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Hall of Thanes Guide (WoW Forever)

Fred the Purifier
WoW Classic streamer & guide writer
Sep 20 2026

Updated Sep 22 2026

Patch WoW Forever

Overview

Hall of Thanes is a new level 13-18 dungeon set in the royal burial chambers beneath Ironforge, where Dark Iron intruders and restless dwarven spirits have disturbed the tombs of ancient kings. It’s one of nine new dungeons launching with World of Warcraft: Forever, and one of only two designed around a single faction.

GOOD TO KNOW

This is truly Alliance only by design — Lead Software Engineer Nora Mills confirmed on stage that Horde players get no invitation here and will need to sneak or fight their way in rather than following a normal route. As of this guide’s last update, no confirmed Horde-side quest content has surfaced.

Unlocking the Dungeon

The main dungeon entrance sits inside Ironforge itself. From the Great Forge, face the High Seat where King Magni Bronzebeard sits, then look left — a spiderweb covered corridor leads down to the entrance.

Step Action
1 Speak to Beldin Steelgrill near Steelgrill’s Depot in Kharanos, Dun Morogh.
2 Accept “A Visitor to Dun Morogh,” which leads you to Earthseer Farsen at Gol’Bolar Quarry.
3 Accept “Farsen’s Watch” and kill 10 Dark Iron Spies in Dun Morogh, looting a Dark Iron Map along the way.
4 Turn the map in as “Underground Map,” then return to Earthseer Farsen.
5 Accept Old Ironforge Incursion which sends you into the dungeon itself.

You don’t strictly need this chain to enter — two other quests Important Heirlooms and The Restless Dead are picked up right near the entrance with no prerequisite at all.

Boss Quick Reference

Boss Key Mechanic Priority
Faldrim Anvilmar A restless spirit tied to a dedicated quest chain Interrupt casts where possible; treat as an early, moderate difficulty fight
Magmatus Fire-themed encounter in one of the dungeon’s more dangerous sections Use ranged pulls and line-of-sight to gather scattered enemies before engaging
Plunder Golem-type boss guarding crafted treasure Standard positioning; watch for area damage around the encounter
Durgen Dirgehammer Final boss, tied to the Old Ironforge Incursion questline Loot his head for the quest turn-in to King Magni Bronzebeard
GOOD TO KNOW

The path to Magmatus runs through Dark Iron trash worth handling carefully: Dark Iron Summoners cast fireballs and summon fire elementals (interrupt on cooldown), Dark Iron Engineers throw AoE dynamite (Polymorph or Sap them when possible), and non-elite Bloodhound Runts apply a stacking disease debuff that increases damage taken.

Critical Mechanics

Magmatus sits in a truly dangerous room

Pull the surrounding Dark Iron casters and engineers individually with ranged attacks and line ofsight rather than walking the group in directly — crowd control matters more here than almost anywhere else in the dungeon.

A lever in the final vault room shortcuts your exit

After Durgen Dirgehammer falls, look for a lever that opens a path back toward the front of the instance, saving your group the full walk back out.

Quests

Quest Pickup Objective
The Restless Dead Afadra Dunwall, near the entrance Completed inside the dungeon
Important Heirlooms Thom Filch, near the entrance Completed inside the dungeon
An Ancient Grudge Inside the dungeon, after the first room Put the spirit of Faldrim Anvilmar to rest
Old Ironforge Incursion Earthseer Farsen, via prerequisite chain Defeat Durgen Dirgehammer, loot his head, and return it to King Magni Bronzebeard

Watch for a Treaty of Understanding item in the final boss room — it’s tied to the dungeon’s quest content rather than being a standard drop.

Tips & Tricks

Pick up The Restless Dead and Important Heirlooms before you head in. Both sit right at the entrance with no prerequisite, so there’s no reason to skip them.

Start the Old Ironforge Incursion chain early if you want the full questline. It routes through Kharanos and Dun Morogh before ever bringing you to the dungeon.

Bring real crowd control for the Magmatus approach. Dark Iron Summoners and Engineers both punish a group that just walks in — interrupts, Polymorph, and Sap all matter here.

Use the vault room lever after your last boss kill. It’s a small thing, but it saves a real walk back through the dungeon.

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