[00:00] World of Warcraft Forever launches with nine new dungeons, full of loot and, most importantly, danger. Each one explores new locations with Vanilla's dungeon design philosophy. [00:13] Clear pulls, real stakes, valuable quests, and necessary teamwork. Today, we'll walk through three. Hall of Thanes, Ruins of Lordaeron, and Excavation Site Wetlands. [00:28] Hall of Thanes is the first dungeon available for Alliance characters, and it sits directly beneath the throne room of Ironforge. Like its Horde counterpart, Ragefire Chasm, it's built to teach group play to new players [00:41] and shake the rust off returning ones. Dark Iron Dwarves have tunneled into the hall to loot the tombs of Ironforge's kings. The dead don't appreciate it. [00:53] Restless spirits now stalk the vault, alongside the thieves who woke them. And players will deal with both This is where the fundamentals get tested Patrols drift through the hall so pull discipline matters Healers learn to manage mana across a full run instead of a single fight [01:13] and positioning decides whether one pack becomes two. Clearing Faldrium Anvilmar, the first boss, opens the gates deeper into the hall, toward the final vault and whatever the Dark Iron Dwarves came here to find. [01:30] Ruins of Lorderaan takes one of Warcraft's most storied locations and finally lets players explore it in depth. The entire dungeon plays out across the castle and its ruins crawling with undead. [01:43] It's also an incredible showcase of World of Warcraft Forever's new lighting system. Almost the whole dungeon sits outdoors, so the moving light, the deep shadows, and rolling fog are front and center from the first pull to the last. [01:58] that open layout changes how the dungeon plays. In an exterior with moving shadows and fog, sight lines become a real threat Pulling to lit open ground keeps every enemy visible and your healer out of trouble mostly The story sends players in to clear the Scourge and free spirits bound to the ruins [02:18] Finishing that mission means taking down Necromancer at the heart of the dungeon, Rokhmire. Excavations in the Wetlands have uncovered more than anyone was prepared for. [02:30] A dwarven expedition came out here to dig, and things went sideways. Players are sent in to find out what happened to them. This dungeon leans all the way into its zone's flavor, [02:42] meaning journeys across open water and dangerous reptiles in abundance. Then there's the Tallgrass. Multiple raptor types nest in it, several of them stealthed, and they'd love nothing more than to surprise your party. [02:56] Move slowly, pull deliberately, and keep your healer out of the grass, if you like them. Past the bones and spiders, the route opens up, but you'll need to hop in-game to see [03:09] what's next. These three are just a glimpse of the nine you work through when World of Warcraft Forever launches You also travel to Dalaran City although under less friendly circumstances than you might be used to [03:22] The Kirin Tor don't trust outsiders yet. Entering the city means going in through the toxic Dalaran sewers, fighting up to the streets, and unlocking the city's quests from the inside. [03:34] And five other brand new experiences await in Azeroth. Beyond the new dungeons, World of Warcraft Forever refreshes nearly every vanilla dungeon, including updated rewards and increased quest experience to make dungeon diving more worthwhile at every level. [04:08] you