WoW Forever Uldaman Guide: Entrance, Bosses, Loot, Quests
Short version for people who stop reading here. This WoW Forever Uldaman guide covers a titan vault in the north of Badlands with eight bosses, a rare, two entrances and a final fight against Archaedas. Bring a five player group around level 40 to 45, grab every quest first, enter at Badlands 42.6, 12.2, loot the Gni’kiv Medallion and The Shaft of Tsol on one character, and have three players ready to click each altar. Skip the quests and you walk out with less experience than a trip to the mailbox.
The Uldaman dungeon in WoW Forever keeps its original encounters, because the old strategies still work and Blizzard kept encounter design deliberately classic. What changed is everything around it: dungeon mob experience was cut hard, dungeon quest experience was raised sharply, and boss loot was re-examined across the board.
Uldaman at a Glance
| What | Value |
|---|---|
| Zone | Uldaman, north Badlands, border with Loch Modan |
| Party size | 5 players, no level scaling, no flying mounts |
| Recommended level | 40 to 45 for the party, tank ideally the highest |
| Enemy level | Roughly 35 outside, up to 47 on Archaedas |
| Bosses | The Lost Dwarves, Revelosh, Ironaya, Obsidian Sentinel, Ancient Stone Keeper, Galgann Firehammer, Grimlok, Archaedas, plus the rare Digmaster Shovelphlange outside |
| Full clear time | About two hours with quests |
| Mandatory gimmicks | Staff of Prehistoria for Ironaya, three players on each altar |
| Faction quirk | The Lost Dwarves are hostile only to Horde |
The Uldaman level range WoW Forever players should respect is wide, since the front half is friendly to a level 40 group and the Earthen halls past the altar hit like a late 40s dungeon. Forever has no level scaling, so an overleveled friend still trivializes it and an underleveled tank still dies in the back half.
Entrance Location and Waypoints
The WoW Forever Uldaman entrance is a cave system in the far north of Badlands. Follow the tunnels to the first open area, drop into the center, take the tunnel underneath to Dig One, and the portal sits on your right. The caves are packed with elite Shadowforge dwarves, so the dungeon technically starts before the loading screen.
| Point | Zone | Coordinates | Why you go there |
|---|---|---|---|
| Main entrance | Badlands | 42.6, 12.2 | Cave tunnels leading to the instance portal |
| Back entrance | Badlands | 65.3, 42.6 | Dustwind Gulch tunnel, opens beside the Obsidian Sentinel |
| Crumpled Map | Badlands | 53.0, 34.1 | Starts the Hammertoe chain for Alliance |
| Prospector Ironband | Loch Modan | 65.8, 65.6 | Agmond chain start and turn in |
| Krom Stoutarm | Ironforge | 74.6, 9.6 | Reclaimed Treasures for Alliance |
| Patrick Garrett | Undercity | 62, 48 | Reclaimed Treasures for Horde |
| Krom’s chest | Uldaman outer caves | 53.9, 58.6 | North Common Hall, outside the portal |
- Alliance players fly to Thelsamar in Loch Modan and ride south across the border into Badlands.
- Horde players fly to Kargath in Badlands and run northeast.
- Horde players without the Kargath flight path fly to Hammerfall in Arathi Highlands and travel south through Wetlands and Loch Modan.
- The back entrance is the fastest way back in after a wipe deep inside, because the front caves respawn while you corpse run.
Best Group Composition
Uldaman is a humanoid and runner festival up front and a crowd control immune golem festival in the back. You want one real tank, one healer with mana to spare, hard crowd control for the trogg and Dark Iron pulls, and area damage for the Earthen packs. Forever still expects Polymorph, Fear, Root and Sap to do real work in dungeons.
| Role | Best picks | Why |
|---|---|---|
| Tank | Protection Warrior, Protection Paladin, Feral Druid | Warriors slow runners; Forever Paladins get baseline Consecration at 20 and Seal of Fury for tanking |
| Healer | Priest, Druid, Shaman, Paladin | Priests shield the area damage dealer during Earthen pulls; Divine Spirit is now baseline |
| Crowd control | Mage, Rogue, Warlock | Polymorph and Sap handle troggs and Shadowforge casters |
| Area damage | Mage, Warlock | Earthen packs ignore crowd control and die to area damage |
| Runner control | Warrior, Rogue, Hunter, Shaman | Most humanoids flee at low health and bring friends back |
- A Mage is the single most valuable slot, because it covers crowd control, area damage and water.
