IDK why no one else mentioned this, but for the section to drive the NPCs to the top of the mountain, when you reach Hobart Grapplehammer (who just finished inventing this wolvercycle, you need to TALK TO HIM. While mounted. THEN drive to the outpost location at the top of the mountain.
Quest
I Hope There's No Witches in the Mountains
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.
Use [npc=137071] mount near the questgiver.
Don't dismount or you will have to go back and take the mount from the very begining of the quest.
- You need to speak with Hobart Grapplehammer
/way Drustvar 33.64 37.91 Hobart Grapplehammer- Go to the top of the mountaind to the outpost
/way Drustvar 37.11 27.12 Krazzlefrazz OutpostI Hope There's No Witches In The Mountains quest video: https://www.youtube.com/watch?v=EpmyKszXuBk
This quest is part of the Horde War Campaign.
Drustvar Foothold questchain of Ready for War <= more info inside or look under the spoiler.Spoiler
Quest before this questchain is The Kul Tiras Campaign26I Hope There's No Witches in theDrustvar FootholdDrustvarhttps://youtu.be/EpmyKszXuBk27Drustvar FootholdDrustvarhttps://youtu.be/ZzTeCokuHhs28Drustvarhttps://youtu.be/PXH9r9nPG3Y
Id column is approximate quest № In Kul Tiras storyline
# is additional ordering info. Can take multiple quests at the same time if you see a number there
Ready for War <= for more info about order
Wolvercycle! BLIZ GIEF NOW!
Quest facts
Check whether you have already completed this quest
in-game: /run print(C_QuestLog.IsQuestFlaggedCompleted(51233))
Requirements
Read from the Blizzard quest API.
Description
<Gallywix looks flustered after his ordeal with the crone.> You know, ah... I think maybe we better set up our foothold somewhere else. Maybe, up in the mountains? You know, like... not here, where the witches are?
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 areaIn-game waypoint: /way #896 37.2 27.2
Coordinates
- Turn-inDrustvar 37.2, 27.2
/way #896 37.2 27.2 - Objective areaDrustvar 33.6, 37.9
/way #896 33.6 37.9 - Objective areaDrustvar 32.4, 54.6
/way #896 32.4 54.6
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 Drustvar map
- Necessary Precautions about 50 yards
- The Right Mech for the Job about 50 yards
- High Prospects about 360 yards
- Desecrate this Fire! about 790 yards
- Ulfar's Guidance about 850 yards
- Into the Flame about 850 yards
- Pick Up Sticks about 1,050 yards
- A Voice on the Wind about 1,050 yards
- Unintended Consequences about 1,050 yards
- Teddies and Tea about 1,090 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
Horde flight points closest to the quest’s turn-in marker on Drustvar:
- Krazzlefrazz Outpost, Drustvar
- Whitegrove Chapel, Drustvar
- Anyport, Drustvar
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.
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Storyline
Drustvar Foothold
Part 5 of 8.
Trade Prince Gallywix has received reports of a large Azerite deposit in Drustvar. You are his escort.
Previous: Wiccaphobia · Next: Krazzlefrazz Outpost
- 1A Trip Across the Ocean
- 2Drustvar Ho!
- 3Profit and Reconnaissance
- 4Wiccaphobia
- 5I Hope There's No Witches in the Mountains
- 6Krazzlefrazz Outpost
- 7Champion: Hobart Grapplehammer
- 8Return to Zuldazar
Also part of: Gaining a Foothold (part 25 of 42).
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.
- Wiccaphobia
Do you see that... that shape up in the brambles up ahead? Is that... <Eitrigg shudders.> Is that goblin... wrapped up in that tree?
After this quest
Taken from the storyline's own step order.
- Krazzlefrazz Outpost
I already did a bunch of the leg-work for settin' up our foothold. All we gotta do is finish deploying all the instant-base technology, and we'll be good to go here in Drustvar. Why don't you go finish the base building. I'm gonna see if I can salvage any wolfercycle parts.
The storyline at a glance
Drustvar Foothold has 8 steps, from A Trip Across the Ocean to Return to Zuldazar.
Maps its steps are placed on (steps per map): Drustvar (6), Zuldazar (2).
Steps of this storyline count toward:
Other storylines on the Drustvar map
- Darkness of Drustvar
- Falconhurst
- Fletcher's Hollow
- Caring about Corlain
- Crimson Forest
- Corlain
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.