lvl 54-56

Warpwood Guardian lvl 54-58

Warpwood Stomper lvl 52-58

Warpwood Tangler lvl 52-56

Warpwood Treant lvl 51-55

Whip Lasher lvl 49-54

Wildspawn Betrayer lvl 47-56

Wildspawn Felsworn lvl 47-56

Wildspawn Hellcaller lvl 51-57

Wildspawn Imp lvl 51-56

Wildspawn Rogue lvl 51-57

Wildspawn Satyr lvl 47-56

Wildspawn Shadowstalker lvl 51-56

Wildspawn Trickster lvl 55-57

Zevrim Thornhoof lvl 55-57 - boss

West Side

Arcane Aberration lvl 55-60 - Immune to Arcane spells.

Arcane Feedback lvl 56-60 - Immune to Arcane spells.

Arcane Torrent lvl 56-60 - Immune to Arcane spells.

Cadaverous Worm lvl 59-60

Eldreth Apparition lvl 55-58

Eldreth Darter lvl 58-59

Eldreth Phantasm lvl 54-59

Eldreth Seether lvl 58-59

Eldreth Sorcerer lvl 58-59

Eldreth Spectre lvl 53-59

Eldreth Spirit lvl 55-58

Eye of Immolthar lvl 59-61

Ferra lvl 58-60

Highborn Summoner lvl 55

Illyanna Ravenoak lvl 58-60 - boss

Immol'thar lvl 60-61 - boss

Lord Hel'nurath lvl 61-62 - boss

Magister Kalendris lvl 56-60 - boss

Mana Burst 54-60

Mana Remnant lvl 52-59

Petrified Guardian lvl 55-59 (not 100% certain)

Petrified Treant lvl 55-59 (not 100% certain)

Ironbark Protector lvl 59 - ?? East or West ??

Prince Tortheldrin lvl 60-61 - boss

Residual Monstrosity lvl 54-60

Rotting Highborn lvl 54-59

Shen'dralar Ancient lvl 60

Shen'dralar Zealot lvl 59

Skeletal Highborne lvl 54-58

Tendris Warpwood lvl 55-60 - boss

Tsu'zee lvl 55-59 - boss

Xorothian Dreadsteed lvl 62 - boss

North Side

Gordok Brute lvl 52-60 - Hard hitting melee mob. They have an uppercut attack that can knock back a short distance.

Gordok Mage-Lord lvl 52-58 - Caster mob that uses flamestrike, polymorph and frostbolt. Can pack a melee punch but much less armor and hp than the brutes.

Gordok Mastiff lvl 52-59 - These non-elites come in groups. Either a pack of 3 or more dogs, or maybe with an ogre leading them around. They can see stealth at a very long range, even further than they can see non stealthed. It is easier to drop stealth and sneak by than attempt sneaking anywhere near these dogs. Although they are non elites they hit really hard and snare, so can be a difficult mob to AoE.

Guard Mol'dar lvl 59 - This is a pretty trivial boss located in the courtyard of the room where you first zone in. If going for maximum tribute you want to leave this guy alive, however he drops a key you will need to complete the instance. You can either kill him and reset the instance for the key or have a rogue pick the lock later on. His only move to watch for is a charge that has a big knockback. Preferably pull him to some safe corner to fight in and make sure there are no mobs really close to be knocked into.

Carrion Swarmer lvl 52-58 These very weak non-elites are found at a few spots in the instance. AoE can finish them fast, but they pose no danger even without it. Watch out even when you are the king these guys are still hostile.

Stomper Kreeg <The Drunk> lvl 54-59 - This lazy ogre is sort of funny to watch but pointless to kill. You should leave him alive for maximum tribute, also his drops are just the same chance at a book that everyone else gives you as well as some beer. He has some effects that he uses in combat to make you drunk, but nothing difficult to overcome. If going for maximum tribute you don't need to be near him at all, if he is in your way you can sneak by when he goes to sleep.

