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From the little we know, the vrykul are conducting unnatural rites in an 'awakening' ritual to the west in Gjalerbron. They're using living sacrifices to fuel their rituals. , you must stop this. It matters not who or what is in those cages, they must be freed. I would guess that the vrykul hold the keys. The last thing we need is more of those strange vrykul threatening us, or worse, them wakening something even more evil.... | Greatmother Ankha has asked you to collect enough Gjalerbron Cage Keys to free 10 Gjalerbron Prisoners. Return to her at Camp Winterhoof when you manage to do so. | Of Keys and Cages |
This elf prince thinks he can come to my town, insult my queen, kill my men and get away with it? He thinks we're going to stand by while the hordes of Utgarde build up to launch an attack? Not in a million years. You're going to walk right into Utgarde and kill him. I want Arthas to know that we've arrived and we're playing for keeps. Report to Dark Ranger Marrah inside Utgarde Keep when the deed is done and she'll tie up any... loose ends. | High Executor Anselm wants you to slay Prince Keleseth inside Utgarde Keep. | A Score to Settle |
The dead ones are at Gjalerbron and they have necromancers with them? We must eliminate the leader of these necrolords. Do whatever it takes, but see to it that Necro Overlord Mezhen, and whatever he's attempting to accomplish, is neutralized. We cannot afford to see the vrykul successful in whatever they are doing with these undead creatures! Look for Mezhen on the platform in the rear right section of Gjalerbron. | Kill Necro Overlord Mezhen. Then, return to Chieftain Ashtotem at Camp Winterhoof. | Necro Overlord Mezhen |
As we move through Skorn, we must destroy the towers. If you have a look at them, you'll notice that their tops are lined with casters. Getting too close to them would mean certain doom. However, we can call in wind rider air strikes from Camp Winterhoof. To do so, we need to get close enough so that you can lob a smoke flare atop of them. Just don't get too close. | The Winterhoof Brave has informed you that using the Brave's Flare to target all four of the towers at Skorn for air strikes would be advisable. | Towers of Certain Doom |
Your instincts were right to bring this to me, but my wind riders cannot fight a dragon. You must venture west to Gjalerbron and slay the frost wyrm and its master, Wyrmcaller Vile! Even now it may be on its way! If I'm reading these plans correctly, blowing the wyrmcaller's horn on his platform, outside in the rear left area of Gjalerbron, will call Glacion back. When the creature lands, destroy it! And , bring me the horn. We wouldn't want it falling back into the wrong hands! | Slay Wyrmcaller Vile and use the Wyrmcaller's Horn to call down and slay Glacion. Then, return with the horn to Celea Frozenmane at Camp Winterhoof. | The Frost Wyrm and its Master |
Of our entire recon party, only I remain. These vrykul are relentless fighters. Given their numbers and their savage tactics, our only hope is to bring down their leader and pray it brings chaos to their ranks. Ingvar is his name. Bring me his head! | Dark Ranger Marrah has asked you to kill Ingvar the Plunderer inside Utgarde Keep. | Ingvar Must Die! |
My longrunners that have lived to return have informed me that the vrykul have awakened at their main fortress to the west. It is a forbidden place known as Gjalerbron. The longrunners tell me that the vrykul are performing strange rituals. We cannot allow this to continue. Are you willing to continue to assist us? Will you kill the vrykul at Gjalerbron before they finish whatever they are doing and attack us here? | Chieftain Ashtotem has asked you to kill 15 Gjalerbron Warriors, 8 Gjalerbron Rune-casters, and 8 Gjalerbron Sleep-watchers. Afterward, return to him at Camp Winterhoof. | Dealing With Gjalerbron |
You have done everything that we were sent here to do. I must admit that you fight well. Your people are not as strange as I first thought. Chieftain Ashtotem is certain to want to hear of your success, but if you decide to stay out here for whatever reason, I will continue to fight at your side. | Return the Winterhoof Token to Chieftain Ashtotem at Camp Winterhoof. | The Conqueror of Skorn! |
, the vrykul fortress, Skorn, sits to the south. Its strange giants have recently awakened and have begun to spread, attacking us wherever they can. My scouts inform me that they are poised to strike at us here, but I do not have the strength to repel such a force. Instead, we will prepare to leave north to less dangerous lands. I ask that you use your cunning to buy us time. I've sent a brave ahead with the details. Show this emblem at Skorn and he'll reveal himself and do all he can to aid you. | Chieftain Ashtotem has asked you to use the Winterhoof Emblem at Skorn, and then to speak with the Winterhoof Brave. | Skorn Must Fall! |
Our elders say that these vrykul may be able to rise from the dead; not unlike the walking dead you call the Scourge, but a different kind of undeath. We should not take any chances. Here, take my machete. As we move through this place, carve up the remains of the vrykul that we slay. I spent the morning sharpening it, so it should cleave even through their thick bones. | The Winterhoof Brave has asked you to use The Brave's Machete to dismember 20 Vrykul of the Winterskorn tribe at Skorn. | Gruesome, But Necessary |
This huge scroll is made from dragon skin. Unfurling its more-than-ten-foot length, you can see that the images painted upon its scaly surface depict a mysterious vrykul ritual. A vrykul thane, surrounded by angelic-looking beings, ascends into the heavens. A mysterious, darkened figure looms large in the picture's background. A tingling in your gut tells you that the thane of Skorn is about to do this. You must stop it! A large pyre sits at the top of Skorn in front of the thane's lodge. | Present the Vrykul Scroll of Ascension near the Thane's Pyre to call him out and slay him. Afterward, due to the nature of the ritual, you're sure that Greatmother Ankha at Camp Winterhoof will be interested in seeing the scroll. | Stop the Ascension! |
Chieftain Ashtotem ordered me to destroy many buildings here. However, you are in charge, so it falls to your hands. I suggest that we burn down the two longhouses and the barracks that are in the lower area of Skorn. All we have to do is get inside each and set them ablaze with this torch. | The Winterhoof Brave suggests that you use the Brave's Torch to set fire to the Northeast and Northwest Longhouses and the Barracks at Skorn. | Burn Skorn, Burn! |
