For anyone that was curious, nothing actually happens if you help the Stillpine raiders "win". They reach the back of the cave before the kraken and they just despawn. (Handing in this quest causes a scripted event for some Stillpine furbolgs to attack and "take back" the cave).
Quest
Chieftain Oomooroo
A World of Warcraft quest in Azuremyst Isle. 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 couldn't complete this quest till I completed "Beasts of the Apocalypse!" (http://www.wowhead.com/?quest=9560)
Chieftain Oomooroo is at 47, 15. Crazed Wildkins are in the cave on your way. It is good to do this quest at the same time as "10: Search Stillpine Hold." (http://www.wowhead.com/?quest=9565)
Quest facts
Check whether you have already completed this quest
in-game: /run print(C_QuestLog.IsQuestFlaggedCompleted(9573))
Requirements
Read from the Blizzard quest API.
What to do
Description
I am Stillpine the Younger, heir to the Stillpine legacy. As you can see, my defenders have set up a death trap for the raving wildkin that attack from inside Stillpine Hold. While we are able to hold them off out here, none of my defenders have been able to infiltrate the hold. If you could get inside and slay their leader, it might give us an opportunity to strike! Find Chieftain Oomooroo and destroy him. Slay any crazed wildkin that you encounter inside as well.
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 areaIn-game waypoint: /way #97 46.9 21.2
Coordinates
- Turn-inAzuremyst Isle 46.9, 21.2
/way #97 46.9 21.2 - Objective areaAzuremyst Isle 47.4, 14.1
/way #97 47.4 14.1 - Objective area (centre of the marked area)Azuremyst Isle 48.0, 13.7
/way #97 48.0 13.7
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 Azuremyst Isle map
- Travel to Azure Watch about 790 yards
- Honor the Flame about 860 yards
- Audience with the Prophet about 1,180 yards
- The Unwritten Prophecy about 1,180 yards
- Inoculation about 1,560 yards
- Vindicator Aldar about 1,560 yards
Quests whose map markers the client places closest to this one on Azuremyst Isle, nearest first. Distances are straight lines between the markers.
Getting there
Alliance flight points closest to the quest’s turn-in marker on Azuremyst Isle:
- Azure Watch, Azuremyst Isle
- The Exodar
- Blood Watch, Bloodmyst Isle
From the turn-in, the objective areas lie:
- 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 · 14 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 14 on Wowhead.
Choose one of these rewards:
Reward details
Pick one of these
Item facts are the current retail client’s (ItemSparse); the specialisations for a pick-one item are the ones the Blizzard quest API lists; faction and currency text is the client’s own. Lowest listed price = the US commodity auction house now.
Storyline
Azuremyst Isle
Part 15 of 32.
Previous: Beasts of the Apocalypse! · Next: The Kurken is Lurkin'
- 10Totem of Vark
- 11The Prophecy of Akida
- 12Stillpine Hold
- 13Murlocs... Why Here? Why Now?
- 14Beasts of the Apocalypse!
- 15Chieftain Oomooroo
- 16The Kurken is Lurkin'
- 17Search Stillpine Hold
- 18The Kurken's Hide
- 19Blood Crystals
- 20Warn Your People
- 21Medicinal Purpose
Showing steps 10 to 21 of 32.
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.
- Beasts of the Apocalypse!
My brother and I were hunting in the woods to the east when we were ambushed by strange, insect-like beasts. Such aberrations have never before been seen in Azuremyst! Could they be a sign of the coming apocalypse? The apocalypse that YOU are destined to prevent?
After this quest
Taken from the storyline's own step order.
- The Kurken is Lurkin'
After the crystal storm had subsided, a beast of myth appeared in our village. Brought here by the invading wildkin, this beast, the Kurken, laid waste to our village. Many Stillpine were slain in defense of our lands by this fiend and many have since lost their lives attempting to subdue the beast.
Quests that require this one
The storyline at a glance
Azuremyst Isle has 32 steps, from Word from Azure Watch to Deliver Them From Evil....
Maps its steps are placed on (steps per map): Azuremyst Isle (32).
Other storylines on the Azuremyst Isle map
- Ammen Vale
- Bloodmyst Isle
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.