
Blackfathom Deeps Guide — Dungeon guide · WoW Classic
- Level
- 24–32
- Group
- 5 players
- Bosses
- 8
- Difficulty
- Normal
- Location
- Ashenvale
- Key
- None needed
How the run goes
A flooded temple run: wade past the turtles and naga, through the Twilight cult's halls, light the four braziers of Aku'mai and drop into the hydra's lair. Most bosses are on the way; Baron Aquanis and Old Serra'kis are optional.
Group: A tank, a healer and three damage dealers around level 25. Much of the route is in water, so bring a way to breathe (or plan short swims), and expect long pulls of naga casters.
Map and route
Past Ghamoo-ra and Lady Sarevess at the pools, Gelihast's murlocs and Lorgus Jett, then down to Twilight Lord Kelris at the Moonshrine and through the Forgotten Pool to Aku'mai.
- strategy
- strategy
- strategy
- strategyA rare spawn: not always there.
- strategy
- strategyUnderwater, off the main path.
- strategy
! marks a quest giver inside the instance; select it for the quest.
1.The flooded halls
From the entrance swim and wade through the first flooded rooms. Ghamoo-ra the turtle sits in the water early on; Lady Sarevess and her naga hold the halls beyond, and Gelihast's murlocs are in the cavern after that.
2.The Twilight halls
Into the cult's halls: Lorgus Jett walks with a Twilight group, the Fathom Stone that summons Baron Aquanis is near the moonwell, and Twilight Lord Kelris waits at the altar at the far end.
3.Aku'mai's lair
Behind Kelris, light the four braziers in the next room one at a time; each brings a wave of enemies. With all four lit, the door opens to the water room where Old Serra'kis swims, and beyond it to Aku'mai.
Boss by boss
The flooded halls
On the way: Naga sirens and tide hunters cast Frost Nova and slows. Turtles and crabs in the water are easy but add up in a careless pull.
- Level
- 25 · Elite
- Health
- 4,369
- Armor
- 1,008
TrampleInflicts normal damage plus 8 to nearby enemies.
A giant turtle with a Trample that hits everyone near him.
- Tanks
- Pull him onto dry ground away from the water's other turtles.
- Healers
- Trample hits melee; heal them along with the tank.
- Damage dealers
- Ranged are safest. Melee can stay behind him but expect trample damage.
- Level
- 25 · Elite
- Health
- 5,002
- Mana
- 1,216
- Armor
- 1,008
Frost Nova
SlowSlows the enemy's movement by 150% and their attack speed by 35% for 10 sec.
Forked LightningInflicts 5 Nature damage to enemies in a cone in front of the caster.
A naga sorceress who casts Forked Lightning, Frost Nova and Slow.
- Tanks
- Pull her naga away or kill them first. Frost Nova roots you: stay in range of her.
- Healers
- Forked Lightning hits a cone in front of her; stand to the side.
- Damage dealers
- Interrupt her casts and kill her; stay out of the front.
- Level
- 26 · Elite
- Health
- 4,793
- Armor
- 1,043
NetImmobilizes an enemy for 10 sec.
A murloc chief who throws a Net to root players in place, with a pack of murlocs around him.
- Tanks
- Clear the murlocs in the room first so runners don't bring more.
- Healers
- An easy fight with light damage: save mana for the Twilight halls and the cultists that follow.
- Damage dealers
- Kill the murlocs around him first, then Gelihast, and don't chase fleeing murlocs into other packs.
The Twilight halls
On the way: Twilight acolytes heal and shadowcasters hurt. Interrupt and kill them first.
- Level
- 26 · Elite
- Health
- 1,961
- Mana
- 1,236
- Armor
- 1,042
Lightning ShieldSurrounds the caster with 3 balls of lightning that have 50% chance of striking melee or ranged attackers for 2 damage. Each time the lightning shield strikes, a ball of lightning dissipates. Thus, the shield expires after 10 min. or after it has struck 3 times.
Lightning BoltBlasts an enemy with lightning, inflicting Nature damage.
A Twilight shaman with Lightning Shield and Lightning Bolt, walking with cultists.
- Tanks
- Pull his group away from others. Lightning Shield hurts melee who hit him.
- Healers
- Light damage, but watch for his bolts on the group.
- Damage dealers
- Interrupt Lightning Bolt. Melee watch for Lightning Shield.
- Level
- 28 · Elite
- Health
- 2,187
- Armor
- 1,111
Frost NovaInflicts Frost damage to nearby enemies, immobilizing them for up to 8 sec.
FrostboltInflicts Frost damage to an enemy and reduces its movement speed for 4 sec.
A water elemental summoned with the Fathom Stone (a quest). He casts Frostbolt and Frost Nova.
- Tanks
- Pick him up as he forms and hold him away from the water's edge.
- Healers
- Frost Nova roots everyone near him: stay at range and heal any melee it catches.
- Damage dealers
- Kill him quickly; ranged players stay back from Frost Nova, and melee step out once it ends.
- Level
- 27 · Elite
- Health
- 5,721
- Mana
- 1,372
- Armor
- 1,078
SleepPuts nearby enemies to sleep for up to 10 sec. Any damage caused will awaken them.
Mind BlastInflicts Shadow damage to an enemy, but causes a high amount of threat.
The Twilight leader at the altar. He casts Mind Blast and puts players to Sleep.
- Tanks
- Pull him off the altar steps and hold him there; if Sleep lands on you, pick him back up as soon as you wake.
- Healers
- If you're slept, the tank takes unhealed damage: ask a damage dealer to wake you, or keep a heal over time on the tank.
- Damage dealers
- Interrupt his Mind Blast, wake a slept player with a hit if needed, and kill him fast.
Aku'mai's lair
On the way: Brazier waves of snapjaws and murlocs. Recover between braziers before lighting the next.
- Level
- 26 · Elite
- Health
- 4,230
- Armor
- 1,043
A giant fish in the flooded room before Aku'mai. He has no special abilities, but the fight is underwater.
- Tanks
- Pull him without gathering other swimmers, and keep the fight short.
- Healers
- The fight is underwater: watch everyone's breath as well as their health, and surface if the fight drags.
- Damage dealers
- Kill him quickly before anyone's breath runs low, or swim past and skip him.
- Level
- 28 · Elite
- Health
- 8,703
- Armor
- 1,111
Frenzied RageIncreases the caster's attack speed by 75% for 5 sec., but reduces the Physical damage dealt by 15.
Poison CloudInflicts 50 Nature damage to nearby enemies every 5 sec. for 45 sec.
The hydra at the end. She breathes a Poison Cloud and goes into Frenzied Rage at low health.
- Tanks
- Face her away from the group so the poison cloud only hits you, and save cooldowns for the frenzy.
- Healers
- Remove poison if you can. Tank damage climbs sharply in Frenzied Rage near the end.
- Damage dealers
- Stay behind her and out of the cloud. Burn her down fast in the last stretch.
Before you go
- Activate one brazier at a time and recover between waves.
- Water breathing helps during the approach, but regroup on dry ground before combat.
- No key or attunement. The four braziers after Kelris each trigger enemies and must be used to open the final route.