Upon closer inspection, the scroll appears to be a heavily-illustrated map of the fjord. The location of various villages are depicted in what seem to be tribal symbols. The location of Vengeance Landing is marked with a disproportionately large skull. This map will almost certainly be of military value to High Executor Anselm. | Bring the Dragonskin Map to High Executor Anselm in Vengeance Landing. | The Dragonskin Map |
Now that this rascal's belly's full, maybe he will be more willing to cooperate. Here's his leash, just come get him from his cage whenever you're ready to take him. I don't know what Anselm expects you to find, but look for clues wherever it is that the dog takes you. | Use the Plaguehound Leash near the plaguehound cages at Vengeance Landing and look for clues at the location you're led to by the Plaguehound Tracker. | Sniff Out the Enemy |
, I must now ask you to undertake an operation so hazardous, so deadly, that only you can see it through. The vrykul fortress, Skorn, sits on our eastern border. My scouts inform me that those 'giants' are poised to strike us, and with my forces scattered all over the fjord, I don't have the men to take the place by force. Instead, you're going to use your cunning. I've sent a sergeant ahead with the details. Show this command insignia at Skorn and he'll reveal himself and follow your orders. | Captain Adams has asked you to use the Westguard Command Insignia at Skorn, and then to speak with the Westguard Sergeant. | Operation: Skornful Wrath |
Listen up, youngster. I've put down me share of these creatures - and your share too fer that matter. Here be what ya need to know.... The vrykul are fearless in a fight. Seems they actually yearn fer a death in battle. With their numbers and that ferocity, we're doomed - plain and simple. There's one they esteem though, goes by the name of Ingvar. I dunno why they be seekin' his praise, but bring him down and you'll deal a mighty blow to their spirit. Then, perhaps, we'll have a chance.... | Defender Mordun has tasked you with the execution of Ingvar the Plunderer who resides deep in Utgarde. | Into Utgarde! |
This battle is far from over. If our people are still alive inside that village, someone has to go and get 'em. Head north and enter Wyrmskull Village. Once there, look for our people. If they are imprisoned you'll need to find a way to break them out. Maybe they'll have some more information about what it is that we're actually fighting. | Vice Admiral Keller at Valgarde Port in the Howling Fjord wants you to rescue 3 Captured Valgarde Prisoners. | Prisoners of Wyrmskull |
We've had reports that these vrykul can rise from the dead; not unlike the Scourge, but a different kind of undeath. Let's not take any chances. Here, take my machete. As we move through this place, you'll need to carve up the remains of the vrykul that we take down. I'd do it, but I have a sensitive stomach. I spent all morning sharpening it, so it should do the job. | The Westguard Sergeant has asked you to use The Sergeant's Machete to dismember 20 Vrykul of the Winterskorn tribe at Skorn. | Gruesome, But Necessary |
It's come at great cost, but we've completed our inspection of the site. The news isn't good. Nearly everyone has been slain or captured. Only a few veteran guards remain unaccounted for. The scouts have done all we can here. You must pick up where we've left off. Sounds of a skirmish are coming from up the hill to the northeast. Have a look. We can only hope there are some who have survived, and that they may have some intel we can use against this enemy. | Scout Valory wants you to investigate the sounds of battle coming from the northeast of Wyrmskull Village. | Fresh Legs |
This huge scroll is made from dragon skin. Unfurling its more-than-ten-foot length, you can see that the images painted upon its scaly surface depict a mysterious vrykul ritual. A vrykul thane, surrounded by angelic-looking beings, ascends into the heavens. A mysterious, darkened figure looms large in the picture's background. A tingling in your gut tells you that the thane of Skorn is about to do this. You must stop it! A large pyre sits at the top of Skorn in front of the thane's lodge. | Present the Vrykul Scroll of Ascension near the Thane's Pyre to call him out and slay him. Afterward, due to the nature of the ritual, you're sure that Father Levariol at Westguard Keep will be interested in seeing the scroll. | Stop the Ascension! |
We -- well, you -- have done everything that we were sent here to accomplish . I must say that it's been a pleasure taking orders from such a fine, young . The captain is sure to want to hear of your success, but if you decide to stay out here for whatever reason, I am at your disposal. | Return the Westguard Command Insignia to Captain Adams at Westguard Keep. | All Hail the Conqueror of Skorn! |
We'd been here for a month when those malformed giants appeared out of thin air. We were ill-prepared for any sort of attack and paid dearly for our complacency. An entire archaeology team was lost and several townsfolk were abducted and taken to the ruins. We've been on the defensive ever since. To make matters worse, the scouts we sent to rescue our people have been harpooned by the vrykul and left for dead in the forest directly north of Valgarde. Dislodge those harpoons and free our scouts! | Vice Admiral Keller at Valgarde Port in the Howling Fjord wants you to rescue 8 Valgarde Scouts that have been impaled and left for dead. | Rescuing the Rescuers |
If Valgarde falls, our primary supply line into Northrend will cease to exist. From there it'll only be a matter of time before we're all servants of the Lich King. Now I don't know about you, but I've got a wife and three kids back in Elwynn and I'll be damned if I'll go down without a fight. The situation here is critical and we can use all the manpower you're able to muster. Get to the front gate and help the guards defend the city against the invading monsters! | Vice Admiral Keller at Valgarde Port in the Howling Fjord wants you to slay 12 Dragonflayer Invaders or Dragonflayer Worgs. | If Valgarde Falls... |
Captain Adams gave me strict instructions to make sure that a good deal of infrastructure damage was inflicted on this site. However, since you're in charge out here, that's at your discretion. May I suggest that we burn down the two longhouses and the barracks that are in the lower area of Skorn? All we have to do is get inside each and throw this torch. | The Westguard Sergeant has orders that you should use the Sergeant's Torch to set fire to the Northeast and Northwest Longhouses and the Barracks at Skorn. | Burn Skorn, Burn! |
Rage was my prison, and you have freed me. Though I thought I did right, my soul now weeps for the terror and the death I have caused the good people of Azeroth. Thank you for leading me back to the Light. May I never again lose my way. Take this torn prayer book to an orphan matron, so the children may know that I will haunt them no more. | Take the Tome of Thomas Thomson to the Costumed Orphan Matron in Goldshire, Kharanos or Azure Watch. | Free at Last! |
