Welcome to WoW Insider's gallery guide to the dungeons of Wrath of the Lich King! Within this guide you'll find a brief description of each 5-man instance, along with key information such as what level you can run them and where you can find their quests.
While paging through, keep in mind that all of them have a Daily Heroic quest that you can find in Dalaran at level 80, and the instances tuned for level 80 have a regular daily quest as well, also found in Dalaran. These two dailies are on a random rotation, just like they were for The Burning Crusade's dungeons.
Utgarde Keep is, most likely, one of the first dungeons you'll be running in Northrend. It's tuned for level 70 players, but casters and healers may find themselves able to run the dungeon just fine.
Utgarde Keep, stronghold of the native Vrykul, is located more or less in the center of the Howling Fjord, with the Alliance town of Valgarde in its shadow. The Horde settlement, Vengeance Landing, isn't too much farther away, just a lift and a trot down the road will get you there.
The Alliance will find their quests at the very foot of Utgarde Keep, from Defender Mordun. He offers two quests: Disarmament and Into Utgarde!
The Horde gets their quests from High Executor Anselm in Vengeance Landing and Dark Ranger Marrah who is within the instance itself. A Score to Settle, Disarmament, and Ingvar Must Die! are the available quests. Some prerequisites apply.
We have a full, detailed guide for Utgarde Keep, should you need it.
The Nexus is the other beginning dungeon, though tuned slightly harder than Utgarde keep, with a given recommendation of running it at level 71. In our experiences, level 70 is more than sufficient. The Nexus is a non-linear dungeon, meaning the various bosses can be done in any order, as long as they're all done before you go after the final boss.
This dungeon, as with all dungeons and raids found in the Coldarra, follows the story of the Blue Dragonflight and their attempts to take magic away from the mortal races of Azeroth. Unlike Utgarde Keep, acquiring all of the quests for The Nexus prior to running the dungeon will take some time investment. To even get to the Coldarra (besides Warlock or Meeting Stone summons) is to run a series of quests at the Amber Ledge, directly across from the strait splitting the Coldarra from the mainland. Once you complete the end of the chain, you'll be flown over to the Transitus Shield in Coldarra. Don't get excited yet, because if you want the dungeon's quests, you have more questing to do out here. Just complete the various chains available to you, just about all of them lead to a quest for The Nexus.
When you're all done, you should end up with the following four quests:
-Have They No Shame?
-Postponing the Inevitable
-Prisoner of War
Azjol-Nerub is level 72+ dungeon that takes place underground, in the current Nerubian kingdom of... well, Azjol-Nerub. It can be found underground in the western half of the Dragonblight, in the absurdly confusing Pit of Narjun. It's quite possibly the shortest dungeon in Wrath of the Lich King, and rarely takes more than 30 minutes to complete.
The only quests for this dungeon can be found directly outside of the dungeon (convenient!) from a neutral, still-living Nerubian Kilix the Unraveler.
The quests available are:
-Don't Forget the Eggs!
-Death to the Traitor King
Ahn'kahet is, conveniently, located directly next to Azjol-Nerub in the Dragonblight. It's the region of Azjol-Nerub that served as the Nerubian Kingdom before the current area named Azjol-Nerub became their capital. Make sense? Think of Ahn'kahet as "Old Azjol-Nerub" and the area now called Azjol-Nerub as "New Azjol-Nerub." Is that better? No? Oh well. All you need to know is that it's infested with not only the Scourge, but servants of the Old Gods as well.
It's a level 73+ dungeon, and just like Azjol-Nerub, its quests can be acquired in or around the instance itself. Kilix the Unraveler has one quest, and the other is a drop from the elementals down in the mushroomy area of the instance toward the end. The quests are:
-The Faceless Ones
-Funky Fungi (Drop)
Exclusively on Heroic mode, you'll find an extra boss named Amanitar down in that boggy region. It's pretty neat, so while those quest mobs are the only thing down there on Normal mode, don't just skip it on Heroic.
In addition to that boss, Heroic Ahn'kahet has an extra quest as well. Kilix will offer level 80 players the quest All Things in Good Time which is a daily quest. It's a timed quest, so be mindful of that when you start pulling. You have one hour to complete the dungeon, starting at your first pull. Good luck!
Drak'Tharon Keep is a level 75+ dungeon on the border of the Grizzly Hills and Zul'Drak. It's a Drakkari Ice Troll stronghold that's been invaded (and mostly taken) by the Scourge.
The quests for this instance are more like The Nexus than either of the Azjol-Nerub instances. It's going to take a little bit of time to get them, because they tend to come at the end of quest chains. To get these chains started, quest around in your starter towns (Amberpine Lodge, Conquest Hold) until they direct you to Granite Springs.
