Game Guide/BC World Dungeons

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This article is a copy of "Burning Crusade World Dungeons," an official article from the World of Warcraft Community Site. It overviewed the dungeons present in World of Warcraft: The Burning Crusade. The original article is no longer available, but it can still be viewed through online archives (see below).

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2004 Game Guide's Banner for the Burning Crusade World Dungeons

World of Warcraft: The Burning Crusade features nine new dungeons for you and your friends to explore. Most of these dungeons have several different wings, so you can choose your own pace - either try to do them all in one session, or take your time and explore them one by one. And if you want to step up the challenge, you can also pick two different Dungeon Difficulty Level Settings. Adventure at your own pace!

Click on a screenshot of the dungeon or dungeon name to launch a more detailed page on that dungeon.

For Raid Dungeons here.

Hellfire Citadel

2004 Game Guide's Banner for the Hellfire Citadel Dungeons

2004 Game Guide: Image for the Hellfire Citadel Dungeons

On the blasted world of Outland, within the heart of Hellfire Peninsula stands Hellfire Citadel, a nearly impenetrable bastion that served as the Horde's base of operations throughout the First and Second Wars. For years this gargantuan fortress was thought to be abandoned...

"Until recently."

Though much of Draenor was shattered by the reckless Ner'zhul, the Hellfire Citadel remains intact– inhabited now by marauding bands of red, furious fel orcs. Though the presence of this new, savage breed presents something of a mystery, what's far more disconcerting is that the numbers of these fel orcs seem to be growing.

Despite Thrall and Grom Hellscream's successful bid to end the Horde's corruption by slaying Mannoroth, reports indicate that the barbaric orcs of Hellfire Citadel have somehow managed to find a new source of corruption to fuel their primitive bloodlust.

Whatever authority these orcs answer to is unknown, although it is a strongly held belief that they are not working for the Burning Legion.

Perhaps the most unsettling news to come from Outland are the accounts of thunderous, savage cries issuing from somewhere deep beneath the citadel. Many have begun to wonder if these unearthly outbursts are somehow connected to the corrupted fel orcs and their growing numbers. Unfortunately those questions will have to remain unanswered.

At least for now.

Magtheridon's Lair: An Inside Look

Learn more about Magtheridon's Lair in this special Insider report.

Coilfang Reservoir

2004 Game Guide's Banner for the Coilfang Reservoir Dungeons

2004 Game Guide: Image for the Coilfang Reservoir Dungeons

Coilfang Reservoir: The Slave Pens

The sinister naga recently began enslaving tribes of the Broken in an effort to bolster the naga's workforce and further their agenda in Outland. Nearly all of the Wastewalker tribe has been captured and put to work in the dismal Slave Pens of Coilfang, toiling day and night beneath the yoke of their ruthless naga masters.

Some of the Broken have seemingly accepted their fate. Others pray for the intervention of some outside faction to provide an opportunity for escape. Still others, shameless members of the tribe who see no other alternative, have found a way to turn the situation to their advantage. Mennu is one such example: a former Broken slave who has betrayed his fellow draenei and gained favor with his naga overlords.

Despite their differences there is one lesson the downtrodden members of the Wastewalker tribe have learned all too well: those unlucky enough to find themselves inside the Coilfang Slave Pens do not always find a way out.

Coilfang Reservoir: The Underbog

This teeming ecosystem deep within Coilfang Reservoir represents the caverns as they existed for countless millennia. Here exotic flora and fauna have remained largely undisturbed, even from the encroaching naga. Many of Zangarmarsh's inhabitants have speculated that the abundance of dangerous creatures within the bog has prevented the naga army from gaining a lasting foothold. Others believe the cunning Lady Vashj has special plans for this surprisingly bountiful area.

Naga presence in the bog is minimal, but other creatures such as lurkers, bog giants, and underbats thrive in these caverns. Though these creatures roam free, at least one of the Underbog's deadliest denizens has apparently been quelled by the naga: a horrific, three-headed monstrosity called Ghaz'an.

Coilfang Reservoir: The Steamvault

Sprawling pumping systems operate day and night throughout Coilfang Reservoir, built by the naga and their servants to drain the waters of Zangarmarsh. At the heart of this industrial complex is the Steamvault, where arcane technology drives the machinery used in the distillation process. To command the engineers who maintain and operate this machinery, Lady Vashj hired the renowned Mekgineer Steamrigger, a gifted gnome technician whose illness has damaged his sanity, but not his fierce dedication to his craft.

Given the strategic importance of the Steamvault, it is no surprise that Coilfang’s nerve center is defended by elite naga warriors. Their leader, Warlord Kalithresh, has an unwavering loyalty to Vashj that is matched only by his prowess in battle. He shows no mercy toward any who dare to threaten the security of the Reservoir.

Coilfang Reservoir: Serpentshrine Cavern

Whoever controls the water controls Outland.

This is the law passed down by Lord Illidan Stormrage to his most trusted lieutenant, Lady Vashj. Shortly after the Third War, when Illidan requested the aid of the naga, a group of naga led by Lady Vashj answered his call. Ever since, Vashj has displayed a fierce dedication to Illidan. Now the naga witch carefully monitors Coilfang’s operations from her seat of power within Serpentshrine Cavern. Far more at home here among the waters of the reservoir than locked within the cold stone walls of Black Temple, Vashj maintains a close eye on her minions and personally oversees the draining of Zangarmarsh.

