How to Enter Krol'dok Stronghold in WoW: Forever
Reach the Riverglades stronghold, find the cave west of the main gates, and plan your route through the ogre compound.

The portal to Krol'dok Stronghold is in a cave west of the main fortress gates in the northern Riverglades, around 37.5, 37.5 on the zone map. Follow the passage until you reach the instance portal. Blizzard lists Krol'dok Stronghold as a five-player dungeon for levels 40–45.
1. Approach the fortress from your faction's side
- Get to the Riverglades and arrange a meeting point near the stronghold. Farholde Keep is a useful starting point for Alliance, and Rog'mar for Horde.
- Travel toward the fortress on the hill above Sunnyglade. The large gates are a useful landmark while you're still on the road.
- Turn west of the gates and look for the side cave. Go inside and follow the passage to the portal.
- Check that the whole party has arrived before you enter. If someone is standing at the main gate, tell them to look west for the cave.
The difference between the gate and the portal is the most useful thing to remember on the approach. You can see the stronghold walls before you see the entrance, so use the walls for orientation and then leave the main approach for the cave. The coordinates are approximate. If you arrive at the marked area and see the gate, look for the passage in the hillside instead of searching for an interaction on the doors.
2. Check the party's quest goals at the entrance
Some Riverglades chains lead into the stronghold, and the available quests vary by faction and progress. Open your log before the run. Tell the party if you need the Tome of Twilight, Eye of Mugg, or another objective. If a quest isn't already in your log, check the lead-in outside the instance before assuming it can be shared at the portal.
Treat a side-compound objective as a separate stop from the main route. If someone mentions a key, have them read the objective and say which door or area it refers to. A key associated with a quest or side compound is a different concern from locating the entrance portal in the western cave. For a first clear, decide which detours are worth doing while everyone is together. A player who only needs a final boss kill can still help with another person's quest if the group knows about it before passing the branch.
3. Work through the compound one area at a time
Start by clearing room around Slavecrusher Grox. There are patrols and enemies close to the route, so pull back into space the group already cleared rather than moving forward into another pack. Wait for the healer to catch up before the boss pull. If your tank uses a corner to bring enemies closer, let them establish threat before opening up from the far side of the bend.
Continue into the ritual section for Twilight Commander Zarmok. Check any quest objectives before leaving the area. The route then takes you through encounters with Handler Ashka and Nar'gurk before Mugg. Some guides include extra names from the side compound, so agree on whether the group intends to follow the main journal route or clear optional areas too. If the party is short on time, settle that before a detour instead of in the middle of a pull.
In the beast-handling area, clear the nearby packs before pulling Ashka and agree who will watch Snarlfang and Terrorhowl. Leave cleared space behind you in case a fear sends a player running. At the ritual platform, avoid uncontrolled cleave around a converted teammate.
For the final encounter, wait until the whole group reaches the room. A player who stopped for a quest object should have time to rejoin before the tank starts. Decide who has the first interrupt if the group needs one, and leave enough room for people to move without running back toward uncleared enemies.
4. Confirm your last objective before leaving
After Mugg, check the quest log while the party is still together. Look for any item objective you still need to collect and tell the group if a side task remains. If this was your first clear, remember the western cave for next time. It's the fastest landmark to give someone who arrives late and is staring at the wrong side of the fortress.
Sources
This article was written by AI (Claude) and checked against the sources above. Games are updated regularly, so details may change.