Guard Fengus lvl 59 - This is another easy boss. I can't recall any special moves, maybe someone else can detail the fight a bit more. If going for maximum tribute slip by when he patrols by. Make sure to the loot the courtyard key from the box in the center of the courtyard to continue on.

Gordok Reaver lvl 57-61 - This is a pretty similar mob to the brutes in melee power. They trade their uppercut for a cleave.

Gordok Warlock lvl 55-60 - These ogres have doomguard pets that can be annoying. They also cast Curse of Tongues, Immolation, Shadow Bolt and Banish. Banish is undispellable so it can cause big problems sometimes.

Doomguard Minion lvl 54-60 - These non-elite demons are the pets of Gordok Warlocks. Kill these first as their Rain of Fire, Cripple and War Stomp are all very annoying.

Wandering Eye of Killrog lvl 55-60 - There are 2 eye patrols in the warlock section. You need to get them at the first possible opportunity. If left alive they summon Netherwalkers.

Netherwalker lvl 60 - These demons are summoned in pairs by the wandering eyes. They might look like a simple voidwalker, but they are very tough and cast an AoE. I haven't fought these often (I'm good at killing eyes) so if anyone has more experience post your advice here.

Guard Slip'kik lvl 59 - These smart ogre patrols around the warlock section near Knot. If you are going for maximum tribute you will proboably need to repair the frost trap to keep him occupied so you can slip by. I've never ever fought this ogre, so no idea what he does if you fight him. Someone else can put that here.

Knot Thimblejack lvl 50 - This goblin gives you the quest for the ogre suit needed to bypass Kromcrush. Also if you have a shackle key you can set him free for a special pattern.

Gordok Bushwacker lvl 59 - This ogre spawns to attack you once you loot the tannin from the basket at the end of the warlock section. The tannin is needed to make an ogre suit.

Captain Kromcrush lvl 61 - This big ogre hits pretty hard (uses Mortal Strike I believe) and also uses Intimidating shout a lot. If you are going to kill him make sure you have a lot of room for fear. If only the warrior is in melee then Intimidating shout will not send him running, he will just be feared in place.

Gordok Captain lvl 58-60 - These big melee ogres cast fear and use a shadow shock spell. When you fight them make sure you have plenty of room in case you are feared. Use tremor totems or fear ward if you have them as well. They come in groups so good CC will be necessary or else you might have a lot of fear getting thrown around.

Cho'Rush the Observer lvl 60 - This boss spawns with King Gordok. If going for max tribute you need to keep him alive while you kill the king. If you dont care about tribute just kill him then the king.

King Gordok lvl 62 - This is a really tough boss. He has a huge knockback/charge attack. He can mortal stike and hits very hard, he can also enrage. If you are keeping the observer alive this will be a tough fight and it never is a push over. Make sure your tank gets firm aggro and the dps need to lighten up and not pull any aggro off the tank.

Gordok Spirit lvl 60 - These Ogres watch you as you fight the King, nothing special about them at all.

Mizzle the Crafty lvl 60 - After the king dies Mizzle comes out to crown you the new ogre king and show you your tribute.

Gordok Tribute - This is where you receive your bonus items for skipping bosses as they give the new king his tribute.

Outside Instances

Gordok Mauler lvl 47-54 - These guys have an uppercut knockback attack. For the most part you will just avoid everything outside the instances.

Gordok Ogre-Mage lvl 46-53 - These guys have a frost bolt and a sheep spell. Maybe more stuff I don't fight them very often.

Gordok Enforcer lvl 46-54 - More melee ogres outside the instance, like usual you can proboably just avoid these.

Gordok Hyena lvl 43-54 - Watch out as these packs of dogs see stealth at a very long range.

Griniblix the Spectator lvl 57-58 - This NPC shouts to zone when rare bosses spawn in the arena.

Mushgog lvl 60 - This is a rare spawn arena boss. I've never fought him before, but his drops are the same as the others 2 random BoE blue items.

