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Fathom Dweller Mount Guide

Updated 23 Mar 2026 | Author: Invord | ~11 min

The Fathom Dweller is one of the most memorable secret mounts from Legion and, historically, the very first hidden mount puzzle Blizzard added to World of Warcraft. That fact alone gives it a special place in many collections. It is not just another reward from a rare mob or vendor - it is tied to exploration, a hidden quest sequence, and one of the earliest community-wide secret hunts in modern WoW.

Visually, the mount looks exactly like something dragged up from the darkest depths of the sea. Its grotesque underwater design, restricted movement type, and unusual unlock process make it a true collector's piece rather than a standard utility mount. The good news is that the chain is fully deterministic once you know the correct route. The bad news is that some orb locations are hidden in dangerous caves, underwater routes, or places that are easy to miss without careful navigation.

  • Added in Patch: 7.0.3 "Legion"
  • Mount type: Underwater
  • Source: Secret orb puzzle
  • Core requirement: Activate 10 hidden orbs in the correct order
  • Repeat attempts: World Quest rotation, roughly once every 2 weeks

How to get Fathom Dweller

Fathom Dweller

The Fathom Dweller mount is obtained by finding and clicking on ten hidden orbs scattered throughout the Broken Isles. Some are tucked away inside caves, some are hidden underwater, and some are placed next to mobs or hazards that can kill careless players very quickly.

The most important part of the entire puzzle is simple: you do not need to collect all ten orbs in one session, but you must click them in the exact order listed below. If you break the sequence, the puzzle will not progress correctly.

You can check your progress at any point by pasting the following macro into the game chat:

/run local a={43730,43731,43732,43733,43734,43735,43736,43737,43760,43761}for i,q in ipairs(a)do print(format("Orb %s: %s",i, C_QuestLog.IsQuestFlaggedCompleted(q) and "\124cFF00FF00Done\124r" or "\124cFFFF0000Not Done\124r")) end

It is also highly recommended to bring a few Draenic Water Breathing Elixir or any equivalent underwater breathing effect. Druids, Warlocks, and Undead characters have an easier time here, but everyone else will appreciate the extra breathing time during the underwater sections.

Want to skip the orb hunt, underwater navigation, and World Quest timing? Check out our Fathom Dweller mount service and let our team complete the entire unlock chain for you from the first orb to the final Kosumoth kill.

Secret Start - Drak'thul's Encampment on the Broken Shore

To begin, head to the Broken Shore in the Broken Isles. The easiest way to reach it is by using your Dalaran Hearthstone and flying east. Your target is the orc NPC Drak'thul, located near the shoreline in the southern part of the zone.

Speak to Drak'thul repeatedly until all dialogue options are exhausted and he tells you to leave him alone.

/way #646 37.45 71.64 Drak'thul

Next, travel to a small hidden cave on the Broken Shore. The entrance is easy to miss, but there is a glowing green torch outside and the opening is framed with bones.

Go deeper into the cave until you reach the final room. There are many large bones here, but you only need to focus on the two bones straight ahead at the back. At the base of the bone on the right, you will find a small dirt mound.

Click it to loot the Weathered Relic.

/way Broken Shore 58.6 54

After looting the relic, return to Drak'thul and go through all newly available dialogue. Once he dismisses you again, the hidden orb sequence becomes available.

Keep in mind that the orbs have about a 50 minute respawn timer. If a specific orb is missing when you arrive, another player may have clicked it recently.

First Orb

The first orb is hidden inside a cave beneath a tree and a cluster of bushes at 37.96, 37.41 in Azsuna. The entrance is partially concealed, so simply move or jump into the bushes to get inside.

Once you enter the cave, continue to the fountain at the back. The first orb is waiting there. Click it to attune yourself and begin the sequence.

/way #630 37.96 37.41 - First Orb

Second Orb

The second orb is inside a cave behind a purple-leaved tree on the road between Suramar and Stormheim, at 32.92, 75.90 in Stormheim.

Inside the cave, you will encounter the banshee Kangaxx, who hits very hard. The safest approach is usually to avoid her entirely if possible. Another valid tactic is to die, release, and run back as a ghost to click the orb. Crowd control effects that work on Undead enemies can also help.

The orb itself is located inside a bag near the back of the cave.

/way #634 32.92 75.90 - Second Orb

Third Orb

The third orb is located in a cave hidden between a tree and red flower bushes at 41.51, 81.18 in Val'sharah.

Inside, you will find an Arcane Servitor near the orb. The mob itself is not especially dangerous at modern levels, but you should interrupt its casts instead of face-tanking them carelessly.

/way #641 41.51 81.18 Orb 3

Fourth Orb

The fourth orb is hidden in an underwater cave between rocks at 29.16, 78.57 on the Broken Shore.

This area lies in fatigue waters, so the best approach is usually to fly over the location first and only then dive down. Inside the cave, the orb is positioned under a small tent. Several steam vents nearby deal heavy damage if they hit you, so move carefully and do not rush through the chamber.

/way #646 29.16 78.57 - Fourth Orb

Fifth Orb

The fifth orb is found in another cave in Azsuna, hidden between mana crystals and withered trees at 59.37, 13.13.

Once inside, go to the rear section of the cave. The orb is located inside the round dome structure at the back.