, as we move through Skorn, we have to bring down those towers! If you have a look at them, you'll notice that their tops are lined with casters. Getting too close to them would mean certain doom for us! However, we do have it within our means to call in cannon volleys from Westguard Keep. To do so, we need to get close enough so that you can lob a smoke flare atop of them. Just don't get too close! | The Westguard Sergeant has informed you that using the Sergeant's Flare to target all four of the towers at Skorn for cannon volleys would be advisable. | Towers of Certain Doom |
Your service has been exemplary, but there is something that is troubling me: the Scourge. The Light cannot abide their presence, and neither shall we. I hope that it is not asking you too much, but I would have you return north to Gjalerbron and crush the unholy Scourge in that vile lair! Be sure to check for them in the Waking Halls beneath Gjalerbron as well. Purification is the key to salvation, my child. Make us proud! | Slay 10 Deathless Watchers, 4 Fearsome Horrors, and 2 Putrid Wights. Afterward, inform Father Levariol at Westguard Keep of your success. | In Service to the Light |
And now we have a different problem. My scouts that have lived to return have informed me that the vrykul are up to no good at their main fortress to the north. They call the place Gjalerbron, though you'd pronounce the 'Gj' as if it were an 'Sh'. Odd creatures. But that's not important; what is, is that you get up there and put an end to the lives of as many of those creatures as you can while trying to figure out what they're up to. I know that I can count on you. | Captain Adams has asked you to kill 15 Gjalerbron Warriors, 8 Gjalerbron Rune-casters, and 8 Gjalerbron Sleep-watchers. Afterward, return to him at Westguard Keep. | Dealing With Gjalerbron |
Thanks for bailing me out of this mess. I was not looking forward to what these Alliance scumbags had in store for me. Let's get out of here and see if we can get back at them somehow. Is that a campfire over there? | Escort Apothecary Hanes out of the Derelict Strand. Report to Apothecary Lysander at Vengeance Landing in Howling Fjord when you've completed this task. | Trail of Fire |
So, I hate to say it, pal, but while you were out, the captain took a keener interest in that place. Looks like he wants my old Explorers' League boss in there dead. My guess would be that we're gearing up for an offensive to clear out the rest of them, and the captain wants their head lopped off, as it were. Do me a favor? Head back into Whisper Gulch and put an end to Squeeg Idolhunter. From what I remember, my guess would be that he's in the cave in the northwest corner. | Slay Squeeg Idolhunter and then report back to Sapper Steelring at Westguard Keep. | Leader of the Deranged |
You were right to bring this to me. You must venture to Gjalerbron and slay that wyrm and its master, Wyrmcaller Vile! Even now, as we speak here, the frost wyrm may be on its way. However, if I'm reading these plans correctly, blowing the wyrmcaller's horn on his platform, outside in the rear left area of Gjalerbron, will call Glacion back. When the creature lands, destroy it! And , please bring me the horn. We wouldn't want it falling back into the wrong hands. | Slay Wyrmcaller Vile and use the Wyrmcaller's Horn to call down and slay Glacion. Then, return with the horn to Mage-Lieutenant Malister at Westguard Keep. | The Frost Wyrm and its Master |
These plans detail an imminent attack upon Westguard Keep. It would appear that the frost wyrm, Glacion, who circles overhead is to be used for the offensive. Surely Mage-Lieutenant Malister would be of some assistance in this matter. Deliver the plans to him at the keep to the south. | Deliver the Gjalerbron Attack Plans to Mage-Lieutenant Malister at Westguard Keep. | Gjalerbron Attack Plans |
Let's send word back to old Anselm then. Victory has come later than expected, but better late than never. Tell him it will take our forces a few hours at most to finish off the stragglers here. Glory to the Banshee Queen! | Report back to High Executor Anselm at Vengeance Landing in Howling Fjord. | Report to Anselm |
The Scourge are at Gjalerbron and they have necromancers with them! They must be working to bring the vrykul into Arthas' fold. I want the leader of these necrolords eliminated! Do whatever it takes, but see to it that Necro Overlord Mezhen, and whatever he's attempting to accomplish, is neutralized. I will not see the vrykul successfully allied with the Scourge! Look for Mezhen on the platform in the rear right section of Gjalerbron. | Kill Necro Overlord Mezhen. Then, return to Captain Adams at Westguard Keep. | Necro Overlord Mezhen |
The captain may not care, but from the little we know, the vrykul are conducting heinous rites in some sort of 'awakening' ritual up north in Gjalerbron. They're using living sacrifices to fuel their unholy rituals! , you must put a stop to this! It matters not who or what is in those cages, they must be freed. I'd bet that the vrykul hold the keys. The Light knows the last thing we need is more of those strange vrykul walking about, or worse yet, them wakening something even more evil! | Father Levariol has asked you to collect enough Gjalerbron Cage Keys to free 10 Gjalerbron Prisoners. Return to him at Westguard Keep when you manage to do so. | Of Keys and Cages |
We have the Windrunner, the Queen's Reprisal and the Oblivion stationed just east of the Derelict Strand. Send orders to the fleet's commander, Captain Harker, that they're to destroy the Alliance's cannons. Speak to our bat handler, Camille, and ask for passage to the fleet's location. Be quick, every minute we spend fighting the Alliance is a minute we could've spent fighting Arthas. | Speak to Bat Handler Camille at Vengeance Landing and obtain passage to the Windrunner. Report to Captain Harker aboard the ship. | The Windrunner Fleet |
We should be able to kill our way back to our guns. Unfortunately, visibility is less than desirable so you will have to mark our targets from the ground. Take these smoke flares with you and use them to mark the locations of the cannons along the northern wall in the Derelict Strand, west of here, where the Alliance are holding out. Let Lyana know as soon as the way is clear for the ground troops. We can take care of ourselves over here. | Use the Smoke Flares at the location of the Alliance Cannons on the northern wall of the Derelict Strand. Report to Dark Ranger Lyana at the Bleeding Vale after you've completed this task. | Guide Our Sights |