- Rogues should carry Crippling Poison for runners.
- Paladins still lack an interrupt, so someone else must stop Revelosh and the Shadowforge casters.
- Dwarves in Forever gain Big Game Hunter against Beasts, which helps against the basilisks and scorpids.
- Forever merges spell, melee and ranged hit, so hybrid damage dealers like Enhancement Shaman and Retribution Paladins stop wasting half their gear.
- New combinations such as Dwarf Shaman, Orc Mage, Troll Warlock and Undead Paladin fill the same roles as their classic counterparts.
Quests to Grab Before You Zone In
The WoW Forever Uldaman quests are the whole reason to go, because Forever moved dungeon experience from kills into quest rewards. Several chains start in cities and send you back outside mid run, so do the preparation steps first or plan on running Uldaman twice.
Alliance
| Quest | Starts | Objective | Reward |
|---|---|---|---|
| Reclaimed Treasures | Krom Stoutarm, Ironforge | Krom Stoutarm’s Treasure in the North Common Hall outside | Experience and Ironforge reputation |
| Amulet of Secrets | Hammertoe Grez after A Sign of Hope | Hammertoe’s Amulet from Magregan Deepshadow | Leads to Prospect of Faith |
| The Hidden Chamber | Baelog after The Lost Dwarves | Open Ironaya’s chamber and walk inside | Dwarven Charge or Explorer’s League Lodestar |
| Uldaman Reagent Run | Ghak Healtouch after Badlands Reagent Run | Magenta Fungus Cap | Restorative Potion |
| Agmond’s Fate | Prospector Ironband after Ironband Wants You! | 4 Carved Stone Urn | Prospector Gloves |
| The Lost Tablets of Will | Advisor Belgrum after An Ambassador of Evil | Tablet of Will in Galgann’s room | Medal of Courage |
| Restoring the Necklace | Shattered Necklace drop | Three gems plus the Shattered Necklace Power Source | Talvash’s Enhancing Necklace |
Horde
| Quest | Starts | Objective | Reward |
|---|---|---|---|
| Reclaimed Treasures | Patrick Garrett, Undercity | Garrett Family Treasure in the South Common Hall outside | Experience and Undercity reputation |
| Uldaman Reagent Run | Jarkal Mossmeld after Badlands Reagent Run | Magenta Fungus Cap | Restorative Potion |
| Necklace Recovery, Take 3 | Dran Droffers, Orgrimmar via Necklace Recovery | Gems and power source | Jarkal’s Enhancing Necklace |
Both Factions and Mage
| Quest | Starts | Objective | Reward |
|---|---|---|---|
| Solution to Doom | Theldurin the Lost, Badlands | Tablet of Ryun’eh in the Sealed Hall outside | Doomsayer’s Robe with negative Stamina |
| Power Stones | Rigglefuzz, Badlands | 8 Dentrium Power Stone and 8 An’Alleum Power Stone | Energized Stone Circle, Duracin Bracers or Everlast Boots |
| The Platinum Discs | The Discs of Norgannon | Listen to the lore after Archaedas | Thawpelt Sack plus potions |
| Power in Uldaman | Tabetha after Return to the Marsh | Obsidian Power Source from the Obsidian Sentinel | Celestial Orb or Celestial Stave |
- Alliance players should finish A Sign of Hope and kill Magregan Deepshadow outside before the group arrives.
- Alliance players need five Silver Bar for Lore for a Price before Back to Uldaman unlocks.
- Ambassador Infernus for An Ambassador of Evil lives in Angor Fortress and needs at least two players.
- Horde players should farm the Shattered Necklace from the outside dwarves first, otherwise the chain costs an extra run.
- Miners who finished Martek the Exiled in Thousand Needles can turn in the repeatable Indurium Ore.
