If the conscripts don't form up in a line near the boat in front of the camp, then abandon the quest and re-start it.
Quest
Hope They Can't Swim
A World of Warcraft quest in Drustvar. Facts and objectives from the current retail game data.
The highest voted Wowhead comments for this page. They are community notes, not TheWoWDB comments.
To complete the quest you have to survive through three incoming waves.
First and second waves are just common mobs, villagers will help you.
After two waves [npc=137914] will come, slay it to complete the task.Hope They Can't Swim - www.youtube.com/watch?v=He0z83sgnPg
Survive 3 waves and kill [npc=137914].
Hope They Can't Swim quest video: https://www.youtube.com/watch?v=NWX8Fkn4JGY
This quest is a part of An Airtight Alibi questchain of the Drust Do It. achievement.19An Airtight Alibi[npc=125380]Hangman's Pointhttps://youtu.be/m28YyIaRn3823An Airtight Alibi[npc=126310]Timbered Strandhttps://youtu.be/_tRRyBxmhoc
Id column is approximate quest № In Drustvar storyline (Drust Do It. <= for more info)
Quest facts
Check whether you have already completed this quest
in-game: /run print(C_QuestLog.IsQuestFlaggedCompleted(48519))
Requirements
Read from the Blizzard quest API.
What to do
Description
We've got a small boat docked right across the way there. If we can get these villagers safely on board, they should be able to make it to Fallhaven by river. You're a capable fighter, no doubt. Can I count on you to fend off any attackers while we get them to safety?
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 #896 70.1 60.3
Coordinates
- Turn-inDrustvar 70.1, 60.3
/way #896 70.1 60.3 - Objective areaDrustvar 69.2, 60.1
/way #896 69.2 60.1
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 Drustvar map
- The Reel Deal about 250 yards
- The Threads That Bind about 410 yards
- Rescue Rangers about 470 yards
- Deliverance about 470 yards
- Boned about 470 yards
- Total Cairnage about 470 yards
- This Lumber is Haunted about 470 yards
- Gorak Tul's Influence about 470 yards
- Really Big Problem about 470 yards
- The Hills Are Alive about 470 yards
Quests whose map markers the client places closest to this one on Drustvar, nearest first. Distances are straight lines between the markers.
Getting there
Alliance flight points closest to the quest’s turn-in marker on Drustvar:
- Fletcher's Hollow, Drustvar
- Vigil Hill, Tiragarde Sound
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.
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Choose one of these rewards:
3D Model
First-party render from the game files. Model © Blizzard Entertainment.
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
Fletcher's Hollow
Part 4 of 11.
Previous: Clear-Cutting · Next: The Three Sisters
- 1The Curse of Fletcher's Hollow
- 2Save Who We Can
- 3Clear-Cutting
- 4Hope They Can't Swim
- 5The Three Sisters
- 6Charming the Lifeless
- 7A Revealing Missive
- 8Break Them to Splinters
- 9The Murderous Matron
- 10Culling the Coven
- 11An Airtight Alibi
Also part of: Darkness of Drustvar (part 21 of 51).
Storyline order is the client’s own QuestLine data from the current retail build.
Quest chain
- 1Hope They Can't Swim
- 2Break Them to Splinters
Step 1 of 2. Chain order is read from the prerequisite data in the current retail client build, so it reflects what the game requires, not a curated storyline.
Where this quest fits
Before this quest
Taken from the storyline's own step order.
- Clear-Cutting
We've managed to hold this hill, but the wicker creatures have moved in to surround us. We're not going to be able to move into the town if we don't get them off our flanks. This is where you come in, <class>. See if you can clear out some of their numbers in the lumber fields.
After this quest
Taken from the storyline's own step order.
- The Three Sisters
If you're looking to absolve Miss Waycrest of this mess, you'll need to head into the town. Recently, I've seen some oddly dressed women among the creatures, who seem to be calling the shots. It's likely that they're the key to this whole nightmare, but we can't get in to question them.
Quests that require this one
The storyline at a glance
Fletcher's Hollow has 11 steps, from The Curse of Fletcher's Hollow to An Airtight Alibi.
Maps its steps are placed on (steps per map): Drustvar (10), Tiragarde Sound (1).
Steps of this storyline count toward:
Other storylines on the Drustvar map
- Falconhurst
- Caring about Corlain
- Crimson Forest
- Corlain
- Hangman's Point
- Alpine Rise
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.