Update Healer Man server

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- **B — promising:** a useful slice exists, but topology, gates, optional routes, or event handling need more design.
- **C — keep whole / no clean cut:** the full dungeon is already compact or event-led, or a cut would lose what makes the instance work.
The three first-pass candidates below are now registered as derived Bite-Sized dungeons. This is a content prototype, not a claim that the routes have passed live traversal: the corridor filters, collision, companion navigation, encounter starts, wipes, completion, and results still need an in-game pass.
The three first-pass candidates below are registered as derived Bite-Sized dungeons. After the first play report, the Wailing escort was replaced with Verdan’s room fight, the Deadmines entry was moved onto Mr. Smite’s source spawn, and Skadi’s hidden start interaction was replaced with a guard clear. Collision, companion navigation, wipes, completion, and results still need an in-game pass.
| Prototype | Implemented slice | Open playtest question |
| --- | --- | --- |
| Wailing Caverns — Naralex’s Rescue | Starts at the Disciple’s camp, follows the imported escort waypoints, runs the source ravager/serpent/nightmare waves, then activates Mutanus. The four Fanglords are skipped. | Confirm the filtered trash corridor tracks the cave path and the moving Disciple stays reachable through the bends. |
| The Deadmines — Take the Ship | Starts at Mr. Smite’s ship ramp, clears the ship population, gates VanCleef behind Captain Greenskin, then ends in the cabin. | Check the ship corridor boundary and make sure the omitted Cookie branch does not invite a misleading detour. |
| Utgarde Pinnacle — Skadi’s Gauntlet | Starts at Eagle’s Eye, runs the source first wave, three harpoon interactions and finite reinforcements, then grounds and completes Skadi. | Check the long approach, interaction distances, and companion behavior around the event’s ground-based harpoon adaptation. |
| Wailing Caverns — Verdan’s Lair | Starts inside Verdan’s chamber at a navigation-surface point. Three source cave mobs spawn in the room; defeating all three activates Verdan. Naralex and Mutanus remain only in the full dungeon. | Confirm the room population, Verdan activation, party targeting, and completion in play. |
| The Deadmines — Take the Ship | Starts at Mr. Smite’s source floor position, clears the ship population, gates VanCleef behind Captain Greenskin, then ends in the cabin. | Confirm the new start is grounded and the ship route remains walkable. |
| Utgarde Pinnacle — Skadi’s Gauntlet | Starts at Eagle’s Eye. Defeating the three nearby imported guards activates Skadi at a source wave position on the same approach. The long waves and harpoons are omitted from this short run. | Confirm Skadi appears within the approach and the fight completes without an interaction. |
Each derived ID resolves to its source dungeon’s content pack; the original full-length dungeon remains unchanged. The new entries are labeled Bite-Sized and beta until those playtests are recorded.
Each derived ID resolves to its source dungeon’s content pack and map asset directory through `dungeonContentSourceId`; the original full-length dungeon remains unchanged. The new entries are labeled Bite-Sized and beta until those playtests are recorded.
## Best first prototypes
| Rank | Dungeon slice | Why it fits | Main implementation question |
| --- | --- | --- | --- |
| 1 | **Wailing Caverns — Naralex’s Rescue:** start at the Disciple’s event point, escort through the lower caves, defend Naralex through the waves, then fight Mutanus. | It already has the “journey to the final boss” shape: a route through recognizable cave spaces that builds to a protected NPC and a final monster. This matches the example you gave. | In the original route the event is unlocked after the Fang leaders and starts back near the entrance. For a short version, provide a clean event start/checkpoint and preserve the escort plus wave sequence. [Dungeon overview](https://warcraft.wiki.gg/wiki/Wailing_Caverns) |
| 2 | **The Deadmines — Take the Ship:** enter at Mr. Smite’s ramp, clear the ship, fight Captain Greenskin, then finish Edwin VanCleef in the cabin. | One strong visual set piece, a straightforward forward route, and a natural boss finale. The optional Cookie detour can be left out. [Classic guide](https://warcraft.wiki.gg/wiki/Deadmines_%28Classic%29) |
| 1 | **Wailing Caverns — Verdan’s Lair:** clear the chamber mobs, then fight Verdan the Everliving. | One navigable cave room and a clear boss reveal keep the run short. The Naralex escort remains a future, more complex candidate. | Verify the room floor, combat spacing, and boss activation in play. [Dungeon overview](https://warcraft.wiki.gg/wiki/Wailing_Caverns) |
| 2 | **The Deadmines — Take the Ship:** enter at Mr. Smite’s deck position, clear the ship, fight Captain Greenskin, then finish Edwin VanCleef in the cabin. | One strong visual set piece, a straightforward forward route, and a natural boss finale. The optional Cookie detour can be left out. [Classic guide](https://warcraft.wiki.gg/wiki/Deadmines_%28Classic%29) |