Skarr the Unbreakable lvl 58 - This is a rare spawn arena boss. He is a tough melee fighter with a knockback. Shouldn't pose too much of a problem unless you have to pvp a few other groups for the spawn. He drops 2 random BoE blues for your trouble.

The Razza lvl 56-60 - This chimera is a pretty tough boss. He has some high damage and it can be a challenge with only 1 healer. This is in the pvp arena as well so you may have to deal with other players fighting you for it. He drops 2 random BoE blues as well.

Walkthrough

First how do you even get to Dire Maul. It is located in central Feralas just north of the road. As you enter the area you will see a variety of elite ogres and some stealth seeing dog packs. Head up the ramp and into the very large hallway. All wings can be accessed from the courtyard so that is the usual location to aim for. Follow this large hallway till it intersects with another. There will be some paths there to the north that will open into the courtyard. The center of the courtyard has a PvP arena that has some rare spawn bosses that can be a fun challenge to take on as other players will likely attack you trying to get the spawn for themselves. The wings are in their respective directions. North center for north wing, West center for west, and East center for East. North and West wings require the Crescent Key to open the door to get in. West wing also needs the key to finish the instance inside.

Also there is a side door to east, however it saves little time and skips the imp for the key so it is rarely used. Just head to the East down the big hallway at the T intersection right before entering the courtyard. You should see a tunnel to the north that leads to east.

East Side

This walkthrough assumes you zoned in from the courtyard entrance. On the map that entrance is to the west. The first thing to do is talk to Pusilin the imp who will run off further into the instance. No need to go chasing after him full speed, we will encounter him again later. Before you clear around this upper ledge in this first area I will describe some of the Mobs you will be dealing with.

  • Treant Patrols - These groups of 3 treants should be pulled as early as possible so that they dont add later while fighting another mob. They aren't too difficult to kill and are weak to fire spells (negative fire resist). You will encounter them at a few points in this area. Just keep an eye out for the patrols before pulling the bigger stuff.
  • Phase Lashers - These plants shift different attacks and resistances throughout the fight. Their color will help indicate what element they are currently using. Purple is arcane, red is fire, blue for frost and black for shadow. Arcane seems to be the most deadly and casters should watch what resistance they have and change elements if possible. They can be a tough fight and since some elements use a lot of AoEs ranged characters should stand back a bit.
  • Giant Warpwood Treants - These big guys hit hard and have a lot of HP. They also have a huge aggro range so sneaking by is risky. Just pull the other mobs that are nearby and grab these last. Make sure the treant patrols are cleared and you should be able to handle him alone.
  • Whip Lashers - These groups of 8 non elites can be quickly handled with AoE or still easily handled without it.

Note: Since most mobs are elementals, warlocks are really handy (banish ftw)

Also I should mention the green clickable ground spawns. Many of them are trapped and may spawn 4 easy non elites, a poison gas cloud or a rooting trap. They are similar to the supply crates in stratholme. If not trapped you can loot them for Thornling Seeds and Runn Tum Tubers.

Now that you know what you're up against you can safely clear along this ledge. At the South East corner you will find Pusilin the imp again and again he will run off when you talk to him. Also the side enterence is right there at the south east corner. Clear to the north and at the north east corner Pusilin will be waiting for you. Talk to him again to have him run off to the east down the tunnel. You can safely follow him to the east down this tunnel, but will encounter one stealthed saty along the way.

(Ed. note: been a bit could use some help describing the satyr rooms and the pulls here. I don't remember the satyrs as being any challenge at all)
At the end of this tunnel will be a large room with many satyrs. You need to clear to Pusilin talk to him again and he will run up to a balcony on the south side (#5 on the map). Once you reach the balcony talk to Pusilin one final time to begin the boss battle with him. He uses some fire spells and calls non elite imps to join the fight. An aoe class is handy here to handle them with quickly. After killing him your reward will be the Crescent Key, Recipe: Runn Tum Tuber Surprise and if you are lucky a class book. Also he drops a Book of Incantations for the Pusillin and the Elder Azj'Tordin quest.

