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Table of Contents

Locations Of Every Midnight Dungeon

Updated 12 Mar 2026 | Author: Dmitro | ~10 min

Midnight launches with eight expansion dungeons split into four leveling dungeons and four max-level ones, and that split shapes the PvE climb from the first queue to endgame farming. Some instances open through campaign progress, others through level requirements, so access unfolds in steps instead of dumping the full lineup on you at once. That pacing matters. It gives each zone a clearer role, keeps dungeon unlocks tied to character progress, and lets you map out when new runs, quests, and gear sources enter the pool without guessing.

Once endgame begins, the system gets narrower on purpose. Each Mythic+ season uses four Midnight dungeons and four legacy dungeons, rather than all eight expansion instances, which means the leveling pool and the seasonal endgame pool are not the same thing. A dungeon that helps carry you through the campaign may drop out of focus later, while another becomes part of the weekly Mythic+ route, Vault planning, and repeat farming cycle. Knowing where each dungeon is and how it unlocks saves time early and makes the seasonal transition much cleaner once Heroic, Mythic 0, and Mythic+ start to matter.

Midnight Dungeons Release Schedule

Midnight’s dungeon schedule changes in stages rather than unlocking every endgame format at once. During the first two weeks, all eight expansion dungeons are available on Heroic and Mythic 0, giving players a short preseason window to learn routes, farm early gear, and clear the full dungeon lineup before the seasonal pool takes over.

  • March 3: all eight Midnight dungeons become available on Heroic and Mythic 0. During this preseason period, Mythic 0 uses a weekly lockout.
  • March 17: Midnight Season 1 begins, and Heroic plus Mythic 0 shift over to the Season 1 dungeon rotation.
  • March 24: Mythic+ becomes available, and Mythic 0 returns to daily lockouts.

Once Midnight Season 1 begins, Heroic and Mythic 0 stop using all eight Midnight dungeons and switch to the seasonal rotation instead. A week later, Mythic+ opens, and Mythic 0 lockouts loosen back up, which marks the full start of the season’s dungeon progression loop:

How To Unlock Dungeons in Midnight

Unlocking dungeons in Midnight follows a simple rule, but it matters more than it first appears. Each instance is tied either to a specific zone quest or to a fixed level threshold, which means you do not always need to finish the related storyline before the dungeon becomes available. If you stay on the main quest path, most of these unlocks happen naturally. If you skip parts of a zone, the listed level acts as the fallback and opens access anyway.

This table gives you the clean version: which dungeon unlocks when, which quest is tied to it, and what level guarantees access if the quest is still unfinished. That makes it easier to plan leveling routes, queue timings, and zone progression without guessing when the next dungeon should appear.

Our dedicated PROs can help you complete Midnight Campaigns or level an alt fast!

Heroic & Mythic Seasonal Dungeons in Midnight

Midnight does not treat Heroic and Mythic dungeon access as a straight extension of the full Normal lineup. Once a season begins, Blizzard shifts endgame dungeon play into a fixed seasonal pool built around progression, tuning, and weekly rewards. The result is simple: Normal keeps the full leveling-and-casual dungeon spread, while Heroic, Mythic 0, and Mythic+ narrow that field down to the dungeons that actually matter for seasonal gearing and routing.

This split is why the system feels different once you hit endgame. Normal dungeons remain broad and consistent, but Heroic and above become selective. You are no longer looking at every Midnight dungeon as part of the same path. You are looking at the current season’s active pool — the instances Blizzard has chosen for tougher tuning, better rewards, and Mythic+ relevance.

