The Very Definitely Final Dungeon: Difference between revisions

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** In terms of visual presentation, the "Tempest Keep". Although not the last or most difficult dungeon in the expansion, it definitely is a very important point in the story: it is the hiding place of an evil prince, who has corrupted his entire people for the lust for power, betrayed the highest demon-lord for his lust of power and stole a humongous crystallized fortress floating along the edge of the shattered remains of a planet in aetherial streams while being surrounded by 3 smaller, but still gigantic fortresses, that all where home to some of the highest beings in existence, on one level with the demon lords in power, and then he ENSLAVED those for his lust of power, because his actions and the actions of his people made it impossible for them to get these powers any other way ( [[Complete Monster|practically, he enslaved god because he was too evil to get into the religion]] ). Oh, and the keep is constantly sparking and creating magic turbulences. And it is able to travel through dimensions. And all the knowledge of over 10,000 years of dimensional travel is stored on it. Finishing the dungeon closes one of the three main story arcs the expansion has added to the game and grants you the gratitude of a god. It is most likely the most-rad thing in visual terms that has been in the game so far.
*** And that got topped by Black Temple. A corrupted temple turned by Ner'zhul into a fortress, Twisty spirals of doom, a massive questline requiring raids just to enter it and requiring defeating another raid boss on the steps of it, where you don't even go in the main gate, but instead blow a hole into the sewers. Then fight up and up until the final boss of the expansion waits on the roof. The entire Zone is designed so all the plot elements do nothing but lead you to the gates, and from there it's straight up.
** Classic [[Wo WWoW]] had final dungeon duties divided between two dungeons, which were on the opposite sides of the map to each other, aptly enough.
** At the northern end of the Eastern Kingdoms, located in the heart of the blighted plaguelands, we had Naxxramas, a vast floating necropolis. Home to Kel'thuzad, Dragon to the Lich King, Naxxramas featured never-before-seen monsters, bosses that tested raids like never before, buckets of horror, Nintendo Hard dificulty...oh, and K.T's pet cat, Mr Bigglesworth. It was such a good dungeon that Blizzard had it return as the entry-level raid for Wrath of the Lich King.
** And at the southern end of Kalimdor, deep in the deserts of Silithus, we have Ahn'Qiraj. Part blasphemous temple, part insect hive, and home to an [[Eldritch Abomination]] who whispered disturbing messages to the raid group. Sealed up by ancient protectors millenia ago, players have to undergo a massive quest chain that takes them all over the world to re-open it and bring death to the horrors inside.