Is it me ? or is Lugeia really hard to kill ?
I have tried to kill her a couple of times, but when she summons the sailors, they all end killing me.
Is there a strategy to kill her , or is it me that I'm just rubbish ?
Quest
Lured and Allured
A World of Warcraft quest in Tiragarde Sound. Facts and objectives from the current retail game data.
The highest voted Wowhead comments for this page. They are community notes, not TheWoWDB comments.
Yep - all these named siren things are tough. It was reported in alpha, and in beta, and Blizzard just doesn't care. What really sucks is that you can't progress in the zone until you kill her, and so there's no real point to the zone at all.
DPS her as hard as you can, going after the sailors will get you blown up from what I've experienced.
Quest facts
Check whether you have already completed this quest
in-game: /run print(C_QuestLog.IsQuestFlaggedCompleted(48419))
Requirements
Read from the Blizzard quest API.
What to do
Description
Lookin' for a friend from the wreck, eh? If he survived he may have wandered up the path to our camp. Now if he ain't up there toastin' his buns by the fire, well... lotta poor souls fall victim to the song of the sirens. You should check the camp before you go wadin' out into the tideway. Ask our leader, Stabby Jane. She'd know for sure if a new survivor showed up!
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 areaIn-game waypoint: /way #895 84.9 76.1
Coordinates
- Turn-inTiragarde Sound 84.9, 76.1
/way #895 84.9 76.1 - Objective areaTiragarde Sound 85.5, 80.8
/way #895 85.5 80.8 - Objective areaTiragarde Sound 90.0, 74.5
/way #895 90.0 74.5 - Objective areaTiragarde Sound 85.4, 84.0
/way #895 85.4 84.0
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 Tiragarde Sound map
- Blood in the Tides about 70 yards
- Local Flavor about 230 yards
- My Favorite Things about 240 yards
- The Castaways about 240 yards
- Silencing the Sisters about 240 yards
- Ashes to Ashvane about 360 yards
- Getting a Clue about 360 yards
- Correspondence Conundrum about 360 yards
- Loose Ends about 360 yards
- An Explosive Entrance about 680 yards
Quests whose map markers the client places closest to this one on Tiragarde Sound, nearest first. Distances are straight lines between the markers.
Getting there
Alliance flight points closest to the quest’s turn-in marker on Tiragarde Sound:
- Castaway Point, Tiragarde Sound
- Freehold, Tiragarde Sound
- Kennings Lodge, Tiragarde Sound
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 · 18 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 18 on Wowhead.
Other quests on the Tiragarde Sound map
Reward details
Reputation: Proudmoore Admiralty +75
Masters of the sea and commanders of Azeroth's finest navy, the distinguished Proudmoore family has led Kul Tiras for decades from their seat of power in Boralus.
Reputation group: Battle for Azeroth.
Other quests in Tiragarde Sound that reward Proudmoore Admiralty reputation: The Old Knight (+75), Out Like Flynn (+500), Get Your Bearings (+75), The Smoking Gun (+25), Sanctum of the Sages (+75), Suspicious Shipments (+150).
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
Freehold
Part 2 of 12.
Previous: Stow and Go · Next: Lovesick and Lost
- 1Stow and Go
- 2Lured and Allured
- 3Lovesick and Lost
- 4Freehold
- 5The Irontide Crew
- 6Papers, Please
- 7Dress to Impress
- 8Raise a Glass!
- 9The Big Job
- 10Recruiting Efforts
- 11Rodrigo's Roost
- 12Fairwind's "Friends"
Also part of: Trouble in Tiragarde Sound (part 20 of 47).
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.
- Stow and Go
<Flynn lifts his collar to hide his face and speaks to you under his breath.> You see that ship? I know that ship. Let's just say her captain and I have a little history. It's a smuggling vessel. Our illegal weapons are on there for sure. I'd bet my coat on it... and I love this coat.
After this quest
Taken from the storyline's own step order.
- Lovesick and Lost
Ugh. My head. My HEART. Feels like a good hangover and a bad breakup put together. On the bright side, I think I know where we are. And where that ship was headed. Freehold. It's a... free town. For, uh... free folk. The only rule is that there are no rules.
The storyline at a glance
Freehold has 12 steps, from Stow and Go to Fairwind's "Friends".
Maps its steps are placed on (steps per map): Tiragarde Sound (12).
Steps of this storyline count toward:
Other storylines on the Tiragarde Sound map
- The Shadow Over Anglepoint
- A Mountain of Ice
- The Norwington Estate
- Beware the Daughter of the Sea
- Gaining a Foothold
- The First Assault
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.