Best Route Through Uldaman
Most bosses sit in side rooms off the main tunnel, which is why groups get lost and blame the healer. This is the full quest route, in the order that avoids backtracking.
- Outside the portal, talk to Hammertoe Grez, kill Magregan Deepshadow, open the Sealed Hall chest, loot the faction treasure chest, and kill Digmaster Shovelphlange if he patrols by.
- Inside, find the Remains of a Paladin to advance the necklace chain.
- Clear Dig Two and deal with the Lost Dwarves, then loot the Gni’kiv Medallion from the chest on the table and the Shattered Necklace Topaz from the tall urn.
- Kill Revelosh, loot The Shaft of Tsol, and right click the medallion to form the Staff of Prehistoria.
- Clear the entire Map Chamber including stealthed troggs, then place the staff on the pedestal to wake Ironaya.
- Detour to the enchanting trainer Annora and the Ancient Stone Keeper only if someone needs them.
- Take the Obsidian Sentinel near the back entrance only if a Mage needs Power in Uldaman.
- Kill Galgann Firehammer, grab the Tablet of Will, drink to full, then open the Shadowforge Cache for the Shattered Necklace Ruby and its ambush.
- Kill Grimlok for the Shattered Necklace Sapphire.
- Clear the Earthen packs in the Hall of the Keepers, click the altar with three players, and kill the four Stone Keepers as they wake.
- Clear the corridor, wake Archaedas with three players on his altar, then read the Discs of Norgannon and open the Ancient Chest.
Loot runs skip the front half entirely. Enter through the back entrance, kill the Obsidian Sentinel, walk to Galgann, Grimlok and Archaedas, and leave. With Forever’s reduced kill experience, farming Uldaman for leveling is a slow way to hate yourself.
One character must hold both the Gni’kiv Medallion and The Shaft of Tsol before combining them, and nobody touches the pedestal until the Map Chamber is empty. Both altars need three players channeling at once. Forever cut experience from dungeon kills and raised quest experience, so a run without the quest chains is mostly wasted time.
Trash Mobs and Their Abilities
Humanoids flee at low health and pull the next pack, casters stand in the back, and the Earthen dwarves shrug off every form of crowd control. Line of sight pulls around tunnel corners solve most of the caster problems.
| Mob | What it does | Answer |
|---|---|---|
| Shadowforge Darkcaster | Spell Bomb damages a target for 300+ every time it casts for 10 seconds | The bombed player stops casting until it fades |
| Stonevault Rockchewer | Linked melee guard for Revelosh | Crowd control one, kill the boss first |
| Stonevault Geomancer | Caster trogg that stays at range | Line of sight pull or Polymorph |
| Stonevault Brawler | Melee trogg in Grimlok’s pack | Sap or tank last |
| Jadespine Basilisk | Elite beast with Grimlok | Polymorph or kill second |
| Stonevault Cave Lurker | Stealthed trogg in the Map Chamber | Sweep corners before placing the staff |
| Shadowforge Geologist | Galgann’s caster guards | Crowd control one, burn the other |
| Deeper Shadowforge casters | Flamestrike on the ground | Move out of the fire |
| Earthen Sculptor | Fire damage caster, immune to crowd control | Kill first in every Earthen pack |
| Earthen Rocksmasher | Non-elite melee in packs of four, immune to crowd control | Area damage while the tank holds the golem |
| Stone Steward | Patrolling elite golem, high armor, immune to damage over time and crowd control, stunnable | Pull alone after the Earthen packs die |
| Stone Keeper | Altar golem that wakes one at a time and damages nearby players on death | Ranged step away as it dies |
Boss Strategies
The Uldaman bosses WoW Forever groups face are the original eight encounters plus one rare outside. None of them is hard alone; almost all of them get hard when a runner or a patrol joins.
Digmaster Shovelphlange (Rare, Outside)
- He uses Defensive Stance and Sunder Armor with a fast melee swing.
- The tank takes aggro before anyone attacks, because he shreds cloth.
- Pull him away from the surrounding elites and he dies quietly.
The Lost Dwarves
- Baelog attacks at range and is the usual crowd control target.
- Eric “The Swift” charges party members and stuns them, so he dies first.