With Pusilin dead you can head west down the tunnel you came in from. You want to go back to the south door that leads to another room full of satyrs. You can just take a left and stick to the left wall skipping many of the mobs in this room. You will come to a door on the left, just pass it for now and instead head up the ramp in front of you. Up here you will find another boss, the warlock Lethtendris and her pet imp. It is easy to take the imp out fast while the warrior builds aggro on Lethtendris. Then change focus to her and finish her off. She drops a few nice items as well as Lethtendris's Web for the quest of the same name. Alliance Quest/Horde Quest

Now you can head back to that path on the left that you skipped earlier. Heading down this ramp will lead you to the room with Hydrospawn. You will need to clear some satyrs (also some non elites, can't remember what type). It should be pretty similar to stuff you have handled before. Once you can get a clear pull on hydrospawn you can grab him, just pull him back a fair bit because he will knockback. Also he has a drowning debuff that is a stacked stamina debuff, the longer the fight is the less HP your warrior (or anyone standing close enough to get AoE debuffed by it) will have. As long as you stay far away from any mobs to make the knockback problem a bit less he shouldn't be too much tougher than any other high level elemental. Also he is needed for the Arcane Refreshment quest for level 60 water.

Continuing north past the hydrospawn pool, you'll find another ramp that loops down to Zevrim Thornhoof. He frontloads quite a bit of damage including a nasty curse, so be ready with big heals at the start.

After dispatching Zevrim, return to the hydrospawn pool; from there, proceed to the SW, into an adjoining room with another up-ramp. That ramp will take you up to the couryard where you'll find Old Ironbark (you could see down into this courtyard on entering the instance). Beware of patrols of three treants that move very fast. You must speak to Ironbark to open the door on the north end of the courtyard. If you have a rogue/druid along, you they can stealth to Ironbark, speak to him, then everyone can hug the east wall to the door on the north (again..beware the super fast patrols).

Once the door opens, proceed north; You'll eventually make your way around to Alzzin the Wildshaper. In his chamber, you can hop up on the rail and skip the mobs on the way down the ramp. Alzzin is protected by three lashers that you need to clear first. Once the fight begins, he'll shift shapes. In tree form, he has very high DR, high resists (just nature?...vulnerable to fire?) and meles hard. In wolf form, his DPS is very high, and he applies a nasty DoT. At about 1/5 health, he will summon some non-elite minions (have your warlock/mage save mana to AoE these guys).

Once dead, Shards of Felvine will appear behind his original position (on the ground, near the vines). Loot them quickly, as they will disappaer in a few minutes.

There are always two rich thorium veins to mine on the way out too...


Addition: How to pwn east side in 20 minutes or less.

This is from memory, so it may not be all inclusive. But, some of us have found we can kill all the major bosses in east in about 20 minutes or less (you do miss the giant imp guy for your DM key though). Given that all bosses from hydroNooB to prince tortellini all have about the same drop rate for books, this is a great way to maximize your chances for book drops without having to get pwned in the face by serious competition like Kromcrush or the prince. Remember to look for dusky tomes at each boss point.

1. Go in the south door (it's off to your east, before you ever get into the arena courtyard.

2. pull the group of mini-lashers back to the entrance, AOE. watch the patrol patterns, and if you feel safer doing so, pull the single patroller to your left, then the single static lasher to your right. then, have your puller go forward and grab the tree to the right. you have to pull him, as he's got a huge aggro radius. pull him all the way back. ensure you time it so you don't also get the 3 lasher patrol.

3. Timing between patrols, jump over the balcony, right at the corner. try to jump out and to your right. You are now standing in the lower courtyard by the door to hydrospawn's room. There's one low level satyr patroller in the passage. kill him, then have the party wait in the room at the top of the passage.

