I (finally) found Master Mathias Shaw to get this quest at /way 31.03 29.55. Maybe I missed picking it up at the same time as Repurposing Their Village, I'm not sure now. Either way, I hope this helps someone else looking for this to unlock some allied races!
Quest
Dark Iron Machinations
A World of Warcraft quest in Nazmir. Facts and objectives from the current retail game data.
The highest voted Wowhead comments for this page. They are community notes, not TheWoWDB comments.
This is one of two quests that form the third part of He Who Walks in the Light, the 4th and final chapter of the achievement Tides of Vengeance.
The other quest in this part is Repurposing Their Village.
The full quest chain, listed below, unlocked with the release of the Battle of Dazar'alor Raid on 22nd January 2019.
You will also need to have completed the three previous chapters before you can do this, all detailed in the achievement link.1. The Fall of Zuldazar
2. The March to Nazmir
3. Repurposing Their Village and Dark Iron Machinations
4. Fog of War
5. Lurking in the Swamp
6. Zul'jan Deluge
7. Showing Our Might, Taming their Beasts and The Mech of Death
8. Taking the Blood Gate
9. He Who Walks in the Light
That completes the quest chain and awards the achievement.
It also unlocks the quest that takes you into the raid, Battle of Dazar'alor
Signal three mole machines.
Hand this quest and Repurposing Their Village at /way 33.29, 46.00 to pick up Fog of War (not on wowhead yet)
Quest facts
Check whether you have already completed this quest
in-game: /run print(C_QuestLog.IsQuestFlaggedCompleted(54404))
Requirements
Read from the Blizzard quest API.
Description
We have some additional support for our plan to deceive the Horde and assault the Blood Gates, but we need your help. The Dark Iron dwarves have several mole machines waiting to erupt and supply fresh troops. I've determined several spots within Zalamar that would be perfect for them to use. Take this device and plant it in the following areas. It will send a message to the Dark Iron dwarves to erupt from there. They will stay safely in their machines until our army arrives.
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 areaIn-game waypoint: /way #863 33.4 45.9
Coordinates
- Turn-inNazmir 33.4, 45.9
/way #863 33.4 45.9 - Objective area (centre of the marked area)Nazmir 32.1, 47.1
/way #863 32.1 47.1 - Objective areaNazmir 31.0, 29.6
/way #863 31.0 29.6
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 Nazmir map
- Dubious Offering about 120 yards
- Honoring the Fallen about 120 yards
- Blood of Hir'eek about 120 yards
- Zealots of Zalamar about 120 yards
- Meeting of the Minds about 510 yards
- Respecting the Rites about 570 yards
- Bwonsamdi's Deliverance about 570 yards
- Bones for Protection about 570 yards
- Kel'vax's Home about 600 yards
- The Fall of Kel'vax about 600 yards
Quests whose map markers the client places closest to this one on Nazmir, nearest first. Distances are straight lines between the markers.
Getting there
Alliance flight points closest to the quest’s turn-in marker on Nazmir:
- Grimwatt's Crash, Nazmir
- Redfield's Watch, Nazmir
- Vulture's Nest, Vol'dun
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 · 4 comments
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Azeritex 250
Reward details
Currency: Azerite x 250
The blood of Azeroth crystalizes into chunks of Azerite, an extremely potent and powerful material.
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
Fog of War
Part 4 of 12.
The Kul Tiran fleet is preparing to attack Zuldazar. To guarantee victory, the Alliance must create a distraction in Nazmir to lure away the armies of the Horde and Zandalari.
Previous: Repurposing Their Village · Next: Fog of War
- 1The Fall of Zuldazar
- 2The March to Nazmir
- 3Repurposing Their Village
- 4Dark Iron Machinations
- 5Fog of War
- 6Lurking in the Swamp
- 7Zul'jan Deluge
- 8Showing Our Might
- 9The Mech of Death
- 10Taming their Beasts
- 11Taking the Blood Gate
- 12He Who Walks in the Light
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.
- Repurposing Their Village
Myself and Shaw will provide support for Telaamon's army until our distraction is set up. First, we need to clear the blood trolls out of their nearby village, Zalamar, in order to move our army forward. That's where you come in.
After this quest
Taken from the storyline's own step order.
- Fog of War
Do not mind this, I am finishing off this insect. You have bigger matters to handle. Our army is moving within Zalamar as we speak. But the Horde will know our army's true size without aid.
The storyline at a glance
Fog of War has 12 steps, from The Fall of Zuldazar to He Who Walks in the Light.
Maps its steps are placed on (steps per map): Nazmir (10), Boralus (2).
Steps of this storyline count toward:
Other storylines on the Nazmir map
- Lost in Nazmir
- Go East, Old Tortollan
- Titanic Revelations
- Heart of Darkness
- Gaining a Foothold
- The Fury of the Zandalari
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.