WoW Archivist: Memories of Dire Maul, part 2

Quel'Serrar
There was another book amongst those class books that stood out: Foror's Compendium of Dragon Slaying. Foror's Compendium of Dragon Slaying was an epic quality book restricted to two classes: warrior and paladin. It was something that nearly every warrior and paladin in the game wanted. It was a status symbol on the level of a legendary. In fact, it stands above many of them. Quel'Serrar is (was?) certainly more recognizable than Val'Anyr or Thori'dal and carries more mystique than Shadowmourne. It was the iconic tank weapon, second only to Thunderfury. To acquire the blade:
- Step One: Get your hands on Foror's Compendium of Dragon Slaying. The drop chance for it was absolutely tiny, so you needed tremendous luck to get it that way. More likely you would get it off of the auction house at ludicrously inflated prices (for the time). Getting the book would drive you bankrupt.
- Step Two: Take the book to the Dire Maul library and turn it in to the librarian. You'll be told the story of blades tempered with dragon blood, and be given an Unfired Ancient Blade.
- Step Three: Go fight Onyxia. Place the blade in the ground beside your main tank, so that Onyxia will breathe fire on it. Loot the blade again. It is now a Heated Ancient Blade.
- Step Four: Kill Onyxia. Stab her with the heated blade, coating and tempering it with her blood and turning it into a Treated Ancient Blade.
- Step Five: Return to the library, turn in the treated blade. Congraulations, you are the proud owner of Quel'Serrar.
In an age where epics drop from the sky like raindrops this may sound a little silly, but the day my paladin (who tanked in vanilla WoW, I'm proud to say) received her Quel'Serrar, it was one of the happiest days of gaming I've ever had. It is absolutely my fondest memory. I've earned legendaries since, and while those were still cool days, none of them compare to the day I finished Quel. It is the best weapon I've had and ever will have in the World of Warcraft. No amount of content rereleases can lessen that feeling.
Oh -- Foror's Compendium has been removed from the game, too.
Ponies of darkness and light
Dire Maul was also home to stages in the quests for the paladin and warlock unique class mounts, the Charger and the Dreadsteed. Paladins had to swing by and simply kill a tree to release the spirit of a pony, then it was off to Scholomance with them. The warlock class quest came to its conclusion in Dire Maul: East.
After killing the demon dog Immol'Thar, you use his demon circle for a ritual. You place three (very expensive) reagents in the circle to form a triangle, and demons begin to flood in. The three reagents float in the air providing a buff for you and your group. The items would semi-randomly lose power and fall out of place, and you had to re-click it to keep the ritual going at full strength. The fight was completely tailored to warlock class abilities, and a good warlock that knew how to enslave demons properly did a lot to make the fight easier. If my description isn't useful to you, here's a video from 2007:
As of Wrath of the Lich King, you no longer need to do this quest. I suspect most warlocks playing the game nowadays have never done it.
The Ashbringer...
I won't spend much time on this one, because the Ashbringer gets its own Archivist one of these days. Back in early World of Warcraft, Ashbringer was only a rumor. Players knew it had a model in the game files and that it was supposed to be one of the most powerful weapons on Azeroth. The game world was littered with rumors as to its origin and current location. Many players believed that it was in the game right from the start and we just had to figure out how to find it. Dire Maul was the source of one of those rumors.
In the Dire Maul library, the Shen'dralar Zealot NPCs were a chatty bunch. They implied that their leader, Prince Tortheldrin, knew of the location of the Ashbringer with this line of dialogue:
Curious! This guy locked away in the ruins of an ancient elven city knows about the Ashbringer? It must be a really big deal! Oh ho, what's that? You have more to say, Ms. Zealot?"Has the Prince recanted the tale of the Ashbringer? It is our most favorite of his stories. His favorite is the follow up to the Ashbringer. Of course, nobody has ever been able to get that story out of him."
Blackwing Lair had not yet been implemented in the game when Dire Maul was. Blackwing Lair was implemented in patch 1.6, three content patches and four months later. When the raid zone was finally added to the game, players were absolutely thrilled that they might receive a new hint as to where to find the Ashbringer. If you include the final phases of the beta when the rumors began, they had been tearing apart the game for nearly a year when Blackwing Lair rolled around. As soon as players started to kill Nefarian, they ran straight to Prince Tortheldrin to tell him about Nefarian, Blackwing Lair, and what they had accomplished."The Master holds great interest in the Lair of Nefarian. If only someone would defeat the dragon and his minions and retell the tale to the Prince. I bet that would loosen the Prince's lips. The Ashbringer could be found!"
Prince Tortheldrin had nothing to say. It would be the first major disappointment in the story of the Ashbringer.

In conclusion
Blackrock Depths soured players to the idea of entire cities as dungeons with its labyrinthine halls and confusing layout, so Blizzard stopped producing that sort of content. Players didn't want large, living places like that. They wanted simple, easy to understand floorplans of instances. They wanted to get from point A to point B without it being a multi-hour slog wherein you got lost every other trash pull -- not an unreasonable request. Dire Maul solved that problem. It was a seamless city broken up logically into three distinct sections. It was large and rich and full of things to discover and explore.
