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Instance: Dire Maul (North) Map

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World of Warcraft Instance: Dire Maul (North) Map

Instance: Dire Maul (North)


Map of the northern entrance into the Dire Maul instance (Ogres).

Drop data will be integrated shortly.

Posted by: Nogame
View Profile of Nogame

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User Comments
Bit More Description.  MaceyP on 03/27/05 05:08
 
I would like to say very well done to NoGame for the quality map he has provided for you folks, but when me and some guild members was exploring here on EU Crushridge we noticed that is not complete. From when you enter in from the Northern Gate - You will see there is Ogres both sides of you and in the yard with lots of hounds and group of 4 ogres and one boss. you can easily avoid the ogres if you want to. but go for the guard as he can drop some good loot and a key, but then you can see a door and afraid of aggroing. so go up ram slightly then jump onto side fall down onto another ledge run around and jump across and you will now be at door. As you go through the tunnel, you will eventually come to a Friendly Site of people - there is a Guy selling here who sells nice patterns but also a guy for the mage quest to get rank 7 water. For you Mages Speak to Him and he will tell you to go back and kill the water elemental at East Instance, there is a very quick route to him. but anyway so you walk up a ramp and into a room open the door. and see a Massive what looks like Force Field and in this room is lots of elementals and some elite elementals guarding a power source with crystal - everytime you take these out the power goes down and explodes. there is two in this room, now if you go to your left you see another tunnel. Follow this but be carefull there is some type of Stealth Undeads but easy to kill. Then you hit a Big Tree boss - kill him and carry on. now you reach another courtyard. and you can see another what looks liek Power Crystal thing, again kill this for the 3rd one down and go left along onto a balcony and follow the room, you then go up a ramp and kill more mobs, and another boss and find your final Power Crystal i think. Take this down and then you can go all way back and get inside that power shield which looked liek it had 2 headed Nasty Dog. then you can see what happens and good luck with instance. I hope this helps.

Please Feel Free to Contact me on EU Crushridge (MaceyP) Rogue.

  morphe on 03/28/05 10:32
 
Good work. You might want to update your map to include the unique loot table of Cho'Rush the Observer http://wow.allakhazam.com/db/mob.html?wmob=14324

and also the unique blue loot available from the Gordok Tribute if you avoid killing all nameds before the King http://wow.allakhazam.com/db/object.html?wobject=414

  Nogame on 03/29/05 23:17
 
Thanks morphe, i'll work on those additions.

Macey, the unfinished part of the instance you are referring to is more commonly known as the West entrance. You can get to this entrance from the main courtyard, the library simply connects the north instance to the west instance.

You can find the West instance here

  MaceyP on 03/30/05 06:34
 
Yea - i kinda relized after re looking at map =) thanks for west instance map thou i already knew it :D you done a good job mate, keep good work up. also if you wanna look at my char INFO check here

http://wow.mohaa.dk/roster/char.php?name=M...rver=Crushridge

DM North Tribute Guide  Kelgrael on 06/07/05 09:48

It's a long one:

DM North Tribute Guide - pulled form the main WoW Community Site - this may help.

Guide:
1) You will need: 2 runethread, 4 runecloth bolts, 8 rugged leather. You will need a thorium widget and frost oil if you cant count on your group to not do really stupid stuff.

Your group should consist of at least 1 tank, and at least 1 form of CC. The thing is that if you dont have 2 tanks, you need a hunter to tank the observer, and if you dont have both sap and poly for CC, then you need 2 tanks.

For starters, go in, and kill the lone ogre standing out there. There is a really long patrol of 1 ogre and 2 dogs that goes around that courtyard, but it isnt worth waiting for. Just go in and keep an eye out for it. Now head down the steps. Dont aggro the ogres around the fire. Now stand at the base of the stairs on the right side. There will be a patrol of 3 dogs that will come to you after a short while. Take out those dogs and then move diagonally in between the 2 dog groups on the right side of the courtyard. Take out the group near the big rock. Then climp up the rock and wait there until everyone is ready. Make sure you dismiss your pet.

Have the tank jump from the big rock onto the upper balcony and then have the mage jump up and AoE. Have the healer jump up before they heal so that the aggro doesnt cause the little bugs to scatter every which way trying to go all the way around to get to the priest.

Next head on over towards the drunk, where you find a group of 3 ogres. This is where the routine starts. Either sap and poly 2 of them, or use your 1 form of CC on 1 of them and have the 2 tanks split the remaining 2. Keep an eye out for patrols. Head past the drunk without aggroing him, and take out the 2 ogres in the doorway. Be careful for dog patrols that come from behind them. After those 2 ogres are out of the way, head straight up to the wall, and hug it to the right around the corner. Be sure to dismiss your pet.

You now have 2 more easy AoE bug groups to take care of. Then have either the rogue or the hunter go up the ramp and take the key from the chest in the middle of the courtyard. There are patrols here including a guard, which is why I said rogue for stealth and hunter for emergency feign.

Go back down the ramp and head past it and turn left around the corner. Patrols come around this way so watch for them. When you reach a ramp, across from the ramp is a locked door. Use the courtyard key on it. You now are inside, away from patrols. Watch out for wandering eye's of kilrogg. They arent invisible, but they will quickly spawn 2 netherwalkers, so make sure everyone tries to kill them if they sense your prescence.