  • Seasonal dungeons are the real endgame pool.
    In Midnight Season 1, Heroic, Mythic 0, and Mythic+ revolve around eight dungeons: four from Midnight itself and four returning legacy dungeons. That keeps the season tighter, more learnable, and easier to balance around route planning, boss tuning, and affix pressure.
  • Normal difficulty works differently.
    Normal dungeons are not locked to that seasonal structure. They continue to cover the eight Midnight dungeons, while the extra legacy dungeons added for the season are not folded into the Normal pool. So the dungeon list you level through is not the same list you gear through at Heroic or higher.
  • Heroic and Mythic 0 are the clean training ground before keystones.
    These modes increase enemy damage, health, and rewards, but they do not bring in timers, Mythic+ affixes, or the pressure of score. That makes them the best place to learn pull patterns, dangerous trash casts, boss overlap timing, and route fundamentals before stepping into keystone play.
  • Preseason and Season 1 do not use the same Mythic 0 structure.
    Before the season opens, Mythic 0 includes all eight Midnight dungeons and runs on a weekly lockout. Once Season 1 begins, Mythic 0 shifts back to a daily lockout, and the seasonal dungeon model takes over. That change matters if you are planning early gearing routes or trying to understand why the available dungeon pool suddenly becomes narrower after launch week.
  • The legacy dungeons are not random filler.
    They were brought back and updated specifically for Midnight Season 1. That means they are part of the same seasonal ecosystem as the active Midnight dungeons, not side content. If a dungeon is in the rotation, Blizzard expects players to treat it as real progression content, whether that is for Heroic farming, Mythic 0 clears, or Mythic+ pushing.
  • This also affects weekly reward planning.
    Heroic and Mythic 0 still feed into the dungeon reward structure, but they sit below Mythic+ in value. So even if you are not pushing keys yet, the seasonal dungeon pool still matters for how you prepare your Great Vault options, learn routes, and decide where your weekly time is best spent.

The takeaway is blunt: if a dungeon is not part of the current seasonal pool, it may still exist on Normal, but it is not part of your real Heroic-to-Mythic progression route for that season. The seasonal rotation defines which dungeons matter for gearing, repetition, keystones, score, and weekly planning.

Magisters' Terrace Entrance Location

Magisters' Terrace has four bosses and is available as a Normal, Heroic, Mythic 0, and Mythic+ dungeon in Midnight Season 1. Zone: Isle of Quel'Danas

Magisters' Terrace Entrance Location
Coordinates: /way 63.9, 15.8

Bosses: Arcanotron Custos, Seranel Sunlash, Gemellus, Degentrius

Murder Row Entrance Location

Murder Row has four bosses and is available as a Normal dungeon in Midnight Season 1. Zone: Silvermoon City

Murder Row Entrance Location
Coordinates: /way 57.0, 60.9

Bosses: Kystia Manaheart, Zaen Bladesorrow, Xathuux the Annihilator, Lithiel Cinderfury

Windrunner Spire Entrance Location

Windrunner Spire has four bosses and is available as a Normal, Heroic, Mythic 0, and Mythic+ dungeon in Midnight Season 1. Zone: Eversong Woods

Windrunner Spire Entrance Location
Coordinates: /way 35.2, 78.4

Bosses: Emberdawn, Kalis, Commander Kroluk, Restless Heart

The Blinding Vale Entrance Location

The Blinding Vale has four bosses and is available as a Normal dungeon in Midnight Season 1. Zone: Harandar

The Blinding Vale Entrance Location
Coordinates: /way 26.4, 78.1

Bosses: Meittik, Ikuzz the Light Hunter, Lightwarden Ruia, Ziekket

Nexus-Point Xenas Entrance Location

Nexus-Point Xenas has three bosses and is available as a Normal, Heroic, Mythic 0, and Mythic+ dungeon in Midnight Season 1. Zone: Voidstorm

Nexus-Point Xenas Entrance Location
Coordinates: /way 65.0, 61.7

Bosses: Kasreth, Corewarden Nysarra, Lothraxion

Voidscar Arena Entrance Location

Voidscar Arena has three bosses and is available as a Normal dungeon in Midnight Season 1. Zone: Voidstorm

