Don't forget to place the beacon after beating Urda! Those little Dark Iron guys hit pretty hard so I had to take them down twice to finish the quest.
Quest
Grand Theft Telemancy
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.
So is there a point to this quest line? It just ends after you turn in the last 2 quests.
So at first I read the quest and thought "Greaaat, I need to get to the artifact by myself and kill Urda and place the beacon, but you do all the hard work, right, Astrandis? Oh well, maybe the mobs respawn fast and a teleport back could save me some time". And then...well, no spoilers.
Not that I hold any grudges, but think we could talk to Occuleth to tell the woman who trained this guy's master to tell this guy's master to fail him in his apprenticeship? "That worked precisely as I imagined it would."...
Quest facts
Check whether you have already completed this quest
in-game: /run print(C_QuestLog.IsQuestFlaggedCompleted(48400))
Requirements
Read from the Blizzard quest API.
What to do
Description
They must not keep the Eye, {name}. Fortunately I am more than an archaeologist. I am a telemancer. Chief Telemancer Oculeth himself trained the woman who trained my master. I can retrieve the relic with these arts. All you need to do is place a telemancy beacon near the Eye. I can then retrieve both it AND you safely back to camp. The Alliance will find themselves empty-handed. While you're at it, do deliver my "thanks" to the individual responsible for snatching the Eye out from under us.
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 #862 44.2 72.0
Coordinates
- Turn-inZuldazar 44.2, 72.0
/way #862 44.2 72.0 - Objective areaZuldazar 39.1, 72.4
/way #862 39.1 72.4 - Objective areaZuldazar 43.9, 72.1
/way #862 43.9 72.1
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 Zuldazar map
- Atal'Dazar: Not All That Glitters... about 440 yards
- The Shrine of Nature about 440 yards
- Behind Mogu Lines about 550 yards
- Show of Strength about 620 yards
- Crumbling Apart about 620 yards
- Embrace the Voodoo about 620 yards
- Thunder's Fall about 620 yards
- A Mech for a Goblin about 670 yards
- It Belongs in My Mech! about 670 yards
- Avoiding Lawsuits 101 about 680 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
Horde flight points closest to the quest’s turn-in marker on Zuldazar:
- Xibala, Zuldazar
- Warport Rastari, Zuldazar
- The Mugambala, Zuldazar
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 · 15 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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Choose one of these rewards:
Reward details
Pick one of these
Reputation: Zandalari Empire +250
The oldest empire of Azeroth, the Zandalari are powerful trolls who bargain with fearsome loa and whose navy is unmatched on the Great Sea.
Reputation group: Battle for Azeroth.
Other quests in Zuldazar that reward Zandalari Empire reputation: The Word of Zul (+75), Shakedown (+150), Punishment of Tal'aman (+250), Punishment of Tal'farrak (+250), Deterrent (+75), Rastakhan (+75).
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
Fossil Extraction
Part 7 of 7.
Previous: A Dark (Iron) Tide
- 1The Bloodwatcher Legacy
- 2Xibalan Ecology
- 3Scrying for the Eye
- 4Archaeological Efficiency
- 5A Nose for Magic
- 6A Dark (Iron) Tide
- 7Grand Theft Telemancy
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 Dark (Iron) Tide
Their red eyes... flaming beards... dark, dusky skin. These can only be Dark Iron dwarves. I have never seen one before this day. It is my understanding that they have been sent here on an errand for the Alliance.
Other quests with this name
This one: Horde only · Zuldazar · Level 10-60.
The storyline at a glance
Fossil Extraction has 7 steps, from The Bloodwatcher Legacy to Grand Theft Telemancy.
Maps its steps are placed on (steps per map): Zuldazar (7).
Other storylines on the Zuldazar map
- Unrest in Zuldazar
- Among the People
- Gaining a Foothold
- Serious Monkey Business
- The Strike on Zuldazar
- Warbeast Kraal
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.