Whether her loyalties belong to Illidan alone, however, remains to be seen.

  • 5 Player limit
    • The Slave Pens (62-64)
    • The Underbog (63-65)
    • The Steam Vaults (70-72)
  • 25 Player limit
    • Serpentshrine Cavern

Auchindoun

2004 Game Guide's Banner for the Auchindoun Dungeons

2004 Game Guide: Image for the Auchindoun Dungeons

The original exiles on Draenor found death to be an unsettling and unfortunate consequence of life, and so loyal draenei priests hid their dead away in the subterranean grave-city of Auchindoun, a labyrinthine marvel located deep within the forests of Terokkar.

It is said that long ago, a shadowy cult invaded Auchindoun and in its depths discovered an immensely powerful, malevolent being held captive by arcane mechanisms. Through arrogance or mischance the cultists released the creature from its prison, and the resulting power surge blasted the decrepit city apart. The surrounding land was littered with skeletal remains that earned it a new name: the Bone Wastes.

For many years Auchindoun remained largely abandoned. Yet recently many unwelcome guests have ventured into its mysterious depths, seeking powerful artifacts. Among these graverobbers are the vengeful arakkoa and the opportunistic ethereals.

Any adventurers brave enough to enter Auchindoun would do well to remember the warnings of the city’s original guardians, the Auchenai: that those who do not respect the dead...

... may become entombed along with them.

Caverns of Time

2004 Game Guide's Banner for the Caverns of Time Dungeons

2004 Game Guide: Image for the Caverns of Time Dungeons

Deep within the Caverns of Time, the brooding dragon Nozdormu has awakened.

Since the world was young, the bronze dragonflight has safeguarded the winding labyrinth, monitoring the shifting timeways to ensure that the delicate balance of time is upheld.

But now the ancient Dragon Aspect Nozdormu has been roused by an elusive threat to his beloved caverns: dark, sinister agents have infiltrated the timeways, embarking on shadowy missions to alter the course of the past, present and future.

As a result, the bronze dragonflight has begun enlisting heroes to prevent the fabric of history from unraveling forever. For the first time, adventurers will enter the domain of the Timeless One, where they will undertake missions to prevent the sabotage of three key historical events:

Young Thrall's escape from Durnholde Keep, the first step on the path to his ascension as the greatest warchief the orcs have ever known...

The momentous Battle of Mount Hyjal, where Jaina, Thrall, Tyrande, and Malfurion succeeded in turning the tide against the dreaded demon, Archimonde...

And the opening of the original Dark Portal by the crazed wizard Medivh – an action that ushered in the First War and introduced the mighty orcs to the world of Azeroth.

The assault on the timeways has begun. The balance of time is in jeopardy, and if the past is not saved...there will be no future.

  • 5 Player limit
    • Escape from Durnholde (66-68)
    • Opening of the Dark Portal (69-72)
  • 25 Player limit
    • Hyjal Summit

Tempest Keep

2004 Game Guide's Banner for the Tempest Keep Dungeons

2004 Game Guide: Image for the Tempest Keep Dungeons

The mighty Tempest Keep was created by the enigmatic naaru: sentient beings of pure energy and the sworn enemies of the Burning Legion. In addition to serving as a base of operations for the naaru, the structure itself possesses the technology to teleport through alternate dimensions, traveling from one location to another in the blink of an eye.

With Outland serving as the strategic battlefront in the ongoing Burning Crusade, the naaru recently used Tempest Keep to reach the shattered land. However, when the naaru set out from their stronghold, Prince Kael'thas and his blood elves quickly raided the dimensional fortress and assumed control over its satellite structures.

Now, guided by some unknown purpose, Kael'thas manipulates the keep's otherworldly technologies, using them to harness the chaotic energies of the Netherstorm itself.

Though Kael'thas and his minions maintain a tight hold on the keep, a band of draenei recently hijacked one of its satellite structures, the Exodar, and used it to escape Outland. In seeking out other worlds, the draenei, led by the ancient prophet, Velen, hoped to find allies who would stand with them against the Legion and its nihilistic Crusade.

Magisters' Terrace

2004 Game Guide's Banner for the Magisters' Terrace Dungeon

2004 Game Guide: Image for the Magisters' Terrace Dungeon

After his defeat in Tempest Keep, Kael'thas Sunstrider publicly revealed his alliance with the ruthless Burning Legion. Intent upon summoning the demon lord Kil'jaeden, Kael'thas has returned to the Isle of Quel'Danas to make the final preparations for his master's arrival. Situated on a ridge in the northeast, Magisters' Terrace serves as a convenient base for Kael'thas and his underlings as they assist the proceedings in the Sunwell Plateau. Priestess Delrissa, a shivan demon, has treated the former prince's injuries, allowing him to recover a measure of his former power. Now Kael'thas stands poised to desecrate the ancient lands of his people with an incomparable evil. Should he succeed, the Legion's darkness will rapidly spread to all corners of Azeroth, extinguishing everything in its path.

  • 5 Player limit

Notes

  • Almost all the articles released together in April 2008, except for the one on Magisters' Terrace, which wasn't added until around June 2009.

References

This article can still be viewed here through the Wayback Machine.