Guide to Dire Maul  East 
Grab the map here 
Quest List 
Dire Maul East 
Lethtendris' Web 
Pusillin and the Elder Azj' Tordin 
Shards of the Felvine 
Dire Maul North 
Elven Legends 
A  Broken Trap 
The Gordok Ogre Suit  
Dire Maul North + West 
Unfinished Gordok Business 
Dire Maul West 
The Madness Within 
The Treasure of the Shen'dralar 
Class-Specific Quests 
The Emerald Dream - Druid 
The Greatest Race of Hunters - Hunter 
The Arcanist's Cookbook - Mage 
Garona - A Study on Stealth and Treachery - Rogue  
The Light and How to Swing It - Paladin  
Holy Bologna - What the Light Won't Tell  You - Priest 
Frost Shock And You  - Shaman 
Harnessing Shadows - Warlock  
Codex of Defense - Warrior 
Foror's Compendium of Dragon Slaying -  Warrior, Paladin 
The east wing of Dire  Maul is challenging, but still the 
easiest of the three, and the area  you'll need to do first to get the 
key to the north and west wings. There  are also a number of quests 
and bosses spread throughout the East wing,  capable of giving up some 
nice loot, which makes it worth running through  more than once. 
1. The entrance to Dire  Maul East can be found, 
unsurprisingly, to the right of the large pit  in the Broken 
Commons. Zone in.  
2. The opening area of Dire Maul  East is known as the 
Warpwood  Quarter. There's a large pit in front of you (down 
below is The Conservatory, which you'll get to soon  enough), 
and a path that winds counterclockwise to the right. For the most  
part, you'll run into a mix of plant and tree-like creatures - 
Warpwood Tanglers, Treants, Lashers, and towering  Warpwood 
Crushers. 
3. As you round the first corner, you'll  see a small little imp 
named Pusillin. This is the NPC for the quest 'Pusillin 
and the  Elder Azj'Tordin,' and he also gives up the 
Crescent  Key that opens Dire 
Maul North  and West... when he's good and ready. You'll have 
chase him further  into the instance before he'll give up the goods, 
however. 
4. The  group continues clearing until they reach the northeast 
corner of the Warpwood Corner. From here, it's possible to go  
left and north, but many groups will skip that area completely. To  
continue your chase with Pusillin,  you'll need to go right 
into a narrow hallway, called The Hidden Reach. 
5. Partway down the  hallway, you'll have the choice of continuing 
straight or making a right. To  continue chasing Pusillin, you 
need  to continue forward. (You'll be back to the room on the right 
soon enough.)  
6. As you go down the hallway, you'll run into some stealthed  
patrols; these can cause real problems if your group isn't alert for  
them. As you emerge into the next room, the group will dispatch of a 
few  groups and bear to the right, where there's a small ramp leading 
up to a  small platform, where Pusillin waits for  you. 
7. This time, when you talk to Pusillin, he spawns a number 
of Wildspawn Imps and transforms himself into a  nasty demon. 
If you have a mage on hand, it's easy to dispose of the imps  while 
everyone else pounds Pusillin.  When he's dead, he drops the 
Book of Incantations needed for 
his  quest, as well as the Crescent Key 
for anyone who needs it.  
8. At this point, most groups will turn around and backtrack to 
the  room you passed a few minutes ago. There are a lot of mobs here, 
but if you  stick to the left wall, you can skip most of them. At the 
rear of the room  is a large ramp leading upward to the mage 
Lethtendris, who is the target of the quest  'Lethtendris'  
Web.' 
Lethtendris can drop:  [url=http://thottbot.com/?i=35686]Quel'dorai  
Channeling Rod[/url][url=http://thottbot.com/?i=35667]Felhide 
Cap[/url]And some greens too  
 
9.  The fight with Lethtendris is pretty  simple; the warrior 
tanks her for a few seconds while everyone else beats up  her minion, 
then jumps on her. Once she's down, she drops the needed quest  item, 
and everyone moves back down to the bottom of the ramp. 
10. At  the base of the ramp, there's a curved hallway that leads 
further  downstairs. There are a few groups of mobs to clear at the 
bottom, and then  you'll find the boss Hydrospawn waiting  in 
the center in a small shallow pool. Aside from dropping some extra  
loot, he's also the objective of the mage quest 'Arcane  
Refreshment.' 
Hydrospawn can drop:  [url=http://thottbot.com/?i=39091]Waterspout  
Boots[/url][url=http://thottbot.com/?i=35618]Tempest 
Talisman[/url]WaveslicerAnd 
also some greens.  
11. After Hydrospawn, the group  hugs the right wall and 
continues north through the far doorway, and takes  the hallway that 
leads to a small platform upstairs. Here, you'll find a  Wildspawn 
Hellcaller protected by a  few non-elite mobs, and then the boss 
Zevrim  Thornhoof. 
Zevrim  Thornhoof can drop: [url=http://thottbot.com/?i=35722]Satyr's  
Bow[/url][url=http://thottbot.com/?i=35670]Helm of 
Awareness[/url]Also some resistance  helmets(Not high drop 
chance)And some greens. 
12. The fight with  Thornhoof isn't bad, except that he  
might occasionally teleport someone onto the altar and begin whooping 
on  them. When the fight is done, you'll hear Old  Ironbark - 
the huge tree in the Conservatory - yell 'At 
last! Freed from this cursed grasp!' You're  now ready for 
the final stretch of the instance. 
13. Instead of  backtracking downstairs, the group can run to the 
southwest corner of Thornhoof's platform and jump down, which  
should put you right back at Hydrospawn's  pool. Avoid the 
groups and take the door to the southwest, which  leads to The 
Conservatory.  
13. Your goal in the Conservatory  is a door at the very 
north. To open it, someone will have to talk to Old Ironbark, 
who will then rampage and  bust the door down. It's possible to fight 
your way to the door, but that  involves fighting a lot of patrols, 
and it's also possible to hug the east  wall and sneak to the door, 
only fighting a few single mobs here and there.  
14. The final battle of Dire Maul  East takes place in the 
Shrine of  Eldre'Thalas, where there are a few Warpwood 
Crushers guarding the upper areas,  and then a central area down 
below where Alzzin the Wildshaper awaits. It's a pretty  
straightforward fight - he shapeshifts a few times, and then a bunch 
of  non-elite minions come running out to assist, which can easily be 
dispatched  of with a mage. 
Alzzin the  Wildshaper can drop: 
Ring of Demonic Potency 
Razor Gauntlets 
Energetic Rod 
Energized Chestplate 
Fiendish Machete 
Whipvine Cord 
Gloves of Restoration 
Merciful Greaves 
Shadewood Cloak 
Ring of Demonic Guile 
15. Once the  fight is over, you'll see a few glowing shards on the 
ground near Alzzin's camp. These are for the quest 'Shards 
of the  Felvine.' Pick up one of the shards and exit 
via the tunnel  behind the camp, which deposits you in the central 
area of Dire Maul.