Voidscar Arena Entrance Location
Coordinates: /way 51.4, 18.5

Bosses: Taz'Rah, Atroxus, Charonus

Den of Nalorakk Entrance Location

Den of Nalorakk has three bosses and is available as a Normal dungeon in Midnight Season 1. Zone: Zul'Aman

Den of Nalorakk Entrance Location
Coordinates: /way 29.7, 84.9

Bosses: The Hoardmonger, Sentinel of Winter, Nalorakk

Maisara Caverns Entrance Location

Maisara Caverns has three bosses and is available as a Normal, Heroic, Mythic 0, and Mythic+ dungeon in Midnight Season 1. Zone: Zul'Aman

Maisara Caverns Entrance Location
Coordinates: /way 43.0, 39.5

Bosses: Muro'jin, Vordaza, Rak'tul

Algeth'ar Academy Entrance Location

Algeth'ar Academy has four bosses and is available as a Heroic, Mythic 0, and Mythic+ dungeon in Midnight Season 1. Zone: Thaldraszus

Algeth'ar Academy Entrance Location
Coordinates: /way 58.3, 42.4

Bosses: Vexamus, Overgrown Ancient, Crawth, Echo of Doragosa

Expansion: Dragonflight

Pit of Saron Entrance Location

Pit of Saron has three boss encounters and is available as a Heroic, Mythic 0, and Mythic+ dungeon in Midnight Season 1. Zone: Icecrown

Pit of Saron Entrance Location
Coordinates: /way 52.0, 89.0

Bosses: Forgemaster Garfrost, Ick & Krick, Scourgelord Tyrannus

Expansion: Wrath of the Lich King

Seat of the Triumvirate Entrance Location

Seat of the Triumvirate has four bosses and is available as a Heroic, Mythic 0, and Mythic+ dungeon in Midnight Season 1. Zone: Eredath

Seat of the Triumvirate Entrance Location
Coordinates: /way 22.2, 56.2

Bosses: Zuraal the Ascended, Saprish, Viceroy Nezhar, L'ura

Expansion: Legion

Skyreach Entrance Location

Skyreach has four bosses and is available as a Heroic, Mythic 0, and Mythic+ dungeon in Midnight Season 1. Zone: Spires of Arak

Skyreach Entrance Location
Coordinates: /way 35.6, 33.6

Bosses: Ranjit, Araknath, Rukhran, High Sage Viryx

Expansion: Warlords of Draenor

Midnight Dungeon Portals in Silvermoon City

The portals for Legacy Mythic+ Dungeons are not placed at each dungeon entrance. Instead, they are grouped inside the Timeways, which serves as the central hub for the seasonal legacy pool. In Midnight, the portal to the Timeways can be found in Silvermoon City, just northwest of the city’s central area.

Midnight Dungeon Portals in Silvermoon City
Coordinates: /way 40.8 59.4 Portal to the Timeways

Our Midnight Mythic+ Guides

You now know where the Midnight dungeons are, how the unlock flow works, and which instances actually stay relevant once the seasonal rotation takes over. That covers the map side of the system. The next layer is what happens after the key goes in: affixes that change pull logic, timers that punish sloppy routing, death penalties that quietly ruin a run, checkpoint flow, enemy count, and the small dungeon-specific problems that turn a clean route into a depleted key.

If you want the part that actually decides whether a run feels controlled or falls apart two pulls in, read our Midnight Mythic+ guide, where we break down the core rules, seasonal pressure points, and the mechanics that matter once Heroic ends and keystones begin.

Midnight Mythic+

And routes are only half the story. Mythic+ is also one of the main gear tracks in Midnight Season 1, which means dungeon value is tied not just to difficulty, but to what each run can actually put in your bags at the end of it. Item rewards, weekly progression, and the reasons certain dungeons stay worth farming all change how you plan your week. Our other guide focuses on exactly that: the gearing path waiting for you in the seasonal pool. If you want the full loot picture before you start burning keys, open our Midnight Season 1 Mythic+ loot guide:

Midnight Mythic+ Gear
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