- Olaf uses Shield Slam and can be pulled alone before the other two.
- Alliance players do not fight them and take The Hidden Chamber from Baelog instead.
Revelosh
- He casts Chain Lightning and Lightning Bolt.
- Two Stonevault Rockchewers join the pull, so crowd control one of them.
- Interrupt every Chain Lightning, because it bounces through the whole party.
Ironaya
- She uses Arcing Smash, War Stomp and Knock Away.
- The tank faces her away from the group to keep the cleave off everyone else.
- Knock Away wipes threat, so the tank saves a taunt for right after it.
- She is immune to damage over time effects, so Warlocks and Shadow Priests adjust their rotation.
Obsidian Sentinel
- He uses Splintered Obsidian and Summon Obsidian Shard.
- At 66 and 33 percent health he spawns non-elite Obsidian Shard adds.
- Kill the shards, return to the boss, and ignore damage over time spells because he is immune.
Ancient Stone Keeper
- His only trick is Sand Storms, a wandering storm that damages, slows and silences.
- Casters walk out of the storm instead of finishing the cast.
- Pillars in Temple Hall break line of sight for heals, so the healer stays in the open.
Galgann Firehammer
- He casts Flame Shock, Flame Lash and Fire Nova around himself.
- His Amplify Flames debuff raises fire damage taken and should be dispelled from the tank and melee.
- Crowd control one Shadowforge Geologist, kill the other, then finish Galgann away from the ranged players.
- Fire resistance on the tank makes this fight noticeably less stupid.
Grimlok
- He casts Shrink on the group, Chain Bolt, Lightning Bolt and Bloodlust.
- A Stonevault Geomancer, a Stonevault Brawler and a Jadespine Basilisk come with him.
- Crowd control an add, burn Grimlok before the Shrink lands, then kill the Geomancer.
- Spread out so Chain Bolt stops bouncing.
Archaedas
The Archaedas strategy WoW Forever parties need is threat discipline and add assignments. Three players click the altar, Archaedas wakes, and the tank never leaves him for the entire fight while everyone else handles the statues.
- Archaedas uses Ground Tremor to stun everyone within 20 yards, so ranged stay outside that radius.
- An Earthen Custodian wakes every 10 seconds and must die quickly, because the white dwarves otherwise sustain him.
- At 66 percent health he casts Awaken Earthen Guardians and six Earthen Guardians whirlwind into the group.
- At 33 percent health he casts Awaken Vault Warder and two elite Vault Warders start trampling.
- The Vault Warders die when Archaedas dies, so everyone switches to the boss and burns cooldowns and potions.
- The healer spends mana only on healing, because running dry in the final phase is a guaranteed wipe.
Loot Table
The WoW Forever Uldaman loot below is the original drop list the dungeon launched with. Forever re-examined every dungeon drop, turned unique boss items blue, added new drops and Blueprint recipes from dungeon bosses, so check tooltips instead of trusting old memories. Bind on pickup uncommon and rare appearances go to every eligible looter, so nobody rolls against your upgrade for a transmog.