This should have been a walk in the park. Their forces are hungry, injured and ill equipped. Yet somehow, we walked right into their trap. We approached these reefs from the south to gain cover and were immediately boarded by the Alliance dogs. I'm sorry to say, if you want our cannons to fire at anything, you're going to have to help us take our ships back. | Captain Harker aboard the Windrunner wants you to kill 15 North Fleet Marines. | Ambushed! |
Fordragon's got another thing coming if he thinks the group of green-gilled scrubs he sent to defend this port can hold out much longer. You, however, might fare a bit better. The importance of holding this port cannot be stated enough; and with those monsters flying overhead, the situation around here has gone from bad to worse. Report to Vice Admiral Keller just northwest of here and let him know that you're all out of bubble gum. | Speak with Vice Admiral Keller at Valgarde Port. | Hell Has Frozen Over... |
You've proven yourself in the field of battle. You might very well have changed the tides in our favor. I've an important assignment for you now. I'm not sure how much longer the weakness we've exposed is going to last, so we must use the element of surprise to our advantage. I want you to use the confusion created by our attack and go behind enemy lines to assassinate their leaders. In order of rank, they are: Captain Olster, Lieutenant Celeyne and Sergeant Lorric. Good luck. | Dark Ranger Lyana south of the Vengeance Landing wants you to kill Captain Olster, Lieutenant Celeyne, and Sergeant Lorric at the Derelict Strand. | Landing the Killing Blow |
The marsh seems to have a strange effect on humans. Some grow mad simply by living here. Anyone who has ever settled at Swamplight Manor has gone mad in a spectacular way. The latest owner, one "Swamp Eye" Jarl, is already showing signs. I don't completely understand what's happening there, you'd have my thanks for looking into it. The manor is at the eastern edge of the swamp. Trek east across Bluefen and past North Point Tower. The manor is in a haunted patch of land called Witch Hill. | Speak with "Swamp Eye" Jarl at Swamplight Manor. | The Hermit of Witch Hill |
I've heard rumors of bad happenings in the Whisper Gulch to the north. Most of the Explorers' League went down into that place, and some say they went mad with what they discovered. That doesn't change the fact that they took most of our mules and equipment with them, though. I won't lose those mules! If you find yourself in there, and happen across any of my mules, just get up close on them and threaten them with a raised hand. They'll spook and come home for sure. | Explorer Abigail has asked you to /raise your hand at 10 Abandoned Pack Mules and then return to her at Westguard Keep. | Send Them Packing |
The high executor wants me to use my dogs to sniff out enemy scouts, but I can tell you right now these plaguehounds aren't going anywhere until they're properly fed. If our military doesn't understand that these beasts are picky enough to not eat the rubbish they've given me, then they can't expect them to be of any use in the field. You seem to have some time on your hands, why don't you take one of these dogs out hunting for crows out west? Their meat isn't very tasty to us, but my boys love it! | Pontius, the kennel keeper at Vengeance Landing, wants you to use the Plaguehound Cage to summon a Hungry Plaguehound and feed it Crow Meat from Fjord Crows west of Vengeance Landing. | Let Them Eat Crow |
I must make plans to destroy the remnants of the Defias. Please convey my thanks to Lady Jaina, back in Theramore. She has ever been a loyal friend and steadfast ally. Go to the Mage Quarter at the western end of the city and speak with Archmage Malin at the foot of the tower there. He will speed your return to Theramore. | Speak to Lady Jaina Proudmoore in Theramore. | Return to Jaina |
, the captain's tasked me with a mission. I'd like you to help. A bunch of my fellow Explorers' League people went nuts digging up stuff in the Whisper Gulch just to the north. They're attacking anyone trying to get in! The captain is only concerned with the ore for the keep. Lucky for us, I have just the thing to do the trick. Get in there, blow up the ore, and bring it back along with any gems you find. Running this place isn't cheap you know! I gotta warn you though, that ore is strange! | Use Steelring's Foolproof Dynamite to collect 6 Whisper Gulch Ore Fragments and 18 Whisper Gulch Gems. Then return them to Sapper Steelring at Westguard Keep. | Danger! Explosives! |
I was sent here by my mentor to look for assistance, but unfortunately I'm not allowed outside of Lower City and the individuals that frequent this establishment tend to be less than helpful. You do seem different, more like the adventurous type. If you're interested in aiding our cause, speak to Archmage Alturus outside of Medivh's old dwelling, Karazhan. In the meantime, I'm going to see about gaining access to the rest of the city. One of our old associates is rumored to be here. | Speak to Archmage Alturus outside of Karazhan in Deadwind Pass. | Archmage Alturus |
Although Onyxia has been exposed and removed from the court, the Defias who carried out her plan must be punished. Carry word to King Varian Wrynn in Stormwind castle that the Defias are the ones who carried out his kidnapping. I have little doubt that the king will mete out swift and terrible justice to those involved. I can use my magic to expedite your trip to Stormwind. Just speak to me when you're prepared to go. | Speak to King Varian Wrynn in Stormwind Keep. | Proof of Treachery |
Until the head of the Headless Horseman is destroyed, his rampage will not end. The Horseman rests within the Forlorn Cloister of the Scarlet Monastery, in Tirisfal Glades. Go to his pumpkin shrine and speak these words: Horseman, rise Your time is nigh You felt death once Now, know demise! This will rouse the fiend. Destroy the head of the Horseman and he will plague us no longer. | Find the Headless Horseman's Pumpkin Shrine. | The Headless Horseman |
The Horde's children need you. The Headless Horseman, once a human paladin and now an insane fiend, has set fire to our village! You must put out those fires! Grab a bucket and throw it onto the blaze, or toss it to an ally who is closer to the flames. Extinguish all the fires and thwart the Headless Horseman! | The Masked Orphan Matron wants you to help put out all the village fires. When they are out, speak again to the Masked Orphan Matron in town. | Stop the Fires! |
With the zeppelin crash delaying supplies, we've run out of medicines and bandages. We're making use of what we can, but between all the insects, the injuries, and the enemies we're encountering here, I can barely keep up! I've found one herb that seems to help heal wounds and dull pain, but it, too, is in short supply. It's called wyrmtail, and it's abundant in the Dragonmurk and Wyrmbog areas east of town. The plants themselves are made of coiled stalks, and seem to pulsate when you look at them. | Gizzix Grimegurgle at Mudsprocket wants you to bring him 8 Wyrmtail stalks. | Catch a Dragon by the Tail |
