Stoke
03-07-2006, 05:50 AM
Ok... since Zsu apparently decided to bail out on me, I'm not waiting on him any longer. It is now time to head to Dire Maul to get your favorite little Gnome Warlock a fast fire pony.
Who wants to volunteer to go on this dangerous mission? From all accounts, it appears a warrior and a priest are necessary and the other 2 spots are open.
Here is the plan:
Before you can initiate the event, you will have to do a regular clearing of the Dire Maul west wing (http://worldofwarcraft.gameamp.com/game_map/game_map/104.php). If, by some strange twist of fate your entire group hasn't done this before, heres a short walkthrough:
Dire Maul is located in Feralas, and you need to enter the instance through a door in the west of the Dire Maul area. To do that, you can obtain a Crescent Key by doing the imp event in the eastern instance, or use a rogue or seaforium charge to pass through the door in the west instance. You can also die on one side of the door, run back and resurrect on the other side, then open the door for the rest of the group using the torch.
Inside the instance, you will find Pylons surrounded by elementals. there are 5 pylons in total, and all elementals around them must die to open up Immol'Thar's prison at the end of the zone. One pylon is near the entry, cant miss it.
Two pylons are upstairs. Cast detect invisibility on your party, as theres some invisible undead roaming around these areas.
The last two pylons are downstairs. Past a big named tree, through a tunnel. As you clear the last pylon, the large blue shield around the big circular area in the center will fade, and you can enter it to fight Immol'Thar.
[/URL]Once Immol'Thar is dead, you can initiate your quest event. Make sure everyone is ready for a hectic 10 minutes.
When you release the imp from the jar, he will place three artifacts around the circle.
The three artifacts provide you with powerful boosts. Every so often, one of them will fail. They make a sound and begin to float a little lower then they were before. It is critical that you run up to them and click the black lodestone the moment this happens. Using the lodestone costs a shard, so bring plenty.
With all the artifacts in place, the event starts. Imps begin to spawn and charge your group. The most essential thing here is to keep checking the artifacts to see if any are powered down, its easy to miss it. The imps themselves are nothing to be worried about, the doomsday candle will deal enough damage to them to take them down for you.
After a few imp waves, a Dread Guard will spawn. They can be enslaved and banished. The imps keep on spawning, and the dreadlords slowly keep adding as well. If you can survive this for about 6 minutes, you will win. Even if your group dies toward the end of the event, the demons will go away after a while leaving you to resurrect and get ready to summon the Dreadsteed.
[URL="http://www.wowmb.net/content/boss.jpg"] (http://www.wowmb.net/content/fight.jpg)
You can now summon the Dreadsteed. It's a typical bossfight, and not very hard. After a time of fighting it, its master spawns as well, a Dreadlord. He's not very hard, and you can carry on fighting the Dreadsteed, killing the master afterwards.
The dreadlord can drop some ok loot too, so the effort was not completely rewardless for the people helping you. Beside that, this event is actually one of the most fun events I've done in WoW so far, so they might actually enjoy it.
When the Dreadsteed is dead, you can talk to its spirit, and will receive what you've been working for, the summon Dreadsteed spell! Enjoy the speedy travels :)
Who wants to volunteer to go on this dangerous mission? From all accounts, it appears a warrior and a priest are necessary and the other 2 spots are open.
Here is the plan:
Before you can initiate the event, you will have to do a regular clearing of the Dire Maul west wing (http://worldofwarcraft.gameamp.com/game_map/game_map/104.php). If, by some strange twist of fate your entire group hasn't done this before, heres a short walkthrough:
Dire Maul is located in Feralas, and you need to enter the instance through a door in the west of the Dire Maul area. To do that, you can obtain a Crescent Key by doing the imp event in the eastern instance, or use a rogue or seaforium charge to pass through the door in the west instance. You can also die on one side of the door, run back and resurrect on the other side, then open the door for the rest of the group using the torch.
Inside the instance, you will find Pylons surrounded by elementals. there are 5 pylons in total, and all elementals around them must die to open up Immol'Thar's prison at the end of the zone. One pylon is near the entry, cant miss it.
Two pylons are upstairs. Cast detect invisibility on your party, as theres some invisible undead roaming around these areas.
The last two pylons are downstairs. Past a big named tree, through a tunnel. As you clear the last pylon, the large blue shield around the big circular area in the center will fade, and you can enter it to fight Immol'Thar.
[/URL]Once Immol'Thar is dead, you can initiate your quest event. Make sure everyone is ready for a hectic 10 minutes.
When you release the imp from the jar, he will place three artifacts around the circle.
The three artifacts provide you with powerful boosts. Every so often, one of them will fail. They make a sound and begin to float a little lower then they were before. It is critical that you run up to them and click the black lodestone the moment this happens. Using the lodestone costs a shard, so bring plenty.
With all the artifacts in place, the event starts. Imps begin to spawn and charge your group. The most essential thing here is to keep checking the artifacts to see if any are powered down, its easy to miss it. The imps themselves are nothing to be worried about, the doomsday candle will deal enough damage to them to take them down for you.
After a few imp waves, a Dread Guard will spawn. They can be enslaved and banished. The imps keep on spawning, and the dreadlords slowly keep adding as well. If you can survive this for about 6 minutes, you will win. Even if your group dies toward the end of the event, the demons will go away after a while leaving you to resurrect and get ready to summon the Dreadsteed.
[URL="http://www.wowmb.net/content/boss.jpg"] (http://www.wowmb.net/content/fight.jpg)
You can now summon the Dreadsteed. It's a typical bossfight, and not very hard. After a time of fighting it, its master spawns as well, a Dreadlord. He's not very hard, and you can carry on fighting the Dreadsteed, killing the master afterwards.
The dreadlord can drop some ok loot too, so the effort was not completely rewardless for the people helping you. Beside that, this event is actually one of the most fun events I've done in WoW so far, so they might actually enjoy it.
When the Dreadsteed is dead, you can talk to its spirit, and will receive what you've been working for, the summon Dreadsteed spell! Enjoy the speedy travels :)