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mmonster
Classic dungeonLevel 56–60

Dire Maul: West Dungeon Guide

Dire Maul West, DMW for short, is the Capital Gardens wing of Dire Maul in Feralas, a Classic dungeon for levels 56–60 in WoW Forever where the Shen'dralar keep a demon locked behind five pylons. Here are the doors and the way there, how the pylons work, all six bosses up to Immol'thar and Prince Tortheldrin with tactics, and the quests that end in the Athenaeum.

Level
56–60
Bosses
6
Full clear
40–60min
Difficulty
7/10

Feralas · KalimdorEntrance 60.3, 31.8Show on the mapRun it with mmonster

Prince Tortheldrin, final boss of Dire Maul: West in WoW Forever

Overview

Inside Dire Maul: West

The Highborne of Eldre'Thalas never left. The Shen'dralar hold the demon Immol'thar prisoner in the heart of the wing and live off his power, and Prince Tortheldrin rules them from the Athenaeum, their library. Five crystal pylons keep the prison shut. The way leads from the Capital Gardens into the Court of the Highborne, where Tendris Warpwood stands in the middle and Illyanna Ravenoak and Magister Kalendris hold the side buildings, then through a tunnel into the Prison of Immol'thar and on to the Athenaeum.

Six bosses live here: Tendris Warpwood, Illyanna Ravenoak, Magister Kalendris, the rare Tsu'zee, Immol'thar and Prince Tortheldrin. Forever lists the bosses at level 59–61 and the trash at 55–60, mostly Highborne ghosts, arcane elementals and petrified ancients. Immol'thar, not Tortheldrin, is the kill that counts for the Master Spelunker achievement. Blizzard also ties the new Forever zone Shen'dralas, between Mulgore and Desolace, to the Shen'dralar and Dire Maul.

Level 56–60 is the range the dungeon is tuned for, not a minimum entry level. This is the Forever level range as it stands today. It can still shift before launch.

Beta status

Dire Maul: West in the WoW Forever beta

Not open in the beta yetConfirmedChecked October 4, 2026

Dire Maul is not open on the WoW Forever beta. The level cap is 30 since October 1, and Blizzard's list of dungeons open for testing does not include Dire Maul, so nobody has been inside yet. The beta runs until October 21 and the game launches on November 4. Until the first groups get in, the tactics here are how the fights work in Classic, and we add what Forever changes as soon as runs come in.

Forever vs Classic

What changed in Dire Maul: West for WoW Forever

What is different from the Classic version you may know. Everything else works as it did in Classic.

  • No boss gear in Forever yetBeta data

    None of the gear the West bosses dropped in Classic has a Forever entry so far, Immol'thar's and Tortheldrin's included. Across all three wings, 92 of the 96 Classic boss items are missing. Blizzard said every dungeon drop was looked at again for Forever, so expect new or changed loot, not empty bosses. This guide adds the West loot the day it shows up.

  • Several quest rewards are missingBeta data

    The nine class book quests still list a Royal Seal of Eldre'Thalas, The Treasure of the Shen'dralar its three choices and the Quel'Serrar chain the sword itself, but none of these items exists in Forever yet. The three Arcanums, the Enchanted Thorium plans and the Beads from Falrin's Vendetta are there.

  • Foror's Compendium is backBeta data

    The Warrior and Paladin quest that starts from Nostro's Compendium of Dragon Slaying, an epic book that drops in Dire Maul, is called Foror's Compendium in Forever, its old name. The book keeps its name, and the quest still opens the Quel'Serrar chain with Lorekeeper Lydros.

  • Recipes need less skillBeta data

    Profession recipes need less skill in Forever. Magister Kalendris's Pattern: Big Bag of Enchantment now asks for Tailoring 255 instead of 300.

  • Less bonus XP from dungeon questsConfirmed

    Since October 1 dungeon quests give half of their bonus experience. Nobody can turn in a West quest on the beta yet, so their new XP is still unknown.

Location

Where is Dire Maul: West? Entrance and how to get there

Dire Maul West is the Capital Gardens wing of the ruins in north-central Feralas. Its two doors sit side by side on the west wall of the central courtyard, at about 60.3, 31.8 and 60.3, 29.7, and it does not matter which one you take. In Classic both need the Crescent Key from Pusillin in Dire Maul East, or a rogue with 300 Lockpicking. Once one player is through, the torch on the inner wall opens the door for the rest.

