Uldaman ("Ulda")
Found in the north of the Badlands, and south of peaceful and pretty Loch Modan, Uldaman is an archaeological dig that is favored by the dwarves. Predominant mobs here are Shadowforge Dwarves and Troggs. Since the theme is mostly "it hits hard", casters will definitely want to let the tanks do their job, and the warlocks in the crowd need to have a succubus trained with Seduction and know how to work it. (Warlock Tip: Fear is not a good spell in here, so just put it away and focus on your damage dealers.) Patrols are very common and danger will come racing around the corner in packs so watch where you're going, because you don't need to clear every corner to be effective in here. Many of the mobs are also (elite).
As a bonus, Uldaman is a crafter paradise. Miners can pick up ore, tailors can pick up cloth (mostly silk, but a decent amount of mageweave), and Annora, the Master Enchanter can be found deep in the middle of the dungeon.
Since many quests have several prerequesite steps, by the time you get to Uldaman you should have no less than five quests in your log ready to knock out as you progress through the tunnels. Uldaman is great for experience and although it isn't very interesting, there are at least small variety of enemies to face. The sheer number of quests from or passing through Uldaman and the Badlands will make it a "must stop" as you reach the early to mid 40s. Like Scarlet Monastery, both the Alliance and Horde have business here so be prepared accordingly.
Optimal character levels and group size: 41-51, group of five, although it can be done just fine with four. This is a large instance, so be prepared to take at least an hour.
- Finding it
- Quests
- Bosses and Loot
1. Finding it
The best flight point for everyone to meet at (Alliance side) is Thelsamar, Loch Modan. From there, travel in a fairly straight line pointing south into the Badlands. Once you enter the Badlands, it will be to your right almost immediately. For those without a group, there's a handy meeting stone nearby. Hanging out outside is not recommended as groups of both factions will pass through - unless you're looking for a fight.
2. Quests
Series: The Platinum Discs (40)
You get this one inside of Uldaman. Read all the lore, accept the quests, get the discs off of Archaedas, and return to your respective mining centers (Ironforge, Thunder Bluff)
Series: The Shattered Necklace (37+)
When you are in Uldaman, Loch Modan, or even the Badlands, chances are very high you will pick up a shattered necklace as loot. This starts the quest series that will take you to Ironforge (Lore for a Price), then Back to Uldaman. From there, find the slain paladin by looking in the Hall of Keepers (past Revalosh). At that point you will pick up the "Find the Gems" quest, and search boss monsters for a shattered ruby (found in Dig Three, in some wreckage), sapphire (Grimlok), and topaz (Found in Dig Two in an urn).
This is a pretty straightforward quest. After you do this, you are given the quest to kill Archaedas, which you will get to eventually.
Series: The Lost Dwarves, which leads to "The Hidden Chamber" (40)
The lost dwarves are in Dig Two. One of them will give you a quest to explore the hidden chamber you're going to find later on, so go ahead and pick it up. Once you have, keep an eye on the corpses for the Gni'kiv Medallion and the Shaft of Tsol. To get inside the chamber, put these two items together, put it in the lock in the rubble outside the Map Chamber, kill Ironaya, run inside and around that not so hidden chamber - you're done.
Mage Only Series: Power in Uldaman (40)
Step four of five, you get this one from Tabetha in Dustwallow Marsh. Bring a tank, find the Obsidian Sentinel, and down it goes.
Horde Only Series: Necklace Recovery, Take 2 (38+)
Find the Gems and Power Source (44)
Agmond's Fate (38) (Alliance)
The final quest in a short series that begins at Prospector Stormpike in Ironforge, you will travel to Loch Modan, the Badlands, Agmond's End, just outside the instanced part of Uldaman, and back to Loch Modan. The urns you want are just outside the instance and you only need four of them, making this a fast quest for the well-trained eye.
Power Stones (36)
Possibly one of the more misleadingly worded quests, you're going to find all the power stones you need outside the instance, and generally outside the dig. Be careful, because the drop rate is slow, and you will probably meet up with the opposing faction at least once in the process. Uldaman has something for both sides, so you'll just have to learn to either share or defend your way in well.
Reclaimed Treasures (40+)
The North Common Hall is where you want to be in order to find Krom Stoutarm's treasure. For the Horde, the Garrett's family treasure is in the South Common Hall.
Uldaman Reagent Run (38)
Get the mushrooms all around the dig site. You can get this after running the Badlands Reagent Run quest.
Indurium (30+)
You can do this quest in Uldaman, but why? It's a lot easier around the corner with the Stonevault Trogs on the surface. This is the very last quest in a long series kicked off and going through Fizzle Brassbolts in Thousand Needles.
3. Bosses and Loot
Magregan Deepshadow:
The first boss you're going to run into is fairly easy, and nothing special. He is located in the Deep Hall. Chances are you will encounter him while fetching the Tablet of Ryun'eh (The Solution to Doom). For lockbox fans, chances are good you'll get one here as a drop.
Revelosh:
A bit of a miniboss, he hits harder than the troggs surrounding him. Be ready to fight him after entering the instance. He will drop the Shaft of Tsol, which you will combine with a Gni'kiv Medallion to summon Ironaya.
Ironaya:
A surprisingly easy boss, she guards the secret chamber. The trick here is to just keep beating up on her patiently and she will fall. Drops mostly greens.
Obsidian Sentinel:
Wind your way around to Echomok Cavern, and there he is. Surprisingly, this is also where the back door is, so remember that in case your party wipes out at any point during the next few bosses. Drops mostly good quality greens.
Galgann Firehammer:
The Dark Iron Dwarves have got some clever bosses and as you wind your way back to Grimlok and the Stone Vault to get the Shattered Sapphire Necklace, you're going to run into this guy. He's good. He'll cast, shoot, and stab in no distinct order. Plan your group tactics accordingly and in advance - don't just charge in. He drops a blue rarely, but mostly greens of decent value.
Grimlok:
Grimlok is the trogg boss past Dig Three in the Stone Vault, and while he drops some blue items, more often than not you're going to get green items that may or may not be of much value. What you're really after is his sapphire, anyway. Chances are rather than a significant blue, you'll get something like Oilskin Leggings.
Now things get really fun, because it is time for the Hall of the Crafters.
Archaedas:
Archaedas is the end boss in Uldaman. Your best tactic to defeating this boss is putting a tank on him, a tank on the minions he will summon one at a time (there are no surprises, he goes around in a large circle and does them one at a time), your caster wherever they're going to do the best damage (in my case, it was the minions, and not the boss), and the healer keeping an eye on everyone. The battle will go like clockwork, but can get out of hand quickly if you are not careful. It's also very fun. You need to kill him to get the necklace to return to Ironforge (or Orgrimmar).






