There is a slender rope on the west side of the ship.
Use this to board.
Quest
Disarming the Cannons
A World of Warcraft quest in Zuldazar. Facts and objectives from the current retail game data.
The highest voted Wowhead comments for this page. They are community notes, not TheWoWDB comments.
Stealthing druids, be aware that you will be unstealthed when you use the rope and you will get mobbed by four bad guys at once. Not sure about rogues.
Destroy 3 cannons on the ship near the shore.
Use Hanging Rope to climb thte ship.Rope Screenshot/way 83.35 54.44 Ship for Disarming the Cannons
Disarming the Cannons quest video: https://www.youtube.com/watch?v=pKNPoY4MNTs
This quest is a part of the Alliance War Campaign (gated behind the [faction=2159] reputation).
Zuldazar Foothold questchain of the Ready for War achievement.22Zuldazar Foothold[npc=135612]Wind's Redemptionhttps://youtu.be/VW7eo7M7I0M
Id column is approximate quest № In storyline (Ready for War <= for more info)
Quest facts
Check whether you have already completed this quest
in-game: /run print(C_QuestLog.IsQuestFlaggedCompleted(51544))
Requirements
Read from the Blizzard quest API.
Description
With your arrival, our salvation may have arrived. Your rowboats will serve as a way for us to evacuate the most critically injured. Unfortunately, the Horde have brought in a ship, and there's no way we can get our boats past their blockade. While the rest of us load our injured on the boats, we need you to infiltrate their ship and disable those cannons.
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 areaIn-game waypoint: /way #862 77.5 54.6
Coordinates
- Turn-inZuldazar 77.5, 54.6
/way #862 77.5 54.6 - Objective areaZuldazar 83.4, 54.7
/way #862 83.4 54.7
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 Zuldazar map
- Lost Chelonians about 440 yards
- A Special Stone about 440 yards
- Scrollhunters about 440 yards
- Caged Wisdom about 480 yards
- Perfect Tidings about 490 yards
- Tiny Treasures about 490 yards
- Clear the Riffraff about 710 yards
- The Scrolls of Gral about 720 yards
- Saving for Later about 720 yards
- Word from the Deep about 720 yards
Quests whose map markers the client places closest to this one on Zuldazar, nearest first. Distances are straight lines between the markers.
Getting there
Alliance flight points closest to the quest’s turn-in marker on Zuldazar:
- Castaway Encampment, Zuldazar
- Atal'Gral, Zuldazar
- Seeker's Outpost, Zuldazar
From the turn-in, the objective areas lie:
- 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 · 16 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.
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Storyline
Mole Machinations
Part 6 of 13.
The Dark Iron dwarves have set up camp in Zuldazar, near the Zandalari capital. They've discovered Azerite, and need your assistance securing the area.
Previous: A Lack of Surplus · Next: That One's Mine
- 1Zuldazar Foothold
- 2The Troll's Tale
- 3Granting a Reprieve
- 4Save Them All
- 5A Lack of Surplus
- 6Disarming the Cannons
- 7That One's Mine
- 8Xibala
- 9Mole Machinations
- 10Rocks of Ragnaros
- 11Fragment of the Firelands
- 12Champion: Kelsey Steelspark
- 13Return to Boralus
Also part of: Gaining a Foothold (part 16 of 55), Gaining a Foothold (part 20 of 52).
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.
- A Lack of Surplus
Food, wood, cloth... we're short on everything. Of course, I'm always short, but that donna stop me. Heh. See what ya can salvage from tha shipwrecks.
After this quest
Taken from the storyline's own step order.
- That One's Mine
Yer here to help? I donna have anything... Well, maybe I do. I know it's just a simple hammer. I know it's not special. But it's mine. That disgustin undead, Alan Hawkins, is taunting me wi'it. I promised Feorea I wouldna run off tae fight him, but ye made no such promises.
The storyline at a glance
Mole Machinations has 13 steps, from Zuldazar Foothold to Return to Boralus.
Maps its steps are placed on (steps per map): Zuldazar (12), Tiragarde Sound (1).
Steps of this storyline count toward:
Other storylines on the Zuldazar map
- Unrest in Zuldazar
- Among the People
- Serious Monkey Business
- The Strike on Zuldazar
- Warbeast Kraal
- Of Prophecies and Prophets
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.