Deep in the heart of the swamp lives an old woman named Tabetha. We've never really known much about her, save that she's a good deal older than she appears. She's helped us from time to time and helped keep the peace here between the Horde and our forces. She used to keep in regular contact, but we haven't received one lately. Could you check in with her when you have time? Just follow the road beyond North Point Tower, where it turns south and into the Quagmire. You can see her farm from the road. | Speak with Tabetha at her farm in the Quagmire. | Tabetha's Farm |
The Steamwheedle Cartel's new outpost in the southern part of the marsh isn't faring so well. The zeppelin carrying supplies to Mudsprocket crashed, leaving them without vital tools, food, and medical supplies. Follow the road down south and into the marsh's interior. You'll pass by Tabetha's Farm and the Stonemaul Ruins before the road brings you to Mudsprocket. Offer any help you can provide to the town's leadership. | Speak with Drazzit Dripvalve at Mudsprocket. | Help Mudsprocket |
Our mission in Northrend is to destroy Arthas. The Alliance are but an obstacle that we'll crush wherever we find them. We've managed to destroy their easternmost fleet; but the survivors have barricaded themselves on the Derelict Strand, south of here. Our forces should've overwhelmed their make-shift defenses long ago, but we underestimated their will to live. Seek my officers in the field, Dark Ranger Lyana and Deathstalker Razael and get them to report on the situation. | Speak to Dark Ranger Lyana and Deathstalker Razael in the battlefield at the Bleeding Vale south of Vengeance Landing. Return to High Executor Anselm when you've completed this task. | Reports from the Field |
A human woman named Tabetha lives on a small farm near the middle of the marsh. Ordinarily, I wouldn't associate with a human, but her help has proven useful at times. Unfortunately, she's been out of touch for quite some time now and I'm looking for someone to travel down to her farm to see if everything's all right. If you follow the road south out of the village, then into the swamp's interior, you'll find her farm near the middle of the Quagmire. | Speak to Tabetha at her farm in the Quagmire. | Check Up on Tabetha |
This zeppelin was carrying six months' worth of supplies to us at Mudsprocket! Sure, they've been able to barter for some of what they need, but they won't hold out forever. I've been sent out here to recover what I can of the cargo, but the wreckage is scattered all over the marsh in this area. I'm sure a lot of the cargo didn't survive the crash, but are you willing to help me recover what we can? | Moxie Steelgrille at Beezil's Wreck wants you to recover 8 pieces of Zeppelin Cargo. | Secure the Cargo! |
The Steamwheedle Cartel has recently established a new outpost in the southern part of Dustwallow Marsh. It's called Mudsprocket, if I recall, and it's located on the main road south out of Tabetha's Farm and the Stonemaul Ruins. This is an excellent opportunity for us to establish new trade contacts and Lady Jaina wants me to send a representative down there to establish contact. Would you be willing to go? | Speak with Drazzit Dripvalve at Mudsprocket. | Mission to Mudsprocket |
When that goblin... what's her name... Boxie, Foxy... Moxie, that's it! Anyway, when she came through here on her way to the zeppelin wreck, she said the town of Mudsprocket was having some problems. That crashed zeppelin was bringing them fresh supplies. If you follow the road south from here, past the Stonemaul Ruins, you'll eventually come to Mudsprocket. Why don't you check in with Drazzit Dripvalve down there and see if there's anything you can do to help? | Speak with Drazzit Dripvalve at Mudsprocket. | Help for Mudsprocket |
Yes, Tethyr is certainly real, and he lives in the waters off Theramore. Has a thing for bright lights. He's the reason they shut down the lighthouse in the first place, you know... And if you light it up again, he'll come right back. But no one in their right mind would do that. So that must be your plan! It's been good sharing a drink with you, but don't blame ol' Nat if Tethyr REALLY turns you into fish bait. If you're going to do this, make sure you consult Major Mills at the Theramore docks. | Speak with Major Mills at the docks in Theramore. | Oh, It's Real |
Drazzit will expect to hear something from me soon, but I don't think the site is secure enough for me to leave. If you have time, would you be willing to take some of the salvaged cargo down to him at Mudsprocket? If you haven't been there yet, it's a small settlement to the southwest of here, beyond the Stonemaul Ruins. You can take the road there from Tabetha's Farm, too. When you get to Mudsprocket, the guy you're looking for is Drazzit Dripvalve. | Take the Zeppelin Cargo to Drazzit Dripvalve at Mudsprocket. | Delivery for Drazzit |
There's no scrying necessary to see the trouble my new "neighbors" are creating. And if this is the band that burnt down the Shady Rest Inn, as you claim, there's no reason to tolerate their presence any longer. Take this torch and raze their camp to the ground! You'll find Direhorn just to the north of my farm, near the road. You can't miss it, really, as the Grimtotems have done a splendid job of announcing their presence with those totems they favor. | Burn the North Tent, East Tent, and the Northeast Tent at Direhorn Post, then return to Tabetha at her farm. | Raze Direhorn Post! |
So you found a copy of Dastardly Denizens of the Deep, did you? Well, I can tell you from experience, it's all true. I've even seen a few of 'em with my own eyes. But you want to know about Tethyr. I said I'd make you a deal, so here's what I want you to do. I'm working on a new line of baits, but I haven't tested this one yet. Just take this paste -- yeah, it smells a little foul -- smear it on yourself, and swim over to that wrecked ship to the southwest. If you survive, let me know how it works! | Nat Pagle at Nat's Landing wants you to test his new fish bait. | Nat's Bargain |
I doubt the Grimtotems will give up their campaign to drive humans from the marsh, though I get the impression you probably don't mind that. At least we have dealt with the perpetrators of the crimes at the Shady Rest Inn. Go tell your leader that his vengeance has been sated. | Return to Krog at Brackenwall Village. | Justice Dispensed |
I hope I've been helpful to you and I'm sorry I can't offer more information. My apprentices and I produce such a large volume of arms and armor that it's almost impossible to recall details about any individual piece. Not only do we outfit the braves defending tauren lands, but the Grimtotems have a particular fondness for my work. A seasoned warrior knows good work when he sees it. | Speak with Krog at Brackenwall Village. | Return to Krog |