| 3 | **Zul’Farrak — The Staircase:** start at the pyramid event, survive Sergeant Bly’s descending waves, and finish at Chief Ukorz’s chamber. | The stair defense is already a compact wave encounter with a clear spatial progression; it could be a bite-sized run by itself or a short prelude into a boss. | Choose whether Bly and his group are protected participants or replace the event with a controlled wave sequence; the event’s outcome opens the Ukorz route. [Instance map and event guide](https://ptgmedia.pearsoncmg.com/imprint_downloads/brady/wow/zulfarrak/zulfarrak_lr.pdf) |
| 4 | **The Blood Furnace — Broggok’s Breakout:** begin at the prison cells, release the waves, then push through the final corridor to Keli’dan. | A tight industrial route with a built-in escalation and a boss payoff. The map is compact and the three encounters already form a clean progression. [Dungeon overview](https://warcraft.wiki.gg/wiki/Blood_Furnace) |
| 5 | **Utgarde Pinnacle — Skadi’s Gauntlet:** start as Skadi retreats, fight down Eagle’s Eye through the advancing packs, collect harpoons, and bring Skadi down. | One of WoW’s clearest self-contained dungeon set pieces: moving waves, a visible target, a hazard lane, an objective pickup, and a boss. It can end at Skadi without carrying the whole dungeon. [Encounter guide](https://www.icy-veins.com/wotlk-classic/utgarde-pinnacle-dungeon-guide) |
| 5 | **Utgarde Pinnacle — Skadi’s Gauntlet:** defeat the guards at Eagle’s Eye, then fight Skadi on the approach. | The short implementation gives the route an immediate, visible boss payoff. A full moving-wave and harpoon event remains a separate candidate. [Encounter guide](https://www.icy-veins.com/wotlk-classic/utgarde-pinnacle-dungeon-guide) |
| 6 | **Pit of Saron — The Quarry Breakout:** free the enslaved workers, clear the ambushes and tunnel, then confront Tyrannus. | A linear outdoor quarry gives the route space to breathe, and the rescue objective gives a strong reason to advance. The original instance already frames the final boss around freeing the slaves. [Dungeon overview](https://warcraft.wiki.gg/wiki/Pit_of_Saron) |
| 7 | **The Shattered Halls — Kargath’s Gauntlet:** start around Warbringer O’Mrogg, push through the final gauntlet, and finish in Kargath’s arena. | A direct late-dungeon route with a clear arena payoff. It works best if the final hallway pressure is the feature, not just a boss rush. |
| 8 | **Shadow Labyrinth — The Screaming Hall:** begin around Grandmaster Vorpil’s chamber and advance along the final hall to Murmur. | The project map shows a long, distinct finale corridor, and the two-boss ending provides a natural short arc without needing to reproduce the whole labyrinth. [Dungeon overview](https://warcraft.wiki.gg/wiki/Shadow_Labyrinth) |
| 9 | **Halls of Lightning — Ionar to Loken:** use the storm overlook and the route into Loken’s sanctum as the final ascent. | Strong visual progression from open storm space to titan interior; Ionar already guards the entrance to Loken’s sanctum. [Ionar’s encounter context](https://warcraft.wiki.gg/wiki/Ionar) |
**My pick for the first batch:** Wailing Caverns, Deadmines, and Skadi’s Gauntlet. Together they give three distinct forms—escort-and-defense, a compact boss route, and an event gauntlet—while staying close to routes the source game already supports.
**Current first batch:** Verdan’s Lair, Take the Ship, and Skadi’s Gauntlet. These now use short room and route progressions with explicit boss activation.
## Full 51-dungeon scan
@@ -45,7 +45,7 @@ Each derived ID resolves to its source dungeon’s content pack; the original fu
| Classic | Shadowfang Keep | Fenrus through Wolf Master Nandos and up to Arugal’s tower. | B |
| Classic | Stormwind Stockade | The existing central Cellblock Rush is already the reference design. | C |
| Classic | The Deadmines | Mr. Smite’s ship ramp through Greenskin to VanCleef’s cabin. | A |
| Classic | Wailing Caverns | Naralex escort route, defense waves, and Mutanus. | A |
| Classic | Wailing Caverns | Verdan’s chamber fight now; Naralex escort is deferred. | A |
| Classic | Razorfen Kraul | The deeper boar warrens and Charlga’s area; the open, branching route needs a firm start boundary. | B |
| Classic | Blackfathom Deeps | Kelris’s altar ritual and the opened route to Aku’mai. | B |
| Classic | Uldaman | The late titan-vault approach to Archaedas. | B |
@@ -78,7 +78,7 @@ Each derived ID resolves to its source dungeon’s content pack; the original fu
| Burning Crusade | The Black Morass | Keep the full portal-defense event; splitting it would remove the core mechanic. | C |
| Burning Crusade | The Escape from Durnholde | Keep the full escort-and-escape story; it is already a self-contained event run. | C |
| Wrath | Utgarde Keep | Keep the full short three-boss route. | C |
| Wrath | Utgarde Pinnacle | Eagle’s Eye wave gauntlet, harpoons, and Skadi. | A |
| Wrath | Utgarde Pinnacle | Eagle’s Eye guard clear and Skadi; the full wave and harpoon event is deferred. | A |
| Wrath | The Nexus | A single mage/arcane wing could work, but the boss route crosses a hub; map a route before choosing a cut. | B |
| Wrath | The Oculus | No first choice: drake riding and multi-level flight are the dungeon’s identity and make a small walking route misleading. | C |
| Wrath | The Culling of Stratholme | Keep the whole compact timed story run, including its city push and final encounter. | C |