Tap a place for its /way coordinates.Open full map
  1. 1Fly to Feathermoon, the flight path of Feathermoon Stronghold on its island off the west coast, at about 30.3, 43.3.
  2. 2Take the boat over to the Forgotten Coast and follow the road east into the middle of Feralas.
  3. 3Turn north off the road at about 59, 45 and climb into the ruins. In Classic elite ogres of level 52–54 guard the outer grounds, so keep to the path.
  4. 4Cross to the two doors on the west wall of the central courtyard. Without the boat, fly to Thalanaar on the eastern border at about 89.5, 45.9 and ride west on the road past the Horde's Camp Mojache.
  1. 1Fly to Camp Mojache in eastern Feralas, the flight master is at about 75.4, 44.3.
  2. 2Ride west on the road to about 59, 45 and turn north into the ruins.
  3. 3Get past the ogres of the outer grounds to the central courtyard.
  4. 4The two West doors are on the west wall of the courtyard, take either one.
  • Entrance portalMap coordinates, Feralas60.3, 31.8
  • GraveyardMap coordinates, Feralas54.8, 47.6

Copies the /way command for TomTom.

Group Finder

The Group Finder lists all three Dire Maul wings at level 54. The door message in the Forever client asks for level 31, the same text as in Classic Era, and the usual range for West is 56–60.

After a wipe

The spirit healer stands south-west of the ruins at about 54.8, 47.6. Run north-east back into the courtyard and take a West door. The prison and the Athenaeum are deep in the wing, so a wipe there means a long walk back.

Map and route

The route through the dungeon

4 areas, one path. Tap a stop to see what waits there.

Map of Dire Maul: West with the route through the dungeon
The way follows the walkable ground of the game client, the area marks are approximate.Classic

Area 1 of 4

Capital Gardens (first courtyard)

The first courtyard behind the doors, with a pool and the first pylon in the middle. Petrified Treants, Ironbark Protectors and Petrified Guardians wander here, with the arcane elementals that guard the pylon. Clear the ancients properly, Tendris calls the survivors later.

Area 2 of 4

Court of the Highborne

A square court with Tendris Warpwood in the middle and Highborne ghosts everywhere. Two pylons stand in the side buildings upstairs, one near Illyanna Ravenoak and one near Magister Kalendris, and the rare Tsu'zee may stand next to Kalendris. The Shen'dralar Ancient on the bridge gives The Madness Within. Do the side buildings first, then Tendris.

Area 3 of 4

Prison of Immol'thar

The tunnel behind Tendris leads to the round prison. The last two pylons stand on either side of its doorway. With all five down the force field drops and Immol'thar fights.

Area 4 of 4

The Athenaeum

The tunnel north of the prison leads into the Athenaeum, the Shen'dralar library. Prince Tortheldrin waits here once Immol'thar is dead, next to Lorekeeper Lydros and the other lorekeepers who take the book quests. The Treasure of the Shen'dralar sits under the ramp. In Classic, if you come in from the North wing with the pylons still up, Tortheldrin is not there.

Encounters

Boss roster

Main bosses5

Tendris Warpwood, boss of Dire Maul: West in WoW Forever

1Boss 1 of 6

Tendris Warpwood

BossElementalLevel 60

4 abilities

Tendris Warpwood is a corrupted ancient in the middle of the Court of the Highborne. Killing him frees the Ancient Equine Spirit of the Paladin mount quest.

Abilities

  • Trample · Inflicts normal damage to nearby enemies.
  • Uppercut · Inflicts normal damage to an enemy, knocking it back.
  • Grasping Vines · Inflicts Physical damage to nearby enemies, knocking them down and immobilizing them for 10 sec.
  • Entangle · Entangles an enemy in roots, inflicting Nature damage every 3 sec. and immobilizing it for up to 10 sec.