The arms you captured in Blackhoof Village have not seen any combat beyond mere training exercises, which means the Grimtotems who destroyed the Shady Rest are still at large. To the south, in the heart of the Quagmire, lives the witch Tabetha. Though she is a human, she has dealt honorably with us and trained some of our mages. Ask her for assistance in tracking down the band of Grimtotem responsible for burning the inn. The Alliance must not be allowed to think we were complicit in the attack. | Speak with Tabetha at her farm in the Quagmire. | Seek Out Tabetha |
, now that those damnable proto-creatures have been dealt with, I've another task for you. One of my scouts has reported back some suspicious activity by the Forsaken to the south. It looks like they're up to no good at the vrykul village known as Halgrind. I want you to personally take over the investigation down there. Speak with Scout Knowles to find out what he's uncovered and proceed from there. His last reported position is at the Ember Spear Tower, just to the west of Halgrind. | Captain Adams has asked you to report to Scout Knowles at the Ember Spear Tower. | Report to Scout Knowles |
With the activities of the Grimtotems in Thousand Needles brought to light, many tauren now regard them with suspicion. We've seen high-ranking Grimtotems engage in murder and kidnapping to advance their interests and I fear we may become their next target. Blackhoof Village, to the northeast, near Bluefen, is a large new Grimtotem settlement. Their leaders, the elders, will all have orders from Thunder Bluff. See if you can capture the orders and piece them together to learn the Grimtotems' plans. | Bring the Grimtotem Battle Plan to Krog at Brackenwall Village. | The Grimtotem Plot |
I'm touched, an' dat be da truth. I'm not rememberin' the last time a helped Zungam outta trouble. I snatched this from one of them savages when he was busy chainin' me up. It don't look like much, but if anyone can determine its worth, it be my good friend, Griftah! If ya be makin' it outta here alive, it might be worth takin' this to him out in Shattrath City. | Take the Tattered Voodoo Doll to Griftah in Shattrath City. | Playin' With Dolls |
Da Amani been rebuildin' their forces and dey raised up a new warlord to lead dem. He be called Daakara da Invincible, but we be seein' whether he lives up to the name or not. Ya must first defeat all his lieutenants to clear da way before ya can face this Daakara. Defeat him and put an end to da ambitions of da Zandalari and da Amani! | Defeat the new Amani warlord, Daakara. | Warlord of the Amani |
We've gleaned as much as we can from the ruins of the inn. I'm concerned about where the investigation will lead us from here, but we must know the truth. Between the hoofprints and the shield with Mosarn's mark, I'm lead to believe that the Grimtotems may have been involved. They've recently established a settlement in the swamp, Blackhoof Village to the northeast. Travel to Blackhoof Village and search for more arms of Mosarn's manufacture. | Krog at Brackenwall Village wants you to bring him 7 Blackhoof Armaments. | More than Coincidence |
You know, it's amazing what you can find in that old lighthouse. After I lit the lamp, I noticed this book in one of the old trunks up there. "Dastardly Denizens of the Deep!" Why, I think I might swoon if I ever saw one of these! I'm sure it's good for a laugh or two, but I simply don't have time for reading right now. You know who might enjoy it, though... that fishmonger on the docks, "Dirty" Michael Crowe. He collects old books. | Bring Dastardly Denizens of the Deep to "Dirty" Michael Crowe on the Theramore docks. | Dastardly Denizens of the Deep |
Oh, I'm sure you and Babs had a good laugh over the outlandish descriptions and sketches in the book, but have you stopped to consider there might be some truth to the legends? If you listen closely enough, I bet you can still hear sailors talk about Tethyr, the sea creature the book says lives right here! Of course, if you wanted to know for sure, you could always ask old Nat Pagle. He's got a small fishing camp on a little island in Tidefury Cove, which is southwest across Dustwallow Bay. | Talk to Nat Pagle at Nat's Landing in Dustwallow Marsh. | Is it Real? |
The Forsaken are up to no good and from what I can tell, those plague tanks of sludge are a big part of it. If I may suggest, we should probably destroy them before they can get any more use out of the things. I took the liberty of preparing a bundle of torches from the Ember Clutch. These things have been burning for days! Here, I'm sure you can put them to better use than I in destroying those tanks. | Scout Knowles at the Ember Spear Tower has recommended that you use the Ever-burning Torches to destroy the four Plague Tanks surrounding Halgrind. | Mission: Eternal Flame |
Sea monster or no, we're not going to risk the safety of our shipping. I've ordered our best marksmen to prepare for a confrontation with this Tethyr. The artillerymen have augmented the dock's defenses with three mortars. I'm going to order the lighthouse's lamp illuminated. If Tethyr does attack, it will be your job to operate the mortars and take down the beast before it can kill all of the marksmen. I wouldn't stand in one place too long, though. Using the mortars is likely to draw its attention. | Major Mills at the Theramore docks wants you to defeat Tethyr. | Take Down Tethyr! |
The old lighthouse out to the east hasn't worked for some time, but Babs Fizzletorque has gotten it into her head to get it working again. I don't know how she plans to do it by herself, but she claims that it'll make the movement of ships and goods into the docks smoother, so I can't really object. Drawing duty on the docks is really nothing to complain about when you could be on the front lines, you know? | Speak to Babs Fizzletorque at the lighthouse on the island east of Theramore. | This Old Lighthouse |
The old log in the lighthouse indicates that the lamp was fueled with oil from the threshers that live along the coast here. I suppose it's a practical, if inelegant solution. The log says that the oil taken from the youngest murk threshers works the best, and those live right underneath the docks of Theramore. If you're up for it, would you help resupply the lighthouse with fuel? | Bring 4 containers of Thresher Oil to Babs Fizzletorque at the lighthouse near Theramore. | Thresher Oil |
, who's the genius that made our cannons a non-standard size? Now we have ta make special cannonballs ta shoot out o' the infernal contraptions! I would look kindly on ye if ye would go out and find the balls we've already shot. No doubt with the way these louts shoot they be all o'er the place ta the south and east. That would be faster than us making 'em from scratch fer a certainty. | Cannoneer Ely has tasked you with rounding up 10 Westguard Cannonballs and returning them to him at Westguard Keep. | One Size Does Not Fit All |