4. The puller then sticks to his right and enters the big room. hugging the right wall, he gets to hydrospawn's pool and pulls him ALL THE WAY BACK to the entryway, where the party leisurely pastes him without having to worry about being knocked back into satyrs.

5. Go to the hydrospawn's pool. do a 180 degree turn so the way you came in (SW corner) is to your right. now, look to the left (SE). pull the single satyr you can see toward the centerline. He's a caster, so use the column in hydrospawn's pool to LOS pull him. He has a pack of imps with him. AOE the imps while you tank the satyr.

6. When he's dead, go between the two colums, stick to the right, go behind the tree, along the wall, and up to where lethandris and imp are. kill the patrol on the passageway. kill bosses. go back to hydrospawn pool.

7. Facing north, go to the NE corner of hydrospawn's pool. then run across to the eastern wall. hugging the wall, go north and up to Zevim's (the sacrificer guy) room. kill the single patrol on the way. pull and kill the single satyr and his imps. fight Zevrim. get lewt. res the mage if they were the one to be sacrificed. jump over the balcony and back to hydrospawn's pool.

8. retrace your steps to the SW. you're now standing where you jumped down. Send a stealther to talk to the tree guy, so he opens the door.

9.now, it's time to play frogger. Turn to your right (north), and while watching the timing of the patrol, run along the wall until you get to a lasher. melt his face, med up, and study the pattern of the next patrol. while still sticking to the wall, run all the way to the end, kill the lasher there. to be sure of not aggroing the patrol, pull him into the corner. Turn the corner (west), and while sticking to the wall still, run through the door. Time it between runs of the 3-pack of lashers

10. Follow the passage to the big room with the last boss. using the supplied rocks, jump up onto the balcony railing. the railing by the 2nd tree is a little easier to jump up. Run all the way to the bottom. Kill the 3 lasher packs at the bottom. As soon as the first lasher pack is down, move to where ti was, to avoid the tree patrol that roams the balcony.

11. Kill the last boss, get phat lewt, and mine your 2-3 rich thoriums

West Side

To complete west side your main goal will be to clear all the pylons. Get to and kill the demon, then the prince. After zoning in you will see a large courtyard with giant trees patrolling. It is best to clear these first (note: not necessary though, we walk through the gaps), I believe there are 8 of them. After that your goal is the pylon in the center of the courtyard. We pulled the treants on one side then the mana beings around the pylon. The abberations do a mana burn explosion when they die so mana using classes should back off to avoid that.

After clearing the first pylon head west down the staircase to kill Tendris. He does an AoE root, but nothing too difficult. Once he is dead you need to get to the area above you with all the undead. Return to the courtyard level and head into the undead area to the north. Be carefull some invisible (not stealthed) ghosts are lurking and will certainly cause some problems with adds. Untested, but warlock see invisibility could be handy here. Fight your way past the undead to the ramp inside to the north. The banshees should be a priority target because they nuke hard and silence. Once you reach the top of the ramp head east to the next pylon. After clearing it there is a pull of non-elite skeletons (aoeable, but fair ammount of hp). Head south past the skeletons to a quest NPC that will give you a quest to kill the last bosses here.

After getting the quest head south and clear another patch of skeletons. Another pylon lies right in your path, finish it as you have the others. After that pylon there is a hunter boss. She patrols close enough that you don't need to pull anything else to get her. Her multi-shot and volleys are deadly. Stay spread out and have your warrior position her so her back is to the rest of the party. If everyone is carefull and doesn't draw aggro this fight is an easy one. Her bear is sheepable (I suspect hibernate should work as well). After killing her the quickest way down is to run back to where the questgiver was and jump down to where you previously killed Tendris the giant tree.

In the NW corner of Tendris' area there is a locked door that you can open with your crescent key. Enter this hallway (watch out for the 3 invisible ghosts patrolling) and travel through it to the demon's chamber. In here your first priority is to pull the mana torrent patrols. These guys are immune to arcane, so if you want to aoe stick to fire and frost AoEs. In any case the non elites should die first as they have low hp. There are 2 pylons, you can clear them in any order you choose. One to the north and one to the south. You should only need to clear a few torrent patrols to reach them. Also just north of the hallway from Teldris is a path that takes you to library, that can be a good place to go to turn in quests if you have any and sell/repair.

