Make sure you release all 10 before you go to the lower cave, there are no captives in the lower cave and the follow up quest sends you all the way in to the bottom. This way you wont have to run all the way back down there like I did.
Quest
Held Captive!
A World of Warcraft quest in Deepholm. Facts and objectives from the current retail game data.
The highest voted Wowhead comments for this page. They are community notes, not TheWoWDB comments.
Blizzard has GOT to increase the respawn rate on the prisoners.
This quest is poorly designed.
Too few prisoners, low respawn rate.They should have added a whole lot of prisoners on the lower level.
Even with a couple people in the area its a massive fight over tagging prisoners.
Quest facts
Check whether you have already completed this quest
in-game: /run print(C_QuestLog.IsQuestFlaggedCompleted(41899))
Requirements
Read from the Blizzard quest API.
Description
There are prisoners here, Farseer {name}, that are enslaved by the Twilight's Hammer. The cultists work them to death in the depths of the mine. I cannot abide such cruel mistreatment! Let us clear a path through the mine and rescue any Twilight's Hammer prisoners we find, so that they may return to their homes and families. The Twilight's Hammer will pay for their crimes!
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 areaIn-game waypoint: /way #207 64.0 70.3
Coordinates
- Turn-inDeepholm 64.0, 70.3
/way #207 64.0 70.3 - Objective area (centre of the marked area)Deepholm 63.5, 81.0
/way #207 63.5 81.0 - Objective areaDeepholm 64.1, 70.2
/way #207 64.1 70.2
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 Deepholm map
- Question the Slaves about 190 yards
- To Catch a Dragon about 400 yards
- Testing the Trap about 400 yards
- The Twilight Overlook about 400 yards
- Big Game, Big Bait about 400 yards
- Abyssion's Minions about 400 yards
- Block the Gates about 410 yards
- The Forgemaster's Log about 510 yards
- Doomshrooms about 690 yards
- Gone Soft about 690 yards
Quests whose map markers the client places closest to this one on Deepholm, nearest first. Distances are straight lines between the markers.
Getting there
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 · 9 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 9 on Wowhead.
Storyline
The Elemental Lords II
Part 13 of 15.
Previous: Unleashing the Elements · Next: The Twilight Master
- 1The Maelstrom Pillar: Air
- 2Mistral Essence
- 3Eye of Azshara: The Scepter of Storms
- 4Enemies of Air
- 5Champion: Nobundo
- 6Champion: Celestos
- 7Mission: Investigating Deepholm
- 8The Great Stonemother
- 9The Return of Twilight
- 10Destroying the Cult
- 11The Master's Plan
- 12Unleashing the Elements
- 13Held Captive!
- 14The Twilight Master
- 15A Promise of Earth
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.
- Unleashing the Elements
According to The Master's journal, the Twilight's Hammer has discovered a method of harnessing the void to subjugate even the most powerful of elementals. The journal specifically mentioned the children of Therazane as test subjects.
After this quest
Taken from the storyline's own step order.
- The Twilight Master
There is only one more thing that remains, Farseer <name>. We must confront the leader of the Twilight's Hammer and put an end to their sinister plot once and for all. Without their so-called master, the remaining cultists will be forced to retreat from Deepholm.
The storyline at a glance
The Elemental Lords II has 15 steps, from The Maelstrom Pillar: Air to A Promise of Earth.
Maps its steps are placed on (steps per map): The Maelstrom (7), Deepholm (7), The Maelstrom (1).
Steps of this storyline count toward:
Other storylines on the Deepholm map
- Deepholm, War & Gunships
- Deepholm, The Stone Throne
- Call of the Doomhammer
- The Elemental Lords III
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.