27/09/2025

Dragonmaw Retreat: A Custom Dungeon

I would describe my early dungeon experiences in Turtle WoW as "okay" for a Vanilla environment - neither worse than nor significantly improved compared to playing on official Classic servers. I knew that they had added entirely new dungeons to the world though, and I was very curious about those. I became aware of the first of these being called Dragonmaw Retreat, located in the Wetlands and designed for characters around level thirty.

As I was slowly getting the hang of the way the automated group finder without teleportation worked, I made a point of only putting myself in the queue when I was at least vaguely in the vicinity of the dungeon and not doing anything that couldn't easily be interrupted, so that I could pack up and start legging it to the instance at a moment's notice. I had picked up several quests for Dragonmaw Retreat by the time I got there and was very intrigued to find out what awaited me.

A WoW-style dungeon map showing Dragonmaw Retreat to be a convoluted maze containing a total of eight bosses

The healer in my first run warned me that it was going to be hard, and at the start of my second run someone cautioned everyone that the dungeon was quite long, wanting to double-check that all party members had sufficient amounts of time for the run. It wasn't all trepidation though: the aforementioned healer in run #1 also gushed about how cool and beautiful the dungeon was, comparing its vibe to Lord of the Rings.

The inspiration for that remark was hard to miss, considering we were soon climbing a long flight of stairs reminiscent of the way the Bridge of of Khazad-dûm was portrayed in the Fellowship of the Ring movie.

A high elf huntress jogs along a long walkway in Dragonmaw Retreat, with more walkways and stairs visible in the distance

I was pretty impressed by the dungeon in general. Mind you, to me as someone who's spent way too much time in the vanilla World of Warcraft at this point, it was still quite obviously custom content that didn't quite have Blizzard's level of artistic polish: Everything seemed just a tad too big, too straight, too symmetrical and simply lacking in detail (in a way this exercise has given me a new appreciation for just how much work Blizzard's artists put into these things) - but it wasn't off by much, and I could imagine a more casual visitor who's unfamiliar with many of WoW's dungeons perhaps being unable to tell that this wasn't in the original game.

Lord of the Rings comparisons aside, the dungeon's general vibe reminded me a lot of Lower Blackrock Spire, with a dashing of Blackrock Depths sprinkled into the mix perhaps. At one point we tried to jump across a gap in the stairs, but only the healer and I made it, while everyone else landed on a ledge underneath. When trying to get down to their level, both the healer and I then missed that jump and ended up going splat on the ground below, followed by a corpse run back... I thought that was very authentic to the Vanilla WoW experience for sure.

Difficulty-wise, everything hit very hard, as noted in my last post about how dungeons feel kind of overtuned on Turtle, but oddly enough I didn't mind here at all. I guess it felt more disruptive in the Deadmines, which I've run so many times that I'm very familiar with what to expect. With this being new content, I had no preconceived notions of what it should be like, and it was easy enough to accept that mobs hit hard so you have to pull carefully, which to be honest tends to be my personal MO most of the time anyway.

The bosses were all fairly straightforward affairs with usually just one real mechanic each, e.g. an add summon or a fear on a cooldown. (They also had voice lines, and one orc in particular had such an over-the-top death gurgle, it made me laugh out loud.) The biggest challenge was usually just to get to the boss without accidentally pulling additional trash, and honestly that's kind of how I feel like it should be in a Vanilla environment. I don't know why the Blizzard devs seemed so enamoured with stuffing the updated fights in Season of Discovery with extra mechanics (which were usually still too boring for retail raiders, but disproportionally demanding compared to Vanilla content). 

Speaking of just getting to each boss though, another thing that was interesting was that the last two bosses were hidden behind a locked gate, and to unlock it you needed to create a key from two fragments found within a dungeon. One can be looted from a chest and the other is a guaranteed green drop from one of the earlier bosses. In my first run, everyone greeded on the green drop but we didn't keep track of who won it, and when we got to the gate, everyone insisted that they hadn't been the one who won the item. This meant we had to abandon the dungeon at that point as we couldn't proceed to the last two bosses.

I initially thought that perhaps this key was a temporary item that you had to assemble every run, kind of like the head on a pike in Lower Blackrock Spire, but later I learned that no, it actually translates into a permanent key, as on my second run the tank already had it and told us not to worry about the drops, which I thought was interesting. The key fragments also don't bind and can be bought and sold on the auction house, though you need to be inside the dungeon to assemble them.

A pug group carefully navigates the hallway containing the dragon boss in Dragonmaw Retreat

The last bit of the dungeon hidden behind that gate was definitely the most interesting and impressive part of the experience, as you end up in this giant hallway in which a corrupted red dragon patrols, and you need to sneak around and kill six enchanters around the room to bring down his 95% damage reduction shield. That definitely felt very vanilla.

The very last boss turned out to be Zuluhed the Whacked, which made me go "oh, I know this guy", though it took me a moment to recall that in official WoW lore, this particular orc leader went to Outland and enslaved the Netherwing there. Not sure it's an upgrade for him to become a mid-level dungeon end boss instead, but it was a cool reveal nonetheless.

Also, shoutout to Hoodedmon the troll shaman, who was our tank on the second run and did a bang-up job both with the tanking itself as well as providing general leadership and explanations of what to do. He was also the first shaman tank I encountered on Turtle WoW, which wasn't that new a concept to me considering they were a big hit in Season of Discovery, but I hadn't realised that specialisation was available on Turtle WoW as well. 

No comments:

Post a Comment