The Hall of Thanes
Requires level 13Quests: level 15–16
Groups completing the burial-vault quests around Old Ironforge descend into the Hall of Thanes beneath the High Seat. The route passes Faldrim Anvilmar's tomb and the Dark Iron breach before ending with Durgen Dirgehammer and the vaults containing the Treaty of Understanding.

Preparation
Enter Old Ironforge through the passage on the left inside the High Seat, then follow it down to the portal. Horde groups must prepare for the hostile approach through Ironforge.
Use the Dark Iron Map to start Underground Map and deliver it to Earthseer Farsen in Dun Morogh before taking Old Ironforge Incursion. Loot Durgen Dirgehammer's Head at the end of the run and return it to King Magni Bronzebeard for a choice of Calibrated Blunderbuss, Ironforge Greathammer or Deepblaze.
Take The Restless Dead from Afadra Dunwall above the entrance gate. Kill 15 Enraged Apparitions and 10 Tormented Souls in the opening halls and defeat Faldrim Anvilmar before returning for a choice of Dusty Belt or Cryptwalker Bracers.
Take Important Heirlooms from the questgiver on the entrance bridge before going inside. Collect 8 Dwarven Heirlooms and turn them in for a choice of Dwarven Tome or Tomb Robber's Gloves.
Accept An Ancient Grudge from the Ghostly Attendant in the opening halls before fighting Faldrim Anvilmar. Return to the attendant after the kill for a choice of Catacomb Cloak or Deepgrave Trousers.
After defeating Durgen Dirgehammer, inspect the tablet in the vaults to start The Treaty of Understanding. Take the Treaty of Understanding to King Magni Bronzebeard in Ironforge.
Anvilmar's Rest
Clear the opening spirit halls for The Restless Dead, then make space beside Faldrim's tomb before intercepting his patrol. Accept An Ancient Grudge before pulling Faldrim and turn it in before leaving the spirit halls.
Creatures
- Enraged ApparitionElite Undead
Finish the Enraged Apparitions near the tomb before pulling Faldrim. Their Sunder Armor makes the tank more vulnerable to the melee hits that would overlap his Mind Blast.

Sunder Armor
Avoid combining several Apparitions on the tank while Sunder Armor builds up.
- Tormented SoulElite Undead
Do not leave a Tormented Soul casting behind the tank as Faldrim's patrol approaches. Shadow Word: Pain adds continuing Shadow damage to the opening pulls.

Shadow Word: Pain
Utters a word of darkness, inflicting Shadow damage to an enemy every 3 sec. for 18 seconds.
Watch the player affected by Shadow Word: Pain rather than healing only the tank.
Faldrim Anvilmar
Elite UndeadFaldrim's tomb patrol tests pull timing around the spirits, followed by Mind Blast and the attack and casting slowdown from Anvilmar's Curse.
Abilities

Mind Blast
Inflicts Shadow damage to an enemy, but causes a high amount of threat.
Interrupt Mind Blast to prevent its Shadow hit.

Anvilmar's Curse
Anvilmar causes the target's skin to become like stone, reducing attack speed and casting speed by 20% but also making them immune to Poison and Bleed effects for 10 minutes.
Remove the curse from a caster who needs normal casting speed; removal also ends its Poison and Bleed immunity.
Tank- If Sunder Armor remains from the Enraged Apparitions, let it expire before intercepting Faldrim's patrol on the cleared side of the tomb.
Healer- Be ready to heal the Mind Blast target when an interrupt is missed. Call for curse removal if Anvilmar's Curse is slowing your casts during those Shadow hits.
Damage- Interrupt Mind Blast. A damage dealer with curse removal can clear Anvilmar's Curse from a slowed caster before returning to Faldrim.
Loot
Dark Iron Ingress
Follow the passage out of the spirit halls into the Dark Iron breach. Fight Infurnus with room for the healer and ranged attackers to stand away from Fire Nova, then clear Plunder's hallway and choose a wall or corner before intercepting its patrol.
Creatures
- Dark Iron LooterElite Humanoid
Focus Dark Iron Looters during the dwarf packs instead of leaving several attacking the tank. Finish the Looter pull before Plunder's patrol reaches the fighting space.

Sinister Strike
Sinister Strike adds a melee strike to the Looter's weapon attacks; concentrate damage on the Looter before taking another pack.

Poisoned Blades
Coat your weapons in a noxious poison, causing your weapon attacks to have a chance of inflicting 0 additional Nature damage.
End the Looter pull before engaging a boss; its coated weapons can add Nature damage to melee hits.
Infurnus tests healing through Combust while Fire Nova forces the healer and ranged attackers away from the boss.
Abilities

Fire Nova
Inflicts Fire damage to nearby enemies.
Fight outside Fire Nova's reach when your attacks or healing do not require melee range.

Combust
Heal the ignited player through the initial hit and the continuing burn.
Tank- Hold Infurnus away from the healer and ranged attackers in the cleared cavern, keeping Fire Nova centered on the melee fighting space.
Healer- Stay beyond Fire Nova's reach and cover the Combust target while also healing the melee players caught by the nova.
Damage- Ranged attackers stay beyond Fire Nova. Melee players should step back if the nova and a Combust burn leave them too low to remain beside the boss.
Plunder's hallway patrol makes Knock Away a positioning test: the tank must not be thrown into uncleared Dark Iron packs.
Abilities

Knock Away
Inflicts normal damage plus 30 to an enemy and knocks it back.
Tank with a solid wall or corner behind you and a cleared hallway in the direction of any knockback.
Tank- Bring Plunder's patrol into the cleared corner and keep your back against the wall through Knock Away.
Healer- Set your healing position in the cleared part of Plunder's hallway. If Knock Away moves the tank, follow along the cleared wall rather than through a surviving pack.
Damage- Let Plunder reach the tank's corner before committing damage. Do not chase a knocked-back tank past uncleared Looters.
Loot
Reliquary of Kings
Clear the Dark Iron Looters around Durgen's platform before pulling; Fear can send a player into those packs. After defeating Durgen, loot the head for Old Ironforge Incursion and search the vaults for the remaining heirlooms and the treaty tablet before leaving.
Creatures
- Dark Iron LooterElite Humanoid
Remove the wall-side Looters before engaging Durgen. A player fleeing under Fear can bring their melee attacks into a fight already dealing Rend damage.

Sinister Strike
Prevent Sinister Strike from overlapping Durgen's Rend by clearing these Looters before the boss pull.
Durgen combines Rend with Fear, testing whether the group has cleared the vault room and can keep the bleeding tank alive when healing is interrupted.
Abilities

Fear
Strikes fear in an enemy, causing it to flee in terror for up to 8 seconds. Only 1 target can be feared at a time.
Clear the wall-side Looters before pulling so a fleeing player cannot bring them into the encounter.

Rend
Inflicts Physical damage to an enemy every 3 sec. for 15 seconds.
Keep healing through Rend between Durgen's weapon hits.
Tank- Keep Durgen in the cleared vault room. If Fear catches you, use an available fear break before reaching wall-side packs, then re-establish the fight in the cleared space.
Healer- Keep a health buffer on the Rend target so a Fear on you does not leave unanswered bleed ticks. Continue healing the bleed between Durgen's melee hits.
Damage- Keep damage on Durgen from the cleared part of the room. Use an available fear break if Fear would carry you toward surviving wall-side Looters.