Seems like Berrund wants to stop and wait around quite a bit with this quest. Or he did for me, at least.
Flying away and coming back gave him the push he needed to proceed to camp.
Quest
Break out Berrund!
A World of Warcraft quest in The Ringing Deeps. Facts and objectives from the current retail game data.
The highest voted Wowhead comments for this page. They are community notes, not TheWoWDB comments.
i was in combat and he would move 2 steps. i got out of combat and clicked on him and he started moving again
Berrund will insist the player stay near him for their own safety if you wander even a little during this quest. After all, Berrund the Gleaming is escorting *you*, not vice-versa. It is charming even if a bit hammy and unnecessary on his part.
It makes it all the more disappointing when he has an ego-fueled heel-turn during Epicenter. Understandably, part of that may have been a loot-crazed frenzy, which is a disease that plagues all adventurers, including players.
Quest facts
Check whether you have already completed this quest
in-game: /run print(C_QuestLog.IsQuestFlaggedCompleted(80514))
What to do
Description
You work good. Now they let you into ring to "fight" earthen. You go to ring when ready. Cinder-flash candles could go off any moment. I head back to camp. Wait for you and earthen there. You good one. No get killed.
Where to go
Pins are the quest’s own POI points from the current retail client, projected onto the in-game zone map. The game marks one blob as the quest’s turn-in; the rest are objective areas. Points that fall outside a map’s window are dropped rather than guessed at.
Turn-inObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaIn-game waypoint: /way #2214 65.5 41.2
Coordinates
- Turn-inThe Ringing Deeps 65.5, 41.2
/way #2214 65.5 41.2 - Objective areaThe Ringing Deeps 62.7, 39.3
/way #2214 62.7 39.3 - Objective area (centre of the marked area)The Ringing Deeps 63.7, 39.1
/way #2214 63.7 39.1
Map coordinates of the pins above. An area the client draws as a shape is given by the centre of its points.
Nearby on the The Ringing Deeps map
- Protecting the Harvest about 280 yards
- Tending to the Terrified about 280 yards
- Hair of the Spider about 280 yards
- A Poultice for Poison about 280 yards
- A Clutch of Hope about 280 yards
- A Nebb in Need about 280 yards
- A Royal Cure about 280 yards
- Desperately Seeking Skorthuz about 340 yards
- Lisky Business about 340 yards
- Oozemodious about 360 yards
Quests whose map markers the client places closest to this one on The Ringing Deeps, nearest first. Distances are straight lines between the markers.
Getting there
Flight points closest to the quest’s turn-in marker on The Ringing Deeps:
- Shadowvein Point, The Ringing Deeps
- Camp Murroch, The Ringing Deeps
- Gundargaz, The Ringing Deeps
From the turn-in, the objective areas lie:
- Objective area
- Objective area
- Objective area
Straight-line distances in yards between the quest’s own map markers (QuestPOI) and the client’s flight-point positions (TaxiNodes); flight paths and terrain are not modelled.
Community notes from Wowhead · 12 comments
Top 3 shown aboveThe comments below were written by Wowhead users. They are community notes, not TheWoWDB comments. See them in context on Wowhead.
The top 3 are shown in Top Comments above. Read all 12 on Wowhead.
Other quests on the Ringing Deeps map
Storyline
Dread in the Den
Part 7 of 13.
Previous: Snouty Sabotage · Next: Put the Shine On
- 1Dread in the Den
- 2A Suit of Slime
- 3Healing the Headwaters
- 4Casing the Camp
- 5Beat the Best
- 6Snouty Sabotage
- 7Break out Berrund!
- 8Put the Shine On
- 9Bump off the Boss
- 13What Army?
Storyline order is the client’s own QuestLine data from the current retail build.
Where this quest fits
Before this quest
Taken from the storyline's own step order.
- Snouty Sabotage
You need good distraction to get earthen out. I need Glumtooth Gang stopped. Have perfect thing for both. Some fool mix Cinderbrew with candle wax in the Warrens. Candles burn normal at first, then boom. Big boom. Place around camp. Explosions good distraction for escape.
After this quest
Taken from the storyline's own step order.
- Put the Shine On
Hate to admit, but loud earthen right. Boss Whiskerlash have strongest bugs. But everything have weakness. Spiders afraid of light, and our friend very shiny. If we make him shinier, no spider want to fight. Glumtooth Gang been capturing candleflies. Free them and rub off some glow dust.
The storyline at a glance
Dread in the Den has 13 steps, from Dread in the Den to What Army?.
Maps its steps are placed on (steps per map): The Ringing Deeps (10).
Steps of this storyline count toward:
Other storylines on The Ringing Deeps map
- By Candlelight
- Trust Issues
- Kobold Culture and Integration
- The Machines March to War
- Fearbreaker
- Dark Revelations
Steps, storylines and map placement from the client’s QuestLine, prerequisite and QuestPOI data; neighbouring quest text is Blizzard’s own (quest API), shortened to its opening sentences.