How to Enter the Drowned City in WoW: Forever
Swim west from Stranglethorn Vale, dive into Sunken Hollow, and find the portal before clearing the ruins of the Drowned City.

The entrance to The Drowned City is underwater off the west coast of Stranglethorn Vale. Use Grom'gol Base Camp as a map landmark, then head west and dive into Sunken Hollow, around 21.4, 27.9 on the zone map. The cavern leads to the instance portal. Blizzard lists the dungeon for levels 35–40.
1. Meet on the coast before you dive
- Travel to western Stranglethorn Vale and locate Grom'gol on the map. If you're Alliance, use it as a landmark and choose a meeting point on the coast away from the Horde camp.
- Swim west toward the submerged cavern. The map coordinates are an approximate target for the dive, so look below the surface when you're close.
- Find the rock passage at Sunken Hollow. Look for the large crab remains near the cavern as a landmark.
- Follow the passage to the instance portal and make sure all five players get through.
The water is part of the approach. If you reach an island shoreline and can only see dry land, go back toward the underwater marker instead of circling the island. Watch your breath while searching and surface if you need to. If someone gets turned around, have a player who knows the route show them where to dive. It's easier to orient the group from the surface than to have everyone search different passages underwater.
2. Get your group and quests ready before leaving land
Check the quests your faction can take before setting out. Some send you to objects inside the city, so ask the group to pause at the relevant section during the run. If someone needs the Gurubashi idol or tablet objectives, make that clear before you pass through the outer ruins. Open your log and read what you actually need before trying to collect every object you pass.
A group at the lower end of Blizzard's level range should give the healer time to recover between pulls. Repair and bring food or water before leaving the mainland. The dungeon has dense packs, and a few encounters add enemies after combat starts. If you're assembling a first-time group, ask who can interrupt casts and who can control an add before the first boss. You won't need the whole plan for every pull, but knowing who can stop a heal or fear is useful.
3. Handle the ruins in sections
The route climbs out of the cave into the ruins and opens around a large central area. Clear space before pulling a boss. A fear or knockback is easier to handle when there isn't another patrol close enough to join. Focus on casters that can heal a target or fear your group into extra enemies.
- Zul'Alai: Keep the party spread out from the tank where practical. Save help for the boss's final stretch, when its enrage puts more pressure on the group.
- Var'Taka: Control or kill the Brinescale Priestesses. Their healing can prolong the fight. Keep the boss's frontal attack away from the party.
- Captain Dreadrise and the next encounters: Recover before moving on. The run includes the Deathless Guardians and Primeval Elemental before the final boss. When adds spawn, agree which ones need immediate attention so the party doesn't split damage at random.
- Min'loth the Serpent: Treat the final fight as two phases. Keep enough mana and cooldowns available for the second phase instead of using everything on the opening stretch.
After Var'Taka and again after Captain Dreadrise, click the Glowing Pearl before moving on. Each pearl opens a barrier on the route. At Dreadrise, switch to an Abyssal Bubble as soon as it traps a party member, and break it to free them. Save a cleanse for Min'loth's serpent form if your party has one. He returns to full health when he transforms, so the first health bar reaching zero is your cue to prepare for the next phase.
4. Check quest credit at the end
After Min'loth, check your log before anyone leaves. A final boss kill doesn't automatically fill an item objective from an earlier part of the route. If you're missing an idol or tablet, say which one and ask the party to backtrack while the path is clear. If you're only here for the clear, confirm the group is finished before you leave the ruins.
Sources
This article was written by AI (Claude) and checked against the sources above. Games are updated regularly, so details may change.