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<content name="The Dungeons of Wrath  of the Lich King: Utgarde Keep">

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		<stat desc="Level Range" value="70-72 (Utgarde Keep), 80 (Utgarde Pinnacle)"/>
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<section>
<blockquote>
      <p class="lead">Among the cliffs of the Daggercap Bay in the Howling Fjord stands Utgarde Keep, an impervious fortress occupied by the savage and enigmatic vrykul. The ancient stronghold stretches deep into the earth, but thus far no scout from the Alliance or Horde has survived long enough to explore its depths. Long thought to be abandoned, Utgarde has only recently returned to occupation after millennia of disuse. Now the half-giant vrykul pour endlessly from within the keep's battle-scarred walls to assault the nearby settlements.</p>
<p>Fanatically loyal to the still-slumbering King Ymiron, the vrykul seem to live for the thrill of battle. Inside Utgarde, the vicious Dragonflayer clan builds massive weapons of war in ever-burning forges. All of Ingvar's raiders possess tremendous strength and stamina, and a few have also learned to master the arcane arts. Most vrykul magic seems to draw from mysterious runes that even the most experienced magi find unfamiliar. These rune-casters are among the deadliest of all the vrykul, possessing the power to freeze their foes in solid ice and shatter them into a thousand jagged shards.</p>
<p>Although rumors persist that the followers of Ymiron may have allied with the Scourge, the denizens of the Howling Fjord have all seen the Dragonflayers' most common allies: proto-dragons. These bestial creatures seem to have little in common with their better-known brethren in the five dragonflights. Nevertheless, the vrykul have trained the fearsome proto-dragons to serve as mounts. Under the command of Ingvar the Plunderer, the dragon riders revel in slaughtering their enemies from above without warning.</p>
<p>Even as the brutal vrykul strive to conquer the surface of Northrend, they have begun expanding beneath the Howling Fjord as well. Because the servants of Ymiron consider manual labor to be a lowly endeavor, the brave adventurers of the fjord speculate that the vrykul must be tapping some outside source to carry out the work....</p>
<p>With mysterious, foul magic and proto-dragons at their command, the vrykul of Utgarde Keep pose an imminent threat to both the Alliance and the Horde. Only the bravest would dare to strike against Ymiron's faithful and delve into the heart of the vrykul's primeval home.</p>
</blockquote>


<h2>Anatomy of a Dungeon: Utgarde Keep</h2>
<p>Fresh from your many victories  in Outland, you have heeded the call. Brave adventurers are needed to battle the  massing Scourge in Northrend. The serene trip by  boat into Daggercap Bay stands in sharp contrast to the scene at your  final destination, the besieged town of Valgarde.  As the boat comes to a stop at last, you find yourself in a town under siege. Enraged  vrykul charge the town's defenders, overwhelming them with their sheer size and  savagery. Buildings catch fire and burn before your eyes, and the cries of  battle mingle with the shrieks of the proto-dragons flying low overhead.  Despite the chaos, your eyes are drawn to the massive stone edifice dominating  your view -- Utgarde. As you gaze upon the twin skull visages on the façade  that leer out upon Daggercap Bay, you feel a shiver run down your spine that  has nothing to do with the frosty air....</p>

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<h2>Utgarde's Eye Candy</h2>
Utgarde Keep is one of the most visually impressive edifices in all of World of Warcraft. When you pass these notable areas, you might want to pause a moment and look around:
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<h3>The Forge</h3>
The very first room in Utgarde is a forge. The fire blasting from the forge is a brand new graphic effect used here to increase the keep's dramatic visuals. You must defeat each successive group of enemies to extinguish the walls of flame, allowing your group to continue.
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<h3>
        <span>The</span> Dragon Pens</h3>
This stable, housing the proto-dragon mounts of the Vrykul, is a showcase for the art and textures used throughout Utgarde. Its most interesting architectural feature is the open ceiling; look up to see the sky with dragons flying overhead. The amount of light coming through the ceiling depends on the time of day in-game.
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<h3>The Balcony</h3>
The area leading up to and including the final boss fight takes place on an outdoor balcony high atop the keep. If only the keep's denizens would give you a moment to simply enjoy the breathtaking view from this lofty perch overlooking Daggercap Bay, Valgarde, and the nearby waterfall. You can even see drakes flying overhead, embarking on sorties to attack targets below
</sidebar>


