Lost City of the Tol'vir Entrance Location

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The entrance to the Lost City of the Tol'vir is located on the northern side of the instance/city[60.6, 64.4] in Uldum. A short flight of stairs leads inside to the instance portal, while the meeting stone can be found outside. There are no mobs in the immediate vicinity.

Lost City of the Tol'vir is one of the three dungeons in Uldum introduced in World of Warcraft: Cataclysm.[1] It is designed for level 85 players and features the Tol'vir race. Having allied themselves with Al'Akir and Deathwing in exchange for regaining their stone bodies lost in effect of the Curse of Flesh, they now pose a serious threat to the races of Uldum as well as the whole world of Azeroth that must be eliminated at all costs. The forces ofNeferset here are led by the mighty djinn - Siamat, Lord of the South Wind.

The instance line is at the lost city's northernmost point of [61, 64] in the Vir'naal River Delta of south-central Uldum.

Location

Vir'naal River Delta, Uldum[61, 64]

End boss

Siamat

Instance info
Type

Dungeon

Advised level

85

Minimum level

84

Minimum average
item level

305 (normal)
329 (heroic)

Player limit

5

Background

After regaining their ancient forms in a dark bargain with Deathwing and his forces, the stone-skinned tol'vir of Neferset have retreated to their former seat of power - the "Lost City" of the Vir'naal River Delta, where they menace all of Uldum.

The lost city is eminently defensible - bordered by crocolisk-infested marshes and surrounded by mountain peaks, it would prove difficult to invade even without the defending army. Worse, the Neferset are led by the being responsible for their newfound power - Siamat, the Lord of the South Wind and one of the mightiest servants of Al'Akir and Deathwing. Though he is a mighty foe and unshakable general, Siamat's presence is also an opportunity. After invoking immense forces to strengthen and corrupt the Neferset tol'vir, his full powers are beyond him for the moment. A small group of truly powerful heroes might be able to infiltrate the city, and attack the Lord of the South Wind, striking a blow from which even the elemental cannot recover.[2]

Dungeon Jornal

The Lost City of the Tol'vir is the stronghold of the Neferset, a faction of the cat-like tol'vir who swore fealty to Deathwing in exchange for a cure to the curse of flesh which had turned their rocky hides to soft skin. With the affliction expunged the tol'vir have rebelled against their benefactor, although they remain irrevocably twisted and hostile due to the dark pact that they made

Geography

The Lost City of the Tol'vir is located west of both Vortex Pinnacle and Halls of Origination in the south portion of the river that bisects the zone. The entrance to the Lost City is at the far northern part of the subzone.

Quick Facts
  • Level: 84 - 85
  • Required levels: 83, 84
  • Required item level: 305, 329
  • Territory: Contested
  • Instance type: Dungeon
  • Heroic mode available (85)
  • Number of players: 5
  • Location: Uldum
  • Final boss: Siamat

The Lost City of the Tol'vir is one of the three 5-man dungeons in Uldum. On Normal-mode it is designed for level 84-85 players. The dungeon is populated by a faction of the Tol'vir, the Neferset--a mysterious race of "cat-people" created eons ago by the Titans to maintain and safeguard their research facilities in Uldum. The Neferset initially swore loyalty to Deathwing but after their betrayal, are now hostile to all.

Players battle members of the Neferset outdoors--the dungeon is designed to look like an actual abandoned Tol'vir city. It's also an excellent place for skinning. Players that turn in Tol'vir Hieroglyphics with Tol'vir Hieroglyphic are granted Tol'vir Secrets.

From the Blizzard Community site:
"The Lost City of the Tol'vir is the stronghold of the Neferset, a faction of the cat-like tol'vir who swore fealty to Deathwing in exchange for a cure to the curse of flesh, which had turned their rocky hides to soft skin. With the affliction expunged, the tol'vir have rebelled against their benefactor, although they remain irrevocably twisted and hostile due to the dark pact that they made.

The lost city is eminently defensible - bordered by crocolisk-infested marshes and surrounded by mountain peaks, it would prove difficult to invade even without the defending army. Worse, the Neferset are led by the being responsible for their newfound power - Siamat, the Lord of the South Wind and one of the mightiest servants of Al'Akir and Deathwing.

Though he is a mighty foe and unshakable general, Siamat's presence is also an opportunity. After invoking immense forces to strengthen and corrupt the Neferset tol'vir, his full powers are beyond him for the moment. A small group of truly powerful heroes might be able to infiltrate the city, and attack the Lord of the South Wind, striking a blow from which even the elemental cannot recover."

Encounters

  • General Husam ¨C The titans themselves appointed General Husam as one of Uldum's foremost guardians. After Siamat, Lord of the South Wind, cured the Neferset tol'vir's curse of flesh, Husam helmed a rebellion that culminated in the air elemental's imprisonment.
  • Lockmaw ¨C Amid the Neferset's chaotic insurrection against Siamat, the pygmy Augh pilfered whatever treasures he could from the ancient tol'vir city. Among his race, Augh is respected as much for his cunning as he is for his ferocious pet crocolisk, Lockmaw.
  • High Prophet Barim ¨C High Prophet Barim is the hallowed spiritual leader of the Neferset. Along with General Husam, he rallied his fellow Neferset against Siamat and imprisoned the air elemental. Regardless, some dark force still drives Barim and his followers to terrorize Uldum.
  • Siamat ¨C Purging the Neferset tol'vir's curse of flesh left the fearsome elemental Siamat severely drained. It was during this moment of vulnerability that the tol'vir struck and magically imprisoned Siamat at the center of their ancient sand-swept city.

Geography

Location: Uldum (it¡¯s a busy zone). West of both Vortex Pinnacle and Halls of Origination in the south portion of the river that bisects the zone. The entrance to the Lost City is at the far northern part of the subzone.


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