Just keep questing in Granite Springs and follow the various chains until you end up with two quests for the dungeon. The quests are:
-Search and Rescue
The Blue Dragonflight has infiltrated Dalaran and are sending agents into the Violet Hold, Dalaran's high security prison, to try to release some of the most dangerous creatures in Azeroth so they may rampage through the city and put an end to the Kirin Tor. It's your job to stop it from happening.
This dungeon is some sort of cross between Black Morass and Arcatraz, tossing out the annoying parts of both and turning it into distilled awesome.
Gundrak is the culmination of all that happens in the zone of Zul'Drak as you quest, and the final chapter of that story. Because of that, this level 76+ dungeon is best done after you've quested through all of Zul'Drak from beginning to end. At least, that would be best if you want all of the quests. That's the best guidance I can give you in that case. Finish Zul'Drak, run Gundrak.
Once you've gone through all of Zul'Drak, you should end up with four quests for this dungeon. They are...
-Gal'darah Must Pay
-One of a Kind
The Halls of Stone (levels 77+) is one of the first dungeons in Wrath that requires you to have a flying mount, unless you have a few friends you can summon you to your destination. It's a part of Ulduar, in the very northern mountains of the Storm Peaks. It's here that you really start getting into the nitty gritty of the Titan lore, and the origins of... just about everything!
Oddly, there are no quests that lead you here, simply the spirit of adventure pushing you forward. Which makes sense in a strange way, considering who and what you find within the Halls. When you run into you'll-know-who, be warned that it starts an escort quest. Make sure your party is all on the same page before you start it!
The Halls of Lightning is a direct continuation of the events in the Halls of Stone, as well as everything that happens in the Storm Peaks as a whole. This level 78+ dungeon makes little to no sense story-wise unless you've done Halls of Stone first, and a hefty amount of the Storm Peaks quests. You also can't get the Halls of Lightning quests at all without hefty work in the Peaks.
The quest chains that lead to the Halls of Lightning start as early as K3, the very beginning of the zone, but it's worth it. Really, it is. The Drakkensryd is a better reward for doing the chain than any item. Once you become buddies with the Sons of Hodir, you'll be directed toward the Halls of Lightning.
When all is said and done, you want the following quests:
-Whatever it Takes!
The questline is very, very long, so I recommend checking out the details on Wowhead if you're trying to get it done in a hurry.
The Infinite Dragonflight is up to their old tricks again, meddling in the timeline and all of that jazz. The Culling of Stratholme can be done as early as level 77, but I recommend waiting a bit longer unless you're quite well geared. Head on into the newly opened timeway in the Caverns of Time, and you'll find an old 'friend' a little ways into the dungeon. That'll be your source of quests for this dungeon!
The Culling of Stratholme has been one of the more controversial dungeons of Wrath, simply due to the subject matter. The Infinite Dragonflight is trying to hide the plagued grain from Prince Arthas, so he never slaughters the people of Stratholme. Should we really be helping Arthas do that? What would happen if the Infinite did prevent him from doing it? Maybe he wouldn't have become the Lich King. Wouldn't that be a good thing? Personally, I'd like to point out the Lich King helped us survive Mount Hyjal in a roundabout way, but hey. You never know. Maybe Lordaeron not falling to ruin would've been a bigger help.
The Oculus is a non-linear, outdoor dungeon in the Coldarra region. It's tuned for level 80 players, and is really rather unique! The dungeon actually takes place on the rings of the Nexus itself, the massive arcane tower in the center of Coldarra. You travel from ring to ring on the back of Ruby, Amber and Emerald drakes. You take them into combat in some cases as well, each of them filling one of the tank/healer/DPS roles. Experiment a little! It's fun.
While there are technically four quests for The Oculus, they're all part of one chain that you complete within the instance. Your first time in the dungeon, doing this questline will give you a vague idea in what order certain things need to be done. While the Oculus is in part non-linear, there are certain things you need to do in order to continue moving through the instance. If you're someone who's easily confused, I highly recommend picking up The Struggle Persists from Raelorasz in the Transitus Shield.
Utgarde Pinnacle, oddly, has no lead-in quests, despite it being the conclusion to a large portion of the Vrykul story. It only has a couple of quests, both of which can be picked up directly inside of the instance, which is tuned for level 80.
King Ymiron is your final target here, the head honcho of the Howling Fjord Vrykul. You're taking him out to prevent him from returning to Valhalas to lead his people, though you wouldn't know it from the Pinnacle quests themselves. Along the way are a number of bosses with some pretty neat mechanics, so don't feel bad if you don't get it right away!
That's all of the 5-man dungeons in Wrath of the Lich King, but if you're looking for more guides or galleries, we have plenty of material for you.