| Boss | Item | Type |
|---|---|---|
| Digmaster Shovelphlange | Expert Goldminer’s Helmet | Leather head |
| Digmaster Shovelphlange | Shovelphlange’s Mining Axe | One-hand axe |
| Baelog | Nordic Longshank | One-hand sword |
| Baelog | Baelog’s Shortbow | Bow |
| Baelog | Precision Arrow | Arrows |
| Eric | Horned Viking Helmet | Plate head with a 30 second disable effect |
| Eric | Worn Running Boots | Leather feet |
| Eric | Swiftness Potion | Consumable |
| Olaf | Olaf’s All Purpose Shield | Shield that reduces falling damage |
| Olaf | Battered Viking Shield | Shield |
| Olaf | Oil of Olaf | Armor consumable |
| Revelosh | Revelosh’s Armguards | Mail wrist, random stats |
| Revelosh | Revelosh’s Boots | Plate feet, random stats |
| Revelosh | Revelosh’s Gloves | Cloth hands, random stats |
| Revelosh | Revelosh’s Spaulders | Leather shoulder, random stats |
| Ironaya | Ironaya’s Bracers | Wrist, random stats |
| Ironaya | Ironshod Bludgeon | Staff |
| Ironaya | Stoneweaver Leggings | Cloth legs |
| Obsidian Sentinel | Obsidian Power Source | Mage quest item |
| Ancient Stone Keeper | Cragfists | Plate hands with Defense |
| Ancient Stone Keeper | Rockshard Pauldrons | Mail shoulder |
| Galgann Firehammer | Galgann’s Fireblaster | Gun |
| Galgann Firehammer | Galgann’s Firehammer | One-hand mace |
| Galgann Firehammer | Flameseer Mantle | Cloth shoulder with fire damage |
| Galgann Firehammer | Emberscale Cape | Back |
| Grimlok | Grimlok’s Charge | Polearm |
| Grimlok | Grimlok’s Tribal Vestments | Cloth chest |
| Grimlok | Oilskin Leggings | Leather legs |
| Archaedas | Archaedic Stone | Ring, random stats |
| Archaedas | Stoneslayer | Two-hand sword |
| Archaedas | The Rockpounder | Two-hand mace |
The Lost Dwarves loot is Horde only, which Alliance players have complained about for two decades with no visible effect. Stoneslayer and The Rockpounder are the leveling weapons Warriors and Paladins actually come for.
Notable Bind on Equip Drops
- Pendulum of Doom is a slow two-hand weapon with a large proc.
- Papal Fez is a cloth healing helm.
- Legguards of the Vault are mail legs.
- Beacon of Hope is a healing off-hand.
- Stonevault Bonebreaker, Ginn-su Sword and Shadowforge Bushmaster are weapons worth selling if nobody needs them.
- Miner’s Hat of the Deep, Digmaster 5000, The Shoveler and Excavator’s Brand exist mostly for roleplayers.
Uldaman Lore
Uldaman began as a small stasis vault built by the titan-forged giantess Ironaya to hold the troggs, the Makers’ first failed attempt at a race of stone. After the fall of Tyr, she and the keeper Archaedas expanded it to guard the Discs of Norgannon, and sealed earthen afflicted by the curse of flesh inside to sleep. Those earthen eventually woke as the first dwarves.
Before the Third War, Ironforge excavators broke in, woke the troggs and fled; the troggs tunneled after them and ended up flooding Gnomeregan. Now the Shadowforge clan digs here under Ambassador Infernus for their master Ragnaros. Forever takes place before Molten Core, so this is the Dark Irons at full ambition, not a museum exhibit.
Of all World of Warcraft Forever dungeons set in the original map, this is the one openly quoting Raiders of the Lost Ark with its staff and model city, and The Lost Vikings with three dwarves named Baelog, Eric and Olaf. The Discs at the bottom explain where dwarves came from, which is more backstory than most dwarves want.
Mistakes That Wipe Groups
- Placing the staff before clearing the Map Chamber adds stealthed troggs to Ironaya.
- Letting humanoids flee turns one pull into three.
- Opening the Shadowforge Cache at half mana feeds the ambush.
- Casting through Spell Bomb kills the caster faster than the mob does.
- Having the tank chase Archaedas adds instead of holding the boss lets him flatten the healer.
- Pulling an Earthen pack while a Stone Steward patrols nearby adds an elite golem to a fight with no crowd control.
The Classic Plus Uldaman experience rewards the same thing the original did: patience, a Mage, and three people who can click an altar at the same time without a committee meeting.
Where is the Uldaman entrance in WoW Forever?
The main entrance is in northern Badlands at 42.6, 12.2, with a back entrance at 65.3, 42.6.
What level should I be for Uldaman?
Bring a party around level 40 to 45 with the tank highest, since Archaedas reaches level 47.
How do I open the door to Ironaya?
Combine the Gni’kiv Medallion with The Shaft of Tsol from Revelosh, then place the staff on the pedestal.
Is Uldaman worth running for experience in WoW Forever?
Only with quests, because Forever cut experience from dungeon kills and sharply raised experience from dungeon quests.
How many players does Archaedas need?
Three players must click his altar together to wake him, just like the Stone Keeper altar earlier.