Once all pylons are clear there is just the little matter of destroying Immol'thar the demon. You will proboably need to pull some of the monstrosities patrolling around his circle. The monstrosities split into 4 small demons that cast Arcane Explosion. They have about 500 hps, so can be AoEd very quickly by a mage that is prepared for them. I like to time a flamestrike to land right when the monstrosity dies then follow it up with a cone of cold to kill them all instantly. If that fails, frost nova and destroy them at range.

Now that you are at Immol'thar you need someone to be prepared to destroy the eyeball's he spawns. I covered it easily as a mage as they each have about 700hp. They spawn at a rate of 1 every 10 or seconds or so. If you use a macro to /target eye you can quickly and easily kill them. If you let them live they will cast a teleport to send people falling into the center of the circle. It is a realy bother to have your healer teleported. With the eyeballs under control he is not too difficult of a fight.

Finally the prince challenges you to face him in battle. He is in the library that seperates the north and west wings. He has a nasty knockback that can cause the warrior to lose aggro. Fighting him in a corner proboably would be a good idea. He didn't seem to impossible, especially had we known about the knockback. After he dies you can turn in that quest you received earlier that will let you come back to the library and take an item from the chest near prince.

North Side

Most runs on north side are done with the goal of a full tribute award. This walkthrough will follow that path.

First these are the things you need before you start. You need 1 Thorium Widget and 1 Frost Oil to repair the trap. You need 4 bolts of runecloth (made from 20 runecloth by a tailor), 8 rugged leather, 2 rune thread. If you have a tailor with the ogre suit recipe you only need 2 bolts of runecloth, 4 rugged leather and 1 rune thread. Also you will need the inner sanctum key or a rogue with enough lockpicking skill. Someone please add the required skill to lockpick the inner sanctum You can get the inner sanctum key off Guard Mol'Dar the first guard in the courtyard then reset the instance for maximum tribute.

The path I take is like this. We zone in and first work on the patrols. One will be a single brute that patrols up to the courtyard ramp and over to the southeast corner. Another is a patrol of an ogre and 2 dogs that patrols all the way around the courtyard and also goes down the ramps into the courtyard as well. With those 2 patrols out of the way we head west (left) from the hallway you zone in at and pull the large group there. It is usually 4 ogres, although I have seen it spawn a smaller group. There is a patrol that walks close and you need to wait for it to leave or else risk another add. With that group down we wait and grab the patrol that walks nearby as well. Then I follow the courtyard wall west till the edge and follow the wall north about halfway up the courtyard there is a group of an ogre and some dogs. Pull that to make room to pull the 3 ogres to the west.

After you pull the group of 3 ogres to the west the objective is to run up the ramp and across the courtyard. Stop in the middle, loot the key from the box, and run down the other ramp and through the courtyard door. Don't rush up to it at first, there are many patrols that can foul things up. Start by grabbing the ogre and dogs to the north of the ramp. With them gone start killing patrols and working your way to the top of the ramp. At the top of the ramp look for how Guard Fengus patrols. Wait for him to path down the south ramp to give your group the largest opportunity to run across. With him patrolling the southern path you should run across, take the key from the box and run down the west ramp and through the courtyard door using the key you just received.

