• Classic WoW
  • Dungeon & Raids

Uldaman Map & Entrances Guide (WoW Classic)

Fred the Purifier
WoW Classic streamer & guide writer
Sep 12 2026

Updated Oct 26 2026

Patch Classic WoW

Overview

Uldaman has two entrances, both in the northern Badlands. The main entrance is at 43, 13, just south of the Loch Modan border, and the back entrance is at 66, 43, through a tunnel in Dustwind Gulch east of Hammertoe’s Digsite. Both lead into the same dungeon, but they put you on different routes, so the right one depends on what you’re there to do.

Entrance Coordinates Where It Is Best For
Main entrance 43, 13 in the Badlands Just south of the border between Loch Modan and the Badlands. Normal group clears, starting with Revelosh
Back entrance 66, 43 in the Badlands A tunnel in Dustwind Gulch, east of Hammertoe’s Digsite and northwest of Lethlor Ravine. Reaching Annora, the Map Chamber and Obsidian Sentinel quickly

Uldaman main and back entrance locations in the Badlands

NOTE

Both entrances lead to the same dungeon — neither is “wrong” in the sense of blocking content. The difference is entirely about which path gets you to your specific objective fastest.

Which Entrance Should You Use?

  • Running a normal group clear? Use the Main Entrance — it puts you on the standard boss path starting with Revelosh.
  • Only here to visit Annora? Use the Back Entrance — it’s a significantly shorter route to her hidden location than clearing from the front.
  • Playing a stealth class attempting to solo quest content? The Back Entrance allows a path that avoids most enemy patrols if you stay to the left.

Internal Layout

Uldaman’s interior connects several key landmarks: the main boss path runs from Revelosh through Obsidian Sentinel, Ancient Stone Keeper, Galgann Firehammer, and Grimlok, ending at Archaedas. Separately, a Map Chamber housing a miniature model of the dungeon is where the Staff of Prehistoria actually gets used to summon Ironaya — this isn’t on the main path and requires a deliberate detour.

NOTE

Annora is found down an offshoot corridor, behind a rock column, guarded by a group of scorpids. She won’t appear until every scorpid in that specific room is dead — killing scorpids elsewhere in the zone doesn’t count.

Tips & Tricks

Match your entrance to your actual goal, not habit. Defaulting to the same entrance every time wastes travel time if your objective changes between visits.

Don’t confuse “no enchanter needs Annora today” with “skip the back entrance entirely.” It’s also the better route for certain solo stealth class quest attempts, not just enchanting trips.

Plan the Map Chamber detour deliberately if you’re going for Ironaya. It’s not automatically on your route through the main boss path — you’ll need to actively go there.

Clear the full scorpid room before expecting Annora to appear. A partial clear won’t trigger her, and it’s easy to assume she’s simply not there if you haven’t finished the room.

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