Dire Maul East
- Level
- 54–60
- Location
- Feralas, in the middle
- Group
- 5 players
- Bosses
- 5
- Items
- 0
- Quests
- 5
Entrance. Through the central courtyard of Dire Maul in the middle of Feralas: a door on the east wall, a door from Eldreth Row, or the back door at the Lariss Pavilion with the Crescent Key.
Warpwood Quarter
2The Conservatory
345Dire Maul was closed on the beta, which stopped at level 30. This guide follows the dungeon as it was in Classic, with the boss levels from the Forever data. Blizzard has not said whether the dungeon changes for Forever.
Getting there
Dire Maul lies in the middle of Feralas, between Camp Mojache and Feathermoon Stronghold. The east wing, the Warpwood Quarter, has three ways in: a door on the east wall of the central courtyard, a door from Eldreth Row, and a back door at the Lariss Pavilion, northeast of Camp Mojache. The back door needs the
Crescent Key and puts you at the far end of the wing.
The route
The numbers match the map above.
- The chase. Just inside, talk to Pusillin (1). He runs off; follow him and talk to him each time he stops. He finally fights on a platform at the top of a ramp.
- The warlock. Lethtendris (2) waits with her imp further into the Warpwood Quarter.
- The satyr. Zevrim Thornhoof (3) guards his altar in the Conservatory. After his death, Old Ironbark breaks open the door to the last part of the wing.
- The pool. Hydrospawn (4) patrols the pool next to it.
- The shrine. Alzzin the Wildshaper (5) waits in the Shrine of Eldretharr, up a ramp with Warpwood Crushers.
Many groups jump down from the entrance to the lower level and skip the tougher trash on top.
The bosses
Pusillin
A level 57 elite imp. Mark him, so the group can follow him through the crowd. When the fight starts he calls four Wildspawn Imps. Interrupt his
Fireball and
Blast Wave. A Warlock can enslave one of the imps. He drops the
Crescent Key, which opens Dire Maul West and North.
Lethtendris
A Blood Elf Warlock with an imp. Kill the imp first and keep it away from the healer. Interrupt
Void Bolt first, then
Shadow Bolt Volley and
Immolate. Dispel Immolate and remove
Curse of Tongues and
Curse of Thorns.
Zevrim Thornhoof
He sacrifices a group member on his altar. The healer keeps that player alive, and a Paladin or Mage can escape with
Divine Shield or
Ice Block. Dispel Intense Pain, and let ranged players stand at full range.
Hydrospawn
A water elemental. Clear the adds around the pool before the pull. During the fight he calls Hydrolings that hit hard for their size: kill them with area damage if your group has it, or focus the boss. Mages need his essence for the quest Arcane Refreshment.
Alzzin the Wildshaper
Clear the Warpwood Crushers on the ramp first, or they join the fight. Alzzin changes between satyr, wolf and treant form and drops his threat at every change, so the tank has to pull him back each time. The wolf form hits the tank hardest. At 35% health adds join; hit them with area damage. Behind him lie two or three Rich Thorium Veins.
What is not known yet
- The rewards of the five quests in the Forever data.
- The loot: none of the 24 Classic items is in the Forever data yet.
- Changes for Forever: the dungeon was closed on the beta. In Classic, Isalien was summoned here for the Tier 0.5 quests; whether those quests exist in Forever is not known.