/way #630 59.37 13.13 - Fifth Orb

Sixth Orb

The sixth orb is in an underwater cave at 67.4, 14.7 on the main Broken Isles map, north of Shield's Rest in Stormheim.

The cave entrance is directly beneath an impaled Toothless Great White. Inside the cave, the orb is on the central islet. Just like the fourth orb, this area is surrounded by steam vents that deal heavy damage, so positioning matters a lot.

/way #619 67.4 14.7 - Sixth Orb

Seventh Orb

The seventh orb is hidden in Highmountain at 55.84, 38.47.

There is a visible cave at this location, but do not be misled by the obvious entrance. The actual cave containing the orb is concealed in the bushes to the side. Inside, the orb is hidden inside one of the skulls along the wall.

/way #650 55.84 38.47 - Seventh Orb

Eighth Orb

The eighth orb is also in Azsuna, inside a cave hidden beneath several trees and bushes at 54.02, 26.18.

Head to the back of the cave and check under the shrubbery. The orb is tucked away there and can be easy to overlook if you move too quickly.

/way #630 54.02 26.18 - Eighth Orb

Ninth Orb

The ninth orb is hidden in the outdoor version of Eye of Azshara, inside an underwater cave beneath a shipwreck at 79.52, 89.31. This is widely considered the most annoying orb in the entire chain, so having an underwater breathing effect is strongly recommended here.

At the target location, look for the shipwreck and enter it from underneath. Once inside, look upward and continue through the opening shown in the route screenshots. From there, follow the path indicators through the wreck until you reach the cave entrance hidden behind seaweed.

Inside the cave, the orb is in the water on the right-hand side, positioned between stalagmites.

/way #713 79.52 89.31 - Ninth Orb

Final Orb

The tenth and final orb is back where the puzzle began - at Drak'thul's Encampment on the Broken Shore, at 37.45, 71.64.

Simply return to the camp and click the orb sitting on the table.

/way #646 37.45, 71.64 - Final Orb

Final Orb

If the sequence was completed correctly, Drak'thul will thank you for clearing the whispers from his mind. This unlocks the World Quest DANGER: Kosumoth the Hungering for that character.

Kosumoth the Hungering

Once all ten orbs have been activated, you gain access to the World Quest DANGER: Kosumoth the Hungering. This quest requires you to kill the Legion outdoor boss Kosumoth the Hungering in the outdoor version of Eye of Azshara.

/way #713 46.96 50.09 - Kosumoth the Hungering

Kosumoth the Hungering

The World Quest rotates every two weeks, which means you usually only get one real chance to complete the mount step during each two-week cycle. The reward is not always the same: the quest can grant either the Fathom Dweller mount or the Hungering Claw battle pet.

If you have already completed this unlock on one character before, your alts may be able to simply do the World Quest when it is available, without repeating the full orb sequence again.

However, if you have never unlocked Legion World Quests on your account, you will first need to satisfy the original access requirement: reach Friendly reputation with the five major Broken Isles factions.

  • Dreamweavers
  • Highmountain Tribe
  • Court of Farondis
  • Valarjar
  • The Wardens

You can earn this reputation through regular Legion questing or by farming the related dungeons tied to those factions, such as Darkheart Thicket for Dreamweavers reputation.

Important Details and Farming Tips

Even though the puzzle itself is straightforward once the route is known, a few practical details can save you a lot of time and frustration.

  • Order matters: The orbs must be clicked in the correct order from first to tenth. This is the single most important rule of the chain.
  • You can take breaks: You do not need to finish all ten orbs in one play session, which makes the hunt much more manageable.
  • Respawn timer: If an orb is missing, wait and check back later. Another player may have activated it recently.
  • Bring water breathing: The ninth orb in particular is much more comfortable with underwater breathing effects.
  • Watch steam vents: The underwater caves on the Broken Shore and near Stormheim have vents that can heavily damage you.
  • Use a flying mount first: For the fatigue-water cave on the Broken Shore, reaching the position by air before diving is much safer than trying to swim the entire route.

If your goal is purely efficiency, it is often best to clear the orb route first, then keep an eye on the World Quest rotation rather than expecting the mount to be available immediately after the puzzle.

Tip: Complete the orb chain on a character that already has easy Legion access, fast travel options, and no trouble surviving underwater sections. It makes the whole route much smoother.

Useful Add-ons for Fathom Dweller

This mount does not require a special puzzle-solving addon like Lucid Nightmare, but a few tools can make the route much easier to follow, especially because several orb locations are hidden in caves or underwater paths.

  • TomTom: The most useful addon for this hunt. It lets you use the /way coordinates from the guide, creates map markers, and gives you a directional arrow for each orb location.
  • HandyNotes: Helpful if you want to mark custom locations manually and keep your orb route more organized across the Broken Isles.
  • Paste: Convenient if you want to copy multiple coordinate lines quickly and organize your waypoints more efficiently.
  • Leatrix Maps: Not mandatory, but useful for players who prefer a cleaner full-zone map while moving between Azsuna, Stormheim, Broken Shore, and Eye of Azshara.

For this specific mount, TomTom is by far the most valuable addon because the entire puzzle is route-based. The less time you spend searching entrances manually, the faster and safer the run becomes.

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