Tactics

  • In Classic he calls the ancients of the courtyard into the fight, so kill them first.
  • Trample hits everyone around him and Grasping Vines knocks down and roots nearby players, so melee watch their health.
  • Entangle roots a player at range and could not be dispelled in Classic. Heal through it.
  • Uppercut knocks the tank back. Tank him with a wall behind so you do not land in a pack.

Tank

Put your back to a wall before the first Uppercut.

Healer

Keep the rooted players topped up through Entangle.

Damage

Ranged stay out of Trample and Grasping Vines range.

Watch out for: Pulling him with courtyard ancients still alive.

Illyanna Ravenoak, boss of Dire Maul: West in WoW Forever

2Boss 2 of 6

Illyanna Ravenoak

BossUndeadLevel 60

5 abilities

Illyanna Ravenoak is an undead night elf hunter in a side building of the court, with her bear Ferra.

Abilities

  • Multi-Shot · Fires a volley of missiles at an enemy and its nearby allies, striking up to 10 targets for normal damage
  • Volley · Continuously fires a volley of ammo at the target area, causing Arcane damage to enemy targets within 8 yards every second for 6 sec.
  • Immolation Trap · Place a fire trap that will burn the first enemy to approach for Fire damage over 15 sec. Trap will exist for 1 min. Traps can only be placed when out of combat. Only one trap can be active at a time.
  • Concussive Shot · Dazes an enemy, reducing its movement speed by 50% for 3 sec.
  • Improved Concussive Shot

Tactics

  • In Classic, get into melee range of her. Up close she cannot use her ranged attacks like Volley.
  • Volley rains arcane damage on an area for a few seconds, walk out of it.
  • Watch for Immolation Trap at your feet and spread out against Multi-Shot.
  • Kill Illyanna, then Ferra. A druid's Hibernate takes the bear out of the fight.

Tank

Hold Ferra if nobody can put her to sleep.

Healer

Heal the players slowed by Concussive Shot first.

Damage

Melee stay on Illyanna so she has to fight up close.

Watch out for: Ranged players standing bunched up in Volley.

Adds

  • Ferra ×1 · Maul: Adds damage to the next attack. · Charge: Charges an enemy, inflicting normal damage and stuns the opponent for 2 sec.
Magister Kalendris, boss of Dire Maul: West in WoW Forever

3Boss 3 of 6

Magister Kalendris

BossUndeadLevel 60

5 abilities1 loot item

Magister Kalendris is a Highborne shadow priest who guards one of the pylons in the court.

Abilities

  • Dominate Mind · Takes control of a humanoid enemy up to level 25 for 10 sec., but increases the time between its attacks by 100%.
  • Shadow Word: Pain · Utters a word of darkness, inflicting Shadow damage to an enemy every 3 sec. for 18 sec.
  • Mind Blast · Inflicts Shadow damage to an enemy, but causes a high amount of threat.
  • Shadowform · Assumes a Shadowform, increasing Shadow damage dealt by 40% and reducing melee damage taken by 40%. Shadowform lasts until cancelled.
  • Mind Flay · Inflicts Shadow damage to an enemy and reduces its movement speed for 3 sec.

Tactics

Tank

Keep him turned to you so the kicks land.

Healer

Dispel Shadow Word: Pain and save mana for the Shadowform part.

Damage

Melee save their cooldowns for before Shadowform.

Watch out for: Mind Blast casts that nobody interrupts.

Notable loot

Immol'thar, boss of Dire Maul: West in WoW Forever

4Boss 4 of 6

Immol'thar

BossDemonLevel 61

5 abilities

Immol'thar is the demon the Shen'dralar keep locked in their prison. He only fights once all five pylons are down.

Abilities

Tactics

  • In Classic Eyes of Immol'thar spawn around the room and channel a stacking slow on a player. A ranged player kills them as they appear.
  • He teleports players across the room, which drops his threat on them. When the tank gets ported, everyone stops hitting until the tank has him back.
  • Infected Bite makes the tank take more physical damage for minutes, and late in the fight he enrages and attacks much faster. Save cooldowns for the end.

Tank

Run back to him fast after a teleport and keep a cooldown for the enrage.

Healer

Watch the tank's health through Infected Bite and the enrage.

Damage

Stop after a teleport and give the tank time, one ranged player kills the Eyes.

Watch out for: DPS who keep hitting after the tank is ported away.