Recovered from the body of a Forsaken apothecary, this letter hints at an underground correspondence between Undercity and the Grimtotem leadership. "As a demonstration of good faith and a symbol of our newfound trust, we have dispatched Apothecary Cylla to aid you in battling our mutual enemy in the land of Kalimdor. None will stand before our combined might and determination." Perhaps Nazeer Bloodpike in Brackenwall Village will know how to handle this information. | Bring the Sealed Letter to Nazeer Bloodpike in Brackenwall Village. | Signs of Treachery? |
Hello there. Am I dead? I think I am, because I'm hovering over my body! Oh, what an unfortunate turn of events. I was about to propose to Irena when the Scourge descended on us. I know that she's still alive... I can feel her in my heart. , do you think you might safely get me to her? The Scourge can still see my ghost, and no doubt can do horrible things to me. I'd like to look upon her beautiful face one last time. You can tell her that I love her for me. | Escort the Ghost of Explorer Jaren safely to Explorer Irena Stonemantle at Steel Gate in the Howling Fjord. | One Last Time |
THIS IS OUTRAGEOUS! Those proto-drakes are attacking the keep! Beasts such as that should have been scared off when you took care of their clutches and whelps. You did take care of them, right? , this calls for more direct action. Speak with my advisor, Mage-Lieutenant Malister. He'll provide you with the means to get at those infernal creatures. | Captain Adams has asked you to speak with his advisor, Mage-Lieutenant Malister, at Westguard Keep. | Mage-Lieutenant Malister |
Now that we've riled up these Ember Clutch proto-drakes, they may be inclined to continue their attacks upon the keep. This will not do. I hate to compound one wrong with another, but in this case it would appear that we will have to destroy the creatures. A regrettable course of action, but one that we need to undertake regardless. Take my wand. I've been experimenting with increasing its range, but it doesn't pack much of a punch. However, what it will do is get a proto-drake's attention. | Mage-Lieutenant Malister at Westguard Keep has tasked you with the destruction of 3 Proto-Drakes. | Two Wrongs... |
All these crossbowmen, and who is it that has to maintain all of their weapons? Me, Finlay Fletcher! The commander commandeered my assistant to get ready for the move up to Fort Wildervaar, and I haven't the time to go out and get all of the catgut that I need for their strings! , be a good and gather me up some catgut. The mistsabers prowling about the fjord will do, but mind that you only bring back the most pristine of intestines from them! Severed gut won't do us any good. | Collect 7 Pristine Mistsaber Catgut for Finlay Fletcher and return to him at Westguard Keep. | Finlay Is Gutless |
All things in nature seek a balance. It is only through the interference of those not in tune with that harmony that the balance is shifted. You waste your efforts when you kill the whelps and drakes. The real culprits behind the expansion of these magically burning woods are the newly awakened vrykul and their master, Skeld Drakeson. If it's blood on your hands that you seek, start with them. You will find their lair on the south side of the Ember Clutch. | Slay 5 Dragonflayer Handlers and Skeld Drakeson. If you manage to do so, return to an Ember Clutch Ancient in the Ember Clutch. | Root Causes |
Recovered from the body of a Forsaken apothecary, this letter contains alarming evidence of a close alliance between the Grimtotems and the new masters of Lordaeron. "As a demonstration of good faith and a symbol of our newfound trust, we have dispatched Apothecary Cylla to aid you in battling our mutual enemy in the land of Kalimdor. None will stand before our combined might and determination." This letter should be brought to the attention of the SI:7 agent at Tabetha's Farm, Andello Porter. | Bring the Sealed Letter to Andello Porter at Tabetha's Farm. | The Apothecary's Letter |
Travelers and Steamwheedle personnel working in the field are advised to avoid the Bloodfen Burrow to the west of town. The area is overrun with raptors lead by the cruel and cunning Goreclaw the Ravenous, who has already killed at least two Steamwheedle engineers. Drazzit Dripvalve has authorized a generous reward to be paid to the individual who rids Mudsprocket of this menace. | Kill Goreclaw the Ravenous and report to Drazzit Dripvalve at Mudsprocket. | WANTED: Goreclaw the Ravenous |
I traveled out here to pay Jarl a visit at his new home and it's been a nonstop horror show ever since! There's something seriously wrong here and I can't be the only one who sees it... Have you seen the ghosts and corpses shambling about Witch Hill? I've a feeling that if anyone knows what happened here, it is them. Seek out these risen husks and risen spirits in the surrounding area, grant them rest through combat, and see what you can learn from them before this evil consumes Jarl! | Mordant Grimsby at Swamplight Manor wants you to gather information from 10 Risen Husks or Risen Spirits. | What's Haunting Witch Hill? |
There's a fellow the locals know as "Swamp Eye" Jarl, who lives alone out in the swamp. Sometime ago he "took over" Swamplight Manor after the previous owners disappeared under mysterious circumstances. I like to send someone to check up on him every once in a while. He kind of reminds me of my grandfather, you know? Some say he's not quite right in the head. If you're headed northwest on the road out of Theramore, you'll find Swamplight Manor in the Witch Hill area, before the road turns west. | Speak to "Swamp Eye" Jarl at Swamplight Manor. | The Hermit of Swamplight Manor |
The torch is ready. Plant it at the end of the dock and be prepared to face whatever comes forth. I have no idea what the torch's smoke may reveal... if anything emerges at all. I must say, I have my doubts about this kind of folk magic, but we haven't time for anything else. For your sake and Jarl's, I wish you luck. | Mordant Grimsby at Swamplight Manor wants you to plant the torch at the end of the dock and defeat anything that appears. | Cleansing Witch Hill |
In my years as an herbalist, I've often observed that nature will provide subtle cures to the most vexing of problems. I've read that hedge mages and witch doctors often use the smoke of an herb known as witchbane to draw evil from its hiding places. If true, this would mean witchbane should be growing near the shallow waters of Witch Hill. You should be able to identify it by its broad leaves and reddish central stalk. Bring me any of the herb you can find. It may be our only hope. | Bring 9 sprigs of Witchbane to Mordant Grimsby at Swamplight Manor. | The Witch's Bane |