Now you are inside the warlock section. You need to watch for Wandering eye of killrogs. They will summon 2 tough demons if you give them the chance so if you see one destroy it fast. In fact after zoning in before the first pull you should just wait and watch for the wandering eye and kill it before it causes any problems. With it out of the way you can start the first easy pull. You can solo pull the reaver here with a body pull. With him dead you can take the warlock easily. If possible CC the warlock and kill the non-elite pet first. The pet can AoE stun so healers should stand a bit away. After that continue moving down, being able to CC the warlocks so you can kill their pets will be a big help in this section. At the bottom of this ramp is a very easy aoe pull of bugs. After this you get to a big room with the broken trap. First off just wait for the eye and kill it when it patrols close enough. With the eye gone you need to repair that trap to get the guard out of the way. You have two choices here. If you have a priest they can mind soothe the ogres and you can repair the trap then back off and let the guard walk into it. If you do not have a priest pull the 2 warlocks really far back so that the guard will not add in when he patrols back.

With the warlocks cleared and the guard trapped you can safely talk to Knot. If you have a key you will not want to release him quite yet. First you should get your ogre suit (if you have a tailor that can make it you won't need to do the quest). To make the ogre suit you will need the ingredients you brought in plus some ogre tannin that could spawn in the box knot leaves behind or from the basket up ahead. If you still need the tannin just wait on saving him till you get it in a bit. Next you need to get to the ramp above your head. Go west and then south to the base of the ramp. Go up the ramp clearing the ogre groups in the way. Up the first ramp is a group of ogres standing near a fire. Clear them to get at the tannin basket and take the tannin you need for the ogre suit. Only one tannin can be taken and it is BoP so make sure someone who has the rest of the suit ingredients gets it.

With your new ogre suit made you need to get to the captain to fool him. It is best to not put on the suit till you are at the captain since it is a one time use and only lasts for 10 minutes. At the top of the ramp 2 reavers will guard a door to the inner sanctum. Use the key from the first guard or a rogue to get past this door (a Large Seaforium Charge will also work). Through this door there are 3 ogres. Pull the nearest reaver and he should come solo with a level 60 pulling. With him clear the other 2 shouldn't pose any problem. Now you need to wear that ogre suit and get rid of the captain. He will run off to the courtyard letting you lead your "prisoners" in to see the king (Note: Ensure that you talk to the captain before the rest of your group enters his aggro range. He will attack anyone not in the ogre suit until you have talked to him).

The large room the king is in is the next task to clear. Be aware there is a patrol of 3 dogs. Pull it when you get a chance. You will want to pull the ogre groups you find here far away as the captains cast fear and that can cause you to run into more mobs if you aren't carefull. Also there is a large group of dogs in the center. While dogs are non-elite they hit very hard so AoE can be a bit difficult to use if you go that route. Destroy them however you choose. Once you have this room cleared (ignore the gordok spirits) you can proceed with the king.

The king is an interesting fight if you want maximum tribute. For the best tribute you need to keep Cho'rush the Observer alive. He spawns as a random class, I've seen mage, priest and shaman so far. The healing classes are dangerous because he can heal the king. The mage is tough because he can counterspell your healer. The strategy I've always used is to have me (a mage) kite Cho'rush far away from the group so he doesn't interfere with the fight at all. I can handle myself against him just fine without heals. I use a lot of rank 1 frostbolt, cone of cold and frost nova and blink for emergencies. If needed I can bandage a little, but I usually hold up just fine with mana shield. Counterspell is a great way to get aggro on him fast at the start of the fight as well. I've heard a rogue can tank him pretty well also while the rest of the group fights the king. I imagine many classes could keep him occupied just fine. At low health the observer will rejoin the fight even if you pulled him away, hopefully the fight is over by the time he returns to the king.

With the king dead and the observer alive the observer will run and call for Mizzle. Talk to mizzle to receive your tribute and be named the new king of the gorduk. A lot of great stuff can drop from the tribute, including stuff you cannot get by just killing the bosses. As the new king you can talk to the ogres you left alive and receive buffs, quests and beer from them. Also as a bonus you can zone out causing you to lose the king buff then zone back in and kill all the ogre bosses you skipped (except slip'kik stuck in the ice block). This way you can get even more rewards.

It seems that the boss drops are much worse if you did a tribute run. This was a recent change, you can still get some drops from them but it may not be worth the time.