<p>The  towering, ominous Utgarde Keep is a sight impossible to miss for players  arriving in Howling Fjord, and likely the first dungeon experienced in  Northrend. The design process behind Utgarde Keep, and the other dungeons of  Wrath of the Lich King, has evolved from years of experience developing for  World of Warcraft. In this article, the World of Warcraft design team explores  the goals and overall philosophies at the foundations of the five-person  dungeons of Northrend, and gives us a behind-the-scenes look at Utgarde Keep  itself. Let's start the tour.</p>




<h2>Welcome  to Northrend. Now feel our wrath!</h2>
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    <p>How  exactly do you dream up a dungeon? When we started working on Utgarde Keep, we  knew from the start that we wanted some sort of “impenetrable fortress in the  side of a mountain.” In considering the continent of Northrend's history and  geography, we pretty quickly found a source of inspiration for Utgarde Keep,  and to an extent the entire region of Howling Fjord, in a combination of  elements from Norse mythology. One of our goals was to make the starting areas  feel more “human.” The presence of the Vrykul, the imposing half-giant warrior  race native to the region, and the architecture connected to them helped  achieve exactly that.</p>
<p>Utgarde's  design ties closely into the creation of Howling Fjord as a whole. Less  high-concept than the otherworldly and wildly diverse regions of Outland, we  want the zones in Northrend to follow a geographic theme that's more consistent  with the familiar geography of Azeroth. Many of Northrend's regions originally  appeared in Warcraft III -- such as Howling Fjord, one of the two starting  areas and also where Utgarde Keep is prominently located. Howling Fjord's Azerothian  feel stands in sharp contrast to the stark, alien beauty of Hellfire Peninsula,  and this should help players establish an immediate connection to the  expansion's new environments.</p>

<p>However,  the residents of Utgarde Keep are more than happy to make them feel less at  home. The Vrykul (think Vikings, only bigger, fiercer, and extremely  inhospitable) have made Utgarde Keep their staging ground for attacks against  nearby Horde and Alliance settlements, including Valgarde, and they aren't exactly  thrilled to see new heroes coming in to reinforce the town. When you arrive in Daggercap Bay, you will experience regular Vrykul  attacks firsthand as the raging giants assault Valgarde and rain fire down on  the buildings from the backs of their proto-dragon mounts. The intent here is to  make you feel deeply involved in the expansion's overall plot from the moment you  step off the boat, and we felt there's really no better way to achieve this  than to have a Vrykul giant chase you around with an axe that's easily twice  your own size.</p>
<p>You'll  catch a glimpse of the Vrykul's sinister plans through the quests in Valgarde's  vicinity, which will eventually lead you into Utgarde Keep itself to strike a  blow at the heart of the Vrykul war effort (and perhaps gain some insights into  the motivations behind the attacks themselves). When you finally do enter  Utgarde Keep, we want you to feel as if that assault is the logical conclusion  to the events that led you there. You and your fellow adventurers will venture  in with steely resolve, there to make things right -- armed with sword, spell,  and most importantly, a sense of purpose.</p>

<br/>

<h2>The  design of a starter dungeon</h2>
<p>We  expect most players to battle through this dungeon at a brisk pace. You will find that you will probably be able to play through Utgarde Keep much more quickly than its high-level counterparts, similar to Burning Crusade equivalents such as Hellfire Ramparts and Blood Furnace. Accessibility is a high priority, especially with the early  dungeons, both in terms of location -- the entrance portal is extremely close  to the outskirts of the town -- and in terms of how much time players need to  invest in the dungeon. Along these lines, the overall difficulty of the dungeon  is comparable to a first attempt at Ramparts in Outland.</p>

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<p>The  guiding principle behind this kind of “starter” dungeon is that you and your party  can have a solid, memorable experience with plenty of story payoffs and some  nice rewards to boot -- all in a single run. What should make the experience of  playing through Utgarde Keep even more engaging is a sense of purpose for the  players, and even greater connection to the story than before. This is one of  the key goals of Wrath of the Lich King's dungeon design.</p>