Dire Maul showed us that largescale cities that acted as dungeons had a place in the game, but it never happened again. It was a triumph completely overshadowed by the failures of Blackrock Depths -- and even amidst the failures of Blackrock Depths were many brilliant ideas and beautiful victories in MMO design that were never attempted again. Dire Maul also achieved what most instances nowadays do not: longevity. The things you could discover in Dire Maul, the class quests, crafting materials, the hints of Ashbringer and the pursuit of Quel'Serrar kept players coming back to this instance throughout vanilla WoW. It achieved what no amount of currency grinding ever will.
The dungeon finder and the current environment of World of Warcraft makes it incredibly difficult for Blizzard to revisit nonlinear dungeons and dungeons that encourage exploration and discovery, but I would love for them to look back on vanilla WoW and look at what worked. The vast majority of vanilla WoW has been cast aside, and in most cases that is perfectly acceptable. The MMO market (and the game market) of 2011 is not the same as the market of 2004. However, there were a lot of things they did wonderfully back then, and that's what pulled millions of players to this game to begin with.
Blizzard should look back at vanilla WoW and celebrate what they did right, not just lament what they did wrong. They've thrown out the baby with the bathwater, but it's not too late to bring her back home.
The WoW Archivist examines the WoW of old. Follow along while we discuss the lost legendary, the opening of Ahn'Qiraj, and hidden locations such as the crypts of Karazhan.






Reader Comments (Page 1 of 3)
Daeolt Jun 14th 2011 7:21PM
A great read, really.
Looking forward to more.
Gossamer Jun 15th 2011 11:03AM
It was definitely a great read. It made me very nostalgic and I'm sad to hear that you can't do the tribute runs anymore. Dire Maul was a truly unique instance and I'm sad that it's a shadow of it's former self.
Oh, and I still have my Royal Seal. :D
Coldbear Jun 15th 2011 1:48PM
Truly a great read. And DM a great instance - a shame that the Warlock quest fight is no longer required for getting your steed - they could have just done away with the reagents and placed a level-limit on the people that can help you in the fight to make it a real accomplishment.
When I finally did my first tribute run it was a gas and no-one that went with me had ever done it.
Good times going around all this stuff while filming all the soon-to-be-destroyed stuff for the "Every Boss In The Game" project. http://warcraftmovies.com/movieview.php?id=106475
noel mcleod Jun 21st 2011 11:20AM
I started playing during Burning Crusade but didn't get a max-level toon until Wrath came out. So I missed all of this, which is (on the one hand) really a shame but (on the other hand) I would never have had the time to do it anyway. The truly awesome thing about the current game model is that there is SO MUCH TO DO, but you don't have to do it all. Coming out of University I was a DM for a D&D group - it sucked up horrendous amounts of time but not much money. Which describes Vanilla WoW, and it was truly awesome for that (relatively) small group that could afford the time. But I think I like the newer model better although some more Dire Maul style content would be nice.
malohkan Jun 14th 2011 7:23PM
I feel thankful that I was able to experience this zone in its original Vanilla glory! So many great memories for sure. Thanks for this article! It really brought those memories back to life for me.
jnzombie Jun 14th 2011 7:31PM
tribute runs always confused me. We DON'T kill bosses? We need WHAT mats before even starting the instance?
I always let other people handle the details :-\
fian Jun 15th 2011 3:36AM
importantly they have changed dire maul north - you can now do a full tribute run without coming prepared with mats - no need for frost oil, thorium widget, bolts of cloth , leather or seaforium charge. Point is tribute run still available!
By the way the articles description of tribute run was a little brief:
1. you had to kill the boss in dog courtyard just inside door unless you had a seaforium charge, otherwise when you got to top of ramps with your ogre suit you met a door that could only beunlocked by key from that boss. that door is no longer locked so just ignore the dog courtyard. Unless you want to explore ot teh library which is reached from a tunnel down there!
2. Stomper creed! if you dont kill teh drunk dancer when you are king you can come back and buy drinks off him.
3. as before you need to loot teh key in the courtyard chest without aggroing the patrolling guard fengus.
4. Can now just click on frost trap to repair.
5. There is a tannin basket on teh first platform up teh ramps, afte ryou loot it and kill teh bushwackers that will spawn bring it down to goblin below who will make you an ogre suit, no longer need cloth and leather.
6. after you clear to captain cromrush one player uses ogre suit, speaks to captain and he runs off. Another boss skipped!
7. Final boss, kill teh king but don't kill the observer. Back in the day this was hard and required an off-tank on teh observer, no longer :)
Enjoy your tribute!
Mortenebra Jun 14th 2011 7:32PM
Awww, I remember begging my guildies to run Dire Maul with me so I could get the warlock mount. My lock was an alchemist/herbalist so the ghost oil (I think that's what it was...? You know, the stuff that involved hard-to-find ghost mushrooms...) was, surprisingly, one of the easier parts. I'd have a bunch on hand just so I could give them to warlocks who were also grinding out the mats and reagents for the dreadsteed. When I told them to keep the gold they'd ask, "Why?"
