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

WhatValue
ZoneUldaman, north Badlands, border with Loch Modan
Party size5 players, no level scaling, no flying mounts
Recommended level40 to 45 for the party, tank ideally the highest
Enemy levelRoughly 35 outside, up to 47 on Archaedas
BossesThe Lost Dwarves, Revelosh, Ironaya, Obsidian Sentinel, Ancient Stone Keeper, Galgann Firehammer, Grimlok, Archaedas, plus the rare Digmaster Shovelphlange outside
Full clear timeAbout two hours with quests
Mandatory gimmicksStaff of Prehistoria for Ironaya, three players on each altar
Faction quirkThe 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.

PointZoneCoordinatesWhy you go there
Main entranceBadlands42.6, 12.2Cave tunnels leading to the instance portal
Back entranceBadlands65.3, 42.6Dustwind Gulch tunnel, opens beside the Obsidian Sentinel
Crumpled MapBadlands53.0, 34.1Starts the Hammertoe chain for Alliance
Prospector IronbandLoch Modan65.8, 65.6Agmond chain start and turn in
Krom StoutarmIronforge74.6, 9.6Reclaimed Treasures for Alliance
Patrick GarrettUndercity62, 48Reclaimed Treasures for Horde
Krom’s chestUldaman outer caves53.9, 58.6North 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.

RoleBest picksWhy
TankProtection Warrior, Protection Paladin, Feral DruidWarriors slow runners; Forever Paladins get baseline Consecration at 20 and Seal of Fury for tanking
HealerPriest, Druid, Shaman, PaladinPriests shield the area damage dealer during Earthen pulls; Divine Spirit is now baseline
Crowd controlMage, Rogue, WarlockPolymorph and Sap handle troggs and Shadowforge casters
Area damageMage, WarlockEarthen packs ignore crowd control and die to area damage
Runner controlWarrior, Rogue, Hunter, ShamanMost 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

QuestStartsObjectiveReward
Reclaimed TreasuresKrom Stoutarm, IronforgeKrom Stoutarm’s Treasure in the North Common Hall outsideExperience and Ironforge reputation
Amulet of SecretsHammertoe Grez after A Sign of HopeHammertoe’s Amulet from Magregan DeepshadowLeads to Prospect of Faith
The Hidden ChamberBaelog after The Lost DwarvesOpen Ironaya’s chamber and walk insideDwarven Charge or Explorer’s League Lodestar
Uldaman Reagent RunGhak Healtouch after Badlands Reagent RunMagenta Fungus CapRestorative Potion
Agmond’s FateProspector Ironband after Ironband Wants You!4 Carved Stone UrnProspector Gloves
The Lost Tablets of WillAdvisor Belgrum after An Ambassador of EvilTablet of Will in Galgann’s roomMedal of Courage
Restoring the NecklaceShattered Necklace dropThree gems plus the Shattered Necklace Power SourceTalvash’s Enhancing Necklace

Horde

QuestStartsObjectiveReward
Reclaimed TreasuresPatrick Garrett, UndercityGarrett Family Treasure in the South Common Hall outsideExperience and Undercity reputation
Uldaman Reagent RunJarkal Mossmeld after Badlands Reagent RunMagenta Fungus CapRestorative Potion
Necklace Recovery, Take 3Dran Droffers, Orgrimmar via Necklace RecoveryGems and power sourceJarkal’s Enhancing Necklace

Both Factions and Mage

QuestStartsObjectiveReward
Solution to DoomTheldurin the Lost, BadlandsTablet of Ryun’eh in the Sealed Hall outsideDoomsayer’s Robe with negative Stamina
Power StonesRigglefuzz, Badlands8 Dentrium Power Stone and 8 An’Alleum Power StoneEnergized Stone Circle, Duracin Bracers or Everlast Boots
The Platinum DiscsThe Discs of NorgannonListen to the lore after ArchaedasThawpelt Sack plus potions
Power in UldamanTabetha after Return to the MarshObsidian Power Source from the Obsidian SentinelCelestial Orb or Celestial Stave

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.