Prince Tortheldrin, final boss of Dire Maul: West in WoW Forever

5Boss 5 of 6Final boss

Prince Tortheldrin

BossHumanoidLevel 61

4 abilities

Prince Tortheldrin rules the Shen'dralar from the Athenaeum and is the last boss of West. The Madness Within asks for him after Immol'thar.

Abilities

  • Thrash · Gives the caster 2 extra attacks.
  • Whirlwind
  • Counterspell · Counters an enemy's spell, preventing the enemy from casting that spell again for 15 sec. Generates a high amount of threat.
  • Arcane Blast · Blasts an enemy with Arcane magic, inflicting normal damage and knocking the enemy back.

Tactics

  • In Classic Arcane Blast hits his target hard, knocks it back and drops its threat. DPS wait until the tank has him again.
  • Tank him against a wall or in a corner so the knockback does not throw the tank far.
  • Whirlwind hits everyone in melee, Thrash gives him extra attacks and Counterspell locks a caster out of a school of magic for a while.

Tank

Keep your back in a corner and taunt right after each Arcane Blast.

Healer

Have a big heal ready for the tank after every knockback.

Damage

Casters spread their spells so one Counterspell does not stop everything.

Watch out for: DPS pulling him off the tank right after Arcane Blast.

Rare spawns1

Tsu'zee, boss of Dire Maul: West in WoW Forever

6Boss 6 of 6Rare spawn

Tsu'zee

Rare spawnUndeadLevel 59

4 abilities

Tsu'zee is a rare ghost rogue who may stand next to Magister Kalendris. She is not up on every run.

Abilities

  • Gouge · Inflicts damage to an enemy and stuns it for up to 4 sec. You will automatically stop attacking. Target must be facing you. Any damage received by the stunned target will revive it.
  • Sinister Strike · Inflicts normal damage to an enemy.
  • Backstab · Inflicts normal damage to an enemy, but only if attacking from behind.
  • Blind · Blinds the target, causing it to wander confused for up to 10 sec. Any damage caused will remove the effect.

Tactics

  • In Classic she Blinds a player, dispel it or heal through it.
  • Gouge stuns the tank for a few seconds, so the tank taunts back once it is free.
  • Backstab only works from behind, keep her facing the tank.

Tank

Keep her turned to you and taunt after every Gouge.

Healer

Watch the tank while Gouge stops the threat.

Damage

Ease off while the tank is stunned.

Watch out for: Pulling aggro off the tank during a Gouge.

Trash

Dangerous trash and diseases

Most wipes here start before a boss. These are the packs and effects to respect.

Quests

Dire Maul: West quests

West holds most Dire Maul quests, 31 in all. The Shen'dralar Ancient in the court gives The Madness Within, and its follow-up opens the Treasure of the Shen'dralar. Elven Legends from Feathermoon or Camp Mojache unlocks the Libram quests, the lorekeepers in the Athenaeum take the class books, and Lorekeeper Lydros starts the Quel'Serrar chain. Warlocks and paladins do part of their epic mount quests here, and the Tier 0.5 chain runs through Falrin Treeshaper. Unfinished Gordok Business and Falrin's Vendetta need the North wing too.

Alliance29

Pick up before you go

  1. 1Feathermoon Stronghold: Scholar Runethorn (Elven Legends).
  2. 2Inside West: the Shen'dralar Ancient on the bridge (The Madness Within) and the lorekeepers in the Athenaeum.
  3. 3Paladins: Lord Grayson Shadowbreaker in Stormwind (Ancient Equine Spirit).
  4. 4Warlocks: Mor'zul Bloodbringer in the Burning Steppes (Dreadsteed of Xoroth).
  5. 5Tier 0.5: Anthion Harmon in the Eastern Plaguelands (Anthion's Old Friend).

Horde27

Pick up before you go

  1. 1Camp Mojache: Sage Korolusk (Elven Legends).
  2. 2Inside West: the Shen'dralar Ancient on the bridge (The Madness Within) and the lorekeepers in the Athenaeum.
  3. 3Warlocks: Mor'zul Bloodbringer in the Burning Steppes (Dreadsteed of Xoroth).
  4. 4Tier 0.5: Anthion Harmon in the Eastern Plaguelands (Anthion's Old Friend).