I'd simply answer, "Because I know what you're going through."
The Dewd Jun 15th 2011 1:17PM
We have a warlock in our guild who probably still has all the mats from his mount quest. At Vanilla prices, it was a very expensive proposition even with people in the guild helping farm ghost mushrooms and making the... shadow oil?
I think he helped at least 3 or 4 other warlocks get their mounts just by having the mats available and saving them the cash and farming.
Galaharenn Jun 16th 2011 6:09AM
I still have the mats in my lock's bank. After the effort I went through to get them, they're not being deleted till she is.
I always made a point of helping people out who were doing the quest. I and my friends ran a lot of locks through this, especially in TBC when it was almost impossible to get a group going. We did it because it was fun (and a hell of a lot easier with two locks in a group!).
It was one of the most epic quest chains ever, and I think that in these days of mounts being easily available to everyone Blizzard were wrong to take this complex quest chain for a special mount and the paladin one out of the game. No one truly needs a dreadsteed. Having completed that chain was the mark of true warlock. I was so happy when I got mine!
JonGalt Jun 14th 2011 7:41PM
Ah tribute runs, it's amazing that the original hard mode was implemented a full four years before Ulduar. It's actually still doable by the way, but no preparation is necessary as the ogre suit and the frost trap require no materials to craft.
I'd love to see Blizzard implement something along the lines of BRD and DM as instanced world dungeons outside the LFD tool. The loot would be a problem and they'd probably never please anyone no matter what they did (make it better than LFD dungeon loot or keep it the same), but I think it'd be worth a shot.
Immol'thar is in West by the way.
Sally Bowls Jun 14th 2011 8:02PM
"(removed in Cataclysm)" should be a hot key for WoW Insider writers.
Intellectually, I understand there are many technical improvements in Cataclysm. I wonder why it does not feel better.
Eddy Jun 15th 2011 7:44PM
I think it doesn't feel better because it's too convenient, streamlined, easy, accessible, mapped, cataloged and achievable.
In my opinion, the best part of WoW was how big the world was. There were a lot of quests that were sort of hidden, unimportant, basically extra credit or footnotes that weren't really part of achievements. There were whole parts of zones with no relevance to any quests. I feel like much of that has gone in the Cataclysm.
Strange that a scar that destroys the world makes everything neater and more predictable.
Murdertime Jun 14th 2011 8:11PM
Speaking as a vanilla warlock, it should be mentioned that getting your special warlock mount, even with the mats, was still vastly, vastly, vastly quicker and cheaper than getting a normal epic ground mount.
Not as aeasy as getting the paladin pony, mind you. But still.
splodesondeath Jun 14th 2011 8:08PM
The other day, I got Dire Maul on the dungeon finder. I never ran it in its prime (BC baby, sadface) but my first time there was, like Maraudon, something magical. It was so mysterious and fascinating, I loved it and I had only seen East and West.
That was a while ago - the other day however, the tank pipes up as soon as we enter, "ugh, i hate this place requeue"
It was one of the saddest things I have ever witnessed in World of Warcraft. I remember the first times, when I ran around on my character just talking to NPCs and oohing and ahhing at all the stuff. Believe me, having a patient group get lost in Dire Maul is the best thing that can happen.
themightysven Jun 14th 2011 8:17PM
Heroic Dire Maul maybe?
Wulfkin Jun 14th 2011 8:35PM
Indeed!
j0ust Jun 14th 2011 8:28PM
Dire Maul remains my favourite five man instance in terms of...well, everything. Layout, mobs, loot, lore, aethetics...this place had it all. Even a drunken, dancing ogre that sold beer. I did so many runs here, both normal and tribute, that I think by the time TBC launched I could have tanked the place blindfolded. And yet I never did get Foror's Compendium of Dragonslaying :(
It was something of an overlooked gem amongst the Alliance in vanilla, though. Despite having some of the best itemised loot for endgame - I'm thinking of things like Redoubt Cloak, Barbarous Blade, Staff of the Ogre Magi, Hedgecutter, Bulky Iron Spaulders - players tended to overlook it because it didn't drop Dungeon Set 1 pieces, and it was on another continent entirely; too much hassle to visit for many, unless they got roped into helping their paladin or warlock buddies' epic mount quests.
Which is a shame, because it was such a great place, dripping with atmosphere, sporting memorable encounters and loot that was often better than the stuff dropping in UBRS, Strat, Scholo and the like, thanks to smart itemisation. You could tank raids with the stuff from Dire Maul - you couldn't with Valorous plate.
I'm hoping that they give DM's three wings the heroic makeover treatment, since the Shen'drelar are once again accepted back into Kaldorei society. Did we kill Tortheldrin or was it merely a setback? Dire Maul would be top of my list of dungeons Blizz could re visit.
nikdaheratik Jun 15th 2011 3:16PM
It's still 2nd to BRD in my mind, which tells you something about me maybe. But then I got to run it regularly in Vanilla and didn't run BRS or DM.
meringue Jun 14th 2011 8:31PM
I *loved* dire maul. Such a fun dungeon. :)