You will see up ahead 2 ogres and a doom guard minion. The front ogre can be pulled separately, so do so. Then sap/poly the ogre and kill the doomguard, then kill the ogre. The next group is the same, only there is no single pull, so sap/poly both ogres (or sap/poly 1 and have each tank on 1 of the ogres and doomguard) and take out the doomguard, followed by ogres.

After this is one more group of AoE bugs. Now this next pull is VERY TRICKY. Go foreward and you will see a guard pass by every so often and occaisionally an eye of kilrogg. Also there will be a broken trap on the ground. Up straight ahead in the corner there is a group of 2 doomguards and 2 ogres. Here's the deal: you need to set that trap using the frost oil and thorium widget, but you cant set it with the group of ogres and doomguards there or else you will agro them. Also, you need to have the gaurd on patrol run into the trap without having it aggroed off course. What you need to do is make sure everyone but you and the mage stay back, FAR BACK. This may be difficult as people in pickup groups tend to be rather stupid. Anyways, you have the mage go foreward, and as soon as the guard passes by, have the mage poly 1 ogre, silence the other, and blink back to the group. As soon as he polys you move foreward and set the trap. Then you go back to the group and help out. Make sure they let the mobs come to them, as they are casters and will stand still casting for a little while before moving. There will be a goblin in the corner where the group you just took out was. Ignore him right now

After this avoid the group in the corner opposite from the group you just took out and hug the inside wall until you see a ramp. Do the usual sap/poly on the group at the base of this ramp, and take them out. Be careful when going up the ramp, because if you go to the top of the ramp the group at the top will aggro. So the rogue if you have one must sap first. Then the mage runs up and polys and everyone fights. There is 1 more group of ogres on this level guarding a box. Take them out like you normally would and open the box and take the OGRE TANIN. A level 59 mob will come down a ramp, but he's easy.

Head up that ramp and there will be 2 ogres on either side of a doorway to your left, and a group of ogres near a fire to your right. Ignore the ones on your right. Take out the 2 on the left with sap/poly/whatever. The door on the left here is locked and requires the INNER DOOR KEY. Well you get this from killing the very first guard in the first courtyard with dogs, but you cant kill him, can you? So you need a rogue with at least 295 lockpicking to do it for you, or you need a large seaforium charge.

Head in and you will see a group of ogres by the fire. The closest ogre is a single pull. Then take out the remaning 2 ogres + doomguard. After this you will see Krom'Crush. Aside from the fact that he's harder than the king, DONT TOUCH HIM. Go back down to the first floor where the goblin was. Since you have the TANIN now, you can make the suit. Go back up, use it, and then you can talk to Krom. You can find Krom later on after you kill the king if you want everyone to be able to get the quest he gives. Speak with him after you've used the ogre suit and tell him you have prisoners and whatnot. He will run off.

Next, go out of the hallway into this open area. You have a total of 3 groups of ogres, 1 group of dogs, and 1 patrol of dogs. You only have to take out 1 group of ogres. In this open area there will be a group of 3 to your left and a group of 2 to your right. Poly/sap one of the ones to your RIGHT from the group of 2, and PULL THE OTHER OGRE BACK INTO THE HALLWAY WHERE KROM WAS. The gordok captains fear, and getting feared into another group = death.

After this scout for the dog patrol. Sometimes it's just mixed in with the doge group. So you skip the ogre group to the left. Further ahead there is another ogre group to the right, and before then in the middle there is the group of dogs. Pull them and have your mage AoE them to death. It's not uncommon for the mage to die at this point, but just throw out a res if they do bite it.

Now you can walk straight to the platform in the middle of the open area. Head up onto the platform from the broken part, and you will see the king and the observer. You cant kill the observer, but he will heal the king if he isnt dealt with. He will go away once the king dies. So here's the deal.

The main tank and everyone but the person that is tanking the observer is on the king. If your paladin is a main tank, GIVE HIM TIME TO BUILD AGGRO. The king hits hard and the king knocks back, so have the healer heal from the middle of the platform, because if they get knocked off, they wont be in line of sight to heal. If it's a paladin tanking the observer, then basically the main tank takes the king to the right side of the platform, and the paladin takes the observer to the left side. The paladin just holds the observers aggro, and heals himself while everyone else beats on the king. If a hunter is tanking the observer there are a few preparations. First off, there's no issue with separating them, because your pet's growl will hold aggro the whole time. Use aspect of the wild, because the observer uses nature spells. KEEP VIPER STING ON THE OBSERVER AT ALL TIMES. This means that by the time the king gets low enough on health for the observer to heal him, he wont have enough mana to do so even if something goes wrong and you die or your pet dies. So basically dont shoot the observer so you dont pull aggro off your pet, just use viper sting and turn off autoshot. Use mend pet when yout pet gets low (half health to be safe). It's not a hard job, hunters are better at it than pallys.

Just some useful things to know. If your healer pulls aggro off the tank early on, you're screwed, it's a wipe. If the tank dies early on you're screwed too, but if the tank dies sort of later on, then if you have a rogue, immediately have the rogue grab aggro and turn on evasion. You'd be surprised how well this works and how easily the rogue survives if there's a healer. The problem is that once it runs out, the rogue drops. Just make sure that if the tank dies and the king is almost dead, just throw everything at the king. I've finished the fight with the king where I was the only one alive and an aimed shot crit finished him off when he was almost inside my minimum range.

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