<h2>Looking  for lore (in all the right places)</h2>
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<p>One  of the most important lessons of dungeon design is to establish easily  identifiable goals. When you feel like you're there for a clear reason, that  sense of purpose makes a dungeon far more engaging. To help facilitate this  goal-oriented philosophy, one technique we're using in Wrath of the Lich King  is to build more mission-based instances along the lines of Old Hillsbrad and  Black Morass.</p>
<p>We're also leaning heavily on the rich history and backstory expressed through the  lore of World of Warcraft. After designing dozens of memorable dungeons, at times it can  be challenging to keep things fresh. This is one way the lore is  extremely helpful. It's an invaluable resource for brainstorming new design  ideas and interesting dungeon encounters. The look of the dungeon, the level  design, the enemies, the bosses -- all of these elements are simply creative  manifestations of the underlying lore. </p>
<p>You  will experience this philosophy put into practice in Utgarde. For example, the  backstory states that the Vrykul are, among other things, digging an  underground tunnel between the keep and Gjalerbron (another region in Northrend).  We decided to put tunnels in the keep that players use to move between rooms.  However, when the tunnels were built in the game, we realized that the Vrykul would  frown on manual labor (given their backstory). They would consider digging  tunnels beneath them. So the suggestion was made: why not have mindless undead  dig the tunnels for them? This ultimately influenced our decision to make the  first boss, Prince Keleseth, the Scourge ambassador to the Vrykul. This is just  one example of the creative back-and-forth between lore and game design.</p>
<p>This  approach also gives us an opportunity to portray enemies with their own motivations:  of doing something -- in this case tunneling  -- instead of just waiting to be killed by players. And when they <i>are</i> standing around, they are doing so  for a reason. For example, the enemies in Utgarde Keep's forge are there to  craft weapons and armor for the Vrykul to use in their war effort. Small  details like this help us in our efforts to make every room of every dungeon,  particularly the boss rooms, which receive special attention, unique and  memorable.</p>
<p>Another  example of the deepening connection between story and gameplay is how enemy  bosses are treated in Wrath of the Lich King. Giving the player more  interaction with these villains prior to battling them increases the immersion.  For example, you will first catch a glimpse of Utgarde Keep's commander on a  balcony overlooking Daggercap   Bay and Valgarde,  surrounded by dragon-mounted Vrykul. As you approach, Ingvar the Plunderer can  be seen motioning to his troops, directing them to attack targets below.  Remember the lumbering, dangerous Vrykul with their huge axes who've been chasing  you around ever since you set foot in Northrend? Ingvar is the one who's been giving  them orders all along. Once the commander is felled, you will learn more about  the mystery of the Vrykul, and what needs to be done to free Northrend of the darkness  that shrouds this frozen wasteland.  </p>
<p>A  story-driven approach is a key element to the designs of all the new dungeons  in Wrath of the Lich King. Another excellent example of this is Caverns of  Time: Stratholme, where you will witness a pivotal moment in Arthas' story -- the  culling of Stratholme -- while standing right next to him.</p>


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<h2>Lessons  from the past</h2>
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<p>We  learned some important lessons from The Burning Crusade's starting area and  dungeons, in terms of both what worked and what didn't, and these lessons are  reflected in Northrend. For example, there are two starting areas, each with its  own dungeon, as opposed to The Burning Crusade's single Hellfire Peninsula  / Hellfire Citadel combo. The reasoning behind this is to provide a choice to  the player -- the area you decide to start in is where you will spend your  early levels in Northrend. You can also decide to travel to the other starting area  at any time, thanks to a free travel system between the zones of Borean Tundra and  Howling Fjord, but most players will likely gravitate toward one area in order  to complete the various quests there. Having two starting areas also adds to  Wrath of the Lich King's replayability -- when it's time to pick a starting  area for an alt, you can pick the one that you didn't play through the first  time around.</p>
<p>Another  idea that we are bringing back from Burning Crusade is the heroic difficulty  mode for dungeons. We learned some things from this feature in The Burning Crusade  in terms of balancing and tuning these dungeons for difficulty, which should  result in more consistent difficulty both within a given Heroic dungeon as well  as between one Heroic dungeon and the next. This time around, some Heroic  dungeons will offer bonus content such as new bosses and hidden areas of the  dungeon that will only be accessible in Heroic mode.</p>

<h2>Visions  of the future</h2>
<p class="lead">Despite the chaos,  your eyes are drawn to the massive stone edifice dominating your view -- Utgarde.  </p>
<p>As you gaze upon the twin skull visages on the façade that leer out upon  Daggercap Bay, you feel a shiver run down your spine that has nothing to do  with the frosty air.... However, you quickly shake off the feeling of unease  and focus on the battle at hand, knowing that your skills are needed here and  now. As the vrykul attackers fall before you one by one, you can't help but  wonder what other monstrosities await you beyond the darkened walls of Utgarde  Keep.
You get the feeling  you'll find out soon enough.</p>
<p>We  hope you enjoyed this preview of Utgarde Keep and dungeon design in Wrath of  the Lich King and look forward to seeing you in Northrend.</p>

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