Loot

Loot table

Every boss drop and every quest reward of the dungeon. Hover an item for its stats.

West has almost no loot of its own in Forever yet. Magister Kalendris still drops Pattern: Big Bag of Enchantment for tailors, and the quests give the three Arcanums for head or leg items, the Enchanted Thorium plans for armorsmiths and Beads of Ogre Might or Mojo.

Beta drop chances come from a handful of kills and are left out until the sample is bigger.

Collect

Achievements and Mounts from Dire Maul: West

Mounts2

Achievement1

Before you go

Before you go

  • Get the Crescent KeyIn Classic the West doors need it, so run East first or bring a rogue with 300 Lockpicking.
  • Bring Shackle and interruptsMost of the trash are Highborne ghosts and arcane casters. A priest's Shackle Undead, a few kicks and a dispeller make the court much calmer.
  • Watch for stealthStealthed patrols hit groups at bad moments. Pull slowly and keep a hunter's Flare ready.
  • Plan the pylonsA pylon only goes down when every elemental around it is dead. Agree before the first one who kills the Mana Bursts.
  • Kill the courtyard ancients before you pull Tendris Warpwood.
  • Take The Madness Within from the Shen'dralar Ancient before you kill Immol'thar.
  • In Classic Tortheldrin is only in the Athenaeum once the pylons are down, so do them first.
Hard · 7/10

FAQ

Questions players ask

What level is Dire Maul West in WoW Forever?

Usually 56–60. Forever lists the bosses at level 59–61 and the trash at 55–60. The Group Finder shows every Dire Maul wing at level 54, and on the beta you cannot get in yet because the cap is 30.

Where is the Dire Maul West entrance, and do you need a key?

On the west wall of the central courtyard of Dire Maul in Feralas, two doors side by side at about 60.3, 31.8 and 60.3, 29.7. In Classic you need the Crescent Key from Pusillin in Dire Maul East, or a rogue with 300 Lockpicking, and the torch inside opens the door for the others.

How do the Dire Maul West pylons work?

Five crystal pylons keep Immol'thar's prison shut: one in the Capital Gardens, two in the side buildings of the Court of the Highborne and two by the prison door. Each one shuts down when every arcane elemental around it is dead, and with all five down Immol'thar can be fought. That is how it works in Classic.

How many bosses are in Dire Maul West?

Six: Tendris Warpwood, Illyanna Ravenoak, Magister Kalendris, the rare Tsu'zee, Immol'thar and Prince Tortheldrin. Warlocks can also summon Lord Hel'nurath for their mount quest.

What does Immol'thar drop, and what happens when you kill him?

His Classic drops are not in WoW Forever yet, so his Forever loot is still unknown. Killing him counts for the Master Spelunker achievement and for The Madness Within, and in Classic Prince Tortheldrin then waits in the Athenaeum. Warlocks summon Lord Hel'nurath in his prison.

Who is the last boss of Dire Maul West?

Prince Tortheldrin in the Athenaeum. In Classic he only shows up once the pylons are down and Immol'thar is dead.

Which quests do you finish in Dire Maul West?

The Madness Within and The Treasure of the Shen'dralar, Elven Legends, the three Libram quests, nine class book quests, Foror's Compendium and the Quel'Serrar chain, Arcane Refreshment for mages, steps of the Warlock and Paladin mount quests, the Enchanted Thorium Platemail books and the Tier 0.5 quests of Falrin Treeshaper.

Is the Warlock Dreadsteed quest still in Dire Maul West?

Yes. Dreadsteed of Xoroth and Lord Hel'nurath are unchanged in Forever. In Classic the ritual in Immol'thar's prison brings waves of demons first, then the Xorothian Dreadsteed, and Lord Hel'nurath joins halfway through its fight.

How long does a full Dire Maul West clear take?

Plan for about 40–60 minutes. In Classic a full clear took around an hour, and the pylons are what makes it long.

Sources

Sources

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What changed

Updated

  • The map of the entrance opens in full screen.

  • The way on the map follows the walkable ground.

  • Route marks and the way through the dungeon on the map.

First published Every change on the guides