As you examine the pulsating vial, your thoughts turn to the petulant little man outside Zul'Aman. You can't wait to see Budd's expression when he sees this! | Bring the Blood of Zul'jin to Budd at his camp in the Ghostlands, outside Zul'Aman. | Blood of the Warlord |
Tell me, is it true? Did the explorers that went into Whisper Gulch go mad? My daughter is the overseer of the Explorers' League that went north to some place called Steel Gate. With the horrible events that have befallen us, I fear for her safety. Please, I am too old to make the journey. Her name is Irena. Will you go make certain that she is alright? | Old Man Stonemantle has asked you to find his daughter, Overseer Irena Stonemantle, at Steel Gate. | My Daughter |
Our work out here is really just beginning. But now that we've brought these flying machines in from Westguard Keep, it should really pick up. The problem is that we're lacking enough qualified pilots. And with things getting worse in the Rivenwood to the north, I'd like to get things wrapped up here quickly and then head back home. If you can lend a hand, go have a chat with one of my chief archaeologists. You'll find them next to the flying machines on the north and south sides of the site. | Explorer Irena Stonemantle has asked you to speak with a Steel Gate Chief Archaeologist at Steel Gate. | See to the Operations |
If there's one thing you can count on Apprentice Morlann to do, it's whine about reagents. Normally, I just ignore him, and it never works. This time, I'm going to try something different. Maybe if I replace the missing reagents before he notices, he'll leave me alone. The most common reagent we both use is marsh venom, which comes from the darkfang creepers and noxious shredders in the marsh north of the farm. If you bring me the venom, I'll replace it before Morlann notices it's gone. | Bring 6 vials of Marsh Venom to Apprentice Garion at Tabetha's Farm. | The Reagent Thief |
Not long ago, a goblin zeppelin crashed to the east. A representative of the Steamwheedle Cartel passed through here a few days ago. She was looking for information about the zeppelin's cargo and it's pilot, Beezil, but none of us really got a good look at the crash. I doubt she'll be able to clean up after the wreck by herself, much less recover whatever cargo the vessel might have carried. If you have time, you may want to check up on her out at Beezil's Wreck, due east of here, near the mountains. | Speak with Moxie Steelgrille at Beezil's Wreck. | The Zeppelin Crash |
Just look at this area! It's swarming with oozes. If I don't find some way to keep them under control, they'll corrode the wreckage and the zeppelin's cargo! I can't go back empty-handed! Help me dissolve these oozes before they've digested everything! This device, when powered, will concentrate energy on the slimes, causing them to explode. The zeppelin's fragmented power core should power the device. The one near the main crash works all the time, but the others flicker on and off. | Moxie Steelgrille wants you to dissolve 10 oozes and report back to her at Beezil's Wreck. | Corrosion Prevention |
I've a feeling the long trip across the sea is affecting the effectiveness of our plague. What is needed is a potent toxin to boost the potency of the strain. The crabs near this beach are a distant relative of the much smaller brown-shelled tidecrawler. The smaller tropical variety produces a paralytic toxin strong enough to knock out an ogre. As we all know bigger is better! The much larger glands on the local variety should prove more potent. Bring me a few! | Bring 3 Giant Toxin Glands from Giant Tidecrawlers to Apothecary Lysander at Vengeance Landing in Howling Fjord. | Spiking the Mix |
Not long after Arthas condemned us to this wretched existence, we in the Royal Apothecary Society endeavored to create a plague of our own. A plague that would devour all flesh: living, dead or undead. We've succeeded in creating this plague and we're here to hand deliver it to the Scourge's doorstep. The Alliance intercepted the ship carrying the latest strain engineered in our Undercity laboratories. Head to the wreckage southeast of here and salvage whatever containers you can. | Apothecary Lysander at Vengeance Landing wants you to recover 10 Intact Plague Containers from the wrecked ship to the southeast. | The New Plague |
We've just received word of reinforcements coming to the aid of the Alliance forces. Their timing couldn't be better! We're in sore need of test subjects and these North Fleet reservists will do nicely! Take these plague vials with you and speak to Camille, the Bat Handler. Tell her you need to commandeer a riding bat for a special assignment for us. Once you're at sea, drop the vials on the reinforcement fleet. I can't wait to see the results! | Speak to Bat Handler Camille and take a riding bat to intercept the Alliance reinforcements. Once above their fleet, use the Plague Vials to infect 16 North Fleet reservists. | Test at Sea |
During the last Grimtotem attack, I was wounded, but not before I managed to capture a curious totem our enemies were using against us. It seemed to be emitting raw bolts of energy during the battle, but in all my experiments, I haven't managed to figure out how it works. I'll loan the totem to you if you agree to help me test it. The watery areas surrounding the farm are home to pesky mottled drywallow crocolisks and drywallow daggermaws. Try fighting the crocolisks near the totem. | Apprentice Garion at Tabetha's Farm wants you to test the Captured Totem on 10 Mottled Drywallow Crocolisks or Drywallow Daggermaws. | The Grimtotem Weapon |
Excellent! Everything's nearly ready for my grand entrance into Zul'Aman. You've done a fine job. I've spoken with my crew and they're warming up to you nicely. I'd say you're very close to becoming a permanent member of the team. Only one thing remains for you to do - dispatch that 'Hex Lord' fellow. Nothing to it, really. You stand up to this wretch and he'll likely just turn and run. Weaker, older trolls just add intimidating titles to their name to make up for their deficiencies, you see? | Budd Nedreck in Hatchet Hills wants you to kill Hex Lord Malacrass in Zul'Aman. | Hex Lord? Hah! |
'Ey mon! You be new around 'ere, eh? Lemme ask a favor of ya. Budd's been refinin' his forest troll disguise. Says that he be close now - just be needin' one last touch. Tusks. My skinnin' talents be wasted 'ere. Somethin' about yankin' troll tusks be makin me queasy. Bring me back 10 troll tusks, eh mon? | Prigmon needs you to collect 10 Forest Troll Tusks from the trolls in Zul'Aman. Bring them to him at Budd's camp in the Ghostlands. | Tuskin' Raiders |
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