  1. 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.
  2. Inside, find the Remains of a Paladin to advance the necklace chain.
  3. 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.
  4. Kill Revelosh, loot The Shaft of Tsol, and right click the medallion to form the Staff of Prehistoria.
  5. Clear the entire Map Chamber including stealthed troggs, then place the staff on the pedestal to wake Ironaya.
  6. Detour to the enchanting trainer Annora and the Ancient Stone Keeper only if someone needs them.
  7. Take the Obsidian Sentinel near the back entrance only if a Mage needs Power in Uldaman.
  8. Kill Galgann Firehammer, grab the Tablet of Will, drink to full, then open the Shadowforge Cache for the Shattered Necklace Ruby and its ambush.
  9. Kill Grimlok for the Shattered Necklace Sapphire.
  10. 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.
  11. 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.

MobWhat it doesAnswer
Shadowforge DarkcasterSpell Bomb damages a target for 300+ every time it casts for 10 secondsThe bombed player stops casting until it fades
Stonevault RockchewerLinked melee guard for ReveloshCrowd control one, kill the boss first
Stonevault GeomancerCaster trogg that stays at rangeLine of sight pull or Polymorph
Stonevault BrawlerMelee trogg in Grimlok’s packSap or tank last
Jadespine BasiliskElite beast with GrimlokPolymorph or kill second
Stonevault Cave LurkerStealthed trogg in the Map ChamberSweep corners before placing the staff
Shadowforge GeologistGalgann’s caster guardsCrowd control one, burn the other
Deeper Shadowforge castersFlamestrike on the groundMove out of the fire
Earthen SculptorFire damage caster, immune to crowd controlKill first in every Earthen pack
Earthen RocksmasherNon-elite melee in packs of four, immune to crowd controlArea damage while the tank holds the golem
Stone StewardPatrolling elite golem, high armor, immune to damage over time and crowd control, stunnablePull alone after the Earthen packs die
Stone KeeperAltar golem that wakes one at a time and damages nearby players on deathRanged 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

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.

BossItemType
Digmaster ShovelphlangeExpert Goldminer’s HelmetLeather head
Digmaster ShovelphlangeShovelphlange’s Mining AxeOne-hand axe
BaelogNordic LongshankOne-hand sword
BaelogBaelog’s ShortbowBow
BaelogPrecision ArrowArrows
EricHorned Viking HelmetPlate head with a 30 second disable effect
EricWorn Running BootsLeather feet
EricSwiftness PotionConsumable
OlafOlaf’s All Purpose ShieldShield that reduces falling damage
OlafBattered Viking ShieldShield
OlafOil of OlafArmor consumable
ReveloshRevelosh’s ArmguardsMail wrist, random stats
ReveloshRevelosh’s BootsPlate feet, random stats
ReveloshRevelosh’s GlovesCloth hands, random stats
ReveloshRevelosh’s SpauldersLeather shoulder, random stats
IronayaIronaya’s BracersWrist, random stats
IronayaIronshod BludgeonStaff
IronayaStoneweaver LeggingsCloth legs
Obsidian SentinelObsidian Power SourceMage quest item
Ancient Stone KeeperCragfistsPlate hands with Defense
Ancient Stone KeeperRockshard PauldronsMail shoulder
Galgann FirehammerGalgann’s FireblasterGun
Galgann FirehammerGalgann’s FirehammerOne-hand mace
Galgann FirehammerFlameseer MantleCloth shoulder with fire damage
Galgann FirehammerEmberscale CapeBack
GrimlokGrimlok’s ChargePolearm
GrimlokGrimlok’s Tribal VestmentsCloth chest
GrimlokOilskin LeggingsLeather legs
ArchaedasArchaedic StoneRing, random stats
ArchaedasStoneslayerTwo-hand sword
ArchaedasThe RockpounderTwo-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

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.

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