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Quest

If The Key Fits

A World of Warcraft quest in Twilight Highlands. Facts and objectives from the current retail game data.

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Top Comments

The highest voted Wowhead comments for this page. They are community notes, not TheWoWDB comments.

1
281570+62via Wowhead (opens the original comment in a new tab)

This quest is INSANELY frustrating if you attempt to do it the "right" way. If any of your NPCs die, you can't blow up the gate at the end (at least, having either the engineer or the lieutenant down means they will just stand there at the end and do nothing - not sure about the others). They will also run all over the place and aggro tons of mobs and get themselves killed, which forces you to run all the way back to the beginning of the quest and start over, and all the enemy mobs will respawn in the meantime.

The easy way around this is to fly up the mountain side and wait for your squad to follow you. If you pause every little while to let them follow you, they can climb all the way straight up the mountainside, and you can come down right at the gate and thus avoid all the frustration that this quest causes.

2
Bonyfoot+30via Wowhead (opens the original comment in a new tab)

A long time ago when I was leveling through this area, I completed the 2 previous quests Easy Pickings and Precious Goods. I'm assuming that I picked this quest up and didn't complete it or something.

Anyway, I'm on my current adventure of trying to get Loremaster. I have returned to [npc=47592], and there is no quest to pick up from him. Only an option to click that says 'I'm ready to press up the canyon. Is the squad prepared?'. When I click that, I acquire the 5 Highbank NPCs that follow me. The quest says to take them to Grim Batol, so I do. I walk up the path making it all the way to the giant door with my 5 newly acquired friends. One of them sets his explosive charges on the door. An explosion occurs. However, the door doesn't explode, disappearing as it should.

So I just fly over the door and land on the ground. Killing more mobs along the way until I reach the small path that goes up to the dungeon Grim Batol, the 5 NPCs thank for me the help and then run up towards the dungeon and disappear. There are no quests here to acquire. So I fly back to [npc=47592]. No new quest from him either. I head back to the hill that goes toward Grim Batol, the [npc=47611] is supposed to give me the next quest Pressing Forward. But I do not see him.

There is some crazy bug going on here that even a GM can't assist with. "The issue you reported is either something we are not able to assist with, or we are unable to verify that all of the criteria were met. At this time, we are not able to assist with granting progress or completion."

I am at a complete loss.

3
572326+29via Wowhead (opens the original comment in a new tab)

Okay, I read all of these comments and still couldn't make any progress. But I finally figured it out.
After you accept the quest, the squad joins you. But you -have- to talk to Shaw again to tell him you are ready to leave and want the squad. If you leave without doing that, the team will still follow you and kill things, but not blow up the gate. I abandoned it, tried again, and discovered this 'secret.' After I did that, it was a simple walk up the canyon and they blew up the gate. Hope this helps someone!

Read all 56 on Wowhead ↗

Quest facts

LevelLevel 30-35
Quest ID28108

Check whether you have already completed this quest in-game: /run print(C_QuestLog.IsQuestFlaggedCompleted(28108))

Requirements

FactionAlliance only

Read from the Blizzard quest API.

What to do

StorylineTwilight Highlands, step 171 of 236
Rewards13g 74s, 4,800 XP

Description

The wyrms have already taken the battle to the sky above Grim Batol. It's up to us to move our men in by ground and secure the gates. I want you to know what is at stake here, {class}. Grim Batol is the source of Twilight's Hammer reinforcements to all of the highlands. If we do not cut them off here, we will not win the battles ahead. I'm sending a squad from Highbank with you. Get to the gate to the southeast and get it open. Your lieutenant should have any further instructions you'll need from there.

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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.

Twilight Highlands Quest turn-in 3 mapped points
Twilight Highlands map showing where to go for If The Key FitsTurn-inObjective areaObjective area

In-game waypoint: /way #241 29.2 52.7

Coordinates

  • Turn-inTwilight Highlands 29.2, 52.7/way #241 29.2 52.7
  • Objective areaTwilight Highlands 29.4, 51.5/way #241 29.4 51.5

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 Twilight Highlands map

Quests whose map markers the client places closest to this one on Twilight Highlands, nearest first. Distances are straight lines between the markers.

Getting there

Alliance flight points closest to the quest’s turn-in marker on Twilight Highlands:

  • Victor's Point, Twilight HighlandsAlliance · about 790 yards east
  • Vermillion Redoubt, Twilight HighlandsAlliance and Horde · about 980 yards north
  • Slabchisel's Survey, WetlandsAlliance · about 1,200 yards west

From the turn-in, the objective areas lie:

  • Objective areaabout 40 yards north

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.

Related
Money13 gold74 silver
Experience4,800 XP
ReputationStormwind +250

Reward details

Reputation: Stormwind +250

One of the last bastions of human power, this Alliance capital is ruled by the young but wise king, Anduin Wrynn.

Reputation group: Alliance.

Other quests in Twilight Highlands that reward Stormwind reputation: Salvage Operation (+250), Naga Reinforcements (+250), Siren's Song (+250), Our Boys on the Shore (+75), Scouting the Shore (+75), Landgrab (+350).

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

Twilight Highlands

Part 171 of 236.

Previous: Paving the Way · Next: If The Key Fits

  1. 166Precious Goods
  2. 167Precious Goods
  3. 168The Gates of Grim Batol
  4. 169Paving the Way
  5. 170Paving the Way
  6. 171If The Key Fits
  7. 172If The Key Fits
  8. 173Pressing Forward
  9. 174Pressing Forward
  10. 175Enter the Dragon Queen
  11. 176Battle of Life and Death
  12. 177And the Sky Streaked Red

Showing steps 166 to 177 of 236.

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.

  • Paving the WayTwilight Highlands · Level 30-35

    My orders are to accompany you south through the Dragonmaw Gates towards the entrance of Grim Batol. We're to clear a path so that the rest of the men can follow us up and secure the entrance. Translation: kill everything that moves, and don't be ashamed if you have a good time doing it.

After this quest

Taken from the storyline's own step order.

  • Pressing ForwardTwilight Highlands · Level 30-35

    Good work so far. We should find the entrance to Grim Batol just past the next gate. I was ordered to secure the entrance and block off reinforcements while the rest of our men press through the path we've cleared up the canyon.

Other quests with this name

This one: Alliance only · Twilight Highlands · Level 30-35.

The storyline at a glance

Twilight Highlands has 236 steps, from Twilight Shores to Skullcrusher the Mountain.

Maps its steps are placed on (steps per map): Twilight Highlands (222), Azshara (9), Orgrimmar (4), Stormwind City (1).

Steps of this storyline count toward:

Other storylines on the Twilight Highlands map

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.